Watch the opening cinematic of The Witcher 3

Shown just moments ago at the Golden Joystick Awards, you can now see the full opening cinematic of The Witcher 3: Wild Hunt.

Shown just moments ago at the Golden Joystick Awards, you can now see the full opening cinematic of The Witcher 3: Wild Hunt. Decapitated horse, gross eye-bird and all.

All that's left now is to wait for CD Projekt RED's exciting RPG to release. That'll happen early next year, on 24 February.

To see more from the user-voted award show, head over to the official Golden Joysticks Twitch channel.

Around the internet - Dead Island, Lara Croft, and more

Another week has gone by, and it's once again time for our weekly Around the Internet. We've gathered up articles from other gaming sites across the internet and brought them here for your reading pleasure. This week, Lara Croft gets put under the microscope, Saints Row IV gets a wish list, and Metro: Last Light gets some hands-on time. Have a look by clicking on the links below. GGS Gamer Metro Last Light Preview Dead Island: Riptide Preview Weekly Goofy Gaming Scribble God is a Geek Character Select: Lara Croft The Dirtsheet – SimCity in Real Life, Joakim Mogren on GTTV SimCity – Gameplay Diary: Day One The Koalition 4 Things We Want From Saints Row IV

Patch 1.22 polishes The Witcher 3: Blood and Wine

The expansions might be over, but CD Projekt Red is still polishing The Witcher 3.

The expansions might be over, but CD Projekt Red is still polishing The Witcher 3. Patch 1.22 is here, and it fixes a number of new issues introduced by Blood and Wine, plus some general tweaks for good measure.

Fixes issue whereby negative experience points were sometimes displayed if progress had been initially started in version 1.0. Fixes issue whereby Roach's tail could vanish. Fixes issue whereby pressing 'O' would add an unlimited number of Decoy gwent cards. Fixes issue whereby Oriana's guard could become translucent during the "Night of Long Fangs" quest. Adds display of food or drink vitality regeneration amount. Fixes issue whereby players could knock down horses. Fixes exploit whereby Aarding a beehive towards the dwarven blacksmith in White Orchard was possible. Fixes issue whereby a noblewoman in red would sometimes follow Geralt everywhere he goes. Fixes issue whereby body parts would sometimes remain suspended in mid-air after an enemy exploded.

There are many more fixes, and you can find the full patch notes here(amazingly, the inventory is still being improved).

PlanetSide 2's Matt Higby talks membership benefits and pay-to-win

PlanetSide 2 creative director Matthew Higby wrote a lengthy forum post on Monday detailing Sony Online Entertainment's planned benefits package for paying members.

on Monday detailing Sony Online Entertainment's planned benefits package for paying members. He also addressed concerns over purchasable items and weapons granting unfairly lopsided advantages to players spending actual cash "to instantly blow up someone's tank."

"As much as I want to give you the definitive answer that PlanetSide 2 is not pay-to-win, it turns out it's actually a fairly personal question, and people define what exactly pay-to-win is in their own way," Higby stated.

Higby emphatically declared that not a single component of PlanetSide 2's hefty vehicle armada or weapon armory will be restricted to free players, saying, "No weapon, vehicle, attachment, continent, class, or certification is unavailable to you as a free player. Everything and anything that can affect gameplay is available to unlock through gameplay. This is a big deal."

"Our goal is to make it so that any fight you have in the game with another player is entirely won or lost based on that player's skill, rather than how much money they've spent or how much time they've invested in the game," he continued. "We want a player who is badass at shooters and has just jumped into PlanetSide 2 for the first time to kick ass at it without spending a dime, and they will, because the ultimate arbiter of your success or failure in the game is your own personal skills (be they driving, firing, teamwork, tactics, etc.) and not which gun you bought."

Membership bonuses received elaboration, as well. Though carrying a subject-to-change caveat, subscription incentives include cosmetic accessories and a passive 50 percent boost to offline/online certification accrual, XP, and resource rates. Higby revealed subscribers get priority positioning in the login queue as a new feature.

"What these benefits don't do is give the guy who spends money on this game some overwhelming advantage that a free player has no access to," Higby said. "Yes, members and players purchasing boosts or weapon side-grades from the store will be able to in many cases (although not all, since time played and skill still counts for a lot in cert and resource accumulation) unlock items or certs faster than non-paying players. To us, the competition isn't who unlocks all the weapons first. It's who uses them most effectively, and that is entirely up to you."

RUMOR: Sim City 5 in 2013, to be announced next week

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Is It Time To Buy A Gaming PC?

Is It Time To Buy A Gaming PC? We spoke to Chris Roberts (creator, Star Citizen) and Jake Solomon (creative director, XCOM: Enemy Unknown) about the resurgence of the PC gaming scene and how it can still lead the industry for innovation and graphical prowess Right at the start of the year, Microsoft held a pretty important showcase – one that focused on Windows 10 (conveniently leaving out 9), one

World of Tanks celebrates 60 million registered users with explosive CGI spectacle

The normal reaction to a CGI trailer is to express mild annoyance that you're not seeing real in-game footage.

The normal reaction to a CGI trailer is to express mild annoyance that you're not seeing real in-game footage. But we already have loadsof in-game footagefor World of Tanks. Because it's out. So why this lavish, cinematic spectacle? It's because Wargaming.net have just announced 60 million registered users and, presumably, when that many people are playing your game, you can afford to splash out on frivolous promotion.

Okay, I suddenly have an intense urge to play Red Alert.

As always, "registered players" is a bit of a misleading figure, in so much as it's a very different metric to "active players". While that exact number is unknown, back in December last year, when the game was at 45 million registered users, an infographicrevealed a concurrent peak of 617,000.

We'll likely be hearing more from Wargaming over E3, where they've secured a 10,000 square foot booth in which to provide more details on World of Tanks, along with the upcoming World of Warplanes and World of Warships.

...

Jump to Section: Best Price Comments Pros Feeling like a real sniper The detailed bullet physics Pulling off the perfect shot with no HUD assists Cons The corny dialogue Sub-par visuals Tacked-on multiplayer Precision, stealth, and timing are the essential traits of a sniper. One mistake can mean the difference between life and death, and knowing when to pull the trigger can determine whether a mission

Designing Cryptark to let players dig their own grave

It's very difficult to design a great roguelike game.

The random nature of the environments and the harsh punishment for failure are key to the genre's appeal, but they require a very fine balance between difficulty and fairness. Players can quickly get frustrated if a roguelike seems too hard or too random, especially if they don’t fully understand why it was that they failed.

Typically, this is solved by having a deeply systemic but clearly communicated logic to the game. Spelunky does this exceptionally well, not only with the way that the player and the environment interact, but also how the environment interacts with itself.

With Cryptark , the new roguelike from Alien Trap (who previously developed Capsized and Apotheon), Jesse McGibney and his team decided to take another tack.

They let the player dig their own grave, so to speak.


Choose the form of your destruction

“A lot of the difficulty in Cryptark comes out of tying the economic system to the roguelike framework--by making your money your life.” McGibney tells me.


"Mixing up the objectives keeps you from just finding something that works and sticking with it. That’s where a game gets stale."

Cryptark is a game that casts you as a space pirate, shooting your way through derelict ships and disabling their automated security systems so that you can sell their parts for scrap. The trick of it is that each level has its own value, which is augmented by side objectives like keeping certain systems intact, destroying certain systems, or completing the level with less equipment that you would necessarily feel comfortable with.

“You could make your life really easy,” McGibney continues, “but it would cost a lot of money to do. We introduced a really nice skill ceiling where you could make life hard for yourself, but your margins would go way up. Bastion had a similar system that was built on giving yourself handicaps. That’s something that roguelike communities engage in a lot. They’ll do daily challenges, or like an eggplant runin Spelunky .”

What makes this successful in Cryptark is that, for most of the game, the difficulty arises out of the player’s own choices. Each level has three side objectives. Taken individually, they might seem fairly trivial, but each additional one you attempt to complete compounds the difficulty. This means that when you fail, it feels very much like you are the victim of your own arrogance and greed.

This extends even as far as the levels that you play, with each ‘stage’ offering you a selection of four different derelict ships to choose from. They vary in difficulty and style, with the easier ships being worth less, and the harder more, so that you’re entirely complicit in the level that’s selected. They’re still randomly generated and populated, but now it’s your randomly generated and populated level, rather than just the one you’re lumped with.

“With Cryptark we wanted those random elements, but we wanted the player to be able to make that decision, as the crux of the game is that risk/reward. They need to have the option to make the risk to get the reward. If they have multiple levels to choose from, it’s more their fault if they choose the ship that ends up beating them, rather than feeling as though it was the fault of the RNG.”


Making frequent deaths seem less unfair

This idea of player complicity neatly sidesteps the problem of fairness for the most part. Cryptark is a game that gets difficult quickly, but there’s enough of a buffer in the way your ‘life’ works (the cash reserves you have) that you can stomach a few failed missions so long as you’re not too greedy with your loadouts. This is best illustrated through the fact that even the amount of health you have is tied into the economy, each health point increasing the cost of that mission by a hefty chunk.

