PC Gamer US issue #236: Neverwinter, plus an exclusive in-game item

The next issue of PC Gamer US features an exclusive hands-on with Neverwinter, modern successor to BioWare's classic RPG.

The next issue of PC Gamer US features an exclusive hands-on with Neverwinter, modern successor to BioWare's classic RPG. We visited Cryptic Studios to get direct impressions on the ambitious free-to-play return of one of our favorite PC games.

Subscribers should be receiving the issue soon. Our Neverwinter issue will be available digitally and on newsstands on January 8. Visit Apple Newsstand, Zinio, Google Playand other digital stores to subscribe or purchase the issue standalone.

Also inside:

Our Game of the Year award winners An inordinate number of reviews: PlanetSide 2, Natural Selection 2, Far Cry 3, Call of Duty: Black Ops 2 Hands-on with Company of Heroes 2 A massive feature on Metro: Last Light Reviews of three excellent GPUs under $250 A review of the Razer Blade Top 10 Downloads: go Back to School in Left 4 Dead 2, overload your GPU with huge Crysis 2 textures, and try GameMaker's best Revisiting Hitman: Blood Money
The free, exclusive item

All (digital, newsstand, and subscriber) copies of the issue include a key to randomly receive one of two exclusive Neverwinter horse mounts. Check page 98 for redemption instructions.


Subscriber covers
Newsstand covers

Screencheat dev: how to make invisible kills impactful

Samurai Punk founder Nicholas McDonnell is in his element at GDC.

Screencheat

Samurai Punk founder Nicholas McDonnell is in his element at GDC. This time last year he’d just graduated university, but interest was already starting to build around the Australian studio’s unusual split-screen shooter Screencheat.

NICHOLAS MCDONNELL

The three-strong studio developed Screencheat remotely between Sydney and Melbourne, but nowadays Samurai Punk has its own office space in Melbourne. Better still, McDonnell is on the other side of the world demoing the forthcoming Xbox One edition of his game. While Screencheat will hit consoles this year, improvements continue on the PC front: in addition to a new patch last month, an eight-player split-screen mode is rolling out soon, effectively doubling the chaos.

How did the studio pull the concept off in under a year? Screencheat grew from a January 2014 game jam bearing the theme “we don’t see the world as it is, we see the world as we are”. Then, ten months later, it hit Steam. The team originally conceived a puzzle-based competitive game where each player would experience the same world differently, but lacking the time needed to implement networking capabilities, they toyed with the idea of split-screen.

There was one major problem, though: screencheating would totally ruin the experience. It was impossible to implement the puzzle idea, but out of this problem emerged a game built entirely around the mechanic.

“There were a handful of major issues,” McDonnell says of the game’s development. “I now know why big companies and big Triple A studios aren’t doing split-screen anymore: it’s a huge performance sink. It’s four times the graphics power required to render all those extra assets, because you need four cameras and they’re all doing the exact same amount of work. I wasn’t going to let the game release if it didn’t run fast. It’s a shooter so it needs to be slick.”

The other major issues were related to design. How do you design levels based on the theme that all players are invisible? How do you create environments readable enough to allow for strategy and, most importantly, actual kills?

“It was such a challenge,” McDonnell said. “It’s a whole new way of thinking about level design because every piece of space needs to communicate information, and the physical spaces need to be small because otherwise players will get lost on the opponent’s screen. Space needed to be navigable as well as communicable, in a way that isn’t common to most games. It needs to communicate location down to a metre or a half-metre.”

"When you shoot you reveal your position, and you have to get into cover, otherwise you’re dead”

The team achieved this readability with tight colour-coded arenas sprinkled with unique landmarks. The concept sounds confusing on paper but thanks to the level design it works, an admirable feat for a young team with no previous design documents to consult.

Still, no amount of clever world building can accommodate what is arguably the most important ingredient in any shooter: the satisfaction of landing a kill.

“Kills weren’t satisfying for a long time,” McDonnell said. “ One of the first things we realised was that the reload times were too short, for example. Kills meant nothing under these circumstances because players would shoot blindly and get kills at random, without knowing what they were doing.

“But this game is about knowing what you’re doing,” he continued. “You won’t find an AK47 in a game like this, you won’t find something that shoots fifty bullets a second. A shot is a decision because the reload time is such a sacrifice to your safety. When you shoot you reveal your position and you have to get into cover, otherwise you’re dead.”

While weapons were designed for maximum impact, the game’s overblown ragdoll physics were implemented to make kills more satisfying. “We have these ragdolls that spawn in when someone dies, so we had to somehow produce the same sort of visceral feeling you get when you achieve a kill in a regular shooter," McDonnell says.

"In regular shooters you’re directing your shots at a body and you’re very conscious of what you’re doing and how it’s affecting the other player. If you shoot something with an assault rifle in Halo, for example, the bullet pings off the shield and you see the shimmer on the shields, then you see the shields go away and you see you’ve almost got them, then you hit them and they’re dead.”

The team didn't have the luxury of relying on visual feedback in Screencheat. “When you shoot someone [in Screencheat] the killcam focuses on the way the ragdoll flails around. The bullets produce thirty times more force than they need to on the bodies, so if you shoot someone standing on a rail, they get hit, and the legs clip the rail and they fly head over heels over it.

"We tried to juice up the kills because you only get a couple of kills per game and you don’t get the [visual cues] before that, so when you get a kill you need to feel like you got it good.”

With the eight-player patch rolling out in late May, the small team intends to continue supporting Screencheat while working on new prototypes in their downtime.

“It’s a really positive community,” McDonnell says of Screencheat’s small-but-focussed following. “Because it’s a new design and a new approach to a genre, we have a lot of people coming in with new ideas and new designs. It’s great for us because people are able to provide ideas which we hadn’t thought of.”

Gabe Newell's AMA: Steam to become a "self-publishing system," CS:GO coming to Linux

Additional reporting by Tyler Wilde.

Valve's Gabe Newell did an AMA(Ask Me Anything) on Reddit today, answering scores of community questions and no, not revealing that he has a build of Half-Life 3 hidden in a volcano lair. If you're hearing otherwise, one user edited his (now deleted) questionto include Half-Life 3 and create the appearance that Newell confirmed it. Nope. He did, however, talk about Source 2, Steam, CS: GO, and Dota 2, as well as answer a question vaguely related to HL3 in the form of a question about Ricochet 2.

The biggest newsis that Valve is working on making Steam "a self-publishing system," something Newell hinted at during Steam Dev Days when he announced thatSteam Greenlight is going away. Before Greenlight, Valve "got bottle-necked pretty fast on tools and decision making," says Newell. That led to Greenlight, and is now leading the company toward self-publishing.

When asked about Linux, Newell agreed that it's “probably” the future of gaming and desktops. He reiterated that Valve will not release any Steam OS exclusives, but he does think that all Steam games will eventually run on Linux/Steam OS, and says there has been surprisingly little problem getting developers to add Linux compatibility.

He also notes that Valve is “making progress” on lower cost Steam Boxes for streaming, and that Counter Strike: Global Offensive for Linux is being worked on, but there's no ETA.

In the category of personal tastes, Newell's favorite non-Valve game is Mario 64. Dota 2is currently his favorite game and he plays about 20 hours a week—his favorite hero is Sand King and yes, he has been yelled at by a teammate before.

Here's a selection of some of Newell's other interesting answers:

On Ricochet 2 (a supposed sequel to Ricochet that's often jokingly used to refer to Half-Life 3) not being announced: “When we announced our products years in advance in the past and then were really late delivering them, it was pretty painful for both us and the community. We'd rather not repeat that.”

On what improvements we'll see in in Source 2 engine: “The biggest improvements will be in increasing productivity of content creation. That focus is driven by the importance we see UGC [User Generated Content] having going forward. A professional developer at Valve will put up with a lot of pain that won't work if users themselves have to create content.”

His vision for Steam in the next ten years: “I'm not trying to dodge the question, but we find it more useful to think in terms of feedback loops than in terms of visions/goals. Iterating with the community means that your near-term objectives change all the time. The key benefit to Steam is to shorten the length of the loop. Longer term, we see that working at the level of individual gamers, where we think of everyone as creating and publishing experience. "How can we make gamers more productive" sounds weird, but is an accurate way to characterize where we're going. It may make more sense if you think of it as "How can we make Dendi more entertaining to more people."

On SteamOS and Valve's core audience: “We see Steam Machines (along with Steam OS and the Steam Controller) as a service update to Steam, porting the experience to a new room in the house. As we've been working on it, we've focused first on the customers who already love Steam and its games. They've told us they're tired of giving up all the stuff they love when they sit in the living room, so it seemed valuable to fix that.”

On Valve's VR being “light years ahead” of the original Oculus Rift dev kit: “I'm not sure I'd agree with that. We are collaborating with them, and want their hardware to be great.”

