Sir, You Are Being Hunted update talks AI and stealth, shows new hunting grounds

A big update on the current happenings surrounding Sir, You Are Being Hunted has appeared on the Big Robot site .

. It's a game about escaping a host of cyber-gents as they hunt you across a procedurally generated archipelago of islands. It's being built by former Bohemia and Creative Assembly designer, James Carey, programmer Tom Betts, part time coder Dan Puzey and former PC Gamer and current RPS gent, Jim Rossignol.

The team are currently working towards getting Sir to a state where they can shoot some in-game footage showing the hunting AI in action. As a squidgy human trapped in a world of iron tea-drinkers, you'll have to scavenge tools from your surroundings and stay out of sight to survive. Hunter AI and stealth mechanics are the current development focus.

"Until the last week or so, our robotic gents had only basic senses, reacting with too-inhuman speed and precision to the sights and sounds of our procedural world. We've recently completed another pass on these senses allowing them to be modified by bot-specific variables so that our hunters act with more personality, and behave more interestingly as you sneak and fight."

The density of the foliage you're crouching in will affect the likelihood of being spotted by the AI. A Thief style stealth meter will give you feedback on how hidden you are. "If you are laying still in long grass they will not see you until they get very close, but you might give yourself away by moving. You will be able to sneak quite effectively, but it will also be a skill that players will master as they play."

More and more terrain and AI features will be added as Big Robot work towards release next year. You can keep up with the latest on the Big Robot blog. Here are some new shots, fresh from the hunting grounds:

Going deeper into XCOM 2: resistance isn't futile

I’m in trouble.

Xcom 2 1

This article was originally published in PC Gamer issue 287 For more quality articles about all things PC gaming, you can subscribe now in the UKand the US.

I’m in trouble. I need to put a soldier on the back of a flatbed truck, so I can hack the device it’s carrying and abscond with the alien secrets inside. As it happens, the truck is on fire. It shouldn’t be, but I used a grenade to take out the Advent trooper standing next to it and things sort of got out of hand. I’ve got three soldiers left—the fourth having died earlier—and I don’t want to lose another to a fire I’ve made them stand in. Sadly, I can’t see an alternative, so I pick the XCOM agent with the most health and tell them to burn themselves alive. That’s when the Sectoid shows up.

“The aliens are brutal in XCOM 2,” says lead producer Garth DeAngelis. “I’m really proud of that. If you look at the Sectoid, for instance, of Enemy Unknown versus XCOM 2, the Sectoid in Enemy Unknown could mind-merge and they could shoot their gun. They can shoot their gun in XCOM 2 as well, but they can also do an attack called ‘mind spin’, which will panic or disorient you. Or mind control you. That can happen as well. The first alien in the game can mind control you.”

That isn’t what happens in my playthrough. It’s the second mission, and, after battling through Advent troops, I’m now experiencing my first alien encounter. One of my soldiers is now on fire. The Sectoid waves a hand, and a psionic purple tendril reaches out to a dead Advent soldier. He gets up. It turns out Sectoids can reanimate people, too. This is bad. The zombie has the drop on my burning soldier. I have been outflanked by a corpse. My soldier is able to take down the reanimated agent, but not before he removes a significant chunk of her health. A turn later, uniform aflame, she succumbs to the fire.

DeAngelis smiles as I recount my experience. “That’s great to hear,” he says. “You have the Advent administration on the front lines. They’re tactically interesting to fight, but we want the surprise—the really cool stuff—to come from these aliens that are emerging from the shadows as the XCOM resistance grows stronger. In this world they’ve always been behind the scenes. Humanity doesn’t really know if the aliens are there or not. They just know there’s this Advent administration that are their saviours. And now XCOM is pulling these more sinister aliens to the front, and you have to fight and face them.”

Xcom 2 2

Two of my soldiers are dead. The remaining two are critically injured. The Sectoid could finish me off here, but I have a secret weapon: a Ranger. His sword attack is a guaranteed hit, and does huge damage. In any other situation it would be a risk—leaving me out of position, and vulnerable to assault. Here, there are no other enemies. I’m clear to take down my troublesome foe and leave with the remnants of my team. I remember XCOM: Enemy Unknown as a game about caution, about sticking to good cover and using overwatch to punish aggressors. In XCOM 2, DeAngelis explains, encounters more resemble combat puzzles.

In XCOM 2, encounters more resemble combat puzzles.

“The battlefield is your playground,” he says, “so where do you move? How do you take advantage of cover and flanking? That’s the puzzle aspect. Also, predicting what the aliens want to take advantage of. You learn that as you go. You might need to get tongue-pulled a few times before you get the hang of it, but eventually you’ll know how to counter that and get in front of it.” In short, the aliens are Firaxis’s attempt to counter the go-to strategies of Enemy Unknown players. Or, to put it another way, to fuck with their fans.

Overwatch still has its place, and has been significantly improved. In the four missions I played, it once again functioned as the cautiously sensible default action—now with the added bonus that the second soldier in an overwatch chain will no longer attempt to fire on an enemy killed by the first. But the new classes offer a more interesting selection of abilities and upgrades. Better opportunities exist aside from just moving and shooting. Right now, my favourite new class is the Specialist, whose Gremlin drone can hack objects at range and be further upgraded with new assault or defensive options.

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Sir, You Are Being Hunted brings new screens; extremely polite robots out for your blood

Friend of PC Gamer, Mr.

Friend of PC Gamer, Mr. Jim Rossignol wishes it to be known that his new Gaming Endeavour For Gentlemen And Ladies, colloquially known as Sir, You Are Being Huntedcontinues its Gestation with much Alacrity. Featuring a British Countryside Generator to provide a Classy Hunting Ground without requiring those involved to sacrifice that most civilised of rituals, Afternoon Tea, and robots which make anything better by simple dint of Being Robots, it is looking quite fine indeed.

Find out more about how the game is shaping up in this blog post over on Rock, Paper, Shotgun. No release date has been announced yet, but friend or not, we're looking forward to playing this one.

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BioShock: The Collection rated for PC

The Brazilian Advisory Rating Board has revealed another game.

Bioshock

The Brazilian Advisory Rating Board has revealed another game. Or rather, a collection of games that have been on PC for ages now, so it's not nearly as dramatic as that Quantum Break PC leakthe other day. They've rated some mysterious object named BioShock: The Collection for PC, PS4 and Xbox One, and I am just mystified as to what it could be.

OK so it's obviously a current-gen re-release of the excellent BioShock 2 and two other games, something that could mean a lot less for PC buyers than it would for people that buy the hypothetical bundle on PS4 or Xbox One. For one, the three BioShocks have been collected before now, and for another one, the PC has enjoyed prettier and more technically proficient versions of all three games since day one.

There's always the possibility that 2K will further enhance the games for PC though, perhaps with nicer textures or lighting effects, or with a new final boss for the original game that isn't completely ludicrous. We'll know for sure when BioShock: The Collection is either confirmed or denied by 2K—the Brazilians have it pegged for release this year.

...

Jump to Section: Best Price Comments Pros Incredibly entertaining thanks to great presentation Deep mechanics while still staying accessible Smooth online play Cons Only six fighters at launch Scarce single-player content Have you ever enjoyed a demo as much as a full game? If the core mechanics are fun enough, even a tiny chunk of a larger whole can provide hours of entertainment. I remember playing

Sir, You Are Being Hunted brings new screens; extremely polite robots out for your blood

Friend of PC Gamer, Mr.

Friend of PC Gamer, Mr. Jim Rossignol wishes it to be known that his new Gaming Endeavour For Gentlemen And Ladies, colloquially known as Sir, You Are Being Huntedcontinues its Gestation with much Alacrity. Featuring a British Countryside Generator to provide a Classy Hunting Ground without requiring those involved to sacrifice that most civilised of rituals, Afternoon Tea, and robots which make anything better by simple dint of Being Robots, it is looking quite fine indeed.

Find out more about how the game is shaping up in this blog post over on Rock, Paper, Shotgun. No release date has been announced yet, but friend or not, we're looking forward to playing this one.

Latest Overwatch animated short focuses on Widowmaker

As promised last week, Blizzard has released the second in a series of animated short films designed to showcase the heroes you'll be commandeering in Overwatch .

. This instalment focuses on Widowmaker, an assassin character who wields a sniper rifle and grappling hook, all the better to traipse the game's environments in search of the perfect vantage point.

