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Puzzle Quest 2 mixes pretty colours and RPG-style character progression, and lets you match gems and snag delicious loot.

A robed sorceress meets eyes with an Orc warlord. The mage raises her enchanted staff to meet him, and the mighty titans clash at the height of their fame and glory, turning their weapons forward...to quietly sit down and match gems.

Puzzle Quest 2 is more than medieval tic-tac-toe. Infinite Interactive has not only refined the original's gameplay (one of gaming's most addictive drugs), they've created an elaborate scheme to lure you into becoming a pure slave to color matching, temping you with constant rewards.

The shift to a dungeon-crawler presentation, however, wonderfully eases the repetition of gem-matching. You guide your character from an isometric perspective, moving within a many-roomed, many-leveled frozen castle, wading through tons of attractive, original art (as opposed to the gaudy, repetitive map you might expect) between games, creating an intrinsic reward for exploring.

On the game board, PQ2 stuffs steady complexity and strategy into the turn-based template: a range of spells—both yours and your enemies'—make you think purposefully about your moves. By the second chapter, you're manipulating the board beyond recognition—twisting tiles, replacing rows and setting up double-multipliers to deal damage to your opponent.

I'm almost embarrassed by the sense of drama I felt from such an outwardly modest game. At times I'd hold my breath, hoping the AI wouldn't match a crucial four-in-a-row that'd net it an extra turn. Minibosses, such as a yeti that I faced early on, mix up the rules so that I was always revising my strategy. Blue matches healed him, red ones damaged him. Suddenly my go-to spell that redirects damage to my blue mana pool was worthless—I had to improvise and come up with a new strategy that relied heavily on my red mana pool to defeat him.

There's also multiplayer: four competitive modes, and friends or anonymous jewel rearrangers can even play as enemies in your campaign, in case you tire of the AI's tricks.

If there's a tedious downside to PQ2, it's that its minigames aren't escapes from the “match three” mechanic of the main gameplay. Locked doors, treasure chests, magical seals and hidden traps encountered along your journey are all dealt with by matching more mixed-up icons.

But that's what we're here for, right? PQ2 is brain-tickling puzzling in a fantasy wrapper. It runs perfectly in a window while you're doing something else on your PC; attend to it in free moments to rack up loot, levels, new spells and satisfaction.

The Verdict

Puzzle Quest 2

Puzzle Quest 2 mixes pretty colours and RPG-style character progression, and lets you match gems and snag delicious loot.

ABOUT THE AUTHOR Raised by a Team Fortress Classic clan, Evan can only communicate using multiplayer FPS jargon, sort of like that Star Trek: TNG " Darmok" episode. 2fort, when the walls fell...

We recommend By Zergnet

OpenCritic review aggregator launches as a Metacritic alternative

A new review aggregation site, OpenCritic , launched today, promising a dedication to transparency and customization.

OpenCritic

, launched today, promising a dedication to transparency and customization. Though Metacriticisn't mentioned in OpenCritic's launch-day press release, the site seems to have been designed from the ground up to address the gaming world's complaints with Metacritic's domination of review aggregation.

“Gamers, critics, and developers alike have made clear their desires for a more industry-focused review aggregator,” OpenCritic founder, and Riot Games product manager, Matthew Enthoven wrote in a press release. “We hope to meet those desires by giving consumers personalized scores; humanizing the critics behind the reviews; and celebrating the games that the industry’s passionate developers have worked so hard to create.”

Aggregated scores have become so important to the industry that developer's bonuses are sometimes tied to Metacritic, and the user reviews sections have seen developer interferenceand mob justice. The Metacritic algorithm that combines scores is weighted to count some outlets more heavily than others—it's also a secret. OpenCritic seeks to do away with all that, offering a simple average of all numerical critic scores, and including the author's name on reviews. Users can build a custom score page selecting only from publications they trust.

Metacritic's influence in the games industry has been a controversial topic, and Enthoven's new project could become an interesting alternative. Though if it were to usurp Metacritic, there's nothing to say that OpenCritic wouldn't also become the same quality benchmark for publishers, albeit without all the mystery of a secret weighting system.

Elemental dev: "Metacritic score of 56 means it gives you cancer"

Brad Wardell, president of Stardock, has revealed at GDC how Metracritic has a profound impact on developers.

Brad Wardell, president of Stardock, has revealed at GDC how Metracritic has a profound impact on developers. Talking about the companies less-than-well-recieved title Elemental: War of Magic, he stated that the game achieved a “Metacritic score of 56. 56 means it gives you cancer."

Elemental didn't quite get the reception Wardell had hoped, with mediocre reviews and a poor response from players. "I had people telling me I should die of cancer," revealed Wardell.

What we want to see from the next Deus Ex

Deus Ex: Human Defiance was trademarked by Square Enix recently, sparking speculation that a follow up to Human Revolution may be brewing deep in Eidos Montreal's fanciest limb clinics.

recently, sparking speculation that a follow up to Human Revolution may be brewing deep in Eidos Montreal's fanciest limb clinics. Human Revolution was a faithful recreation of the original shot through a cool, edgy black and gold cyber-renaissance lens. It was a successful modernisation of a PC gaming classic that made our Tom Francis very happy indeed (find out why in our Deus Ex: Human Revolution review). But, like the man who's just received a pair of awesome bionic arms and can't help but complain, we're never entirely happy, so we got our heads together and formed a list of things we'd like to see from the next Deus Ex.

Will you agree? There's only one way to find out, and that's to hack our brainshave a read and see.


Bosses like the Missing Link

Eidos Montreal have already figured out how to make a great boss fight in a Deus Ex game, and they did it: just the once. The final bad guy in the Missing Link DLC is just a guy. The challenge is all in getting to him: he's in an office at the back of a large hangar crawling with powerful guards and security systems. But if you can get past them, there's nothing to stop you just knocking out the final boss in a single punch. There's nothing to stop you tazering him, chucking a gas grenade into his office, or anything else that works on normal enemies. There's even a way to steal his awesome custom revolver before the final confrontation, leaving him with a crappy standard issue one when you fight him. More of that, please!


Better living cities

Though most of the action in DXHR takes place after hours, and the streets have a certain appropriate sparseness, the hubs did occasionally feel a little too hokey and static. Detroit is supposedly decimated by riots - but they all happen off-stage. The odd moving car or clump of pedestrians going about their business would make the environments come alive.


New power resource

Why does one energy blip recharge after using a special ability, but the others you've spent valuable Praxis points on don't? Why does punching a man with your awesome blade arms instantly exhaust a blip? If you've managed to get that close to a guard, it shouldn't require a massive energy expenditure to take him down - the hard part is already done. A power resource mechanic that feels less arbitrarily restrictive would be a welcome.


Deeper hacking mechanics

For a fiction totally centered on the potential and threat of interconnectedness, the mechanics which reflected this in-game were spartan. The hacking mini-game was great, but it didn't describe the range and power of hacking in a way which gave you control over a swathe of disparate systems. If more things were hackable - perhaps even other people - and the things you could then do with them more varied, then it would better realise that fundamental of cyberpunk fiction.


Alternatives to air vents

Deus Ex has to give you multiple paths through every location - it wouldn't be Deus Ex, otherwise - but Human Revolution relied a little too heavily on air vents for its alternative routes. The act of crawling slowly through a narrow tunnel just isn't terribly interesting. You could punch through walls, but only in strictly defined zones. It'd be nice to play with more inventive augmentations like this, all designed to let you traverse the environment in unusual ways - cutting openings through bullet-proof glass with finger blades, or rappelling down walls to reach an open window, perhaps.


Better ending

Human Revolution, like the original Deus Ex, is guilty of suddenly locking you in a room at the end of the game and asking you which final cutscene you'd like to see. The options are interesting enough to create a fraught moral dilemma, but they're offered offered in such a contrived manner that it's hard to take the choice seriously. If the competing themes you're choosing to side with in the final moments have been foreshadowed throughout the game you might have more sense of the impact your choice will have on the world. However it's presented in the next Deus Ex, it shouldn't feel like a fire-and-forget button press.


More non-combat augmentations

The social augmentation was a surprisingly neat addition to Deus Ex' cyborg arsenal. It allowed you to read subconscious cues to better manipulate NPCs, and even release persuasive pheromones to nudge their opinions in the right direction. It felt like a novelty to use Jensen's cyborg powers outside of a combat scenario. It would be nice to see that more. Denton and Jensen are hard-hitting SWAT types, but there's no reason they can't use their augmentations to become great detectives, using new implants to read more of their environment than the ordinary human eye ever could.


Visible augmentations

Nothing hammers home the gruesome nature of your diminishing humanity better than a cyborg eyeball. In Human Revolution, all of Jensen's augmentations were implanted in one crazy intense game of Operation at the very beginning, and gradually turned on as the game went on. Imagine seeing those augmentations change your character. A Borg-esque eyeball would look a bit out of place given the slick Ghost in the Shell technological aesthetic Eidos Montreal's artists rolled with, but even subtle effects like a change in eye colour or the spidery web of faintly glowing electrodes would map your augmentation decisions onto your avatar and mark their journey from ordinary Joe into a paragon of transhumanism.