On the future of eSports: “We still think we have a long way to go to get to the point where all of the different people that are contributing value to competitive play get everything out of it that they should. Feels like we are making pretty good progress though.

“Giving the consumers of content a direct relationship with the creators of content is something we think about a lot. That is what drove our thinking about how the community could be more involved in the tournaments that mattered to them.”

About his collaboration with JJ Abrams: “The main thing is that when we talk with him it's like talking with someone who works at Valve. That's not usually the case with people from the film industry.”

About Valve accepting cryptocurrency (Bitcoin): “There are two related issues: one is treating a crypto-currency as another currency type that we support and the broader issue is monetary behaviors of game economies. The first issue is more about crypto-currencies stabilizing as mediums of account.”

On why the company is named Valve: “Because it was better than 'Rhino Scar.'”

Dainty Drow play leapfrog in new Neverwinter screens and footage

Neverwinter is a free to play action MMO- NO COME BACK.

Neverwinter is a free to play action MMO- NO COME BACK. There are millions of them around, yes, scratching at our shins for attention like anxious Kobolds. They want nothing more than to entertain us for a few hours and maybe sell us an XP boost every now and then, but you've got to be different to stand out.

Neverwinter's familiar earthy medieval fantasy vibe won't do it, but the smack-tastic combat might. New screens and trailers have popped up over the weekend showing the Cleric, who has mastered all of the vagaries of light, from "punishing light" to "soothing light" and even "daunting light." His encounter powers let him nuke areas for massive damage, and impale enemies with spears of light for "moderate damage." See all that and more in the trailer and screens below.

The first beta testing session took place this weekend, but there are bound to be more. You can sign up for the beta on the Neverwinter site.

LoL's Morello: design for depth first, accessibility later

League of Legends is the most-played game in the world.

Morello

League of Legends is the most-played game in the world. It’s also, like Dota 2 and other lane-pushers, incredibly deep, with more than a hundred champions and layers upon layers of systems and strategy. The common wisdom is that lane-pushers are so complicated, they’re often intimidating and drive away potential new players. At a GDC 2015 talk on Tuesday, Riot Games’ lead designer Ryan “Morello” Scott had an interesting take on that common wisdom. Short version: he thinks it’s wrong.

“I feel that paradox [between complexity and accessibility] exists, I think the way we analyze it in this industry is intuitive, but I don’t think it’s correct,” Scott said. “Let’s think about games that are really culturally relevant to us as gamers. That we talk about 10 years later, we talk about them as big pieces of what we’re thinking about. Counter-Strike. Starcraft. Halo series. Games like this. These games all have depth depending on what you want in a game...that’s what makes popular games. All those games require mastery.

“Our assumption from the get-go is that players desire mastery. It’s one of our core pillars of League of Legends and Riot in general. With that, we think the paradox is actually: if you try to make your game broadly appealing first, and then make it deep, you fail. Because you’re building on a weak foundation. There’s nothing to hold up the house. Accessibility’s great, but it can’t be the foundation of your game. If you build depth first, and make a game that’s rich in decision making, highly challenging, lets you master things over tens or hundreds or thousands of hours, then go, ‘okay, we’ve made it, great. Now how do we make it so it’s more [approachable?]’

“I think those games, in the long-term, are much more popular...There are people here still playing Counter-Strike. That game is 16 years old. It’s because the mastery is that rich. That’s how much I think our brains are hardwired to want to learn, to want to overcome. If you deliver that to players in ways that are fun and satisfying, I think it's a mistake to underestimate that people are smart and want to learn. If you assume they don’t, I think that’s underestimating what players are capable of.”

League of Legends

It’s an interesting explanation for why games with especially high skill ceilings—games that reward mastery over a span of months or years—tend to foster passionate communities. Lane-pushers like League of Legends and especially Dota 2 are often criticized for their complexity, but Scott made a thoughtful point about two aspects of MOBA design: complexity and depth. They might sound like the same thing, but he had a good argument for why they’re separate concepts, and why depth is more important than complexity.

“Complexity and depth have a relationship, but they’re not the same thing,” Scott said. “Complexity is a cost, and you try to pay the littlest cost you can in complexity to get the most depth. So if you [say] ‘I want this depth, how do I care that the gameplay systems around the depth are the most understandable versions?’ “

The gameplay mechanic of denying—killing your own minions to rob the enemy team of the experience and gold they’d earn by getting the kills—came up as an example of complexity that didn’t add much depth, which is why Riot removed denying from the game during its beta. Dota 2 players may disagree, but Scott had an argument for denial’s removal.

“I think some explanation is important on that,” he said. “It’s kind of like, the analogy I would use is, you want to add skill to the game, you want to make sure skills will be tested. So think about last hitting. You’re trying to manage minions. That’s taking your focus, and while you’re doing that you have an enemy trying to disrupt you. Denying is actually the same skillset you're testing. [Killing] minions, being pressured by an opponent, watching your health, things like that. It double dips into the same skillset.

“So does it create a higher skill ceiling? Yes. But it tests the same skill twice. Is it also superfluous? We thought, yes. It adds complexity, but it adds low depth.…The cost to benefit ratio for how much it adds weight to the game’s back, versus how much more it allows for the mastery of the players is low, so that’s where we started making cuts.”

So, high skill ceilings and games that encourage players to commit hundreds of hours to master them? Great. Except a skill ceiling that’s too high can add messy complexity while gaining minimal depth. As difficult as lane-pushers are to play, designing them is clearly a whole ‘nother level of tricky.

Gabe Newell: Valve Anti-Cheat does not look at your browsing history

Two days ago, Reddit user theonlybond posted lines of code from Valve Anti-Cheat (VAC), the software Steam uses to curb online cheating, accusing it of scanning users' internet browsing history and sending it back to Valve.

posted lines of code from Valve Anti-Cheat (VAC), the software Steam uses to curb online cheating, accusing it of scanning users' internet browsing history and sending it back to Valve. Other users were quick to point out that the accusations were unfounded, but the discussion got serious enough for Gabe Newell to make an official statement.

"We don't usually talk about VAC (our counter-hacking hacks), because it creates more opportunities for cheaters to attack the system (through writing code or social engineering)," Newell writes on Reddit. "This time is going to be an exception."

He goes on to explain that there are a number of paid cheats, which verify cheaters have paid for them by "phoning home" and confirming the purchase with a DRM server. "VAC checked for the presence of these cheats," Newell says. "If they were detected VAC then checked to see which cheat DRM server was being contacted. This second check was done by looking for a partial match to those (non-web) cheat DRM servers in the DNS cache."

Less than a tenth of one percent of clients triggered the second check, and 570 cheaters were banned as a result, Newell explains. This particular anti-cheat protection method is also no longer active, as cheat providers have already found a way around it.

According to Newell, the very accusation that Valve is tracking users' browsing history is a type of social engineering that benefits cheat creators. "VAC is inherently a scary looking piece of software, because it is trying to be obscure, it is going after code that is trying to attack it, and it is sneaky," he says. "For most cheat developers, social engineering might be a cheaper way to attack the system than continuing the code arms race, which means that there will be more Reddit posts trying to cast VAC in a sinister light."

Newell ends his statement by clarifying that VAC does not in any way send your browsing history to Valve. "Do we care what porn sites you visit? Oh, dear god, no. My brain just melted."

GameSpy shuts down multiplayer support for Swat 4, Neverwinter Nights and other classics

Over the past month, the multiplayer matchmaking service GameSpy has been closing down servers across a selection of games.

Over the past month, the multiplayer matchmaking service GameSpy has been closing down servers across a selection of games. Slashdot user OldTimeRadio reportsthat games such as Neverwinter Nights 1 & 2, Microsoft Flight Simulator X, SWAT 4, Sniper Elite, Hidden and Dangerous 2, Wings of War and Star Wars: Battlefront will no longer let players search for, and in some cases host, online matches.

This move comes only months after GameSpy's acquisition by GLU Mobile, a publisher of "freemium" games across mobile, tablet and browsers, in August.

Rebellion, the developers of Sniper Elite, made an official announcement, explaining the situation to their community, in which they state that, "this decision by Glu was not taken in consultation with us and was beyond our control."

"We have been talking to them since to try and get the servers turned back on. We have been informed that in order to do so would cost us tens of thousands of pounds a year - far in excess of how much we were paying previously."

Rebellion go on to say that, because of the way the GameSpy middleware is integrated into the title, switching to a new multiplayer provider would involve a significant redevelopment that would also be too costly for the studio.

"While we are not happy about the situation, as an independent developer we simply do not have the resources to pay the massive costs of new servers along with redeveloping a seven-year-old game."