What do we learn about Widowmaker based on this six minute video? Well, she's got a French accent and she doesn't like spiders. You're better off checking the video out for yourself, because it's really quite nifty. It follows last week's animated short, which showcased "scientist gorilla" Winston. If you've not got access to the beta, Overwatch launches proper on May 24.

Want to be a Brutal Legend? Win tickets to Download Festival 2014

Want to be a Brutal Legend? Win tickets to Download Festival 2014 Voted Best Major Festival at the 2013 UK Festival Awards, 2014 will be the twelfth year that Download has brought the world’s best rock and metal music thundering onto British shores, and you could be there. You know those RTS sections in Brutal Legend? It’s a bit like that, except muddier and probably a little bit more dangerous. Headliners

Sir, You Are Being Hunted: an open world survival sim with robots, top hats, tea and terror

Ever had that nightmare in which you're hiding in the undergrowth on a cold British moor, desperately trying to avoid the baleful gaze of a top-hatted, shotgun-carrying robot silhouetted against the grey horizon?

Sir you are being hunted

Ever had that nightmare in which you're hiding in the undergrowth on a cold British moor, desperately trying to avoid the baleful gaze of a top-hatted, shotgun-carrying robot silhouetted against the grey horizon? No? Well, Big Robot are about to give it to you with their newly announced robo-survival sim, Sir You Are Being Hunted.

If robots with top hats don't interest you then the words "British indie STALKER" might. It'll be an atmospheric shooter in which you must avoid the violent attentions of an army of disturbingly well-mannered robo-gents and their mechanical hunting hounds. Hunted is described as "an experiment in the kind of intelligence required for robots to hunt each other – and you – in a dynamic open world."

It's a spin-off from Big Robot's other project, Lodestone, and will borrow some of its dynamic world-generation tech to create "a sinister reality where artificial gentlemen hunt humans for sport." Gulp.

There are regular developer diaries to come, as well as plenty more screenshots, videos and details. Keep an eye on the Big-Robot sitefor updates, and check out these first screenshots for look at Hunted's brooding landscapes.

Video: Making psychology work for you in game design

Ubisoft creative director Jason VandenBerghe presents his research in translating human motivation models into game design decisions in this free GDC 2012 video lecture.

Courtesy of GDC Vault, VandenBerghe's hour-long lecture first introduces the pillars of the widely contributed to "Big 5" human motivation model: openness to experience, conscientiousness, extroversion, agreeableness, and neuroticism. He then correlates these to his own "5 Domains of Play," discussing how designing for novelty, challenge, external stimulation, harmony between players, and threat to trigger negative emotions can motivate and appeal to players.

Session Name: The 5 Domains of Play: Applying Psychology's Big 5 Motivation Domains to Games

Speaker(s): Jason VandenBerghe

Company Name(s): Ubisoft

Track / Format: Design

Description: Over the last 20 years an often unobserved modern motivational psychology has coalesced around a system called "The Big 5" or OCEAN. Why should we care? Because unlike its predecessors, this one has a titanic landslide of repeatable, scientific evidence behind it. But how does it apply to games?

The speaker has been collaborating with academics and industry colleagues to try and answer that problem - and we have found that we can, without difficulty, connect specific game elements directly to measurable Big 5 personality "facets". By doing this, we have uncovered a completely new way of looking at the motivations of play.

The potential of this connection is broad: it guides the speaker's game design decision-making, it helps explain why particular games satisfy (or otherwise), it offers a statistical framework for playtest evaluation and shows us which audiences we have been missing out on.
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.

Thor 3 director says Marvel will "tear everything down" to make the best movie

A massive budget and powerful marketing aren't the only influences Disney has over Marvel Studios movies. According to Thor: Ragnarok director, Taika Watiti, the comic book adaptations have also inherited the Disney creative method of tearing things down and rebuilding them when necessary. "I’ve learned that there are really no rules. There’s no roadmap. [Marvel is] very similar to Pixar in that way

Super Win the Game is a nostalgic, open-ended platformer with one hell of a visual hook

An email from David Pittman after my article on Eldritch the other day alerts me to Minor Key's Super Win the Game , sequel to their 2012 freeware title You Have to Win the Game.

, sequel to their 2012 freeware title You Have to Win the Game. If you can't recall it, or you've never heard of it, YHTWTG is a platformer with a curvy, scanliney visual filter reminiscent of the chunky monitors of yore. It looks absolutely lovely, as you can see here. Sequel Super Win the Game retreats even further from HD, by sporting an (optional) CRT TV effect. It's a warm, nostalgic-looking game, with a trusting, open-ended structure that reminds me of the NES Legend of Zelda titles. I'm pretty damned excited about it.

I've played a bit, and while the CRT effect's default settings seem a little aggressive (at least compared to the TV sets I had growing up), you can tweak every element of the visual filter with an extensive selection of settings, or turn it off entirely if you'd prefer the raw pixels. Compared to similar filters I've come across while doing my free games column, however, Super Win the Game's TV effects are top notch, and evocative of my days gaming on a 8-bit system through an RF cable back in the day.

Visuals aside, I'm a fan of how open-ended the game seems. After an optional tutorial, you're dumped in a rather sizeable world and left to figure things out on your own, with plenty of towns full of NPCs, short platforming stages, and bigger dungeon-ish locations to explore. I'm reminded most of the original Legend of Zelda, although owing to the sidescrolling perspective I'd say there's a bit of the sequel in there too.

Super Win the Gamereleases on Steamon October 1st, for Windows, Mac and Linux. It's being developed by J. Kyle Pittman of Minor Key Games, and it looks like this:

Anderson Silva will kick UFC Undisputed 3's cover in the head

Many people believe that football stars that are selected to grace the cover of EA's yearly Madden games are "cursed" once they appear on the game's box. Often, after showing up on the cover, players have their worst year yet, with many suffering injuries or simply failing to live up to their potential. So far, the last two fighters to show up on THQ's UFC games have suffered similar failings: the

Why you should see the buddy comedy from Thor 3 director Taika Waititi

At this year's Sundance Film Festival, I got to see an early screening of Hunt For The Wilderpeople , the latest offering from New Zealand director (and Flight Of The Conchords alumnus) Taika Waititi. Known for the likes of Eagle Vs Shark and What We Do In The Shadows , he's also about to join the Marvel Cinematic Universe as director of Thor: Ragnarok , the latest in the studio's line of offbeat and

Neon Struct is a "political thriller stealth game" from Eldritch devs

Minor Key Games, developers of Lovecraftian procedural stealth roguelike Eldritch , are making another game.

, are making another game. In and of itself, that's not exactly news—I've found that game developers will often make more than one—but when that game is a "political thriller stealth" title featuring heavy use of the word 'neon', they have succeeded in grabbing my attention. Neon Struct—formerly known by its much cooler, much less marketable title Die Augen der Welt—ditches procedural generation for handmade levels, like what people used to make before they put their faith in the goddamned machines.

There aren't too many details floating around right now, but Minor Key—AKA brothers David and J. Kyle Pittman—are hoping for Neon Struct to be finished early next year. As for what the game entails, we can expect around 25 stealthy, hacky "handcrafted" levels. Here's a paragraph from the devlogthat had me nodding more emphatically than usual:

"NEON STRUCT is an adventure story, set in an alternate history world with a deliberately 1980s sci-fi vibe. (“2015 as envisioned in 1985″ was how I described it at inception.) It has something to say, but it needs to be entertaining as well. It does not need to take itself too seriously, but it does need to depict the subject matter in an internally consistent way. And because it's a video game, it has to harmonize with the gamut of player behavior."

As Rock, Paper, Shotgun note—Thanks RPS!—a couple of levels, including a sewer one, were recently cut from the game, in part because it was"a grimy sewer level of the kind we've seen in hundreds of games before". So that's encouraging. I've one handy rule when it comes to sewer levels: unless your game stars some manner of ninja turtle, cut it out.

Here's another image. I could really go for some noodles right about now.

