The Elder Scrolls V: Skyrim trailer examines the sounds of Skyrim, advocates warm mead

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Todd Howard explains a few of his ideas behind Skyrim's grandiose soundtrack.

Todd Howard explains a few of his ideas behind Skyrim's grandiose soundtrack. He opens with "I hear the elder scrolls theme as sung by a barbarian choir." Months later, an army of gents gather in a studio in LA to sing heartily about dragons in dragon tongue. See it all in the new trailer above.

Todd Howard also gives us the brief that he gave to the theme's writer, which goes like this: "can you write a song that works in dragon language that rhymes in the elder scrolls theme, that when translated into English, also makes sense, and rhymes?" Instead of screaming "NO I CAN'T, TODD, WHAT THE I DON'T EVEN" the writer went home, drank warm mead and came back with it on Monday morning. So there you go, songwriters and dragon-speakers, warm mead is the key. Skyrim is out next Friday.

Aquatic webgame Subbania is Das Boot reimagined as a Metroidvania

We're constantly being told that HTML5 is the future of webgames, but until now actual fully-fledged games developed using the language have been thin on the ground.

We're constantly being told that HTML5 is the future of webgames, but until now actual fully-fledged games developed using the language have been thin on the ground. Enter Subbania, a game two years in the making that plays like a mixture of Metroid, Aquaria, and Das Boot. You can buy itfor $2.99, or download a demo here, but you'll need the Chrome browser (for the demo at least), as it runs like a schweinhund in Firefox.

Developer Ektomarch outlines the frustration of working with HTML5 and Chrome on thethat accompanies the game launch, but the result is an atmospheric underwater shooter/exploration game with "118 levels, 25 songs, around 20000 lines of code, so many enemies and entities that I'm not even going to bother counting them, and a few solid hours of content." Also: demons. Have a look at them in action in the soggy trailer.

Torment: Tides of Numenera preview - choice and consequence in an all-star old school RPG

In the 14 years since its release, fans of the original Planescape: Torment have maintained a chorus of support for the game: how its setting was so unlike the D&D-derived RPGs of its era, how smartly its narrative settled around character rather than epic action.

In the 14 years since its release, fans of the original Planescape: Torment have maintained a chorus of support for the game: how its setting was so unlike the D&D-derived RPGs of its era, how smartly its narrative settled around character rather than epic action. When Wasteland 2 developers inXile pitched a sequel on Kickstarter, that cult status carried it to its funding target in six hours. At the end of the campaign, almost $4.2 million had been raised by fan donations.

The backdrop has changed from the Planescape multiverse to Numenera, a new setting by veteran RPG designer Monte Cook. Here, Earth has been seeded with technology and magic by the rise and fall of successive civilisations. “We wanted something radically different from most people's experiences,” writer and Planescape: Torment designer Colin McComb tells me. “We're still going to be hitting the philosophical elements: what it means to be alive, what it means to weave a legacy, what it means to interact with other people, [but] Numenera allows us to break free of the basic expectations people have.”

In Numenera, you play a unique being who feels no pain but has the power to redistribute the suffering of others. This concept – 'torment', if you will – will be one of the major factors in linking the game's combat with its dialogue system. Interestingly, inXile are letting tone and narrative lead game design. “The D&D licensed games were very much tabletop first, and the computer game's job was to translate that experience,” says producer Kevin Saunders. “Here we're able to have the computer experience come first.”

Pain might be a central theme, but inXile don't want the experience to be punishing. It's important to the developers that we feel 'listened-to' by the game, and rewarded for paying attention by the responsiveness of the world to our actions. Rather than negative endings, then, consequence is more about responding in a way the player feels is right.

“We want to make sure that every ending is thematically appropriate for the choices the player has made throughout the game,” McComb says. “We're not going to be like 'now it's time for you to be stretched out on the rack! Here come the thumb-screws!' It's going to be about the choices you make. How much are you willing to take on, and what will you shove off onto other people. What kind of person does that make you?”

Talking to inXile, there's an evident (and refreshing) respect for the intelligence of their audience. “They would be disappointed if we didn't challenge them intellectually,” Saunders says. That's not a sentiment you hear very often in gaming. In the case of Numenera, it's backed up by a 4.2 million dollar mandate from the fans.

The Elder Scrolls V: Skyrim - Todd Howard Interview

Playing Skyrim made me realise just how huge, fresh and exciting it really is.

Skyrim Preview Thumbnail Dragon Perch

This interview originally appeared in PC Gamer UK issue 232. Alongside our Skyrim preview.

made me realise just how huge, fresh and exciting it really is. I asked game director Todd Howard how far it's come from Oblivion, and what some of his favourite discoveries have been.

PC Gamer: Is Skyrim as big a leap forward for the series as Oblivion was?

Todd Howard: Hard to say... I have a hard time looking at it that way. I think it's close. I don't know that I would say it's as large a leap, just because the technology gap between Morrowind and Oblivion was greater.

PC Gamer: But do you feel on the mechanics side it's changed more?

Todd Howard: I'd say about the same. The number of gameplay changes and things like that are probably on the same level.

PC Gamer: We've heard about the Radiant Story system ensuring a kidnap victim is someone you've already met. Can you give any other examples of stuff you've seen it do, maybe stuff that surprised you?

Todd Howard: Let's see... something that was good lately – but this was a bug – lately we realised that chickens were reporting crimes. I found that very funny. That was just last week: “Why are we getting caught?” “Oh, the chickens are reporting the crimes!”

PC Gamer: [Laughs] In terms of intentional Radiant Story stuff, though...

Todd Howard: Intentional things that are interesting... You can get married in the game, and I had decided to marry this one woman who was my friend. And I forgot that I had done this Radiant quest for this other guy, who it turns out had liked her.

When you get married, you can decide where you live. If you own a house, your spouse can move in with you, or you can move in with them. I had owned a house in the city of Whiterun, so I told her “OK we should live there.” I went there, and she hadn't arrived yet, so I decided to wait. I slept.

And then she showed up. I turned around and as she was standing there, I saw another door open to another bedroom and the other guy walked out!

I had to call over the designer and say: “This guy! I forgot I did that thing!” and he said “Oh yeah, he's going to visit her every day.”

If you make him like her, he then visits her every day, and doesn't care if she's married.

PC Gamer: There's no concept of fidelity.

Todd Howard: It's my wedding night, guy walks out of the bedroom!

I'm trying to think on my feet right now because these are just things from last week. If you ask me next week, I'm sure there'll be something new. The marriage one is not a bug, it's a thing – the chicken one is unintentional, a bug.

PC Gamer: When I played, I found a pair of gloves that gave me +15 damage to unarmed attacks, and it totally changed the way I played. Do you have any favourite items like that?

Todd Howard: One of my favourites is a shout that turns things to ice. On the surface, you shout and the wind turns the guy to ice, and what's neat here is it acts as a paralysation for a period of time. So it visually looks neat because he falls over encased in ice. And during the time that he's in the ice, he's taking a little bit of cold damage – not enough to kill him.

When the ice is done, it kind of shatters and that hurts him a lot. So you can use the shout and incapacitate people, and then move on and hope that when it shatters, it kills them. If you hit the ice then it will shatter and hurt them a lot.

So even amongst this basic shout, there's some gameplay: “OK, I've incapacitated these enemies, do I want to shatter the ice? Will that kill them? Or they're tough enough, I'd rather just leave them encased in the ice for as long as possible and deal with something else or move on.”

PC Gamer: That's cool – Paralyse was always my favourite thing in Oblivion.

Todd Howard: Yeah, we still have that as well.

PC Gamer: When you're not doing the main quest, how common is it for you to run into a dragon?

Todd Howard: You have to do a little bit of the main quest – just the initial stuff – for the dragons to really start appearing, because it sits in with the story. After that point, the more of the main quest you do, the more dragons you'll run into. But it's hard to quantify it. They appear every once in a while. Not at a rate that is annoying... it still feels special. It's hard to know how people will play the game and it's a little bit random.