Over at their Facebook page, GameSpy have only been responding to questions about Battlefront's online support. "Lucas Arts no longer supports the title so we're obligated to disable the service per our Agreement with them."

New footage of The Witcher 3 journeys out of GDC

Hey, it's some new footage of The Witcher 3: Wild Hunt.

Hey, it's some new footage of The Witcher 3: Wild Hunt. This one foregoes the usual terse conversation section and gets straight to the wolf killing, followed closely by some man killing. It's probably a good indication of the moment-to-moment combat we can expect from the RPG sequel.

Before everyone starts shouting "downgrade," as PC fans are wont to do, it's worth remembering that this footage was re-uploaded from Nvidia's Twitch stream, and was itself demonstrating the streaming capabilities of Nvidia Grid.

Not only that, but it's revealed in the video that the game isn't being run on its highest settings. "We're saving this for when you buy the game," says CDPR designer Damien Monnier. "We want you to get a bit of a slap across the face."

The Witcher 3: Wild Hunt is due out on May 19.

Gabe Newell: Valve Anti-Cheat does not look at your browsing history

Two days ago, Reddit user theonlybond posted lines of code from Valve Anti-Cheat (VAC), the software Steam uses to curb online cheating, accusing it of scanning users' internet browsing history and sending it back to Valve.

posted lines of code from Valve Anti-Cheat (VAC), the software Steam uses to curb online cheating, accusing it of scanning users' internet browsing history and sending it back to Valve. Other users were quick to point out that the accusations were unfounded, but the discussion got serious enough for Gabe Newell to make an official statement.

"We don't usually talk about VAC (our counter-hacking hacks), because it creates more opportunities for cheaters to attack the system (through writing code or social engineering)," Newell writes on Reddit. "This time is going to be an exception."

He goes on to explain that there are a number of paid cheats, which verify cheaters have paid for them by "phoning home" and confirming the purchase with a DRM server. "VAC checked for the presence of these cheats," Newell says. "If they were detected VAC then checked to see which cheat DRM server was being contacted. This second check was done by looking for a partial match to those (non-web) cheat DRM servers in the DNS cache."

Less than a tenth of one percent of clients triggered the second check, and 570 cheaters were banned as a result, Newell explains. This particular anti-cheat protection method is also no longer active, as cheat providers have already found a way around it.

According to Newell, the very accusation that Valve is tracking users' browsing history is a type of social engineering that benefits cheat creators. "VAC is inherently a scary looking piece of software, because it is trying to be obscure, it is going after code that is trying to attack it, and it is sneaky," he says. "For most cheat developers, social engineering might be a cheaper way to attack the system than continuing the code arms race, which means that there will be more Reddit posts trying to cast VAC in a sinister light."

Newell ends his statement by clarifying that VAC does not in any way send your browsing history to Valve. "Do we care what porn sites you visit? Oh, dear god, no. My brain just melted."

Neverwinter Trickster Rogue class trailer shows sneaky stabbing, clever flanking

Neverwinter's Trickster Rogue class carries all the properties of the archetypal dagger-wielding shadowmaster in MMORPG fare.

Neverwinter's Trickster Rogue class carries all the properties of the archetypal dagger-wielding shadowmaster in MMORPG fare. Cryptic's latest class video following the Guardianand Control Wizardreveals the agile assassin evading attacks and dealing quick flurries and backstabs using plenty of hard-hitting abilities. The RPG fan in me says "yes." The stealth fan in me says "yesyesyes." Neverwinter releases in early 2013.

Warhammer: End Times – Vermintide trailer exterminates rats

Warhammer: End Times – Vermintide is a pretty clunky name, but I guess snappy titles are the last thing on your mind when you're facing down an apocalyptic horde of man-rats.

Warhammer: End Times – Vermintide is a pretty clunky name, but I guess snappy titles are the last thing on your mind when you're facing down an apocalyptic horde of man-rats. A metaphorical tide of vermin, if you will.

You can get a brief idea of what such a tide might look like in the above teaser trailer for Fatshark's co-op FP, er, B. That's first-person bludgeoner.

For more on Vermintide, check out Evan's first-look preview.

Gabe Newell wants to "make Greenlight go away" as Steam evolves

Steam Dev Days , the developer-only conference kicked off by Valve in Seattle this morning, is off to a roaring start.

Photo by Michael Chang.

in Seattle this morning, is off to a roaring start. In the first two hours of the show, every attending developer has been given a new Steam controller and a promise of a free Gigabyte Steam Machine. Now, Valve founder Gabe Newell has stated his goal of getting rid of the often-troublesome, frequently controversialSteam Greenlight system.

Press aren't allowed at the Dev Days conference, but fortunately for us, Twitter exists, and #SteamDevDayshas been a font of information this morning. Dave Oshry, one of the minds behind the revival of Rise of the Triad, has been pumping out information like we hired him to do it—which, just to be clear, we have not. Here's what Oshry sent out during Newell's welcome address:

— El Oshcuro (@DaveOshry) January 15, 2014 January 15, 2014

— El Oshcuro (@DaveOshry) January 15, 2014 January 15, 2014

Perhaps Rami Ismail's earlier speculationthat Greenlight will be killed so Valve can further open up Steam will come to pass. The buzzword around Steam Dev Days does seem to be “open.” Valve keeps reiterating its goal that devs should take more control over the marketing of their games, and that Steam and Steam Machines should exist to help them do that, not to necessarily help Valve. In that vein, Valve also confirmed that Steam controllers will be manufactured and sold by third-party developers.

The most interesting part of this, to me, is Valve's commitment to the long view, a strategy that would be challenging if it were a public company ruled by shareholders. Valve is developing a freely available operating system and setting up a banner for hardware companies to rally around. For Valve, the upside is that as PC gaming grows, Steam grows with it—and that's where Valve's bottom line rises and falls. To wit:

— El Oshcuro (@DaveOshry) January 15, 2014 January 15, 2014

All of the talks at Steam Dev Days are being recorded for posting online eventually, and we'll bring you more in-depth analysis then. For now, the best place to keep informed is #SteamDevDays.

Cryptic decrypts Neverwinter's Foundry system

Neverwinter 's fantasy MMO foundation might stick to established norms we're all used to--magic, medieval weaponry, hitting a 17-foot dragon in the shins, and so on--but its Foundry quest editor gives players the chance to forge their own epic sagas of malice, might, and mischief using Neverwinter's sizable asset library of NPCs, room layouts, monsters, and ubiquitous text boxes.

“Using The Foundry editor, you'll be able to create your own maps and set the adventures that take place within them," Cryptic's dev blog reads. "More importantly, you'll be able to do this right away, with very little experience with the tools. Whether you want a simple delivery type quest, or intend to create your very own, with multiple hand-created maps, a plethora of customized NPCs, pages of dialog, and a truly epic story, you can."

Cryptic predicted a rising quality and skill ceiling for Foundry quests as players acclimate themselves to the tools at their disposal, with the intended goal of custom quests "indistinguishable from one that Cryptic's own development team has created" and a flexibility for creativity taking place in Neverwinter's world "as much or as little as the author wishes."

"The interface is a series of fairly simple to use drag and drop style editors," the blog continues. "This doesn't mean that mastering The Foundry is easy. While you can dabble, and be successful, much of the full potential of The Foundry takes some time to fully grasp. The tools and your quests are really as simple, or as complex, as you wish them to be."

Valve updates Steam Controller with new buttons, drops touchscreen

Valve is dropping the touchscreen from the center of its new experimental controller, according to attendees at the Steam Dev Days developer conference in Seattle.

Photo by Leszek Godlewski.

developer conference in Seattle. The move ditches the conceivably infinite number of buttons presentable on a touchscreen for a rather more finite, and traditional, D-pad and ABXY configuration. The haptic thumbpads will remain where they are—for now.

According to Engadgetand the all-knowing #SteamDevDaysTwitter feed, the change was made to improve backwards compatibility and keep people focused on the big screen with the game on it, rather than the little screen with the controls on it.

Valve has also revealed that its Steam Controller API will support up to 16 controllers at once for local multiplayer far beyond what's been possible on consoles. Steam Controllers will use Bluetooth to communicate with Steam Machines.

The Steam Dev Days conference continues to make news every few seconds, so we'll no doubt be back with more information throughout the week.

How fans translated "close to a million words of dialog" in new Baldur's Gate localizations

Baldur's Gate Enhanced Edition Creative Director Trent Oster talked to us recently about Overhaul Games' remastering of the classic BioWare RPGs, as well as the notable possibility of a new Baldur's Gate game .

. Another highlight from the interview was Oster's comments about the volume of writing in Baldur's Gate, an Atari localization meltdown over Neverwinter Nights' 1.2 million words, and how some fan translations made it into Baldur's Gate Enhanced Edition, beating out professional contractors.

