Black Mesa: Source video shows renovated On A Rail mission in action

Some leaked footage claiming to belong to the elusive Black Mesa Source mod has appeared over on Valve Time , showing some classic weapons and environments renovated in Valve's Source engine.

, showing some classic weapons and environments renovated in Valve's Source engine. The video shows a bit of violence from the 'On A Rail' mission. But for the odd detail, like iron sights aiming for the Magnum, it all feels very familiar, albeit a fair bit prettier than the original. Take a look.

The footage follows the official release of some new Black Mesa Source screenshotsback in June. The mod's been in development for many years and hardly anything's been shown, until now. What do you think?

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Our Verdict
A dark, violent comic book given light and heart.

A dark, violent comic book given light and heart. a ripping yarn that tears along as fast as you can tear through bodies.

Four arms: it was so obvious. It must be galling for other shooter developers. They've spent decades since Doom trying to work out ways to innovate on the FPS model, to make shooting people feel fresh and interesting again. They've tried vast open worlds and they've tried hurling Hollywood-size production values at projects, but the Darkness II manages it by just giving anti-hero Jackie Estacado four arms.

Well. Technically he only has two arms. These are his normal limbs, functioning as arms do in games where arms are only necessary to hold guns and occasionally fire them at swarms of enemies. He also has two demonic snake-tentacles.

In the last Darkness game – an under-reported and enjoyable shooter sadly not released on PC – Jackie Estacado became the host for the titular 'Darkness', an eternally chaotic non-corporeal beastie that gladly took up residence in the young mobster's brainpan. The Darkness, it's understood, is about as old as humanity itself, every so often choosing a new host with just the right balance of psychotic amorality and poignant backstory.

In game terms, it means Jackie grows two pitch-black snakes out of his shoulders that can be employed in firefights to munch on the vital organs of his enemies.

At first, the four arms feel cumbersome. Jackie can already dual-wield all but the bulkiest shotguns and assault rifles, and The Darkness II's guns by themselves make for a satisfying shooter. Even the weediest pistol has a powerful kick, and they're almost comedically accurate over distance, lending Jackie a sense of overwhelming power that is consistently fun to direct toward your foes. But couple that with the option to whip the Darkness's serpentine limbs into scuffles, and it seems too much to fit around one WASD-ing hand.

But a few murders in, and I was surprised at just how quickly I'd managed to process the additional moves the limb graft gave me. Simplest of these is the Darkness's ability to eat the hearts of fallen opponents, available with a tap of the R key. The leftmost snake-tentacle – the busier of the two throughout the game – whips forward and buries its improbably huge teeth in the chests of mutilated enemies. Scarfing down such man-offal gives Jackie a health boost, making the decision to chow down on a mid-fight snack tactical. At first, I'd eat my foe's heart the second he slumped to the ground; later, as fights got tougher, I saved them, only launching my monstrosity chestwards when I was close to death.

Heart-eating might be the Darkness's simplest move, but impressively, it's not the ickiest. Jackie also has a variety of execution moves he's able to perform on staggered enemies. Throw a target off balance with a withering enough attack and they'll stumble forward, their hearts and circulatory system picked out through their skin in shining white. Tap E and your tentacle friend will grab them, dangling them just in Jackie's eyeshot, from where they can be eviscerated in a number of fascinatingly gruesome ways.

To get a flavour of just how depraved some of these executions are, the most dignified is called 'torso smash' and has your inkyblack snake pal slam your chosen target so hard into the ground that his ribcage ruptures. At the other end of the taste spectrum is the sickening move that has the Darkness upend an enemy and delve into their rectum, before pulling their entire spine – skull attached – out of the expanded hole.

Jackie's demon-arms can also be employed as impromptu whips: holding the middle-mouse button and slashing sends a high-speed swipe across the screen. I used this skill least, however: it's useful to clear a glut of foes crowded in front of you, but the default control method makes it a touch fiddly.

The Darkness makes Jackie superhuman, but it's not a 'win-all' button. Jackie can only employ the Darkness, fittingly, when he's in the dark. Lights banish the snakes from his shoulders with a shudder and a hiss. So too does Jackie's 'darkling' disappear, a three-foot goblin-like sidekick that somehow manages to stay endearing despite cracking wise for the length of the game and urinating on enemy corpses.

The lighting problem necessitates a systematic elimination of illumination: lightbulbs are the first thing to go after I enter a room. With the room submerged in gloom, I am free to rampage effectively, Jackie's full range of abilities at your finger and tentacle tips. Some later lights are invulnerable to gunfire, forcing you to find their power supply. Later again, enemies start to carry portable arclamps, cutting off parts of the battlefield with sweeping beams of horrible brightness and making a chap consider his surroundings carefully before launching assaults.

A successful series of kills rewards Jackie with essence – a wooshy purple substance that can be traded for extra powers. Some of these powers are functional, providing additional ammunition or shortening reload times; others are ridiculous. My favourite gave me the chance to hurl my darkling at chosen foes. I'd grab him before a fight, letting him hang off to the side of the screen in swimming pool 'cannonball' pose, before launching him forward, his tiny claws raking and scraping at enemy eyes.

The hyper-violence of The Darkness II is comic in the extreme – in both senses of the word. The game is based on the comic books of the same name, and its characters are, as befitting the title, black and white in morality.

After his escapades in the previous game – neatly summed up by an optional 'previously on The Darkness' cutscene – Jackie starts The Darkness II as the head of a mafia family, under attack from sources that want his power. He's obviously a violent man, having killed his first victim, according to cinematics, at 16, but he's given salvation through his relationship with girlfriend Jenny. One small problem: she was killed by a rival mob boss in the previous game. Without her physical presence, Jackie's moral checks are loosened, but even so the game is careful to steer him so the people in his way are unquestionably more disgusting and evil than he is. Jenny's death serves as a girlfriendshaped carrot on a stick, driving Jackie forward.

The Darkness II's enemies are so unquestionably nefarious that I rarely had time to stop and question the linearity of the levels. Your main antagonist has a hunchback, a limp, and a burned-up face, for God's sake: if he's not comic book evil, I don't know what is.

On the friendlier side, Jackie has a supporting cast of mobsters to help in his quest for vengeance. Between missions, you're sent back to the Estacado homestead, a plush apartment in central New York. These sections serve to add character to the gang Jackie is acting head of, but they could do with being a touch more interactive: after trudging around the grounds I was rewarded with one bottle-shooting minigame and a few incidental conversations.

That story can't keep up the pace forever. The final levels are a slog where their predecessors were a sprint, and the procession of maniacally grisly deaths eventually dulls the shock receptors. But developers Digital Extremes have orchestrated some careful pacing: the plot's headlong rush – 'chase them, find him, kill others' – has occasional moments of uneasy calm so interesting I won't spoil them. These moments of clear air serve to highlight the ferocity of Jackie's cleaving path, putting him in situations he can't shoot, slash or chew his way out of.

There are acceptable outs for players wholly unengaged with the story – cutscenes and dialogue can be skipped – but the plot remains involving in a way rarely seen in shooters. Again, I'm dancing around my words to avoid giant spoilers, but The Darkness II plays with concepts of unreliable narration in a way that only games allow. It makes you question the veracity of the story you've just played.

Also, it lets you pull peoples' guts out of their bum with giant demonsnake arms. The Darkness II is a dumb shooter that's three times as clever as it looks. So too is Jackie's murderous repertoire three times as extensive as that of other shooters. It might not last long and the action doesn't alter its tone, but The Darkness II's charms stuck with me long after I turned out the light.

The Verdict

The Darkness 2

A dark, violent comic book given light and heart. a ripping yarn that tears along as fast as you can tear through bodies.

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Fallout 4's Vault-Tec Workshop doesn't make you feel much like an Overseer

I've been looking forward to Fallout 4's Vault-Tec Workshop DLC, and herein lies my mistake: I was focusing on the 'Vault-Tec' in the title and not the word 'Workshop.' And ultimately, this is just another Workshop, and by that I mean it's just another settlement, and I don't know about you but I'm a wee bit tired of settlements.