“Because everything is tied to the money system, it means we can really put a lot of emphasis on the player in terms of what they go with.” McGibney tells me. “The objectives were a way to really mix it up, and we’re going to be adding a even weirder and crazier objectives, As they give a lot money to the player, it’s another incentive to play, and keeps you from getting into a rut in your playstyle. It keeps you from finding what works and sticking with it, because that’s where the game gets stale.”

This is all illustrated by the profit margin, Cryptark’s way of scoring its players. The cheaper you can make your loadout, the more of a payout you can get from each level, and the higher your score. “You’re making a bet against the level, really.” McGibney explains. “You’re weighing your skill against the difficulty of the level, and saying that you can go in with x handicap and still come out on top.”

Which is the essence of the roguelike genre, really. It's just not usually distilled into such a capitalistic expression.

The Witcher 3: Blood and Wine conceals a Dark Souls Easter egg

Barely out a day, The Witcher 3: Blood and Wine 's darkest secrets are already being illuminated by players.

's darkest secrets are already being illuminated by players. A bog light dances on rickety bridge towards the end of the DLC. Let the flames guide thee, and you'll discover a combustible bonfire, complete with sword, in homage to Dark Souls.

Disappointingly, it's not a Coiled Sword. This is Gesheft, but as Gesheft is a beast of a blade (plus-20% sign intensity, three rune slots and up to 627 damage unaltered), I'm inclined to forgive the oversight. It's certainly a more practical Dark Souls tribute than Just Cause 3's.

World of Project Tanks? Wargaming files lawsuit against "disturbingly similar" tank game

As reported by Polygon , Wargaming's lawsuit alleges that Project Tank, which is also called Ground War Tanks, is not only “disturbingly similar” in concept and design, but it also uses original assets and design decisions not based in the real life history of World War 2-era armored warfare.

World of Tankscreator Wargaming.nethas filed a legal complaint against Project Tank, a browser-based multiplayer tank game being developed by Chinese developers Gamease and Changyou.

"Copying is evidenced by the fact that the designers of Project Tank copied historical inaccuracies found in WoT...” the complaint states. “Copying is further evidenced by the fact that the designers of Project Tank copied tanks from WoT that never existed in real life, and which included features original to WoT."

For their part, Project Tank's developers deny copying World of Tanks' assets, writing “Wargaming.net...has recently launched a series of underhand [sic] actions against Project Tank, including using their connections to shut down our facebook page.” Their Facebook page is indeed offline. “We feel truly shocked and bullied by Wargaming,” the developers continue.

Legalese and accusations of “sabotage” aside, what evidence do we really have at this point? The best I could find is some gameplay footage from Project Tank on YouTube. I compared it to video from World of Tanks developers and users and combined some screengrabs below.

Project Tank images from this video. World of Tanks images from hereand here.

Metal Gear Solid 5: Ground Zeroes PC confirmed for December

Metal Gear?!

Metal Gear Solid 5

Metal Gear?! It can't be... no wait, it can and it is. Metal Gear Solid 5: Ground Zeroes has gone from being confirmed on PC, to being rumoured for a 18 December release, to being confirmed for a 18 December release.

PC-specific improvements? You bet'cha. Konami has revealed that our edition of the experimental Metal Gear Solid 5 prologue will bring 4K resolution support, an increased number of simultaneous light sources, more simultaneous models and an increased shadow resolution. I'll be honest, I'm not entirely sure why some of those things are important, but they sound good nonetheless.

Mostly, then, the base game will be identical. Sam has played that game, and so wrote about what you can expectfrom this amuse-bouche for next year's Phantom Pain.

Gas Powered Games working on a "free-to-play triple-A MMO," may be renamed

European strategy gaming giant Wargaming picked up troubled studio Gas Powered Games back in February after its all-in Wildman Kickstarter campaign failed.

after its all-in Wildman Kickstarter campaign failed. Though Wildman is no more (for now, at least), Gas Powered's remainder—including founder Chris Taylor—appears close to completing its Wargaming integration. Speaking to Polygon, Taylor says the studio's temporary new name is Wargaming Seattle, and it's now busy with a “free-to-play, triple-A MMO with PVP.”

“That's not 100 percent sure, but it's not a bad thing to say,” Taylor elaborates on the new name.

Taylor also plans to rehire several team members let go during Wildman's tumultuous development, saying, “We went down to less than 10 people, but we're back up to 30 now, and that number continues to grow.”

As for his studio's current project, Taylor doesn't have additional details beyond a promise for further information in upcoming months. Seeing as Wargaming struck gold with World of Tanks, Taylor's game has a strong chance of following suit design-wise, particularly so because of his Total Annihilation and Supreme Commander strategy and military warfare roots.

Sniper: Ghost Warrior 2 and Combat Wings: The Great Battles of WWII dated

Combat Wings: The Great Battles of World War II is due out on February 10, and looks to bring the fast-paced dogfights of the Second World War to consoles and PCs in time for Valentine’s day. Beyond working with traditional controllers, Combat Wings also has Move support, allowing players to physically steer their planes with motion control. It doesn't feature Kinect support, though, so you're not

Top 10 Clocks Counting Down To The Apocalypse

Top 10 Clocks Counting Down To The Apocalypse The ‘doom clock’, or doom timer, is a fascinating mechanic in gaming – its primary uses usually involve some kind of unstoppable death at the end of a countdown. Loved by some, loathed by many, the doom clock pressures players. Mixing a completionist with a doom clock is a recipe for frustration. With that in mind, you’d better read our ten best before

World of Tanks announce Chinese warmachines - tech tree and trailer within

World of Tanks has got a lot of tanks.

World of Tanks has got a lot of tanks. But has it got enough?! Not yet, say Wargaming.net, announcing the forthcoming introduction of yet more mechanical monsters, this time based on designs and prototypes developed by the Chinese. Hit the jump for loads of screens from the incoming update, a tech tree and a trailer, too.

Chinese tanks weren't at the vanguard of mechanised warfare, but they made up for lost time in the second half of the 20th century, cobbling together the best bits from elsewhere to create hybrid behemoths that combined American manoeuvrability with British accuracy, Soviet power and French firing rates - all the while benefiting from Russian money and cheap production practices.

This update sees the introduction of a 17-tank-strong tech tree, featuring the likes of the Russian-imported T-34 medium tank and IS-2, while premium tank offerings include the Chinese-made Type 62 and Type 59. See the pic below for the full details:

E3 2011: Sniper: Ghost Warrior 2 preview

Developer City Interactive’s first attempt with the Sniper: Ghost Warrior series sadly came across as little more than an interesting concept that was incredibly lacking in finesse. The game was released in a buggy state, the plot was forgettable, the graphics were bland, enemies all seemed to possess some sort of god-like clairvoyance in that they could easily spot you in cover from five miles away

The haunting real-life disease that inspired Hyper Light Drifter

“The main character in Hyper Light Drifter suffers from a deadly illness, one he is desperately seeking a cure for.

suffers from a deadly illness, one he is desperately seeking a cure for. It haunts him, endlessly. That’s something I’m keenly familiar with.”

- Heart Machine lead developer Alex Preston, on the inspiration for his lead character's haunting visions.

If you've played Hyper Light Drifter , you likely wondered what the story was behind the title character's frequent hallucinations and coughing up spurts of blood. The game often implies the Drifter is near death, and it's not the scaling hordes of monstersthat will push him over the edge.

While the Drifter's illness may remain in the murky mist of the game's deliberately vague backstory, lead developer Alex Preston recently explained the real-world inspiration for these moments in an interview with the Guardian. Speaking with writer Chris Priestman, Preston says these dark, terrifying moments come from his lifelong battle with heart disease.

"A plethora of digestive and immune system problems have left me hospitalised on numerous occasions, often near death," Preston explains. "This gives me a certain perspective on life, and plays into the stories I want to tell."

Preston says this condition has inspired much of his art career throughout his life, and working through it helped bring him to a point where he felt like he could make a game like Hyper Light Drifter. "I threw stuff at the walls to see what stuck, what resonated with me and my peers. It was incredibly helpful to make some trashy work that I eventually burned or gave away."

"It made me a better artist, brought me closer to defining what I actually wanted to say with any of my work moving forward.”

The Guardian's writeup says Preston's health issues contributed to the long development cycle for Hyper Light Drifter, though it's also clear this was because of the expanded scope Heart Machine could work towards thanks to a successful Kickstarter.

You can read more of Preston's accountto learn how working with a community at Glitch City helped fuel his work as a developer, and some of his experiences sharing his health struggles with the game's fans.

Mafia 3 live-action trailer builds "the legend of Lincoln Clay"

I really liked the E3 trailer that 2K released in June in support of Mafia 3 , the upcoming tale of revenge and other unpleasantries set in the fictional New Orleans analog of New Bordeaux.