The full interview transcript will be posted next week.

PC Gamer: I'm curious to know if, going through all those source files, you know just how much writing is in Baldur's Gate. It must be tens of thousands of lines.

Trent Oster: I'm not sure the exact number of lines, but if I remember correctly, I think there's close to a million words of dialog.

PCG: Wow, a million? I ask because the other day the Dishonored guys were talking about the number of dialog lines in their game. I thought it was an interesting statistic, because we don't always think of it in that sense—that these are novel sized or bigger works.

TO: Yeah, the most hilarious example I can think of is when we [BioWare] signed Neverwinter with the Atari guys. So they sent us their localization form and it had three boxes on the form, and it said: “Number of words of dialog: Less than 100; 100 to 1,000; 1,000-plus.”

I made a fourth box on there, checked it off, and wrote “1.2 million words.” I sent the e-mail back to them, and got a call the next morning from the translator saying, “You're kidding, right?”

And I'm like, “No, I'm dead serious. There's 1.2 million words of dialog in Neverwinter Nights.”

And they're like, “Oh my God, oh my God.”

And they hung up on me and I didn't hear from them for a week. Apparently they had a big meltdown in their localization department as they realized the volume of what they committed to.

PCG: That's a great story. So, are big localization efforts happening for Baldur's Gate Enhanced Edition?

TO: Yes, actually. We're using—a lot of the original fans of the series in different countries have done translations since the original launched. The original game launched in 11 languages, and I think currently there's 19 in progress. So we've hooked up with a lot of these communities and in some cases they've kind of thrown their translation at us, saying, “Hey, this is the best we could do. We'll do anything we can to get it into the game.”

And that's kind of the story with the Turkish version. There was no Turkish version originally, these fans built it and they really want to make a commercial version of the Turkish version, and we're like, “Well, sure, we'll be happy to support you guys if we can. Let's figure out how we get your stuff into the game and what we can do to solve that. We'll put you guys into the credits for doing the translation.”

And it's been just a pretty impressive result. You've got these volunteer groups able to go in, and in some cases you can self-organize around, here's our main editor, our secondary editor, and our translators and they plow through the data and come up with a translated version of all the content.

PCG: It's always interesting when creators and community come together over a mutual love.

TO: The thing that gets me the most is that—I mean, you can get translations done, and it's not crazy expensive to do, but these are passionate fans of the series, they know the ins-and-outs, they know the little details, and they're doing it because they love it. The end result is just— the quality is so much higher. The attention to detail is so much higher. They know the terms, they know what THAC0 means and how it should be framed in their language to be understandable to someone who don't know the rules necessarily.

I just think an engaged community can do so much better of a job than just a paid contractor in this case. But we're just, “Hey, anything we can do to support you guys in your translation, we're happy to bend over backward to make it happen.”

PCG: I imagine some of the lore, and the humor is especially tough to translate. But fans want to get it correct?

TO: Exactly, and they're willing to put in that effort to make sure the joke carries across and carries across properly. And they'll understand it within the context of the rules and mechanics of the game so that their translation of it just makes so much more sense.

Baldur's Gate Enhanced Edition is scheduled to release on November 28th.

Ark: Survival Evolved is getting two new biomes today

The lost world of Ark: Survival Evolved is growing a little bit bigger today with the addition of two new biomes: snow and swamps.

1443401903 Extreme Climate

is growing a little bit bigger today with the addition of two new biomes: snow and swamps. Given the intricate nature of Ark's survival simulation, I'm sure that the snowy biome in particular will require extra thick furs and heavy dino-skin boots. Swamps might not mess with your body temperature, but they're smash-full of venomous creepy crawly things. Personally, I'd pick the snow every day of the week.

These biomes come with their own cadre of creatures to hunt, eat, and run from. Giant frogs and snakes guard rare plants in the swamps, so adventurous herbalists might want to pack an escort if they're looking for powerful ingredients. In the snowy mountains, Dire Wolves can be tamed and used to hunt other, weaker animals; if they didn't want to be eaten, they should have figured out how to ride a Dire Wolf.

Ark Survival Evolved Swamp biome

All of thisis rolling out today. If you haven't tried pooping on command in Ark yet, see Chris's playthrough diary, starting here. Evan caught up with the developers at PAX Prime this year, and they had a lot to sayabout building a competitive, yet cooperative, community.

Valve confirms third-party Steam Controllers in the "longer term" at CES 2014

At Monday's Steam Machine press event for CES 2014, Valve's Gabe Newell made an off-hand comment during his ever-so-brief Q&A section that, while the company is responsible for producing Steam Controllers, other companies may make them as well.

for CES 2014, Valve's Gabe Newell made an off-hand comment during his ever-so-brief Q&A section that, while the company is responsible for producing Steam Controllers, other companies may make them as well. It was a surprising statement—it's long been assumed that Valve would use its control of the Steam Controller design to help steer the direction of the 14 Steam Machines created by various hardware manufacturers. After all, you can't call yourself a Steam Machine without including the gamepad and its owl-like dual trackpad design.

These supposed third-party Steam Controllers are not happening any time soon, however. In an interview at day two of CES 2014, Valve Steam Machine designer Greg Coomer told PC Gamer that the first round of production for the controllers will come directly from Valve.

"The current plan for launch is for the Steam Controller to be made by Valve under the Steam Hardware brand," Coomer says. "We will be supplying all the OEMs with controllers."

But Valve doesn't want to control the controller forever. "Longer term, though, like, philosophically – and practically, I guess – we have no problem with other manufacturers participating in the production of those controllers and making design decisions that are different." The ability to open up the design process for Steam Controllers seems to be right in line with Valve's position of making PC gaming in the living room as open as possible. "We're actually pretty excited to have that happen. We think it completely makes sense."

When asked for further details on how that collaboration would work, such as Valve owning a master specification for the controller or just how far hardware OEMs could go with their designs, Coomer couldn't provide much more info. Will the changes be as simple as cosmetic differences, or include some manufacturers leaving out specific parts of the features? Coomer had no other details. But at least for the first round, we're expecting Valve and its partners to create a controller that replaces the keyboard and mouse for living room PCs. Here's hoping they can deliver on their promise.

Blizzard adds more connected realms to World of Warcraft

Despite losing some subscribers , Blizzard's gigantic MMO World of Warcraft is still ludicrously popular and Blizzard has no plans to stop supporting it.

is still ludicrously popular and Blizzard has no plans to stop supporting it. From big expansions like Mists of Pandaria to, the most dominant MMO in the history of gaming still gets tweaked and modified. And more tweaks have come this week.

On Friday, Blizzard announceda new plan to increase the number of players in realms with low player-counts. Here is a full list of the connections:

Completed Connections

Auchindoun and Laughing Skull Black Dragonflight and Skullcrusher Aegwynn and Gurubashi Balnazzar and Warsong Burning Blade and Onyxia Chromaggus and Garithos Dalvengyr and Dark Iron Dethecus and Detheroc Dunemaul, Maiev, Boulderfist and Bloodscalp Hakkar and Aegwynn Rivendare and Firetree

Blizzard also mentioned that the next connections will come out in batches. The first should be live now, if it all went according to plan. However, the second batch will go live at an unspecified date and time. Blizzard simply says that it will notify players when that happens through the general forum and in-game.

Batch 1

Blackwing Lair and Detheroc/Dethecus Anub'arak and Chromaggus/Garithos Drak'Tharon and Firetree/Rivendare Blood Furnace and Mannaroth Nesingwary and Vek'nilash

Batch 2

Haomarush and Detheroc/Dethecus/Blackwing Lair Stonemaul and Bloodscalp/Maiev/Boulderfist/Dunemaul Tortheldrin and Frostmane Winterhoof and Kilrogg Gul'dan and Skullcrusher/Black Dragonflight Lightning's Blade and Burning Blade

Lastly, Blizzard mentioned that there are still more connections to be made in the future beyond these. The update pagewill detail those connections in the future.

The Division engine trailer shows bleak beauty, police car destruction

Ubisoft are promising the world with this engine trailer for their upcoming Clancy-'em-up The Division.

Ubisoft are promising the world with this engine trailer for their upcoming Clancy-'em-up The Division. It's not a particularly nice world that they're promising, but it is still extremely pretty in its realisation of bleak decay. And if that wasn't enough, there are also some lovely lighting effects to enjoy. In the end, is that not a suitable replacement for warmth, hope and love?

This Snowdrop engine showcase is impressive, but it's worth bearing in mind that we're seeing it in a highly controlled setting. The real proof will be when it's dealing with multiple players running around the game's post-disaster world, shooting up billboards and abandoned police cars for the sheer hell of it.

The Division has now been confirmed for PC, as well as PS4 and Xbox One. For more information, check out our preview feature on the game.