E3 2011: UFC Undisputed 3 – first impressions

We took our seats inside THQ's ridiculous looking UFC theater on the E3 floor as a ring girl welcomed us inside. We say ridiculous because of the security standing outside, reminding us of testy bouncers at a strip club. After we settled, Dana White, CEO of Zuffa and all things UFC, introduced us to a video detailing the changes made to UFC Undisputed 3, set for release January 2012. The familiar voice

Dying Light review

Dying Light review When did Poland become the centre of videogame creativity and tech-pushing graphics? The marvellous and awfully-named CD Projekt is polishing up The Witcher 3 for a rapt audience later this year, and the equally badly named Techland has crafted its first true triple-A game in Dying Light. Despite the country’s economic struggles, the games business appears to be thriving. When the

Eldritch gets free Asylum expansion to celebrate H.P. Lovecraft's birthday

H.P. Lovecraft isn't quite alive enough to enjoy his birthday anymore, so Eldritch developers Minor Key Games have taken it upon themselves to bake him a cake, then toss it into their procedurally generated dungeon.

developers Minor Key Games have taken it upon themselves to bake him a cake, then toss it into their procedurally generated dungeon. By this I mean they've added some H.P. Lovecrafty stuff to their roguey, stealthy dungeon crawler Eldritch, and they've done so free of charge. The Asylum expansion is the biggest New Thing, but you can also expect trading cards, achievements, leaderboards and more should you decide to load up the game.

The 'Happy Birthday, Lovecraft!'makes the following changes to the game:

Added Asylum expansion Added Steam trading cards Added Steam achievements Added Steam leaderboards Fixed Steam screenshots in OpenGL Fixed Mac savegame crashes Improved voxel lighting Improved audio occlusion Improved display of keys/buttons Improved display of FOV

It's not entirely clear what the Asylum expansion entails, but if it's anything like the previous free DLC, Mountains of Madness, we can expect a new dungeon, along with new enemies and items and all that jazz. It's wonderful that Minor Key are still releasing free content for Eldritch, even as they work on their next [Update] game s : You Have to Win the Game sequel Super Win the Game, and Neon Struct, a "political thriller stealth game" that looks pretty damned intriguing.

Let's all watch Eldritch's reveal trailer again, because it always brings a smile to my face.

UFC Undisputed 3 hands-on preview

Back in 2009 THQ and the hotter-than-ever UFC were a match made in MMA heaven, as the game redefined how fighting games could play, becoming one of the year's biggest titles. 2010's version was a very good update, but it wasn't as financially successful, leading the devs to make a surprising decision: take 18 months instead of the normal 12 to make their third UFC game, UFC Undisputed 3. Was the time

Thor: Ragnarok will kick off a major 3 movie story arc for the Hulk

Though the desire for a solo Hulk movie is definitely out there, it's no secret that it's unlikely to happen any time soon. It's something Mark Ruffalo is keenly aware of, and when he spoke to Yahoo! Movies to promote Spotlight , the actor once again confirmed: "I’d love to do a Hulk movie, but that’s beyond my control. It’s controlled by Universal. Marvel doesn’t even hold the rights to it. So, it

Eldritch dev discusses going indie, taking on big publishers in post-mortem post

Indie Lovecraft-alike Eldritch landed big last fall, earning itself a positive review and some kudos after only a few months of development.

and some kudos after only a few months of development. Now its designer, David Pittman, formerly of 2K Marinand BioShock 2fame, has written up an extensive post-mortemon the dark, unknowable secrets inside the black heart of indie game creation. In addition to talking frankly about the game's budget and income, Pittman also revealed the absolute power of a Steam Sale to spike a game's numbers.

“Eldritch has received a good amount of press coverage... but nothing has made as big an impact on traffic and sales as being featured on high profile Twitch and YouTube channels,” Pittman writes. “As YouTube and some major publishers continue to make it harder for these creators to monetize their videos, I encourage independent developers to make it easier. Get in contact with YouTubers, and make it easy for them to get in contact with you. Make preview builds readily available. Publish a written statement authorizing monetization of footage of your game. Game developers and YouTubers can have a very healthy symbiotic relationship, and if that's something that the industry heavyweights aren't interested in, indies will eat their lunch.”

For launching after a mere two months of publicity, Eldritch saw slow but steady sales throughout October and November, with big spikes hitting any time the game was featured on Steam. Then, the game was discounted to 80% off as an overnight flash deal during the Steam Winter Sale. Here's what that looked like:

Image: David Pittman

“I thought I was looking at the wrong numbers at first; Eldritch had literally doubled its units sold overnight! Even at such a low price, the revenue from the flash sale exceeded the total revenue of the Autumn Sale and the rest of the Holiday Sale combined,” he writes.

Pittman's look back at his first indie title is a must-read for anyone making a game and trying to keep themselves fed at the same time. For more on Eldritch, check out the full analysis on Pittman's blog, read Chris's reviewof Eldritch, and check out the game on Steam.

E3 2011: UFC Live slams Xbox 360

Ultimate Fighting Championship honcho Dana White took the stage at Microsoft's presser today to announce a new service for Xbox Live, enabling you to order pay-per-view events and a slew of other features. A teaser video demonstrated how you can order a new pay-per-view and then on the fly, choose to watch pre-fight weigh-ins for the event or the montage vignettes that build up the fights. As Georges

Sony Online Entertainment discuss how H1Z1 will take over America

Sony Online Entertainment discuss how H1Z1 will take over America As if zombies hadn’t caused us enough trouble by now, our undead brethren are set to invade yet again in H1Z1, an upcoming MMO project courtesy of Sony Online Entertainment. It’s fairly early days, but we’d be forgiven for thinking that this title is just jumping on the zombie bandwagon, considering the industry’s output over the last

Hyper Light Drifter, Eldritch and Race The Sun among latest batch of Greenlit games

Valve are driving around with their headlights set to max, shining them full in the face of yet more indie games.

Valve are driving around with their headlights set to max, shining them full in the face of yet more indie games. This latest batch of Steam Greenlight approvals includes everything from the Lovecraftian roguelike Eldritch, to the hyper-pretty, hyper-fundedHyper Light Drifter, and Skyscraper Simulator, which I really hope is a simulator about being a skyscraper. Hopefully not the one from Battlefield 4.

A-Train9 AdventurOS Age Of Wushu CABAL Online Claire Comicado CRYSTAL KINGDOM Death Road to Canada Dysis E.T. Armies Eldritch Fantasy Grounds Virtual RPG Tabletop Fibrillation Haunted Hyper Light Drifter Iron Soul Lost Sector Online McDROID Mosaico - Tiling Window Manager MouseCraft Nihilumbra No Heroes Of Guards And Thieves PULSAR: Lost Colony Race the Sun The Sandbox Shade 3D Basic Skyscraper Simulator Slenderman's Shadow Vox Wildfire Worlds Zombies.

And here's the full list of names in a more visually appealing format that contains links to each Greenlight page and everything.

This is what happens when you're crushed between two Portals

Portal has a few fundamental rules, and this is the big one: when you go in one portal, you come out the other. Doesn't matter how far apart they are. But what happens when you smoosh two portals together like physics-defying bread and stick yourself in the middle like foolhardy lunch meat? The answer, as demonstrated in this experiment by YouTuber CrowbCat, is everything . I don't know what to say, other than… My God, it's full of spaaaaaaaaace! Seen something newsworthy? Tell us! ABOUT THE AUTHOR Connor Sheridan One of GR+'s news crew, Connor also writes features from time to time and does a lil' streamin'-streamin' on the side. Chrom is his husband and nothing will ever come between them. Topics Puzzle Portal 2 oxm We recommend By Zergnet Load Comments

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Our Verdict
An accomplished Lovecraftian adventure with a bunch of potential that gives up its deeper secrets too easily.

As I approached the end of my first run through Eldritch I was more or less unstoppable. I'd bought stealth boots from the desert realm of Nyarlathotep, allowing me to sprint silently from cover to jam my dagger into the face of whatever adorable cosmic horror awaited me in the next chamber. I held a talisman that enabled my revolver to blow away the game's randomly-generated environments brick by brick. When my progress was blocked by a locked door I'd blast a hole in the wall instead, and where I couldn't find a safe route down to the next level of Lovecraftian dungeon, I'd make one.

In my left hand, I carried a cloaking spell. Eldritch's designer, David Pittman, worked on BioShock 2 - and something of that game's array of magic powers and gadgets is reflected here. Other spells include hypnosis, teleportation, and the ability to create blocks to build walls and staircases - but cloaking was my catch-all problem-solver, my get-out-of-R'lyeh-free card.

Eldritch is a first-person, voxel-based indie roguelike. You begin as a '20s-styled adventurer trapped in a twisting library, forced to hunt the souls of Great Old Ones within the pages of ancient books. This means visiting the undersea realm of Dagon, Nyarlathotep's Egyptian-themed temple, and deeper, stranger places beyond that. When you die you're returned to the library with your equipment and upgrades gone, but you retain any currency that you've stored in your bank chest, and any zones you've unlocked stay that way.