And also... You discover that your dog Kubrick wasn't really put down at all and is living on a farm. You can flick your futuristic shades on and off with the press of a button at any time. Stronger mirrors. Retractable knee chisels. In the next Deus Ex, you actually did ask for this. Datapads stream from the game onto tablets you own. When left idle Jensen produces a glass of whiskey and a cigarette and stares moodily into middle distance. Cancellation of idle animation causes Jensen to accidentally crush the glass and stare in horror at cold metal hands. Augmented horses.

And that's all from us for now, but what would YOU like from a new Deus Ex game?

BattleBlock Theater coming to PC, as revealed through an exaggeration-filled trailer

The new BattleBlock Theater trailer makes use of a novel and eye-catching innovation: lies.

The new BattleBlock Theater trailer makes use of a novel and eye-catching innovation: lies. Through these tall-tales, we learn how The Behemoth's action platformer supports a 1,000,000,000p resolution and has won every award for everything ever. Of all the "information" contained in the two minutes of outlandish claims, there is one piece that is verified fact. The game is coming to Steam.

BattleBlock TheatreTheater was previously exclusive to XBLA, but will soon be freed from Microsoft captivity to run wild on PC. That's good news, because the original version received some pretty glowingreviews. Its tone, humour and action should be instantly familiar to anyone who's played Behemoth's previous game, the excellent Castle Crashers.

The developers have lined up the following features for the PC release:

Weapon switching! Players can now switch between a primary and secondary weapon in game! New Cat Guard enemies throughout Story Mode. Steam Workshop integration for sharing user created levels. Steam Inventory integration for trading! This allows users to trade and sell weapons, prisoners, gems and yarn via Steam. X input, Direct Input, and Keyboard/Mouse support.

To prepare for release, a closed beta is planned. You can sign up for that through the BattleBlock Theater website.

For more details, check out this previous XBLA release trailer. It contains almost 100% less fibbing.

Face off: Should Dr. Boom be nerfed?

face off
Tom Marks, Assistant Editor
Tom Marks thinks that no one card should have all that power
Tim Clark, Global editor-in-chief
Tim Clark thinks Doc Boom should be allowed to keep shaking the room.

Best Hearthstone Legendaries Dr

In Face Off, PC Gamer writers go head to head over an issue affecting PC gaming. Today, Tim and Tom argue whether or not the insanely popular Hearthstone card Dr. Boom should be nerfed.

Tom Marks: YES. If a card can be put every deck, something is wrong with it.

Just to be clear, I am not a fan of the nerf bat being swung around all willy-nilly and am fully in favor of Blizzard balancing current cards by introducing new ones, but the good Doctor is a downright oppressive presence in the meta right now. It is in literally every deck, and what’s more, it works in every deck. Dr. Boom gives you a huge amount of board presence for a bafflingly low cost, but more importantly it’s a single card that is almost impossible to respond to without at least two of your own. It has single-handedly pushed Big Game Hunter into most decks, and BGH still leaves you with two Boom Bots to deal with. Even in a world where you are, for some reason, running Twisting Nether, the Boom Bot deathrattles hit you in the face for 2-8 damage. What other card demands that kind of attention on turn 7?

Tim Clark: NO. People are being babies. As usual.

Okay, I’m willing to make an early concession here (before delivering my own rapier-like counterthrust). Firstly, when high-level players are nick-naming your card Dr. Balanced and, erm, Dr. Cancer, then I suppose that indicates there might be an issue with its perception. But here’s the thing: High-level players are a lot like mid- and low-level players—aside from the being good at Hearthstone bit—insofar as they absolutely love to complain about cards. Here’s my prediction: even if Hearthstone lasts until the heat death of the universe, and Blizzard brings in a team of elite tightrope stilt-walkers to advise on balance, there will still be people complaining that whatever card is the ubiquitous pick du jour is OP and should be nerfed plz. You ask what card demands a response like Boom does. Well, for only one Mana more Rag has already done 8 damage to something before you even get a chance to respond. Admittedly BGH is less of a hard counter to Boom, but people are too obsessed with being able to answer every threat perfectly. Also, BGH only costs three mana. You’ll have another five to spend on sorting out those pesky IEDs. I actually think it’s to Boom’s credit that it promotes messy board states.

Tom: Oh boy, this might not be the best way to kick off an argument, but I completely agree that people like to complain. There will always be an “OP” card that everyone hates and should be printed on paper solely so we can actually burn it . This is a fact for most online games. That fact, however, does not mean Dr. Boom isn’t actually overpowered. It’s one thing when the masses cry foul, but it’s another when (as you said) pro players are casually referring to the card as imbalanced. A card to encourage messy board states isn't inherently unhealthy, but you can drop Dr. Boom with nearly any board state and it is almost never a bad play—a luxury Ragnaros does not have. While everyone loves a good YOLO-Rag, the requirements for playing Ragnaros beneficially are usually more nuanced. The requirements for playing Dr. Boom beneficially are that it’s after turn 6.

Tim: Well played, Tom. Very pithy. But you’ve fallen into my carefully-laid trap. The fact that Boom is good on almost any board is exactly what makes it such an important, but not necessarily overpowered, card. I submit to you, sir, that Hearthstone’s real balance problem is that it drastically lacks cards which can be played when you’re behind on board. As a Druid main, I lack effective board clear spells beyond Swipe and the risible 10-mana Poison Seeds/Starfall combo. So once I’m behind I pretty much know I’m cooked, barring Innervate shenanigans, and it’s an oppressive feeling. Boom gives players a way back into games that otherwise look lost, and I think that’s desperately needed. After all, how many of your favourite Hearthstone stories are about incredible comebacks? It’s not like just dropping Boom equals an insta-win, either. If you have two or three decent minions down, and I play the good doctor, you can still load up on more creatures and go face. You’re not obliged to trade. There are other cards which are pretty much always good to play too. Ancient of Lore and Fire Elemental, to name two, although they’re class specific. A more reasonable comparison would be with another neutral legendary: Sylvanas. She’s good when played while you're ahead, but even better when you’re behind. She’s an excellent card. It’s okay for there to be excellent cards.

Tom: Yes, and we can plainly see how desperately unplayed Druid is because of its lack of “play from behind” cards... Oh wait, it’s been the most consistently successful class since the game’s release. Your unhealthy obsession with Druid’s lack of hard removal aside, I will admit that come-from-behind plays make Hearthstone less of a snowball game and much more exciting to watch, but Dr. Boom gives you that benefit in a single, 7-mana card. The other examples you gave can definitely turn a game in your favor, but they still don’t represent anywhere near as large of a board impact as Boom makes. Sylvanas is an excellent card, but she isn’t always good. If you play Boom while I have minions, my options are trade my board and probably another card to clear him (and the boom bots still deal damage) or ignore him and go face at which point you will get a minimum of 11 damage from one 7 mana card. Sylvanas is peaches and cream compared to dealing with that. It’s definitely good to have excellent cards, but there needs to be a time when those cards aren’t so excellent.

GvG Hearthstone Boom Bot

Tim: I guess my point, as far as I still have one, is that I just don’t feel like Boom is having a deleterious effect on my enjoyment of Hearthstone. (I’m also hoping you’ll be dazzled by the word deleterious and let me win.) I mean, yes, there’s a case for saying Boom is, in a vaccum, the best value card in the game right now. But there will always be a best value card. You cannot have light without shade and all that jazz. But does it feel like it’s warping the majority of games I play in? No, not really. And that is probably due to its ubiquity. If the other guy plays Boom, oh well here comes mine too I guess. I just feel fine with it. And what I feel is what really matters here, as I think we’ve established now. But here’s another point: Leeroywasn’t nerfed because he was necessarily the most powerful card in the game. He was nerfed because the style of play he enabled—specifically the ludicrous combo finishes played from hand—was super enraging for your opponent. Likewise with Undertaker. It was just joyless to face. I don’t think that’s the case with Boom quite yet. Boom is love. Boom is life. (Actually Boom is mainly death, but you see where I’m driving with this.)

Tom: That’s a fair point, but a point spoken by someone who owns Dr. Boom. This was not the case for me until very recently, and I imagine it’s not the case for a large portion of players. Boom might not have a deleterious effect (did I use that right?) on the quality of each match, but it is affecting the deck building portion of Hearthstone. Currently, if you want to make a deck as good as it can be, you only have 29 cards to work with. Dr. Boom’s inclusion is necessitated or you risk being unable to go Boom for Boom with your opponent. Maybe I’m being a stick in the mud, but I find Dr. Boom’s concept is more fun on paper than when I see him in game, on either side of the board. He doesn’t need to be nerfed into oblivion, but his concept needs to be expressed better.

Tim: Express the concept better? Dr Boom isn’t an obscure piece of early Hungarian existentialism. And anyway, he’s not in every deck. I don’t use him in my Zoo build. And there’s that Kolento ramp Druid which doesn’t run any creatures with more than 6 attack, and… I mean, alright, okay, he’s in almost every deck, yes, that’s true. But the real problem here is the lack of good neutral 7-drops. What are you meant to put in there on curve? Baron Geddon maybe, if you’re running a heavy control deck, I guess. Troggzor hasn’t really taken off. Ravenholdt bloody Assassin? I don’t think so. The danger is that the whining is going to lead to one of the most interesting cards in the game being hamstrung and turned into the new Illidan Stormrage. Not on my watch, Tom. Not on my watch.