Indie RPG Chasm leaps over Kickstarter goal

I couldn't be more delighted with the news that the promising Chasm has met its Kickstarter target - and not just because it gave me an excuse to use that exciting headline.

- and not just because it gave me an excuse to use that exciting headline. OK, so it's mostly that, but I also like the cut of the action RPG's jib. The Symphony of the Night/Zelda/Diablo-inspired sidescroller has brought in all $150,000 required to make the game happen. It's still a few...hundred thousand dollars shy of achieving all its stretch goals, but there are five days to go before Mr Kickstarter bangs his power-gavel and declares Chasm's funding campaign "OOOOOVEERRRRR". Also: Mr Kickstarter is a robot.

While wait for Discord Games to, y'know, finish making it - development would probably go a lot smoother if I stopped poking them with a stick - remember that there's a demo on the Kickstarter page, for PC, Mac and Linux. If you're too afraid of that great fiery sky-ball to leave the house, I can't think of a more ironic game to play today.

How I Game: Brian Fargo — CEO, inXile Entertainment

Name: Brian Fargo
Location: Newport Beach, CA
Who are you?

Brian Fargo loves the intellectual engagement and entertainment value of video games. He's also the leader of inXile Entertainment, the studio behind Torment: Tides of Numeneraand Wasteland 2.

Occupation: CEO at inXile Entertainment

Twitter: BrianFargo

My name is Brian Fargo and I've been producing games on almost every format imaginable for the last 30 years. I'm best known for founding Interplay Entertainment back in the 80's and for producing a number of role-playing games like Wasteland, Bard's Tale, Fallout, Baldur's Gate and Torment. And currently I'm bringing classic PC RPGs back thanks to crowdfunding through which we've raised money to help create Wasteland 2and Torment: Tides of Numenera.


"Perhaps the most interesting part of my setup is the visual style of my machine which has a steampunk look."

What's in your PC?

My PC is a pretty straight up higher end gaming machine running Windows Vista, 12 gig of RAM, an Intel i7 CPU 3 GHz and using a Nvidia Geforce 9800 GTX graphics card. I could certainly upgrade it some more but I think the main thing I need to add is a good SSD to improve my storage calls. That, and I should probably spend a day clearing out my registry which is no doubt clouded with a bunch of useless stuff.

What's the most interesting part of your setup?

Perhaps the most interesting part of my setup is the visual style of my machine which has a steampunk look. I could no doubt have a larger monitor and more gamer-oriented keyboard, but I could not resist the look of the monitor and keyboard I found online. I'm always looking to find that right balance of style and optimization.

What's on your desk?

I keep my desk pretty clean which means it has a simple configuration of my monitor, keyboard and mouse along with any pesky bills I have to pay.


"The absolute most fun entertainment experiences of my life have been when I was wrapped up into a great game."

What are you playing right now?

I tend to bounce around a couple of games at one time and currently I'm about halfway through Metro: Last Light which has done a fantastic job setting a mood. And then when I want my brain to hurt I jump back to an Indie puzzler game called Swapper.

Why do you game?

How can anyone not game? The absolute most fun entertainment experiences of my life have been when I was wrapped up into a great game. It's intellectually challenging and highly entertaining and I enjoy it from an admiration level of how the game was put together technically or design wise.

How I Gameis a weekly spotlight of developers, pro gamers, and community members. Know someone who you'd like to see featured? Drop a comment below.

Image via www.gdcchina.com.

Todd Howard on Skyrim's toughest monsters: "the more of the main quest you do, the more dragons you'll run into"

We've been speaking to Bethesda game director, Todd Howard about The Elder Scrolls V: Skyrim.

Skyrim Preview Thumbnail Dragon Perch

We've been speaking to Bethesda game director, Todd Howard about The Elder Scrolls V: Skyrim. So far we've covered small matters concerning crime reporting chickens, a disastrous marriage nightand the lessons Bethesda have learned from Fallout 3, but it was only a matter of time before the conversation turned to the creatures that Bethesda have shown the most in this year's Skyrim demos, dragons! When will they appear, and how often will we fight them?

"You have to do a little bit of the main quest - just the initial stuff - for the Dragons to really start appearing, because it sits in with the story," says Howard. "After that point, the more of the main quest you do, the more Dragons you'll run into. But it's hard to quantify it, they appear every once in a while. Not at a rate that is annoying... it still feels special."

"It's hard to know how people will play the game and it's a little bit random, so I don't want to say if it's once an hour or..."

What about those who decide to ignore the main quest and start exploring the world by themselves? Howard says that if players "don't want to proceed in the main quest, they're not going to get spammed with dragons."

"when one of them arrives, it changes whatever you're doing at the time. You could be on a different quest, going to a town, and a dragon shows up, so you're going to have to find a way to kill the thing or work with the townspeople or run away. So we spent a lot of time on that, and I think that the balance on that is pretty good right now."

Skyrim's is almost here. Come November 11, will you charge straight into the main quest, or will you pick a direction and start exploring?

DirectX co-creator's daughter slams his "toxic waste trash fire" approach to development

DirectX co-creator Alex St.

Alex St John thing

DirectX co-creator Alex St. John caused an ugly stir earlier this week with an article on VentureBeatarguing, among other things, that long periods of “crunch” are beneficial, and that game developers who insist on fair pay for work performed are “wage slave” whiners who aren't really committed to their craft. It's odious stuff, and has spawned numerous rebuttals, including one of our own. But none of them carry the weight of the response written by Amilia St. John—Alex St. John's daughter.

I am Alex St. John’s Daughter, and He is Wrong About Women in Tech”, she pulls no punches, opening by describing her father's behavior as a “horrific toddler meltdown.” She acknowledges her distance from the senior St. John, noting that, despite being only 22 years old, she has not lived with or near him for many years, and leads “an independent existence.” But her response isn't mere venting. She explains how and why she got into tech, before digging into what she sees as the real reason for the relative lack of women in the field—which “is NOT, as he insinuates, a result of women 'claiming victimhood.'”

“The majority of U.S. K-12 schools do not even offer any Computer Science curriculum in the first place. In fact, only 5% of U.S. High schools even offer the Computer Science AP exam in the first place. As a result, many women enter college without even considering Computer Science as an option, and may only choose to transition to the major after their freshman year,” she wrote. “Even if they do eventually decide to switch majors, it can be difficult or nearly impossible to finish within four years as a late transit. Adding to this adversity, many women and minorities feel intense isolation when confronted with the hard reality that they do not fit in with their overwhelmingly male classmates. Worst of all, many women enter into CS majors only to find that they are already hopelessly behind as they discover that their male counterparts already know the material from tinkering in their childhoods.”

Things don't get much better for women who complete a CS degree and take it on as a career. St. John says women in tech “begin to get weeded out of engineering roles in favor of client-facing roles that 'perfectly suit' their 'stronger social skills'.” That, she notes, is precisely in line with what her father advocates in his now-infamous PDF presentationon recruiting, in which he says, “Better communication skills often make [women] better architects, technical writers, QA, or technical support people.”

“Widely held beliefs like these are playing a huge role in hindering women from continuing as engineers. While many of these 'more social' roles may be high paying, they remove truly technical women from technical jobs, furthering the imbalance,” St. John wrote. “This directly impacts women later in their careers as it has been shown that technical positions are more likely to lead to senior roles in the industry. My Father’s suggestion to continue the practice of 'promoting' women out of engineering roles will only further reinforce gender norms in the workplace and ultimately harm the supply of senior female technical executives.”

The article—which I would urge you to read in full at Medium—includes links to resources for women and minorities in the tech industry, and ends on a personal, but still very cutting, note. “And it is from here that I beg my father, for the love of his daughters, to stop hindering our progress as women in the industry and start using his influence to promote positive experiences for minorities in tech,” she wrote. “ {And to stop promoting abuse and exploitation of people with Aspergers. And also to stop being an obnoxious lunatic.}”

In the aftermath of the uproar, St. John's blog appears to have gone offline: Attempting to connect to alexstjohn.comcurrently results in an “error establishing a database connection.” Interestingly, a Google cached version of the sitereveals that he posted an “apology” before it went down, but not the expression of regret you might expect. Instead, St. John apologized to “the disenfranchised minority victim groups” who were left out of his previous posts, like people with gluten and lactose intolerance, before launching into a long, bizarre tale of workplace accommodation for vampires at WildTangent. As you might imagine, it speaks for itself.

