Resident Evil 7 "will go back to RE's horror roots" says Tokyo consultant

It seems Capcom will be revealing the next Resident Evil at E3, at least according to Serkan Toto, a Tokyo-based games industry consultant.

"Yes, it's in development," he said in a tweetspotted by Videogamer. "The entire game will go back to the series' horror roots and (essentially) be a clean slate."

He adds: "The team hired Jordan Amaro, a designer who previously worked on Metal Gear Solid V and P. T. at Kojima Productions."

Since Resident Evil 4, the series has become increasingly action-packed, losing much of the slow-burning horror of the early games. So this seems to be Capcom's response to that.

Ghost Recon Online preview: hands on with Ubi's free shooter

Ubisoft have just announced Ghost Recon Online, a free-to-play multiplayer game in their near-future combat series.

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Ubisoft have just announced Ghost Recon Online, a free-to-play multiplayer game in their near-future combat series. I had the chance to play it at their offices in Paris earlier this month, and it's surprisingly good.

I say 'surprisingly' because free-to-play can sometimes mean cheap. Ubisoft have been working on GRO for 2 years, and it feels like a proper shooter - in fact it's remarkably slick. The visual fidelity is intentionally a notch below stuff like Crysis, to let it run on a wide range of systems, but the movement and shooting are satisfying. It feels to me like the halfway point between Call of Duty and Team Fortress 2: a modern-day military setting, but with classes based around unique and crazy abilities. But unlike either of those games, it's also cover-based, and stays in third person until you aim down your sights.

You unlock new weapons, upgrades and abilities as you play, but not necessarily for cash. Senior producer Hugues Ricour says "a player that decides to never pay can have the full game and the complete experience. We don't want a paying user to have a competitive advantage." You don't buy weapons earlier than you'd normally earn them, but you can buy consumables like grenades. Ricour says the other stuff you can spend money on includes new uniforms, special ammo, armour boosts and extra inventory space to store this stuff.

There are three classes: Assault, Recon and Specialist. Each is defined by a single main ability, and each gives a specific bonus to team-mates who stick near them. Recon soldiers can scan the nearby area to see all enemies, even though walls. Their passive bonus is that anyone standing near them also gets that intel on-screen.

Assault troops carry a heavy shield on their backs and metal braces on their legs. Their ability is to bring down the shield, making them invulnerable to damage from the front, and charge at inhuman speeds with their augmented legs. They can bash enemies to the ground with the shield, then switch to a weapon to finish them off before they get up. Their passive bonus boosts the armour of everyone nearby.

I can't tell you what the Specialist class does yet, they're saving some details for future reveals. But the main ability of each class is not fixed forever: at certain level milestones you'll unlock a new one. As you'll see in the trailer, the Recon can eventually get a personal cloaking device instead of his intel scanner.

Two things really impressed me about the way abilities work in GRO. One, that Assault shield-charge is immediately fun. The previously vicious kill zone becomes a hilarious playground with you as the bully, smacking people down as they try to scramble away from you. If you stop to finish one off, that's the end of your charge. But if you have a team-mate covering you, you can keep bashing people while your friend finishes them off.

Secondly, the passive abilities encourage close team-work in a way that's natural and intuitive. A thin line connects you to any allies who are close enough to receive your bonus, and give you theirs. So you not only know if you're close enough, you also know where they are. And a perk like seeing your enemies through cover is a strong incentive to stay close to your Recon guy.

Making the benefits of team-work obvious to everyone is important, particularly in a free-to-play game where you're auto-matched to a server. Team-work doesn't work if your team doesn't get it. So even if you personally don't need these incentives to stick with your allies, they'll help your allies stick with you.

I should note that while there's no server browser, Ghost Recon Online does have a party system so you and your friends can be sure you'll end up in the same game.

The cover system is surprisingly good - you see a highlight on the patch of wall you'll hug, then press the cover key to move to it. If you then hit 'Aim', you can peer round bit by bit in first-person, so you only expose as much of yourself as you need to.

In a more conventional shooter, it'd probably be too effective - choke points with only a few pixels of enemies visible to shoot at. But cleverly, all three of the class abilities are designed to break stalemates. Knowing where the enemies are, and where they're facing, lets you slip around them as Recon. An Assault guy barging in with full frontal protection makes them all flee cover to get away. And while I can't tell you what the Specialist's ability does, it certainly helps you get past an entrenched enemy line.

I have to admit I was pretty sceptical about a free-to-play Ghost Recon. I was imagining a drearily realistic online shooter with a bare-minimum design philosophy, and I feel like we've had enough of those. I was really happy to see that Ghost Recon Online is going for more than that, and it's already fun.

Skullgirls Story Mode trailer tells a story of one-on-one punching

“I just play it for the storyline” is always a good defense when it comes to a willfully slick punch-up like Skullgirls, particularly if you've a reputation to preserve as a Serious Gamer. Well, here you go then, here's a whole trailer all about Skullgirls' Story Mode, so you can get the jump on being immersed in this saga of a lost artifact of immeasurable power and... oohh look here's some face-kicking

Warframe adds arena sports with Lunaro update

Digital Extremes announced a new and surprising bit of content for free multiplayer shooter Warframe at the PC Gaming Show during E3 2016.

during E3 2016. It's called Lunaro, and it's a team sport involving a ball, two goals, what appear to be futuristic jai-alai scoops.

It has a bit of a Rocket League vibe—the arenas, players zipping around, the explosion upon making a goal—only with Warframe characters instead of jet-powered cars.

That's not all! Digital Extremes and PC Gamer have an exclusive Dark Split-sword Dulus skin just for you. And for anyone else who wants one. But mainly for you. Take a look below.

To get the skin, head to warframe.com/promocode. Login (or create an account, and then login), and use the promocode: PCGAMINGSHOW2016.

You can use the code until June 17 at 10:00am, at which point the offer expires. So use it now, and get slicing and dicing.

Capcom teases big things for Resident Evil later this year

The third-person shooter Resident Evil: Umbrella Corps was delayed last month , from its planned release date in May to June 21.

, from its planned release date in May to June 21. The extra wait obviously wasn't happy news for Resident Evil fans, but this might be: Capcom said in its consolidated financial resultsfor FY2016 that big things are in store for the series in the near future.

“In the fiscal year ending March 31, 2017, the Company is scheduled to release... Resident Evil Umbrella Corps (for PlayStation 4 and PC) of the Resident Evil series, which marked its 20th anniversary in March 2016, as warm up to the full-scale offensive planned for the second half of the year,” the report says.

Alas, the document doesn't offer any hint as to what exactly Capcom has in the offing. A Resident Evil 2 remakeis in the works, but that doesn't strike me as the sort of thing worth a “full-scale offensive” marketing push. On the other hand, it's been a few years since Resident Evil 6.Could this be a sign that Resident Evil 7 is on the way?

Thanks, IGN.

American McGee's latest Kickstarter is in trouble

American McGee found some success in developing Alice Madness Returns, but the former id Software level designer's latest kickstarter , an action-adventure game set in an alternate version of The Wizard of Oz called OZombie has run into a few snags—the “can't get enough money” snags, specifically.

In an interview with Gameplanet, McGee confessed that numerous mistakes have hampered OZombie's Kickstarter campaign, which is almost halfway through and less than 15 percent funded.

“Probably the most obvious (mistake) is in the naming of the game,” McGee said. “The title OZombie, which we thought was pretty cute and which I thought from a storytelling perspective did a pretty good job of going to the heart of the narrative theme of the game.

“But the problem is people are confusing this application of 'zombie' with the version that we're seeing more frequently these days—which is these brain-hungry flesh-eating zombies—when in fact we're using an older version of the term that refers to social or political situations where people give away their ability to make decisions.”

McGee also said the studio didn't expect so many people to ask for gameplay footage of OZombie. He'd seen successful campaigns like Massive Chalice (which had no gameplay footage) and assumed people wouldn't need to see gameplay before investing in the project.

As for the possible failure of OZombie's kickstarter campaign, McGee said his Shanghai-based development studio (called Spicy Horse Games) is “perfectly fine” with working on new and existing projects that can be self-funded.

As of writing, OZombie has $138,147 its $950,000 goal funded and has 23 days left to get there.

Skullgirls hands-on preview

Fighting games are a genre that’s been proven very, very difficult to get right. For every game that makes a splash and gets played competitively for years on end, there are many more that fail, often for a variety of reasons: lack of content, poor gameplay balance, inaccessibility, bad competitive play, and what-have you. With that in mind, it’s fair to be wary of a new, as-of-yet unknown fighting

Tripwire announces Killing Floor Incursion, a VR game for Oculus Touch

At the PC Gaming show during E3 2016, Tripwire's John Gibson took the stage with Anna Sweet from Oculus to announce that soon players will be able to blast open heads and scatter entrails in virtual reality.