Tom: Brushing over the fact that deck’s with no minions over 6 attack exist because of BGH’s popularity, which is only the case because of Dr. Boom’s popularity… you are right about neutral 7 mana cards. It is a sad and desolate mana slot, which is ironic because it is home to some of the better class cards like Ancient of Lore and Archmage Antonidas. I believe a world exists where Dr. Boom is nerfed appropriately without changing his cost. It might be a hopeful world, but I have faith in Blizzard’s balance team. They’ve shown they can make card changes with a delicate touch in the past… except for Starving Buzzard. RIP in peace, my feathery prince.

Tim: In this fanciful ‘balanced Dr Boom’ world Neptulon becomes king and we all end up playing midrange Shaman. I hope you’ll be happy with your new fish overlord, Tom. I really do.

Tom: So, I won then?

Tim: Yep.

For more analysis on Hearthstone cards, read our list of the best legendaries .

Hearthstone Help: The most miraculous deck

Hello again Hearthstoners, today we're taking an in-depth look at one of the oldest and most innovative decks in Hearthstone: the Miracle Rogue.

This week, our resident decksmith Vincent Sariustakes a look at one of the most fun decks to play—and most irritating to come up against—the Miracle Rogue.

Hello again Hearthstoners, today we're taking an in-depth look at one of the oldest and most innovative decks in Hearthstone: the Miracle Rogue. Have you run into a Rogue that managed to draw its entire deck and kill you in a single turn while you sat furiously twiddling your thumbs? Congratulations, you've witnessed a Miracle, and it looks a little something like this.

That was pro player Amazfalling victim to the Mana Addictversion of Miracle Rogue. But before we get to how it works, first some backstory. The Rogue class has undergone significant change since Hearthstone was in beta. When I started playing in September 2013, Rogue was the second strongest class in the game—just behind Druid, which was absolutely broken. Eventually this led to its Hero Power, and a number of its cards– Defias Ringleader, Edwin VanCleefand Headcrack—being hit with the nerfhammer.

Subsequently, Rogue entered a long period of stagnancy. The class was actually still very strong, but players tend to flee from a recently nerfed class, as we've seen recently with Hunter in the wake of the Unleash The Hounds nerf. However, the Miracle Rogue deck has always enjoyed at least some play due to its unique style, perceived complexity and overall effectiveness. While not common lower down the ladder due to the considerable cost, it has always been common at the Legendary level on both the EU and NA servers, thanks to notable exponents of the deck, such as Kolentoand AtaK.

Miracle Rogue is also considered one the most viable decks in top level tournament play right now, as evidenced by the recent Deck Wars finale, in which most players had a Miracle variant, and the competition was ultimately won by Tempo Storm's Tidesoftime, who was running this list. So… What is Miracle Rogue?

It's a combo-based deck, which is very light on minions, but if it's allowed to 'set-up' can unleash a devastating 30+ damage on your Hero in a single turn using cards like Leeroy Jenkins, Shadowstep, Cold Blood, Preparation, and Eviscerate. In most CCGs these decks are often called 'degenerative', since they lead to a very uninteractive style of play, where it doesn't matter much what you draw if your opponent is able to collect their combo pieces. For that reason, there's a suspicion Blizzard may end up nerfing the stats of the Gadgetzan Auctioneer—which is the 'engine' the deck uses to trigger the miraculous card draw—but for now Miracle Rogue remains the most devastating combo deck in the game.

How does it work?

The primary concern when building a combo-based deck is making sure you can generate enough damage in a single turn to kill your opponent without having previously chipped away at their health. Miracle Rogue, at its most brilliant/annoying, can do 30 damage as early as turn eight—using Leeroy, two Shadowsteps, two Cold Bloods, Preparation, and an Eviscerate. Enough to kill any hero without armor or some other form of protection like Ice Block.

The other key concern is being able to regularly draw the cards needed for the combo. The beauty of the Miracle Rogue combo is that it's modular—meaning you can scale up through different versions of it, with the damage ranging from 10 to 30, which enables the deck to adapt to situational circumstances in games. The reason it works relatively consistently is that the deck has a very effective card draw engine. In Hearthstone, the two engines that see (or saw) play are Starving Buzzardand Gadgetzan Auctioneer.

Gadgetzan Auctioneer is the more potent of the two, because rather than relying on summoning beats it allows any spell to be turned into an extra card draw. Given that a spell like Shiv already causes a card draw, the opportunity to cycle cheaply through your deck is obvious. Most of Rogue's spells are also cheap, like Deadly Poison, or even free, like Backstab. Used correctly, the Auctioneer enables the Rogue player to draw an insane amount of cards in a single turn, thereby collecting the cards for the big combo. As a byproduct, the cycling also often clears the board, as you'll be playing Sapsand Backstabsas you go, again creating space for the lethal finisher.

How can I stop Miracle Rogues?

Most games against Miracle Rogue, when they aren't draw-screwed, lead to a predictable sequence of events. On turn five, a Gadgetzan Auctioneer will be played, followed by a Preparation and then a Conceal. This in itself cycles two cards, but more importantly, the Auctioneer is hidden from anything except AoE splash damage, and now set up for the massive deck cycling on turn six.

The Rogue will then cycle as many cards as possible, doing sizeable amounts of damage to your hero or your board. On turn seven, they then either unleash a limited Leeroy combo for the kill, or continue stalling until turn eight, by which point you'll likely be out of life. Prior to turn five, the Rogue relies on cards like Earthen Ring Farseer, Loot Hoarder, and SI:7 Agentto prevent their opponent's side of the board from snowballing.

Another method of applying some early pressure is to play an early burst of cards to buff Edwin VanCleef, and then keep the board cleared as an alternate 'win condition' to the Leeroy Jenkins burst, although this is often seen as risky due to the ease most decks have hard removing a single exposed large minion. The main weaknesses of Miracle Rogue, though, is its vulnerability to early rushes from aggro decks like Zoo Warlockor the new Divine Favor-based Aggro Paladins. Other aggro decks, like Warrior and Mage, are often too slow to kill the Miracle Rogue by turn eight. Miracle Rogue also has a very limited amount of damage built in to the deck, so classes with high amounts of durability—like Warrior, Paladin, and Priest—can often do well. Control Warrioris one of the worst match-ups for Miracle Rogue.

Another major weakness is its difficulty bypassing Taunts, in particular when several are in play. Miracle Rogue only runs two Saps as its (pseudo) removals, which means when there are three Taunt minions on the board, the deck simply cannot kill you. Being able to bait out the Saps early by applying pressure, and then throwing down a large Taunt like Ancient of War, Sunwalker, or even a pair of Ancient Watcherswith a Sunfury Protector, will generally shut the traditional Leeroy-based Miracle Rogues down. This is precisely why Handlock is such a nigh-on unwinnable match-up for Miracle Rogue—it can consistently toss down massive Taunts for low Mana costs.

The final weakness, is the turn five concealed Auctioneer. Certain classes have ways of dealing with the pesky bugger, even though he's stealthed. So long as there no other minions on the board, Hunters can use Deadly Shot, while Paladin has multiple ways of tackling it—the best being Wild Pyromancerplayed with Equality. Warlock also has the tools, but at a slightly higher six Mana cost, if he can play Bloodmage Thalnosand Hellfire. Destroying the Auctioneer usually puts an end to the Rogue's ambitions then and there.

Next page: Is Miracle Rogue likely to be nerfed, plus a recommended deck list with tips.

Video: How Habbo kept players engaged with smartphone spin-offs

Paul LaFontaine, then CEO of Habbo developer Sulake, discusses keeping players engaged in a game world as they move across platforms in this free video lecture from GDC 2012, courtesy of the GDC Vault .

He shares that one problem Sulake has is the split attention span of its core, teen players that is frequently diverted by several devices. To recapture their attention, while allowing them to move across platforms, the studio created two mobile adventure games to complement Habbo 's online world.

Niko awarded badges that displayed in Habbo player profiles, and Lost Monkey awarded players a pet they could bring back to the Habbo world. One game was downloaded twice as many times as the other. Find out which and why in this free lecture.

Session Name: Moving Audiences Across Platforms

Speaker(s): Paul LaFontaine

Company Name(s): Sulake Oy

Track / Format: Social and Online Games Summit

Overview: It used to be said that getting a new customer was harder than keeping an existing one. Not so with closed online social networks, mobile platforms and competing devices. Now the harder task is keeping the attention and loyalty of a customer whose interests span Facebook, smartphones, and open web. This session is for game designers faced with difficult platform marketing challenges and aims to share practical field lessons on techniques that work.

The session is broken into sections that cover the ecosystem, the marketing problem, techniques that tie games together and ways of adapting gameplay. Data will be shared regarding techniques that worked, and those that did not.
About the GDC VaultIn addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC China already have full access to GDC Vault, and interested parties can apply for the individual subscriptions via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can find out more here. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Tech.

Beyond Good & Evil Game Club Episode 4: Straight to the moon (now with video!)