With the $5 DLC installed, tune into a new radio frequency that will direct you to Vault 88, where a ghoul Overseer will begin giving you quests as she attempts, for some reason, to complete the Vault's construction and turn it into a fully operational facility. The quests, really, aren't much to speak of. There is one excursion to retrieve an item from elsewhere on the map, but the rest involve clearing out ghouls and mirelurks from the depths of 88, and setting up a few experiments on the settlers who begin to move in.

And hey, it's only $5, so I wasn't expecting a sprawling adventure, but the ultimate feeling I'm left with, quest-wise and experiment-wise, is: "Oh, that's it? Huh."

A ghoul wants you to take an eye exam in a filthy cave, nothing to be suspicious about.

The experiments are the biggest disappointment. Build an item in the Workshop, place it and power it up, and tell some poor settler to use it. You can make your subject ride a stationary bike that acts as a generator, serve them chemically enhanced soda, give them an optical exam, and instruct them to play slot machines. Each experiment has three settings, depending on how evil you feel, that can influence the subject's behavior chemically, subliminally, or optically.

And that's it, really. Despite the ever-present Nick Valentine's disapproving synthetic stare, I went full-on evil, trying to pick the least ethical setting for each experiment. A couple settlers got giddy on tainted soda, one got angry after discovering a subliminal message during an eye exam, someone else was tricked into praising the ghoul Overseer even though she should not be praised because she is a jerk. I don't exactly feel like Lex Luthor, you know?

If you were hoping to become a puppet-master, creatively brainwashing your unknowing subjects with wild sci-fi experiments, uh, yeah, that doesn't seem to be included here. I feel like I've been meaner to settlers just in my day-to-day Fallout 4 routine.

I participated in the experiments too but didn't notice any side-effects spider turnip goblin

Good news? Yes! There's some of that. 88's underground vault area is tremendously big. Really. It's huge. So, if you're really interested in building yourself a giant kickass Vault-Tec settlement, you've more than enough space to do it. There are all sorts of new Vault parts and pieces to build with, so I know dedicated builders will probably have a great time snapping together their own Vaults, and I'm looking forward to seeing what people come up with.

Another nice little bit of tech has been added, a terminal where you can track all your different companions. So, if you can't remember where you parked Curie or Dogmeat, you can use the terminal to drop a quest marker on them and easily track them down. There's also a terminal that will allow you to monitor your population and—gasp—assign jobs to settlers remotely! No more walking up to people, pointing at them, then walking twenty feet away and pointing at corn! This might be worth the $5 alone.

Or, you know, you could use this existing modthat also does that.

So, I don't feel anything like an Overseer after playing with the Vault-Tec Workshop, which was kind of what I was hoping for. If you want a big giant huge (it's really very large) new underground area to build in, though, this is the place to find it.

Black Mesa: Source screenshots bring back memories, BM:S lives!

It's alive!

Black Measa Source

It's alive! A bunch of new screenshots have gone online for Black Mesa: Source. In case you'd missed it, or forgotten it in these years of silence, BM:S is a fan project that aims to recreate the entirety of Half-Life 1 in the Half-Life 2 Source engine. The devs promised to releaser more details if their Facebook page hit 20,000 likes. It did, and they have. So without further ado, here are eight new screenshots for Black Mesa: Source.

It's been quiet for so long, I never thought I'd get to write that. It's worth keeping an eye on the Black Mesa sitefor more updates soon. "This is just the beginning. We have more in store for you in the near future! Hold on to your lab coats!" say the team on Facebook.

E3 2011: Payday: The Heist trailer and in-game video shows co-operative bank robbery

[bcvideo id="983968569001"]
Payday: The Heist came out of nowhere to shock Tim yesterday, forcing him down onto the ground with its co-operative bank robbing action, and raiding his figurative vault of interest.

yesterday, forcing him down onto the ground with its co-operative bank robbing action, and raiding his figurative vault of interest. Today, we get to see a set of videos: the trailer, above, and an in-game video below the cut.

Answer: like Left 4 Dead, but with much more swearing and much more cop murder. A heady blend. Click through to see the game in action on the PC.

[bcvideo id="984002262001"]

Why I love plausible moral panic

WHY I LOVE
Disasters in videogames are often used as springboards to leverage story.

In Why I Love, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. This week, Joe gets scared by believable in-game disasters.

Disasters in videogames are often used as springboards to leverage story. You’ve seen it before: catastrophe leads diffident protagonist to assume hero’s role, thereafter tasked with the seemingly impossible feat of restoring order in the aftermath of a nuclear holocaust, zombie invasion, viral pandemic, and/or otherworldly incursion. Underscoring the trend is almost always an unscrupulous leader and/or group of ne’er do wells who take the opposite stance as the community you're attempting to salvage.

As players, we tend to suspend our sense of belief somewhere along the way because we’re fairly certain that—no matter how much we’re told the process alters our DNA—injecting glowing blue liquid into our veins and downing special tonics is unlikely to produce lightning bolts or fireballs from the palms of our hands. And if we don’t believe it then what’s the point? Believing it is half the fun.

But what about the games that portray more credible doomsday scenarios?

I’ve sunk tens of hours into Bethesda’s most recent action RPG Fallout 4, and while its familiar post-apocalyptic scenario is hardly different from past outings, there is one particular segment I think is fantastic: its opening pre-war introduction.

The overarching point of this section is to have the player form a bond with their partner and newborn child, so as to lend more importance to later events. It’s a bit rushed and doesn’t really achieve this, however the easily overlooked, but unskippable, breaking news television report which runs just as the emergency klaxon sounds absolutely does.

At this point, we’re part of the world pre-nuclear devastation—as we better know it, and certainly not as we otherwise recognise it from this series—and forcing the player to tune into the report, in turn echoes how we might discover breaking news in reality. Seeing the world as it falls apart by way of a subject regularly featured in the actual news echoes moral panic on a level I’ve rarely seen managed in videogames and it's not often you're made to watch such events unfold.

Likewise, Tom Clancy’s The Division, although taking place after the fact, plays upon something which feels believable too: a smallpox pandemic circulated via contaminated banknotes on one of the world’s busiest shopping days—Black Friday. Dubbed ‘Green Poison’ and the ‘Dollar Flu’, both the killer bug and moral panic ravage the population, leaving behind the broken society within which the game is set. I have no idea if any of that’s possible, mind, but the fact it feels like it could be makes it feel all the more scary.

Don’t get me wrong, there’s nothing wrong with hypothetical crazed scientists working for equally unstable corporations infecting folk with zombie virus strains or the likes in Videogameland, but there’s something to be said about the ground-level believability of what Fallout 4 and The Division manage to deliver. In turn, there’s something more terrifying about these seemingly outlandish disasters that in fact could possibly, maybe, feasibly occur.

Jurassic Life mod trailer battles with clever girls

Dinosaurs were essentially nature's mechs: big stompy giants with shoulder-mounted missile... wait, no.

Dinosaurs were essentially nature's mechs: big stompy giants with shoulder-mounted missile... wait, no. Just big and stompy. But still cool, making it surprising that we don't see more of them in games and that, the few times they do show up, they've a tendency to be rubbish. So fingers crossed for Jurassic Life, a Half-Life 2 mod that's currently in development and has just released this splendid trailer.

Obviously the big draw is the dinosaurs, although here they may as well be wearing a big "work in progress" sign around their necks. But also of note is the beautiful scenery that's being coaxed out of the engine. Given its age, it's easy to forget how good Source can look.

Jurassic Life's ModDB pagehas the details: "In this adventure, you are Robert Muldoon, the person in charge of the safety of the park. The game will proceed in a relatively linear but intense way with Resident Evil inspired management of the stress."

