Paradox cancelled four games last year, promises no more "unplayable" releases

In an interview with GameSpy , Paradox's CEO Frederik Wester has revealed that the publisher cancelled four games in the past year, in an attempt to ensure that consumers weren't paying for buggy or unfinished titles.

Wester's comments were in response to questioning about the much malignedalternate history Civil War RTS Gettysburg: Armoured Warfare. Wester said, "That was terrible. We did not do our homework. It was a one-man team with some backup... we learned a lot from that release. We've had many bad releases before that, as well, and we learned something every time."

"In 2012, we also closed four game projects. This happened after Gettysburg. We looked at them and said, 'These games are not up to the standards we're currently looking for at Paradox, so we're going to close these projects.' We're not going to have any more games that are unplayable at release."

Gettysburg wasn't the only Paradox title in recent history to launch in an unfinished state. Both Magicka and Sword of the Stars 2 were released with significant problems. Wester admits that previously, Paradox couldn't risk the financial hit of cancelling projects. "We needed to release the best product we could release at the time in order to get at least some of the cash we invested back."

The success of Magicka and Crusader Kings 2 has put Paradox in a position were they can afford to be more diligent. "An internal quality assurance team has been built over the past year," Wester says. "Previously, we didn't have an internal QA team. Now we have a team of eight dedicated people in-house. We have a dedicated QA team for the Paradox development studio, specifically for the Crusader and Europa games, and we also now work with a number of external QA studios to stress test our multiplayer games, compatibility testing so it runs on different hardware, etc."

Wester closes by saying, "That's what you'll see from Paradox – fewer and better titles. The quality improvement is the most important thing we're working on right now."

Thanks, VG247.

Former Infinity Ward execs go after partial Modern Warfare rights

Infinity Ward founders Vince Zampella and Jason West, who have been embroiled in a public dispute with Activision since being sacked last year, are seeking partial rights to the Modern Warfare franchise. If they succeed, they may gain the right to release new games in the series, presumably through their new studio, Respawn Entertainment, and its publishing deal with EA. The duo sued Activision shortly

Paradox launch new web store, hold tactically optimal sale

To the west: the vast, all-powerful expanse of the Holy GabeN Empire.

To the west: the vast, all-powerful expanse of the Holy GabeN Empire. To the East: the notably less powerful, but still somewhat impressive Kingdom of GamersGate. Paradox Interactive have been successfully trading with both for years, but, in a shock bid for independence, they've now launched their own store.

Currently in beta, the Paradox Webshopis selling the publisher/developer's catalogue directly to fans. Well, not quite directly. Rather than providing downloads, users are given a Steam key on purchase. Still, to celebrate the launch, Paradox are offering 55% off the majority of its games.

That means cheap deals on the feudal feuding of Crusader Kings 2, the samurai strategy of Sengoku, the madcap mayhem of Magicka and... lots of other games. Sorry, I couldn't sustain that level of alliteration.

The store's still missing some of Paradox's back catalogue. At a glance, it seems that CK2's trade-based expansion The Republic has yet to dock. But the homepage assures that, "Eventually all our titles will be offered along with lots of other fun goods and surprises."

Thanks, RPS.

Hack-killing Modern Warfare 2 patch coming to PS3 tomorrow, 360/PC "TBD"

Infinity Wardis delivering on its promise to combat the largenumber of hacks and security issues that have plagued Modern Warfare 2. A large patch is heading for thePS3 versiontomorrow, which will address numerous concerns that have popped up over the last few months. "This new title update will address security issues that have affected online play," wrote the developer in a terse blog post announcing

The WARFACE closed beta is now live

How's your face?

How's your face? It's not looking particularly warry, but I know of a way you can fix that. The Warface closed beta - sorry, the WARFACE closed beta - is now live. Simply sign up on the sitefor a chance to replace your face with a more war-hardened one. Also, to play a game of soldiers in an upcoming CryEngine3-powered online shooter.

The game has been playable in Russia for quite some time, where it's managed to garner around five million registered users- and that's despite boasting the worst/best name of all time. We published a guideon how to install and play the game outside of Russia a while ago, but as of... now that guide is moot. Now, all you have to do is head hereand cross your fingers, while trying not to get distracted by the contemplative dude with the skull.

Crytek reaffirms goal for free-to-play transition within five years

Crytek CEO Cevat Yerli has been talking about the developer's " inevitable future " in the free-to-play market as far back as last June , but he's still making sure we're extra aware of the coming change.

, but he's still making sure we're extra aware of the coming change. Speaking to VentureBeat, Yerli predicts it'll take Crytek around two to five years to fully transition to making "triple-A, free-to-play games for the world market."

"We decided five or six years ago that we want to marry the quality of triple-A games with the business model of free-to-play," Yerli says. "And at that time, we decided some other games, in some of our other studios, would head in this direction. We are observing, plainly—and we see this already with Warface—that the free-to-play market is on the rise. I think over the next two to three years, free-to-play is going to rival retail with quality games like Warface."

Though it sports a name prone to occasional light ribbing, Warface—sorry, WARFACE (followup battle yell optional)—is succeeding with the slick CryEngine 3 purring beneath its hood. At least, that's what 5 million Russianswould tell you.

Yerli says Crytek's eventual transformation will turn the company "from a developer to a service company," due in major part to its upcoming rollout of Gface, its social platform for connecting players through its games.

"If we could launch our games on a platform that already exists today, and we could get the same results, then we wouldn't build our own platform," Yerli explains. "But we're convinced that our platform does some particularly new things that makes our games behave better. That's why we plan to offer this service to third parties."

Nintendo confirms 3DS Ambassadors will get all their free games this year

Nintendo has confirmed it'll still be delivering the full complement of free download titles to participants in its 3DS Ambassador program before the end of the year. The GBA titles which have been revealed in the program thus far are all doozies, giving the remaining mystery-gifts plenty to live up to. So what might they be? Above: Or "Ambassador Program," if you prefer (which Nintendo's "neat consumer

Five million Russians are practising their Warface

It looks like Crytek's gamble on a free-to-play future is paying off.

is paying off. Warface, their self-described "AAA 4 Free" FPS, can now boast an impressive 5 million registered users in its Russian test market.

"Reaching the five million registered users mark speaks volumes about the quality and appeal of Warface," opines Vladimir Nikolsky, VP of Warface's publisher, the Mail.Ru Group. "With a combination of first-class visuals and gameplay that is second to none, Warface stands out from the crowd and promises to attract even more attention from players in the future." Admittedly, he's biased.

Warface is Crytek's attempt at bringing "console game quality" (sigh) to the free-to-play market. The CryEngine 3 powered shooter is holding its closed beta tests in Europe and North America, and is still listed for release in the fast-fading twilight of 2012. With this year already seeing the likes of Tribes: Ascend and Planetside 2, are you planning to join Russia in its mass display of Warface?

Thanks, Joystiq.

PC Gamer UK Podcast: Episode 81 - Gritty Gritty Bang Bang

Chris, Tom Senior and Martin discover headphones and subsequently blow their own minds.

Chris, Tom Senior and Martin discover headphones and subsequently blow their own minds. Also featuring discussion of Company of Heroes 2, Warface, and Far Cry 3 co-op - plus your questions from Twitter.

This weeks episode was recorded while a record number of podcast-contradicting news stories occurred, such as THQ's bankruptcyand the Dota 2 Christmas switcheroo. Also, the world does not appear to have ended.

Oh well. Merry Christmas anyway, I suppose.


Show notes Craig Lager's preview of Company of Heroes 2. Nasa's Mayan apocalypse video(via The Guardian).

Take one look at Deirdra Kiai's stop motion musical detective adventure game Dominique Pamplemousse

in "It's All Over Once the Fat Lady Sings!" and it's easy to see why it's nominated for four IGF 2014 awards, including the Nuovo Award and the Seumas McNally Grand Prize. Trying to succintly convey the essence of Kiai's game seems foolhardy -- like Kiai themselves, Dominique Pamplemousse defies easy codification.

Road to the IGF: Deirdra Kiai's Dominique Pamplemousse

defies easy codification. Thankfully, you can play a demoof the game right from your browser to get a better idea of why it earned so much acclaim during this year's IGF award nomination process.

As part of our ongoing Road to the IGFseries of interviews, we asked Kiai about how the creation of Dominique Pamplemousse reflects the passions of the creator and asked them to share their thoughts on life as an independent game maker.
What's your background in making games?I've been making point-and-click adventure games since I was a teenager and, sometime in the middle of a computer science degree, decided I wanted to turn that into a career of sorts. I started out interning at Telltale in the summer/fall of 2006, then later went on to work with awesome folks like Ron Gilbert on DeathSpank and Emily Short on Versu . Right now, I'm in the middle of a stint in grad school studying Digital Arts & New Media at UC Santa Cruz.