Play Guild Wars 2's Stronghold beta on April 14

On April 14 you'll be able to test out Guild Wars 2: Heart of Thorns' new Stronghold PVP mode.

GW2 HeartOfThorns screenshot 4 4f626f12

On April 14 you'll be able to test out Guild Wars 2: Heart of Thorns' new Stronghold PVP mode. The public beta will be live for 24 hours, allowing anyone with Guild Wars 2 to take part.

"Starting on Tuesday, 14th April at 21:00 CEST (20:00 BST), all players in the West will have the option to try Stronghold and put their skills to the test," says NCSOFT. "This exciting new competitive mode blends deep strategy, role-based play and immersive story elements into PvP."

"Stronghold offers an entirely new way to play and watch competitive PvP in Guild Wars 2. Players take on the role of pirates or knights as they work with their allies to kill the opposing team’s lord. The mode features NPCs that players can hire for supply to help their team."

Ahead of the beta, Guild Wars 2 will be available for 75% off this weekend, from today at 6pm BST until April 13.

Find out what Phil thought of Heart of Thorns in his hands-on preview.

Howard’s End: Skyrim game director catches man in bedroom with in-game wife

On top of Fallout 3 influences and crime-reporting chickens , The Elder Scrolls V: Skyrim introduces a new concept: infidelity.

The Elder Scrolls V Skyrim

, The Elder Scrolls V: Skyrim introduces a new concept: infidelity. Game director Todd Howard spilled all the dark secrets from his bedroom when he spoke to us about the intentional but unexpected events that Skyrim's procedural Radiant quest system can turn up.

“I had decided to marry this one woman who was my friend,” Howard begins. “I forgot that I had done this Radiant quest for this other guy, who turns out he had liked her...”

Despite a bright start, Howard's new virtual marriage wasn't an entirely happy one. “When you get married, you can decide where you live - if you own a house, your spouse can move in with you, or you can move in with them,” says Howard. “So I had owned a house in the city of Whiterun, and asked her, 'OK we should live there.' I went there, and she hadn't arrived yet, so I decided to wait - I slept.”

Despite being sound asleep in his own home, an interloper arrived. “Then she showed up, and I turned around and she was standing there, I saw another door open to another bedroom and the other guy walked out!” says Howard. “If you make him like her, he then visits her every day, and doesn't care if she's married.”

"It's my wedding night, guy walks out of the bedroom!"

The “Radiant” feature Howard refers to is Skyrim's unique storytelling engine, which changes NPC's roles in the world depending on your choices during quests. And also provides enough storylines for another three years of Eastenders.

In the Elite: Dangerous alpha, loitering in the docking bay is a killable offence

Docking at space stations is the spaceship equivalent of parallel parking, which is another way of saying that it fills me with terror, and I generally end up gouging my ship a little as a result.

Docking at space stations is the spaceship equivalent of parallel parking, which is another way of saying that it fills me with terror, and I generally end up gouging my ship a little as a result. Despite that, I much prefer the ludicrous tension and precision of manual docking - a tension that appears to be alive and well in Elite: Dangerous. Alpha 3.0 has just been released to backers, accompanied by a fancy docking tutorial video in which a classy robot lady tells you how to insert your spaceship. It's a surprisingly elegant process, at least when I'm not behind the space-wheel. See it for yourself after the break.

OK, so it's not quite as exciting to watch as the laser-strewn videofor Alpha 2.0, but docking is an important skill to learn in the Elite universe, even if does appear to be a much less complicated process here than in the original Elite.

Here's what you can expect from this third stage of the alpha, as noted on the video's YouTube page:

"After successfully proving out the moment to moment combat gameplay, and multiplayer technology in Alpha phases one and two respectively, phase three starts to move towards building out the game by adding docking, an early version of hyperspace jumps between multiple locations and ship outfitting within an iconic Coriolis space station.

"Once successfully docked in the station -- a notoriously difficult skill to master in the original Elite -- Elite: Dangerous Alpha phase three offers progression where players can use their honest profit or ill-gotten gains from their in-game actions to improve their ship.

"Ship upgrades include modules such as heat sinks and cargo scanners, a variety of weapons, and extend to the repair of any damage sustained in combat. They can also clear bounties and, once they have earned enough credits, even purchase a firm favourite from the Falcon de Lacy shipyards, and one of the most notorious ships in the galaxy -- the Cobra Mk III."

If you want to buy your way into the ongoing Elite alpha, you're going to need a wallet-saddening £200 spare. (Thanks, Blue's News.)

Todd Howard on the lessons Skyrim has learned from Fallout 3

We've been speaking to game director Todd Howard about The Elder Scrolls V: Skyrim.

The Elder Scrolls V Skyrim Orc trouble

We've been speaking to game director Todd Howard about The Elder Scrolls V: Skyrim. Previously, he told us about Bethesda's problem with vigilante chickens reporting crimes, but he also discussed the changes that Bethesda have made since Oblivion, and many of them are inspired by Bethesda's work on Fallout 3.

Lesson one, Oblivion's progressions system, which had creatures levelling at the same rate as the player, has been overhauled. “[Skyrim]'s a lot more like Fallout 3, where as you level up you are going to see harder things, but the easier things stay around as well.” says Howard.

There will still be combat where it's tougher, but these battles will be against a new or uniquely named enemy, putting an end to the boring battle-churn that dominated the later levels of Oblivion. “You'll still run into the weaker stuff and you'll just decimate it,” says Howard. Bad luck, mud crabs.

Lesson two, Oblivion's stilted random conversation system is gone. “There's very few completely random conversations,” says Howard. “We've gone more towards a system, like we did in Fallout 3, where they have a specific conversation with a specific person about various topics.”

Thirdly, the environment has been made more interesting, taking another queue from Fallout 3's rich tapestry of American wasteland. “We realised in Fallout 3 that that kind of environmental storytelling, where you come upon a little scene, is really good,” says Howard. “And so we've tried to do it a lot more.”

“Just about” every dungeon will have something unique in it, Howard says.

Tom Francis found many of those unique things, and killed them with lightning in our Skyrim preview.

David Braben expresses desire to future-proof Elite: Dangerous

Are you the type of person who, on first starting a game, immediately heads to the options to max out every graphical setting?

Are you the type of person who, on first starting a game, immediately heads to the options to max out every graphical setting? Do you get physically excited by the knowledge that your rig can smoothly run the latest games at their highest settings? Well that's a shame because, with Elite: Dangerous, David Braben would like to target its most advanced graphical effects at PCs that don't even exist yet.

"We're going through some wonderful effects internally that look truly beautiful, and we're saying, that slows the frame-rate a bit, doesn't it?" said Braben in an interview with Eurogamer. "And we say yes, but we don't mind, because it looks so beautiful. But what we're going to do is attach it to this part of the detail slider. Or we'll call it out as a tick box."

Essentially, his plan is to 'future-proof' the game (you know, as much as is possible given the eventual death of the Sun). The benefit is that, as PC hardware gets increasingly more advanced, Elite can continue to stay relevant—potentially even becoming a Crysis-like benchmark that future PCs are measured against.

"All our models are so detailed," Braben said. "We've got 4K coming now. It pushes today's graphics card to do 4K. I'm not pretending we're there yet. There's 8K in the wings. You can't buy 8K TVs yet, but you can buy 8K cameras. 8K TVs can't be that far away. It's just thinking, actually, that's going to traumatise today's PCs, even the top end workstations with things like Titan Blacks in them. But, that hardware will go on getting better and cheaper.

"And so I love the idea of being pretty future proofed."

To see what can already be achieved by the Elite: Dangerous beta, check out Ben's 4K Screenshot Showcase, or our Andy's galleryof 6720x4200 resolution shots.