, the upcoming tale of revenge and other unpleasantries set in the fictional New Orleans analog of New Bordeaux. The live-action trailer released today is a very different sort of beast, less about the game than about the “legend of Lincoln Clay,” but I'll go out on a limb here and say it's every bit as good.

Live-action teasers are a tricky business, because they're pure PR. There are no graphics to see or gameplay to wonder about; at best, you get a bit of background that explains a little about why things are the way they are in whatever game it is you happen to be playing. And so it is here: This video is all about the spirit of the game, and of life in late-60s New Orleans as filtered through the lens of popular media.

But—bearing all that in mind—it works. So even if Mafia 3 falls short of the mark (and based on April hands-on, I'd say there's reason to be optimistic), we'll always have the trailers. Mafia 3 is set for release on October 7.

World of Tanks update 8.1 brings Brits to the battle with the Royal Tank Corps

Wargaming's epic MMO tank battler has received an update which adds a slew of new steel monsters and visually overhauls a number of battle arenas in which to test their mettle.

Wargaming's epic MMO tank battler has received an update which adds a slew of new steel monsters and visually overhauls a number of battle arenas in which to test their mettle. And their metal. World of Tanks patch 8.1 introduces players to the expansive armoury of Britain's Royal Tank Corps, with its 22 new behemoths including the likes of the Vickers Medium Mk I tank, the Centurion Mk. I-IV, the Centurion Mk. V-XI, the Matilda medium, the FV 214 Conqueror and the Churchill.

The new British fleet is intended to span the many and varied qualities of tankitude, from zippy, heavy-hitting tanks for lightning strikes, to lumbering giants, designed to plough implacably forward through a hail of fire. Apparently, a later update will also bring self-propelled guns and tank destroyers. In the meantime, however, you could always snap up some of the new premium tanks on offer: the Soviet SU-11 44, the German PzIV Schmalturm VI and the Panther M10.

Also in the update is a rendering and lighting refit of the Province, El Halluf, Dragon Ridge, Abbey, and Prokhorovka battles arenas. Sparkly.

The British invented the tank, so seeing them roll into Wargaming's eternal battle is a fitting a testament to Blighty's dubious death-engineering talents. I suppose a fleet of Spinning Jennies wouldn't be much cop against the amassed might of the Panzerdivision.

Tomb Raider DLC revealed, hits Xbox 360 first

Square Enix has announced the first round of Tomb Raider DLC, which will be a timed exclusive release on Xbox 360. Priced at 400 Microsoft Points (£3.43 / $5 / €4.80) and launching on March 19, the Caves & Cliffs multiplayer map pack will feature three new locations playable across all four of the game's online modes. Scavenger Caverns : An extensive subterranean network of caves used by the island

Video: How League of Legends handles rapid QA cycles

Riot Games constantly refines its QA process for new content in League of Legends to avoid disrupting any of its 11 million daily players' sessions, senior QA lead Benjamin Seifert shared at GDC 2013.

Courtesy of the GDC Vault, this free lecture captures Riot's 3 key beliefs that guide its QA process. The company focuses on appropriate hiring and training of staff, leveraging technology to automate testing and to share information across the company (such as hanging monitors throughout the office with live build updates), and seeking feedback through internal and public beta testing.

Session Name: It's Raining New Content: Successful Rapid Test Iterations

Speaker(s): Benjamin Seifert

Company Name(s): Riot Games

Track / Format: QA Summit

Overview: Games as a service model encourages the continuous delivery of new content and features to their player base. In many cases, this leads to a significantly compressed QA cycle where more traditional QA models fail to adapt. The failure to adapt leads to a sacrifice in subjective or functional quality. Riot Games tackles this problem with a three pronged approach: utilizing our specialized skills and knowledge, having diverse and frequent feedback loops, and automation.
About the GDC VaultIn addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Tech.

Prey for the Gods slays Kickstarter goal

What is it about giant godlike monsters that makes people want to clamber all over them?

What is it about giant godlike monsters that makes people want to clamber all over them? Maybe it's the fur (they just look so cuddly), or maybe it's the strange desire to wipe these monsters from the Earth, so that loved ones might resurrect, or an endless Winter might dissipate, saving mankind. The Shadow of the Colossus-inspired Prey for the Gods goes for the second one, which I suppose is a worthwhile reason, and if you've been followingits funding campaign you'll be pleased to hear that the game has just reached its Kickstarter goal.

$300,000 was quite a low amount to ask for such a game, so perhaps it's not surprising that Prey for the Gods has succeeded, but I'm glad that it now has a greater chance of existing, than if the Kickstarter campaign had failed to gain any traction. I'm not sure that 10 days is enough time for it to reach the later stretch goals that would add extra bosses beyond the five that have been promised, but the ones for additional animations and more weapons/armour seem doable.

December 2017 is the estimated release date.

PC Gamer Presents: World of Warplanes

When World of Warplanes launched in late 2013 it was fast, brash, and promising—if a little thin on features.

WoWP 1

When World of Warplanes launched in late 2013 it was fast, brash, and promising—if a little thin on features. It has since had a year to mature, steadily growing in breadth and complexity. In the latest PC Gamer Presents magazine special we take an in-depth look at World of Warplanes, offering advice for each of the game's many aircraft as well as exploring the dogfighting principles that turn good players into great ones.

We've done historical research as well as in-game testing to provide context for every warplane. In the expanded features section you'll also find an in-depth hands-on with the forthcoming World of Warships, as well as a look at how World of Tanks' new features have added depth and complexity to its competitive scene.

That's not all! You'll also find an invite code (redeemable on new accounts until 1st December 2014) for seven days of Premium account access, 300 gold and a Mitsubishi Ki-33 warplane . The issue is available now through all good magazine outlets in the US and UK.

UK residents can also order through My Favourite Magazines.

WoWP 2

Tomb Raider boasts 1m players in 48 hours

Tomb Raider hit the one million player milestone in less than two days, according to developer Crystal Dynamics. Karl Stewart, global brand manager at the studio, said the series reboot has made a strong commercial start and thanked fans for their early support. Twitter : "Wow, 1m gamers playing in less than 48hrs! @tombraider fans, you're AMAZING Hearing some stores are running low..more copies are

Terraria 1.3.2 update adds balloons, party hats, and the "Pigronata"

The Terraria in May was released to mark the game's fifth birthday.

was released to mark the game's fifth birthday. But the 1.3.2 update that's just gone live is the one that really brings the party.

Literally, I mean: You may now use the Party Girl's Party Center to fire up the festivities, and the town NPCs may start their own under the right conditions. The update also adds party essentials to the game, like balloons (and balloon animals), party hats, streamers, presents, the Pigronata, and more.

Behind the scenes, beehive-type bees have been nerfed in expert mode, unnecessary player synchronization calls have been “significantly reduced” which should improve performance on servers with high player counts, rain clouds are craftable, town NPCs will try to avoid falling into cliffs when they're away from their home area (the emphasis on “try” in the patch notes suggests their effort will not be met with great success), and the Sort feature will now work on chests. There are quite a number of bug fixes on tap as well.

Developer Re-Logic said in the 1.3.2 changelogthat it's already working on the equally-excitingly-named 1.3.3 update. Details and a release date haven't been nailed down just yet, but the studio said it will focus on the Underground Desert.

World of Warplanes 1.4 update releases today, bringing new maps and improvements

The highlight of each Wargaming update is that they're so often accompanied by a lavish, if unrelated, trailer.

The highlight of each Wargaming update is that they're so often accompanied by a lavish, if unrelated, trailer. World of Tanks has long since set the record for most insanely bombastic CGI videos, and so it seems as if World of Warplanes' teasers are going to be an altogether classier affair. I guess, for players of the game, the new maps, features and improvements introduced in today's 1.4 patch—including a separate launcher for SD and HD profiles and improved matchmaking—are also something to anticipate.

With the update, players will be able to choose between two versions of the client, giving those with limited space or power the chance to download a smaller 'SD' version of the game. The developers are also revealing "Matchmaker 2.0", which they say will ensure even flight squads across both teams, and a more balanced selection of tiers and plane types each match.

Also added: a new premium Tier VI plane for each nation. The Soviet Bell P-39Q-15 Airacobra, German Supermarine Spitfire V DB 605, British North American Mustang Mk.I, Japanese Kawasaki Ki-88, and the American Grumman XP-50. I'm about 80% sure that those are actual planes, and somebody didn't just pass out on a keyboard.

Finally, there are two new maps: Winter War and Hidden Airbase. The former is "dark and hazardous", while the latter takes place around a secret military facility. Expect World of Warplanes 1.4 to arrive later today.

Necropolis will be updated to address launch criticisms, devs promise

As far as concepts go, Necropolis is very appealing: it's a third-person rogue-like inspired by Dark Souls, with an emphasis on thoughtful combat.

is very appealing: it's a third-person rogue-like inspired by Dark Souls, with an emphasis on thoughtful combat. Tyler reviewed itearlier this month and, despite enjoying parts, found that the good aspects were "weakened by long boring stretches, clueless AI, and snickering obscurity."