I got drawn to making games in the first place because it was the best way I knew to combine a lot of things I love doing: storytelling, programming, acting, making music, making visual art. I feel like I've gotten half decent at doing all of those things with limited time on a shoestring budget, so that's something, I guess.
What development tools did you use to build Dominique Pamplemousse ?Actionscript, Garageband, an ancient version of Photoshop, Sugru hacking putty, Sculpey, cardboard, origami paper, aluminum wire, old ratty t-shirt fabric, a cheap webcam, a euphonium, a guitar, a cornet, a Blue Snowball microphone, my voice, a refurbished iMac, a used iPad 1, and whatever else I had lying around my apartment.
How much time have you spent working on the game?I developed a one-room demo part time over the course of the year, then, thanks to a successful Indiegogo campaign, worked on the rest of the game pretty much full time for six months.
And how did you come up with the original concept?I've wanted to make a full-on musical adventure game ever since I saw that scene in The Curse of Monkey Island where all the pirates start singing. I've wanted to do a stop motion game ever since The Neverhood showed me it was possible. So, basically, this was the kind of game I've wanted to make ever since I was a baby game designer. It just happened to be the right time and place in my life when I finally had the ability to make it happen.

My first game ever -- which I released over ten years ago -- was also a noir detective spoof, and I wanted to revisit that theme again with the wisdom and life experience I'd gained in the intervening time. I really wanted to explore being non-binary gendered, an identity I've lately been coming to terms with myself, and also the economic recession and how that's affected my career prospects and those of my generation in general.
So how has ten years of game development experience changed the way you approach game design, from both an artistic and a business perspective?I feel like the games I develop now are definitely a lot more personal than when I first started out. Making games "for everyone" (a term with which I have problems because nothing can be "for everyone"; someone inevitably gets left out, and that someone is usually me) is something bigger companies do well, and what I can best offer as a solo artist is a very particular, individual perspective. It's okay if I don't make as many sales as a more traditionally developed title. It's more important that I stay true to myself.

(This is probably terrible business sense.)

Of course, staying true to myself has given me the side benefit of attracting a number of players who say they never play games because there's never anything out there that they can relate to. So that's something!
Much of your work seems to be at least partially autobiographical in nature, drawing on your own experiences and feelings. How much of yourself and your personal experiences did you pour into Dominique Pamplemousse ?I think the best way to describe it is, it's an allegory for my adult life thus far. Although the game is a work of fiction, it captures a lot of the disillusionment I've felt in my career, particularly during the recession. How do you balance staying true to yourself and the things you value with, well, needing to eat?

There's the gender thing, too, and Dominique as a character captures both my desire to be seen gender-neutrally, and my corresponding exasperation with society for insisting that everything be sorted into a binary. As I like to say, binaries are for computers, not people.
Have you played any of the other IGF finalists? Any games you've particularly enjoyed?A friend showed me Device 6 a couple of months ago, and I thought it was pretty neat. I played Towerfall a bit at E3, and found it cute and a little subversive, even though I'm generally bad at twitchy games. Other than that, well, I've been awful at having a lot of free time to actually play games these days, but I'm impressed with what I've seen of the other finalists, and am flattered to be in their company.
What do you think of the current state of the indie scene?Does the word "indie" even mean anything anymore? The word gets used to describe anything from one person making a Twine game to actual development teams with salaried employees, and we're at a point where there's some significant overlap between the IGF and the Game Developers Choice Awards. It's become so broad that there doesn't seem to me like there's any kind of a unified "scene" so much as groups of people clustered around particular regions and interests.

Even though I've been independently making games for half my life, I never really felt like part of "the indie scene" when there was one, anyway, so it's no real loss to me. I'm more thrilled by the fact that game-making is opening up to a greater diversity of people, particularly thanks to tools like Twine.

PC Gamer UK Podcast: Episode 81 - Gritty Gritty Bang Bang

Chris, Tom Senior and Martin discover headphones and subsequently blow their own minds.

Chris, Tom Senior and Martin discover headphones and subsequently blow their own minds. Also featuring discussion of Company of Heroes 2, Warface, and Far Cry 3 co-op - plus your questions from Twitter.

This weeks episode was recorded while a record number of podcast-contradicting news stories occurred, such as THQ's bankruptcyand the Dota 2 Christmas switcheroo. Also, the world does not appear to have ended.

Oh well. Merry Christmas anyway, I suppose.


Show notes Craig Lager's preview of Company of Heroes 2. Nasa's Mayan apocalypse video(via The Guardian).

No Man's Sky gets a June 21st, 22nd & 24th release date across US, EU & UK. For reasons...

Sony has finally pinned down No Man's Sky to a June 24th release date, after previously only offering the slightly more wooly 'June'. There's no word yet on the price which seemed to cause some consternation earlier in the week when a leaked listing apparently pinned it at $60. The argument apparently being over the idea that indie games should cost indie money. I've actually played No Man's Sky and

Crytek talk different cultures' take on free-to-play

According to the devs, making scalable tech isn't really an issue; the hardest part is in localising WARFACE for different cultures.

Warface thumbnail

You probably don't associate Crytek with free-to-play games, but now they're making Warface- a free-to-play FPS running on CryENGINE® 3.

According to the devs, making scalable tech isn't really an issue; the hardest part is in localising WARFACE for different cultures. It sounds like a minefield of etiquette.

“There were very big cultural differences,” managing director Avni Yerli told Gamasutra. “One of the anecdotes we were told in China is that it's okay to charge for the right to not be muted. Someone can pay so that everyone has to listen to them. In the West, I can't imagine that.”

Me neither. Imagine being forced to listen to someone playing muffled hippidy-hop because they can afford the privilege to be annoying. It's a shocking prospect, but one you won't have to worry about unless you move to China, and start playing localised free to play games.

[VAMS id="42jV96ndSMBzY"]

Creative director Michael Khaimzon shed some light on the Russian perceptions of the payment model: “In Russia, no one complains about pay to win. Everyone understands that you pay for comfort and time-saving, and the skilled player still wins. Some people still spend thousands of dollars.”

If the skilled player still wins, I'd argue that “pay to win” isn't really the appropriate term, but I get where Michael is coming from: Russian dudes don't mind spending more cash. And they're obviously having a good time; last month Warface landed a million subscribersover there.

Warface will have its own set of priorities though: “We had to make a lot of decisions about what we wanted; the key to us is that it's not pay-to-win," says Nick. "There is a charging side to it, but it's about visual customization, different styles, and convenience. If you don't want to play four hours to get a weapon, you can get a boost that lets you get it in an hour."

“We've put a lot more time into Warface than a lot of people have into their free-to-play games. But we've done that because we believe that's the way to go. We believe that triple-A free-to-play is gonna be great, it's just playing a great game in a different way," he concludes.

When do you think the free-to-play model breaks down? And what are the best and worst offenders you've sampled?

I've played No Man's Sky and I still don't know if it's real

I really want No Man’s Sky to be good. Everything about it punches the right buttons - all that open world exploration? So hot for that. I’m the kind of person who plays games like Skyrim or Fallout and immediately ignores all missions in favour of wandering. What can I find? What will I see? In terms of the exploration in No Man’s Sky, this is what Hello Games founder Sean Murray had to say to me

Warface registers one million players in Russia

According to the official site, Warface is "AAA4FREE!" What I think that's trying to say is that it will be a big budget game driven by a powerful engine that will cost you no money to play.

Warface Mechface

According to the official site, Warface is "AAA4FREE!" What I think that's trying to say is that it will be a big budget game driven by a powerful engine that will cost you no money to play. It's being made by Crytek, who made Crysis using their CryEngine. It's a good job they haven't stuck to their naming conventions or we'd be talking about 'Cryface' right now.

Anyway, it's doing very well. It's in closed beta over here but the shooter seems to have taken Russia by storm. GamesIndustry Internationalmention that it currently has ONE MILLION subscribers over there. 28,000 players were seen playing at the same time, which is apparently a Russian record. The early Warface trailerslook pretty smart, and the addition of a good mech always go a long way. Early indications suggest this might be one to keep an eye on. You can sign up for the closed beta on the Warface site.

Why No Man's Sky will reignite the space sim renaissance

Maybe history really is cyclical. Video games certainly make that case, especially in the last few years as genres long thought dead are resurrected and reinvented: fighting games; isometric, turn-based RPGs; and perhaps the oddest of all, hardcore space sims . Led by a reanimated Elite franchise and the crowdfunding juggernaut Star Citizen, space sims have risen from their late-90s grave and are the

Why No Man's Sky will reignite the space sim renaissance

Maybe history really is cyclical. Video games certainly make that case, especially in the last few years as genres long thought dead are resurrected and reinvented: fighting games; isometric, turn-based RPGs; and perhaps the oddest of all, hardcore space sims . Led by a reanimated Elite franchise and the crowdfunding juggernaut Star Citizen, space sims have risen from their late-90s grave and are the

Warface trailer showcases classes and massive mech suits

A free to play team shooter built in CryEngine 3 is actually a pretty exciting prospect, even before you factor in the giant mechs.