With the right upgrades, however, even death may die. The final tool in my arsenal was a medical kit that enabled me to revive myself where I fell, for a price. Approaching the game's final area I raided the bank and waded in with enough for four free respawns - and that's in addition to my invisibility spell, my silent shoes, and my revolver that blows holes in the world.

Lovecraft's own heroes were never so lucky - and I've never beaten a roguelike on my first go. But so it was with Eldritch.

The game's low difficulty is a real thorn in its side, because there's tremendous promise here. The low-fi visuals belie a surprising freedom of movement. You can lean, mantle, slide and leap in a way that makes the game feel like Dishonored circa 1995. It owes a debt to the exploration-heavy shooters of that era, too - games like Hexen and Duke Nukem 3D that rewarded spatial awareness and attention to detail with secret caches of health and ammo. Then there's the influence of Rogue itself, evident in the way the minimap fills in square by square, layer by layer, as you peel away at each new environment.

A few brilliantly-designed enemies make the Nyarlathotep stages the best in the game. There are ghoulish wanderers that can't be killed - only postponed - and an enemy whose killer chameleon act delivers this otherwise-cartoonish game's premier jump scares. Later on there are implacable shoggoths that look like a binbag caught in a gale but hit like a binbag caught in the grille of an oncoming truck. Coming up with solutions to these problems - making your own routes, evading enemies, tactically reconfiguring the environment - is satisfying. It's just that serious threats are too scarce, and therefore the end arrives far sooner than it should.

Then you unlock New Game Plus.

New Game Plus feels like the real secret lurking at the end of Eldritch. Completing the game adds a new pedestal to the library, along with a new soul to collect - the Soul of the Librarian. Picking this up at the beginning of a run makes the game harder in a wide variety of ways.

A compass will no longer spawn next to the entrance to the first ruin. Enemies are faster, and hit harder, and tougher foes - those damn shoggoths - spawn from the very beginning of the game. Traps are more numerous, and health-replenishing fountains far less so. You've also seen your last cache of free revolvers.

These changes peel away Eldritch's soft fleshy exterior and expose the raw nerve beneath. I might have beaten the entire game in a single sitting on regular difficulty, but I struggle to crack the first Dagon ruin now. Sneaking and using the lean buttons to peek around corners becomes more important, and resource conservation forces you to weigh the benefit of casting a spell against a potential upgrade purchase later on. I've learned the right way to bypass spike nests and discovered - to my genuine horror - that shoggoths can squeeze through narrow entryways.

Hurtling through a ruin being pursued by a tentacled pan-dimensional binbag is exactly the experience I wanted from Eldritch - and when that's the way you die, it's an experience worth sharing.

New Game Plus solves so many of my issues with the game that I wish I'd been able to experience it this way the first time around. As it is, I'm excited to press on and try to complete the game again - but I've already seen the vast majority of its environments, monsters and gadgets. The promise of seeing the Temple for the first time kept me plugging away at Spelunky long after I'd butted up against the ceiling of my own ability, and as far as I can tell FTL's final boss is something that only exists in YouTube Let's Plays. Eldritch has already yielded up its secrets, and progress through this harder, all-round better mode is less rewarding as a result. Lovecraft knew that the effectiveness of his stories relied on tightly controlling what his readers knew and when. Eldritch borrows Lovecraft's gods and monsters, but it introduces his world too gently to capitalise on its potential.

Expect to pay £9.99/$14.99 Release Out now Developer David Pittman Publisher Minor Key Games Multiplayer Singleplayer only Link www.eldritchgame.com

The Verdict

Eldritch

An accomplished Lovecraftian adventure with a bunch of potential that gives up its deeper secrets too easily.

ABOUT THE AUTHOR Chris is the editor of PC Gamer Pro. After many years spent turning beautiful trees into magazines, he now oversees our online coverage of competitive gaming and esports.

We recommend By Zergnet

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Jump to Section: Best Price Comments Our Verdict Deep, intelligent, intense, and utterly unlike any experience before it, Alien: Isolation presents all that's truly great about AAA, and also its evolution. Pros The Alien is truly terrifying Amazing recreation of the Alien universe Smart AI keeps the game unpredictable Looks astonishing It's a long game but intense throughout Cons Lack of guidance will

Eldritch combines roguelike and immersive sim in a first-person Lovecraftian adventure

As we all know, the best way to run a popular PC gaming website is to go space game , roguelike , space game , roguelike in an endlessly alternating pattern.

, roguelike in an endlessly alternating pattern. That would make it time for some roguelike news. Perhaps one that's first-person, has some action-RPG tendencies, and a Lovecraftian inspiration. I'm sure I've got something like that in my not so little black book. Aha, here it is: Eldritch.

As well as random generation and horror, Eldritch's creator - ex-2K Marin man David Pittman - is also bringing on board elements of the immersive sim genre. That means you'll be able to approach encounters in different ways, potentially sneaking through the procedural corridors, and augmenting your skills with "mystical powers".

You can pre-order Eldritchnow for early access to the beta build. The game is due out October 21st, and is also looking for Greenlight votes.

Here, I'll leave you with a screenshot of a Deep One:

Aw, who's a cute little Deep One?

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Jump to Section: Best Price Comments Our Verdict Deep, intelligent, intense, and utterly unlike any experience before it, Alien: Isolation presents all that's truly great about AAA, and also its evolution. Pros The Alien is truly terrifying Amazing recreation of the Alien universe Smart AI keeps the game unpredictable Looks astonishing It's a long game but intense throughout Cons Lack of guidance will

The PC Gamer Show: Prison Architect devs, VR, TwitchCon

Welcome back to The PC Gamer Show , of our weekly livestreamed podcast.

, of our weekly livestreamed podcast. You can catch the show live on Tuesdays at 1 pm PDT on our Twitch channel, or after the fact at any of the links below.

This week, we were joined by Chris Delay and Mark Morris, the co-founders of Introversion Software.

The topics:

TwitchCon, EGX, and the amazing success of 'Twitch Plays'. The good and the bad of early access games. Catfantastic quiz: A 'hands-on' Team Fortress 2 themed quiz. How kids games have changed over time. Oculus Connect 2 and the future of VR. Viewer questions from Twitch chat. A lot of Prison Architect.

Listen:

Watch it on YouTube(or in the player above)

Your flapping heads for this episode:

Tom Marks
James Davenport
Chris Delay - Lead Designer at Introversion Software
Mark Morris - Producer at Introversion Software

Dead Rising 3 review

Dead Rising 3 review There’s a poster for the first season of The Walking Dead – the TV show, that is – that feels like the founding artistic guideline for Dead Rising 3. It depicts protagonist Rick Grimes alone in the desolate outskirts of Atlanta, where rows upon rows of cars have been abandoned in the wake of the recent zombie apocalypse. That’s the utterly serious end of zombie fiction, almost

Escape Mode turns Prison Architect into Hotline Miami

We got a chance to play Prison Architect's new 'Escape Mode' with Introversion Software co-founders Chris Delay and Mark Morris on this week's PC Gamer Show , and I was impressed with how much it flips the game on its head.

, and I was impressed with how much it flips the game on its head. After being a building game for 36 months of early access, Escape Mode lets you take control of individual characters, fire guns, and personally do everything else you've only been able to view at a distance until now. Watch the video above to see Delay give us a hands-on look at the chaos that can ensue. Prison Architect will be leaving early access, along with Escape Mode, on October 6th.

The PC Gamer Showis our weekly livestreamed podcast. You can catch the show live on Tuesdays at 1 PM PDT on our Twitch channel, or and the archive of past episodes right here .

Top Ten British Games

Top Ten British Games 10. Sensible World Of Soccer Format: Amiga Developer: Sensible Software It was during the 2007 Games Developers Conference that Henry Lowood announced the game canon – a list of videogames chosen by the likes of Warren Spector and Steve Meretzky to be considered for preservation by the Library of Congress. Among titles like SimCity, Super Mario Bros. 3 and Doom sat Jon Hare’s

Prison Architect creators' next game will be VR-ready

Note: The thumbnail image used for this video is from Introversion's previous game Darwinia, not any new project.

Today on The PC Gamer Show, our weekly livestreamed podcast, Introversion Software's co-founder Mark Morris told us their next game would almost definitely be ready for VR. "I think it would be almost inconceivable that our next game would not be playable in VR," Morris said, but was careful to point out that he doesn't think it will be exclusive to VR as the technology is still "too bleeding edge." What that game is and how much longer they'll be updating Prison Architect, which leaves early access next Tuesday, is still unknown—but both him and fellow co-founder Chris Delay are very excited about VR's prospects.