Obviously it's still a ways off release, with the team looking for additional hands to push them towards completion. It's showing a lot of promise though, and at the very least it should answer the burning question of "what happens when you shoot a T-Rex in the face with a shotgun?" For that reason alone it's worth keeping an eye on.

Thanks, Gaming Blend

Couch gaming on living room PCs is on the rise, and no longer just for games that use controllers. It

’s easier than ever to play everything from shooters to digital card games to RTSes with full mouse and keyboard controls thanks to lapboards—keyboards with a built-in mousepad area, aka a desk away from your desk. We tested lapboards made by PC gaming peripheral makers Roccat, Corsair, and Razer to see how they stacked up against in each other in terms of comfort, control, and ease of use, and the Roccat Sova MK came out on top. The best lapboard
Comfortable for your lap and wrists
More than enough mouse space
Light enough to readjust and store easily
Poor keyboard layout
The $200 Roccat Sova , also available in a $150 membrane version, is the classic middle of the road option when it comes to gaming lapboards.

TODO alt text

, also available in a $150 membrane version, is the classic middle of the road option when it comes to gaming lapboards. It’s smaller and cheaper than the Corsair Lapdog and more capable than the Razer Turret. You can absolutely get better keyboards for less money, but the Sova’s cushions, mousepad, and wrist wrest make it the best possible way to get a desktop experience while sitting on your couch. The Sova comes bundles with a Roccat mouse, which helps reduce the sting of the price.

The Sova has compromised exactly where it needed to in order to make a comfortable lapboard. Although it is big, the size and weight aren’t nearly as cumbersome as the Lapdog. It’s easy to pick up and put down, thanks in part to a cord clip that snaps onto the top of the board and makes sure your mouse doesn’t slide away. The pads for your legs aren’t the most comfortable things in the world, but are more than enough to make using the Sova for long periods of time manageable.

The mousepad area on the Sova is a rough matte finish, and while it isn’t as big as a regular-sized gaming mousepad (the Sova mousepad measuring roughly 11” by 9.5”) it was definitely large enough for any game I played. Similar to the Lapdog, you’ll probably only feel limited if you play FPSes at an incredibly low DPI and are used to swiping across a huge playmat. Unfortunately, the angle of the Sova made my mouse slide down the pad almost every time I took my hand off of it, making that cord clip a necessity rather than an option. Finding a spot that was comfortable and stable both while playing and resting was a bit of a balancing act.

The Sova's cramped arrow key layout.

The keyboard itself isn’t the best mechanical keyboard I’ve ever used, but it was more than good enough for being mounted in a lapboard. It uses TTC Brown mechanical switches. Roccat also sells a membrane version for $50 less. While the Sova’s layout was fine for games that use WASD, it was a little odd for anything relying on the arrow keys. Instead of being to the right of the QWERTY section of the keyboard like usual, the arrows are tucked under the right Enter key, shortening right Shift, right Ctrl, and removing the right FN key to make room.

Additionally, the shorter width means there are no gaps between each set of four Function keys, making them harder to find at a glance. It’s a worse layout than your average keyboard, but it’s done this way to allow the lapboard to be shorter overall—a point I really appreciated when compared to the Lapdog. And the fact that the keyboard is built directly into the board also means that it is positioned for the wrist rest nicely.

And oh man does that wrist rest help. I was initially unsure about how comfortable the Sova was on my keyboard hand, but after resting it on the sharp edge of the Lapdog (more on that later), I was begging for the Sova’s wrist rest. The one I used was simply hard plastic, but the rest, mousepad, and cushions are replaceable, and Roccat even says you’ll be able to 3D print your own accessories for the Sova. I didn’t really get to sample this customizability, but it’s an appealing feature for a peripheral everyone will want to use a little differently.

The Sova is generally an easy-to-use lapboard, but it is a big piece of plastic that will be sitting around in your living room. Even if it doesn’t have much of an effect on your gameplay experience, finding a spot to store a lapboard like this is important. Razer's Turret is much smaller and designed to be easily stored, but the Sova is thinner than Corsair's Lapdog and doesn’t detach into two pieces. That made it much easier for me to find a place for it in my living room when not in use. The USB cable that plugs into the computer also has a point where it can disconnect (similar to a wired Xbox 360 controller) close to the board itself, which made putting away the cord a lot easier.

At the end of all my testing, the Roccat Sovawas the lapboard I wanted to keep using. It was the most comfortable across any type of game, and was light and easy enough to move that it wasn’t too bad to use for general computer browsing as well. I didn’t get a chance to try the mouse that comes included with the Sova or the membrane keyboard version (which shares the same shape and size, so I imagine may be a good cheaper option for those who don’t mind membrane) but the Sova MK is a great way to get a desktop level gaming experience on a living room PC. Note that it's currently available as a pre-order from Roccat, and while Roccat is planning a wireless version for the future, it'll definitely cost a premium over the wired models.

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TODO alt text
The best wireless lapboard
Wireless, light, and easy to use Ideal for slower games and browsing A small mouse and mousepad area Flat keyboard not great for fast games

The $150 Razer Turretis in an interesting position on this list, as it’s the only one of the three lapboards that is wireless. It’s also the smallest by a significant margin. For some, the Turret will be the only logical choice thanks to these unique advantages, while others won’t even consider it due to the flat keyboard and smaller mouse area. But one thing that’s undeniable: in distinctly Razer fashion, the Turret is the classiest option out there.

Turret charging stand

Size is not to be underestimated as a factor in these tests. Sure, you want a desktop experience on the couch, but you also don’t want a big hunk of plastic taking up space in your living room. The Lapdog and the Sova are hard to hide, and you’ll almost definitely need to dedicate a spot specifically for storing them when they aren’t in use. The turret not only folds up, it comes with a neat little stand for both the mouse and keyboard that displays them nicely while they charge. Because of this, I never had a problem with battery life for either device, which Razer says is up to 40 hours on the mouse and a whopping four months on the keyboard, and they never got in my way.

Being wireless—with the mouse and keyboard sharing a single USB dongle—means I didn’t have a thick cord running from my couch to my TV every time I wanted to play games, and I didn’t notice any wireless lag on either device. I do wish the Turret keyboard had extra USB plugs on it like the Sova or Lapdog, because USB cords for headsets, mics, or wired mice to replace the stock one rarely reached all the way to my TV. Things like wires and storage size don’t directly affect your gaming experience, but they are important factors to those who want their PC to be part of the living room, rather than take it over entirely.

That being said, the Turret is not really what you’d think of as a “gaming” keyboard. It’s essentially the same kind of flat chiclet keyboard you’d find on a MacBook laptop, with a bit more spring to each key press. It works well and will be more than enough for those not looking to play fast-paced games on it, but it was a little bit of a problem when I tried to play Overwatch or Warframe. The flatness of the keys and the lapboard overall meant I had to twist my hand slightly to hit a certain combinations of keys, like pressing Q while keeping my fingers on WASD. It wasn’t terrible, but it was noticeably more difficult than using a full-sized keyboard.

The mouse that comes with the Turret is another bit that will work fine for some and not at all for others. It’s a nice shape, ambidextrous with two buttons on either side, and a good amount of weight to it, but it’s so small that it physically hurt my hand to use. I am personally used to palming larger mice, and the Turret mouse seems to be more suited for gamers partial to using the “claw grip” with nothing but their fingertips touching it. It's a stubby mouse. But its size does pair nicely with the mousepad, and it’s very slightly magnetized to it so it won’t slip off.

The mousepad area is a smoother finish than the Sova and Lapdog and is significantly smaller, measuring roughly 7.5” wide by 4.5” tall, but it provided more than enough room to use with a higher sensitivity mouse and wrist motions. If you are accustomed to a lower DPI while using the whole pad with sweeping elbow motions, this isn’t the lapboard for you, but I never found myself wanting for more mouse space, even when playing shooters. That is until I finally abandoned the included mouse and plugged in a larger one, which is when I almost ran out of vertical space without even moving it! The left and right motions were fine, but top to bottom risked the edges of the mouse going off the pad.