A free to play team shooter built in CryEngine 3 is actually a pretty exciting prospect, even before you factor in the giant mechs. If Warface is fast and accessible enough it could beat Call of Duty a its own game, providing a prettier experience for no money. Perhaps. It's still too early to tell, but it looks like have a chance to get our hands on an early build soon. Crytek are hunting alpha testers right now. You can sign up for a chance to participate on the Warface site.

Neverwinter: Fury of the Feywild now live, adds new zone, races, unicorns

Neverwinter's Fey aren't just wild, they're furious .

. Though I'm not sure why: they get to ride unicorns and have ridiculous fairy petsand everything, in this very first expansion to Cryptic Studios' free-to-play MMORPG. Fury of the Feywildadds playable Moon and Sun Elves to the game; it also adds a new zone, items and enemies and so on, though you'll have to part with your hard-earned real-world gold for some of it. Silly names and gorgeous vistas await in the launch trailer.

I like this narrator a lot better than the old one, though I'm slightly in awe at their old-timey cheesiness in either case. If you're unsure whether to try Neverwinter, well, it's free-to-play, so it shouldn't hurt too much to have a go. We were particularly impressed by the game's Foundry editing/modding tools in our review.

Ta, RPS.

Majesco launches indie publishing label Midnight City

Zumba Fitness publisher Majesco has been exploring all sorts of options in a bid to stay listed on the Nasdaq market recently, including joining the social casino gaming market .

. Now the company has revealed a move into indie game publishing.

Majesco has founded a new label called Midnight City, headed up by Casey Lynch, former EIC of IGN, and Doug Kennedy, former president and CEO of Reverb Publishing.

The duo will be looking to offer support to independent developers who are launching games on digital platforms like Xbox Live Arcade, PlayStation Network, and PC.

Midnight City's initial roster of ten games includes Action Button Entertainment's Videoball , Ty Taylor's The Bridge , Mark Hadley's Slender: The Arrival and Blood of the Werewolf from Scientifically Proven.

Neverwinter is home to two million unique players

Perfect World today released an infographic celebrating Neverwinter 's crossing of the two million player mark with various impressive stats and figures, by way of comparison to some fairly random achievements.

's crossing of the two million player mark with various impressive stats and figures, by way of comparison to some fairly random achievements. Those two million players, for instance, can fill Brazil's Olympic stadium 33 times over . You've gotta hand it to them; the strange comparisons amid these stats are as impressive as the stats themselves.

What other interesting bits of info can we unearth in this veritable mine of non sequiturs? Player customization remains one of Neverwinter's strongest points: players are really into designing their own gameplay experiences, as signaled by the fact that some 262,000 custom missions are currently in the Foundry. Perfect World says that's a greater amount than the number of "new books printed in China." Also, there are more companions in Neverwinter than there are marriages yearly in the European Union, but that one totally makes sense because at least in-game companions aren't going to whinge about your gaming habits.

My personal favorite is the insinuation that far more quests have been completed than people have climbed Mount Everest. Okay, Perfect World, we get it: Neverwinter is really super awesome . Somebody alert Dean Hallthat the Neverwinter community's badassery trumps his scaling of that puny mountain.

No Man's Sky sheds light on the dark side of what you can do in its vast universe

Embarrassingly, we’ve only just landed on a new world and already we’ve misplaced our ship. “It’s a ballache; I like that,” says Hello Games managing director Sean Murray when we crack and ask if there’s a faster way to return to our craft in No Man's Sky . “I have this [design] argument with the guys all the time, but if I hand someone the controller, the first thing they’ll do is lose their ship

Neverwinter's Fury of the Feywild release date announced

The first expansion for Cryptic Studios' free to play MMORPG Neverwinter has already been explained in depth , and now we've got a date for when players will be able to jump into the troll-filled lands of the Sun and Moon Elves.

, and now we've got a date for when players will be able to jump into the troll-filled lands of the Sun and Moon Elves. Fury of the Feywild is planned to go live on August 22nd, and will bring additional weapons, items, enemies and rewards to the new zone.

While the Feywild expansion will be free, two purchasable packs will give players access to bonuses, mounts, a new race and a companion. Let's just hope the developers don't spoil this announcement by making the 'Sylph' sidekick a cynically absurd caricature of sexuality designed to make a subset of feckless male players reach into their pocket. Er, for money.

Oh, seriously guys? Let's now hope the game doesn't have any snowy climates to deal with. And that its makers are fine with alienating the hopefully large portion of its audience who'd be in danger of serious injury from the extreme eye-rolling this should cause.

Warcraft 3 rises again with patch 1.27

The last time Warcraft 3 received a patch was in 2011, but there has been a sudden a flurry of activity in Blizzard’s archives: a few days ago, Diablo 2 got a compatibility patch to make it play nice with modern systems, and now Warcraft has received the same treatment.

PCG289 feat strategy b warcraft3

to make it play nice with modern systems, and now Warcraft has received the same treatment. Patch 1.27a is live now.

Specific Changes and Improvements

Throw away that old PowerPC Mac in the closet, we’ve created a new installer to support Mac 10.10 and 10.11 Improved compatibility with Windows 7, 8.1, and 10 Fixed a crash caused by Chain Lightning

Known Issues

Windows 8.1 and 10 saved games are still stored in a location that requires running as system admin Some graphical issues with the cinematics are still occurring Changes to gamma settings will not take effect in windowed mode Cyrillic characters are still not displaying Disabled ambient sound while a MIDI issue is being resolved Mac 10.9 and earlier are not supported Mac build does not support the editor

Warcraft 3

Fuelling our speculation that Blizzard could be aiming for more than mere compatibility with its updates, the Classic developer account records, “It’s exciting to bring some additional support to another core Blizzard game, and we thank you for your encouragement and patience as we continue working behind the scenes on these types of updates.

“Please be aware that while we are working on a balance change and new map pool, that work is still in progress and is not part of this patch. We’ll have further details on that as development progresses.”

What do we reckon will be next in line? Starcraft?

Neverwinter details upcoming Campaign meta-quest system

Neverwinter's first content expansion, Fury of the Feywild, is due out in "Summer 2013".

first content expansion, Fury of the Feywild, is due out in "Summer 2013". A quick look out of the window, at spontaneously roasting birds hurtling through the sky, suggests that its release is pretty imminent. With it comes a new Campaign system: a 'meta-quest' feature that will allow players to unlock rewards and additional regions of the Elven city of Sharandar.

"The system itself will be a new UI (user interface) window similar to the Queue or Professions window," explain developer Cryptic. "In it, players will find Projects that they must complete in order to unlock Sharandar's other neighborhoods, the new Malabog Castle dungeon delve, and new passive powers for their characters."

These 'Projects' are completed by using the rewards from repeatable quests. Solo instances - unlocked through a one-time use key given as a repeatable quest drop, or purchased with adventure zone currency - and the Malabog Castle dungeon are also tied to the Campaign screen, and will help to speed up progression.

Cryptic have also detailed the Campaign rewards: "New T1 sets will be available within Sharandar and new T2 gear is obtainable within Malabog Castle. Also, players can obtain T1 gear from new solo instances, from the Sharandar Store with new currencies, and from repeatable Campaign Projects." Class-specific weapons will also be available.

It will be interesting to see the variety offered by the Campaign system. If there are enough methods to progress through the Projects, it could be an enjoyable way to reward dedicated players. But there's always a danger that it's an attempt to pad out content by requiring repeated quest grind. We'll know for sure when Fury of the Feywild is released this "Summer".

Thanks, Massively.

The future of PC gaming: the living room

Illustration by Marsh Davies
All week long, we're peering ahead to what the future holds for the PC gaming industry.

All week long, we're peering ahead to what the future holds for the PC gaming industry. Not just the hardware and software in our rigs, but how and where we use them, and how they impact the games we play. Here's part one of our five-part series; stay tuned all week for more from the future of PC gaming.

If anyone can direct and dictate the course of PC gaming for the next 10 years, it's Valve. The creators of Steam—and a little game called Half-Life—have already changed how we get our games, and the prices we're willing to pay for them. Now the company is going one step further, with an initiative that will expand where PC games are played.

It's a plan comprised of three parts: SteamOS, the open-source operating system compiled by Valve and running on the Linux kernel; Steam Machines, PCs that are custom-built for living in an entertainment center; and Steam Controller, Valve's solution to the input issues that have made living room computing, at best, an uncomfortable compromise. The message, according to Valve, is simple: “You want to bring your Steam library onto your sofa, and we're building the best way for you to do that.”