Studio Harebrained Schemes has been listening to these widespread criticisms since launch and, in a lengthy post on Steam, has pledged to update the game to make it better. To these ends, in the coming weeks the game will get new enemies and a new outdoor environment called The Black Forest. These updates will be free.

The first improvements will roll out this fortnight, and will revise weapon descriptions in order to make them less obscure. Meanwhile, enemy spawns will be tweaked in order to make them "more logical and less frustrating".

Within a month, the studio plans to add new enemies, further tinker with enemy spawns in order to make harder enemies appear earlier in the game, and introduce new weapon and armor sets. Crafting recipes will be obtainable via loot objects, and shields will be more effective.

Finally, within the next two months, the studio plans to improve the final enemy, introduce a new playable character, new traps, roll out a new "wintry deathscape" environment and much more. The full notes can be read in the.

It's good news: Necropolis is a great idea stymied by occasional poor judgement, but fingers crossed it'll be everything we hoped it'd be within the space of a few months.

UK World of Warplanes giveaway: win more Logitech goodies and Warplanes schwag

It's nearly Christmas, what better time to refresh all of your peripherals - 'tis the season!

It's nearly Christmas, what better time to refresh all of your peripherals - 'tis the season! We have another bunch of goodies to give away courtesy of the free-to-play multiplayer dogfighting game, World of Warplanes.

Once again, we're giving away a Logitech G510s gaming keyboard, a G230 headset/mic combo, a G400s optical gaming mouseand some World of Warplanes gear, including a big metal mouse mat, flight goggles and a flying hat why not (an airman's cap, that is, not a hat that is itself capable of sustained flight). There is a question below, if you can answer it in a manner that amuses us, you stand a chance of winning ALL OF THE ABOVE.

To the question, then. Aerial combat has many manoeuvres with their own weird names and patterns. Your mission, should you choose to accept it, is to come up with your own aerial combat manoeuvre. Give it a name and explain what it does in a single sentence. Answer below, or email your answer to tom.senior@futurenet.com with the subject line: World of Warplanes giveaway two. The funniest, punniest answer will win. If you don't make it this time, fret not. We will be doing another Warplanes giveaway shortly. Also note, this one's open to UK readers only. Good luck!

10 games characters that prove silence really is golden

10 games characters that prove silence really is golden The silent protagonist used to be a trope in gaming because it made sense when thinking about technological or budgetary constraints – putting in a central character that required no voicing or scripting made sense when deadlines were tight. Since then, though, the heroic mime has become something of a self-aware trope within videogames; a vague

World of Warplanes' first update brings new planes, arenas, achievements

Wargaming today announced that the first update to its newly launched World of Warplanes will release later this week.

will release later this week. It will include 14 new planes, two new battle arenas, and new epic and tiered achievements. If you log into the game between December 23 and January 16 you'll also get a free premium plane to celebrate the update, the Curtiss Model 68C Hawk III.

In addition to small bug fixes and balance issues, the update also adds a new training mission, which focuses on attacking ground targets. This, along with the rebalancing of low-altitude planes and a greater emphasis on destroying ground targets could change the game for the better. So far I've started every match climbing up as far as I can, and descended only to attack or dodge. Wargaming is well aware of this "boom and zoom," strategy, as the community calls it. "To rebalance this," World of Warplanes Sr. Producer Garth Luke told us, "we addressed stalling in general, low altitude handling and gunfire dispersion." The update could make it more worthwhile to stay low, use the terrain to your advantage, and give World of Warplanes some much needed variety in viable strategies.

Sadly, if you own a really fancy flight stick and finding that it doesn't work so well with the game, the patch only addresses issues with the mouse and keyboard controls, which continues to be Wargaming's preferred input. Garth told us that he believes that some fine tuning of buttons and sensitivity could yield really good result, but that, "yes, we are currently developing better support for all control devices across the board, heavily based on player feedback."

The two new maps are Adriatic, set over a naval battle and available for tier V-X planes, and Fortress, set above countryside and available for tier II-VII planes. You can find more detailed patch notes here. If you're titillated by aviation history you'll probably want to know that German tech tree is getting nine new Focke-Wulf warplanes, and that the update also adds five new Tier V premium aircraft, including the Russian Curtiss P-40 M-106, the UK Miles. 20, the US Grumman XF4U-1, and the German Messerscmitt Me 209V.

Read our World of Warplanes review.

Rumour has it that Lionsgate is working on the eighth Saw movie

The nice thing about horror is that nothing ever really stays dead. In bad news for those who have the Blu-Ray 'complete' set, Saw Legacy will apparently be the eighth movie in the ultra gory franchise and Lionsgate has already started cranking those blood covered development cogs. The insider leak comes from The Tracking Board and reveals that the writing duo behind Sorority Row and surprisingly fun

Enter the ‘Dungeon Kingdom’ on Steam Greenlight, Indiegogo

The team at Hydro Games is looking for support for their forthcoming 3D dungeon crawler, Dungeon Kingdom: Sign of the Moon .

. The Hydro Games team is comprised of developers with an assortment of experience, having been involved with making games like Lonewolf , GT Racing , and Syberia , among many others. Now, they have joined forces to bring a new adventure to your computer.

The exact story behind Dungeon Kingdom is being very carefully kept under wraps. What we can tell you is that it’s a classic RPG, inspired by the old-school dungeon crawlers of previous gaming eras. You’ll battle monsters, contending with almost frighteningly intelligent AI, as you work your way through various settings. Solve puzzles, engage in epic battles, and collect treasures. The developers are eager to simultaneously pay tribute to great games of the past and provide next-generation gaming quality.

The Hydro Games team is planning to release the game sometime this year, although they are very insistent that they take their time in order to produce the highest quality game they possibly can. It will initially be released on PC, Mac, iOS and Android systems, and they hope to additionally release it for Windows Phone and Linux down the road. It will be a single-player game, available in English, Spanish, French, and German.

To help them with their grand plans, they have put Dungeon Kingdom on both Steam Greenlightand Indiegogo. They would like nothing better than for you to investigate the game, give it an upvote, and – if you’re able and willing – contribute a little something to its funding. The Indiegogo campaign will end on October 4th, by which time they hope to have raised €9,000 EUR. You can watch the adventure unfold on Facebook, Twitter, or the Hydro Games YouTube channel.

Gears of War 4 campaign footage unites father and son

When Phil caught up with Microsoft’s Phil Spencer earlier this year, the head of Xbox suggested console-exclusive games which make sense on PC will likely wind up on PC.

will likely wind up on PC. Just five minutes into the company’s E3 press conference last month and it was revealedGears of War 4 will be “exclusive to Xbox and Windows 10.”

Ahead of its October 11 release, the latest in-game campaign footage showcases a typical mix of pensive exploration and speaker-busting action combat, not to mention a fierce storm towards the trailer’s end. The star of the show this time round is JD—the son of past protagonist Marcus Fenix—however the segment above confirms that his father, now noticeably older, joins in the action along the way.

Speaking to Entertainment Weekly, Microsoft also confirmed that although not playable in the main campaign, players will fill the boots of Marcus Fenix via the game’s multiplayer and returning Horde Mode. Here’s a quick look at one of its multiplayer maps, Forge:

As for the campaign, the official blurb reads: “JD, Del, Kait and Marcus Fenix are in pursuit of creatures called the Swarm. With their village destroyed and Kait's mom abducted, the squad gives chase through the wilds of Sera and must battle through an incredible storm.”

Gears of War 4 is due to launch October 11 as one of Xbox One’s cross-platform Play Anywhere games.

UK World of Warplanes giveaway: win a Logitech headset, keyboard, mouse and Warplanes schwag

Are the cracks in your keyboards full of bits?

Are the cracks in your keyboards full of bits? Are the feet of your mouse worn down to useless, scratchy nubs? Does your headset sound crackly and weird? Well you're the perfect candidate to enter this week's World of Warplanescompetition.

We're giving away a Logitech G510s gaming keyboard, a G230 headset/mic combo, a G400s optical gaming mouseand some World of Warplanes gear, including a big metal mouse mat, flight goggles and a flying hat for you to wear together at home when no-one's looking. Those come in a rugged World of Warplanes satchel, which is probably worth something too. Look up and you'll see all of them pictured, wrapped in Christmas tinsel to remind us all of what Christmas is really all about - shooting people down in sweet virtual planes! Read on to find out how to enter.

To enter answer the following question in the comments below. One winner will be chosen on Monday.

Manfred von Richthofen earned one of the most famous nicknames of all time when folk started calling him The Red Baron. Your task is to coin your own legendary nickname and come up with a flying motto of less than 20 words , a bit of sage advice you'd tell young flyboys about surviving the vicious skies. Also note, this one's open to UK readers only. If you don't win this time, fret not, we'll be giving away more Logitech and World of Warplanes goodies soon. Good luck!