At the PC Gaming show during E3 2016, Tripwire's John Gibson took the stage with Anna Sweet from Oculus to announce that soon players will be able to blast open heads and scatter entrails in virtual reality. Developed for the Oculus Touch, Killing Floor Incursion. Check out the trailer above, which shows how you'll be able to collect weapons like knives and pistols, and use them to defend yourself against shambling monsters.

Gibson also showed off a trailer for a new content pack for Killing Floor 2. The Bulls-Eye content pack includes an expanded Player vs Zed mode, a new Sharpshooter perk, and a new character, Rae Higgins. They're also throwing in two community-made maps from their Grindhouse mapping contest. The Bulls-Eye pack went live on Steam during the announcement, so you can jump right in right now and start playing! Or, preferably, once the show is over. Check out the trailer above.

If you haven't bought Killing Floor 2 ( it's currently in Early Access on Steam), here's some good news. You'll be able to try it out for free from Thursday, June 16 to Monday, June 20. The free weekend will also see the game discounted if you want to pick it up. Killing Floor 2 is planned to release this fall.

Resident Evil and the birth of survival horror

Twenty years ago today, the first Resident Evil—known as Biohazard in Japan—was released for the Sony PlayStation.

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Twenty years ago today, the first Resident Evil—known as Biohazard in Japan—was released for the Sony PlayStation. Developed and published by Capcom, it popularised the survival horror genre and became a household name, as well as spawning dozens of successful sequels and spin-offs. But for many it’s the original—with its masterful fusion of tense horror, puzzle-solving, and unintentionally hilarious dialogue—that remains the best in the series. The PC version was released ten months later in December, by which time it had become a multi-million-selling cultural phenomenon. But it all started with its director’s fear of ghosts.

Shinji Mikami’s original idea was to create a haunted house filled with evil spirits. “The thing I’ve always been scared of most is ghosts.” he says. But realising that shooting them wouldn’t be much fun, and inspired by George A. Romero’s 1978 film Dawn of the Dead, he replaced the phantoms with zombies. In zombie films most of the characters usually end up dead, but Mikami thought that, in a game, players could use their skill and ingenuity to survive. “It struck me that this difference between horror movies and horror games could be wonderful,” he says. “ And that was the moment when I came up with the basic concept for the Biohazard series.”

But while the ghosts were exorcised, the haunted house idea survived. Resident Evil’s mansion setting is a brilliantly designed space, echoing The Shining’s similarly labyrinthine Overlook Hotel. Its gloomy corridors, eerie paintings, and ornate furnishings are dripping with atmosphere—especially in the remake. Mikami wanted players to feel trapped, giving them a sense of uneasy claustrophobia as they explored. The mansion is surrounded on all sides by a thick, dark forest that’s crawling with monsters, making any attempt to escape futile. There are moments where you briefly venture outside, and you almost feel relieved to get back indoors.

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The game’s intro sequence sees members of STARS—the special forces unit heroes Chris Redfield and Jill Valentine belong to—escaping into the mansion after being pursued through a forest by a pack of virus-infected dogs. In the original this was a live-action cinematic, followed by a charmingly silly sequence introducing the characters. “You escape with your life,” Mikami says of the intro. “But then you have to survive this terrifying place. We wanted to scare the player as soon as they started the game, but we couldn’t do it with just graphics. We had to make a movie.”

The cast of characters, although fairly one-dimensional, have distinct traits and clothing styles. This was designer Jun Takeuchi’s attempt to set them apart from generic cops and soldiers. “In many games the characters all look alike,” says Takeuchi. “So we came up with a unique design for each character.” These designs included instantly recognisable details like Wesker’s black sunglasses, Jill’s blue beret, and Barry’s red vest. In a 1996 interview, Takeuchi described his design philosophy when it came to the game’s characters. “Women look sexy in tight costumes,” he says. “And men look cool in costumes with knives on them.” Indeed.

When it came to the monster designs, the original plan was only to have giant, exaggerated versions of animals and insects. They wanted to play on the fears of people with real-life phobias of spiders or snakes. “But this made the game pretty unexciting,” says Takeuchi. “So we created some original monsters too.” These include the reptilian Hunters, a species of bio-engineered monsters who can slice people’s heads off with their razor-sharp claws. “We designed our monsters to have some characteristics of real creatures,” says Mikami. “This means that players can relate to them on some level, which makes them scarier.”

The zombies, although slow and dim-witted, can do a huge amount of damage if they get close to you. The disgusting squelch of their footsteps and their ghoulish moaning are an ever-present sound in the mansion, which was implemented by the developers to make you constantly nervous about what lies around the next corner. “We set up blind spots when we were designing the camera angles,” says Mikami. “You often aren’t able to see the zombies immediately, which creates an uneasy feeling. I wanted enemies to be scary in other ways than just the threat of them killing you.”

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Twenty years on, the first release of Resident Evil is not easy on the eyes and the controls are unbearably clunky. But thanks to the remake, recently released on Steam, it lives on in a much more enjoyable form. Mikami returned to direct the remake, which was originally released in 2002 for the Nintendo GameCube, giving it an authenticity and quality that it may have lacked otherwise. That creepy, puzzle-filled mansion, echoing with the groans of the undead, is still one of the finest horror settings on PC, and its slow, challenging survival is as compelling as it was in 1996.

Resident Evil was the first game Mikami ever directed, and the team working with him—about 50 people in total—was inexperienced. “We had to go through a lot of trial and error,” he says. “It was so difficult that staff would resign one by one. Our tools weren’t sufficient, so we worked double shifts to compensate. In the last six months of development we were basically living in the studio, staying up until 3am every night.”

The development was so brutal, in fact, that it almost resulted in the game’s cancellation. “While the game was being developed, a consulting company wrote a report suggesting Capcom discontinue the project immediately,” says Mikami. “I went mad! But after seeing it I decided that I would complete the game no matter what.” Capcom general manager Tokuro Fujiwara intervened and saved the game, a decision that saved Capcom from bankruptcy. “When the project was finished, the staff felt a sense of accomplishment,” says Mikami. “But I just felt relieved.”

Lesser-known episodic American McGee project Grimm is now on Greenlight

American McGee and his studio Spicy Horse are apparently big fans of, well, their own fans.

American McGee and his studio Spicy Horse are apparently big fans of, well, their own fans. Their fans' ability to make projects a thing , to be specific. Spicy Horse is perhaps one of the most prolific developers on Kickstarter, with current wish-I-was-real concept Alice: Otherlandsin its final week of crowdfunding. So what's the news now? This time, its venturing into Greenlightterritory, hoping to rejuvenate an old project, Grimm, with new found relevance through Steam.

American McGee's Grimm was originally released through GameTap in episodic installments beginning in 2008—an era when episodic gaming wasn't anywhere near as commonplace as it is now. (Apparently, the same could be said of widescreens—check out that positively quaint 4:3 aspect ratio!) The fairytale-twisting series has been purchasable via Spicy Horse's own online storefor awhile, but let's face it—in this fast-paced, hard-partying world of gaming, Steam is at the center of the room.

Though Akaneiro: Demon Hunters was successfully brought into being through a crowdfunding campaign, you've gotta wonder if the Kickstarter magic has diminishing returns; the OZombie campaignwas mericfully put out of its misery following poor reception, and Alice: Otherlands still has a full third of its goal to reach with less than a week to go. But hey, at least supporting Grimm's burgeoning Steam release requires no financial investment on your part—and you can check out the first episode free via Spicyworld, if you want to determine just how worthy the game is of your big green thumb.

Vlambeer's Performative Game Development - the way of the future

What Vlambeer calls performative game development very much looks like the new face of game dev.

What Vlambeer calls performative game development very much looks like the new face of game dev. In essence, as Rami Ismail and Jan Willem Nijman described in their GDC talk, they lay their process bare in front of the audience.

Their new game, Nuclear Throne , is in Steam Early Access for people to buy. They livestream while they work twice a week. They heavily moderate and interact with their steam forums. Nuclear Throne is being informed by the community, while also informing the community about game development. And the more popular their streams get, and the surrounding YouTube plays from early access fans, the more free marketing they receive.

It really sounds like an ideal way to make games. But as an indie game dev myself, I'm not certain I could actually do it. It isn't right for every game, they said - it has to be something you can make a significant update for every week. One important decision they made was to price the game higher for early access than for final release. "We didn't need a giant influx of players," said Ismail. "We needed a group of players who were really invested, and wanted to pay a little extra to be involved with it."