Todd Howard on chickens reporting crimes in Skyrim

Radiant Story is Skyrim's unique storytelling feature that acts as a narrator for the player.

Crimestopping chicken

Radiant Story is Skyrim's unique storytelling feature that acts as a narrator for the player. In practice, it'll look at the history of your playthrough and cater upcoming quests to your character. It might, for example, add context by switching out a kidnapped character for an NPC you've previously met.

Executive Producer at Bethesda, Todd Howard, let Tom into a secret while they discussed the feature a few weeks ago. Radiant Story was creating crime-conscious chickens.

PC Gamer : "Can you think of anything you've seen Radiant Story do that's surprised you?"

Todd Howard : Let's see... something that was good lately... but this was a bug - lately we realised that chickens were reporting crimes. I found that very funny. That was just last week: "Why are we getting caught?" "Oh, the CHICKENS are reporting the crimes!"

PC Gamer: (Laughs) If there's some way that could be made clear to the player, that'd be a great feature.

Todd Howard: That actually took us a while to track down, that bug. Like, "Why is this happening?" (Laughs)

Do you think chickens should be able to report crimes in Skyrim? Even if it's an option at the start of your journey? Let us know your take in the comments. For our full Skyrim feature, pick up PC Gamer UK 232.

Elite: Dangerous with the Oculus Rift - video impressions

We've managed to sneak into the £200 Elite: Dangerous alpha, which supports flight sticks and the Oculus Rift virtual reality headset, both of which we have in our office.

alpha, which supports flight sticks and the Oculus Rift virtual reality headset, both of which we have in our office. We took it in turns to stick our heads into the virtual reality cockpit, ooh-ing and ah-ing and occasionally swearing as we collided with a space rock and span off into the void. Andy has played it the most out of all of us. You wouldn't believe the things he's seen. Attack ships on fire off the shoulder of Orion. C-beams glittering at the Tanhauser Ga-LOOK OUT ANDY A SPACE ROCK.

Here is a video of Andy giving his thoughts on Elite Dangerous and how well it works in virtual reality. Warning: the video contains lasers, dramatic music, and dangerous levels of cool space biz.

Todd Howard on chickens reporting crimes in Skyrim

Radiant Story is Skyrim's unique storytelling feature that acts as a narrator for the player.

Crimestopping chicken

Radiant Story is Skyrim's unique storytelling feature that acts as a narrator for the player. In practice, it'll look at the history of your playthrough and cater upcoming quests to your character. It might, for example, add context by switching out a kidnapped character for an NPC you've previously met.

Executive Producer at Bethesda, Todd Howard, let Tom into a secret while they discussed the feature a few weeks ago. Radiant Story was creating crime-conscious chickens.

PC Gamer : "Can you think of anything you've seen Radiant Story do that's surprised you?"

Todd Howard : Let's see... something that was good lately... but this was a bug - lately we realised that chickens were reporting crimes. I found that very funny. That was just last week: "Why are we getting caught?" "Oh, the CHICKENS are reporting the crimes!"

PC Gamer: (Laughs) If there's some way that could be made clear to the player, that'd be a great feature.

Todd Howard: That actually took us a while to track down, that bug. Like, "Why is this happening?" (Laughs)

Do you think chickens should be able to report crimes in Skyrim? Even if it's an option at the start of your journey? Let us know your take in the comments. For our full Skyrim feature, pick up PC Gamer UK 232.

Elite: Dangerous alpha footage defends capital ships, rips off mining vessels

The year is 2015.

The year is 2015. The twin capital ship combo of Star Citizen and Elite: Dangerous have warped on our hard drives and PC gamers now live almost exclusively in virtual cockpits, trading and killing one another in an era of interstellar gaming bliss. Star Citizen now has a bigger budget than the British government and Elite: Dangerous is being used to train a future generation of space pilots. The space games have arrived.

Sorry, drifted off a bit there. I can't help but imagine a time when these crowdfunded monsters are finally finished and we'll be free from the teasing feed of trailers. Elite: Dangerous' latest example covers a recent multiplayer test that had backers defending capital ship from waves of enemies, and mugging asteroid harvesters in space. Mmmm, that's good space.

Ever since Mechwarrior I've loved cockpits in games, especially ones that move HUD information into your surroundings. This video shows the player looking around the cockpit to access menu screens and target mining ship subsystems - set nerd alert to red! Looking around and manipulating a cockpit instills an immediate sense of place. You should feel as though you're a warm tin bubble of breathable air in an awful, freezing vacuum, wrestling with targeting computers to fry a pirate's engines before they close range.

Oh, you wanted lasers? It's got those, too.

The video's part of "Alpha 2.0" multiplayer test, which offered up four scenarios for backers to try including "free-for-all melee", team fights, "co-operative defense of a crippled Federal battlecruiser" and an advanced "Pirates and Bounty Hunters" mode which "hints at the fluid choices and roles players will experience on a much greater scale in the final game."

You can get in on the alpha here, but look out for the huge £200 price tag.

Call of Duty: Advanced Warfare season pass unveiled

Atlas Gorge is a remake of the Modern Warfare multiplayer map Pipeline, with "new verticality" that's designed to take advantage of the leaping capabilities of Advanced Warfare's exoskeleton technology.

Call of Duty Advanced Warfare

Activision has revealed details about the Call of Duty: Advanced Warfareseason pass, which will include four DLC packs, early access to DLC weapons, and launch day access to the bonus multiplayer map Atlas Gorge.

Atlas Gorge is a remake of the Modern Warfare multiplayer map Pipeline, with "new verticality" that's designed to take advantage of the leaping capabilities of Advanced Warfare's exoskeleton technology. The contents of the four DLC packs haven't been revealed, but we do have their names: Havoc, Ascendance, Supremacy, and Reckoning. The first, Havoc, will debut in January 2015 but as usual will be a timed Xbox exclusive, meaning those of us who prefer to play on PC will have to wait, presumably until February, to get into the extras.

The Advanced Warfare season pass will set you back $50, compared to the $60 you'd pay for buying each DLC release separately. It's not a huge savings, but ten bucks is ten bucks.

Full details on the season pass are up at callofduty.com. Call of Duty: Advanced Warfare comes out on November 4.

Hellraid developers show off 20 minutes of monster murder in new gameplay video

Techland recently took to Twitch.tv for a lengthy session of Hellraid that covered the entirety of the game's first level.

that covered the entirety of the game's first level. Did you miss it? Not to worry, because the whole thing is now up on YouTube.

Have I mentioned that I'm a big fan of Dark Messiah of Might and Magic? Probably, and probably also that it's why I'm so looking forward to Hellraid. The blend of gorgeous levels, basic character development and hordes of monsters to creatively clobber may not be the most sophisticated formula ever, but sometimes—like, say, when you're laying an axe into a dude's face—simplicity is better.

And in case there's any confusion as to exactly what type of game this is, let presenters Mike and Paul clarify the situation with a demonstration of a magical lightning staff. It doesn't just shock enemies, it actually blows off their arms and legs, because, as they put it, "The idea here is to make sure that even magic users have some fun with dismemberment." I was also heartened to see that it's possible to shove guys off of bridges and other precipices. Shades of Dark Messiah, indeed.

Hellraid is slated to launch next year, but will be available to PC gamers this fall on Steam Early Access.

Elite: Dangerous' alpha and beta plans detailed in new dev diary

In the latest Elite: Dangerous dev diary, David Braben has revealed the date of the Kickstarted space sim's alpha launch.

the date of the Kickstarted space sim's alpha launch. Well, he's revealed the month at least, casually uttering the word 'December' while sitting in front of the entirety of space wearing a lovely salmon shirt. It won't be the full game, but rather several discreet segments - still, getting our hands on at least part of a new Elite is something to be excited about.

The alpha period will start with a test of Elite: Dangerous' combat, before moving onto different components in turn, which will eventually be bundled together (i.e. turned into an actual game) for the beta test. After that , all Kickstarter backers be given access to a 'gamma' testing phase before the game's official release.

(Thanks to RPS)

Star Wars: Battlefront alpha details and videos leak all over the internet

Star Wars Battlefront closed alpha testing begins today.