Update: If you're struggling to log in and leave a comment here, you can also leave your entry in the comments of the Facebook competition postor email your suggestion to me at tom.senior@futurenet.com with "World of Warplanes competition" as the subject line.

The competition has been judged! We had loads of entries here, on Facebook, and submitted via email. Some were poetic, like Ben's suggestion of The Nutcracker - "Fear not the loss of your masculinity, for what is an aerial battle but dancers, pirouetting amid deadly lead streams." Others had top puns, like Tony The Hawk Pro Pilot, whose motto was "Does my gun look Biggles in this?" The funniest name, via Facebook, was the Archbishop of Bantebury (motto: "its just banter fritz") All excellent stuff, but the winner must be the top comment below, for being a good unified joke, and for being both funny and sad at the same time. Pilot: Tragic Joe, motto: "I'll be home in time for Chris-" Grats RobCoxxy, I'll drop you a PM through the forum system. If do you don't pick that up, email me at ton.senior@futurenet.com and we'll arrange for postage of all these goodies.

Thanks for entering everyone! We'll have another Warplanes giveaway up shortly.

Marvel and Fox unite for X-Men spin-off shows Hellfire and Legion

Plans for a long-rumored X-Men TV series are moving forward, courtesy of a new deal between Marvel and Fox Networks. Deadline reports the two media giants have joined forces to bring two previously untapped Marvel properties to the small screen: Hellfire and Legion . Both shows are set within the X-Men universe and boast long-term franchise director Bryan Singer, as well as executive producers Simon

Indie Intermission – ‘Encounter’ A Close Encounter Of The RPG Kind

Today’s game Encounter is a rather nifty little game that plays a little bit like a board game crossed with a turn based RPG battle sequence reminiscent of early Final Fantasy games.

Encounter has been developed by FineSoft a developer that seems to be based in Japan.

Although the basic premise behind Encounter is very straightforward the game offers a lot of great little upgrades from level to level allow you to start forging you own game style.

The whole idea is to match either one of each type or as many of the same type as you can to deal damage to the current enemies. You must constantly deal more damage to the enemy then they do to you or you lose, which does sound a little self explanatory but still.

The graphics style in Encounter is very nice and does bring back memories of the classic RPGs of the past creating a great overall aesthetic for the game.

Average play time – 10 minutes

Encounter is a great deal of fun and offers a lot of really nice mechanics that create quite a great game overall. If you have ever played an RPG of the ’90s you should get a great deal out of Encounter .

Encounter can be played on the FineSoft sitenow for free.

If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at editors@indiegamemag.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!

GTA 5 mod adds Red Dead Redemption-style gang hideouts

Grand Theft Auto 5 has an abundance of neat official add-ons , but its huge collection of user-made mods are what sets it apart from just about every other game in my eyes.

of user-made mods are what sets it apart from just about every other game in my eyes. Modder State_of_Mind’s Gang Hideouts is the latest to catch my eye, which brings Red Dead Redemption’s raidable enemy HQs to the sprawling open world Los Santos sandbox.

It’s a real shame that GTA’s wild west cousin remains a console-exclusive, as it’s a fantastic game—in both single and multiplayer—with a story that’s far more engaging than anything the Grand Theft Auto series has ever offered. Gang Hideouts, for those unaware, feature in Red Dead Redemption as areas inhabited by outlaw gangs that players can confront and face-off against. Besides snagging bonuses, clearing these bastions of their bad guys is great fun, which is why it’s nice to see the idea implemented in GTA 5.

State_of_Mind’s GTA-oriented slant on Gang Hideouts requires both the Build a Missionmod by Aimless and the OpenInteriorsmod by NewTheft to work, and lets players seek out gang’s quarters as they lie strewn across the Los Santos map—just like in Red Dead Redemption.

Each hideout is home to a different group of enemies, and State_of_Mind has added over ten new hideouts and a handful of antagonists—such as Corrupt Cops and Dam Hippies—since the mod was first created less than a month ago, as he or she ensures the mod "expands over time."

Here's a few stills that accompany the mod's download link.

World of Warplanes release date announced, alongside Gamescom trailer

If Wargaming.net went full time into the CGI trailer making business, I'd probably be okay with that.

If Wargaming.net went full time into the CGI trailer making business, I'd probably be okay with that. Back in June they marked their 60 millionth registered World of Tanks player with pounding, industrial spectacle. Now, they've swooped into GamesCom with a World of Warplanestrailer that's just as dramatic, if a little more graceful. And hot on the teaser's tail is an announcement: the multiplayer dogfighter's official release date.

World of Warplanes is set to leave beta next month, on September 26th in both North America and Europe. More than 100 different aerobatic marvels are expected for launch; including aircraft models from United States, Germany, Russia, Japan and Britain.

It sounds as if the game's test flight has been a success. Wargaming claim that over three million people have signed up for the beta, and that those pilots have launched more than 202 million total combat flights. You can sign up for the open beta right now at the game's website.

Want to know the latest from Cologne? Keep up to date with our complete Gamescom 2013 coverage.

New Pokemon on the way: Omega Ruby and Alpha Sapphire

The pair of games are due for release on Nintendo 3DS and 2DS in November 2014, and apparently provide "a fresh take on Pokemon Ruby and Pokemon Sapphire ."
Nintendo says that the games feature "a spectacular new world." Notably, the official website for the game also suggests that the game features Pokemon characters from the recent X & Y titles, and does not stick to Ruby and Sapphire creatures only.

Nintendo has just announced Pokemon Omega Ruby and Pokemon Alpha Sapphire , the next titles in the Pokemon franchise, and a throwback to the original 2003 Ruby and Sapphire releases.





Nintendo has chosen to announce this new Pokemon game on the same day that it recorded losses for the last fiscal year.

Top 10 impossible structures in videogames

Top 10 impossible structures in videogames 10. The Traveler From: Destiny A strange spherical structure that one day sank into gravitational orbit around Earth, the Traveler’s arrival heralded a Golden Age for space travel to the inhabitants of our humble planet. It’s unknown whether the Traveler is sentient, AI or just a structure, but figuring out its ominous presence will be the driving narrative

The Bard's Tale IV Kickstarter adds Chris Avellone as a stretch goal

At this point, famed designer Chris Avellone is a de facto member of the team at inXile Entertainment.

Bard s Tale

is a de facto member of the team at inXile Entertainment. He took part in the development of Wasteland 2and Torment: Tides of Numenera(which is still in the works), in both cases after funding stretch goals were hit. And now, with The Bard's Tale IVKickstarter winding down, he's getting ready to make that run three for three.

As usual, Avellone's participation in Bard's Tale IV is a stretch goal, this time pegged at the $1.9 million mark, which will see him create "an all new dungeon built from the worst things" he can imagine called The Cairn of Horrors. "The Cairn has one purpose," inXile founder Brian Fargo wrote in the latest Kickstarter update, "and that purpose is to kill you."

"If you’re not familiar with Chris, he and I go back together to the mid-90s when he worked on the legendary cRPGs Planescape: Torment(as Lead Designer) and Fallout 2," Fargo explained. "We have very successfully worked with him before on Wasteland 2 and Torment: Tides of Numenera, a co-operation that is still ongoing to the joy of both parties!"

Avellone (who, you'll recall, left his "real job" at Obsidian earlier this month) isn't the only potential big-name addition to the design team. At $1.4 million, Numenera creator Monte Cook will create a dungeon of his own, the "RPG Super Team" of Bruce Cordell, Wolfgang Baur, and Sean K. Reynolds will do the same at $1.5 million, and $1.7 million will see Colin McComb, the creative lead on Tides of Numenera, climb on board.

Interestingly, while The Bard's Tale IV was easily funded, it doesn't appear to be the runaway success of its predecessors. Wasteland 2 pulled in more than $2.9 million on a $900,000 goal, and Torment hit nearly $4.2 million while aiming for the same target. The Bard's Tale, on the other hand, surpassed its $1.25 million goal on June 14 but has only moved to $1.36 million in the two weeks since. The campaign still has 11 days remaining but unless the pace picks up dramatically, the Avellone Three-peat will have to wait.

YouTuber replaces every Dark Souls 3 texture with crabs, and the results will astound you

The YouTuber known as Limit Breakers may have a little too much time on his hands—a judgment I make because, for reasons that are not entirely clear, he used the iGP11 texture replacement utility to change every texture in Dark Souls 3 to a crab.

It's crabs and nothing but, as far as the eye can see. Crab on the shield, crab on the cape, crabs on the ground, crabs in the sky, crab on the face, crabs in the... well, you get the idea. It's like a Red Lobster expansion into the Kingdom of Lothric gone seriously (seriously!) wrong.

I can't even begin to fathom what leads a person to do something like this. Maybe it's some kind of psychological payback for a bad encounter with a Great Crabat some point in the past? The video ends in an encounter with one—a crab wearing a crab, naturally—and it doesn't go well. It's all very strange, isn't it?