Even with this policy in place, they've made around $200,000 on early access. "The development is 100% self sustained, so we'll be earning money as long as we work on it," Ismail says. "So that's kind of nice!"

But then you have to figure out what to stream, to make it interesting for viewers. "Game development streaming for us didn't mean just playing some music and coding," said Nijman. "It meant talking to people, and adding in triple-machineguns on the go, and things like that." Essentially, they allowed players voices to really be heard, while actually speaking with them, and working at the same time. "It really is performance," said Ismail. "And it's exhausting."

Through trial and error, Vlambeer learned a few of the positives and negatives of performative development, which they kindly shared with us.
The Good
Transparency . "It's really nice!" says Ismail. When there's a problem with the game, you can just go to your community and say "I'm sorry, we'll fix it in three weeks," and people will just say "okay!"
They may grumble, but it's nice that "we can just flat out tell people when we have an issue," says Ismail.

Direct communication . "By oing this we gave ourselves a lot of new channels with which to communicate," says Ismail. "Now you have just talking direct to your players, which is a new channel, but exciting in a lot of ways."

motivation. "People get together and challenge each other in the game," says Ismail. "It's something new, and it's super motivating. Having a playable game in the open means you can have people playing your game before it's out, which is amazing."

Growth. "When [YouTube players] Sleep Cycles and Tengudrop started streaming, they weren't that popular," he says. "But now they're reaching thousands of people, and as they grow, our game's popularity grows."

Focus. "It's also a great way to stop checking your Facebook, because when you have thousands of people watching you, you don't screw around as much," Ismail says.

Education. "Also you get to educate a community," he says. "We've been building this myth that game development is fun, and everything is shot with beautiful cameras, and when you make a PlayStation build, you go to unity, click PlayStation, click build, and that's it. Now we're able to educate people about what it's really like. It's also been educational for us, figuring out how we can communicate better as developers."
The Bad
Early access reputation. "Early access has a bit of a bad reputation," said Nijman. "People seem to think early access games are all Day Z clones with bugs. People don't expect something polished." The team had to explain what they were doing quite frequently before the audience could understand.

"Also, early access doesn't really have rules," added Ismail. "That's been one of the most difficult things, convincing folks where we're not trying to get people to pay us to fix our game."

Streaming. It's a lot of work. "It's exhausting, and three hours of streaming per day is kind of a full work day," says Nijman. "We didn't expect that."

Weekly builds. "Releasing your game every week is so much work," says Nijman. "And it doesn't let you break your game for two weeks, and overhaul the audio, because you have to have the build working every Saturday."

Timezones. Being in the Netherlands made it, tough to get everyone to watch the streams. People in the U.S. have to get up at 4 am in order to watch.

Transparency. "You can't really add secrets when everyone is watching," said Nijman - and Vlambeer loves to put secrets in their games. "We tried to add a secret, and everyone discovered it within the first minute."

Expectation management. You have to be able to say no to your fans in real time. "People want co-op, and we said nooooo?" Ismail shrugged.
Tips Community is an investment. "When you get there, it's absolutely amazing," says Ismail, but the work getting there is significant. "The amount of time we have to spend removing people from the steam forums has gone down, and now I don't have to ask people to be nice as much."

Ask people to join the community. You have to ask people to follow you on twitter for updates, or follow your Twitch stream, or they simply won't do it. You have to actively build your community.

Being transparent makes things easier. "If you have a game that works on steam early access, a game that's content-heavy, it's perfect, because you can fund your development while you're working on it," says Ismail. This gives you a lot of freedom to make the game you want, but also that the fans want, without worrying about overhead.

Budget your time. Vlambeer has a set weekly schedule, which is very labor intensive. "That's a bit more than we'd do again," says Nijman. "Maybe we'd do half of this, or less."

Ultimately this sort of development isn't really for everyone. "You need to have a team you can really depend on," says Ismail. "You have to stick to a schedule, make sure people know when to be where. Streaming randomly doesn't do anything - streaming with a schedule works."

Now, says Ismail, development and marketing is the same thing. "That's great for us," he says. "We can just focus on making the game, and making the game itself is marketing for the game."

Powerful pacifism: World of Warcraft player reaches level 90 with no kills

Pacifist players in World of Warcraft are a bit of a niche phenomenon in Blizzard's behemoth, since they're perfectly willing to turn the MMO's sometimes tedious grind into an unholy abomination by managing to cap a character without ever killing a single creature.

Pacifist players in World of Warcraft are a bit of a niche phenomenon in Blizzard's behemoth, since they're perfectly willing to turn the MMO's sometimes tedious grind into an unholy abomination by managing to cap a character without ever killing a single creature. As an echo of Everbloom's legacy, Warcraft player Irenic journeyed to level 90 without a single kill and just one quest completion under his or her belt.

Irenic's statsprovide the proof, showing a clean slate under creatures killed, 92 total damage dealt, and a single quest completed -- the latter an unavoidable, auto-completing event after reaching level 86. In a, Irenic explained the entirety of the run was a solo effort of massive grinding sessions for professions and archaeology digs, writing, "Since the entrance to Pandaria isn't designed to be entered without questing & killing, I spent all my time doing archaeology and gathering in Kalimdor."

And here I thought punching a dragon to death this morning was already impressive.

EVO 2011: MVC3 and SSFIV: AE champions crowned, Daigo eliminated early in huge upset

In one of the largest EVO tournaments ever, yesterday's grand finals saw new champions for almost every game, most notably Super Street Fighter IV: Arcade Edition, where reigning champ Daigo "The Beast" Umehara was sent to loser's bracket in spectacular fashion by Korean newcomer Poongko. Poongko's almost telepathic Seth completely dominated Daigo's Yun, dizzying him multiple times, and much to the

Powerful pacifism: World of Warcraft player reaches level 90 with no kills

Pacifist players in World of Warcraft are a bit of a niche phenomenon in Blizzard's behemoth, since they're perfectly willing to turn the MMO's sometimes tedious grind into an unholy abomination by managing to cap a character without ever killing a single creature.

Pacifist players in World of Warcraft are a bit of a niche phenomenon in Blizzard's behemoth, since they're perfectly willing to turn the MMO's sometimes tedious grind into an unholy abomination by managing to cap a character without ever killing a single creature. As an echo of Everbloom's legacy, Warcraft player Irenic journeyed to level 90 without a single kill and just one quest completion under his or her belt.

Irenic's statsprovide the proof, showing a clean slate under creatures killed, 92 total damage dealt, and a single quest completed -- the latter an unavoidable, auto-completing event after reaching level 86. In a, Irenic explained the entirety of the run was a solo effort of massive grinding sessions for professions and archaeology digs, writing, "Since the entrance to Pandaria isn't designed to be entered without questing & killing, I spent all my time doing archaeology and gathering in Kalimdor."

And here I thought punching a dragon to death this morning was already impressive.

BlazBlue: Continuum Shift banned in United Arab Emirates

Got a news tip? Let us know at tips@gamesradar.com Topics Fighting BlazBlue: Continuum Shift We recommend By Zergnet Load Comments

WoW Mists of Pandaria 5.1 patch kicks off continent-spanning conflict, adds fight club

Soon to hit the Public Test Realms, Mists of Pandaria's 5.1 patch is the first step in what will be an ongoing conflict between the Alliance and the Horde, escalating and spreading across the new continent with each major update.

Soon to hit the Public Test Realms, Mists of Pandaria's 5.1 patch is the first step in what will be an ongoing conflict between the Alliance and the Horde, escalating and spreading across the new continent with each major update. The first wave will focus on the eastern coast and the Krasarang Wilds region, where Alliance players will represent the new Operation: Shieldwall faction, and Horde players the opposing Dominance Offensive.

Earning rep with these new factions will be primarily accomplished through daily quests that involve defending and attacking outposts, killing opposing faction players and NPCs, and capturing strategic objectives. You'll also be able to spend the currency from these accomplishments to upgrade your faction's bases and hire NPC guards.

Also coming is an update to Pokémon modepet battles in the form of Battle-stones, allowing you to upgrade the quality of any pets from Poor to Uncommon, and Uncommon to Rare. Whether this will retroactively award a leveled pet the stat points from being a higher quality isn't specified, nor whether it will affect fixed quality pets like the ones awarded to Blizzcon attendees and purchasers of the Starcraft 2 and Diablo 3 collector's editions.

Lastly, two new Brawler's Guilds have arisen in the seedy underbellies of Stormwind and Orgrimmar. The first rule of the Brawler's Guild is that we don't talk about the Brawler's Guild. But what I'm doing now is technically writing, so I'm sliding by on a technicality by following the letter, but not the spirit, of the law. It sounds similar to Oblivion's Arena quest line, challenging players by "testing their solo PvE mettle against some of the toughest creatures found in World of Warcraft." You'll also be able to spectate other brawlers' matches. But be aware, as the patch notes specify: "If this is your first night at Brawler's Guild, you have to fight."