Gabe Newell on modders: "Traditional" credentials don't always predict success

Given the importance and success of games like Counter-Strike, Team Fortress 2, and more recently Dota 2, Valve's modding DNA is pretty iron-clad.

modding DNA is pretty iron-clad. A new interviewwith co-founder Gabe Newell in the Washington Post gives some insight into just why it is that modders—and their work—seem to find a home at Valve.

It's not about having a "PhD from an Ivy League school," but rather seeing what people can accomplish on their own, according to Newell. Grades, for example, "don't tell you anything," he says.

"Well, the traditional credentialing really doesn't have a lot of predictive value to whether people will be successful," Newell says. "One of the things you have to do to be successful in our business is to be responsive to reactions that people have. You can give ten people the same set of forum posts and only one of them will actually take it in a productive direction. So the fact that somebody has been able to build something and ship it and not get sort of bogged down and give up and then deal with the gush of responses you get, filter through that in a useful and productive way and iterate is really the core of product design and development in our world."

While he points out that successful people often earn good grades, those who "have shown that ability to engage and entertain and respond to an audience" are demonstrating a vital attribute for people interested in working at Valve.

"So when you see somebody who has already done that, especially if nobody was teaching or leading them to do that it's a really good sign that they're going to be successful," Newell says.

It's worth noting that we've seen other cases of modding work taking a person to a job at a large game company. Remeber Alexander Velicky and his Skyrim mod? He works for Bungie now. You can also read herehow Philipp “Benzenzimmern” Weber went from modding the Witcher 2to a job at CD Projekt RED.

The entire interview, the first of two parts, is a good read for anyone interested in how the industry-leadingcompany functions on the inside. Newell touches on the process of relating to customers, what he learned from the Diretidesituation, as well as more on what it takes to get talented people to commit to Valve. We'll be keeping an eye out for part two when it surfaces.

World of Warcraft Pandaren reaches level 90 without leaving starting zone

MMO naysayers often complain about the interminable grind required to keep up in World of Warcraft.

MMO naysayers often complain about the interminable grind required to keep up in World of Warcraft. Well, next time someone has a whinge about the grind you can relate the tale of the brave Doubleagent, a World of Warcraft Pandaren who has managed to reach the level 90 level cap by grinding in the most excruciatingly slow way possible.

Because Doubleagent was determined not to side with either the Alliance or Horde factions, he's never been allowed to leave the Wandering Isle starting zone. This means he's spent the majority of his ascent to level 90 doing the grindiest grinding that has ever been grinded: picking herbs and mining. Apparently all this was worth it in the name of neutrality.

Once all quests available on The Wandering Isles were complete, he could no longer gain experience smiting its enemies over and over again. He couldn't engage in PvP because that would require a faction allegiance. When fellow adventurers asked how a high level character managed to get back to The Wandering Isles, Doubleagent would respond (wistfully, I hope) that he'd never left to begin with. He was fated to an eternity of picking herbs.

Well, it wasn't quite an eternity: Doubleagent writes on the Battle.netthat it took him more than 170 days to reach level 90 on this diet of XP.

“The story behind this is that I leveled this character without doing what most people do after finishing the initial starting zone quests, and that is picking either Alliance or Horde,” Doubleagent writes on Battle.net. “I stayed on the isle and refused to betray the 'Neutral' by choosing a side. I probably would have given up on it a while back had my friend not suggested that I would never be able to do it. But now I will be able to say I have a 90, max level, of every faction.”

Interestingly, Doubleagent addresses the burning question in his self-penned FAQ: was the process boring?

“At times I can find it relaxing, a change from the normal. Plus it's pretty easy to do when I have TV shows or movies that I need to catch up on, more so than trying to do that during a battleground or raid.”

You can read all about Doubleagent's (non)adventure over on the Battle.net forums. If you want more tales of WoW grinding, here's one about a guy who got to level 90 without killing anything.

The Long Dark survives its Kickstarter campaign, with three days left on the clock

The Long Dark just got a little bit brighter with the news that its Kickstarter page has hit its $200,000 target.

has hit its $200,000 target. The wintry wilderness survival game has three days left to go, which should be just enough time for the team add a new Aurora Boreanazstretch goal to their Kickstarter page. I would pay all kinds of money to make that happen.

You may recall that The Long Dark is a terrifically exciting first-person survival adventure, and if you didn't recall it, you can rectify that by reading our lengthy interviewwith creative director Raphael van Lierop. The game's expected release date is October next year, so we have a Long Dark wait ahead of us.

Exploring Valve's masterplan: on SteamOS, Steam Machines and the future of the PC

Last week, Valve made a series of announcements that could dramatically impact how people play games on the PC.

Last week, Valve made a series of announcements that could dramatically impact how people play games on the PC. But slick micro-sitesaren't created in a vacuum. Valve have been hinting at SteamOS, Steam Machinesand the Steam Controllerfor years, through interviews and information that goes all the way back to 2010. I've combed through these interviews, in order to find out what the future might hold for Valve's move into the living room.

Just how open will their open OS be? How will Steam Machines evolve to match more powerful tech? Could the Steam Controller be any stranger? And what do these announcements mean for Windows? Read on to find out.


SteamOS: an open and shut case

Back in January, Gabe Newell admitted that he thought of Apple, not Microsoft or Sony, as Valve's biggest competitor in the living room space. Talking to studentsof the University of Texas' LBJ School of Public Affairs, he envisioned an unflattering future of a "dumbed down" living room, in which Apple was at the centre.

"I think that there's a scenario where we see sort of a dumbed down living room platform emerging — 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?"

This wasn't the first time Newell was publicly critical of the mobile phone behemoth. In October 2011, he appeared on a panel at WTIA TechNW, reported on by The Seattle Times, saying, "it's sort of ominous that the world seems to be moving away from open platforms."


"I suspect Apple will launch a living room product that redefines people's expectations."

"I suspect Apple will launch a living room product that redefines people's expectations really strongly and the notion of a separate console platform will disappear," he said, going on to call their closed nature the "wrong philosophical approach".

"I'm worried that the things that traditionally have been the source of a lot of innovation are going – there's going to be an attempt to close those off so somebody will say 'I'm tired of competing with Google, I'm tired of competing with Facebook, I'll apply a console model and exclude the competitors I don't like from my world.'"

Openness also came up during the Casual Connect talk. “In order for innovation to happen, a bunch of things that aren't happening on closed platforms need to occur. Valve wouldn't exist today without the PC, or Epic, or Zynga, or Google. They all wouldn't have existed without the openness of the platform. There's a strong tempation to close the platform, because they look at what they can accomplish when they limit the competitors' access to the platform, and they say 'That's really exciting.'

“We are looking at the platform and saying, 'We've been a free rider, and we've been able to benefit from everything that went into PCs and the Internet, and we have to continue to figure out how there will be open platforms.'”

To point out the obvious: Steam isn't an open platform. While there have been moves to make it more accessible to developers - specifically Greenlight, a service Newell isn't too wild aboutin its current form - Valve remain the gatekeepers for everything that is accepted onto Steam.

But given how many of Newell's comments praise openness, it seems absurd to think that SteamOS could be anything but. Certainly, it's open intentions are touched on by the announcement page. "With SteamOS, 'openness' means that the hardware industry can iterate in the living room at a much faster pace than they've been able to. Content creators can connect directly to their customers. Users can alter or replace any part of the software or hardware they want. Gamers are empowered to join in the creation of the games they love."


"On the consumer side, anybody should be able to put up a store..."

Again, though, it doesn't touch on how game creators not currently on Steam will be part of SteamOS. Will there be a separate area for non-Steam Apps, or will compatible games be able to integrate more seamlessly? Newell's previous comments do suggest a broad degree of flexibility. When The Verge asked aboutSteamOS running Netflix, he said, "absolutely. You can fire up a web browser, you can do whatever you want." Linux users will know that, thanks to its baffling reliance on Microsoft Silverlight, running Netflix is more complicated than opening a web browser, suggesting that the operating system will be similarly supportive of the workarounds needed.

The likelihood is that if a game can run on Linux, it can run on SteamOS, but it would be nice to think that Valve are planning to lower the barriers further: removing some of the requirements to entry for games, even while maintaining their own front-page list of approved titles. That's certainly something that's been hinted at in the past, when Newell made mention of user-created storefronts.

"An editorial filter is fine, but there should be a bunch of editorial filters," he told The Verge. "The backend services should be network APIs that anybody can use. On the consumer side, anybody should be able to put up a store that hooks into those services. Our view is that, in the same way users are critical in a multiplayer experience, like the fellow next to you is critical to your enjoyment, we should figure out how we can help users find people that are going to make their game experiences better."