So it’s tough say where the Razer Turretlands. It’s a fantastic small form factor lapboard for using a mouse and keyboard on the couch, but only if you are looking for some very specific things. I wouldn’t reach for the Turret to play FPSes or action games, but not having to fumble with wires coming out of a piece of plastic the size of a skateboard on my lap means I’d prefer it for slower games, or just generally using my PC. The Turret doesn’t provide a high-end gaming experience compared to its competitors, but it provides an ease of use and portability that they don’t come anywhere near.

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The Corsair Lapdog
Uses the fantastic Corsair K70 or K65 keyboard Left wrist rests on a sharp edge Very cumbersome and big Expensive, doesn't include the keyboard or a mouse

The $120 Corsair Lapdogis the only lapboard on this list that doesn’t come with a keyboard or mouse. And seeing as it costs the same amount of money for what is essentially an empty tray, it’s hard to recommend for anybody who doesn’t already have the Corsair keyboard to go with it. And even then, the Lapdog can be inconvenient and uncomfortable to use.

Only two types of keyboards will fit in the Lapdog: The $130 Corsair K70 or its slightly smaller version, the $70 Corsair K65. Those are both great keyboards, but it means that if you don’t already have one, the Lapdog is at minimum $220 without a mouse—or you can buy the RGB version of either keyboard bundled with the Lapdog for $250. And if you are currently using a K70 or K65 on your desktop computer, it’s not easy to swap in and out of the Lapdog frame. I was hoping the keyboard might just snap into place, easily moving from desk to couch, but installing it instead required I unscrew six hex screws, put it in place, and then screw the panels back on. It’s not hard, but it is a process that impedes trying to use a single keyboard for both setups.

The curve of the Corsair Lapdog's removal pad, shown upside-down.

The inconveniences don’t stop there. The two extra USB ports on the right side of the Lapdog require a power cord be plugged into an outlet to function. The foam cushion on the bottom of the lapboard attaches with magnets so you can decide whether you want to use it or not, but the magnets are just a little too weak, making the two halves slide apart fairly easily when I tried to move or readjust it on my lap. The whole thing is uncompromising in its design—power to the USBs allows them to charge things faster, for example—which would be noble if it weren’t also so uncomfortable to use.

Unlike the Sova, the Lapdog doesn’t have any sort of wrist rest. The extra space created by the mousepad being taller than the keyboard was put above the keyboard instead of below it, which looks pretty, but ends up just being wasted space. Instead of being on a pad, my hand in the WASD position was resting on the slightly sharp metal edge of the Lapdog tray. It’s honestly surprising to me that anyone could have tried playing an FPS with their hand in that position and not seen it as a problem. Ironically, I actually had to take off the K65’s removable wrist rest to fit it into the Lapdog.

With all of those problems, it has to be said that the K65 and K70 are genuinely better keyboards than what’s built into the Sova. The mousepad areas are nearly identical materials, both a rough matte finish, but the Lapdog's is slightly larger. That bigger area and better keyboard was noticeably nicer to play on when trying Overwatch and other shooters—or it would have been, if the Lapdog frame wasn’t grinding into my hand the whole time. It’s a better high-end gaming product hamstrung by poor design.

The Corsair K65 keyboard unmounted from the Lapdog frame.

That larger mousepad and room for a numpad keyboard come at another cost, as the Lapdog is the biggest of the three options by a fair amount—both in length and thickness, thanks to that removable cushion. The cushion is very comfortable, with a bump in the center of it meant to sit between my legs. But I found myself wanting the lapboard to be a few inches to the right of center, so the bump wasn’t always in the right spot, It also meant I couldn’t set the lapboard down flat on my coffee table when I stood up, as it would sometimes tilt to one side and the mouse would slide off. I ended up finding the whole thing easier to use without the cushion, which then took up more space somewhere else in my living room.

If the Corsair Lapdoghad a wrist rest, it would be easy to recommend as a high-end option for people who don’t mind all the little annoyances if it means getting closer to a desktop setup on their couch. But as it stands, those annoyances are hard to ignore when coupled with less-than-ideal usability. I wouldn't recommend the Lapdog to anyone over the Sova or the Turret.

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Further testing

Whether you’re more into FPSes or puzzle games may influence which lapboard is best suited to your gaming needs. But what I can say with full confidence is that any of the three options above are better than a keyboard on your lap and a mousepad on the sofa cushion next to you, and they’re almost definitely better than the cheap wireless keyboards with built-in touchpads you may have seen.

I’ve used the $27 Microsoft Wireless All-In-One Media Keyboardand the $31 Logitech Wireless Touch Keyboard K400, and while both are fine for general computer use, neither is meant for gaming. For starters, neither has a dedicated area for a mouse, and using a touchpad for most games is a form of self-flagellation no one deserves. The keys on both keyboards are flat and squishy, significantly less responsive than that of the Razer Turret. The only thing they have going for them is that that they are significantly cheaper, but know that you get what you pay for—or in this case, miss out on what you aren’t paying for.

As for other high end lapboards, no other PC gaming peripheral manufacturer has entered the race yet. It’s a brand new market for companies like Roccat, Corsair, and Razer, but I imagine others like Logitech or SteelSeries will follow suit if they see success. Also, unfortunately, those of us who use a mouse on the left side of the keyboard are completely out of luck, and we hope to see an ambidextrous option appear at some point. We’ll keep an eye out for any new lapboards that pop-up on the market and be sure to test them out as soon as we can.


How we test lapboards

Unlike testing a regular gaming keyboard, there are a lot of unique factors that go into judging a good lapboard. The quality of the keyboard and mousepad are important, along with the ever-present question of price, but I also looked at the comfort of the board on my legs and wrists—especially after longer periods of time. It’s also important to look at the ease of use, setup, and how much space the lapboard takes up in your living room when it’s not in use. There are factors beyond just gaming that are crucial to consider.

Quality:

As with all high-end gaming components, it must feel good to use. The responsiveness of each key press and quality of the mousepad are just as important as any other factor when comparing your options. It doesn’t matter if a lapboard is perfectly sculpted to fit on your lap if the keyboard feels like garbage to game on. And lapboards have more to get right (or wrong) as they are offering a keyboard and mousepad in one product.

Comfort:

Using a mouse and keyboard on a couch can be oddly uncomfortable. It puts your body in a very different position than it’s used at a desk, and a good lapboard has to either compensate for that, or be flexible enough to let you find the position best for you. If you’re going to be playing for a long time, the lapboard needs to be comfortable sitting on your legs and not hold your arms and wrists in a position that will strain you over time. Cushions, wrist rests, and being able to move around easily on your lap go a long way to letting you feel at ease while playing.

Ease of use:

In addition to being comfortable, a good lapboard has to be usable—both when you are and aren’t playing games. With the exception of the Razer Turret, these lapboards can be big and heavy, and where you put them when they aren’t in use isn’t something most people think about until they suddenly have a 2+ foot long keyboard tray taking over their coffee table. How easy cables are to manage and if you can get up to use the bathroom without throwing your setup into disarray make a real difference in how willing you’ll be to actually use your lapboard.

Price:

And, of course, cost is king. Luckily, all three options listed above are around the same price point which makes them easier to compare. As I said before, gaming-specific lapboards are a blossoming market, and currently there isn’t really a midrange option. You either go with a very cheap and poor keyboard with a touchpad, or need to hit the $150 mark to get something made with PC gamers in mind. So you might as well make sure your money is worth it and that the lapboard you choose comes with everything you need.

A note on affiliates: some of our stories, like this one, include affiliate links to stores like Amazon. These online stores share a small amount of revenue with us if you buy something through one of these links, which helps support our work evaluating PC components.

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Natural Selection 2 developer: “It’s the most moddable game ever.”

Making your own engine is no frivolous decision for a developer to make.

natural selection 2

Making your own engine is no frivolous decision for a developer to make. It's a guaranteed investment of years of your life. Already a year or two into creating Natural Selection 2, Unknown Worlds dropped Source in 2008 and began creating their own technology, a proprietary engine called Spark.