See a GR editor turned into a BlazBlue character. Also, win stuff!

Wow, what an honour. Daisuke Ishiwatari, creator of Guilty Gear, just designed a new fighting character in front of our very eyes, based on... well, me actually. Admittedly, it is a female version (at Cundy's request - thanks boss), but still, how cool is this? Ishiwatari and 'Mr BlazBlue' Toshimichi Mori also gave us signed copies of their game and some amazing, rare, BlazBlue merchandise to give

Today's other news: Hitman: Absolution's creative kills, Of Orcs and Men's comedic heroes

News fountains on tap today: Of Orcs and Men shows green people bicker just like us, the stone-faced Agent 47 of Hitman: Absolution shows off his creativity for the kill, and Mass Effect 3 gets its biggest multiplayer update yet.

gets its biggest multiplayer update yet. I'm Commander Shepard, and this is my favorite "read more" segue on PC Gamer.

Of Orcs and Men's newest trailerproves orcs and goblins become quite argumentative over the wholesale slaughter of evil humans. Sort of like presidential debates. Hitman: Absolution's equally new trailerreveals various options for snuffing out a life, including murder on the dancefloor and a swagger away from an explosion with an expression hard enough to cut diamonds. Confirmed: Disco actually kills. Mass Effect 3's Retaliation multiplayer DLCreleases for free on October 9 and adds environmental hazards, new weapons, and the return of the Collectors as an enemy faction. Blizzard plans to ease up on World of Warcraft'ssometimes lengthy reputation grinds by bestowing rate bonuses for alternative characters once your primary hero reaches revered with a faction. "Hey, now that you practically worship the ground I walk upon, do you mind hooking up my buddy?" Skyrim's Hearthfire DLCsits on Steam for $5 and lets you become this guywhile you simultaneously yell dragons to death. This is probably the most accurate depictionof my experiences in Mists of Pandaria thus far.

Don't expect Sherlock season 4 before 2017

If Sherlock 's New Year special "The Abominable Bride" left you wanting more of Cumberbatch's sleuth and Freeman's sidekick, then bad news I'm afraid. There'll be no new episodes in 2016. This season 4 news comes courtesy of American network PBS who screens the BBC show stateside. "We do have the next Sherlock announced, that is coming up about a year from now," PBS President Paula Kerger told Zap2It

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Jump to Section: Best Price Comments Pros Radical character design Wildly inventive gameplay Excellent online capability Cons Steep learning curve Excessively noisy matches Incredibly cheesy single player bosses Go to page: Page 1 Page 1 Page 2 BlazBlue: Continuum Shift (CS) is nothing if not honest, even in the basic tutorial the game’s 12 year old Gothic Lolita berates you for your lack of skill

50 tips to get the most from Mists of Pandaria

This article originally appeared in issue 245 of PC Gamer UK.

01

Getting to Pandaria is easy. If you're at Level 85 already, you'll get a letter with directions. If not, roll a new Pandaren to at least get the fl avour of it. You'll be able to do this even if you don't have the expansion pack – all races are going to be unlocked for everyone – although you won't be able to create a Monk unless you upgrade. That leaves Warrior, Hunter, Rogue, Priest, Shaman and Mage as possibilities. Sorry, no Death Knights.


02

The Pandaren starting area is the Wandering Isle – a giant turtle with mountains, currently swimming off course. Before you can do anything about that though, you've got to train. Think Wushu with bamboo – pagodas, forests, dragons, mischievous elemental gods. It's a much, much slower-paced start than Cataclysm's new races got, though there's still plenty of beating stuff up between lectures about nobility and meditation.


03

There's no getting around it: World of Warcraft's engine is old. Mists of Pandaria doesn't change that, but it does take full advantage of being able to crank its draw distance for the sprawling temples, and packs its locations with detail and colour. When you're in the wilds, it's more familiar stuff. The set-piece locations are big and lovely, though.


04

Pandaren get a few racial traits, including better cooking skills and 'inner peace' for more rested XP. However the funniest one is that being fat – sorry, 'bouncy' – they take less falling damage than other races. This doesn't mean you can jump off cliffs though, so it's likely to be of limited use – unless you are just spectacularly clumsy.


05

On the other hand, Monks are a major addition. Everyone but the Worgen/ Goblins can take this class, which covers the whole DPS/Healer/Tank trinity. They wear leather armour and focus on staves, using energy to build up Chi that can be deployed in ways that really put the 'holy freaking hell' into 'overpowered' – at least at the moment.


06

The coolest Monk attack is the Touch Of Death. It recharges fast, and doesn't take much to perform – a couple of build-up strikes to raise Chi. What does it do? It one-hit kills just about any NPC, provided they don't have more health than you do and aren't a protected boss. In short, forget about getting Bruce Lee on Deathwing or another player's buttocks, but just about anyone you meet out on the field? They're history.


07

You also get a couple of ways to utterly humiliate yourself in battle – the king of them being the Flying Serpent Kick. This kick launches you through the air, but rather than targeting an enemy, will happily see you zoom straight past them and off the nearest cliff. To use it, you have to tap the button again mid-flight to slam down with a shockwave. It's laggy though, so practice and good timing are needed to use it effectively.


08

The three Monk sub-classes are Brewmaster (Tank), Windwalker (Damage) and Mistweaver (Healer). The first is easily the silliest. Want to be a giant happy panda who stops enemies by drinking beer and hurling the kegs at your enemies? This is your class. It has quite a lot less class than its trainers like to pretend.


09

Monks have their own Moonglade equivalent in the snowy Pandarian mountain, with a spell to take a 'zen pilgrimage' for advanced training. The return trip puts you back more or less where you left, with no need to take taxis or run across the whole world. In a cute touch, you have to bow to your master before fighting. By typing '/bow'.


10

There is no Achievement for snagging a panda-related pun, but that's not going to stop anyone. Pandrogny, Monium and Ring are just three of the names you'll fi nd funny at fi rst, but which will develop into deep shame over the next few years. Have fun!


11

The Wandering Isle is one of WoW's most laid back locations. A few monkeys and killer rabbits – adorably called “Carrotcrunchers” – are about the worst you have to deal with, which is why a panda's life revolves around practising a million different ways to kick arse without even having any bubblegum.


12

Someone at Blizzard is apparently a Ranma ½ fan. Part of the training temple is devoted to cursed springs that transform anyone who falls into them into a new form. Unlike the Jusenkyo pools of that series, it's temporary and you'll only transform into other animals. Still, watch out for cranes. They won't attack a panda, but a frog? That's lunch!


13

Much of the tutorial is a personal story, as you join up with a band of more experienced Pandaren. You'll get to know them pretty well, including would-be lovers Aysa and Ji, and strongman Jojo Ironbrow. He keeps demanding you bring him materials to break with the power of his mighty head. It'd be very mean to try to fi nd something strong enough to give him the same kind of headache he's given you... right?


14

Hope you're ready for a fight! Your first proper battle involves taking down a flying serpent called Zhao-Ren with nothing but fireworks. While regular enemies are still tagged by the first striker, bosses are willing to be beaten up by impromptu groups. Run up and take part and you'll be given kill credit – both here and in later big fights


15

Get ready to befriend an island. To fi nd out what's wrong, you get to be fl own by hot-air balloon for a one-on-one chat with great sea turtle, Shen-zin Su – badly wounded by a crashed Alliance ship carrying Horde prisoners. The fi rst thing they did? Make two camps and hang war banners. This bodes well for the Pandaren people...


16

Speaking of which, don't think this is all played straight. Blizzard still loves puns and throwaway gags. A goblin obsessed with explosives? Meet 'Makael Bay'. A later quest – 'I Have No Jade And I Must Scream' – offers a nice 'I see what you did there... ' moment, even if it has no relevance at all to Harlan Ellison's short story. Still, the tone is fairly serene to sombre in training – as if to make it extra-specially clear that the Pandaren are a proper, respectable part of WoW lore, and not just a joke race that lucked into a whole expansion.

New BlazBlue slated to uppercut your console

Aksys Games announced today that it%26rsquo;s bringing an arcade sequel to the well-received 2D fighter Blazblue home to Xbox 360 and PS3. Developed by Guilty Gear vets ARC System Works, Blazblue: Continuum Shift promises three new characters, new gameplay modes, and a host of new moves and stages. The new characters include Hazama the %26ldquo;mysterious performer%26rdquo;, a female knight named Tsubaki

Optimus Primed: A Time Lapse Look At An Autobot's Creation

The developers behind Transformers: War For Cybertron have an interesting task when it comes to their game's creation.

