Hitchhiker's Guide to the Galaxy browser-based text adventure relaunches March 8

To celebrate three decades of improbable hilarity, the BBC is re-releasing the Hitchhiker's Guide to the Galaxy text adventure game.

To celebrate three decades of improbable hilarity, the BBC is re-releasing the Hitchhiker's Guide to the Galaxy text adventure game. The thirtieth anniversary edition will be playable in-browser and will feature improved HD visuals and some social media integration. The game will relaunch on the same day that the BBC will rebroadcast the original radio plays written by Douglas Adams, which turn 36 years old that same day. I'll wait just a moment while you reflect on how extremely old you are.

“Douglas was a true visionary and in his own glorious way foresaw all the technology we now take for granted,” Radio 4 commissioning editor Caroline Raphael said in a press release. “Radio 4 Extra is delighted to host this game alongside the first two series. Hitchhiker's fans will be rewarded for their loyalty over the years and newer fans have a real, but fiendish, treat in store.”

Fans who know where their towels are will remember the text-adventure from when it last surfaced in 2004. I don't think that a built-in Twitter feed will make much of a difference, but it's nice to see the anniversary marked by another release, no matter how marginal the game's improvements since the last go-round. The radio play airs on March 8 at 6 p.m. GMT. Though no US stations are picking up the broadcast, as far as we know, hoopy froods around the world can hear it on Radio 4.

Gods Will Be Watching survival sim gets full funding through Indiegogo

Gods Will Be Watching , a product of April's Ludum Dare 26 game jam, has achieved full funding through Indiegogo for the development of a "bigger, but deeper" version of the point and click, pixel-art adventure game.

through Indiegogo for the development of a "bigger, but deeper" version of the point and click, pixel-art adventure game. Spanish game studio Deconstructeamhad set a goal of €8,000 for the project, but has seen nearly double that amount roll in with nine days left in the funding period.

GWBW promises to be a game exploring the morally ambiguous, grey areas of various survival scenarios. The original Ludum Daremini-game is available to play here, and it's already clear from that version that the developers will be demanding some thoughtful reflection as players solve puzzles, manage resources, and work to survive life and death situations.

"There's also no good or evil, just decisions, with only you as the judge of your actions," according to the game's Indiegogo description. "Is eating your friends the best way to stay alive, or just the easier?"

As it stands, the current funding level should provide for a six-level game, new cinematic scenes, and an original soundtrack, among other features. Additional goals of the project include online scoreboards, multi-language support, and voice acting.

For more on GWBW, check out the Indiegogo trailer below. Hat tip, joystiq.

The Walking Dead and other Telltale adventures fall victim to the Humble Weekly Sale

The shambling Humble menace has claimed fresh victims.

The shambling Humble menace has claimed fresh victims. Not content with sucking the price out of assorted indie games for the excellently varied Humble Indie Bundle 8, they've also ambushed Telltale - creators of the brilliant The Walking Deadadaptation - in order to feed their Weekly Sale. Can they ever be stopped? Remember to aim for the wallet.

In addition to The Walking Dead - which is available to those who beat the average price - you can pay whatever you want to get:

Back to the Future: The Game Sam & Max: Devil's Playhouse Poker Night at the Inventory Hector: Badge of Carnage Puzzle Agent 1 & 2 Wallace & Gromit's Grand Adventure

Which, combined, is a seriously large selection of adventure, both episodic and otherwise. Not all are great, admittedly, but there is fun to be had, even outside of the developer's masterful zombie tale.

The Humble Weekly Salewill run for the next six days.

Hatoful Boyfriend is getting a sequel

XCOM 2?

Hatoful Boyfriend

XCOM 2? Fallout 4? Maybe you think that's more than enough long-awaited sequel announcements for one week. I think we can squeeze another in, though, so here's Hatoful Boyfriend: Holiday Star.

It's the sequel to the thoroughly fowl Hatoful Boyfriend—the pigeon dating sim that actually existed and wasn't just a weird dream you had after a particularly lavish Langres cheese bender.