Weirdness notwithstanding, Dark Souls 3 is really good—good enough to ensnare even Andy Kelly, who didn't care much for the first two games in the series. Find out why here(it wasn't because of the crabs).

Why I love crushing the hordes with hammers in Space Marine

WHY I LOVE
Space Marine is a third person fighting game from Relic Entertainment, a studio best known for their fine RTS games.

In Why I Love, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. This week, Tom faces the Waaaagh in Space Marine.

Space Marinewas an attempt to break into new genres and find new audiences. Games Workshop's Warhammer 40,000 universe was the vehicle, and the opportunity to paste dozens of rampaging space Orks was the primary draw.

Space Marine commits completely to the core mission, and its realisation of 40K's exaggerated close combat weapons is unexpectedly good. The chain sword feels like a low-fi counterpoint to the common lightsaber archetype. Instead of the warm 'vrwooom' of plasma, the chain sword's gears roar with every swipe—a brutal weapon for an uncivilised age.

The glowing power axe seems to deal damage more efficiently, but lacks the mechanical ferocity of the chain sword. You have to wait until you find a thunder hammer to access the full force of the Adeptus Astartes armoury. This two-handed electric war hammer tenderises enemies with sweeping blows and overhead strikes. The latter emit a thunderous shockwaves that leaves enemies open to execution attacks, which provide some of Space Marine's most violent and satisfying moments.

Weapon impacts are improved by the addition of slow motion, judicious particle effects and some outstanding weapon noises. But let's not underestimate the role that your dance partners play. Orks lope towards you in swarms and pop explosively on death, charging with the misguided enthusiasm you'd expect of creatures that love to fight and barely feel pain. In defeat, as a chain sword grinds through various important bits, their primary emotion is surprise and outrage. It's telling that the game slumps in the final chapters, when another force usurps the Orks as your primary foe.

I mention these details because Space Marine demonstrates how careful attention to combat audiovisual can mitigate wider problems. Space Marine's environments are grey and samey, struggling to realise spectacle that the story demands, and that 40K fans expect. Thunder hammers—rare and mighty tools of the Emperor's finest—can frequently be found resting on small crates in cramped rooms. Fans of the universe can take pleasure in some authentically modelled vehicles and units, but many lie static and unused in the background.

Nonetheless, I can't stop myself going back to pick up a thunder hammer, strap on an assault jetpack and take it to the Greenskins. Space Marine isn't a classic but it does hammers, chain swords and exploding enemies very well indeed and that's good enough for a Why I Love in my book. Well done, Space Marine, the primarchs would be proud.

World of Tanks developer to unify premium accounts across all titles

World of Tanks developer Wargaming has announced an to its free-to-play gaming portal that may alter the way players make use of its online economy.

to its free-to-play gaming portal that may alter the way players make use of its online economy. Set to go live sometime during the open beta phase of the tank-blasting title's sister game, World of Warplanes, what's being called the Unified Premium Account should allow benefits earned in one Wargaming world to be used in any other.

A 7-day premium accountin World of Tanks currently goes for 1250 of the game's gold, or in-game currency. This will cost you $6.95 in real-world money, but in return you earn experience points and credit at a higher rate and get a speed boost to the research of new tanks and upgrades. The Wargaming.net premium status would then also apply to accounts in the upcoming World of Warplanes as well as in World of Warships, which currently rests in a pre-beta state. Wargaming could be poised to benefit tremendously from the popularity and player-base of its World of Tanks universe as each new title appears.

Obviously it's not clear yet if the gameplay experience that Wargaming offers will carry players from tanks to planes to warships, but unifying the economic system—a sensitive interface in any free-to-play game—should offer tankers some continuity if they take to the air or the sea in search of new challenges. For more information on Wargaming, check out Tom Senior's detailed look at the developer's history.

Chris Avellone leaves Obsidian

Chris Avellone, co-founder and creative director at Obsidian Entertainment, announced on Twitter this morning that he has left the company.

Avellone

"I have officially left Obsidian Entertainment to accept a sudden opening as the Defence Against the Dark Arts Professor at Hogwarts," he tweeted. "(The first part is serious, but much love and well wishes to my fellow devs, good folks one and all.)"

Avellone hasn't said what he intends to get up to next, but he was recently involved in the development of Wasteland 2and FTL: Advanced Edition, and is also taking part in InXile's Torment: Tides of Numenera. Previously, he's worked on Fallout 2, Planescape: Torment, Icewind Dale, and Fallout: New Vegas. He co-founded Obsidian in 2003, after departing from Interplay. Interestingly, and almost certainly coincidentally, his fellow former Interplay man Brian Fargo said yesterday that he and Avellone hope to one day revive the long-lost Van Buren project, the last game Avellone worked on at Interplay.

Wargaming.net fund quest for lost Spitfires buried in Burma

Earlier this year the Telegraph ran a story on a British man's 15 year quest to recover Spitfires buried in Burma at the end of World War 2.

ran a story on a British man's 15 year quest to recover Spitfires buried in Burma at the end of World War 2. Farmer, David Cundall, started the search when his friend Jim Pearce, an aviation archaeologist, met a group of US veterans who listed burying Spitfires in Burma as one of the silliest jobs they'd ever done.

The Spitfire parts were tarred and waxed, bundled into boxes and buried to stop enemy forces from finding them. Two weeks after burying the parts, the atom bomb hit Hiroshima, the Japanese surrendered and the Spitfires were abandoned and forgotten, until now.

Cundall earned the trust of the military Junta in Rangoon and used ground radar imaging and boreholes to search for the stash. It's an an expensive project, but Cundall has received backing from an unexpected source. The Telegraphreport that World of Tanks creators, Wargaming.net, are funding the dig.

CEO Victor Kislyi estimates that the first phase of the excavation, which involves using massive electrical shocks to scan at great depth, will cost around $250,000. If the Spitfires are found, the cost of recovering them will rise to $1m. The dig can only happen between monsoons, and must proceed slowly to avoid damaging the crates.

Kislyi told the Telegraph why Wargaming.net decided to fund the project. “For our most loyal players, who are so evangelical about the game and who spread the word, historical accuracy is all-important. This way, the guys can see that we don't just talk about historical accuracy, we act on it.”

There are thought to be as many as twenty Spitfires buried in Burma. If they can be restored to working order, the find will almost double the number of operational Spitfires. There's no way of knowing what condition the parts are in without recovering the boxes and opening them.

If the planes are found, the final say as to where they'll end up lies with the Burmese government. David Cameron discussed the dig with President Thein Sein of Burma earlier this year, seeking permission for the excavation. International sanctions that prohibit the transport of military materials in or out of Burma could also prove problematic, but Wargaming.net were too taken with the romance of the dig to let that put them off.

"When the shovel hits that wooden box, when you go to open in it, in a land of jungles and temples, and you wonder 'What's in there?' – it's an Indiana Jones adventure," Kislyi explained.

“It's about legends, rumours, fragments of recollections. It tickled our nerves a little bit.”

The success of World of Tanks has enabled Wargaming.net to pursue historical projects around the world, and they're currently working on polishing up World of Warplanes. Read all about the studio's 12 year battle for success in our piece on the rise of Wargaming.net.

InXile hopes to revive Van Buren "one of these days"

A brief history lesson: Van Buren was the internal code name for Interplay's Fallout 3 , back when Interplay was still making Fallout 3.

Van Buren

, back when Interplay was still making Fallout 3. It was very much akin to its predecessors, featuring an isometric view on a blasted, post-nuclear world; and it was canned in totality when Bethesda acquired the franchise and took it in a more shooter-like first-person direction.

But the dream of Van Buren persisted—in 2010, we cited it as one of the ten canceled games we still want to play—and last year, hopes were stoked when it came to light that inXile Entertainment filed a new Van Buren trademark.

InXile, to continue our lesson, was co-founded a decade and change ago by Brian Fargo, following his departure from Interplay, the developer and publisher he'd founded in the early 80s. It's done quite well for itself in recent years, first with Wasteland 2, then Torment: Tides of Numenera, and most recently, The Bard's Tale IV, which is well on the way to surpassing its $1.25 million Kickstartergoal. Two of those three games are based on Interplay games from long ago (and the third, Torment, might as well be), and Fargo clearly hopes to be able to do the same with Van Buren someday.

"Not yet," Fargo told Eurogamer, when asked whether inXile was actually doing anything with the trademark. "But there were some things, some ideas, that Chris Avellone had for doing something that made the post-apoc—a twist on the whole what-was-being-done that we really loved. So we talked about it and we thought why not grab the rights so we can entertain this one of these days."

A bit more history: Avellone also worked at Interplay, on games including Fallout 2, Icewind Dale, and Planescape: Torment. He moved on to co-found Obsidian Entertainment after his post-Van Buren departure from Interplay, but he and Fargo have maintained ties, and a working relationship: Avellone took part in the development of both Wasteland 2 and Torment: Tides of Numenera. So while it won't be happening anytime soon—Fargo said inXile already has quite enough on its plate at the moment—it's really starting to look like Van Buren isn't quite as dead as we thought.