Well, kind of. The message from Valve has actually been far more mixed than that. The company has trumpeted what it sees as the primary value in PC gaming—openness—and pitched its entire initiative as a means to open the borders of what PC gaming has traditionally been: namely, tied to the office. Moving our gaming to the living room is a more complicated change than just putting a controller in our hands, however. If the future of PC games also includes the living room, the types of games you play could be drastically different.


Valve's plan

The first step to move PC gaming toward the couch is both simple and hard: put more computers in the living room. To do that, Valve has partnered with 14 different hardware manufacturers, who are building their visions of what a small form factor, living room-centric PC should look like. These range in both price and concept: Gigabyte's Brix Pro is a tiny box with a Core i7 and Intel integrated graphics with no set price point, while Digital Storm's Bolt II includes an Nvidia GTX 780 Ti graphics card and costs more than $2,500. Most of the Steam Machines unveiled will be user-upgradable, while the in-development prototype from Alienware will be more of an appliance box, like the consoles from Microsoft and Sony. There are few unifying factors here, except that these machines will all run Valve's SteamOS and come with a Steam Controller.

Valve positions these machines as full PCs, just optimized for the living room. As such, its operating system, SteamOS, will be tailored to get gamers into their Steam libraries quickly, but open enough to allow for everything else you'd expect: web browsing, music, and working with documents. It's Linux, but with Steam's Big Picture mode on top. The current beta of SteamOS is even available for download right now, for those who want to build their own machines or give the OS a test run on their machines.

But it's the Steam Controller that could be the biggest challenge—and the biggest hurdle—for PC gamers. The keyboard and mouse setup has been the cornerstone of our hobby since its beginning, but Valve is designing a controller that it says will provide the accuracy of a mouse and the flexible binding of the keyboard, all in a compact controller. It uses two high-sensitivity trackpads instead of analog thumbsticks, and haptic feedback makes it crystal clear when you push in any direction on either pad. The controller also now had eight buttons on the front, in two, plus-shaped configurations, and Valve has abandoned plans to include a touchscreen on the front. These changes indicate that, while Valve wants to build the ultimate gamepad for living room PCs, it hasn't solved all of the problems with its current prototype pad.

At this point, you may be asking yourself what Valve is thinking. “Why should I buy a second computer for my living room?” you may ask. “Play my PC games with a controller?” And sure, at first it sounds like Valve wants to create its own console to take on the Xbox One or PlayStation 4. But that's too simple a reaction to have to what's happening here, and the potential future that Valve paints is one I'm cautiously optimistic about, for three reasons.

The first reason is simple: living rooms are social areas. The most exciting part of playing your PC games in the living room will be sharing them with friends and family, face-to-face. Traditionally, PCs have been resigned to the office, the bedroom, the desk. Playing games there is a solitary experience—you don't typically have an audience when you're conquering the world in Civilization V, unless you're livestreaming. Putting that experience on a couch, where you can sit with your friends, your spouse, or your pets will also change the way developers think about PC gaming, which I hope will lead to more social experiences in games that don't require server browsers or anonymity. Someday soon, we'll be able to play the deep, complex games that have always been on the PC, but right beside our friends and family. We've been playing together across the world for years—now we can play together on the same screen.

It's also an initiative that assures we'll get more use out of our rigs. One of the most exciting features of SteamOS is its ability to stream games from your existing PC to the Steam Machine connected to your television. It's important for two reasons: One, most games won't support SteamOS or Linux right off the bat (just 307 do now), so streaming games that run in Windows to your Steam Machine will allow you to access your whole library. But it doesn't have to stop there: imagine a world where your Steam Machine isn't a PC at all, but a device that can plug into any screen in your house. You could then play your Steam library on your living room TV, “or your bedroom TV, or even on a tablet device, like an iPad. It's unclear exactly how inexpensive a device one could build to get flawless in-home streaming performance, but that'll become clearer in 2014 as Steam's in-home streaming leaves beta. My dream is for a streaming dongle that I can plug into any screen in my house.


Opening doors

The final reason we're excited about Valve's initiative is the one that could most easily go away: openness. Since Valve announced SteamOS in November 2013, it's proclaimed that the ultimate goal is to provide more options for PC gaming. To Valve, that openness is defined by having the ability to move away from Microsoft, whose Windows 8OS strikes as one giant move toward closed, app store-like platforms for all software, including games. That would be devastating for Valve, since it runs the largest “app store” for videogames, but it's not a great situation for us gamers, either. Valve's solution is to shift the industry toward Linux, an operating system that is free in all of the important ways: free as in cost, and free as in, “do whatever the hell you want with it.”

The immediate effect of SteamOS' success is that DIY system builders can save $100 on a Windows license. That alone isn't so bad. The longer-term effect, however, is that PC gamers may have many more choices in how they play their games. And that's fantastic.

All of this is dependent on the success of SteamOS, of course. At this early stage, I'm skeptical that there is as large of an audience for a $2,500 living room gaming PC as Valve hopes, and my brief hands-on time with Steam Controllerleft me curious, but unsure that the input options provided could be universal enough to address all of my favorite games. But it's still early days for SteamOS, and the future looks bright.

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Our Verdict
Still as atmospheric and impressively grim as it was last year, but inessential if you have the original.

Review by Jem Alexander.

need to know

Price: £17 / $25 (50% off if you own the original)
Release: Out Now
Developer: 4A Games
Publisher: Deep Silver
Multiplayer: None
Link: Official Site

The reworked version of Metro 2033 in Metro: Last Light's far superior engine makes perfect sense. It offered a chance for 4A Games to go back and fix a ton of things that have been bugging them. To act on lessons learnt from their mistakes the first time round.

The Redux version of Last Light is pretty much the same game as last year.

And so, here we are. Facing a re-release of a game little more than a year old. A re-release that offers little extra to PC gamers whose rigs were up to the task of running it the first time, that looks almost identical to the version you played last May.

Last Light 4

In fact, where Metro 2033 Redux is a lovingly improved version of the original, Metro Last Light Redux is little more than a GOTY version. It includes every piece of DLC released to date and some of the additional weapons have been integrated into the single player story.

Visually the games are practically the same. I played the original and the Redux version alternately, chapter by chapter, and found it easy to forget which version I was playing at any given moment. Not to say that Metro Last Light Redux is bad looking. As I say, the original is less than a year old, so it's still a fantastic-looking game. Which is why it doesn't need a remaster.

With so much special attention given to Metro 2033 Redux however, Last Light Redux isn't nearly as essential by comparison. Which is fitting, since it's also the worse game of the two. It's a fine shooter, but fans of the original's survival horror feel were disappointed by the sequel's focus on bombastic combat and boss fights over survival and atmosphere.

Last Light 1

A new "Survivor" mode does its best to recreate that feel of Metro 2033 by making ammo more scarce and enemies more aggressive, but it feels little more than an attempt at a quick fix solution. Your mileage may vary on this. Some of you may prefer Last Light's feel. For those that want it, there's a new "Spartan" mode available in Metro 2033 Redux which emulates Last Light's combat system. Be aware that I will judge you for using it.

It makes sense for Metro Last Light Redux to exist on consoles, with locked 60fps framerate and higher resolution being the main selling points. Obviously this doesn't really impact PC owners. If you've not played Last Light before then Redux is worth picking up. It saves you some money over the original version, but if you already own the game there's very little to draw you back and buy it again. Unless you really want another set of Steam achievements.

The Verdict

Metro: Last Light Redux

Still as atmospheric and impressively grim as it was last year, but inessential if you have the original.

We recommend By Zergnet

Neverwinter leaves open beta, conjures launch trailer, teases future updates

In the past, a launch was a pretty big deal - marking the moment you could finally play a game.

In the past, a launch was a pretty big deal - marking the moment you could finally play a game. Now, they're kind of arbitrary. Free to play MMORPG Neverwinterhas been in open beta since the end of April, giving you a couple of months to try the game. Really, this 'launch' is more notable as a big patch, adding a selection of new features to something already released. That, and it's an excuse for a trailer.

The launch patch brings the expected balance changes, but also some more significant content additions. The new Alchemy profession lets you brew potions and elixers, while the introduction of “Gauntlgrym” brings end-game PvP and PvE. Oh look, there's a trailer for that too.

Beyond the launch, Cryptic aren't being... well, cryptic about future update plans. This “Summer” will see the release of Fury of the Feywild; the game's first free “module”. It will add a new zone and dungeon, along with two professions, a “companion upgrade”, and “meta-quest”. This time, there is no trailer. Yet.

To see the full patch notes for Neverwinter's release head here.