It's certainly prolonged development of Natural Selection 2, which was announced in October of 2006. But one of the payoffs to this, says Hugh Jeremy, Outreach Manager at the studio, is that Unknown Worlds has produced what he believes is one of the most open and moddable games ever.

“I'm definitely not saying 'Source is not moddable,'” he says.

“Right, of course. That would be crazy,” I say.

Hugh Jeremy: “We came from modding and we want to stay true to modding. We don't believe we're the best game developers in the world, we believe that somewhere out there there might be someone who can create twice as good a game, just like CS for Half-Life or Team Fortress. Other engines, while undoubtedly moddable, don't just provide you with the whole game's source code, accessible right there.”

PCG: Sure, in a lot of cases, developers are like...you'll talk to Bethesdafor example, and they're like “Well, we want to release our tools, but they're all built around this intricate internal pipeline...we might do it in six months.”

HJ: I mean, we're not trying to pretend that they're really easy to use.

PCG: Sure. They're not a consumer product.

HJ: They do break. We have, for example, a cinematic editor as well that ships with the game. So maybe you wanna make a movie an Onoscomes in and slams the ground and kills someone. You can do that with our cinematic editor and that's actually the tool we use to create all our trailers. But, you know, it crashes. And it has these really odd things you have to learn to workaround because we just don't have time to improve it. We work around those problems in the office.

PCG: Do you think Spark is more open than Unreal 3?

HJ: It's the most moddable game ever. And it's because the engine itself is written in C++ to be fast to render lights fast and for fast networking, but the game on top is written in a scripting language called Lua, which means it's extremely accessible even to a very base programmer. So effectively we provide the engine as a box that allows you to express your creativity through the scripting language Lua. The entire game's source code ships with the game, so you could either rip all that game code off and put your own game code in or you could modify it, maybe you want a different type of rifle, maybe you don't like the fact that there's an Onos and you take the Onos out, and you remove hives, you do something, you can do any of that. And all the tools also ship with the game, the map editor and the Lua debugger that we use to code the game, the animation rigger that we use, all of that comes with the game.

Natural Selection 2is available for pre-sale now. $35 grants immediate access to the beta on Steam.

Spelunky update aims to capitalize on speedrunning community

Derek Yu's Spelunky has remained a consistently popular game on streaming websites like Twitch since it launched last year, thanks in part to speedrunners broadcasting their best runs.

Now the developer is adding speedrunning options to the game, in a bid to capitalize on its popularity with the speedrunning community.

An upcoming content patch will add a new "pro" HUD to the game, essentially shrinking down the various items and scores that litter the edges of the screen, and making them less intrusive.

It'll also be possible to display your current time in the corner of the screen, while the option to force your character to always run, rather than walking by default, will be available.

The above video shows YouTuber BaerTaffy taking the new closed beta features for a spin.

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Our Verdict
A charming space sandbox that will keep you busy and entertained for hours.

I’m traveling through the galaxy in a spaceship with a pig, a couple of aliens, and two heavily armed mercenary penguins. I myself am a robot—named Robot Baratheon—and I’m playing Für Eliseon an electric guitar I stole from a massive library I found at the bottom of an ocean as we travel to a forest planet to find cotton so I can craft a teddy bear to give to an actual bear.

None of the above is particularly unusual in Starbound, the 2D space-based exploration and crafting sandbox from developer Chucklefish. What begins as a quest to save the universe from an ancient evil quickly devolves into a fun and charming rabbit hole of tasks and to-do lists, some official but many more personal. Yes, you need to upgrade your armor so you can defeat a quest boss who bombards you from a flying saucer, but if you tire of digging for titanium ore you can instead spend hours carefully decorating your starship with furniture and wall-hangings you stole from a bipedal alien frog’s swamp-house. It’s up to you how to spend your time, and Starbound is very easy to spend lots of time in.


Dig it

Like Minecraft or Terraria, the pixelated sandbox of Starbound involves plenty of mining, gathering of resources, inventory management, buying, selling, farming, stealing, and crafting. There’s a massive and sprawling universe out there filled with planets to visit: some green and leafy, some arid and sandy, some mostly covered in ocean, some radioactive, swimming in lava, or covered in ice. There’s plenty to discover: colonies of friendly aliens living on the surface, forgotten civilizations hidden underground, flying pirate ships, indestructible ghosts, even tiny neighborhoods of gnomes guarded by patrolling robots. Not every planet is interesting, but enough of them are to make exploration worthwhile and fun, and occasionally surprising.

As you travel, explore, and gather, you begin to upgrade just about everything in the game. Craft better armor, improve your mining tool’s range and power, unlock new tech that allows you to double-jump or turn yourself into a spiked rolling ball, and create protective suit modules that let you visit planets cloaked in radiation and deadly temperatures, which give you access to new resources you can use to build and upgrade even more. Even your crafting tables themselves can be upgraded to allow you access to newer and better gear. Very little of this progression is explained in-game, so if it’s your first time playing you’ll probably be visiting wikis and forums as regularly as you visit new planets.

There’s a main storyline that will send you hunting through the galaxy, searching for hidden civilizations and ancient relics, and battling through some visually interesting levels and difficult, powerful bosses. Side quests are mostly of the forgettable, radiant variety: fetch me this, deliver me that, craft me X amount of Y, find my idiot friend who has the ability to teleport yet somehow can’t escape from a shallow puddle of water without your help—but they’re typically easy and result in winning the favor of NPCs who can be recruited as your crew. As your crew grows, you can begin expanding your starter ship, though unlike the houses you can craft from scratch, most of the customization of your ship is limited to cosmetic decorations.

Starbound has three modes: casual (dying is barely an inconvenience), survival (you drop items upon death and need to eat), and permadeath. There’s also co-op, so you can play alongside friends either on a dedicated server or simply by joining their game through your Steam list. I tried a bit with Tyler through Steam. It was good fun, it worked very well, and I hope to play more.


Hacky slash

There’s a pleasing variety of weapons including swords, axes, guns, grenade launchers, darts, bows, rocket launchers, and bombs. Some weapons even have special powers, such as my current favorite, a two-handed broadsword which has a blink explosion ability. If an enemy gets in my face, I blip away leaving only a big boom in my place. It’s an adorable yet deadly finishing move.

Thing is, with the exception of boss fights in quest missions, there just aren't many interesting things to do with these neat weapons, and combat is both the most common activity and the weakest element in Starbound. Most planets are crowded with alien creatures, and while exploring and mining you constantly come into contact with them—and nearly all of them attack on sight. While most aren’t hard to handle, you still have to stop what you’re doing and deal with them in a very simple and repetitive hack-and-slash (or point-and-shoot) fashion. Combat is rarely much fun or even challenging, it’s just a series of tiresome interruptions, especially if you actually have some specific goals in mind and aren’t just aimlessly exploring.

Though the combat is lacking, and I’d wish for more ship customization options and fewer wiki trips, Starbound is otherwise a great pleasure, full of verve and laden with seemingly endless diversions and self-directed projects that you can lose yourself in for hours or days at a time.

The Verdict

Starbound

A charming space sandbox that will keep you busy and entertained for hours.

ABOUT THE AUTHOR The first PC game Chris owned was Choplifter in 1982, and since then our staff writer has played at least three other games. He has a love/hate relationship with Early Access survival games and an odd fascination with the lives of NPCs.

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Gabe Newell: Valve is building a new Source engine

According to a new video, Valve is indeed working on a new iteration of their Source engine, which supports references to "Source 2 engine" found in the Source Filmmaker app earlier this year .

Last week members of 4chan.org's video game community visited Valve headquarters to wish Gabe Newell a happy birthday. During a conversation, committed to video and embedded below, Newell is questioned on the existence of Source 2.