Star Wars Battlefront

Star Wars Battlefront closed alpha testing begins today. The way we know this is that videos of the upcoming shooter have leaked all over everywhere, despite EA's best efforts to mop up the resulting mess.

Here, for instance, via the cheeky scamps at All Games Beta, are a few such videos:

Of course, all of these are liable to disappear at any moment, as EA does its best to control the flow of information. What they won't be able to remove is the details being mined and posted to places like NeoGAF. There you can find lists of the weapons and vehicles included in the alpha.

By the sounds of it, Twitch users attempting to stream the alpha are having their access revoked mid-broadcast—the publication of such footage being a breach of the NDA agreement that accompanies closed alpha acceptance. Those poor, poor Bothans.

Hellraid gameplay trailer shows off 20 minutes of monster mashing

I will maintain until the day they pry the mouse from my cold, dead hand that Dark Messiah of Might and Magic is a criminally underrated game.

is a criminally underrated game. So I was naturally intrigued by Hellraid, which by all appearances shares many similarities with Dark Messiah: Specifically, the bloody, fast-paced combat through expansive, RPG-style dungeons. But it's most definitely not, as this gameplay trailer makes clear, an RPG: Visual trappings notwithstanding, it's all about thefaux-medieval fantasy face-busting.

The "clobber, collect and continue" styling means Hellraid probably isn't going to be the deepest game ever, but the crumbling catacomb motif is awfully pretty, and while it's tough to effectively simulate melee combat in a first-person videogame, it looks reasonably varied and fluid. Will it be any good? The tactile nature of first-person sword-swinging makes it impossible to judge without actually playing, but I'm cautiously optimistic, especially since Techland appears to be putting real effort into it: The studio announced in April that Hellraid was being upgraded to the Chrome Engine 6, which will enable physics-based lighting effects, better AI and a greater level of detail and complexity in the character models and animations.

Hellraid is slated to hit Steam: Early Accessthis fall, with the full release scheduled for 2015.

Star Wars Battlefront multiplayer trailer drops a Walker on Hoth

Star Wars Battlefront will support multiplayer action with up to 40 players blasting it out in massive battles between the Empire and the Rebellion.

will support multiplayer action with up to 40 players blasting it out in massive battles between the Empire and the Rebellion. This is what one of those battles will look like.

The perspective on the "Walker Assault" on the planet Hoth switches back and forth between the two sides, and works out about as you'd expect: The Empire drops the hammer, and the Rebellion does its best to bob and weave and not get clobbered. There are AT-ATs, AT-STs, TIE Fighters, X-Wings, Speeders, and more; you can fly them, you can drive them, you can even swing a magical laser sword at Darth Vader, if you're "lucky."

The video is taken from the PlayStation 4 version of the game, and it looks great. I can't wait to see it running on a high-end PC. Star Wars Battlefront will be out on November 17. Details are up at Starwars.EA.com.

Star Wars Battlefront

Star Wars Battlefront

Star Wars Battlefront

Star Wars Battlefront

Star Wars Battlefront

Star Wars Battlefront

Dead Island dev's Hellraid gets upgraded engine, Early Access plans

I'm pretty excited for Hellraid for the same reason I'm excited for Dying Light .

. Techland's mix of first-person melee combat and role-playing loot mongering in Dead Islandwas brilliant, and I'll take more of it any way I can. While Dying Light seems more like a natural evolution of Dead Island, Hellraid puts that same kind of gameplay into fantasy setting. It's also getting some upgraded visuals, as Techland today annoucned it was moving the game to the same engine powering Dying Light.

The transition to Chrome Engine 6 will allow Hellraid to benefit from a new physics-based lighting system, more detailed locations and character models, complex animations, advanced particle effects, and state-of-the-art AI systems.

Techland also announced that it's adding more features to the game. In addition to the story mode and an arcade-style mission mode, it will also have a new arena mode, where you'll fight waves of enemies with up to four other players. The trailer above gives you a pretty good overview of all of that, and more.

Hellraid is currently planned for Steam Early Access this fall.

Elite: Dangerous holds "over 100 billion" star systems, says Frontier Developments

Elite: Dangerous project head David Braben has spoken before about procedural generation in the upcoming space trading sim, describing how the computer's roll of the dice creates whole star systems and majestic nebulae on the fly as you, er, fly.

in the upcoming space trading sim, describing how the computer's roll of the dice creates whole star systems and majestic nebulae on the fly as you, er, fly. Before the depths of space overwhelms your consciousness, know that Braben claimed (via PCGamesN) "over 100 billion" star systems will exist as navigable destinations.

Braben summarized the colossal constellation count as "a truly giant galaxy of vast numbers." How very Sagan-esque. The designer also said each star could feature up to 100 objects orbiting it, including fuel-rich gas giants and space stations.

Hundreds? Billions? Hunillions ? Such sky(space?)-high numbers seemed a little too good to be true, so we asked Braben for clarification on what exactly a player will encounter out in the vast blackness.

"Yes, Elite: Dangerous has over 100 billion star systems, each of which have up to 100 or more bodies in them (these are secondary and tertiary stars—the bigger single systems have up to six stars— then there are the planets, moons, even moons-of-moons and so on)," he wrote over email. "Each of these can be visited in game, though it's not realistic that any one player will do so, even in a lifetime. These systems are created using a rule-based procedural system. Things can still be changed through gameplay—effectively, this gets built into the rules. The reason [for] this number is this is the number of star systems thought to be in the real-life Milky Way."

A near-perfect recreation of a to-scale Milky Way sounds exciting, indeed, and we'll learn more about Elite: Dangerous as Frontier cruises ahead to its targeted March 2014 release date. One thing's for sure: my planned Bubba the Space Trucker character has a long haul ahead of him.

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Comments
Our Verdict
A so-so start to this new series.

A so-so start to this new series. The multiple character stuff is interesting, but weak shooting and bland environments let it down.

NEED TO KNOW

What is it? First of a new episodic Resident Evil.
Influenced by George A. Romero, itself
Alternatively Resident Evil 4 Ultimate HD Edition, 85%
DRM Steam
Price £5/$6
Release Out now
Publisher Capcom
Developer Capcom
Link Official site

Resident Evil has gone episodic. I’m not really sure why, but it’s good to see Capcom experimenting with a series that has, let’s be honest, lost its way. The first episode of this Revelationssequel, titled Penal Colony, is out now on Steam, and for £5/$6 you get about two hours of decent, if not mindblowing, Resident Eviling.

In the first half of Penal Colony you play as Claire Redfield, returning in her first starring role since Dreamcast favourite Code: Veronica. She’s joined by Moira Burton, the foul-mouthed teenage daughter of series mainstay Barry. Y’know, the one with the beard. Set in a gloomy asylum that wouldn’t look out of place in a Silent Hill game, the pair work together to escape the clutches of, well, whoever trapped them there.

You can hit the Tab key to switch between characters. Claire handles the guns and a knife, while Moira lights the way with a flashlight and can whack zombies with a crowbar if she has to. As Moira you can stop zombies in their tracks by blinding them with her light. As Claire you can sneak up on them and kill them instantly.

Your reward for a clean headshot is a pathetic splash of blood.

Babysitting another character could've been frustrating, but luckily the AI is capable of looking after the character left under its control. But even if they’ve been grabbed by a zombie, you can just Tab back to them, break free, and clear some space between them and their attacker. It’s co-op fused with singleplayer, and it works well.

The over-the-shoulder shooting will be familiar to anyone who played Resident Evil 4, but it’s a pale imitation. The feedback in Mikami’s game was brilliantly satisfying, with popping heads and fountains of gore. Here, the zombies barely react to being shot. Your reward for a clean headshot is a pathetic splash of blood. Compared to Resi 4’s punchy, kinetic combat, Revelations feels limp.

So it's not as good as Resident Evil 4, then. But what is, really?