PC Gamer Podcast #364 - Doogie Don't Care

Valve has revealed the specs for the Steam Machines prototypes.

Valve has revealed the specs for the Steam Machines prototypes. Evan, Tyler, Cory, and T.J. weigh in on the implications. Plus: Mongols racing F1 cars, gobbleshaft transplants, the Battlefield 4 beta, and callbacks to the bizarre world of early '90s television.

Accept no substitute for PC Gamer Podcast 364 - Doogie Don't Care!

Have a question, comment, complaint, or observation? Send an MP3 to pcgamerpodcast@gmail.com or call us toll-free at 877-404-1337 x724.

Subscribe to the podcast RSS feed.

@ELahti(Evan Lahti)

@tyler_wilde(Tyler Wilde)

@demiurge(Cory Banks)

@AsaTJ(T.J. Hafer)

Jump to Section:Best Price

Comments
Our Verdict
A valuable remake that makes the original Metro feel complete on PC.

need to know

Price: £17 / $25 (50% off if you own the original)
Release: Out now
Developer: 4A Games
Publisher: Deep Silver
Multiplayer: None
Link: Official Site

Review by Jem Alexander.

For years Metro 2033 was used as a benchmark test for the latest graphics cards, so it feels strange to already be seeing a remastered version hit the digital shelves. It's easy to be cynical and assume that Metro 2033 Redux is aimed squarely at the console market, whose under-TV boxes have only just caught up with Metro 2033's full majesty. It's finally a way for living-room dwellers to see what the game is like with all its video options switched on. But what's the value for PC players?

Well, Metro 2033 Redux is an honest to goodness, genuine remaster. A collection of tweaks and polishes, do-overs and rejigs that elevates the game to even greater heights, this is a full visual revamp that brings it in line with Last Light in terms of graphical tech.

2033 Redux 4

If you haven't played Metro 2033 before, this will now be the best place to start. It's post-apocalyptic FPSing at its finest, with a uniquely grim backdrop and appropriately negative portrayal of mankind in the midst of that. The premise of Metro is that the surface of Earth is scorched and irradiated, so the people of Moscow live within the tunnels of the metro (hey, that's the name of the game!) while the Dark Ones above their heads plot against them.

A feature which gives you the option of bartering high-grade ammunition for better guns/upgrades or using them to, you know, shoot mutants is a standout innovation that creates tension in how you approach combat. Scarcity of ammo is a staple of the survival horror genre, but never before has finding a stash of bullets prompted such an internal conflict.

For a game with a grim colour filter, 2010's 2033 was also remarkably pretty. 2014's version is a marked difference. I'm not talking a little texture upgrade here, I'm talking new meshes, new animations and reworked environments. Metro 2033 Redux is Metro 2033 tweaked and polished to a high standard; this feels like the definitive version of the game 4A originally wanted to make.

Even down to the main menu screen. It's the same, but vastly improved. It's not like the old one is looking particularly weathered, it's just that the difference in production values here make it worth paying for again.

There are other smaller changes to the Redux edition. Cutscenes have been reworked so that the camera never leaves protagonist Artyom's perspective. Again, there was nothing wrong with wresting the non-interactive viewpoint away from the player from time to time in 2033, but such a change demonstrates that this is closer to their vision of how this story should be told. In such a tense, atmospheric game heightening the player's engagement with the narrative like this just feels like common sense.

4A has revisited every aspect of 2033, evident in the improved lighting and weather effects, the expanded environments, added secrets or even the addition of some of Metro: Last Light's better features, like weapon customisation.

So is it worth buying again? Absolutely. Especially since you can grab Metro 2033 Redux for half price on Steam if you already own Metro 2033. If you don't already own it, then $24.99/£17 for an excellent game that you should have played by now anyway is a pretty damn good deal.

The Verdict

Metro 2033 Redux

A valuable remake that makes the original Metro feel complete on PC.

We recommend By Zergnet

Affected by Neverwinter's launch issues? Here are some workarounds

Online games almost always run into trouble during their grand launches, as us online gamers are only too aware.

Online games almost always run into trouble during their grand launches, as us online gamers are only too aware. For many games, it's the first time they've been introduced to such a wide audience, and the resulting stress and unearthing of bugs is often more than the developers might anticipate. Why, you could almost feel sorry for them - almost . Of course, not being able to play a game you've paid for sucks, and it might be something you've experienced with the launch of Neverwinter's open beta. While the team at Perfect World try to wrangle the queue issues, here are some obscure fixes for other problems you might be having.

The sudden influx of players in the new free-to-play MMO has led to numerous players stranded before a buggy launcher that won't let them in-game. Staff at the Perfect World forumwill probably be up all night, stomping bugs. It'll be nasty work for them, but it turns out that if you have any of the following error messages, the problems are quite easily fixable:

The patch client got a message while it was in a state with no response function OR Trying to update the launcher. Be patient. Tried connecting 1 time.

You are advised to visit a download link listed on the forum, and to replace your existing .exe with the newly downloaded file.

403 error.

Visit the Redeem Keypage. No, you don't actually need a key to redeem; just visiting this page should be enough to solve this particular error.

CrypticError: Oops! Your Cryptic application has crashed. To help us out, please indicate what was going on at the time of the crash, while we gather information.

Are you running Mumble and/or Teamviewer? Close 'em. It's awkward if that's what you're using to communicate with your pals in-game, but hopefully there'll be a proper fix soon.

More issues can be found at Neverwinter's General Discussionforums. Are you playing? Have you mentioned to defeat the queue and get in-game yet?

Valve announces Steam Machines, coming in 2014 from multiple hardware manufacturers

On Monday, Valve announced SteamOS , a free Linux-based OS for living room gaming PCs.

, a free Linux-based OS for living room gaming PCs. Today, it revealed part two of its plan to expand PC gaming beyond the desktop: Steam Machines. Beginning next year, multiple SteamOS systems will be available from different, unnamed manufacturers. “There will ultimately be several boxes to choose from, with an array of specifications, price, and performance,” says the Steam Machines announcement page.

Prior to launch, Valve is testing its own “high-performance prototype." Later this year Valve will ship 300 of these systems to Steam users for testing. Eligibility for the beta is earned by—yep—completing a Steam metagame. You'll need to join the Steam Universe community group, agree to the Steam Hardware Beta Terms and Conditions, have at least 10 Steam friends, create a public Steam Community profile, and play a game with a gamepad in Big Picture mode.

Valve's announcement ends with a hint about input devices. Steam Machines will accept mice, keyboards, and gamepads, of course, but Valve mentioned that it will “have some more to say very soon on the topic of input,” a possible indication that the final announcement on Friday will reveal a new controller or living room-friendly mouse and keyboard setup. Valve has previously discussed experiments with biometricsand unconventional input systems.

Hard details on system specs and performance weren't revealed by Valve. The FAQ does reveal that the SteamOS source code will be free to download, and that the prototype machine will be completely open and customizable, meaning the OS and hardware can be swapped out, and testers are free to “use it to build a robot.”

More: The pros and cons of SteamOS

Story by Evan Lahti and Tyler Wilde

Due Process has been picked up by Indie Fund, is a "very alpha", very tactical shooter

There's something about drawing on a map that plugs directly into the fantasy of games.

There's something about drawing on a map that plugs directly into the fantasy of games. It's a bit silly and, at the same time, incredibly serious—a small stretch of role-playing before you get to the execution. Due Process is a tactical multiplayer shooter that seems to understand the joy of planning. Its trailer shows friends methodically guessing and second-guessing; but the actual action appears to be over pretty quickly. It's all about the act of marking that map.

"Players have 2 minutes at the start of a round to draw up a plan John Madden-style, involving tools like flash bang grenades, night vision goggles, and wall breaching charges to coordinate the perfect assault, while defenders scheme to foil their plans. These strategies collide in a bloody gunfight that ends in the blink of an eye."

The "news" part of this news is that the game has been picked up by the Indie Fund, who will hopefully help its developers make the game a little less "alpha as fuck". Due Process will also be available to try at PAX Prime, from 29 August in Seattle.

For more map-based action, take a look at this longer "LAN Party" video.

Neverwinter Control Wizard montage has a lot of fancy hand-waving

The Control Wizard is Neverwinter's ranged juggler, a useful party member for poking enemies from afar with fingers of ice or a friendly buzz from a lightning bolt.

The Control Wizard is Neverwinter's ranged juggler, a useful party member for poking enemies from afar with fingers of ice or a friendly buzz from a lightning bolt. Here's a collection of moments showing off the Wizard's adeptness at blasting away those straying too close, liberal crowd control, and the interpretive dance of casting animations.

It's nice to see more heavy spell use from a magic-based class instead of whipping a silly stick about, and attractive combat is where Cryptic's MMO hopes to stand apart from its crowded fantasy competitors. That's my outsider's opinion, anyway—my class preferences typically involve more sneaky sorts. We talk more Neverwinter in our previewwhich goes over fighting, balance, and the Foundry quest creation system.