"We've been working on new engine stuff for a while," he reportedly said. "We've just been waiting for a game to roll it out with." When asked whether it was simply a makeover for the existing Source engine or a totally new engine, Newell reportedly responded "yeah" to the latter.

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Our Verdict
With no single-GPU AMD competition, Nvidia's GTX Titan X is simply the most efficient and most elegant 4K gaming card around.

Got some spare cash burning a sizable hole in your pocket? That's lucky, because Nvidia's latest supercomputer graphics card has just arrived. This time, it's got an X tacked onto to the end. You know. For extreme .

Nvidia’s Titan range of graphics cards have always been more about psychology than practical gaming. They’re top-of-the-line GPUs designed to be objects of desire, not something every PC gamer is necessarily going to be in a rush to order. The Titan X is another ‘ultra-enthusiast’ GPU, with a crazy-high, $999 price tag and an Nvidia assertion that it’s “an extremely high-end graphics card that probably won't appeal to those who are price conscious.” The psychology is in creating something that practically all gamers will want, but few can afford.

And those that can’t? Well, they’ll just look a little further down the product stack and choose a card with essentially the same DNA.

With the GTX Titan X, Nvidia is not messing around with that DNA, and it's not waiting for AMD to get around to finally releasing their competing range of new GPUs either. Nvidia has unleashed the full power of the Maxwell GPU architecture in this latest Titan. Rocking a brand new GPU, the GM 200, the GTX Titan X is the pinnacle of their latest graphics tech. But Nvidia is also heralding the GTX Titan X as the ultimate PC gamer’s graphics card—one that will blaze through today’s games at top 4K settings and still be capable of doing so a couple of years down the line.

Does it succeed? Well, the Titan X is indisputably the new single-GPU champion, but even this $999 extreme Titan can't quite handle 4K, 60 fps gaming on ultra settings by its lonesome.


The core of it all

There’s no messing around with the latest Maxwell core. Right off the bat Nvidia is delivering the complete GM 200 chip. There are no SMMs left in the factory, no CUDA cores shut down to boost yields and no shenanigans on the memory side. We’re promised it’s a full 12GB graphics card, not a 10+2GB one.

And there’s no reason why it shouldn’t be. The Maxwell architecture is a mature one, having started life in the GTX 750 Ti, back when the Titan Black was being unveiled, and so is the 28nm production process the chips are being manufactured with. That means yields out of the factories should be excellent, and means Nvidia ought to be able to produce as many of these full GM 200 cores as they like.

Inside that matte black aluminium shell is a GPU with a full eight billion transistors. That’s almost three billion more than the GTX 980, nearly two billion more than the Hawaii XTcore at the top of AMD’s current tech tree and around a billion more than the original Kepler-based Titans.

Because it’s still running on the same production process as the previous Kepler generation that does mean its also a bigger slice of silicon too. The chunky GK110 GPU ran to around 561mm2 while the GM 200 is some 601mm2.

It’s hands-down the biggest gaming GPU around, in many different ways.

GeForce GTX Titan X bare

Inside that chunky chip are 24 streaming microprocessors (SMM) in six graphics processing clusters (GPC). With the Maxwell design running to 128 CUDA cores in each SMM that makes for a grand total of 3,072 cores in the GTX Titan X. Completing the core configuration are 192 texture units and 96 ROPS.

That’s a whole heap of graphics processing power right there.

Nvidia have also doubled the size of the frame buffer compared to the previous Titancards, maxing out at 12GB GDDR5 memory, running across six 64-bit memory buses to deliver an aggregated 384-bit total memory bus.

That memory capacity might well look a little bit like big numbers for the sake of it, but we thought it would be a long time before the original Titan’s 6GB frame buffer was anywhere near fully utilised. Yet right now Shadow of Mordor is filling up around 5.7GB with the HD texture pack at Ultra 4K settings; we may only be a couple of years away from 12GB actually getting used. Right now, 12GB is more future-proofing than anything else.

What’s designed for the here and now is the speed at which the GM 200 is running inside the GTX Titan X. While the first Titan’s GK 110 GPU was clocked significantly lower than the GTX 680’s GK 104 chip, the GM 200 is coming out of the blocks with a 1GHz clockspeed. And, because we’re talking efficient Maxwell silicon here, this thing boosts way past that.

The somewhat conservative Nvidia estimate has it boosting to around 1,075MHz on average, but in my testing Bioshock Infinite’s inefficient engine was the only thing to bring it down to that level. Pretty much every other game in my testing suite was hovering around the 1,164MHz mark.

What does that all mean in terms of performance? Is the GTX Titan X the fastest graphics card on the planet?

Well, no.

It’s the fastest single GPU on the planet, but history always has a way of repeating itself and there is a faster card out there, one packing a pair of GPUs onto a single slice of PCB. Just like when the first GTX Titan was unleashed.


A Titan history lesson

Back in 2013, the first Titan followed Nvidia’s dual-GPU GTX 690, a card packing in two GK 104 GPUs and offering serious gaming frame rates. The inaugural Titan wasn’t quite able to deliver the same level of performance, but it wasn’t far off, packed in more video memory and was capable of running with less power all on a single graphics processor. That meant it wasn’t the fastest overall card, but made it a much smarter choice for us gamers because it meant you weren’t suffering at the vagaries of multi-GPU gaming.

And it’s almost an identical situation today with the GTX Titan X. Except the competing card doesn’t come from within Nvidia’s own stables, it’s AMD’s Radeon R9 295X2. At 4K settings the Radeon card really does have the edge when it comes to average framerates. Its pair of Hawaii GPUs and twin 4GB frame buffers means it can push past the GTX Titan X in most of our gaming benchmarks. It was the first card to really make a case for running games at max 4K settings on a single graphics card, and by those metrics it looks like the GTX Titan X can’t compete.

But average framerates are not the only metrics by which GPUs should be measured. The difference between the minimum and average framerates can be just as important in showing just how smooth an experience you’re going to get, and often the Nvidia GPU can boast significantly higher scores.

Battlefield 4 is a prime example. At 4K Ultra the Radeon R9 295X2 is running with an average FPS of 60 while the GTX Titan X is sitting at around 48FPS. The difference in the minimum frame rate, however, is considerable, with the AMD card down at 13FPS and the Nvidia at a much smoother 31FPS.

That’s also not taking into account the impact running a multi-GPU setup has on your gaming experience. In GPU intensive games like Shadow of Mordor the dual-GPU Radeon can suffer from quite severe frame time stuttering, while the GTX Titan X and its single GPU have showed no such issues in my testing.

Micro-stutter has long been the bane of both SLI and CrossFire gaming rigs, as has the somewhat lackadaisical approach some game developers have towards implementing multi-GPU compatibility in their games. Rome 2 and Company of Heroes 2 have been recent examples of long-winded problems, but there are also often day one problems with multi-GPU systems not getting decent experiences with the latest games.


Benchmarks

Our GPU test rig is a stock-clocked Intel Core i7-4770K on an Asus Maximus VI Hero Z97 motherboard with 8GB of Corsair Dominator 2,133MHz DDR3.

Titan X Heaven 1600p

Titan X Bioshock 1600

Titan X Grid 2 1600

Titan X Heaven 4K

Titan X Battlefield 4K

Titan X Metro Last Light 4K

Titan X Shadow of Mordor 4K

Titan X Heaven Overclock

Titan X Battlefield 4K overclock

Titan X Mordor 4K overclock

Titan X Metro 4K overclock

Titan X Battlefield 4 termp

Titan X Battlefield power draw

Average framerate is one thing, but a good overall experience is much more valuable.

I’d always, always recommend getting a good single GPU card over either a dual-GPU card or multiple graphics cards. Average frame rate is one thing, but being able to get a good overall experience every time you game is much more valuable, even if it is at a slightly slower rate. And that recommendation has not changed with the release of the GTX Titan X. I’d be much happier with that gaming monster in my rig than an R9 295X2.