That could look like a super-charged version of the current recommendations system, in which users become curators of Steam's huge and growing catalogue. The more dramatic and 'open' way to do it, would be to let any Greenlight-submitted game become a candidate for user stores, with the most popular being boosted into Steam's 'official' selection.

On the next page: Steam Machines and Gabe's vision of a connected future.

The Long Dark: interview with Raphael van Lierop

Raphael van Lierop may have never had to worry about surviving alone in the wilderness, but he's been close enough to sense the threat.

may have never had to worry about surviving alone in the wilderness, but he's been close enough to sense the threat. Reminiscing about hunters who would accompany him for protection in college while conducting seismic surveys, he told me of tense months he spent in the wilds of British Columbia and Alberta, where news of grizzly attacks would sometimes drift in from other camps. Even now, working from his home on Vancouver Island, reports occasionally surface of unwary hikers getting lost deep in the woods.

More than Cormac McCarthy's The Road, more than the stories of Jack London, it's that danger that's led him to serve as creative director for The Long Dark, an upcoming survival sim that's designed by him and a team that includes veterans from hits like Mass Effect and God of War. And now, with only four days left to earn the $200,000 necessary for the project to survive, he feels some of the pressure of lost wanderers who know their fortunes could change within seconds.

That moment-to-moment focus on survival lies at the heart of The Long Dark. Just last week, he and the newly founded Hinterland Games released a brief gameplay video showing what we can expect if the project goes live, and it's compelling stuff. Against a stylized Pacific Northwestern landscape smothered in snow, we watch as a brush pilot named William MacKenzie forages and struggles against the elements after an unexplained cataclysm.

The resulting focus on exploration prompts facile comparisons to Skyrim and Fallout 3, but here the environment poses true perils. When MacKenzie jogs a for a short distance, we see a spike in his caloric usage, which proves hazardous in a landscape that isn't exactly littered with food. Later, MacKenzie lights a fire to shoo off a lone wolf, and the minimalist UI shows how the surrounding temperature shift comfortably as he nears it. Van Lierop insists that the roughly five minutes of footage amounts to a mere rough draft, but it's one that bears the promise of greatness for the end product.

Still, I voiced my concern that the focus on minutiae like caloric stats and temperature contrasted strongly with the way the fire essentially appear out of thin air. For his part, van Lierop claims it was an oversimplification for the purposes of the video, but that the final process wouldn't be too complicated. "We're certainly not going to get down to the level of granularity where you have to find a shovel and dig a hole," he said, "But we will have a fire-starting technique, and it'll get better the more times you start fires. That'll have an impact on other factors as well, such as how quickly you can start the fire and how long the fire will burn for."

Part of the reason for decisions like this lies in Hinterland's emphasis on discovery and its desire to let players figure out key concepts on their own. The idea, he says, arose out of his realization that he admired the simple act of exploration in games like Fallout 3 more than the combat. "There's no manual; we don't want to make a game that's going to hold the player's hand," van Lierop said. "It's not going to be full of tutorial popups and waypoints and quick time events for fighting bears." He mentions Falcon 2.0as a simulation that comes close to capturing what we has in mind. "What's amazing about that game is that you as a player feel such a strong sense of accomplishment because the game didn't do it; you did it."

And apparently there will be a lot to accomplish. The video revealed only a large backyard's worth of territory, but van Lierop speaks of upcoming "seasons" that will take the player down to the coastlines, into forests, and even into towns and hunting lodges. That sparked a note. Drawing from my own experiences in Montana's Elkhorn Mountains, I asked if we'd be able to hunt and fish in order to survive. Van Lierop was cautious about giving a straight answer. "If we can figure out a way to do it well, we'd like to put it in there," he said, "because certainly it fits into the whole survival experience." Such a move would likely involve combat of a sort, which marks a shift from the original concept's almost exclusive focus on exploration. But it will come with severe penalties.

"We kind of realized that leaving combat out would feel out of the place with the scenario we were trying to create--as if we'd just left it out to prove a point," he said. Conflict, he argues, lies at the heart of The Long Dark, whether it's conflicts with nature, conflicts with yourself, or conflicts with other people. "We want you to take stock of everything that happens you and understand that when a dog bites your leg, you're going to be in bad shape," he said. "The infection doesn't go away in 10 seconds just because you ran away from the thing." How to cope? Van Lierop envisions players hunting down other survivors to learn remedies and new survival techniques, or simply finding First Aid manuals while foraging. You'll even have to lay low in safe houses for several days to heal, but van Lierop adds that they're not going to make you sit through that in real game time. "We're really expecting our players to think ahead, much like they would in the real world."

Van Lierop's so eager to capture that experience that he and Hinterland have enlisted the help of Chris Fragassi, a wilderness survival expert, to assist them with creating a believable experience. They're so determined, in fact, that Hinterland plans to spend several days in the wilds with Fragassi to learn how to live without the comforts of civilization. But don't expect that to translate precisely into the game. "I said, 'Chris, I want you to understand that we're not making a training simulator for people who want to live in the wilderness,'" van Lierop said. Fragassi understood, apparently expressing his dislike for people who believe that Deer Hunter teaches them how to be good hunters. "It doesn't work that way," van Lierop said.

There are other people in MacKenzie's world, too, but what's less certain is how they'll figure in. Just yesterday Hinterland announced that they'd secured the talents of Jennifer Hale, known for her voice work as the female half of Commander Shepard in Mass Effect, hinting at much more interpersonal interaction than the gameplay footage suggests. Van Lierop added that they'd even considered letting MacKenzie team up with other NPCs, but later decided that may not be good for the project's scope. "Certainly you'll interact with other survivors along the way, some of whom will be hostile," he said, "but we're still deciding on how the interaction will look." He wouldn't give any details, but added that The Long Dark's narrative would have a definite beginning and end.

"I'm a big believer in the importance of story," he said, adding that he hopes the project expands into a larger franchise. "The game is the nexus of the entire experience, true, but I want people to be invested in The Long Dark and find it wherever they want." Van Lierop means that literally. He spoke of the possibility of Long Dark graphic novels, a Long Dark web series, and even a TV series that would yield new insights into side characters and the world beyond MacKenzie's tribulations. "You can't really do that effectively if you don't create an interesting setting and a scenario that asks a lot of questions that people want answers to," he said, "and that's really what we've set out to do here."

To accomplish this, Hinterland plans to release the game's segments in "seasons," or episodes that vaguely recall Telltale's work with The Walking Dead. "The seasons kind of borrow the TV model of storytelling, which I think is very well suited to games," he said, "probably a lot more than the movie model of storytelling which a lot of games still try to follow." The first season will focus on winter, but, van Lierop adds, "but it'll feel like there's something that comes after this."

At the time of writing, Hinterland is only $15,000 away from its goal, with the numbers shooting up with each refresh. The outlook seems so promising, in fact, that van Lierop didn't dare to speculate on what would happen if they missed the magic number. Van Lierop believes he and his team have a truly unique project on their hands, and that the singularity of its experience would see it through.

"For us, it's about not taking the easy way out," he says, joking that it'd be really easy to throw zombies into The Long Dark and call it a day. "I want to provide an experience that's more meaningful than hitting people on the head and shooting them in the face." Indeed, he adds that the stylized artstyle imbues The Long Dark with a sense of hope that's absent in the bleakest of post-disaster scenario, and that it reminds us that it's ultimately about the strength of the human will. (Even Will MacKenzie's name, it turns out, is kind of an in-joke in this regard.)

"I think that's going to make us a less-mainstream successful game, and I think that's okay," van Lierop said. "We're not going after 10 million people; we're going for a small, hopefully dedicated audience that's looking for this very specific kind of experience."

Exploring Valve's masterplan: on SteamOS, Steam Machines and the future of the PC

Last week, Valve made a series of announcements that could dramatically impact how people play games on the PC.

Last week, Valve made a series of announcements that could dramatically impact how people play games on the PC. But slick micro-sitesaren't created in a vacuum. Valve have been hinting at SteamOS, Steam Machinesand the Steam Controllerfor years, through interviews and information that goes all the way back to 2010. I've combed through these interviews, in order to find out what the future might hold for Valve's move into the living room.

Just how open will their open OS be? How will Steam Machines evolve to match more powerful tech? Could the Steam Controller be any stranger? And what do these announcements mean for Windows? Read on to find out.


SteamOS: an open and shut case

Back in January, Gabe Newell admitted that he thought of Apple, not Microsoft or Sony, as Valve's biggest competitor in the living room space. Talking to studentsof the University of Texas' LBJ School of Public Affairs, he envisioned an unflattering future of a "dumbed down" living room, in which Apple was at the centre.

"I think that there's a scenario where we see sort of a dumbed down living room platform emerging — 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?"

This wasn't the first time Newell was publicly critical of the mobile phone behemoth. In October 2011, he appeared on a panel at WTIA TechNW, reported on by The Seattle Times, saying, "it's sort of ominous that the world seems to be moving away from open platforms."