Motherboard maker MSI: Steam Box is "expanding the PC landscape"

While we expect the next console generation to shrink the technical gap between PCs and their couchy counterparts, Valve's Steam Box initiative continues to pick up buzz.

initiative continues to pick up buzz. Its mission to make PC gaming living-room-friendly may represent a new market for motherboard and video card manufacturer MSI, who says it thinks Steam Box will change PC gaming as we know it. Speaking to Gaming Blend, Associate Marketing Manager Alex Chang states an expansion of the "PC landscape" could result.

"It's kind of expanding the PC landscape in terms of slowly pushing the gap between the average console users that may not ever want to touch a PC versus some of the hardcore PC gamers that will never want to touch a console," he says. "It's definitely exciting. I'm interested more in will people be interested in PC hardware and upgrading and the modifying perspective. Because as you know, consoles—once it's out—it's stuck for several cycles of [PC] hardware upgrades until the next set of consoles comes out."

Though Chang's preference for the PC's modular features are pretty strong—MSI is in the business of crafting and selling upgradeable hardware pieces, after all—the importance of acknowledging the ever-important audience of gamers out there unfamiliar with buying and swapping in upgrades could play an important role in widening the PC gaming community.

"If we can get more users to accept the fact that, 'Hey, you can buy a PC and have incremental upgrades that would have a big impact on gaming performance,' and if people can actually realize that then that would expand the PC gaming market by several magnitudes," Chang says.

Can the Steam Box become some sort of missionary for the flexibility of PC gaming hardware? We'll have a better idea after Valve starts deploying prototypesin about four months.

Call of Duty: Advanced Warfare multiplayer preview: robo-suits, new maps and an advanced wardrobe

Comparisons to Titanfall were inevitable after Call of Duty: Advanced Warfare's multiplayer was revealed last week , but Sledgehammer have been playing with Advanced Warfare's jump-thrust move shortly after finishing work on Modern Warfare 3 in 2011, and Tribes fans will tell you that Titanfall hardly has dibs on the jetpack shooter.

, but Sledgehammer have been playing with Advanced Warfare's jump-thrust move shortly after finishing work on Modern Warfare 3 in 2011, and Tribes fans will tell you that Titanfall hardly has dibs on the jetpack shooter. While the new exoskeleton movement options are interesting, I'm more excited about what they can do to refresh the design of Call of Duty's multiplayer maps.

The Call of Duty multiplayer experience has remained largely unchanged since the dawn of the Modern Warfare era. The opportunistic run-and-gun through flat, crumbling maps started to feel rote back in Black Ops 2, a game that could have done with a map like Advanced Warfare's Riot. Granted, it's also a crumbling concrete facility—a prison, in fact—but it's built around tiered structures and guard towers that make use of the exoskeleton's new jumping abilities. Like a couple of the other maps Sledgehammer showed, there's a quirk: The prison's high tech inmate monitoring system is still active, which means sensors at the top of guard towers draw laser pointers to passing soldiers.

Riot was actually one of the plainer maps. The others showed at Gamescom move away from the bleached urban aesthetic to something shinier, reminiscent of some of CoD's quirkier, more colourful DLC packs. There's a map set in the terminal of a space elevator which is bright, airy and layered with gantries and intricate spaceport corridors. Advanced Warfare will include a mode that bans exosuits, but I wonder if these maps will still be fun if you're flightless. The need to cater to the legions of fans who love the standard CoD formula is understandable, but once you've experienced extra speed and super-jumps bursts of flight, why go back?

This year you can customise your soldier with with dozens of facemasks, armour plates and colour schemes and tailor your loadout with a "pick 13" system, mirroring Black Op's "pick 10". You get 13 points you can devote to weapon attachments, special exosuit abilities like cloaks and shields, and kill streak rewards. More options can be unlocked by ranking up.

Leveling systems in shooters can hide the game's most interesting weapons and strategies behind layers of grind (see Battlfield, Payday 2), but the sheer amount of stuff packed into Advanced Warfare's customisation system is encouraging. As long as the leveling curve is fast, the expanded unlock system could provide valuable context and rewards for each 10-20 minute battle for those who don't care about 'prestiging'—the practice of reaching the CoD's level cap and then resetting for a badge.

I'm quite excited about Advanced Warfare this year, for the multiplayer, at least. The single player may have Spacey, but in spite of the high-tech gubbins the set pieces look samey and predictable. I've never had a fun game of Battlefield 4, Battlefield Hardline leaves me cold and Titanfall is great, but lacks staying power. CoD could sweep the board this year. On the multiplayer side, it's the most exciting entry in the series for years.

Advanced Warfare is due out on November 4.

Watch The Old Republic's Guild Summit live all day

The giant conference room is quiet and empty as I write this, but just outside the decorated doors, 200 rabid TOR guild leaders anxiously wait to be let inside by the developer of their favorite MMO.

The giant conference room is quiet and empty as I write this, but just outside the decorated doors, 200 rabid TOR guild leaders anxiously wait to be let inside by the developer of their favorite MMO. Starting at 8 AM PST, BioWare will begin revealing their plans for TOR's future with the guild leaders, and asking for their input on how their guild members want to see the game change.

You can watch the whole thing live on this site all day, and a full schedule of events is inside.

10:00AM CST (4PM GMT) – Welcome and Introductions

10:30AM CST (4:30PM GMT) – State of the Game and Game Update 1.2 Presentation

Break (Livestream offline from 11:00am to 2:00pm)

2:00PM CST (8:00PM GMT) – Operations and Flashpoints Discussion

2:45PM CST (8:45PM GMT) – Player vs. Player Discussion

3:30PM CST (9:30PM GMT) – Legacy Presentation

4:00PM CST (10:00PM GMT) – Economy and Crew Skills Discussion

4:30PM CST (10:30PM GMT) – Roleplayer's Discussion

5:00PM CST (11:00PM GMT) – Guild Features Discussion

5:30PM CST (11:30PM GMT) – User Interface Presentation

6:00PM CST (12:00AM GMT) - ...And The Rest

Valve has "no involvement" with Xi3's Piston

Valve have distanced themselves from Xi3's Piston, the small form modular PC that's now available for a pricey pre-order .

. Piston was originally revealedat the Consumer Electronics Show in January, where Xi3 announced that they had received an investment from Valve. But in a statement to Eurogamer, Doug Lombardi states they're no acting as the mini-PC's benefactor.

"Valve began some exploratory work with Xi3 last year, but currently has no involvement in any product of theirs," Lombardi said.

Valve's initial involvement with the Piston led many to speculate that it was the much-fabled "Steam Box". It wasn't - although, as a modular PC designed for living-room use, it does share some similarities with Valve's own hardware plans. Of course, even without Valve's endorsement, Piston will still run Steam's Big Picture mode. Admittedly the lack of an official connection does make the fact its called "Piston" seem infinitely more silly.

As for Valve's internally developed Steam Box, Gabe Newell recently statedthat they plan to have prototypes of the device with customers in the next three to four months.

Borderlands: The Pre-Sequel hands-on - it's good to be Claptrap

I'm surprised it took them this long to give Claptrap a gun.

I'm surprised it took them this long to give Claptrap a gun. Borderland's chatty mascot is playable in Borderlands: The Pre-Sequel, and the results are as unpredictable as you'd expect, given that they've weaponised a deranged wheelie bin. His VaultHunter.exe skill sums him up perfectly. Once activated, it picks a random effect that changes Claptrap's weapon load-out and applies manic buffs, some useful, some amusingly terrible.

If you're unlucky, you'll get one that replaces your gun with a metal stick and orders you to go on a punching spree. It's rubbish, but your friends get to watch your suicidal charge. Another effect replaces your gun with a huge bomb that plays a tinny gift-card rendition of Pop Goes The Weasel, and then blows up, dealing considerable fire damage to nearby enemies. Vaulthunter.exe also borrows abilities from Vault Hunters Claptrap's met before, like Roland, which explains the routine that summons a turret (a shrieking mini-Claptrap) that shoots volleys of rockets from four body-mounted tube launchers.

Claptrap's scattershot abilities are designed to create a testy relationship with his team mates. His high-five move gives his team a chance to actively shun him. If you hit him during his arm-up pose, he'll gain a set of friendship buffs. Ignore him, and he'll get a different set of loneliness buffs, which he'll utilise while grumbling to himself for minutes afterwards.

He can also save the day, occasionally. His most powerful Vaulthunter.exe program doubles up your equipped weapon, gives you infinite ammo and lets you vomit flack into the screen while hearts and rainbows fly around. I got lucky during a boss fight and squashed the entire encounter in a couple of minutes, to my co-op partner's surprise.