The developers behind Transformers: War For Cybertron have an interesting task when it comes to their game's creation. Fans of the cartoon have a very specific view of how the robots in disguise look, but various iterations throughout the years have tweaked their image substantially. Many were irked by the Micheal Bay-ified insect-like versions of the Autobots and Decepticons in the recent live action films, as they strayed too far from the G1 originals. High Moon Studios is approaching this task by putting a modern polish on a look that still brings back memories of the cartoon that launched the series into pop culture history.

Take a look below at Senior Concept Artist Billy King as he details the most iconic of the Transformers - Optimus Prime.

Be sure to check out the rest of our Transformers coverage at our War For Cybertron hub.

Transformers and all related characters are trademarks of Hasbro and is used with permission. (C) 2009 Hasbro. All Rights Reserved.

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Our Verdict
A reminder of what made Warcraft the king of its genre for eight years... but also that eight years is a long time.

Mists of Pandaria feels like the end of an era - not of World of Warcraft as a game, not by a long stretch, but of World of Warcraft as a cultural phenomenon. In most ways, give or take your tolerance for kung-fu pandas, it's an expansion that just about any MMO would kill for. It's not however the much hoped for shot in the arm that's likely to restore the game's flagging fortunes, or a sweeping update that makes it possible to forget how old both its design and basic game systems actually are.

Blizzard's spent a decade refining and developing those ideas though, and even now, the king of fantasy MMOs has the power to surprise and impress. Can that be enough to keep players happy, bring some back to the fold, and even pick up a few newcomers with its practiced charm? Let's find out...

What you get for your money includes five new levels, though that's largely meaningless at this point in the game, which take your character to Level 90; the ancient China themed continent of Pandaria made up of seven main areas and assorted dungeons; a new Pet Battling system; and the brand new Monk class. I won't be talking much about that because my main is a Mage and I've only been able to put the Monk through its paces in the tutorial areas. They offer some interesting skills though, like the dynamic jump kick and the Touch Of Death, which one-hit kills non-bosses who have less HP than you.

Every race save Worgen and Goblins can now take up martial arts if they like. Both Horde and Alliance have also welcomed the Pandaren to their ranks, and you can create one regardless of whether you buy Mists of Pandaria. They just can't be a monk, which is a little weird considering that they're still effectively being trained as one during the tutorial. Assuming you have the expansion, you can opt for all the classes save for Warlock, Druid, Paladin and Death Knight. Shame. That would have been adorable. Unlike the other races, you pick your side at the end of the tutorial and go pledge your loyalty. You can't however talk to Pandaren in the other faction because look over there a bunny!

We've already looked at quite a bit of this in our Review In Progress, so check there for a few of the points that follow discussed in more detail. This review here was written after reaching Level 90, taking trips into dungeons and endgame content, and playing with the various features in more depth.

Let's deal with the elephant... or to be more exact, the panda in the room. While Pandaren have been part of Warcraft lore for a long time and were actually considered as the new Alliance race for The Burning Crusade, they've typically been treated as a joke race.That's allowed for lots of hilarious puns about Blizzard 'panda'-ing to the mass market, and generally dumbing things down.

Me, I don't have a problem with the Pandaren in concept. Remembering that this hyper-serious world already includes alien space goats, giant breasted rock monsters, Jamaican trolls, Victorian werewolves and goblins who chirp "Keep it real!", they're reasonable enough additions. Had they just appeared as part of, say, "Nightmares Of The Emerald Dream", I doubt there'd be any real controversy.

That said, they don't deserve a whole dedicated expansion. Not even close.

There are some excellent Pandaren characters, and their basic lore is fine. Chen Stormstout and his niece Li Li are particular highlights, along with the helpful Lorewalker Cho. Too many though are an infuriatingly passive bunch who feel designed by committee to be inoffensive first, marketable second, and 'interesting' coming a distant third. Aside from their love of beer, they feel like Saturday morning cartoon characters, and thematically rarely advance much beyond Blizzard slapping some fur on stock Chinese/martial arts tropes and hoping the exotic novelty will do the heavy lifting.

This becomes especially noticeable when the game needs to be dramatic. Their training area especially, while pretty, sets up one of the most laughable character rifts ever - so desperate to avoid either side really doing anything that all it can manage is "We had a mild disagreement and everything worked out, but let's become sworn enemies anyway because this game isn't built for neutral players."

Things don't get much better on Pandaria proper, where the first zone ends with both Horde and Alliance committing an atrocity that should have them marched into the sea by an army of angry monks, or at the very least, get a reluctant "You're too powerful for us, but don't think you're welcome." Instead, it's completely brushed off with a "Well, maybe you should make yourself scarce for a bit..." and five minutes later you're helping brew beer and being held up as a saviour of the land by gods and pandas alike. Aaargh! This is not how drama works! If the characters don't care, why should we?

The new continent of Pandaria itself is more successful, offering a mostly bright and optimistic land after the very depressing Cataclysm. The graphics engine may be old, but Blizzard wields it like a master to create some stunning new terrain. The opening zone, Jade Forest, is all lush scenery and sweeping vistas and waterfalls and golden pagodas and fluffy pink clouds. From there, you'll visit the snowy heights of Kun Lai Summit, the Great Wall of China analogue of the Serpent Spine separating the friendlier bits of Pandaria from its less cheery other half, the mysterious Vale of Eternal Daily QuestsBlossoms, and the spooky Dread Wastes full of ghostly trees and enraged mantis creatures trying to smash their way into paradise.

It's good to have a specific place to explore, unlike Cataclysm's scattered high level zones, and the various lands are more or less believable as a coherent whole. As usual, you can't fly until you reach the new max-level, and that's a good thing. It would be a real shame not to run up the Veiled Stair to Kun Lai, or take the boat-ride through danger that awaits there, and there's a magnificent amount of detail. It's not Guild Wars 2 level prettiness of course, but the classic Warcraft look still looks good and Blizzard pulls out all the stops to make this its prettiest destination yet. It doesn't necessarily come across in still images, but the use of contrast and scale make Pandaria a striking place to visit.

The same goes for quest design. Blizzard has, bar none, the best MMO quest team in the business, and backs it up with some of the genre's funniest and most enjoyable writing. There are still lots of 'collect 20 bear asses' type things, and we'll get to that in a moment, but nowhere else will you spend as much time on things like interactive flashbacks, piloting vehicles, teaming up with powerful NPCs to hunt saboteurs, or smiling as the quest designers have a bit of fun with the many tools now at their disposal.

There's a section in Valley of the Four Winds for instance where you babysit a young Pandaren girl who wants to play tourist, who does a running commentary on not only the quest you're doing for her, but the others in the area too. Another fun quest involves finding and capturing a friendly yak, leading to a Monkey Island style escalation from snagging an "Angry, Stabby Townlong Yak" to a "Mean, Smelly, Angry, Stabby, Very Bad Townlong Yak" before you find one. As happens a lot, the basic mechanic is simple - click yak, use item, repeat. The wrapping makes it a fun quest though, and Blizzard has been doing this long enough to know how to tie a pretty bow around it for good measure.

As with a lot of Mists of Pandaria though, even the fun bits and attempts to shake things up creak under the weight of older systems and decade old designs. The static combat is physically painful at times now that games like Guild Wars 2 and Tera and even DC Universe Online have given things more punch, and while a few bosses offer variety and dungeons/raids are a different story, most of the time you're just going to be hitting your standard rotation and winning without breaking a sweat. It might be asking a lot to see that kind of change, but Blizzard rebuilt their game's world when it got long in the tooth and has no qualms about redoing its whole talent system.

More pressingly, all the scripting and phasing mean that the levelling content is now a single-player game. World of Warcraft has been heading in this direction for a while, but now it's dropped almost all pretence. Not only do you never need to group for anything, the presence of other players is usually only an annoyance when they rush in and tag an enemy before you or steal an object from under your nose or kill a boss before you arrive to remind you that everyone's on the same quests. Dedicated group quests are gone, and while tagging is still in place for most enemies and resources, everyone who fights a boss is given kill credit whether officially grouped up together or even the same faction.

The result is a much richer experience than before, but one that seems to have forgotten the point of this being a massively multiplayer game in the first place - especially coming to it from Guild Wars 2's shared events. Not only is there no point playing with your friends while you work your way through the land, Pandaria's narrative structure makes it a nuisance even if you want to. There's also still no sidekicking or similar if you want to help out a lower level player. On the plus side, the actual stories and reasons why you're doing things get much more prominence here than in Guild Wars 2. In that game, most quests turn into mulch after a while and you have to go out of your way to appreciate why you're doing what you do. Here, motivations are front and centre, and much more effective for it.