"I suspect Apple will launch a living room product that redefines people's expectations."

"I suspect Apple will launch a living room product that redefines people's expectations really strongly and the notion of a separate console platform will disappear," he said, going on to call their closed nature the "wrong philosophical approach".

"I'm worried that the things that traditionally have been the source of a lot of innovation are going – there's going to be an attempt to close those off so somebody will say 'I'm tired of competing with Google, I'm tired of competing with Facebook, I'll apply a console model and exclude the competitors I don't like from my world.'"

Openness also came up during the Casual Connect talk. “In order for innovation to happen, a bunch of things that aren't happening on closed platforms need to occur. Valve wouldn't exist today without the PC, or Epic, or Zynga, or Google. They all wouldn't have existed without the openness of the platform. There's a strong tempation to close the platform, because they look at what they can accomplish when they limit the competitors' access to the platform, and they say 'That's really exciting.'

“We are looking at the platform and saying, 'We've been a free rider, and we've been able to benefit from everything that went into PCs and the Internet, and we have to continue to figure out how there will be open platforms.'”

To point out the obvious: Steam isn't an open platform. While there have been moves to make it more accessible to developers - specifically Greenlight, a service Newell isn't too wild aboutin its current form - Valve remain the gatekeepers for everything that is accepted onto Steam.

But given how many of Newell's comments praise openness, it seems absurd to think that SteamOS could be anything but. Certainly, it's open intentions are touched on by the announcement page. "With SteamOS, 'openness' means that the hardware industry can iterate in the living room at a much faster pace than they've been able to. Content creators can connect directly to their customers. Users can alter or replace any part of the software or hardware they want. Gamers are empowered to join in the creation of the games they love."


"On the consumer side, anybody should be able to put up a store..."

Again, though, it doesn't touch on how game creators not currently on Steam will be part of SteamOS. Will there be a separate area for non-Steam Apps, or will compatible games be able to integrate more seamlessly? Newell's previous comments do suggest a broad degree of flexibility. When The Verge asked aboutSteamOS running Netflix, he said, "absolutely. You can fire up a web browser, you can do whatever you want." Linux users will know that, thanks to its baffling reliance on Microsoft Silverlight, running Netflix is more complicated than opening a web browser, suggesting that the operating system will be similarly supportive of the workarounds needed.

The likelihood is that if a game can run on Linux, it can run on SteamOS, but it would be nice to think that Valve are planning to lower the barriers further: removing some of the requirements to entry for games, even while maintaining their own front-page list of approved titles. That's certainly something that's been hinted at in the past, when Newell made mention of user-created storefronts.

"An editorial filter is fine, but there should be a bunch of editorial filters," he told The Verge. "The backend services should be network APIs that anybody can use. On the consumer side, anybody should be able to put up a store that hooks into those services. Our view is that, in the same way users are critical in a multiplayer experience, like the fellow next to you is critical to your enjoyment, we should figure out how we can help users find people that are going to make their game experiences better."

That could look like a super-charged version of the current recommendations system, in which users become curators of Steam's huge and growing catalogue. The more dramatic and 'open' way to do it, would be to let any Greenlight-submitted game become a candidate for user stores, with the most popular being boosted into Steam's 'official' selection.

On the next page: Steam Machines and Gabe's vision of a connected future.

RadarPlays - SimCity

SimCity is out this week, so we thought we'd load it up, build some cities, and then destroy them. It's a good thing no one ever put us in charge of a city. Or a town. Or a house. Or... no one trusts us with anything. Thanks, mom, see how much good that "super free-form liberal modern school" did to prepare us for the real world? Seriously, why did you think that would work? P.S. we're bringing our

The Long Dark trailer gives an early glimpse of winter survival

It was last month that The Long Dark went out in to the wilderness of Kickstarter .

. Since then, it's been successfully scavenging for internet money, but will need to redouble its efforts if it's to live beyond next week. First though, a respite, as it comes back into the warmth to construct its first trailer, giving a very early look at the exploration survival game.

At $116,793 CAD of a desired $200,000 CAD, and eight days to go, The Long Dark will need to tempt a few more people with its vision of Northern post-disaster survival. This video should give a flavour of what developer Hinterland Games are aiming for, but even then, it's clearly very early in the development process, with most of its suggested systems yet to be implemented.

For more on The Long Dark, head over to, or see the game's Kickstarter page.

Gabe Newell: Valve's business increased by 50 percent last year

Valve boss Gabe Newell stepped up to the stage during last week's BAFTA awards to receive the prestigious Academy Fellowship for his contributions to gaming.

for his contributions to gaming. Presumably momentarily distracted by accepting a trophy modeled after a smirking face, a bewhiskered Newell fielded some interview questions over the normally airtight subject of Valve's business performance that hinted at the monumental scale of the studio's prosperity.

Newell chalked up Valve's successes largely to user-generated content on open platforms such as Steam Workshop before sharing some jaw-dropping numbers. "There's sort of an insatiable demand for gaming right now," Newell said. "I think our business has grown by about 50 percent on the back of opportunities created by having these open platforms.

"And just so people understand how big this sort of scale is getting, we were generating 3.5 terabits per second during the last Dota 2 update," he added. "That's about 2 percent of all the mobile- and land-based Internet activity."

Wait, what ? We're not exactly sure what Newell meant when he dropped that bombshell of data info, apart from maybe claiming responsibility for all those times my connection speeds chugged while browsing these past few months. Still, it seems entirely plausible—Dota 2 has a lot of players, and the MOBA recently took the crown for the highest concurrent user amountof any Steam game ever. If any Steam game can feasibly take a bite out of the entire Internet, Dota 2 holds the best chance.

Pokemon Black and White 2 release date, Pokemon Dream Radar announced

Nintendo announced today the official date when we'll be seeing the latest official installment in the immensely popular Pokemon series. Pokemon Black 2 and White 2 will be arriving in North America on October 7th and in Europe on October 12th. It released in Japan earlier this month where - as expected - it was a smash success, outselling the #2 game that month 26 to 1. Nintendo also announced that

The Long Dark, a new post-disaster survival sim, launches Kickstarter project

In a world saturated by technology, The Long Dark wants to simulate "what-if?" moments of isolation, struggle, and survival, when our digital lives get stripped away.

Hinterland Games, a brand new indie studio full of veteran developers is pitching the first-person game as a Kickstarter project, according to its official website.

The game aims to put you, as bush pilot William Mackenzie, behind the controls of a small plane delivering mail to a remote corner of the Pacific Northwest. After seeing some a strange aurora, the plane loses altitude and crashes. Mackenzie must now plot the possibilities for his own survival away from the trappings of civilization.

"Ultimately, we want to draw players into an experience that is thought-provoking, but is also beautiful," said creative director Raphael van Lierop in a video introducing the project. "And we want them to be connected and engaged with the world we are creating. Which means, there has to be something there that is magical. And I think that's one of the reasons that for us the aurora is such an important symbol. It's a visual metaphor for how the world has changed. It's a visual metaphor for the power of nature."

The team at Hinterland Games brings some heavyweight experiences in game development to the indie project. Team members have worked previously on games like Far Cry 3, the Saints Row series, and League of Legends, among many others. Although the concept of post-disaster survival has seen prominent expressionacross a rangeof media, including games, it's the proposed setting of The Long Dark that looks especially intriguing. The vast forests of the Canadian and American Pacific Northwest are their own kind of alien landscape. They can be just as remote and brutal an environment as any imagined dimension or fantasy world. I look forward to seeing how the years of development experience behind Hinterland brings it to life.

The Kickstarter for The Long Darkruns through Oct. 16.

Gabe Newell: "Linux and open source are the future of gaming"

“It feels a little bit funny coming here and telling you that Linux and open source are the future of gaming” are the words that Valve Co-Founder and Executive Director Gabe Newell opened with during a panel at this year's LinuxCon held in New Orleans.

“It feels a little bit funny coming here and telling you that Linux and open source are the future of gaming” are the words that Valve Co-Founder and Executive Director Gabe Newell opened with during a panel at this year's LinuxCon held in New Orleans. Fortunately, Mr. Newell took the time to elaborate on what he meant by that statement, and how he thinks we'll get there. The short answer: You.

During his 20-or-so minute talk, Newell analyzed how the roles of users are shifting ever closer to that of a developer. The obvious example that comes to mind is Steam Workshopand the growing modding community as a whole.

“We're going to see a significant sort of democratization in the content creation process,” Newell said. “The distinction between a content creator and a content consumer will get blurrier and blurrier.

“The one entity we wouldn't ever want to compete with is our own users. They have already outstripped us spectacularly. You can't compete with them once you give them the tools that allow them to participate in the creation of the experiences that they find are valuable.”