The second part of Penal Colony sees you playing as Barry "the one with the beard" Burton, whose co-op partner is a little girl called Natalia. Claire begins her chapter with no weapons or supplies and has to scavenge them, but Barry starts fully kitted out with a pistol, an assault rifle, and his trademark Colt Python. Natalia can toss bricks to defend herself, ‘sense’ zombies through walls, and reveals hidden items.

I like the co-op stuff. There are enough differences between Claire/Moira and Barry/Natalia that having multiple playable characters doesn’t feel like a shallow gimmick. Moments where they’re forced to split up raise the tension, and you don’t have to worry about the AI leading your partner to their doom.

But boxy, uninspiring environments and weedy combat hold it back. As bad as Resident Evil 6 was, it at least felt like a big budget production. This has the unavoidable stink of a spin-off, and although there’s some nice lighting in places, the visuals feel outdated. It’s by no means the worst Resident Evil, but it doesn’t climb back to the series’ heights either. If you want to relive those days, play the HD remake.

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It runs fine on PC, with a decent selection of graphics options and support for high resolutions. The mouse and keyboard controls are slightly twitchy, and the camera occasionally freaks out when you sprint, but it’s just as playable as it is with a controller—which it was obviously designed for.

Disappointingly, you can’t play through the story with a friend, either online or locally. Capcom has promised that online co-op is coming to Raid mode—which is similar to The Mercenaries—but the campaign is screaming out for multiplayer. Of course, this being PC, an enterprising modder has already started work on an offline co-op mod. The game is fun enough solo, but some multiplayer would have been welcome.

As for the story, which is the driving force behind any good episodic game… well, it’s too early to tell. Not much happens in this two-hour slice, although the ending of Barry’s section did a pretty good job of making me want to play the next episode. I’m not entirely sure the episodic structure suits a game like this, but at least Capcom is trying something new to rejuvenate the series. I was intrigued by the ending, but it didn’t leave me with the same fevered need to play the next episode as a Telltale game.

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The Verdict

Resident Evil Revelations 2: Episode One

A so-so start to this new series. The multiple character stuff is interesting, but weak shooting and bland environments let it down.

ABOUT THE AUTHOR Andy grew up with PC games, losing countless hours of his youth to Quake and Baldur’s Gate. Today his love for PC gaming is just as strong, and now he loses countless hours of his adult life to them. He loves horror, RPGs, sims, anything set in space, anything set in rainy cyberpunk cities, adventure games, and you.

We recommend By Zergnet

Hellraid E3 trailer features skeletons by the boneload, looks a bit like Hexen

Taking a break from making games about zombies , or games about zombies , Techland are making a game about zombies (well, and skeletons), in the form of co-op first-person fantasy Hellraid .

. Its Game Master AI has drawn comparisons to Left 4 Dead, but this latest trailer - released to sorta coincide with E3 - is giving me serious Heretic/Hexen vibes.

There are few things in life (I mean...in games) more satisfying than shattering a skeleton and seeing the bones fly all over the room. Though it looks quite similar to Dead Island - mainly in the character animation - Hellraid won't be open world, but appears to make up for it with an enormous number of enemies, multiple classes (Warrior, Mage, Paladin and Rogue), and neat staff-things that fire concentrated bolts of magic. Hellraid is due out this year, unless that big guy in the stocks does something about it.

Ta, VG247.

Shenmue 3 dev explains why Kickstarter rewards won't go to PayPal backers

Shenmue 3 developer Ys Net ruffled some feathers recently when it decided not to extended backer rewards that had previously been offered as “Kickstarter exclusives” to PayPal supporters.

Shenmue 3 concept

that had previously been offered as “Kickstarter exclusives” to PayPal supporters. It was a strange move on the face of it, because the studio claimed there was a “strong response” from people who wanted to maintain exclusivity, but the results of two polls it conducted in December indicated the opposite: There were more people who wanted to open up the rewards than there were who wanted to keep them exclusive. But the majority of respondents said they didn't care one way or the other, and that's where things got tricky.

“Since the launch of the Paypal campaign we have received numerous requests to remove exclusivity from certain Kickstarter rewards and make them available for the Slacker Backer campaign as well,” a representative explained in an email. “We held the poll as a method to gain more accurate insight on backer opinions concerning this matter since we could not be sure that the requests we received represented the opinion of the vast majority of the backers.”

Ys Net's “foremost consideration” was upholding the promise it made during the original campaign, he said, and so it would only be willing to change that position if the majority of its backers supported doing so. That wasn't the case.

“The majority of respondents did not feel strongly enough about exclusivity to vote either yes or no. While the votes in favor of removing exclusivity marginally outnumbered those against, they did not represent a majority opinion in the poll. The poll numbers do show that there are also many backers who do not wish to give up their exclusive rewards,” the rep continued. “We feel that the logical conclusion to these results is to leave exclusivity as it is because there was not enough support to justify making an exception to go back on our original promise.”

Put that way, it's a reasonable position to take. Indifference isn't the same as support, and if the goal was to determine whether this was something people actively wanted, the poll results don't point in that direction. (Also bear in mind that less than a quarter of the eligible respondents actually bothered to cast a vote.) I don't necessarily think it's a good decision, but at least there's a rationale for it.

As for the possibility of balancing the scales with PayPal-exclusive rewards, the rep said there are currently no plans to do so, but they're open to suggestions. Maybe it's time for another poll?

Jump to Section:Best Price

Comments
Our Verdict
A so-so start to this new series.

A so-so start to this new series. The multiple character stuff is interesting, but weak shooting and bland environments let it down.

NEED TO KNOW

What is it? First of a new episodic Resident Evil.
Influenced by George A. Romero, itself
Alternatively Resident Evil 4 Ultimate HD Edition, 85%
DRM Steam
Price £5/$6
Release Out now
Publisher Capcom
Developer Capcom
Link Official site

Resident Evil has gone episodic. I’m not really sure why, but it’s good to see Capcom experimenting with a series that has, let’s be honest, lost its way. The first episode of this Revelationssequel, titled Penal Colony, is out now on Steam, and for £5/$6 you get about two hours of decent, if not mindblowing, Resident Eviling.

In the first half of Penal Colony you play as Claire Redfield, returning in her first starring role since Dreamcast favourite Code: Veronica. She’s joined by Moira Burton, the foul-mouthed teenage daughter of series mainstay Barry. Y’know, the one with the beard. Set in a gloomy asylum that wouldn’t look out of place in a Silent Hill game, the pair work together to escape the clutches of, well, whoever trapped them there.

You can hit the Tab key to switch between characters. Claire handles the guns and a knife, while Moira lights the way with a flashlight and can whack zombies with a crowbar if she has to. As Moira you can stop zombies in their tracks by blinding them with her light. As Claire you can sneak up on them and kill them instantly.

Your reward for a clean headshot is a pathetic splash of blood.

Babysitting another character could've been frustrating, but luckily the AI is capable of looking after the character left under its control. But even if they’ve been grabbed by a zombie, you can just Tab back to them, break free, and clear some space between them and their attacker. It’s co-op fused with singleplayer, and it works well.

The over-the-shoulder shooting will be familiar to anyone who played Resident Evil 4, but it’s a pale imitation. The feedback in Mikami’s game was brilliantly satisfying, with popping heads and fountains of gore. Here, the zombies barely react to being shot. Your reward for a clean headshot is a pathetic splash of blood. Compared to Resi 4’s punchy, kinetic combat, Revelations feels limp.

So it's not as good as Resident Evil 4, then. But what is, really?

The second part of Penal Colony sees you playing as Barry "the one with the beard" Burton, whose co-op partner is a little girl called Natalia. Claire begins her chapter with no weapons or supplies and has to scavenge them, but Barry starts fully kitted out with a pistol, an assault rifle, and his trademark Colt Python. Natalia can toss bricks to defend herself, ‘sense’ zombies through walls, and reveals hidden items.

I like the co-op stuff. There are enough differences between Claire/Moira and Barry/Natalia that having multiple playable characters doesn’t feel like a shallow gimmick. Moments where they’re forced to split up raise the tension, and you don’t have to worry about the AI leading your partner to their doom.