And that's a wrap! The final episode of GamesRadar's Game Club for Beyond Good & Evil is live - and it's on iTunes! Click here to subscribe to the podcast on iTunes! If you'd rather just listen, you can do that below, too, or you can download it here --or you can just comment! Note: This was recorded as part of our 24-hour livestream marathon, so the audio is a bit weird. Check out the video below

Hearthstone Help: Can you save the PC Gamer demon deck?

In a break from our usual programming, this week I need your help.

help. You see, dear and constant reader, like many Hearthstone players I have a dream. My dream is the 'free Doomguard' dream, and it arrived in my brain, much like Kurtz's diamond bullet, back when Blizzard revealed the Voidcaller card. Now, with the unlocking of Curse of Naxxramas's Military Quarter wing, I have the card, I've built an experimental demon deck around it, and... I'm getting my ass kicked quite hard. But I'm hoping that, together, we can fix that.

First, let's talk about the Voidcaller. At a glance the card's baseline stats are subpar, but the value from its Deathrattle is potentially insane: “Put a random Demon from your hand into the battlefield.” Given that most demons have heinous side effects in exchange for decent stats, the idea of it dying and summoning a 'free' Doomguard (which ordinarily forces you to discard two other cards) seems amazing.

It also seems, let's be honest, gimmicky and situational as hell in the sense you'd have to rely on your Voidcaller not getting silenced or turned into a sheep, and having the Doomguard ready to roll in your hand, and not already being in such a parlous state in terms of the board that the demonic shenanigans wouldn't make a difference because you'd be dead in a couple of turns anyway. Only a damned fool would try to build an entire deck around that kind of combo. Reader: I am that fool.

The deck is a kind of mid-rangey build, which relies on judicious use of Soulfire, Hellfire and Void Terror to keep the tempo up and the opponent on the back foot until the Voidcaller unpleasantness.

With the card in place, I can now confirm that the deck is pretty terrible. It's not quite the Hindenberg of Hearthstone I feared, but it's not far off. Which is where I'm hoping you can come in. Rather than give up on the dream entirely, I want to crowd source ideas and tweaks direct from your pulsing brains. You can leave those in the comments below or mail me direct here .

Even if it means starting from scratch, I'm ready to listen. What follows is my thinking so far, followed by some questions I'm kicking around. Stick around, if only to savour my failure.


The plan

I decided early on that rather than having a lot of demons, it was better to actually have a small selection of good ones so as to help ensure some semblance of consistency. There's not much point building around Voidcaller if you only get a Blood Imp in exchange. However, it still feels both fragile and underpowered. And also a bit slow. Quite the combination, really.

My suspicion at this point is that 1) the deck actually lacks enough late-game punch to get through the walls of Taunt that are everywhere right now and 2) it actually wants to be an all-Deathrattle deck. Next week I plan to add a few cards from the Construct Quarter— Undertaker, certainly, and Stalaggand Feugenfor late game megalolz. (Might as well go full gimmick, eh?)

Here's the deck, which I have tentatively named 'The Exorcist', because it draws out demons and because all decks need a cool-sounding name. (Even ones that are this ill-conceived.)


The deck

2 x Soulfire — 4 damage for free makes it one of the best removal spells in the game. Yes you lose another card, but if Handlocks can afford to run it, so can the Exorcist. The tempo you gain from zapping a 4 health creature while still playing your full turn is too great to pass up on.

2 x Power Overwhelming — Use it to combo with the Nerubian eggs or Sylvanas, or give it your smaller minions to trade up against bigger creatures. The dream here is you use your Void Terror to absorb the stat buff, as another huge is somewhat unlikely bonus.

2 x Leper Gnome — Earlier versions of the Exorcist desperately lacked any early game presence. The sickly little gnome's arrival also flags the deck as aggro to your opponent, which it actually isn't, hopefully tricking them into misplaying.

2 x Shieldbearer — The armoured punchbag may seem a little underwhelming, but he's proved invaluable on a couple of occasions while fighting to establish any sort of board presence in the early-mid game. Nonetheless, I think I'll cut him for two Undertakers next week.

— In there essentially because I needed a 2-drop that was more active than the egg. The spectral spider tokens it drops can also be combo'd with Power Overwhelming pretty effectively.

2 x Nerubian Egg — To be honest I hate the eggs. Every beggar on the ladder is using them right now, but there's so much self-harm going on in this deck with the Hellfires and Power Overwhelmings that they definitely fit. Plus, it's nice to have Area of Effect insurance.

1 x Sense Demons — Essentially a 'demons only' version of Arcane Intellect. This is essential in ensuring you have your Doomguards and Voidcallers nice and early. I've considered running two, but there's a risk of both clogging your hand and slowing you down.

2 x Harvest Golem — You know this guy. Solid 3-drop, and should help the overall Deathrattle theme if we go that way next week. I considered the new Deathlord card but holy smoke is its drawback disastrous. We want to get free minions, not give them away. I actually think it's pretty much unplayable.

1 x Void Terror — I've gone back and forth over having one or two of these ugly blobs. It combos brilliantly with Power Overwhelming, the Eggs, and even Sylvanas, but is a disaster if you summon it with the Voidcaller instead of a Doomguard. One feels correct.

2 x Hellfire — Hey, know what zoos hate? Fire. I'm using two of these, because it's a vital tool for scorching the waves of aggro that are still out there and pushing for that last bit of face damage late on.

1 x Shadowflame — I originally thought this would be an essential Voidcaller activator, but I'm not having much trouble getting them killed. One is probably enough though. Again, even more potent if combo'd with Power Overwhelming.

1 x Defender of Argus — This feels like a tech slot I definitely haven't quite got right. Theoretically the Taunt can be used to buff my weak early drops, or force the opponent to deal with Voidcaller, but I'm sure there has to be a better 4-drop.

2 x Voidcaller — The deck's entire raison d'être. (Although I'm beginning to regret ever seeing that infernal grin.) Ideally played on turn four. Even more ideally, not immediately silenced.

2 x Doomguard — “Who DARES summon me?” I do, you idiot, now hurry up and start killing stuff. Without this card this deck wouldn't exist and I'd have lost a lot less sleep. In a pinch can be played from the hand, but that's, quite literally, the doomsday scenario.

1 x Faceless Manipulator — There are a number of good Faceless targets in the deck: Illidan, Sylvanas, a buffed Void Terror, and of course the Doomguards. Tip: don't forget that if you copy a Doomguard you still get the Charge so can attack immediately.

2 x Sludge Belcher — Ignore the rolls of corpulent flesh and feel the Deathrattle synergy. Mr Burpy affords some much-needed protection as we enter the late game, and potentially allows Illidan to operate unmolested. Speaking of which…

1 x Illidan Stormrage — I semi-love this card even though his low health makes him ludicrously fragile. The beauty here, though, is that if the Voidcaller summons him for free you can often spaff out some quick tokens by spamming low cost minions and spells.

1 x Sylvanas Windrunner — She's arguably got the coolest Deathrattle in the game, plus looks 100% badass, so was effectively an auto-include. The undead elf also provides some much needed threat if the game goes long.

1 x Lord Jaraxxus — I wanted the Eredar Lord of the Burning Legion in the deck because I loved the idea of having him on the board as 3/15. But it turns out that's actually no more useful than a really big Oasis Snapjaw. I need a new finisher, which brings us to...

Thoughts on fixes

Should I try one or two Crazed Alchemistsinstead of the Creepers? The Alchemists could activate the eggs, or even turn Jaraxxus into a 15/3. (Which, realistically, is an even stupider dream than the Doomguard one.) Should I swap the Argus for a Spellbreaker? In the current Meta it seems borderline insane to have no Silence in the deck at all. Or, purely for shits and giggles, we could try Baron Rivendarein there to double all our Deathrattle effects. What should I replace Jaraxxus with? Ragnarosfeels a bit too obvious. Yserais probably too slow. Maybe I should for the final Naxx wing and try Kel'thuzad? Could Feugen and Stalagg work better than the two Faceless Manipulators? Their stats pass the vanilla test and it would mean being less reliant on having something good to copy. (In a deck already far too reliant on having the right situations.) Still, getting a free Thaddius is an even more exciting/less likely dream. Sold! Should I scrap the Deathrattle theme and double down on more demons? Perhaps a couple of Succubiand a Felguard? I've seen a couple of decks like that which were pretty effective (at smashing my face in) but it would cut me deep to abandon my Voidcaller/Doomguard baby now. Or is it time to just give up and play Zoo forever?

So there we go. Hopefully if nothing else you've enjoyed riffing on my pain reading this. But together I know we can make this work. By which I mean: make it slightly less terrible. I look forward to hearing from you, and publishing a revised list this time next week.

Hmm... Could Twisting Netherwork? That's a trick question. Never go full Nether.

Hellgate open beta launches this week with new PvP arenas and the deadly Cow Room

Last month we learned that Korean company Hanbitsoft will be bringing back Hellgate: London as a free-to-play MMO.

Hellgate

as a free-to-play MMO. After a short closed beta test earlier this month, they're set to throw open the hell-gates to everyone with the launch of a US and European open beta, kicking off this Thursday June 30. You can sign up for an account and download the client now from the Hellgate site.

Hellgate is set in London in the aftermath of a demonic apocalypse. You play as a techno-magical knight tasked with fighting back against the demons flooding in through the Hellgate, using upgradeable guns and spells to defend the last remnants of humanity.