The high quality of the good stuff also really shows up the regular MMO filler that serves no purpose but to waste your time. It's one thing to be stuck collecting 10 bear asses from 30 oddly ass-less bears when that's all the genre offers. In a game that repeatedly proves it can do better than that, it's tragic. If Blizzard focused on the good stuff, it would make the levelling shorter, yes, but there'd still be enough of it to make a satisfying climb through the levels to endgame readiness. It would be worth it.

And it's not as if the expansion is close to being over when you hit Level 90...

The big disappointment of the levelling content though is the continuation of the Horde and Alliance battle, as previously set aside in no fewer than three expansion packs due to greater evils. Pandaria was promised as the place where this would be reignited - a lush, peaceful land ripped to shreds by a conflict it wants no part in, with war itself being the driving evil behind your adventures.

Yeah. Not so much, it turns out. At least, not yet.

The first zone, Jade Forest, goes hell for leather to make it work, and mostly succeeds. It's much too long, with a massively unfocused middle section, but manages to add a sense of danger and looming threat from the very start. Both factions arrive on the island for their own reasons, with a small group ending up stuck there and awaiting reinforcements. Despite warnings from the Pandaren that things are different here and that violence is a really bad idea , they raise armies of natives (fish people for the Alliance, monkey men for the Horde) and unleash the Sha - imprisoned spirits of hatred and fear and similar that feed on negative emotion and violence, yet can still conveniently be punched in the face until they drop loot.

This is a great start, with emotional resonance, the spice that every quest you personally complete drives this land towards its undeserved end, and a powerful finale where the shit really hits the fan. The Sha look terrific, with their ghostly forms and white energies flooding through cracks in the world. Finally, the gloves are coming off and this party is ready to get started - Horde and Alliance, with no distractions, nothing that needs ganging up against, and no splinter faction to blame for their mistakes.

...and then Blizzard completely loses interest in that, and you spend most of your levelling just stamping through temples, being lectured about panda history, doing odd jobs for farmers, beating up slavers, and sharing quests to the point that Horde players eventually end up taking orders from Anduin bloody Wrynn for a while. What happened? There's the occasional "Grr!" between NPCs or quests where you're told to only save your own people, but that's just more of the same old lip-service. True, there's the promise of the poop finally hitting the fan in the next patch, when both factions' fleets are due to arrive on Pandaria, but that's far too late. Escalation needs something to escalate from , and right now only the Sha of Apathy has any hope of drawing dark power from this unenthusiastic squabbling.

This is a tragically wasted opportunity to finally make the war mean something. Worse, without a real arc to the story, you spend most of the expansion simply doing random stuff, asking "This is my problem why, exactly?" and watching the story get blander and more unfocused the further you get. Areas have their stories, but they tend to be unexciting and poorly paced. What should be the big finale for the levelled content - the opening of the last zone, the Vale of Eternal Blossoms - actually happens around Level 87, despite it being completely irrelevant until you hit 90 and activate its questgivers.

Bearing in mind that Pandaria's levelling plays like a single-player RPG, this is weak storytelling. It feels like multiple teams were just assigned to do their own thing without any particular interest in the big picture. That lends to lots of individually good moments, absolutely, but a whole that assumes too much interest in simply poking around Pandaria even without the excellent arc premise. Thinking about how the conflict could have played out with all Blizzard's skills and systems, structuring Pandaria's progression like this isn't so much dropping the narrative ball as dumping a whole crate of them off a cliff.

Beyond the levelling curve, Pandaria's big goal is to give players more to do between updates. Of the familiar content types, there are four Normal dungeons while climbing to 90, which are fairly standard in terms of design. At maximum level, there are nine, including a revamped Scarlet Monastery (two dungeons) and Scholomance from the original game. Three raids are currently detailed, with a fourth that really focuses on a couple of world bosses, and more due in future updates. With Dungeon and Raid finders now fully in place, you don't need to be part of a guild to play any of this content, though pick-up groups do tend to be about as social as sitting alone in a darkened room, weeping at the state of humanity and eating Jaffa Cakes, only without Jaffa Cakes being provided.

Dungeons also now offer a dedicated challenge mode, where you and your group race to beat them in a time limit rather than simply getting through. You're given a set of equipment rather than bringing your own, putting the focus on skill rather than getting loot. There are also new Scenarios, where you and a couple of friends team up to finish a more quest-style set of objectives - the most dramatic at the moment being Theramore's Fall, where... well, you can probably guess. Spoilers, ho!

Pandaria sees some big additions though, starting with the aforementioned Vale of Eternal Blossoms. At Level 90, this becomes a hub for daily quests, with Pandaria's various factions offering rewards for longer-term play. They're still time-sinks, but at least a few offer something a little something more to focus on. The Lorewalkers offer rewards for tracking down stories in Pandaria for instance, while the Order of the Cloud Serpent offers a new type of mount that supposedly takes around 20 days to unlock. Though I'm sure players have already found a way of doing it in about five hours, tops. There are other long-term goals too, including a challenging quest chain where you make friends with Deathwing's unfortunately named son Wrathion, but this is where Pandaria's main factions like to hang out.

The quirkiest additions are a new Farmville type mini-game, which kicks in at around Level 86, and the brand new Pet Battles mode, which are available from the start of the game as long as one of your account's characters has stumped up the 100 gold to learn the skill. The first requires the Pandaria expansion to get to, while the second is available to all players from the start.

The Farmville mode is intricate, cleverly designed, and I would rather eat my own arse than play it. It involves returning daily to plant and tend to crops, deal with issues, build reputations with assorted NPCs, and occasionally scream "WHAT AM I DOING WITH MY LIIIIIIIIFE?!"

Pet Battles on the other hand are intricate, cleverly designed, extremely fun, and may even make you more attractive to your preferred gender/species. You could say that they're simply inspired by other games, and no doubt Blizzard's lawyers would. Really though, it's Pokemon with your pets, only you don't get mugged in the long grass or have to deal with Team Rocket and its ilk.

I like this mode a lot. It makes the cosmetic pets worth finding, adds a fun distraction to fill time even if you're not planning on becoming obsessed, and while the animals you can train are mostly just regular animals instead of instantly recognisable characters, there's a lot of scope for rarer ones to be added over time. You can challenge players to pet battles in the wild, or have Warcraft matchmake a battle for you (sadly, one that ends almost immediately on victory, where you don't even find out the other player's name and can't talk to them), with a wide selection of NPC trainerstamers scattered around the world.

So, to the big verdict. First of all, if you're an active World of Warcraft player, you almost certainly have Pandaria already. It's not much of an option, and in terms of expanding the universe and providing more content, this is a worthwhile pack. Putting aside the appropriateness of the pandas, and ignoring the problems with the premise, Pandaria offers some of Blizzard's best design ever - quest and world alike. The new zones are neat, the additional games and modes on offer can be enjoyed or ignored as you will, and there's enough new stuff for every kind of player to get something out of it.

Is it worth coming back though, or jumping in if you haven't already? Potentially, and probably not. While features like pet battles and the Pandaren starter area are available early on, there are 85 levels between you and Pandaria proper - and that's simply too much. Even with progress faster than it used to be thanks to general speed-ups and features like the Dungeon Finder, you're still looking at pushing through three big expansions, including the now achingly outdated, deserted Burning Crusade.

Obviously, if your interest is in Warcraft as a whole, that's not a problem. If it's in this expansion specifically though (and before anyone jumps in to point at other MMOs and how they do things, remember that other MMO expansions don't get TV advertisingand such to draw in new players with the promise of cool content) you should pass. At least while there's this much stuff in the way.

For returnees, the additions to the game and new content are very enjoyable, but it is fundamentally still World of Warcraft with a few bits strapped onto it rather than a whole new game. If you're coming back from a more recent MMO, things like the stodgy combat are going to feel far older than you remember, and the basic mechanics and philosophies remain the same. Pandaria as a place is firmly a vacation for your character rather than a Cataclysm style reinvention of their world, and you're only going to avoid the old grind for so long before it's back to business as usual in the endgame.

If you remember the game fondly enough to have read this far, it's worth returning for a month or two to check it out. You're unlikely to stick around much longer though, unless you really get back into the social side, or the raids and next chapters of Pandaria's story prove incredibly compelling.