Claptrap is a collection of cheat codes bundled into a single character, designed to annoy and entertain team mates in equal measure. It's an effective and fan-pleasing realisation of his divisive personality, but if you struggled to deal with him in short bursts in prior Borderlands games, be warned: this is maximum exposure. Claptrap is programmed to quip, and quip he does, relentlessly.

I don't mind that, and it sets the robot aside from the rogues gallery that form the Pre-Sequel's four-person squad. If you've played a lot of Borderlands, you'll recognise them. Wilhelm the Enforcer is a Borderlands 2 boss. His deployables make him a commando class similar to Axton, but you can upgrade his cybernetic augmentations to add more metal parts to his form. Athena can tank damage for the squad with a shield that swallows bullets. The more ordnance she absorbs, the more powerful the shield is when thrown. Nisha serves as the primary damage-dealer. She can queue up killshots with pistols and rampage with her whip. In our Gamescom presentation Anthony Burch described her as an unofficial Clint Eastwood class, and she has the hat to match.

The Pre-Sequel is set on Pandora's moon, where the gravity is lax and the air unbreathable. This proves to be a far bigger problem for your opponents than you. You can ground-pound with the crouch button while floating, and there are handy jump pads scattered around outside. Mario a frozen enemy and they'll shatter into dozens of floating pieces. A killing blow can reduce a minion on the verge of death to a red paste, or send them flying upwards into space. A critical hit can shatter an enemy's facemask, causing them to take a torrent of asphyxiation damage and then cartwheel gently into the sky when dead.

The level I played moved seamlessly between the pressurised corridors of a moonbase and low-G exteriors. The atmospheric transitions vary pacing slightly, but this is a very familiar Borderlands experience: shoot weak points for a satisfying red "CRITICAL HIT" message, open cases full procedurally generated guns and grenade mods, and don't forget to plug the elemental barrels when enemies clump up.

The Pre-Sequel is being developed by 2K Australia in collaboration with Gearbox, but the series' snappy, gag-a-minute writing remains. (I jettisoned the engines of a parked spaceship to annoy its Bosun—"switching to crappy backup power" the ship computer droned, sadly). It's familiar, but fun. The Pre-Sequel seems quite happy to consolidate the series' sci-fi slapstick niche without moving it into true sequel territory. For fans that have already hoovered Borderlands 2's extensive collection of DLC, that'll probably be enough.

We're attending The Old Republic's Guild Summit, what do you want to tell the devs?

A month ago, BioWare announced they'd be holding a summit of The Old Republic guild leaders near their Austin, TX offices to gather feedback from the community and share their vision for the game's future.

TOR confuse 190

near their Austin, TX offices to gather feedback from the community and share their vision for the game's future. Well, my Jedi and Sith friends, the time is almost here.

The Summit takes place on Monday, and we're going to be there representing our official guild and PC Gamer as a whole. In addition to livestreaming some of the panels here on the site next week, we also want to pass along your feedback to the developers. So let us know what you like and don't like about TOR, and what you think BioWare should do about it.

Members of the official TOR guild on The Crucible Pits (US) server can post their thoughts on our guild's websiteas well.

Microsoft doesn't consider Valve as competition in console space

As Valve finally prepares to roll out prototypes for its Steam Box in as little as four months , it's apparently as good a time as any for established Lords of the Living Room to comment on PC gaming's strongest push into their realm.

, it's apparently as good a time as any for established Lords of the Living Room to comment on PC gaming's strongest push into their realm. During a talk at Microsoft's TechForum conference earlier this week (via The Verge), Microsoft's head of Interactive Entertainment Business Don Mattrick—that's "Xbox boss" in non-corporese—gave a simple "no" in response to being asked if he considers Valve a competitor.

Thankfully, Mattrick keeps his respect just as high as his confidence, stating he admires Valve boss Gabe Newell and the studio's drive for "doing some innovative stuff." He indicates fellow tech and gaming giants Sony, Nintendo, Apple, and Google represent a "richer scale of products and things being brought to market."

Newell shared his own take on Steam Box's stiffest competition back in January, citing Apple's similar living-room ambitions as "the biggest challenge" facing the project. "I think that there's a scenario where we see sort of a dumbed-down living room platform emerging," he said. "I think Apple rolls the console guys really easily. The question is can we make enough progress in the PC space to establish ourselves there, and also figure out better ways of addressing mobile before Apple takes over the living room?"

Overkill are making a The Walking Dead game

Overkill Software—you know, the guys who made Payday and Payday 2—have announced that they're making a new game based on The Walking Dead.

Overkill Software—you know, the guys who made Payday and Payday 2—have announced that they're making a new game based on The Walking Dead. Described as a co-op FPS "with elements of action, role-playing, survival horror and stealth", we can only hope it'll better than Activision's attemptto turn the series into a shooter.

Here's a suitably harrowing trailer.

With a 2016 release date, it's a bit early to tell exactly what the game will involve. On the one hand, The Walking Dead doesn't map especially well to a shooter format. On the other hand, survival games tend to be slower-paced and with an emphasis on human interaction. On the third hand (?), it's not like we're short on survival games.

Still, even with plenty of competition, utilising The Walking Dead licence is a smart move to hold people's interest. And franchise creator Robert Kirkman seems smitten with the project.

Payday 2 fans could have something to look forward to as well. "In true OVERKILL spirit, we'll make some unprecedented crossovers," they announce in an FAQ. "When Washington falls, what will Dallas do? If you own PAYDAY 2, you can answer this question in OVERKILL's The Walking Dead.

The Old Republic is "the fastest growing subscription MMO in history," has 1.7 million subscribers

EA just held their quarterly earnings call and released some juicy factoids about TOR's launch during it.

Star Wars The Old Republic

EA just held their quarterly earnings call and released some juicy factoids about TOR's launch during it. Specifically, over 2 million copies of the game has been sold and 85% of players have subscribed or are still in their trial period (for a total of 1.7 million "active subscribers"). And those gamers are getting their money's worth: the average session time in the first month was FOUR HOURS, and over 1 million players were logged in simultaneously at one point.

In the Q&A portion, EA addressed concerns about the game's profitability by saying, "At 500,000 subscribers, we'd break even. At a million, we'd be making a profit but nothing worth writing home about. As it scales up from there, we're talking about a nice profit. At this point with the successful launch, we can take the worst case scenarios off the table."

You can read more long-form quotes here.

Xi3's Piston launches for pre-orders - $899 for the console-PC hybrid

It's not the "Steam Box", but Piston - Xi3's living-room friendly small form PC - is a box with Steam in it.

It's not the "Steam Box", but Piston - Xi3's living-room friendly small form PC - is a box with Steam in it. Technically all PCs have the potential to be boxes with Steam in them, but most aren't designed both specifically for gaming and to fit in the palm of your hand. In fact, I've just attempted to lift my PC with one hand and now my fingers hurt.

I knew there was a reason I wasn't a tech journalist.

At this weekend's SXSW Gaming Expo, Xi3 unleashed pre-orders of the device. It's a pricey proposition: $899.99 gets you the base version, with 8GB RAM and a 128GB internal solid state hard drive. And that's the special SXSW price. When the expo ends on March 17th, the standard cost of $999.99 takes effect.

Xi3 also offer upgrades to the initial specs, with a 512GB SSD bumping the price to $1,649.99.

Delivery of those pre-orders won't take effect until the console's release in "Holiday 2013". Xi3 CEO Jason A. Sullivan explained the timing of the pre-order launch, saying, "Given the amount of awards, media attention and gamer interest the PISTON Console has generated since it was unveiled at CES 2013 in January, we've become seriously concerned that we will not be able to meet the demand for PISTON Consoles this year. That's why we have decided to begin accepting pre-orders on our PISTON Console, beginning today with the start of the SXSW Gaming Expo."

As to how the Piston will work, Polygoncaptured some video footage of the device's interface. You can also hear its demonstrator making it very clear that he really doesn't care what people do with it.

Is anyone tempted by the Piston? As intrigued as I am by the concept, $900 for a new, untested device seems like an awfully large gamble.

Titanfall: IMC Rising announced as the game's third (and final) DLC pack

Respawn had a brief appearance on the EA Gamescom stage, where they revealed the third and final DLC pack for Titanfall.

Respawn had a brief appearance on the EA Gamescom stage, where they revealed the third and final DLC pack for Titanfall. Called IMC Rising, the pack will contain an additional three maps—successfully surprising no-one.

"Players will fight across three new maps including Backwater, Zone 18 and Sandtrap," explains the Titanfall site's latest news post. It goes on to confirm that IMC Rising will be available for $10—unless, of course, you own the game's Season Pass.