You can watch the video above to see him explain his thoughts on their next game, and you'll be able to hear their full thoughts on VR when we post the show later today, including Morris and Delay discussing some of their early prototypes for the HTC Vive headset.

Watch Steve Wozniak Dominate At Tetris

As the co-founder of Apple Computer, an original board member for Electronic Arts, and renowned philanthropist, Steve Wozniak has a lot to be proud of.

As the co-founder of Apple Computer, an original board member for Electronic Arts, and renowned philanthropist, Steve Wozniak has a lot to be proud of. But "Woz" holds one honor particularly close to his heart: claiming the high score in Nintendo Power magazine for Tetris on the original Game Boy. While in Montreal for the Thief cover story, we ran into Steve Wozniak and he allowed us to invade his hotel room for an interview. Sitting on his bed was a special edition Game Boy Light with an Astro Boy skin. He was more than happy to show us his Tetris skills.

Watch the video below to learn how Steve Wozniak became the king of Tetris in Nintendo Power and how he used the game to create a bond between Russia's Mikhail Gorbachev and George H.W. Bush.

To learn more about Steve Wozniak, the development of Breakout for Atari with Steve Jobs, and how he designed the Apple II, read the article and watch the videos in the latest edition of Game Informer.

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Jump to Section: Best Price Comments Pros Uniquely gorgeous visuals Iconic adventure gaming thats yet-to-be truly improved upon Fixes to its few real flaws Cons Some shortened-yet-still-unavoidable fetch quests A few reused boss battles The Legend of Zelda: The Wind Waker may have had some vocal detractors pre-release, but the years since it came to the GameCube have been remarkably kind. The original

Prison Architect leaves Early Access with new mode next week

Prison Architect is leaving Early Access in October —October 6 to be exact.

Prison Architect

—October 6 to be exact. However, Introversion's prison management sim isn't going to slip quietly out without raising the alarms: its story is being expanded with a new four-chapter campaign, while the game is getting a brand new mode upon release.

The new Escape mode turns the game upside down, putting the player in the role of an inmate trying to flee from one of the thousands of player-made prisons already uploaded to the Steam Workshop.

"It started life as one of the endgame scenarios," designer Chris Delay explained to Eurogamerat this weekend's EGX, "where if you did so badly at the game you could be convicted of corporate manslaughter if there are too many deaths in your prison. And it was a joke. I made it so that you arrived at your prison on a prison bus in handcuffs - you've been put in jail at your own prison. But you couldn't do anything; that was the end of it. It was just a joke.

"In the background we've been fleshing it out gradually until it's a whole game mode in its own right now. Anything the prisoners can do in the game, you can do, so you can steal knives from the kitchen, you can make digging implements in the workshop, you can dig escape tunnels, you can recruit other prisoners to join up and form a little posse."

Those four story chapters, meanwhile, will serve as a tutorial to the main sandbox mode. Here's a bit more on that, and the new Escape mode, from the press release:

"Prison Architect opens with the story of Edward, a man facing the electric chair for committing a crime of passion. Introversion have extended this with four additional chapters focusing on different characters and aspects of prison life. From Mafia Dons to power-crazed senators, Prison Architect brings these characters to life. Introversion teamed up with award-winning professional writer Chris Hastings to produce an enthralling tale of corruption and human misery set against the background of the modern prison industrial complex.

"Escape Mode sees the traditional Prison Architect gameplay turned on its head. Take control of an individual prisoner, load any of the tens of thousands of prisons uploaded to the Steam Workshop and get on with the important business of escaping. Earn experience points by shanking a guard, form up a posse of rough-necks and head to the armory to shoot your way out or steal some tools from the workshop and start digging a tunnel hidden behind a picture of Raquel Welch."

Here's Introversion detailing the new features in an EGX presentation from the weekend:

Second annual Firaxicon is happening in October

Last year was the first-ever Firaxicon , a convention dedicated to all things Firaxis, with activities including panels and presentations, advance hands-on time with Civilization: Beyond Earth, and "An Evening With Sid Meier." It must have gone over pretty well, because 2K Games announced today that it's doing it again this year.

Firaxicon 2015

Attendees of the second annual Firaxicon—and yes, it's now officially described as an annual deal—will have the opportunity to take part in a meet-and-greet with members of the Firaxis development team, attend panels hosted by the lead developers of XCOM and Civilization: Beyond Earth as well as Firaxis Creative Director Sid Meier, play pre-release versions of Civilization: Beyond Earth—Rising Tideand XCOM 2, do some board gaming with the Firaxis staff, and take part in various "community giveaways, challenges, and competitions," with XCOM and Civilization-themed prizes.

"Firaxicon provides us with a rare opportunity to sit down and talk with the people who enjoy our games most," Meier said. "This has quickly become one of the studio’s most popular events of the year. Our team members very much look forward to giving the fans an in-depth look at our latest projects this fall."

This year's Firaxicon will be a one-day event, running on October 3 in Baltimore, MD. Tickets are $40 each and may be purchased through Eventbrite.

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Jump to Section: Best Price Comments Our Verdict This is how you do a next-gen remaster. Rockstar has pulled out all the stops to bring GTA V up to speed on PS4 and Xbox One. Beautiful, immersive, essential - it begs to be played all over again. Pros Brilliant all-new first person mode Incredibly detailed open-world Trevor Cons Occasional GTA Online connection problems Still the odd bit of pop-in Trevor

Prison Architect escapes Early Access in October

Prison Architect has been caged up in Early Access since September 2012.

Pa

Prison Architect has been caged up in Early Access since September 2012. After more than three years of hard time, it'll finally be let loose into society for an official release this October.

I wasn't kidding about the hard time, either. Introversion has released the Alpha 35 build of their prison management sim, greatly expanding upon the gang system. Prisoners can now form protection rackets, and gang leaders will instruct soldiers to acquire new territory throughout the prison. You can see the new system in action via Introversion's latest update video.

It's been a while since I last checked in with Prison Architect, but even then it seemed like a solid simulation. Hopefully the next few months will round out its feature set to create a brilliantly bleak look at prison administration.

The Banner Saga 2 gets a stern teaser

Like your turn-based strategy RPGs devastatingly bleak?

Like your turn-based strategy RPGs devastatingly bleak? Me too, chums. So it's good news, because the first trailer from the sequel to The Banner Saga, the none-more-Nordic game of combat and crushing heartbreak, looks as grim and icy as ever. "No matter how difficult the decisions, or how painful they might be, I give you my word, my oath, we will survive " intone the boy-girl narrators simultaneously. Not with me at the helm they probably won't. Sadly there's no release date for The Banner Saga 2 yet, but just knowing work is progressing on it makes me happy. In an all things must die eventually sort of way.

Civilization: Beyond Earth – Rising Tide expansion announced

Firaxis has just unveiled Civilization: Beyond Earth's first expansion.

CivRT

Firaxis has just unveiled Civilization: Beyond Earth's first expansion. It's called Rising Tide, and it will do pretty much what you might expect from that title. As with Civilization V's expansions, Rising Tide will add new systems on top of the existing game—in this instance, allowing you to colonise and mine the seas of the game's alien world.

In addition, Rising Tide will expand the role of diplomacy, and let players unlock new hybrid Affinity units and upgrades. You can see the list of key features below, via 2K's press release:

Building floating settlements and accessing natural resources hidden beneath the seas of the alien planet, while alien beasts with unique abilities inhabit the water and challenge players in distinctive ways Shaping the diplomatic landscape by upgrading traits, changing diplomatic relationships, and leveraging the benefits of your allies, all with political capital Unlocking a dynamic set of Diplomatic Traits while activating different combinations in response to the changing world Playing as one of four new factions, including the Al Falah, a group of nomad explorers descended from wealthy and resilient Middle Eastern states Investing in multiple Affinities to unlock hybrid Affinity units and upgrades for the first time; Collecting and combining alien relics via a new Artifact System that unlocks powerful benefits Exploring one of two new biomes, Primordial world, an untamed biome rife with volcanic activity and indicative of a chaotic landscape still forming in the new world

Civilization: Beyond Earth – Rising Tide is due out in Autumn, and will cost £20.