The open beta phase of Hellgate will launch alongside a series of experience-boosting events, with the addition game modes. Duel Area adds player vs. player deathmatch in four different arenas with names like "Forgotten Grave" and "Passage of Hallucination." The second mode is the Cow Room. There are no cows in the cow room, but there are zombies, and sandstorms. If you survive the waves of undead and take out the Cow Room boss (hopefully a cow), you stand a chance of picking up some of the most effective weapons in the game.

Hellgate: London was originally made by the now disbanded Flagship studios after the game's failure caused the studio to shut down. Some members of Flagship went on to form Runic Games, who made the excellent action RPG, Torchlight. Meanwhile, Hanbitsoft have scooped up Flagship titles Hellgate: London and Mythos, and rebalanced both of them as free-to-play games. You can find out more about Mythos on the official site.

Beyond Good & Evil Game Club Episode 3: The Slaughterhouse

Welcome to the third episode of GamesRadar's Game Club for Beyond Good and Evil! If you'd rather just listen, you can do that below. Join in on the discussion in the comments or you can click here for the MP3! Take your pick! If you don't know what GamesRadar's Game Club is, you can find out more here . The quick rundown: We're playing Beyond Good & Evil in digestible chunks and talking about what

Hellgate: London to return as a free-to-play MMO

Hanabitsoft have announced that they're bringing back Flagship Studio's 2009 MMO Hellgate: London as a free-to-play title later this year.

Hellgate London

Hanabitsoft have announced that they're bringing back Flagship Studio's 2009 MMO Hellgate: London as a free-to-play title later this year. A short closed beta test is set to run from June 3 to June 5 ahead of a full release in North America. There's no mention of a European release just yet.

Shacknewssay that more details are expected soon, but it's almost certain that the free to play MMO will be supported by micro-transactions. Hellgate: London was set in a grim post-apocalyptic vision of London overrun by demons. Players took the role of techno-magical knights fighting back against the invasion. Hanabitsoft also bought up Flagship's test project, Mythos, and re-released it recently as its own free to play MMO.

Beyond Good & Evil Game Club Episode 3: The Slaughterhouse

Welcome to the third episode of GamesRadar's Game Club for Beyond Good and Evil! If you'd rather just listen, you can do that below. Join in on the discussion in the comments or you can click here for the MP3! Take your pick! If you don't know what GamesRadar's Game Club is, you can find out more here . The quick rundown: We're playing Beyond Good & Evil in digestible chunks and talking about what

Play Ultima 4 in your browser

One man has ported RPG classic Ultima IV into flash in its entirety, which means anybody can play the game all the way through, straight from any web browser.

Ultima IV

The port is the work of Blair Leggett at Phy Psisoftware, who has ported the entire game into a browser-friendly format that will even save your progress as you play. It's not just a straightforward port, a number of improvements have been made, including a useful tooltip function. A few features from Ultima V have also been added, including camping and reagent mixing.

The tool tips in particular are much appreciated, as the game seems quite hard. That might be because I tried to fight a guard when he didn't say "hello" back to me. Still, it's a fantastic slice of retro RPG action, and you don't even have to download anything to play. To get started, click here.

[via Reddit]

Download of the Week: Beyond Good & Evil HD sale price is beyond belief

Although fans of the cult classic, Beyond Good & Evil, have been crying out for a sequel since 2003, the best Ubisoft are prepared to do is polish up the original in the hope it will placate them while they wait. To be honest, the HD scrub has given a new lease of life to this part puzzler, part beat 'em up and part photographer. And with a ludicrously cheap price tag it's the perfect time to relive

As part of our mobile games-themed week, we speak with developers who managed to break through the noise

of mobile app stores. We'll be updating our mobile event page all week long. If there was ever an entity that once and for all disproved the old notion of "if it's a good game, it'll sell," it's the mobile app store.

Making your game stand out in brutally-competitive mobile app stores

Game developers who are releasing mobile games on storefronts such as Apple's App Store and Google Play can't afford to leave anything to chance when it comes to getting word out about their game. They need to know how to get the word out about their games -- they need to know how to market them.

Let's start off with a quick dose of perspective, to illustrate just how much of a drop your game is in the bucket of an app store: As of October this year, there were 949,228 total apps and games on Apple's U.S. App Store. Out of that total, 174,787 were games, according to 148Apps.biz.

If those numbers don't scare you off completely, here are some developers, big and small, who have managed to navigate the ocean of apps in mobile app stores, and find success.
Hundreds breaks through the noiseAdam "Atomic" Saltsman of Semi Secret Softwarehas been on the modern mobile game scene since the seminal infinite runnerlaunched on the iOS App Store in October 2009. 2013's elegantly minimal $5 gamecame to the App Store and promptly sold 100,000 copies, and came to Android later this year.

Gaining attention for your game involves a lot of factors, says Saltsman, including a dose of luck. But the factors that developers can control include "differentiation, quality and grassroots awareness building," he says.

"These things all complement each other - it is easier to build awareness for something that is awesome. Being awesome helps differentiate your game, and being different from other games is awesome," Saltsman adds.

Saltsman says making your game different isn't quite so hard in itself, but when you have to combine that with making your "different" game high-quality – whatever that means to the mainstream at the moment – is where the task of standing out becomes even more challenging. "Awareness-building is a long, uphill battle too," he says.

The success of App Store top 10 game Canabalt in 2009 paid dividends years later for Saltsman, when Hundreds launched. Apple knew of Canabalt 's success, and approached Semi Secret about an iPad version, and ever since then, the studio has actively made sure that those ties remained strong, through regular contact and face-to-face meetings with Apple at trade shows like GDC and SXSW. That close relationship helped the game get featured on the App Store – a huge factor in a game's success.



Of course, not all devs can rewind the clock and make a hit 2009 iOS game that lays the foundation for future success. So what also gave Hundreds a bigger chance of a prominent slot on the App Store was that the game itself fit into Apple's hardware marketing message of simple, elegant and attractive products.

"The other thing about Hundreds , thanks to Greg Wohlwend, is it is super beautiful," says Saltsman. "It just looks gorgeous. So from an almost tactical propaganda perspective, that whole game design was well-situated to help make Apple's devices and store more desirable, which I think is really the core goal of their featuring, really for any platform."

He adds, "I am not sure that everyone really understands that featuring or featured slots are first and foremost ads for the platform. Advertising your game specifically is really just a side effect."

Saltsman says he's not suggesting that developers design games primarily for "added-platform-holder value," but it's something to consider if you want to mitigate the risk of your game flopping.

All of these factors can combine for the perfect storm of app store success. And once that success is in place, there's the opportunity for a discount to get your game back on peoples' radars. "We have only done one major sale so far but it was actually very effective, on the same scale as the big corporate Starbucks promotion we were involved in," says Saltsman. "That was a few months ago - I am curious if our next sale will be anywhere near as strong given the additional time that's passed. The main thing you learn from being on the App Store basically since its inception is that it is always changing."
The metrics approachMost games don't have what it takes to reach an larger audience on their own. Companies like Flurry, which works from companies ranging from Zynga to General Electric, have become valuable to developers who are interested in the data-driven approach of meeting market needs.

Todd Fitzgerald is VP of sales at Flurry. Some of the most important metrics that the company tracks are "events" -- the significant actions made by mobile consumers such as making a purchase, sharing the app on Facebook and other ways that users are interacting with an app or game. That data can then be combined with game designers' expertise to evolve a game to gain a wider audience.

"We show you age, gender, location, persona and common interests," says Fitzgerald. "This allows a dev to target future campaigns in order to finds users that look like their best users."

Paid user acquisition isn't the most romantic of ideas when talking about game design, but from an advertising and money-making angle, it's crucial to understand the kind of brute force ad campaigns that you're up against on mobile app stores. Fitzgerald says the average amount a company pays to acquire an iOS user is around $3, and slightly less on Android.

He adds, "Social mediums like Twitter and Facebook are playing a bigger part [with non-paid user acquisition]. For those devs with a portfolio of apps, we see some pretty sophisticated cross-promotion happening, for free, through our publishing platform called AppSpot."
Infinity Blade and the "you gotta have this!" factorChair Entertainment'sseries has become a staple of Apple's game lineup, and one that Apple regularly features prominently not only on its App Store, but also at its major new-hardware unveilings.

Infinity Blade uses Epic's Unreal Engine tech, acting as a showpiece not only for Chair and the heavily-licensed Unreal Engine (Chair is owned by Epic Games), but also for Apple's smartphones and tablets. A "gamer's game," Infinity Blade and its sequels helped adjust peoples' expectations of what is technically possible on mobiles.



"We don't look at platforms and say 'well, this is what that type of game looks and plays like, so we need to design to that," says Laura Mustard. She heads up marketing and PR at Chair, which has a background in console games such as Undertow and Shadow Complex . Instead of making a the stereotypical mobile game, the studio aimed for console-style gameplay and graphics that set it apart from other app store games.

The technical prowess exhibited in the game created interest from platform holder Apple. "Always look towards creating something unique and something that really shows off the device in a way that is remarkable and says, 'you've gotta have this!'" says Mustard. High production values such as art and video aren't an option for most mobile developers, but if you have the resources and the talent, it can make all the difference.