These 10 Boss Fights Will Take You All Night To Beat

These 10 Boss Fights Will Take You All Night To Beat Ahh, boss fights – it’s something only games can do; spend hours pumping experience points into your team to build them up for a massive encounter, reach the end of a difficult level and face off against an imposing big-bad – it’s a glorious moment. Sometimes, though, it all goes wrong, and you find yourself sat in a tedious battle with a boss (in

The 12 year war - The rise of Wargaming.net

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

And that was the end of chess.” Viktor Kislyi, CEO of Wargaming. net, is describing the day his boyhood pastime died, in 1996, when IBM's Deep Blue supercomputer defeated Garry Kasparov.

Kislyi had been playing chess for seven years. He had competed in regional championships in his home city of Minsk while trying to master “the mother, father, grandfather, grandmother of all games,” as he describes it.

“And then the world champion Kasparov lost to pretty much a calculator the size of your cellphone,” he says. “It's a very beautiful game, don't get me wrong, but the world of civilisation had to move on.”

My cellphone is currently recording our conversation on the top floor of a tall office tower in Minsk. Several hundred Wargaming.net employees occupy six floors of the building, and the company has plans to expand to three more before the year is out. The staggering success of World of Tanks has kicked expansion plans into overdrive. Wargaming.net are bigger than they have ever been, but it took more than a decade of hard lessons before they struck gold.

Kislyi is more than happy to reminisce about their humble origins. For him, Kasparov's defeat was the starting shot, the first sign that computers were the future. It wasn't long before he and his brother were making their first game.

It was called Iron Age, a turn-based strategy game influenced by Risk and Civilization. Players could forge secret alliances and command individual units to take territory on a hexagonal grid. The brothers set up a server that would take each player's move, convert it, and send it on to other players in the game as an email attachment. Kislyi describes it as “probably the smallest MMO ever.”

Only four people played Iron Age, including Viktor and his brother. It took two years to build, made no money, and faded fast. “That game lost 50% of its players,” Kislyi recalls. “My brother and the German guy stopped playing.”

The fourth player, Peter, did keep playing. Years later he would join the company as one of the main creative forces behind World of Tanks.

After that, Kislyi took time out from university and travelled across the Atlantic to wash dishes, make beds and “touch the American dream.” There, an acquaintance of one of the Iron Age players put him in touch with the miniature wargaming community in the US. It was the start of a relationship that would shape the company over the course of the next decade, and eventually become an important factor in World of Tank's success.

Throughout Kislyi's formative years, wargaming proved to be a satisfying alternative to chess. He recalls his first experience with tabletop gaming when, aged ten, he sketched a battlefield on the linoleum floor of his family's new apartment. “I drew a river, I drew a hill, I did a couple of roads and bridges. I cut little square pieces representing soldiers. I remember that watermelon seeds were cavalry.” He used the board to battle his brother, inventing simple rules as he went along. Kislyi discovered a shared passion among wargamers and history enthusiasts based all over the world, in the US, New Zealand, Australia, the UK and Russia. Their love of strategy and penchant for intricate historical accuracy became a part of Wargaming.net's historical titles, and formed the bedrock of their first profitable game, De Bellis Antiquitatis.

DBA provided a digital alternative to the turn-based tabletop game of the same name. Back in Minsk, Kislyi recruited a few friends to help put the game together. Working from bedrooms and university dormitories, it took half a dozen programmers, artists and web designers two years to finish, but earned a following of thousands when it launched in 2000. It was Kislyi's first taste of success.

Brian Fargo interview: Torment, the RPG renaissance, and the ongoing clown war

inXile's "Leader in Exile," Brian Fargo, is doing pretty well lately.

inXile's "Leader in Exile," Brian Fargo, is doing pretty well lately. Wasteland 2 represented one of the first successes for Kickstarter games, and the studio's second such foray, Torment: Tides of Numenera, has pulled in $3.3 million, with a few days left to go. I caught up with him at GDC in a hotel named after a pirate to discuss the new Torment, the PC RPG renaissance, and why projects like this can be so successful, yet still get the upturned nose from big publishers.

PC Gamer: The Torment Kickstarter has been extremely successful. I'm sure you've been asked a million times, but how has that response compared to your initial expectations?

Brian Fargo: When we were going into Torment, I wasn't quite sure where we were going to end up. Now, there was the, “Of course you'll do well, it's Torment.” But there was a certain amount of apprehension. First, there was… Two at the same time? Haven't you heard there's Kickstarter fatigue? You don't have [Chris] Avellone and there's no Planescape! With those things being thrown at me, I was thrown off. But I've felt like… I had to do it, because it was the way I've always made these kinds of games. How could I not try to do it the way it used to work for me? Which was to have a pre-production team, hone it in while there's not a lot of overhead associated with the product, so that when the production team rolls off they can then move on to a script that's finely honed. That's always worked for me. How could I not try it? I felt like I had to. I didn't know what to expect. I remember thinking, “Gosh, if we do as well as Wasteland, wouldn't that just be great?” Clearly, after that first day, it was like, “Wow.”

How quickly did the project reach a million dollars?

Six hours.

Wow.

Yeah, it was nice. It was six or seven hours, It was nuts. I remember I couldn't sleep the night before. Not at all. We were going to launch at like six a.m., I think. I was up at 5:30. People were sort of like, on Twitter… “When are you going live?” They knew it was coming. So I knew there was some anticipation there. But I think all the guys did a wonderful job just… I think the presentation was really strong. We went into a lot of detail. We had some great concept art. You really knew what you were getting. I think that helped propel it. I had a lot of people say, “I didn't even watch the whole video. I donated right away.” They were stopping in the middle. It was hilarious.

Let's talk about Monte Cook. He worked on Planescape—how were you able to include him on the project? Did he suggest Numenera as a setting to you? Had you seen it before and thought it might work?

I give Colin [McComb] credit for that, very much. He'd known Monte for a long time. I started working with Colin on Wasteland and that's when I said, “Look, I've been dying to do another Torment. You were one of the guys. Let's start pulling this together.” He had tried to get the Planescape license at one point. I hadn't had much success doing anything with [Wizards of the Coast] in the past. So, what should we do? He says, “You know, Monte Cook, one of the co-creators of Planescape, he has a new universe and he's just done a Kickstarter.” It was like the stars lined up.

It took me about one second to say, “Yes, of course.” I love it. I think about… I was just telling Chris [Avellone] earlier that Monte is not just a licensor. He's also a part of it. We're able to move at record speeds. We've done all these great video updates and interviews with the team. We're not having to go through that normal approval process. I would have only gotten out a fraction of the content I did during the Kickstarter campaign if I had to go through a typical larger company's approval process. That's just the way it is. So this has been great, that we can move so fast. We can jettison ideas we don't like and jump on the ones we do like. The creative process moves so fast. It's been super.

Where do you think the stumbling block is with the old publisher model, when you guys have proven so definitively—two or three times now, between you and Obsidian—that there's a market for this stuff? Why do they have such a hard time working with you guys on that?

I think it's a matter of perspective. If you think about… Let's take Torment for example. Let's say we have about 60,000 backers, roughly. We may get to 60-70,000, whatever the number is. Then let's say we roll out and sell another 100,000 digital copies. It could be much higher, but let's just say 100,000. That would be great for us. We'd make a nice little profit. I could have some security for my guys. We could keep doing it.

Those kind of units, for a big publisher, are not interesting to them at all. They could sit around and think about how could they sell 150,000 more units of Call of Duty or SimCity. That's an easier thing for them to get their heads around. I just read the other day that Tomb Raider sold 3 million units and they considered that a failure.

Right.

Okay, so… Wow. So you look at my 150,000. How is that interesting to them if they aren't interested in 3 million? I think that's what drives it.

Do you think we're going to continue to see more of these micro-market games? Do you think that's going to grab a bigger percentage of the sales in the industry over time?

Yeah. It's going to start pulling away. They're playing one of my games. Then they're playing Obsidian's game. Then they're playing Minecraft. They're playing FTL. They're playing all these games. That's one less game they're buying from [big publishers]. You think about television, it's going the same way. You see Arrested Development coming back on Netflix. It's the same kind of bifurcation of specialist cases. That, to me, is the macro trend that's going on here, and it goes beyond just games.

Are you guys planning to tie Torment's story in with the Numenera pen and paper RPG material?

There are going to be tie-ins. Colin and Monte are working through that. Monte is helping create one of the modules for [our game]. Our game is in the Numenera universe, so of course there are going to be ties into it all. We're not going to sit completely outside that world. We are the Ninth World.

What's inXile's approach to writing a story? Do you have a lead writer that determines the main story, and then do you plug in other people's sidequests and characters around it?