But there are other reasons too, power draw being one of the most beguiling. The Maxwell architecture has shown itself to be one of the most efficient GPU designs ever, and the Titan X is drawing only around the same peak platform power as AMD’s Radeon R9 290X, a card which is much slower. The dual-GPU R9 295X2, by comparison, devours around twice the power the GTX Titan X is asking for. The performance per watt of this latest Maxwell marvel then is simply stunning.

The Titan X also doesn’t need to have a closed-loop water cooler strapped to its silicon to keep it from melting your motherboard into so much unusable slag. The cooling array on the GTX Titan X is largely unchanged from the one on the very first Titan.

It’s still rocking a large copper vapour chamber cooler atop the chip and an impressively quiet blower keeping the air running across it and the main components. It does still get rather toasty, topping out at 83 degrees as standard, but you never get the traditional ol’ Radeon roar. This all means you can now put together a startlingly powerful gaming machine in a seriously small form factor without needing a hefty case to cope with the cooling demands of a dual-GPU card.

There’s also that memory configuration of the latest Titan: at 12GB you get a frankly enormous single pool of video memory for your games to play with. The dual-GPU Radeon on the other hand has a pair of 4GB frame buffers, and under DirectX 11 that doesn’t equal a full 8GB. Times will change when DirectX 12 gets released and you can access any part of that combined GPU power. But that will still do nothing for the existing games and game engines that don’t have specific code paths put in place by diligent, PC-focused game developers.


Clock tweaks

There’s one other element I haven’t touched on yet: the overclocking performance of the GTX Titan X. When Nvidia announced to an intimate gathering of journos the Titan X was ‘designed for overclocking’ there were a few half smirks in the room. I’m pretty sure they said the same thing about the GTX 960 at launch.

While Nvidia did allow you to boost the clockspeed of you mid-range graphics card, no matter how much you overclocked the cut down GM 204 GPU, it still didn’t translate to any real tangible benefit in terms of gaming performance. There was also the fact the original Titan was running so close to the limits of its architecture, even specced as slow as it was, overclocking wasn’t really something the first version took too well.

I’m guessing those smirks have all vanished now, because the Titan X is both able to buff its clocks considerably and have that make a genuine difference to gaming performance. In fact with my reference sample having its base clock boosted up to around 1,400MHz and the memory to around 3,900MHz, I had all but closed the gap between it and the dual-GPU Radeon R9 295X2.

Battlefield 4 was running 4K Ultra at 55FPS and never dropped below 34FPS. In Shadow of Mordor the Titan X was coasting along at 56FPS, never dipping below 42FPS. This is 3840 x 2160, Ultra settings, full HD texture pack and 5.7GB VRAM load territory here, and it’s barely breaking a sweat.

Seriously, even at that high an overclock, the GPU was still only pushed another 3ºC above its reference state. The fan did have to hit 55% to maintain at 86ºC during operation, and that does make it more noticeable acoustically during play, but the pitch of the cooler is well targeted enough that it’s certainly never ear-piercing.

You won't find manufacturers strapping their own third-party coolers to the Titan X, however. It’s another reference-only design, so matte black is the only style you’ll find on the shelves. That was the same with the original Titans though you did find some enterprising folk, such as Gigabyte, selling Titans in reference form with additional Gigabyte cooling arrays in the packaging for the DIY faithful. And that homebrew crowd isn’t something Nvidia is necessarily discouraging. They are already working with manufacturers to put together bespoke water blocks for the Titan X so you can strap it into your custom cooling loop should you so desire.

Nvidia GTX Titan X top


Final reckoning

So, should you buy one? Honestly, that’s probably not a question I can reasonably answer. How much cash can you genuinely afford to drop on a single component for your gaming rig? You should definitely want one, but given the seriously high $999 price tag it’s going to be out of the reach of a good many of us PC gamers. But it is the top graphics card as of today, packing both the most advanced and the most efficient top-end GPU around.

Sure, you could get higher average frame rates with the dual-GPU Radeon, but your overall experience is likely to be far smoother and less fraught with the traditional multi-GPU woes associated with either CrossFire or SLI.

And make no mistake: the Titan X isn’t going to be the only card Nvidia releases using the GM 200 GPU. The chances of them not producing a more affordable GeForce GTX 980 Ti with the top Maxwell GPU are practically zero. We’re still waiting on AMD to release their Fiji GPU, the silicon set to power the upcoming Radeon R9 390X. That card likely won't appear until the summer, along with its high-bandwidth stacked memory and massive Graphics Core Next GPU.

I wouldn’t be at all surprised to see a July/August release of a GTX 980 Ti once Nvidia is sure it can counter the new AMD card. And that’s going to be priced far more competitively, which is something Nvidia doesn't have to do with the super-expensive Titan X—it simply has no single-GPU competition at all.

If you’re looking to put together the fastest, money-no-object gaming PC today then this is the card to drop into your rig. Especially if you want a small, super-powered, efficient machine.

The Verdict

Nvidia GeForce GTX Titan X

With no single-GPU AMD competition, Nvidia's GTX Titan X is simply the most efficient and most elegant 4K gaming card around.

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Our Verdict
No polish or refinement, just lots of giant ants and plenty of ways to kill them.

No polish or refinement, just lots of giant ants and plenty of ways to kill them. Ridiculously fun at its best, which it frequently is.

Games often attempt to obscure their limitations. To effortlessly guide you through a level as if you'd chosen to follow the linear path. To hide the bugs and idiosyncrasies that would draw you out of the action. To immerse you in the world they've created. Despite all this – maybe because of all this – I find it incredibly endearing when the limitations conspire to undermine the pretense. It's a moment I like to celebrate by cheerfully shouting "Videogames!" at the screen.

EDF is very videogames. Its name – Earth Defense Force 4.1: The Shadow of New Despair – is about as videogames as you get. The action is unabashedly non-immersive, to the point that it feels like a celebration of raw videogame artifice and jank. Even the plot is peak videogames. Giant insects threaten the Earth. You, as a member of the Earth Defense Force, must shoot them.

It's the sort of game where you perform constant diagonal dodge rolls because it's slightly faster than walking. Or where you frequently ragdoll a block down the street because a friendly NPC walked in front of your rocket launcher. It's as if EDF's developers are working hard to stop it being thought of as anything more than a videogame – a commentary on the worthiness of compulsive loops and schlocky presentation. That intent (or lack of it) doesn't matter, because it does work and is fun. Sometimes that's enough. This is not the Dark Souls of anything, and I'm grateful for it.

"Videogames!"

Before each of the around 90 missions, you choose one of four classes. Ranger is the most basic, with an arsenal of guns and the ability to heal NPC troops. Or there's the Wing Diver, a jetpack-and-plasma-welding airborne trooper with no leg or boob armour ("Videogames!"). The other two classes are more of an acquired taste: the powerful Fencer is heavily armed, but slow and unwieldy; the Air Raider calls down airstrikes and vehicles, so is more suited for co-op play.

This is not the Dark Souls of anything, and I'm grateful for it.

Each mission takes place in an open level – usually a city, but sometimes a tunnel, beach or big field. Into that setting pours giant insects – usually ants, but sometimes spiders. (You're correct, spiders aren't insects. Remember: "videogames!") Later, there are robots. Later still, the ants are red. Your mission, always, is to kill the things. It's possible to hurt friendly NPCs through friendly fire, but it doesn't matter if you do. It's possible to completely destroy the surrounding area with your more powerful weapons, but you're never admonished or penalised. If you kill the bad things, you win. It's rarely more complicated than that.

Often it's worth touring the map, working towards the NPCs. Get close to a team leader, and the squad will fall in under your command. The AI is laughable, but it's good to have the additional firepower and, to be blunt, a few expendable bodies to distract the enemy. It's hard to feel bad about their deaths, because at no point does the game depict them as real, believable characters.

NPC #1: "Why fight if you know you're going to die?"

NPC #2: "I did it before I knew it."

All NPCs: "EDF! EDF! EDF!"