"Hatoful Boyfriend fans will travel to fantastically styled worlds," enthuses the press release, "meet interesting new chickadees, find romance in elegantly designed winter wonderlands and a new mysterious watercolor world."

Despite the new locations, you'll still be catching up with some old friends and discovering side-stories and distractions along the way. Also, looking at the fact sheet, I see this line: "It’s not a Hatoful Boyfriend game without a bit of the bizarre like anime inspired magical girl transformations for all your favourite pigeon boyfriends" So, you know, there's that.

Hatoful Boyfriend: Holiday Star is due out in the autumn.

As pointed out in the comments, Hatoful Boyfriend: Holiday Star has been available in translated form since 2012. The autumn release is for Devolver Digital and Mediatonic's re-mastered edition.

Yes

Yes it is

Redwood City, CA-based Cryptic Studios, the developer that created MMOs including City of Heroes ,

City of Villains and Champions Online , is expanding its reach into Washington State as it continues work on the upcoming online game Neverwinter . Cryptic and its parent Perfect World Entertainment told Gamasutra about the founding of Seattle’s Cryptic North, which is currently supporting the Redwood City mothership by polishing Champions Online .

Q&A: With Neverwinter inbound, Cryptic founds Seattle studio

The new Cryptic North studio is made up of most of the staff of Flying Lab Software, creators of the online game Pirates of the Burning Sea . A rep for Perfect World confirmed that Flying Lab Software no longer exists.

Neverwinter is currently in open beta, and slated to launch on June 20 this year.

Leading the new Cryptic division will be director Russell Williams, co-founder of Flying Lab. Williams and Cryptic Studios CEO Jack Emmert took some time to answer a few questions about the new division and today’s MMO market in an email Q&A.
How long has the new studio been operating? How many people are currently there?Jack Emmert: We began talks to bring Rusty and his team in and establish Cryptic North before December of 2012.

Russell Williams: Yeah, we went full speed ahead in January of 2013, but we've also been collaborating with each other for years, back when most of Cryptic North was still Flying Lab. We have 12 people in the Seattle Studio, but we have transplants from Cryptic come up here just as we have our Northerners go down there, so the studio size varies pretty dramatically from week-to-week.
Why did Perfect World feel the need to add another Cryptic Studio?JE: Whenever you have the opportunity to add experienced veterans to a team, you should jump on it. [Perfect World] is always making investments in the West. Runic, Unknown Worlds, Cryptic... Western growth and independently operating development houses like us are very important to PW's future. It makes business sense.

RW: Studio location is also very important. Silicon Valley is a great area, but tremendously competitive. Having a Seattle-based studio allows us to recruit Seattle-based talent.

JE: There're also other benefits to having Cryptic North in Seattle. We just launched the Legacy of Romulus expansion to Star Trek Online and our Neverwinter Open Beta. Huge efforts for us. It's easy, as a studio, to get focused on a task to the exclusion of all else. Russell and his team give us perspective and allow us to better diversify. That's important for any developer.
What's Cryptic North going to be working on, exactly?RW: Right now we are working hand-in-hand with the Cryptic Studios team on Champions Online , though we contribute to Star Trek Online and Neverwinter .
Will Cryptic North be working projects independent from Redwood's?RW: A definite possibility. Right now we are focusing on polishing and improving Champs . Longer term, who knows?

JE: Absolutely we want to grow the studio to be more than it is. Realistically, all growth is contingent upon success. Right now our games are incredibly successful, so we're growing and that means expansion North and South.
The MMO market is really risky. How do you plan on mitigating that risk?JE: Short version: Make better games. Make cost effective games. Treat our players better. Take care of our talent. Focus on working business models. A tried and true way to mitigate risk is diversification. And we also have a crazy diverse portfolio of games at [Perfect World Entertainment].