Sticking a number on all that is tricky, due to a problem only World of Warcraft really faces - that this is a fine expansion by almost any MMO standards, but somewhat underwhelming by its own. That's not down to the nitty-gritty of what it offers so much as a mix of never giving a particularly convincing answer to why Pandaria and this story absolutely had to be the next expansion, and inevitable fatigue from almost a decade of playing the same game. The last couple of years especially have seen competitors really kicking the genre up the arse. Warcraft hasn't needed to reinvent its primary systems to remain successful, and trying at this point would almost certainly be a Star Wars Galaxies level mistake. It's impossible to ignore its wrinkles though, especially after a long absence.

Mists of Pandaria doesn't change that, and that's honestly not so much a criticism as an inevitable result of time passing. Previous World of Warcraft releases have been genuine events. This one is simply an expansion pack. A good expansion pack, for sure, with lots of content to keep you playing one of the best and most beloved MMOs ever created. Just don't expect it to be anything more.

The Verdict

World of Warcraft: Mists of Pandaria

A reminder of what made Warcraft the king of its genre for eight years... but also that eight years is a long time.

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Jump to Section: Best Price Comments Pros Free-roaming battles Tons of weapons Dynamic environments Cons No online support Muddled on the small screen Lame minigames Go to page: Page 1 Page 1 Page 2 Power Stone was one of a kind when it was released on the Dreamcast, offering arcade-quality 3D fighting without the trip to the arcade. As with the bulk of fighting games, it suffered from a weak single

What exactly is Nvidia’s GTX 1080 Founders Edition?

Last week, Nvidia unveiled their upcoming GTX 1080 and GTX 1070 cards , giving a few pieces of information while withholding other details.

, giving a few pieces of information while withholding other details. We've seen the GTX 1080 cards, we know Nvidia says it will be faster than a Titan X as well as GTX 980 SLI, and we know there will be some new software and features. We also know the target pricing and retail launch dates:

And there's the rub: what the heck is this so-called "Founders Edition?" There's a standard GTX 1080 that will have an MSRP of $599, which sounds pretty great considering the expected performance increase over both the GTX 980 Ti and the Titan X, but what do you get if you spend $100 more for the Founders Edition (or $70 more for the Founders Edition on the 1070)? Speculation has run rampant, from better binned chips to overclocked cards to limited time special editions. All of those guesses are incorrect.

The Founders Edition for the 1080 and 1070 are in fact nothing more than a renaming of the "reference" cards that Nvidia normally releases with the launch of a new GPU. They are built and designed by Nvidia, they will run the official stock clocks, the chips are not specifically binned to be better than others, and there are no extras of any sort. So why would you want one?

Here's where things get a bit more complex, and we won't actually have a final answer until the GPUs start shipping, but there are some things to consider.

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Second, the Founders Edition cards will be available at launch. Other versions from Nvidia's partners… we don't know when exactly they will show up. The cynics will say that this is a way for Nvidia to jack up the pricing on the new Pascal cards by $70-$100, but that only works if MSRP cards aren't available until later. In fact, Nvidia explained that, as usual, we can expect to see factory overclocked cards and other variations that cost more than the Founders Edition, along with other cards that will cost less, and presumably at least some of these will be around at launch. Are those cards better, worse, or the same as the Founders Edition? The answer: yes.

The GTX 1080 Founders Edition uses a single 8-pin power connector.

But realistically, look at the prices—$100 extra for the 1080 FE, and $70 extra for the 1070 FE. We checked 980 and 970 pricing, and at present, the highest priced 970 costs about $60 more than the lowest priced model, and the same goes for the 980 cards. Only the hybrid cooling cards tend to fall outside that range, so the Founders Edition will effectively set the maximum price we're likely to see—except at launch, depending on supply, as we could see even higher price premiums in the short term. Oh, and it's probably not too much of a shock to see the GTX 980 and 970 prices in freefall, what with 1080/1070 now announced; the 980 can be picked up for as little as $410(after mail-in rebate), while the 970 is going for as little as $260(again, after MIR). Don't be surprised to see prices fall even further in the coming month.

Finally, and this is perhaps the most important point, the Founders Edition cards will not be a limited quantity offer; they will be available at launch and throughout the lifespan of the new Pascal cards. Nvidia also plans to sell the cards directly via its website. So despite the name sounding like something you'd only get if you joined a Kickstarter early on, these will actually be long-term commitments. And that changes the playing field quite a bit. It also explains the higher than MSRP pricing.

Nvidia has quite a few add-in board (AIB) partners, who determine the pricing and features of the cards they sell. Imagine what would happen if Nvidia were to sell their reference designs at MSRP—they'd be competing directly with their partners! That's not a great way to win friends and influence people, so by setting the prices significantly higher, Nvidia leaves plenty of flexibility for their partners. The same goes for the clock speeds; the Founders Edition cooling may be better than what some of the partners offer, and the cards appear ready for some serious overclocking, but you won't get a factory overclock.

The blower design, new shroud, and metal backplate are probably Founders Edition exclusives.

There's more to this than just making an alternative card, however. Nvidia has other partners, system vendors, who use their GPUs. Many of these will qualify specific hardware to work in their systems, and some of these vendors really like the old reference cards. They use blowers in place of open air coolers, which means they often work better in SLI configurations or small chassis—Falcon Northwest for example told me they won't put a non-blower GPU in their compact Tiki, due to heat concerns. If the reference design is only available for a short time before transitioning all graphics card production to the AIB partners, it can make things more difficult for system integrators. Now they can qualify the Founders Edition and rest easy knowing the cards will be available for purchase for a year or more.

And that's basically the whole story: the Founders Edition will be an Nvidia manufactured card, just like the old "reference" models, only it will continue to be manufactured and sold throughout the life of the GTX 1080/1070 cards. It will carry a price premium, but that appears to be mostly a case of avoiding too much direct competition with their AIB partners. If you want a card at launch, supply might be limited to Founders Edition models, but long-term we'll see cards at and likely even below MSRP.

...

Jump to Section: Best Price Comments Wednesday 11 October 2006 Capcom might be known for its mano-a-mano fighting, but in between dozens of 2D fighters there was Power Stone and its sequel on the Dreamcast, a crazy free-for-all between comedy chefs, rosey-cheeked robot children, fighter pilots and cowboys. And now, with the PSP offering a new lease of life for ancient games, the team has bundled both

Football Manager 2016 review

Football Manager 2016 review In the best way possible, Football Manager 2016 is an exhausting pastime. A decade ago, and more, all this series really asked you to do was define a formation, sign players and balance the books. Nowadays, if that’s all you’re doing then you’re dooming yourself to failure. Delving into individual and team-wide training regimes, pouring over thousands of numbers and statistics

Star Wars: The Old Republic 2.1 update released - adds hair cuts, colour co-ordination and cats

See now this is technology I can get on board with.

See now this is technology I can get on board with. As someone who's not a fan of letting someone get that close to my head with a pair of scissors, the idea of a giant holographic insta-salon is extremely appealing. Unfortunately, for now, it's progress limited to the now released 2.1 "Customization" update for The Old Republic.

As the name implies, the update bumps up the number of ways you can tweak and tailor your character. For starters, that holographic Appearance Designer will let change physical features, hairstyle, hair colour, and even species. Which does open the way for a player to take the role of Gok Wan, offering condescending advice to other characters about how to really bring out their head tentacles. I suppose at least he's got a Star Wars-ish name.

Also available are Dye Modules, letting you recolour crafted kit above Level 15. Both Dye Kits and the Appearance Designer require Cartel Coins, SWTOR's microtransaction currency, although Dye Modules can also be crafted.

Rounding out the update are the previously trailedCathar, the imaginatively named race of cat people, who are also purchasable through the Cartel Market.

See 2.1's full feature list at The Old Republic.

Free-to-play "apocalypse" on the horizon, says Mythic co-founder

Free-to-play becomes a more ubiquitous business model by the day on PC.

Free-to-play becomes a more ubiquitous business model by the day on PC. It's gained enough popularity over the past few years that everyone from Valve, Sony, and EAhave skin in the game. But have big publishers and smaller indies overreacted to the success of free games like League of Legends? As a market, could F2P be a balloon on the verge of deflating?

Former CEO and president of Mythic Entertainment Mark Jacobs wondered much of the same in an interview with VG247. Jacobs, who served as a general manager and VP at EA from 2006 to 2009, warns: "Let's just see what happens in three to five years—and I'm betting closer to three—where free-to-play will become just another model. Right now you've got everybody chasing it, going 'Isn't this great? Free to play, we're going to make so much money.'"

"You know, free-to-play is just another model, and just like every other model in the industry, it will hold its special little place for a while but then there will be consequences,” says Jacobs. “Those consequences in a few years will be a bit of an apocalypse. You're going to see a lot of developers shutting down... if you go free-to-play, you really have to compete with every other free-to-play game out there."