Mustard adds, "Communicate with your App Store contacts so that they know your plans in advance and have time to consider your game for special features and events they have in the works. Last, plan in advance, but then be flexible and then be ready to shift your plans in order to take advantage of promotional opportunities that may arise. We always have a 'plan' and it always includes being willing to change that plan in favor of a better one if it presents itself."

Chair has also used discounts, cross promotion between Infinity Blade games, and transmedia partnerships with authors and musicians to aid in marketing efforts, resulting in tens of millions in franchise revenues as the result.
Plague 's infectious successA mobile game that puts players in the role of a disease that's reached global pandemic proportions might not sound incredibly mainstream, but UK-based independent developer Ndemic Creations was able to reach #1 on Apple's App Store paid charts with Plague Inc. The game effectively – and unexpectedly – ended up going toe-to-toe with big companies on the App Store, and winning.

plague.jpgHere are some approaches that James Vaughan, the game's developer, has observed that successful games used to get to the top of the mobile game charts:

"Throw a fuckload of money at advertising and user acquisition": Vaughan notes this approach is "hugely expensive, and doing this requires you to be "hyper-scientific and rigorously data-driven," on top of having a strong game. "Not fun, in my opinion," says Vaughan.

"Shack up with a big brand": "[This can] be very powerful, and fun, if you find the right brand," he says. A strong brand can make up for a weak game, in terms of popularity, though there needs to be strong alignment between the IP and your game. Another issue is that you're not developing your own brand, rather someone else's.

Plague is a paid game supplemented by microtransactions, and has 15 million downloads (on Android, it's a free download with a full game unlock). The following two approaches are the ones that Vaughan used for the game.

Identify and target a niche: "It is getting harder all the time, but finding a relatively empty niche on the app store makes your life significantly easier as you don't have to compete with thousands of other similar apps," he says. "You have the world to yourself and can wait for players to come to you, without getting distracted." But the challenge with this approach is that the amount of success is "utterly dependent on the size of the niche," says Vaughan. And predicting the size of that niche is very difficult.

"Make a game that people want to tell their friends about": This is related to the "niche" approach. This approach to marketing is free, has high impact and bypasses traditional press and app store curation processes. But finding the right "angle" of the approach is difficult, says Vaughan, and is "hard to add into a game at the last minute."

Vaughan says word of mouth played a crucial role – there was no real PR effort, and the game was not featured by Apple on its App Store, yet it went to the top of the charts in three days because players wanted to talk about it on their own.

Plague launched in May 2012 for iOS, October of that year for Android. Even as the game ages, it remains a strong performer. Vaughan's strategy is to keep giving players new content. "In my opinion, the most powerful way to re-engage with players is through updates -- adding new content for them to enjoy."

He has seen the effects of updates first-hand: Three months after launch, the game fell to #78 on the paid charts. After a major update, it jumped up to #14. "This can also be a great way to earn additional revenue - passionate players are prepared to pay for new, high quality content. The release of Mutation 1.5, nine months after launch, resulted in our highest grossing day ever."



All of these approaches have proved successful for different developers, but if you're going to take on a mobile app store today, make no mistake: Your game could disappear into the app store void, never to be seen again, even if you do follow practices established by successful developers.

"Mobile app stores are brutally competitive these days and loads of great, high quality games sink without a trace due to the sheer volume of apps being released," says Vaughan. "You get lots of people talking about how to use marketing and PR to help get attention and these are definitely important, but I find even the cleverest approach has a relatively minor, short impact."

Dead State: Reanimated is on Steam and free to owners of the original

The zombie survival game Dead State was decent enough for Evan to choose it as his " personal pick " for 2014.

" for 2014. But it clearly could've stood a little extra work and fine tuning, too. As he said in his review, it was "somewhat blandly presented and burdened by bugs." So DoubleBear Productions went ahead and did just that for an updated version called Dead State: Reanimated.

Dead State: Reanimated features major changes to combat systems and balance, as well as new AI behaviors for human enemies, enabling them to notice your presence more quickly and react to it more effectively. The new "PC Infection" option means your own character can, optionally, be infected as easily as any of your allies, and there's also a new Hardcore mode with more dangerous combat, increased resource consumption, slower healing, and lower morale. Reanimated also offers new areas to explore, plus new random encounters, combat sounds, animations, and even alarms in building that will attract all sorts of unwanted attention if they're tripped.

Things have been improved under the hood as well. "We’ve rooted out every crash and progress blocking bug to make sure you have the smoothest possible experience. Several popularly requested usability improvements have been added, such as friendly fire confirmation, looting piled up bodies, and an option to toggle Live Shelter movement on and off," the studio wrote. "Both allies and the undead have received major pathfinding adjustments that will reduce lag some people have experienced as well as make movement more consistent and natural."

Dead State: Reanimated is live now, and will be a free update for anyone who already owns the game. A full list of changes is posted on Steam.

...

Jump to Section: Best Price Comments Pros Beautiful visuals Excellent soundtrack Rewarding exploration Cons Poor voice acting Flat characters Constant load screens Back in the archaic days of 2003, Michel Ancel%26rsquo;s Beyond Good %26amp; Evil experienced a veritable avalanche of rave reviews. The game managed to mix hovercraft racing, stealth, hand-to-hand combat, platforming, photography, mountain

Deus Ex: Human Revolution 75% off on Steam, original Deus Ex cheap as chips

"Cheap as chips" is a throwaway UK saying for something that has plunged straight through the realm of "inexpensive," surpassed the grotty lands of "surprisingly good value" and come to rest in the sugary sands of "tat." Few things in this world are cheaper than the pots of oily polystyrene packs of potato shifted from small shops on street corners up and down this country, but thanks to Steam , one of our favourite games ever, Deus Ex, is cheaper than a small pile of fried potato.

Deus Ex Human Revolution

, one of our favourite games ever, Deus Ex, is cheaper than a small pile of fried potato. How has this happened? It's best not to ask. Instead, just head to Steam and grab yourself a copy if you don't own one already.

Eidos Montreal's excellent 2011 follow-up, Human Revolution, is also a steal at £5 / $7.49. If you already own that, Human Revolution's DLC pack, The Missing Linkis also available for £2.24 / $3.74. Alternatively, you can buy all things Deus Ex (including Invisible War) for a bundle price of £9.99 / $14.99. The deal's set to last all weekend.

Beyond Good & Evil HD comes to PS3 in May

Xbox 360 users have been able to download the HD remake of Beyond Good %26amp; Evil since March 2, but PS3 owners will be able to join them soon as Ubisoft has just confirmed Beyond Good %26amp; Evil HD will be hitting the PlayStation Network in May. Beyond Good %26amp; Evil wasn't a huge mega success for Ubisoft when it came out for PS2, Gamecube, and Xbox, but it did earn high praise and received

Agents of Mayhem reboots Saints Row with new city and heroes

Agents of Mayhem is set in the Saints Row universe, but it’s not a Saints Row game.

Agents of Mayhem is set in the Saints Row universe, but it’s not a Saints Row game. It sure feels like one, though: the wacky and upbeat sense of humour from the recent games is here, along with the exaggerated characters and garish colour palette. So what makes this different? Well, you can switch between three heroes at any time in-game, each of whom have their own abilities and weapons, and these can be selected from a larger roster of 12 agents. The name suggests something entirely new, but like Saints Row, this is an open-world game with a knockabout, affable tone. The diverse selection of heroes makes a strong first impression, even if there’s a sense that leaving out co-op seems like a bit of a missed opportunity.

So why isn’t this open-world shooter just called Saints Row: Agents of Mayhem? I asked Volition’s studio design director Anoop Shekar. “We got to the end of Saints Row IV, [and] we were very happy with it, but where we left it was not exactly easy to pick up from,” he says. At the end of that game, Earth was atomised and the Saints suggested they were going on a time travel adventure. Fair enough. “Now, obviously we could spend some time and we can figure something out, but we thought it was a good point to sort of reassess and think about what else we might want to do. [We] came up with this idea of doing this super agency game with these colourful characters and a big evil organisation to fight against. And as soon as we hit upon that, that just clicked with everybody, and we just started coming up with ideas for different characters and enemies and the world, and it’s kind of ballooned from there.”

After two games set in the same location, it’s nice to see Volition take us somewhere new, in this case an extremely colourful rendition of Seoul. There’s a noticeable glow to the visuals that Saints Row games didn’t have—this clearly benefits from not being tied to last generation consoles like Saints Row IV was. While I didn’t get much of a look at the open world—the demo was a mostly linear runthrough of one level with only a snapshot of exterior environments—the change to a brighter, more near-futuristic-looking locale is pretty refreshing.

I notice I can’t enter any vehicles dotted around the map, unlike in Saints Row, but I’m assured that’s just not in the game yet. Clearly this is just an early build. “Vehicles are absolutely part of the game, we just don’t have them in this first demo,” Shekar says. “But Mayhem will have their own vehicles that the agents will be able to call at will. You can pick from a suite of them, [and] you’ll unlock them as you play the game. But then also you can jump into any pedestrian vehicle and take control of them, but in the end you’re probably not gonna want to do that too often because the agent vehicles are so easily accessible and much more effective.” Those fond of the radio stations in Saints Row may be disappointed to discover there’s no licensed music in this one.