It's not an exact science, any of this stuff. Creativity never is. I should preface that by saying that I'm used to working with lots of writers on a project. Whether it was Wasteland or Fallout. Each writer brings their own unique perspective to it. Then what you need to do is tie it all together. It has to be cohesive. If taking a certain action, through dialogue or an action in the game… It has to work consistently through the product. If “open door” works one way here, it better work the same way in the latter half of the game. So there's all that kind of stuff you have to tie into.

Then we'll have an editor who we'll set on top of it, Ray Vallese, who'll also help tie it in. But with that said, in all these games… Every game starts off with a blank piece of paper. You start with a map. That's the first thing. You start dialing in the map. What does the world look like? Where can you go? Then you can start to parcel it off to the writers as you give them the locations. It tends to be very location-based. But then there's a whole lot of extra steps to make sure that the game doesn't feel like each level is an island. There has to be a tie that goes through all of them. We want to do the same thing with Wasteland. We'll say, “I need a guy who's going to knock off one of the players. Who wants him?” “I'll put him in my map!” We'll start to tie that together. That's part of the iteration process, making it all one, big, jumbled world.

How many writers are working on Torment? Is it more or less than Wasteland?

It's a little bit more on Wasteland.

Is it a lot of the same people?

No, mostly new people. Let's assume we get funded. We've got Pat Rothfuss, which is a huge deal. It's looking good for Chris. We're almost there. We've got Colin. We've got Monte. We've got Mur Lafferty. We've got [George] Ziets. Those are almost all new people. It's a pretty big team. Nathan Long, though, he's coming over. He's from Wasteland. Tony Evans is from Wasteland. It's probably like 60/40.

One of the big elements with Torment and with Numenera, you've teased, is mystery. Have you found it difficult to balance giving the player enough information to feel like they've accomplished something versus maintaining the ongoing enigma? It's something shows like Lost and Battlestar struggled with, for example. You want there to be discoveries, but you don't want Midichlorians. You don't want to explain the Force, right?

Well, I suppose that's always a line that we have to try to balance on. When we made Planescape: Torment, people were not that familiar with the Planescape universe. That wasn't an obvious thing. It wasn't like, “Wow, Planescape is really high concept. That's like Harry Potter. It's gonna really sell!” We liked it because it was strange and weird. We've got the same thing going on here in space. We like that sense of discovery, without getting into the detail you just discussed. We're not going to explain why the Force works. But the Torment games are about self-discovery, too, in many ways. It's the philosophical underpinning. Why are we here? What does one life matter? There's a lot of philosophy students that get drawn to this sort of thing. We want to make you question some stuff. That's what makes this completely different from Wasteland or even Project Eternity.

How did you guys arrive at that question of "What does one life matter?"

That's Colin. That's all Colin.

Was that pretty early on in the process?

Pretty early on. His background is philosophy. That's what he graduated in.

Game storytelling that is something that's really still developing, and you guys at inXile are one of the studios kind of on the forefront of using games to tell stories. And you, specifically, have been around for a lot of the landmarks. How do you see the way you tell stories in games as having changed since the old Interplay days?

In many ways, we are trying to re-create some of the positive aspects of that, which are… There's this incredible reactivity that's going on that's meaningful. You always run up against an infinite number of combinations and permutations, so you can't literally script for every possible thing ever. But if you're capturing a lot of the main points and things that people are going to try and accounting for them, it gets to be a very satisfying experience. I would say that we are far more sophisticated now versus then, as far as really analyzing the multiple passes we have to take a look at the design to accommodate for.

There will be an entire pass that's just focused on, “Okay, do we want to consider the makeup of the party? Male versus female and people reacting to that. Do we have a particular NPC in the party? Let's make an entire pass just if this guy is in the party. What does it mean?” And so we really are digging in deeper. We're older. We're more sophisticated than we were. I think about Wasteland 2… This Wasteland 2 will be way better than the Wasteland 2 that would have been created 20 years ago. We've all grown up. We've gotten smarter and more sophisticated.

Beyond Wasteland 2 and beyond Torment, where would you like to see games as a tool for storytelling go?

If you break a new game down, in any category, it's always about cause and effect. That's the most important thing you can nail. Whether it's Minecraft or… Look at the original SimCity. It was this tremendous cause and effect. I love, like on my iPad, physics-based puzzle games. When the physics are right, the cause and effect feels right. To me, that's the pillar of every product. It's why Grand Theft Auto is great. So, for me, I just want to keep dialing in the cause and effect more and more, from either a story or from a moment to moment perspective, such that… I want to be to the point where you and me both play the same game, we compare notes at the end, and you say, “Are you sure you played the same game as me?” That's what I want.

With you guys hopefully bringing Chris Avellone onto the project, and the shared heritage you guys have with the guys over at Obsidian, what's keeping you from just forming the Ultimate RPG Dream Studio?

Oh, I don't know. They've got their company, we have ours. We're working in a way now where it's one plus one equals three. I'm doing things where I can to help them that are… No payment back for it. Just back and forth. We're working together. The market's big enough. If we work together, we'll both be better off. We've discovered that. We're sharing ideas, tools. When they did their Kickstarter, I was an open book. I told them everything that worked for us or didn't work. They shared their experience. We're just in constant communication.

When I asked Chris the same question, he said that you guys are casually dating right now.

[laughs] That's so funny.

I was also supposed to relay the information that "The clowns have made peace with Avellone, and they're coming for you."

[laughs] Wow. Let me tell you… Not inside Wasteland they haven't.

Oh, really?

No, the clowns still want Avellone.

The plot thickens. Is there anything else you'd like to add, or you'd like our readers to know about the Kickstarter?

We're in a wonderful position, a fortunate position. I've told my guys, if we just deliver on these games, we get to make role-playing games for the next 10 years. We get to do what we've always wanted to do. We take this opportunity we've been given super seriously. We understand. There's a lot of pressure there, but we're going to deliver. We're going to make sure we can continue doing this. We're going to prove it, and then prove it for the next guy who wants to do a Kickstarter.

Thanks again to Brian for helping us answer the question, "What does one interview matter?" The Tides of Numenera Kickstarterwraps up this Friday, with the Chris Avellone stretch goal just in reach. You can read our interview with Avelloneto get more info on Torment and his own Project Eternity. Check back later this week for my interview with two of the primary writers on the new Torment: Colin McComb and Patrick Rothfuss.

The new Earth Defense Force is dumb fun and runs at 60 fps on PC

Sometimes you just need to shoot giant insects for awhile.

Sometimes you just need to shoot giant insects for awhile. That’s the thesis of Earth Defense Force, anyway, a B-tier Japanese arcade shooter channeling B-tier horror flicks, which basically means there are big rig-sized ants all over the place and you’ve got a lot of bullets to introduce them to. The series is known for being fun but shaky on consoles—when dozens of enemies are on screen at once, the framerate takes a dive well below 30 fps. I spent a couple hours with the PC version of EDF 4.1: The Shadow of New Despair to see if performance is better on PC, and I came away with a constant 60 frames per second in the first few missions of the game.

I played EDF on fairly powerful PCs: one with an older i7-3960X paired with a GTX 980 playing at 2560x1440, and another with a i5-4670 and GTX 970 playing at 1920x1080. The game’s early missions never budges from 60 fps on either system. For a harder test, I ran the GTX 980 at 4K resolution, too, and didn’t see any frame drops. Even in an online match with massive transport ships flying and falling above my head, I didn’t drop from 60 frames.

I wouldn’t expect performance quite this smooth on older graphics cards, especially as even more enemies and explosions appear on screen in late-game missions. But any recent card should get you a near-flawless 60 fps, and even older rigs should easily outperform the console version. According to posts on the Steam forums, older GPUs like the 560 Ti and 750 Ti can run the game without trouble.

A nice selection of control configurations. Mouse aiming has no wonky acceleration.

No borderless fullscreen or aspect ratio support, sadly.

In terms of settings, EDF 4.1 is about as basic as PC ports get. There are no graphics options and only three image quality options: anti-aliasing (on or off), shadows (on or off), and anisotropic filtering (up to 16x). Resolution settings are present and you can downsample using Nvidia’s DSR, but only if you increase your desktop resolution (the game won’t scale higher than desktop). Setting the resolution to aspect ratios other than 16:9 will stretch the image, but there is a letterbox option if you’re playing on a 16:10 monitor and want to preserve the aspect ratio.

Support for mouse and keyboard controls is surprisingly good. Aiming with the mouse feels great and the default keybinds are intuitive (R for reload, spacebar for jump). The game also fully supports the Xbox gamepad, though annoyingly you have to back out to the title screen, then activate which control method you want to use. On the bright side, there’s local splitscreen which supports one player on keyboard/mouse and another on a gamepad. That’s a rarity in PC games these days.

EDF 4.1 is a simple port of a budget game, but I'm glad that it runs much better than it does on consoles. Launching at $50 (£30) on Steam feels steep, but a 30 percent discount until July 25 brings that down to a better $35 (£21).

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