On-stage, Respawn community manager Abbie Heppe also announced that Titanfall would continue to receive free updates, including, she said, "something that we think our fans will be excited about". Hopefully that means new puppy-shaped Titans.

Titanfall's recentadded a new Black Market for the game's Burn Cards.

What do you want from your MMO's holiday events?

DC Universe Online's Creative Director, Jens Andersen , announced yesterday that they're undertaking a large overhaul of DCUO's holiday content .

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. Thankfully, they're cutting the uncomfortably weird Valentine's Day event from last year, and building a new one from scratch. Their goal is to have four major events that each host open-world content, collections, and a boss encounter.

Most MMOs have at least a few holiday events, but BioWare has yet to reveal any of its plans for holiday content for The Old Republic. What's the best holiday content you've ever played in a game, and what do you want to see from holiday events in TOR, DCUO, or any other MMOs you're playing?

Valve lays off several employees in hardware, mobile teams [Updated]

Valve hasn't released official word on the number of departures or how this affects its Steam Box project, but Gamasutra says it's hearing such descriptions as "great cleansing" and "large decisions" from those let go.

In a first for the company, Valve let go an unspecified number of employees across multiple teams including hardware and Android development, according to a report by Gamasutra.

project, but Gamasutra says it's hearing such descriptions as "great cleansing" and "large decisions" from those let go. "We've seen the number '25' tossed around, but are unable to confirm this," the Gamasutra article claims.

Yesterday, hardware hacker Jeri Ellsworth, who was hired by Valve to join its hardware team, tweeteda sudden announcement that she'd been fired and was moving on to "new and exciting projects." Elsewhere, the LinkedIn profile of Ed Owen, a senior mechanical engineer, shows an end employment date of February 2013 at Valve.

Though layoffs happen from time to time in the industry, Valve's reputation as one of the most secretive (and lucrative) studios in the business underscores the peculiarity of this development, especially when the terms "layoffs" and "fired" aren't normally associated with a company known for its free-form work philosophy.

We've reached out to Valve for an explanation and for further confirmation about how many people have been let go. We'll update this story if more information arrives today.

UPDATE: Garry's Mod creator Garry Newman tweetsthe appearance of a number of differences on Valve's staff page seen through Diff Checker. The comparison tool indicates the removal of nine employee bios from the People sectionof Valve's company page, listed below:

Moby Francke, Half-Life 2 character designer and Team Fortress 2 art lead Jason Holtman, director of business development for Steam and Steamworks Keith Huggins, character animator and animator for Team Fortress 2 "Meet the" video series Tom Leonard, software engineer for Half-Life 2 and Left 4 Dead Realm Lovejoy, artist for Half-Life 2, Portal, and Left 4 Dead. She was also part of the original DigiPen-turned-Valve team that created Narbacular Drop, the inspiration for Portal Marc Nagel, test lead for Half-Life, Counter-Strike, and patch updates Bay Raitt, animator for Half-Life 2, Team Fortress 2, and Portal Elan Ruskin, engine programmer for Left 4 Dead, Portal 2, and Counter-Strike: Global Offensive Matthew Russell, animator for Team Fortress 2 "Meet the" video series

UPDATE: Valve boss Gabe Newell sent along his response to Engadget: "We don't usually talk about personnel matters for a number of reasons. There seems to be an unusual amount of speculation about some recent changes here, so I thought I'd take the unusual step of addressing them. No, we aren't canceling any projects. No, we aren't changing any priorities or projects we've been discussing. No, this isn't about Steam or Linux or hardware or [insert game name here]. We're not going to discuss why anyone in particular is or isn't working here."

Lovely Planet out next week, is a happy, colourful game about shooting things

No, no, no, no, this isn't right.

No, no, no, no, this isn't right. Shooters today are brown and serious, and about real-life things like war, swearing and using helicopters to airlift a single jerk sniper to a nearby rooftop. They're not fast and twitchy, and they're definitely not colourful. And yet, Lovely Planet is defiantly breaking all the rules, by being about a planet of colourful things... that you shoot.

"With boots of speed on your feet, an infinite supply of bullets for your semi-automatic and the ability to jump over twice your own height, you're well equipped to go up against any enemy on your quest. You'll find yourself trying to balance between jumping around dodging bullets and taking aim for a better shot at your enemies."

How odd.

Lovely Planet is out 31 July.

Valve's "Steam Box" prototypes could be shipping to customers within three to four months

In a BBC interview ahead of last night's BAFTA Game Awards, Gabe Newell revealed that prototypes of Valve's "Steam Box," their planned living-room friendly PC, could be ready to ship to customers within the next three to four months.

"We're working with partners trying to nail down how fast we can make it," Newell said. "We'll be giving out some prototypes to customers to gauge their reactions, I guess, in the next three to four months."

While so far, all that's been officially unveiled are third party Steam partnerships, like Xi3's Piston, here it sounds like he's taking about Valve's own internal efforts. If that's the case, then "customers" could be referring to anything from consumers, to publishers, developers or hardware manufacturers. Given Valve's love of testing, though, it wouldn't be a surprise if they were eager to get something out to members of the public.

While most of the early work has been done on the console, Newell says there are issues that still need to be resolved. "There are noise issues and heat issues and being able to [deal with] that while still offering a powerful enough gaming experience is the challenge in building it." Components aside, it seems the biggest problem Valve faces is the controller design, and has created multiple versions for customers to test.

The full four minute chat is available to watch on the BBC News page. As well as Steam Box, Newell also talks about biometrics, saying "You need to actually be able to directly measure how aroused the player is - what their heart rate is, things like that - in order to offer them a new experience each time they play."

And then, inevitably, he dodges questions about Half-Life 3. "We're always looking at all of our different games - even Ricochet and Day of Defeat - thinking about how we can evolve them in the changing gaming landscape."

Batman: Arkham Origins multiplayer hands-on — criminals vs. more criminals vs. heroes

I played about an hour of Origins' eight-player online component last week here in San Francisco with fellow press.

Surprise one: Batman: Arkham Origins will launch with a multiplayer mode. Surprise two: it's a weird confluence of Splinter Cell and Gears of War.

I played about an hour of Origins' eight-player online component last week here in San Francisco with fellow press. The most interesting thing about it is its 3v3v2 format: two teams of gangs fight over control points while a pair of player-controlled heroes swoop around, disrupting their progress. The heroes—Batman and Robin—win by filling an “intimidation meter” that increases whenever they knock out a thug (with bonuses awarded for varying the type of takedown that's executed) and depletes whenever a hero dies. Team Joker and Team Bane—the gangs—win by exhausting the respawn ticket pool of their opponent or by holding control points for longer in the match.

Splash Damage—known for its work on the Enemy Territorygames and Brink—is behind this asymmetrical multiplayer mode, working in parallel with Origins' campaign team at Warner Brothers Games Montreal. The British studio's specialization in multiplayer makes it a great fit, and I admire that Splash hasn't simply shoe-horned Arkham into a conventional multiplayer template. But without the heroes lurking around, this would be a conventional, cover-based shooter: the gang members unlock weapons, outfit pieces, and abilities through play, and their movement and survivability is along the lines of Gears of War and other games in the genre.

That puts the onus on the hero roles to make things interesting, and they do to some extent—being dive-kicked in the spine by a gliding Batman adds some paranoia to the mix. But in practice, Batman and Robin felt less intimidating to fight against than I would've liked. It's possible a pool of inexperienced players might not've given me the best sense of how much the heroes can stifle the bad guys' progress, but I was put off by how difficult it was to hide as a hero. Everyone can toggle Arkham's x-raying, Invisible Predatorvision mode to reveal the location of every other player. Gang members can only use it for a brief period before the ability recharges, but flicking it on and off was usually enough to make a mental note about where heroes were.

I do like that Joker and Bane's thugs aren't fish in a barrel—if anything, Batman and Robin felt too fragile—but the absence of a class system or any other distinguishing elements for gang members beyond weapon selection made me feel like I was playing a generic goon every time I respawned. Origins just doesn't feel designed from the ground up to support third-person shooting. The player who fired first in most of my shootouts usually won. Credit to Splash Damage's work on Brink's character creation system, though, Origins' avatar customization is terrific: I built a horrid, huge-bellied Joker-Santa Claus by attaching an acid-green beard to my thug.

Splash Damage and WB only showed a single map, and was unwilling to talk about how many maps the mode would contain, or how they would differ from one another, but did say that they wouldn't be ripped directly from the campaign. The map we played, Blackgate Prison, felt cavernous in a way I liked for the hero team—there were always grapple points within reach—but as a Joker or Bane player that spaciousness felt more like vacancy.

I'm glad to see Splash Damage and WB pursuing a creative, asymmetry-driven mode for Origins' multiplayer, but based on this short hands-on I'm not confident that it's something I'll spend much time with.

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