But boxy, uninspiring environments and weedy combat hold it back. As bad as Resident Evil 6 was, it at least felt like a big budget production. This has the unavoidable stink of a spin-off, and although there’s some nice lighting in places, the visuals feel outdated. It’s by no means the worst Resident Evil, but it doesn’t climb back to the series’ heights either. If you want to relive those days, play the HD remake.

287290 2015 03 02 00008

It runs fine on PC, with a decent selection of graphics options and support for high resolutions. The mouse and keyboard controls are slightly twitchy, and the camera occasionally freaks out when you sprint, but it’s just as playable as it is with a controller—which it was obviously designed for.

Disappointingly, you can’t play through the story with a friend, either online or locally. Capcom has promised that online co-op is coming to Raid mode—which is similar to The Mercenaries—but the campaign is screaming out for multiplayer. Of course, this being PC, an enterprising modder has already started work on an offline co-op mod. The game is fun enough solo, but some multiplayer would have been welcome.

As for the story, which is the driving force behind any good episodic game… well, it’s too early to tell. Not much happens in this two-hour slice, although the ending of Barry’s section did a pretty good job of making me want to play the next episode. I’m not entirely sure the episodic structure suits a game like this, but at least Capcom is trying something new to rejuvenate the series. I was intrigued by the ending, but it didn’t leave me with the same fevered need to play the next episode as a Telltale game.

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The Verdict

Resident Evil Revelations 2: Episode One

A so-so start to this new series. The multiple character stuff is interesting, but weak shooting and bland environments let it down.

ABOUT THE AUTHOR Andy grew up with PC games, losing countless hours of his youth to Quake and Baldur’s Gate. Today his love for PC gaming is just as strong, and now he loses countless hours of his adult life to them. He loves horror, RPGs, sims, anything set in space, anything set in rainy cyberpunk cities, adventure games, and you.

We recommend By Zergnet

Hellraid E3 trailer features skeletons by the boneload, looks a bit like Hexen

Taking a break from making games about zombies , or games about zombies , Techland are making a game about zombies (well, and skeletons), in the form of co-op first-person fantasy Hellraid .

. Its Game Master AI has drawn comparisons to Left 4 Dead, but this latest trailer - released to sorta coincide with E3 - is giving me serious Heretic/Hexen vibes.

There are few things in life (I mean...in games) more satisfying than shattering a skeleton and seeing the bones fly all over the room. Though it looks quite similar to Dead Island - mainly in the character animation - Hellraid won't be open world, but appears to make up for it with an enormous number of enemies, multiple classes (Warrior, Mage, Paladin and Rogue), and neat staff-things that fire concentrated bolts of magic. Hellraid is due out this year, unless that big guy in the stocks does something about it.

Ta, VG247.

Shenmue 3 publisher says PC coming to new funding campaign in "the near future"

Supplementary crowdfunding campaigns launched in the wake of successful Kickstarters are neither new nor all that unusual.

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Supplementary crowdfunding campaigns launched in the wake of successful Kickstarters are neither new nor all that unusual. At least a few of the games I've backed over the years have offered one, and the biggest crowdfunding success story of all time, Star Citizen, made the vast majority of its money after the Kickstarter was over. What makes the Shenmue 3"Slacker Backer" campaign that launched last weekunusual is the absence of the PC version of the game in any of its reward tiers.

The PC release was at the heart of the Kickstartercampaign that pulled in more than $6.3 million earlier this summer, but the only mention of it in the new effort is at the $100 tier, which offers a digital copy of the PC demo alongside the full game for the PlayStation 4 in either digital or physical format. It's a potentially disconcerting omission for anyone wanting the PC release, especially since the site explains its absence by saying only that developer Ys.net is "discussing the PC version with the related parties." But according to Cedric Biscay, the president of publisher Shibuya Productions, the reasons it's not currently being offered are "purely administrative."

"This [Slacker Backer] crowdfunding is a new campaign so we have to negotiate again with all the parts involved. That's the reason why you cannot find PC the version yet, but we are confident to have it in the near future," he said. "Please remember that in the Kickstarter campaign, the PS4 physical version was not offered at the beginning."

Biscay said there are a number of partners involved in the creation of Shenmue 3, and everything that happens must be approved by the relevant parties. "Our plan was to launch the crowdfunding on 17th because of Tokyo Game Show opening and we did not receive the approval on that date," he said. "So I can say that it's just a matter of time, I am very confident regarding the fact that the PC version will be added in the near future."

The Shenmue 3 Slacker Backer campaignruns until December 31.

Resident Evil creator directing his last game

Nov 4, 2010 Topics Action Shooter Vanquish Shadows of the Damned We recommend By Zergnet Load Comments

Yu Suzuki reveals the state of Shenmue 3 in new Kickstarter update

The latest Shenmue 3 Kickstarter update features an abridged version of creator Yu Suzuki's address at the CHUAPPX Expo in China, in which he explains where the new game stands in the overall Shenmue narrative.

Shenmue 3 prototype image

Kickstarter update features an abridged version of creator Yu Suzuki's address at the CHUAPPX Expo in China, in which he explains where the new game stands in the overall Shenmue narrative. Fair warning: It's a little confusing.

"Shenmue 1 comprised of Chapter 1, and Shenmue 2 focused mainly on Chapter 2, but also incorporated parts of Chapters 4 and 5," he explained. "The composition for Shenmue 3 has been finalized, and will begin with Chapter 5 as the continuation of Shenmue 2, to move on past Chapter 6. The story has been written to align with this structure; and the planning for the game elements that will go along with the story have been completed."

Suzuki has previously said that the full Shenmue story will cover 11 chapters, so possibly the third chapter—which appears to be missing from the equation, since Shenmue 2 apparently skipped it—will be covered in a currently hypothetical future edition.

In any event, with the budget locked down and a "detailed work flow" produced, Suzuki said the team has now begun "baseline research work with UE4 [Unreal Engine 4]." Once that's done, it will move on to the game design document and test-driven development processes, after which, "actual production will begin."

"The basic systems have been put in place and we are currently testing the Destruction (when objects break) and High Ground (environmental interactivity) effects," Suzuki said. "Unlike the development from 15 years earlier, we have assets already available to us and we are in an era where we can create prototypes even without a programmer."

The update includes three images from the prototype laid over screens from Shenmue 2, one of which hints at the return of a well-known characterfrom the original game. There's also a poll asking backers if rewards that were offered as Kickstarter exclusives should also be extended to Paypal supporters. "Keeping our promise to you is very important to us," it says. "But at the same time, the PayPal site was set up precisely because fans could not back the Kickstarter and they feel they should not be penalized for that."

A clip of the prototype being revealed for the first time at CHUAPPX, posted to YouTube by Shenmue Dojo, can be seen below.

Thanks, Eurogamer.

Shenmue 3 prototype image

Shenmue 3 prototype image

GamesRadar guides: Fallout: New Vegas Companions, Fable 3 Keys and Vanquish Statues

Once again, CheatPlanet has devled into the murky abyss and returned with a tresure chest full of juicy guides, walkthroughs and assorted help for the flummoxed gamer. The seasonal rush is in full swing, with each week spewing out chunky nuggets of GOTY caliber gaming goodness onto shelves. This week we’re looking at the recently released Fable 3, and last week’s one two punch of Fallout: New Vegas

Hellraid announced: a game about raiding the armies of hell

In a win for self-descriptive naming, here's Hellraid: a first-person co-op hack 'n slash RPG about raiding the armies of hell.

In a win for self-descriptive naming, here's Hellraid: a first-person co-op hack 'n slash RPG about raiding the armies of hell. It's being made by Techland, who have form with back-to-basics game naming, having previously brought us Dead Island: a game about an island full of dead people. This time, they're swapping shambling zombie corpses for the similarly undead, but generally less putrefied, demonic hordes.

On top of their four-player campaign co-op, Techland are also teasing what they're calling the Game Master - their equivalent of Left 4 Dead's AI Director. The GM will randomise loot and enemies, and supposedly generate online challenges which the developers hope will keep players busy with a constant trickle of shifting content.