To compensate for the lack of Saints Row’s appealing character creator, the roster is an eclectic one, with each hero having very different loadouts. Four agents have been revealed so far out of twelve. You’ve got brainless actor Hollywood, whose special ability triggers loads of random explosions in your vicinity, the shotgun-wielding Hardtack who pulls enemies towards him with a harpoon, and the bow-wielding Rama, as well as a fourth I didn’t use, the drone-wielding Fortune. Each character’s weapon feels convincingly different, and their special abilities are all unique, which encourages you to experiment in who you take into missions.

So why no co-op? The section I play ends with a long-ish boss fight on top of an airship that turns into a K-pop concert inside a giant bubble, and it feels like having another player there might’ve been fun. With all these characters to choose from, having friends bring their own selections to the party would’ve been cool—you could experiment with compatible loadouts for the best effect. “Obviously co-op was something we looked at because of what we’ve done in the past,” says Shekar. “I think in the end the reason we decided against it was we wanted each player to feel like they were controlling and running and playing as this agency without needing other players to do that, and so the swapping is a big part of that. They can do that on their own. They’re not reliant on a friend to make it feel like they are actually playing as this agency.”

Some players will miss the option, I suspect. But otherwise I’m pretty fond of Agents of Mayhem’s direction, and I look forward to trying out more superheroes—their individual movesets feel well thought out and satisfyingly different from each other. With the same humour as Saints Row, as well as a vibrant new locale to explore, this is pretty much the series’ spiritual successor.

Deus Ex: Human Revolution and Missing Link DLC cheap on Steam this weekend

Perhaps you missed out on Deus Ex: Human Revolution last year.

Deus Ex Human Revolution Jensen reclining with fag

Perhaps you missed out on Deus Ex: Human Revolution last year. Maybe you've been biding your time, waiting for a price drop before you pick it up. Now's your chance. It's on sale this weekend for one third of its usual price on Steam. That's £10.19 for Brits and $16.99 if you're in the US. That's a pretty good price for a great game. We gave it a score of 94 in our Deus Ex: Human Revolution review.

Perhaps you own Deus Ex: Human Revolution, love it and wish there was more of it. In that case, you should definitely check out The Missing Link DLC. It's similarly discounted for the duration of the weekend. For £3.05 / $5.09 you'll get a 5+ hour campaign set on board an enormous futuristic ship caught in the midst of a storm. Find out why it's so good, and how it improves on Human Revolution's dodgy boss fights in our Missing Link review. The deal's set to expire on Monday.

Update: Thanks to commenter andrewfudge for pointing out that Deus Ex: Human Revolution is reduced to £7.50 on Green Man Gamingtoday.

Beyond Good & Evil HD: The first eight minutes

Above: A teaser for Beyond Good & Evil HD [Source: via CVG ] Feb 21, 2011 Got a news tip? Let us know at tips@gamesradar.com Topics Action Beyond Good & Evil HD We recommend By Zergnet Load Comments

Saints Row: Gat out of Hell stars Shakespeare, Vlad the Impaler

Famed wordsmith, baldy, and legendary comedian William Shakespeare is to star in Saints Row: Gat out of Hell, the standalone expansion to the fourth game that's both free and very cheap on Steam for the next 10 hours or so.

on Steam for the next 10 hours or so. Look, there he is in the above, infomercial-style trailer, along with his bessie mates Blackbeard and Vlad the Impaler.

A reminder: Gat out of Hell takes the Saints down South (no, not to Australia), in a plot that sees Johnny Gat and Kinsie rushing to prevent the President—i.e. you in the previous game—from being wedded to Satan's daughter against his will. Because that's the kind of series Saints Row is now. It's also a bit like Frozen, amazingly enough:

Gat out of Hell releases next week, on the 20th, alongside an upgrade of Saints Row IV for the PS4 and Xbox One. Not that you need that, of course—you can pick up IV and all its DLC (minus Gat) on Steam for peanuts.

Richard Cobbett wrote about Saints Row's marvellous reinvention for his Critical Paths column yesterday.

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Our Verdict
A huge and exciting new mission riddled with creative possibilities.

A huge and exciting new mission riddled with creative possibilities. And it ends on the boss fight the main game deserved.

Human Revolution was brilliant at letting you play the way you wanted. Its boss fights were terrible for not doing that. When it emerged that they'd been outsourced to another developer, you had to wonder: what would they have been like if Eidos Montreal had made them?

Here's one they did. I won't spoil anything about the plot of the new Missing Link DLC, but I'll tell you how I took out its boss.

After ten minutes of methodically stalking and knocking out the guards patrolling the area, I hacked a turret. Bulletproof glass separated the room the boss was in from the larger open area I was clearing out, so I couldn't make the turret shoot him directly. But I could get beneath that room, and when I did, I found an open doorway at the back. Too high to jump to, even with my augmented legs, and no crates nearby to stack. But there was that turret.

Avoiding the gaze of a well-armed heavy on a high balcony, I snuck out to grab the gun emplacement with my strength aug, carried it beneath the boss room, and climbed on top of it. Using X-ray vision to see the boss through the floor, I waited until he turned away from the opening, leapt up through it, and grabbed him from behind in a sleeper hold.

It was tense, tough and brilliant, and this whole enormous mission is tense, tough and brilliant. It inserts itself into the timeline of the original game, between leaving Heng Sha on a mysterious boat and arriving in Singapore. Rather than sleeping soundly in a stasis pod, as the main game implied, you're discovered and wake up in captivity.

You've lost your items and all but the basic augmentations – punching and level one hacking – but you're soon given a generous windfall of praxis points to buy new ones. Starting from scratch, using what you find, and trying new options in a hostile environment – it's all an intentional nod to the excellent prison break in the original Deus Ex.

I assumed that was the whole thing – an exciting escape section on a prison ship – but that's just the intro. The bulk of it takes place after you dock. It's a huge mission with masses to discover, and Eidos Montreal have given it an almost hub-like structure. A lot of the later encounters take place in areas you've already cleared out, repopulated with guards and hastily set up defences – like that turret I used for a boost to take out the boss.

It's not like the main game's cities, Detroit and Heng Sha. This isn't a friendly area, and despite a few sidequests, it doesn't have that same sense of open exploration. But there is a surprisingly in-depth story, and some tricky decisions to make.

While the backtracking is necessary for the story to make sense, the way it's handled isn't ideal. There are no loading screens, but you have to sit through a suspiciously long 'bioscan' between each area, during which the game is obviously loading the chunk of level you're about to enter. When objectives lead you back through two or three areas you've already visited, it means a boring walk through covered ground with several painfully long waits along the way.

It's not a big deal. The levels themselves are magnificently rich with alternate routes, plot detail, and subvertible security systems – including a new turret that fires Typhoon mines. The structure makes it possible to complete later objectives before you've been given them, and it's handled elegantly – you can even steal the boss's personalised weapon before you fight him. And the whole thing is just massive. It took me five hours to play through, with a quick and brutal stealth combat style, exploring the levels but not scouring them.

The excellent boss fight and a satisfying story conclusion end it on a high note, with a strong hint at more to come. It's rare for DLC to live up to a great game, rarer still for it to fix that game's biggest flaw.

The Missing Link is pricedat £8.99 / $14.99 / €10.99, and it's out on Steam next Tuesday - October 18th.

The Verdict

Deus Ex

A huge and exciting new mission riddled with creative possibilities. And it ends on the boss fight the main game deserved.

We recommend By Zergnet

Hard Corps, Beyond Good & Evil HD, and more attending the XBLA 'House Party'

Just like any good party, the upcoming Xbox Live 'House Party' promotion, which starts next week, is going to cost you a bit of cash. Okay, so maybe Microsoft isn't the best party host ever, but still, games - the event is promoting some high-profile additions to the Xbox Live Marketplace. Hard Corps: Uprising, which launches on February 16, will kick off the month-long celebration of downloadable

Saints Row: Gat out of Hell stars Shakespeare, Vlad the Impaler

Famed wordsmith, baldy, and legendary comedian William Shakespeare is to star in Saints Row: Gat out of Hell, the standalone expansion to the fourth game that's both free and very cheap on Steam for the next 10 hours or so.

on Steam for the next 10 hours or so. Look, there he is in the above, infomercial-style trailer, along with his bessie mates Blackbeard and Vlad the Impaler.

A reminder: Gat out of Hell takes the Saints down South (no, not to Australia), in a plot that sees Johnny Gat and Kinsie rushing to prevent the President—i.e. you in the previous game—from being wedded to Satan's daughter against his will. Because that's the kind of series Saints Row is now. It's also a bit like Frozen, amazingly enough:

Gat out of Hell releases next week, on the 20th, alongside an upgrade of Saints Row IV for the PS4 and Xbox One. Not that you need that, of course—you can pick up IV and all its DLC (minus Gat) on Steam for peanuts.

Richard Cobbett wrote about Saints Row's marvellous reinvention for his Critical Paths column yesterday.

Deus Ex: Human Revolution - The Missing Link DLC is out now

The headline says it all.

Deus Ex Human Revolution Missing Link all aboard

The headline says it all. The Missing Link fills in the gap you probably didn't know existed in Deus Ex: Human Revolution's main storyline. A quiet sleep in a transport pod in the story turns out not to have been a quiet sleep at all, but a terrible nightmare in which Jensen loses his shirt aboard a stormy ship, and must get it back by any means necessary.