The action runs at 60 frames per second, and I haven't encountered any bugs. Mouse and keyboard support works well in missions, but is more fiddly in menus. There are few graphics settings – anti-aliasing is relegated to a binary yes or no, and more granular settings involve disabling shadows and, er, that's it. Moreover, EDF is clearly a descendant of the Playstation 2 era of design. It looks better than any PS2 game did, and can handle many more giant insects on screen, but the aesthetic looks out of place in this decade. It's also incredibly shonky, as the swarms of ants clip through each other, or spasmodically dance around any lampost or building they've decided to climb.

And yet, the flaws become easy to ignore when you're in the thick of it. The weapons feel powerful and explosive, and can be improved by grabbing pickups dropped by dead insects. This loot system ties into the core nicely. If you want the rewards, you're encouraged to constantly push into the throng to collect them as you go. EDF offers that same compulsive progression as a good ARPG: killing things feels good, leads to better weapons, leads to more good killing. It's generous, too. Harder difficulties promise improved weapons, of which each class has their own unique set. It's base and simplistic, sure, but that's exactly why it works.

I could do the safe thing, and give Earth Defense Force 4.1 a score in the 60s. I'd use this concluding paragraph to implore people try it anyway, all the while insulating myself from the criticism of anyone who hates it. Some people will hate EDF, and they're not incorrect. If you value polish and presentation, EDF offers neither. A well told story? Surprising, engaging setpieces? Even dialogue that doesn't resemble a malfunctioning AI chatbot? You won't find them here. Maybe you just want your new, £30 game to feel like it was made in this decade. These are not unreasonable requests.

Here's the problem with doing the safe thing: I really like EDF, despite its many quirks and limitations. I apologise in advance if you don't.

The Verdict

Earth Defense Force 4.1

No polish or refinement, just lots of giant ants and plenty of ways to kill them. Ridiculously fun at its best, which it frequently is.

ABOUT THE AUTHOR Phil has been PC gaming since the '90s, when RPGs had dice rolls and open world adventures were weird and French. Now he's the deputy editor of PC Gamer; commissioning features, filling magazine pages, and knowing where the apostrophe goes in '90s. He plays Scout in TF2, and isn't even ashamed.

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Valve on Source 2: "We just update Source - not replace it"

For an engine that feels like it's been around for half of my life, Valve's Half-Life-2-powering Source Engine could be doing a whole hell of a lot worse.

Counter Strike Global Offensive scopin

For an engine that feels like it's been around for half of my life, Valve's Half-Life-2-powering Source Engine could be doing a whole hell of a lot worse. Even so, the likes of Portal 2 and Counter-Strike: Global Offensive probably aren't pushing your PC to take up a part-time job as a very large, angular stove top.

Point being, Source is past its prime, and gamers want to see what magical crowbar-rendering tech Valve can pull out of its hat next. According to Chet Faliszek, however, Valve's in no rush to make another big leap any time soon.

"[We] just update [Source] - not just replace it," he told GamingLives. "At some point we may say there's Source 2 or whatever, but really for us there's been a pretty easy way to keep it and understanding the tools. When you replace an engine, you're replacing the tools and the way that people work, there's an expense in man hours and people learning and people getting up on it right."

Well, at least you still have a nice early 2012 CSGO release date to take the edge off, right? OK, I apologize. I just used my rhetorical questioning powers for evil. Faliszek continued:

"The beta will tell us [when it's launching]. We're seeing that now with the Cold Stream DLC from Left 4 Dead 2, people are mad it's taking so long. But when you get feedback from the community, you can't just make a change and say it's fixed. You have to change it and let people adapt to playing with that change, and then base your next work off that."

Which is, admittedly, a bummer. Honestly, though, I'll still take "Slow and steady wins the race" over "Hey, look, some wolves! Let's throw RAGE to them" any day of the week. Maybe I'm old-fashioned, but isn't "when it's done" supposed to imply that the final release is, you know, done ?

Oculus Rift pre-orders begin January 6

The promise of a finished Oculus Rift will be available for purchase at 8AM PST on Wednesday, January 6.

Oculus Rift consumer version

at 8AM PST on Wednesday, January 6. That's when pre-orders for the consumer version begin. That's also when "everything you need to know to order your Rift" will be revealed, which presumably includes the small matter of the price. The recommended hardware specs were revealed back in May.

At 6PM on the day, Rift CEO Palmer Luckey will take to Reddit for an AMA to resolve any lingering questions (and, I'll wager, to explain why the Oculus site crashed).

As I've reported before, all headsets will be bundled with EVE Valkyrieand foxy platformer Lucky's Tale, which Wes described as being a defining use of the new technology.

Update: Palmer Luckey has added some details to this story on Twitter, saying that there's no chanceof the headsets "selling out," but that pre-ordering a Riftreserves you a spot for a Touch controllerpre-order. Luckey alsorefers to the Rift price as "subsidized."

Garry's Mod sells one million copies

Back in 2004, Garry's Mod turned Valve's Source Engine into a toybox.

Garrys Mod one million

Back in 2004, Garry's Mod turned Valve's Source Engine into a toybox. Its intuitive UI, straightforward controls and building tools removed the programming barriers needed to be creative with Source. Since then, hundreds of thousands of people have used the mod to attach rockets to the G-Man's head, build a giant robots or mess around with the physics system. The community has created hundreds of new game modes, mods and machinima using the tools.

Today, developer Garry Newman posts on his his siteto announce that Garry's Mod has now sold more than a million copies since its launch on Steam in 2007.

"This is a pretty big deal for me considering this all started off as a tiny tiny modification about 6 years ago," writes Garry. "This is more than I could have ever expected or wished for!"

"Even though my name is on the Mod there are a lot of people that have helped out over the years – and GMod wouldn't be where it is now without them. Particularly Valve & Steam – which made Garry's Mod technically feasible"

Garry's Mod is available to buy on Steamnow for £6 / $10. Garry's Mod 9, an older version with less features, can be downloaded from Steamfor free.

Source Engine is "long in the tooth," say Epic, pitches Unreal to indie devs

Yesterday, Epic rounded off the two day Unreal University event in London, offering a day of free seminars to students and enthusiasts looking to make new games using the free Unreal Development Kit.

Unreal Engine

Yesterday, Epic rounded off the two day Unreal University event in London, offering a day of free seminars to students and enthusiasts looking to make new games using the free Unreal Development Kit. We sat down with with technical artist and level designer Alan Willard and Epic's European territory manager, Mike Gamble for a chat about the popularity of the UDK among fledgeling developers, and how it stacks up against popular competitors like Valve's Source SDK. Their verdict: Source is "long in the tooth."

Why would an indie developer use the Unreal Development Kit, and not Source? "Because it's current, right up to now," says Gamble. "It's DX11 if you want it. It's what we built Gears with. Source is a little long in tooth, isn't it? There's a lot of modding done with Source, but I think you'll find a lot more original content made with the UDK."

The Unreal Development Kit has been free to download since late 2009. It offers users a full suite of programming, level editing and movie making tools. Earlier this year, Epic hiked the capon the amount a developer could make from a game before having to pay Epic a license, easing the pressure on new developers and encouraging more to consider the UDK as a viable option. Still, the number of mods and levels made in Source each month heavily outnumbers those created using Epic's tools. But why?

"Valve has a history of buying mods. I think that's somewhat attractive to people," says Willard. "It's like "hey, maybe if I make a really good mod Valve will buy." It's where Portal came from, it's where Counter-Strike came from, Team Fortress. Counter-Strike was a HUGE mod. It was hugely popular, a lot of people played it, so people are going to be attracted to making a mod for it."

Gamble says that while there may be fewer Unreal Engine mods, their community is more focused on coming up with brand new releases. "Our community is building games. There's IOS games, there's PC games. Things like Hawken. That's a real poster child for us."

The Unreal Development Kit is available now as a free download from UDK.com. There's a wealth of advice with tutorials on how to use the kit on the Unreal Development Networksite.

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