Beyond that, the usual ARPG features are planned, including weapon crafting, armour customisation and character progression. Hellraid is due out later this year on PC and consoles. More info at their website.

Top 13 Failures of this Generation

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Vanquish Pangloss Statue Guide

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Comments
Our Verdict
Underwhelming for its Lovecraft premise, but as another chance to enjoy Magickas crazy combat, it just about earns its keep.

Gaming's spice rack is a scary thing. Is that FPS starting to taste a little bland? Add zombies. Need a little kick to your fantasy game? Try a dollop of Elder God, perhaps with a touch of cinnamon to help wash away the funny aftertaste of madness, seaweed, and the inevitable doom of all flesh.

Unfortunately, Magicka's Lovecraft-themed DLC goes little further than adding a little of this extra flavouring. Your group of up to four wizards has accidentally woken the Big Calamari, and only copious amounts of fire bombs, lightning walls, ARSE mines and whatever else you can mix up with your trusty palette of elements are going to send him to bed without his supper. World of Lovecraft, if you will.

It turns out to be a very short battle against evil, and a very familiar one. The first chapter offers no Lovecraft elements at all, set on the wizards' Scandinavian-style home turf. The second introduces some annoying cultists and sea monsters as you travel to the village of 'Outsmouth', but it's only the final chapter in R'lyeh that really unleashes the horrors of the deep... along with a few mildly tricky puzzles to work through, and a seriously challenging battle with the Great Squiddy One himself, Cthulhu.

This DLC's short length doesn't however mean it's an easy ride. While Magicka is always best as a fourplayer game, only the most experienced players should try going it alone. Some expansions take the gloves off early. This one sneers at the mere concept of wearing gloves, producing multi-wave arena fights and giant bosses right from the start. The one concession to solo players is a fairy companion recently patched into the game, giving you one free revive per checkpoint at the cost of being a tiresome parody of Navi from Ocarina of Time. She is what praying for death feels like.

In a full group, your quadrupled firepower, plus your ability to combine elements more easily and to revive downed comrades, makes things much smoother. Any reasonably experienced group should finish in a couple of hours, with only the last boss presenting a major difficulty spike. Helpfully, only the hosting player needs to own the DLC, with everyone else being able to just jump into their game.

Beyond the main campaign, you also get a couple of challenge maps – one with a tendency to break almost immediately – and a few new toys. An Investigator's robe complete with adorable magnifying glass staff is available at the start, and a waterproof Cultist robe is a reward for completing the campaign. As for the new spells on offer, by far the coolest you'll find is 'Portal'. Guess what it does.

As a Lovecraft parody, The Stars are Left is a deeply underbaked adventure, even at this price, and only the most hardcore need apply to take it on in single-player. It's not a bad way to get your gang of wizards together for another evening's spell-slinging fun though, especially if you split the cost.

The Verdict

Magicka The Stars are Left

Underwhelming for its Lovecraft premise, but as another chance to enjoy Magickas crazy combat, it just about earns its keep.

We recommend By Zergnet

Shenmue 3 returns for more crowdfunding

A new Shenmue 3 'Slacker Backer' crowdfunding campaign has begun, offering everyone who missed the original Kickstarter another chance to give money to the project and "be a part of the Shenmue legacy."
The Shenmue 3 Kickstarter hit its $2 million campaign goal less than 12 hours after it was announced at Sony's E3 2015 press conference, and went on to pull in more than $6.3 million in total, making it the most successful video game Kickstarter of all time.

Shenmue 3 concept

video game Kickstarter of all time. Despite more than tripling the campaign's goal, however, that amount was still well short of the $10 millionthat Shenmue creator Yu Suzuki said would be required to "truly have the features of an open world."

Ys.net didn't say whether that was a factor in its decision to launch the new campaign, noting only that funds raised will go toward a range of stretch goals including "expanded ragdoll reaction" at $6.5 million and various sorts of expansions to the Choubu Area and Bailu Village. The Slacker Backer effort will offer many of the same backer rewards as the Kickstarter campaign, although oddly, according to the press release(via Polygon), the designs of the physical editions offered through this new campaign will be different from the Kickstarter versions, a potentially annoying and/or expensive situation for collectors.

Also very curious is that the rewards in this campaign do not include the PC version of the game: The $100 tier includes a digital copy of the trial version on PC, but otherwise, all backer rewards are PS4 only. The site says the developers are "discussing the PC version with the related parties," but otherwise offers no explanation for the absence of the PC edition. I've emailed the studio to find out more about what's going on, and will update when I can.

The Shenmue 3 Slacker Backer campaignis live now and runs until December 31.

Vanquish: is this breakneck shooter way too short?

Vanquish is too short I'm a huge fan of Bayonetta, so the prospect of getting my hands on another glossy megaton release from Platinum Games had me very excited, especially as the demo was so good. However, having finished it in around 6 hours, it does indeed feel short – especially as much of that time is filled with recycled content. I would go so far as to say that the genuinely unique content would

Magicka: The Stars are Left DLC adds new campaign levels, robes and monsters, out now

[embed width="610" height="340"]http://youtu.be/IM198Yw0_oY[/embed]
The Stars are Left adds several sinister new campaign missions to Magicka, complete with tentacled Lovecraftian bosses, new enemies and new outfits.

The Stars are Left adds several sinister new campaign missions to Magicka, complete with tentacled Lovecraftian bosses, new enemies and new outfits. The pack also comes with a couple of challenge maps and there's a new trailer, which may be the first H. P. Lovecraft/film noir comedy crossover film ever made. Hopefully it's not the last. The Stars are Left is available now for £3.99 / $5.99 on Steamand Gamersate.

Shenmue 3 video is short, but features glowing bugs

This brief Shenmue 3 video doesn't feature any intriguing new information about the game, but it does feature Ryo and Shenhua looking at some pretty lantern bugs.

video doesn't feature any intriguing new information about the game, but it does feature Ryo and Shenhua looking at some pretty lantern bugs. It's the latest gameplay footage from Yu Suzuki's newly exhumed series, and it arrives just 70 hours before the end of the game's Kickstarter campaign.

While the $2 million goal was easily reached and exceeded within hours of Shenmue 3's announcement at E3 last month, it's only managed to reach $4,890,925 since then. I say only , because Suzuki has previously stated that he'd need $10 millionto make a proper open world game, in keeping with previous instalments in the series.

That said, Suzuki has said the project has more funding sources in addition to Kickstarter (like Sony, who hosted the game's reveal during their E3 press conference). "I can't get into specifics, but for right now I just want to keep the comment that yes, I have funding sources outside Kickstarter that I collected through my company YS Net, and that will combine with the Kickstarter for this project," he said last month.

Six solid games doomed to die in 2010

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Magicka: The Stars are Left expansion incoming, "we make fun of Minecraft this time" say devs

Ah Magicka, with your completely bonkers expansions.

Magicka

Ah Magicka, with your completely bonkers expansions. Joining this year's Vietnamis The Stars are Left, a 'spandey based on H.P. Lovecraft's Cthulhu mythos, spotted over on RPS. Scheduled to launch this winter, it includes a new adventure campaign, which is one of the most requested features for the co-op spell 'em up.

Like Vietnam, only the host player needs the expansion for others to join in - an act described by developer Arrowhead Studios' colleagues as, “More insane than a black goat with a thousand young.” We don't believe for one minute that anyone actually said that.

It also makes fun of Minecraft. Magicka is rapidly becoming the Naked Gun series of computer games.

Here are some bullet points, if you're into that kind of thing:

An all-new adventure, several levels long, allowing players to get lost in space and time 2 new challenge maps 2 new robes 2 new bosses 5 new achievements 7 new enemies Considerably more than 2 new items and Magicks Also, we make fun of Minecraft this time

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Jump to Section: Best Price Comments Pros Ridiculously fast sometimes to a silly degree Continually springs cool new surprises on players Relentlessly fun even during "ordinary" firefights Cons Waiting for the suit to cool down Heavy use of motion blur can make visuals look fuzzy Over just a little too soon Go to page: Page 1 Page 1 Page 2 If it were possible to make a game out of the phrase “F**K

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