In seriousness, The Missing Link is surprisingly good. "It's rare for DLC to live up to a great game, rarer still for it to fix that game's biggest flaw," says Tom in our Missing Link review. You guessed it. They actually fixed the boss fights. It's almost as though everything turns out better when the core developers design every aspect of their game.

The Missing Link is available now on Steamfor £8.99 / $14.99 / €10.99. Deus Ex: Human Revolutionis also on sale at 25% off. Coincidence? I think not. There is surely a conspiracy at work here...

Torchlight to crash Microsoft's House Party this February

Similar to last year's House Party promotion, Microsoft will be releasing a new crowd-friendly game on XBLA every week for five weeks starting on February 16th. One of the more significant releases will be a port of the uber popular PC role-playing game, Torchlight, which will feature retooled controls, new gear, fresh adventures and local cooperative play. Microsoft hasn't divulged any plans for a

Deep Silver teases new Saints Row reveal

For the last week, the cowled monks of Rumour Abbey have been chanting lowly about a possible Volition announcement at this weekend's PAX .

. But what could they be announcing? Well, given that the studio's owner, Deep Silver, didn't acquire the Red Faction series after THQ's demise, it's almost inevitable that the answer will be a new Saints Row. A recent tweet lends further support to this theory.

Something wicked this way comes... pic.twitter.com/YEIiCr9QxS August 29, 2014

That's a Ouija board and, on it, a Saints logo with the numbers 666 carved on. Likely, then, the new Saints Row will draw inspiration from the horror genre—replacing aliens and virtual reality playgrounds with, er, ghosts and stuff?

If so, it's kind of a brilliant direction for the series to travel. Saints Row 4 took a sci-fi setting—well, The Matrix—and used it to launch a comedy revue of gaming. The idea that future games could do the same for different genres? Yeah, I'll take that.

Expect the project to be announced at the "Quiz Show Hour with Volition"panel, starting this evening at 6pm BST.

Deus Ex: Human Revolution Missing Link trailer sails the augmented seas

[bcvideo id="1211736370001"]
Eidos Montreal have released the second part of their walkthrough for the Deus Ex Missing Link DLC .

. Like the first partit's about five minutes long. which means they're only show the first ten minutes of the game. Those who fear spoilers might want to avoid watching, but keep in mind that The Missing Link is going to be five hours long.

The Missing Link will be out this month, for more details, check out our Deus Ex: Human Revolution Missing Link preview.

Beyond Good and Evil HD screens arrive. Squint and pretend part 2 is here

Upscaledto 1080P, and pimped out with sharper textures and whole bunch of other tweaking and digi-preening that we won't try to explain for fear of having to make things up, they're a perfect way to convince yourself that you actually have a proper current-gen BG&E game wile you wait for a genuine one to turn up. You know, like the way you convince yourself thata closing-time rebound looks just like

Saints Row IV gets first stage of SDK, makes it easier to design/import weapons

An absence of modding tools hardly means an absence of mods—just look at GTAIV, and the impressive modifications that have cropped up since the game's release.

that have cropped up since the game's release. An SDK would obviously help the process along though, which is why it's wonderful to see the efforts over at the Saints Row Mods forum being given Volition's official blessing. The first stageof Saints Row IV's newly released modding tools allows players to make their own weapons, though you're going to have to up your game if you hope to compete with the likes of the dubstep gun.

A guide on how to use the modding tools is located here, and while they don't turn the process into something a simpleton (i.e. me) could easily follow, I'd imagine they make it quicker and easier to replace existing content without having to get stuck into the source code. Later releases of the SDK will allow for easier modding of other parts of the game, but weapons seems like a good start.

If you're wondering what the above image refers to, Volition have given modders access to a weapon skin from the recently announced Gat out of Hell, although it's lacking the behaviour/characteristics here that will be featured when the gun is available for wielding in GooH itself. In addition, a file featuring all of the weapons from Saints Row 3 and 4 is available to download at this link.

Deus Ex: Human Revolution Missing Link DLC release date and price revealed

Sometimes, even the best games end up with the absolute worst DLC.

Deus Ex Human Revolution Missing Link

Sometimes, even the best games end up with the absolute worst DLC. Fortunately, Jensen's not being saddled with the latest in cybernetically enhanced horse armor. Missing Link's looking like quite the thing, and the boss fight sounds like it'll make all my wildest dreams come true - including the part where I'm always wearing a trench coat for some reason.

Best of all, the wait's nowhere near as excruciating as, say, getting your arms replaced with transforming robot swords. According to Human Revolution's Facebook page, the DLC's launching on October 18 - aka, next week. The price is a bit steep at $14.99/€10.99, but you're getting what essentially amounts to a whole new chapter in the game. Regardless, I'm pretty thrilled. Are you?

Square Enix have sent over word that Missing Link will cost £8.99 in the UK.

Beyond Good & Evil: game nobody bought getting HD treatment, coming to PSN and XBLA in 2011

Beyond Good & Evil is one of those games that hardly anybody played but everyone talks about. Just like Okami, it's another of gaming's great underrated injustices. But it's getting another chance. A shinier, more sparkly chance. A downloadable chance. A chance that is called Beyond Good & Evil HD. On its way to Xbox Live Arcade and PlayStation Network sometime in 2011, Beyond Good & Evil HD will be

Saints Row 4: National Treasure Edition announced, is out next month

Saints Row 4 wasn't shy about... well, anything really.

Saints Row 4 wasn't shy about... well, anything really. But it definitely wasn't shy about DLC. Naturally, then, it's time for the mad-cap open-world adventure to receive its everything-but-the-kitchen-sink bundle release. The National Treasure Edition will collect the game and its 29 DLC packs into a single package, and is due out on July 8th.

It will come with a frankly absurd number of weapon skins and new outfits—everything from animeto the Wild West—and also a selection of new weapons, super-powers, and the two post-release mission packs. It's a lot of content, admittedly, although much of it is completely superfluous to the main game.

Also, if you're quick, you can grab all Saints Row games and their DLCs for less than the National Treasure Edition's asking price as part of the Steam Summer Sale's current Daily Deal. (That offer expires today at 6pm BST.)

Whatever your view on the DLC extras, Saints Row 4 itself is well worth a look. It's a funny game, built from a solid open-world template, and was deservedly praised in our review.

Saints Row 4: National Treasure Edition will cost $30. At the time of writing, equivalent regional prices are not available.

DXHR Missing Link DLC to feature non-outsourced, option-packed boss fight

Tom's preview of Human Revolution's upcoming Missing Link DLC already made it sound pretty interesting, but here's a cherry for your cybernetic sundae: The whole episode culminates in a boss fight of Eidos Montreal's own design.

Deus Ex DLC 5

of Human Revolution's upcoming Missing Link DLC already made it sound pretty interesting, but here's a cherry for your cybernetic sundae: The whole episode culminates in a boss fight of Eidos Montreal's own design. RIP, GRIP. You really, er... well, honestly, you won't be missed.

"We have a boss battle at the end, but it's different from the main game boss battles," Eidos Montreal production coordinator Marc-Andre Dufort told Eurogamer. "You can actually not kill the boss. You can do a non-lethal takedown on him. And you can kill him from afar. You can even kill him without him seeing you. It's more of a bigger challenge than a standard boss fight like we have in many games."

That, of course, sounds absolutely glorious - as though an apologetic gift from the eye-searingly black-and-gold heavens. And it should, seeing as Eidos Montreal's back in the driver's seat.

"Everything was done in Montreal at Eidos," Dufort explained. "It's a lot less frustrating. But it depends on the way you play. If you played more combat in the main game, you probably didn't have any trouble dealing with the boss fights. So we allow the adaptation of the way you play for that particular boss fight."

So basically, that's another great thing you have to buy in October. Better clear out your backlog now. It's going to be a long (and pretty damn incredible) winter.

Company of Heroes 2 and Saints Row 4 are this weekend's Steam free trials

This weekend, you've the chance to sample two entirely separate threads on the PC gaming quilt.

This weekend, you've the chance to sample two entirely separate threads on the PC gaming quilt. There's the gruelling, harsh, harrowing struggle of war in Company of Heroes 2; or the super-powerful, super-power-ballad-full, comedy hijinks of Saints Row IV. Fun and frolics or fear and frostbite? Either way, both games are free to trial until Sunday, and are accompanied by discounts that will last until Monday.

Personally, Saints Row 4 is more my jam, thanks to its satisfying mix of enjoyable open-world navigation, funny jokes and Paula Abdul. It's a game that doesn't always feel suited to the engine it was built in - and can feel a bit shonky as a result. But for sheer entertainment value, it's an excellent way to spend some time. It's also secretly the most clever stupid game you will ever play. You can find Rich's review here.

Company of Heroes 2 is less my thing, but still an extremely good strategy. Its release was slightly dampened by the fact that it isn't Company of Heroes 1, and that its Soviet campaign doesn't work as well as the original game's excellent missions. Rich also reviewed this one.

As is usually the case for these things, the trials are being handled through Steam. You'll also find a 66% discount for Company of Heroes 2, and 50% for Saints Row 4.

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