Newell accused companies like Microsoft and Apple's proprietary systems of stifling innovation through sluggish certification processes, among other things. With Linux being a free and open platform, it was only natural for Valve to shift its gaze to more unrestricted pastures.

“The point is that the connected groups of users are going to be way more successful if they're properly enabled and supported than any of the individual game developers are going to be.” Newell said.

Newell also announced that Valve is developing a Linux debugger to aid game developers who were looking to make games compatible with the Linux platform.

The talk concluded with Newell teasing that Valve will have an announcement next week laying out how the company will introduce Linux into the living room. It's tough to say whether this has anything to do with the rumored Steam Boxeveryone was talking about way back when, but you never know when it comes to Valve.

Tacoma trailer shows upside-down exploration, holo-eavesdropping

By now you've thoroughly explored 1 Arbor Hill and its many secrets, diary entries and riot grrrl tapes, so how about poking around somewhere new?

Tacoma

By now you've thoroughly explored 1 Arbor Hill and its many secrets, diary entries and riot grrrl tapes, so how about poking around somewhere new? After being trapped in a house for an hour two in Gone Home, Tacoma'sspace station should seem particularly massive—not least because you're allowed to walk about on the ceiling. (No dancing though, Lionel Richie. I mean it.)

Flagrant disregard for gravity aside, Tacoma builds on Gone Home's scrummaging and note-reading with holographic conversations between colourful teletubby-looking things. Which is to say, it's looking like a fine place to explore. We won't be able to do that until next year—however, Game Informerhave just uploaded nearly five minutes of footage, which we can enjoy in all its spacey glory below. They're yakking all over it, so we can't hear the music or the dialogue sadly, but as our first proper glimpse of the game, eh it'll do for now. (Ta, RPS.)

Oculus Rift exclusives are now playable on Vive with this open source hack

: Oculus has provided a comment on the open source hack, warning that the workaround may not work with forthcoming software updates.

Lucky s Tale 01

: Oculus has provided a comment on the open source hack, warning that the workaround may not work with forthcoming software updates. "This is a hack, and we don’t condone it," the spokesperson said. "Users should expect that hacked games won’t work indefinitely, as regular software updates to games, apps, and our platform are likely to break hacked software."

Major new gaming platforms usually come with their own exclusive software, and that holds true for the Oculus Rift. Cutesy VR platformer Lucky's Tale and Oculus's Dreamdeck demos count among the headset's exclusives, but it doesn't look like they'll remain that way for long: someone has already figured out a way to get them running on the HTC Vive.

Reddit user CrossVRposted a link to a Githubearlier today which contains all the files needed in order to run both launch titles on the HTC Vive. He calls the software Revive, a "proof-of-concept compatibility layer between the Oculus SDK and OpenVR". The Oculus software doesn't support the Vive's motion controls—you'll need to use an Xbox controller—but many users on Reddit have already successfully tried out the Oculus exclusives on their Vives to great success.

Wes and Tom tried out Lucky's Tale on the Vive and had a less-than-ideal experience. It worked, but there were some noticeable differences between headsets. We noticed slight input lag while moving our heads to look around the environment, some stuttering while the camera panned, and frequent dropped frames. These results were intermittent, and even when the game was playable, moving our heads caused the environment to look warped—most likely due to differences between the Vive and Oculus's lens/display systems. This was all on a system with an i7-4770K and GTX Titan Black, which has run every VR game we've thrown at it flawlessly up to this point.

Some reddit posters have reported perfectly smooth performance, so your mileage may vary. Revive is alpha software, which means it should only get better as more Vive users test it out. If you have an issue getting one of the patched games to run at all, try running the Oculus Home software in the background.

"It works by reimplementing functions from the Oculus Runtime and translating them to OpenVR calls," the Github description reads. "Unfortunately Oculus has implemented a Code Signing check on the Runtime DLLs, therefore the Revive DLLs cannot be used unless the application is patched."

Full details on how to test it out are on the Github page. On Reddit, user CrossVR said compatibility with other software may already be supported. "It may work with plenty of other games, but that hasn't been tested by myself," the user wrote. "It's still early days for this project, since it's only been in development for a few weeks. In the future more games will be supported, but I'm glad to see such swift progress already."

Tacoma trailer explores the abandoned Lunar Transfer Station

In the Microsoft E3 conference's 'oh yeah, and also we have indies' section, we got another look at Fullbright's follow up to Gone Home.

Tacoma

at Fullbright's follow up to Gone Home. Studio co-founder Steve Gaynor was on stage to introduce a small slice of footage, showing the game's protagonist explore the creepy abandoned space station of the game's title. Like Gone Home, it appears to be a game about walking around an empty space; only this empty space is in, well, space.

Tacoma is out next year, and yes, despite all the Xbox branding, it's coming to PC too.

Descending into uncharted territory in Hellblade

I wasn't expecting to be surprised by Hellblade.

Hellblade 1

I wasn't expecting to be surprised by Hellblade. After all, Ninja Theory's first outing as an indie studio appears to adhere to a familiar pattern. You play a lone warrior, here a Celt called Senua, in a third person action game with heavy narrative leanings. Senua experiences hell as a corruption of the world around her, a little like Dante's sojourns into limbo in DmC. Even the name recalls Ninja Theory's first game, the PlayStation-bound Heavenly Sword. I came to Hellblade expecting slick multi-man melees, combo meters, and probably a mo-capped Andy Serkis.

That's not what I found. The demo I played opened in a dark forest during a storm, as Senua shivered and argued with the voices in her head. One is younger, female, and possibly representative of Senua in her youth. The other is male, stern and older, possibly Andy Serkis and—more importantly—representative of her fear and self-doubt. Haunted anti-heroes are far from unprecedented, but what struck me was the matter-of-fact way in which this device is presented. No magic or imagined ghosts, just a cold-looking woman alone in the mud, fighting with herself.

This is deliberate. Senua's hell is not literal or mythological, but personal. In modern psychological terms, she would be considered schizophrenic. Ninja Theory are working with Professor Paul Fletcher, an expert in health neuroscience at the University of Cambridge, on a creative depiction of mental illness that is nonetheless sympathetic to the reality of the condition. Senua doesn't live in an age of modern medicine, however, and as such her experience of her illness is coloured by the superstition and folklore of her time. She sees shapes in the trees and believes herself to be descending into hell. The weather shifts with her mood; the enemies she perceives are exaggerated and may not even be real.

Hellblade 2

Accompanied by a flash of lightning, a painted swordsman with a knotted crown strides forward. The camera locks to a close third-person, right over Senua's shoulder, and we fight. There's no user interface at all, and the narrow view contributes to the sense of being trapped.

Combat involves chaining light and heavy attacks with blocks and three dimensional movement, but there's no jumping or acrobatics. While not a pure simulation of swordfighting, it feels far more earthy and grounded than Ninja Theory's previous work. One-on-one fighting like this will be the norm for the game, and there will be no weapons to unlock or skill points to invest in new combos. Every tool at Senua's disposal is available to you from the start.

Split-second directional blocks can be used to open up enemies.

I muddle my way through my first fight, but I can see how it could be played with far more finesse. Split-second directional blocks can be used to open up enemies to punishing counter-attacks, and there's a satisfaction to breaking through an opponent's guard and landing the blow that drops them.

As the demo progresses, Senua emerges into the middle of a stone circle on a lakeside. It's a beautiful view, with low sun picking out the edges of the stones, shimmering off the water and highlighting a tower in the distance which is capped with something shaped like a horse's head. Using a heightened vision mode, Senua can focus on certain objects—highlighted in gold—which result in further visual and auditory hallucinations.

Hellblade 3

Effectively, this is an object-finding game—Batman's detective mode would be another example. Normally I'm not a fan of interludes like this, but Hellblade makes it work. In part this is down to the quality of the writing and the performance, but it's also because the system fits well with the themes of the game. There are links between epilepsy, psychosis and apophenia—pattern-finding, essentially—and this frames Senua's experience in a very different context. There's a later puzzle where you shift Senua's perspective until a tangle of branches resolves into the shape of a woman's face, who then speaks to her and beckons her deeper into the forest. This isn't powerful moment because it's magic: it's a powerful moment because it's not .

I'm reminded of a game I didn't expect to crop up in this context: Dear Esther. The world Hellblade presents is symbolic in some of the same ways and attempts a similar sense of pathos. The sword fighting will mark it out, of course, but the fact that the comparison can be made at all highlights just how much of a departure this game is. This short slice of the game represents the beginning of a long road for Ninja Theory, who are—for the first time—making a game without any publisher assistance. Yet it also demonstrates the ambitious creative territory that freedom lets them strike out into, and I'm glad that they're taking this opportunity to do so.

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