It's not uncommon for relatively new studios like Red 5and Hi-Rezgo all-in on free to play. But how many games are drawing enough of an audience in the space to be profitable? A quick look at SteamGraphreminds us that Dota 2 and Team Fortress 2 dwarf their F2P competitors on Steam.

Thanks, VG247.

Power Stone Collection

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“Nintendo was furious with us” – In conversation with Sega’s Tom Kalinske

“Nintendo was furious with us” – In conversation with Sega’s Tom Kalinske Call him the underdog but when Tom Kalinske became president and CEO of Sega of America, he was determined not to play second fiddle for too long When did you first become interested in videogames? I worked at Mattel, and in the late Seventies we started doing handheld electronic games such as Football and Auto Race. They were

The Old Republic 1.3 "Allies" update adding Group Finder, server transfers, and more

One of the most noticeably absent features in The Old Republic is a proper group finding tool.

One of the most noticeably absent features in The Old Republic is a proper group finding tool. The Force may be with us, but no one else is, and that makes us sad Jedi. We knew a better solution was coming, and in a new trailer detailing the contents of the 1.3 "Allies" update, Game Director James Ohlen claims that the new Group Finder tool will reduce grouping time to "just a few minutes." No more lonely Knights!

Other new features include server transfers; Legacy Perks, which expand on the 1.2 update and allow players to "customize their level up experience"; Adaptive Gear, which makes social gear usable anywhere; and Augment Tables, which add customization options to "almost every single item in the game." Watch the video above to see all that in moving picture form.

Power Stone Collection

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Test Chamber – Racing Full 200cc In Mario Kart 8's New Animal Crossing DLC Tracks

Join myself, Ben Reeves, and Wade Wojcik as we sample four of the eight new tracks and try to figure out who is the best Mario Karter among us.

A new batch of Mario Kart 8 DLC dropped today, as well as the excruciatingly fast 200cc difficulty – which we are terrible at.

Join myself, Ben Reeves, and Wade Wojcik as we sample four of the eight new tracks and try to figure out who is the best Mario Karter among us. After that, Brian Shea joins us to play four-player split-screen through the remaining eight new tracks on the blazing 200cc difficulty. We're not great at handling the new speed, but it is (hopefully) still entertaining.

To see tracks from the last batch of DLC, which featured a Zelda track, head hereand here. For our review of Mario Kart 8, head here.

For more Test Chamber, click the banner below, or check out our hub.

The Old Republic has 1.3 million subscribers

During EA's quarterly phone call to investors this afternoon, Chief Executive Officer John Riccitiello announced that Star Wars: The Old Republic has seen a fairly significant drop in subscribers, but still has over a million paying customers.

The Old Republic Containment

During EA's quarterly phone call to investors this afternoon, Chief Executive Officer John Riccitiello announced that Star Wars: The Old Republic has seen a fairly significant drop in subscribers, but still has over a million paying customers. According to the report just released on Business Wire, TOR has 1.3 million subscribers still, which indicates a 23% drop from the 1.7 million of players at launch.

It's not unusual for MMOs to see significant drops in subscription numbers post-launch--many gamers just want to try the game out or find that it's not what they were looking for. The fact that, relatively, three out of every four players that tried the game are still paying a monthly subscription is more of a testament to the game's appeal than a sign of its imminent failure, as some forumites are claiming.

What do you think? Is this just the usual dip, or a sign of things to come?

Original Soulcalibur coming to iOS soon

As excited as we are for Soulcalibur V, what with Ezio from Assassin's Creed and special editions coming out January 31 , our heart still belongs to the original Soulcalibur. Back when it was known as Soul Calibur, we played it endlessly on our Dreamcast, transfixed by the dense combat, the immense number of side modes, and the stunningly gorgeous visuals. Now just 12 years later that technological

This week's highs and lows in PC Gaming

The Highs
Phil Savage: Sunny Sapienza
I was impressed by Hitman's first episode .

Hitman

. The Paris Showcase was initially tricky—featuring more persistent, intricate security than perhaps any previous Hitman game. But once you'd learned its tricks, it became an interesting space to subvert. And IO squeezed plenty of life out of that mansion, with a good selection of difficult Escalation Contracts. Still, it's been over a month. I'm ready for something new.

The good news is that happens next week. Sapienza is Hitman's second episode, and it's… well, I don't know. Beyond the fact it's set somewhere sunny, I can't tell you anything about the place. There's a trailer here, but I haven't watched it. Unlike the first episode, where I saw multiple Opportunity solutions before release, here I've avoided all information. I can't wait to experience it all for the first time.

Wes Fenlon: Important pub journalism

I’ll admit it: I’m no pub expert. If a place serves me beer, I’ll probably like it okay. If you asked me whether I was in a pub, a bar, a tavern, or an ale house, I’d get pretty hot under the collar because I have no idea. This is why I’m very glad we have pub experts like Phil Savage to weigh in on the quality and accuracy of pubs in games. In this case, Everybody’s Gone to the Rapture’s pub. It’s a hard but fair review, and I came out of it knowing more about pubs than I did before. I’m still clueless when it comes to Cumbrian fishing bylaws, though.

Dark Souls 3 Slide

James Davenport: Reviewed and renewed

Phew. The last two months have been all about The Division and Dark Souls 3. I reviewed both, and because we like to surround big game releases with plenty of ancillary content, I lived and breathed those games for the majority of that time. Stardew Valley descended in my ‘Recent’ Steam sorting list a little more every day, and with it, my heart. Well, not exactly. I dug The Division even if it has some major issues to work through, and Dark Souls 3 might be one of my favorite games ever, but playing for work and playing for leisure are two distant states of mind.

But for now, I don’t have any big reviews on the docket, so I can play whatever I like (don’t tell Tyler). Here’s what I’ve been dabbling in without committing: Hyper Light Drifter, Stardew Valley, Enter the Gungeon, Quantum Break, Ice Lakes (for some terrible reason), Overland (early access), and Stephen’s Sausage Roll. They’re all pretty great games in their own way, but now I’m having a hard time choosing one to stick with. Seriously, there’s never been a better time to play games. It’s impossible to keep up.

Jarred Walton: Xpoint marks the spot

While graphics is arguably the sexiest aspect of modern PCs, the technology powering our storage devices can be equally impressive. Intel announced their 3D XPoint Technology last year, which uses a new form of storage (“not transistors,” apparently a variant of phase change memory) to pack more data into a smaller area, with greatly improved endurance and performance. At IDF 2016 in Shenzhen, Intel demonstrated their Optane SSD pushing over 2GB/swhen transferring data from an external drive.

That might not seem any faster than other NVMe drives (it’s not), but there’s a good chance the external Optane drive is running into bottlenecks imposed by the Thunderbolt 3 interface. We’re eager to get our hands on actual hardware for extended testing, as previously Intel showed a massive jump in random I/O performance. The good news is that Intel is still on track to release XPoint SSDs in both consumer and enterprise devices this year (Q4 to be precise). We expect prices to start high, but in time we may see similar phase change memory solutions replace the current NAND and 3D NAND offerings.

Csgo Slide

Evan Lahti: Scourge of smurfs

As previously documented, ‘smurfs’ in multiplayer games are scum. Shirking your own skill by playing on an alternate, lower-ranked account in a competitive game like CS:GO is selfish, cowardly and shows a total lack of respect for other people’s time and fun. There isn’t a single, silver-bullet solution to quashing alt accounts, hackers, and the various ne’er-do-wells you’ll find in the ranked matchmaking mode of a popular competitive game like CS:GO. But it was good to see Valve take another step toward improving the experience for legitimate players this week as it rolled out a beta version of what it’s calling “ Prime Account Matchmaking,” a feature that matches you to players who have linked their CS:GO account to a phone number.

The intention is that anyone with multiple accounts will only be able to tie a single account to their phone, which in time, Valve hopes, will create a separate population of verified ‘Prime’ players who only play with one another. It’s not a foolproof system, but adding another asshole filter can’t hurt. Hopefully the beta will go smoothly and this will become a formal feature in Steam’s second-biggest game in short order.

Angus Morrison: change.orc

I’ve been avidly keeping pace with the plight of Nostalrius, the Vanilla WoW private server that Blizzard hit with a cease and desist order. Nostalrius ceased—and indeed desisted—but its community did not: the obligatory internet petitionset up in the wake of the closure has passed 200,000 signatures.

I know that change.org petitions typically have the weight of a primary school book report, but it’s an endearing show of passion from a legion of longtime fans. Will Blizzard allow Nostalrius to continue? I’m almost certain it won’t. But it can’t have failed to hear 200,000 people clamouring for access to a game it controls. Doesn’t that sound like money to you?

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