CivBE RT Screenshot Announce 1

CivBE RT Screenshot Announce 2

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Jump to Section: Best Price Comments Our Verdict Certainly not a bad Halo game, but one that succeeds despite its innovations, not because of them. With multiplayer the high point, Halo 5 is worthwhile, if not always truly convincing. Pros Excellent versatile multiplayer Warzone and Breakout are fantastic additions in very different ways The new vertical combat model is a great idea Cons Campaign is

Prison Architect escapes Early Access in October

Prison Architect has been caged up in Early Access since September 2012.

Pa

Prison Architect has been caged up in Early Access since September 2012. After more than three years of hard time, it'll finally be let loose into society for an official release this October.

I wasn't kidding about the hard time, either. Introversion has released the Alpha 35 build of their prison management sim, greatly expanding upon the gang system. Prisoners can now form protection rackets, and gang leaders will instruct soldiers to acquire new territory throughout the prison. You can see the new system in action via Introversion's latest update video.

It's been a while since I last checked in with Prison Architect, but even then it seemed like a solid simulation. Hopefully the next few months will round out its feature set to create a brilliantly bleak look at prison administration.

The Banner Saga composer faces $50,000 fine for his work on the game

Austin Wintory—composer for games Journey and The Banner Saga—is facing a fine of up to $50,000 as a result of his work on Stoic's Viking RPG.

Austin Wintory—composer for games Journey and The Banner Saga—is facing a fine of up to $50,000 as a result of his work on Stoic's Viking RPG. According to Wintory, his union, the American Federation of Musicians, have charged him for working on the game's soundtrack with non-union musicians. Earlier this week, Wintory released a video, explaining the charges and setting out what he calls an "untenable situation".

The threat can be traced back to a contract drawn up by the AFM two years ago. That contract—which Wintory says wasn't voted on by AFM members—was universally rejected by game makers. Effectively, AFM members have been blocked from working on games since the contract's introduction.

Coincidentally, in the week since the video, the AFM have announced a new contract, after lengthy negotiations with Microsoft.

In response to the new contract, Wintory tweeted, "there are DEFINITE problems with this contract but if even ONE session emerges from it's a substantial step up from the last 2 years".

Conquering the ocean in Beyond Earth's first expansion

Firaxis has just announced the first expansion for Civilization: Beyond Earth, a chunky package that promises to deepen diplomacy, add new playable factions and let you conquer the high seas with new units.

CivBE RT Screenshot Announce 2

the first expansion for Civilization: Beyond Earth, a chunky package that promises to deepen diplomacy, add new playable factions and let you conquer the high seas with new units. We caught up with Beyond Earth's two lead designers to find out more.

PC Gamer: Can you give me an overview of what's going to be in the expansion?

Will Miller, Co-Lead Designer: There are several highlights in this expansion, and one of them as you mentioned is aquatic gameplay, we're really excited about that. The second is an overhauled diplomacy system. This is a brand new take on diplomacy for a Civ game. Hybrid affinities is another big one. So we had three affinity tracks in the first game and a lot of players who tried to multiclass—going down two tracks instead of just one—found themselves not able to access some of the cool units late game. So we've added three new affinities to sit between the big ones, to fill out those gaps. They come with unique units, and unique benefits that the player can get, along with a lot of other tweaks and balance changes and some smaller additions to things like the quest system are all going in, to expand in a significant way the original gameplay.

David McDonough, Co-Lead Designer: Not to forget, there are also four new playable factions.

WM: Oh yeah.

PC Gamer: Can you talk about the new playable factions one-by-one?

DM: Yeah, we're really excited about these. We built on the story of the original Beyond Earth, and introduced these four newcomers who are late to the seeding process. They come from a different angle that's a lot more extreme and intense, so we like to say these four guys will raise the stakes for the original eight. In no particular order, there's Al Falah, a Middle East-themed faction [2K cuts in]...and then there's three others I'll tell you about later. Al Falah are the people who didn't leave. They reclaimed their homeland and made it into space, on a much different and much more treacherous path than the other seeding people. And when they arrived on the planet, they travelled through space not asleep, so it's a generation shift—the people who land on the planet are not the people who left Earth. So there are people who have never seen Earth, maybe never seen a planet. So when they land, they have a lot of different perspectives, different strengths and weaknesses from colonists from the original eight. They're an interesting leftfield expansion faction.

PC Gamer: How does aquatic gameplay affect the fundamentals of Civ, like building your civilization or exploring the map?

DM: You've described the big things that players do with their cities and their territory—and the water in Civ has always been an alternative play space, you play primarily on land and the water is there for a different kind of interaction. We wanted to preserve that and extend the richness of Civ's power base to the water so that your territory, your play space, is the whole planet. There's no part of the planet that's off limits to you. You can play an entirely aquatic Civ or entirely on land and have equal opportunities for power. So a lot of things you would expect from a city and territory are there: there's naval units, naval aliens, a full range of things to explore, fight and settle at sea. But there's a number of twists to the way that they're done, so you can expect the same kind of opportunities you have on land at sea but the challenges you face may be totally different. Playing successfully in aquatic cities and territory may be a whole new strategic proposition. Certainly playing as a hybrid will be a brand new way to play. The thing we're most excited about with aquatic gameplay is that, just by having it at all, and the particular choices that we've made, it totally changes the way all cities are played, land and water alike. It's a completely new way to approach settlement power and competition, and the grandest part of the strategy of Civilization, settling and building up.

CivBE RT Screenshot Announce 1

PC Gamer: So this expansion brings new unit types as well?

DM: Certainly does. There's a couple of new Naval units—there's a naval melee unit, we brought submarines back so you can have your invisible hunter killers again. And then a variety of other changes to the existing unit catalogue to be more aquatic or to introduce more hovering units so you have armies that are amphibious so they can travel back and forth just fine. And there's a great deal more aliens. There's all kinds of new aquatic aliens, but their behaviour is totally different: the way they spawn, the way they live at sea, is totally different. You have new opportunities for interaction with them as well.

PC Gamer: How will hybrid affinities affect the way a typical game of Beyond Earth plays out?

WM: Well the base game tries to funnel you down a single affinity. The mechanics are designed to make that the cheapest way to play, and the victory conditions are aligned with those three affinities. One of the things we've wanted to do is support players who want to broaden their choices. They want to play a split or perhaps all three, and we've filled in the unit catalogue with new units, new unique units that support that. And at the highest end of our upgrade tree, we've introduced hybrid versions, so things like the ranged marine: these basic unit types now have additional options for upgrading and hybridising your approach to affinity. And we've rebalanced the affinity themed victory conditions to make them achievable by hybrid players. So this is really cool: each of those affinities definitely caters to a particular playstyle in the tactical part of the game. Introducing hybrid units is to help those tactics change and be augmented and supported.

PC Gamer: What challenges did this bring to balancing the existing affinities?

WM: Any time you add that many units to the game, it's going to be a challenge to balance it. As affinities work in the base game, they work to specific play styles—so we can target these units' abilities to augment those play styles. We do a lot of internal testing and testing with our beta group to help us do that, but it's certainly a challenge when you add that much stuff to the catalogue.

CivRT

PC Gamer: How does the revamped diplomacy system work vs the existing system?

WM: We're trying not to get into too many details, but I can give you a philosophical overview. One of our takeaways from the original release of Beyond Earth is that without the historical characters, the diplomacy system from Civ V doesn't really carry over to a science fiction setting. Because the player doesn't have that built-in knowledge of the stories behind those characters. Playing Civ V, you know Gandhi is going to behave a certain way, because you are familiar with those characters from history. We don't really have that in our fiction and in our audience. So we have to build a system that supports the player in making decisions about what they're doing in a diplomatic landscape. And we wanted to take that and make it more of a game, to bring more of its mechanics out in front of the player, to give it a bit of progression, and to make the decision making of the AI and the player into a game. We're, I guess, inspired by boardgames here. So games like Tales of the Arabian Knights, where your character in that game is a combination of attributes that you pick up along the way. That was an inspiration for this. So the diplomacy system does a very good job of giving the player the ability to wheel and deal on the diplomatic landscape, to understand the AI's personality better, and to understand when that personality changes—as well as crafting their own personalities across the course of the game to reinforce their play style. That's a high level overview, and I'm excited to get into the details, but I don't think we can go much more than.

PC Gamer: With Civ, it feels like you treat expansions differently to other series. It's almost like the base game is a platform and you build on top of that—is that fair to say?

WM: I'd say it's a fair assessment for how Civ normally works for expansions, yeah. I'd say our expansion sits somewhere between a traditional Civ expansion and the XCOM expansion. Think about the XCOM expansion and how that really changed the gameplay at a fundamental level—that's kind of what we're going for. Previous Civ expansions have done that, but the diplomacy system is a wholesale replacement of that system... Playing this game is going to be very different to playing the base game. It's deep systemic changes.

DM: When Enemy Within came out, some critics described it as a Firaxis-style expansion, an expansion that changes everything about the way the game plays. I really liked that, and I think the expansion we're making now really earns that.

House of Caravan Fuses Edgar Allen Poe and Gone Home

Can Edgar Allen Poe’s tales be scarier?

Can Edgar Allen Poe’s tales be scarier? In House of Caravan, the developers from Rosebud Games want to set the environment in an abandoned house that mixes Poe’s classics with escape games like P.T, Gone Home , and Crimson Room. It’s also a “house escape” game that’s promising a lot of tension and puzzles to solve, including why the protagonist is locked up there in the first place.

House of Caravan is the story of a young boy who was kidnapped by strangers on his way to school in the fictional city of Candlewood. Taking his role, the player has to find a way out of the mansion he was taken to. While trying to find the way out, players will uncover mysteries about the abandoned house, the kidnappersm and the reasons they had to do it. The game has full voice acting and features a blend of narrative exploration and point-and-click adventure to set the general tone of the gameplay. A single playthrough is expected to take from 60 to 90 minutes, just like Gone Home .

Fans of suspense will be able to take a look at House of Caravan after they’ve finished reading this article, as the game is releasing today, April 16. The game is currently available for PC and Mac at launch, and sports a price point of $6.99 on Steam, after a previously successful Greenlight campaign. For further information, be sure to visit the game’s official website.

Prison Architect Alpha 25 adds prisoner reputations, "legendary" crims

Prison Architect's latest alpha update adds a feature I'm a little surprised wasn't around in the beginning.

Prison Architect

latest alpha update adds a feature I'm a little surprised wasn't around in the beginning. New arrivals to your correctional facility of kindness and rehabilitationpunishment and more punishment will now come with reputations that promise to shake up your prison in interesting ways. This is all part of an effort to stop jails from becoming things that can be run automatically, as noted in the accompanying patch notes. Introversion describe this update as "big shit" in the following video, and I'm inclined to agree.

Until now, Prison Architect has seemed fairly predictable in its systems, but Alpha 25 promises to add an element of, er, un predictability to the prison sim. I'll let Introversion explain: "Alpha 25 was motivated by seeing prisons that just run themselves—and can even be left running overnight, without anything bad happening. This doesn't sit right with us, and running a prison shouldn't ever be something that can be done fully automatically".

To that end, prisoners now come with reps. Reps like Tough, Stoical, Ex Law and Fearless, and you can probably guess what effect these guys are going to have on your previously peaceful jail. Interestingly, only around half of these reputations will be known when prisoners arrive—to ascertain the behaviours of the other criminals, you'll need to rely on your informants. Here's the absolute best thing about reps, however: there's a chance you'll receive a "legendary" prisoner as one of your new inmates, someone with a "potent mix" of reputations that will make them especially dangerous and interesting.

There are a bunch of other, less exciting changes in the update notes—you can read the full list of changes here. You can also stick around for the following video, in which Introversion's Mark Morris and Chris Delay talk about the update for half-an-hour.

Total War: Arena reveals its first trailer

It's still early days — the footage is from the alpha version of Arena — but already you should be able to get an idea of what to expect from the free-to-play online strategy game.

Total War Arena

It's not all about Warhammerwhen it comes to the franchise that's totally about war — Total War: Arena has had its first in-game trailer revealed to the world.

It's been over two yearssince Total War: Arena was first announced, and things have been quietly bubbling along as the weeks have passed. The main focus — 10v10 online battles where each player controls three units of combatants — remains the same, though.

You can currently sign upfor Total War: Arena's closed alpha if you're in Europe — though US servers are to be added at some point in the near future.

Civilization: Beyond Earth update brings connectivity with Starships

Firaxis will roll out a new Civilization: Beyond Earth update soon, introducing connectivity with the studio's forthcoming Sid Meier's Starships .

Sid Meyer s Civilization Beyond Earth

. It makes sense as the games are set in the same universe, though few details on how the connectivity will work in practice have been provided. Once the patch has rolled out you'll be able to log-in to a my2K account from within Beyond Earth, granting you an exclusive Glacier planet map.

Sid Meier's Starships is a turn-based space strategy game set in the Beyond Earth universe, and is expected to release some time in the first half of 2015. You can see the game in action over here.

Meanwhile, the new update will also usher in new game balance changes, with Wonders the main target for revision. "One of the most consistent pieces of feedback the team received was that certain Wonders were built only rarely, and players reported that some felt like marginal upgrades over other resource buildings," the patch notes read. "The Beyond Earth team took a general cost pass on all the Wonders in the game, and changed the effects of most of them." Changes to Wonders will have a knock-on effect for other aspects of the game.

Other major changes include a new city population requirement for trade routes, with routes unlocking with certain population milestones. The full patch notes are here, and they're lengthy, so kick back and put some Tangerine Dream on.

Send Viruses To Your Friends and Shake Your Bums in Script Kiddies

You take the role of a hacker and must compete against another like yourself.

Hack your friends’ computers, send viruses, and shake your bum, in the pixel art modern classic, Script Kiddies – now looking to be funded via Kickstarter (visit the page here)!

You take the role of a hacker and must compete against another like yourself. You’ll battle to spread a virus to each other’s computers, each of which the players must defend by performing randomized “code.” But don’t worry, there is no coding knowledge required. The “code” you will perform is a randomized set of button combinations that you’ll have to complete before the virus reaches you; if the code is done successfully, the virus will be sent back to the opposing player, who will have to defend his computer.

To shake things up a bit, there are several floors, all of which contain a server and a computer that you’ll have to defend, adding an intense, and at times hectic, experience to running around. If a player is infected with a virus, they will have a small time limit for them to run to the infected computer and send it back.

Script Kiddies is reminiscent of competitive multiplayer games from the Commander 64 or the NES era – with a pixel art style, and the non-violent approach to competing against one another. It’s almost like Tapper, but for nerds. Also, in classic nerdom fashion, the game will be completely open-sourced, allowing the community to tweak and modify the game the way they see fit.

Developer Austin Dixon ( Studio Trex) is looking for $8,500 to make this game a hacking reality . The game is planned to be released Spring 2015 for PC, Mac, and Linux. Stay up to date on the development of Script Kiddies by following Dixon on Twitter.

Prison Architect's Alpha 23 update adds remote access systems, AKA 'fun with doors'

Prison Architect's latest update is a particularly important one, adding remote access systems to Introversion's prison management sim.

is a particularly important one, adding remote access systems to Introversion's prison management sim. As we know from movies and TV, no prison worth its salt would be complete without a big security room switch that opens all the cell doors at once. That's finally a possibility in Alpha 23, which will now allow players to connect doors to remote switches, or to set it so that they'll only open at a specific time of day, say 14:37. You probably have your own favourite time of day. CCTV has also been reworked a bit to fit in with the new system.

In the new update, guards can now operate doors while sitting on their backsides in a security room, and there's even a new breed of metal door resistant to the guards' 'jail key' weapons. Remote access doors must be wired together using the new Connect tool, while the same thing now applies to the CCTV system, which requires cameras to be connected to monitors. Advanced Logic Circuits have also been added in the update as an "experiment". These won't be necessary for normal prison operation, but should result in some fun player creations.

And now we come to my favourite part of the patch-notes-news-post process: taking changes and bug fixes from developerand presenting them entirely out of context. Here are some gems from Alpha 23:

"Intoxication is now a type of Misconduct, and is 'detected' when a Guard searches a prisoner. He will notice they are high/drunk."

"Fences are no longer free (YOU try getting hundreds of metres of fences for free)."

"Kitchen Sinks now require a water pipe connection."

Here's a video of Introversion showing off the game's new features:

We have 20,000 Total War: Arena closed beta keys to give away

The Total War: Arena closed beta launched in North America yesterday, opening up the multiplayer strategy battles to the US, Canada, and Mexico.

closed beta launched in North America yesterday, opening up the multiplayer strategy battles to the US, Canada, and Mexico. Creative Assembly is celebrating the new server base with a livestreamat 3 pm Pacific today, and so you can join in, they've given us 20,000 Steam keys to give away.

If you want one, all you need to do is enter your email address in the form below. Give it a bit of time, and as long as there are codes remaining, you should get a shiny new one in your inbox. To redeem your code, head to the Steam client, select 'Games' from the menu, and then 'Activate a Product on Steam.' Happy warring!

PC Gamer Show: Sid Meier talks Civilization, Starships, VR

It's Sid Meier's PC Gamer Show!

It's Sid Meier's PC Gamer Show! In this special extended episode, the legendary strategy designer stops by to talk about the history of the Civilization series, what's up with his new game Starships, modding, the future of strategy in VR, and what it takes for a game to earn the "Sid Meier's" title.

Gosh, he sure is nice.

As usual, we answer your questions at the end of the episode. To ask us a question for next week's show, tweet @pcgamer with the hashtag #AskPCGamer.

Chuppy Jump Review

A new holiday themed iOS game is out, and how will it do against the competition?

A new holiday themed iOS game is out, and how will it do against the competition? As I played Chuppy Jump’s extremely easy to learn gameplay, I decided that this game was terrific. With that said, there could be new features and obstacles added to the game. The game is really simple and easy to catch on, in fact there isn’t even a tutorial or a help menu. I liked that because nowadays, almost all developers and gaming studios decide that the gamer is a complete idiot and cannot learn to play without a stupid tutorial telling about all the controls. The game’s objective is clear: accomplish the goals, level up, and gain an ornament to put on your Christmas tree.

You play as a frog, whose Christmas lights have all gone out and you go through a perilous adventure to get them back. While they tell you the story, you can infer that from the two frames of the intro “cutscene”. The game requires you to jump across snow onto moving or stationary pads that you land on. There are also dried leaves which you land on only for a certain period of time before it breaks. The way the game measures your “HP” is really unique and special. You are a frog, therefore you are cold-blooded. If you stay on a platform without moving, you’ll slow get your HP bar drained. If you fall into the snow, you’ll get a larger portion of the meter depleted. The game is somewhat like, but in a sense, very different.

There are lots of goals to complete, like getting enough flowers on your trip, or just traveling far enough. Every time you complete a goal, you gain a certain amount of XP which goes towards you leveling up. There are certain traps you may find on the way, like spikey pads which will kill you instantly if you jump over it. There are also directional pads which will fling shot you into which ever direction the arrow is facing (the arrow is constantly turning). There are also powerups to collect, while not all of them are friendly, they can really help. Also, the map is always different, making the game interesting every time.

The music is actually pretty good and spirited. It starts off with a small holiday jingle then transforms into a exciting piano solo. This game is cool and interesting for almost everyone at any age. I certainly enjoyed playing the game, and I can’t wait for it to be universal. Overall, it’s really fun and I recommended to all my friends. Happy holidays!


Reviewed Device: iPod Touch 3G
Tested Device: iPad 2

[review pros=”Cute graphics, interesting concept, addictive” cons=”Controls are a little weird” score=90]

The Political Machine 2016 is the election sim America deserves

2016 is an election year in the US, a time when Americans of all political persuasions come together to partake in a rational discourse, exchanging ideas as they work to decide who among them is most qualified to lead their great nation into the future.

2016 is an election year in the US, a time when Americans of all political persuasions come together to partake in a rational discourse, exchanging ideas as they work to decide who among them is most qualified to lead their great nation into the future. Just kidding! Not about it being an election year—it is—but about all the other stuff. In reality, it's a time of super-heated rhetoric, unrestrained nastiness, and grotesque behavior—and also time for a new version of Stardock's election simulator The Political Machine.

The Political Machine 2016 is all about getting elected by any means necessary. Sling some mud, take advantage of circumstance, say stupid, obscene things on national radio, and spend, spend, spend. It includes more than a dozen pre-made, real-life candidates, like Hillary, Bern, and The Donald, and if you don't care for any of them (and who could blame you?) you can create your own instead. National hot-buttons are a priority, but regional issues will have to dealt with as well: Embrace some, bury others, and try not to alienate too many people on your quest to mainstream acceptability (and ownership of the nuclear football).

“The game deals with topics like the Keystone XL Pipeline, human trafficking, and other issues that are current and relevant to this year’s election,” Producer Patrick Shaw said. “We’ve added a poll tracking feature so that you can see how your own political races are matching up to what’s going on in the United States right now.”

The Political Machine 2016 is available now on Steamfor 25 percent off until February 12, which is also when the Steam Lunar New Year Saleends. (Coincidence or conspiracy? You decide!) Owners of The Political Machine 2012 may opt to upgrade to the new edition directly from Stardockfor $5.

Natural Selection 2 by the numbers: 144,000 copies sold in first week

A radar ping interrupts the silence in the bulkhead.

A radar ping interrupts the silence in the bulkhead. The sensor doesn't indicate a direction of the reading—but something lurks out there. Something big . Your squadmates back at base whispered anecdotes about this monstrosity while huddled around chow tables and lockers. A throaty growl rumbles behind you. The hallway's murky emergency lighting flickers. Whirling, you see your doom: a slavering Natural Selection 2 infographic. Biting back panic, you raise your rifle for a final blaze of glory....

Unknown Worlds Entertainment burst its launch week data yesterday from an egg sac in a post on its official website. The first-person multiplayer shooter/strategy hybrid drew a pool of 144,000 owners racking up impressive KIA numbers for both Marines and Skulks—1,255,355 and 1,344,607, respectively.

The chart also divided customers by country with the US leading the pack in total sales. Singaporean gamers purchased the highest amount of deluxe editions. Iceland's denizens participated in the pew-pew with the biggest sales per capita population. Finally, Belgians nabbed more 4-pack purchases than any other country. Slapped together, that's Amerisingalandgium.

Unknown Worlds also announced the European Open Finals taking place in Cologne, Germany on November 10. Teams Exertus and Archaea will run around biting and shooting each other in the face for the throne of best European team. They'll also play some Natural Selection 2. Twitch will offer a stream for viewingwhen the tournament kicks off 19:00 CET/10:00am PST/1:00pm EST.

This weekend, play Saints Row IV and Civ: Beyond Earth for free

Want to play some free games this weekend?

Saints Row

Want to play some free games this weekend? Steam's latest Free Weekend promotion has a couple to choose from, and they couldn't be more different. One lets you colonise an alien world, another lets you spray liquid faeces at buildings and people.

I'll let you decide which sounds more appealing. No judgements.

In one corner we have Firaxis's latest, Civilization: Beyond Earth. In the other corner, Volition's absurdist open-world comedy Saints Row. It's the full series that's playable, including Saints Row 2, Saints Row: The Thirdand Saints Row IV.

I particularly enjoyed the latter two Saints Rows, which are enjoyably silly and perfect for a mindless weekend of laughs and carnage. If you are in the mood for something more considered, Beyond Earth is a perfectly good alternative. I'm not it's greatest fan—much preferring last year's Endless Legend—but our reviewerliked it a lot.

To download any of the games, head to their Steam page and click the "Play Game" button. You've got until Sunday to get your free time in, and each game is discounted until Monday if you like what you play.

Ashes of the Singularity release date revealed in new trailer

The big hook in Stardock's upcoming Ashes of the Singularity is that it can simulate and display battles involving literally thousands of units on the screen at a single time.

is that it can simulate and display battles involving literally thousands of units on the screen at a single time. It does this through DirectX 12 support, a native 64-bit game engine, and other such techno-magery that mostly goes over my head; the important thing, as the good folks at Maximum PCexplain, is that if you've got the rig for it, it (mostly) works. Of course, they're interested in the technology, whereas around these parts, the game is the thing. Which is why you heard it here first: Ashes of the Singularity will go into full launch on March 31.

Ashes will offer single-player action, ranked and custom multiplayer, and an Ascendancy Wars mode that “will walk the player through the story and how to play the game.” More importantly, it will portray large-scale combat without abstraction, using self-organizing formations called “meta-units” that handle the detail work autonomously. The Ashes FAQdescribes meta-units as similar in some ways to traditional RTS groups, “except that each part of a meta-unit is aware of every other unit in its group and they work together in predetermined ways.”

"We are not looking to reinvent the RTS," Wardell said. "Our goal is to introduce a new generation of gamers to the general awesomeness of real time strategy gaming. That means showing how well non-cheating computer players can perform in single player as well as making it easy to get multiplayer games going."

Ahead of the March 31 launch date, Ashes of the Singularity remains available on Steamin Early Access.

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