The MMO market is changing. We've seen the rise of free-to-play and we've seen that model rapidly displace traditional subscription games. We've seen less emphasis on boxed PC titles and more emphasis on delivering unique MMOs that are not conventional tab-targeting experiences. We feel pretty good about where we are currently positioned with F2P and we believe that's the immediate future of the genre: triple-A F2P from the ground-up.

That being said, of course we closely monitor our section of gaming and keep our finger on the pulse of the industry to see what's next. Platform convergence and 24/7 gaming, for example -- playing an MMO like Neverwinter on a different platform, but with the same playerbase, and taking a portion of that Neverwinter experience elsewhere, as is the case with Gateway.
Any thoughts on the upcoming consoles? Has Perfect World considered bringing its games to those?JE: We always keep our options open and consoles are definitely in the cards. PlayStation 4 and Xbox One are very interesting to us and we're actively looking at the business behind free-to-play on consoles, the logistics behind it (how we manage accounts, patching, etc.) and the feasibility of porting our engines to those platforms. We can't definitively say yes or no and this game or that one right now, but that's a space we want to be in.

Indie Royale Halloween bundle offers low-cost scares, giant octopus

Halloween is almost upon us.

Halloween is almost upon us. There's no escaping it, so instead of being scared by ghosts, werewolves and random octopus attacks outside you might as well savour the terror of the year's spookiest season from the comfort of your own PC.

The Indie Royale Halloween bundleis here to help you achieve that at minimum expense. If you like your fear slow and strange, Ice Pick Lodge's Pathalogic is probably worth the current asking price of £3.28 for the entire bundle. You'll also get the entire season of Telltale's Sam & Max: The Devil's Playhouse, pixelly murder mystery, Home, amusing wizard/werewolf zap/eat-'em-up Macguffin's Curse and top down hack-fest, EvilQuest, starring a dark knight and the giant octopus in the picture above.

As always with the Royale bundles, the minimum price of the pack is set by the size of the contributions from purchasers. Those who give above the asking price cheapen the pack for everyone else. To encourage extra giving, you'll get a copy of C-Jeff's Preschtaleif you pay more than £5.08. Find out more on the Indie Royale site.

Jump to Section:Best Price

Comments
Our Verdict
A fun, if lightweight, stealth combat game.

A fun, if lightweight, stealth combat game. The turn-based fighting isn't perfect, but remains entertaining enough to be worth a look.

Need To Know

What is it? A 2D stealth combat game with turn-based battles.
Inspired by : Gunpoint, Mark of the Ninja, did I mention Gunpoint?
Alternatively : Gunpoint (Not reviewed)
Copy protection : Steam
Price : $12/£10
Release Date : Out now
Publisher : Devolver Digital
Developer: Tomasz Wacławek
Multiplayer : None
Link: Official site

Why yes, Ronin does look a lot like Gunpoint. As a 2D action-stealth game set across the buildings of a stylishly futuristic city, the similarities are numerous. You hack computer terminals, use the mouse to plan and execute jumps, and stick to any wall or ceiling you fling yourself against. But Ronin is less derivative than it first appears, thanks largely to the prominence of combat. It looks like a stealth game and sometimes plays like a stealth game, but there are frequent occasions where you're forced into battle. Ronin is first and foremost about fighting, and the turn-based swordplay is what distances the game from its most visible source of inspiration.

First, the story. Don't worry, it won't take long. Ronin is about revenge; about a lone figure hunting the five corporate executives responsible for the death of her father. That's about it. Each of the game's five chapters consist of three levels: two in which you infiltrate buildings to hack computer terminals, and a third where you confront and kill that boss.

Levels are set across sprawling office buildings, each comprised of a number of self-contained sections. At first, you're unseen—free to lurk in the darkness, taking our guards and planning your opening strike. Sooner rather than later you'll need to jump into the light, at which point you'll be spotted and the action will pause. Each turn of the combat is defined by the enemy's actions. If a red laser sight is pointed at you, on the next turn they'll fire. If they've fired, on the next turn they'll re-aim.

That s a bit on the nose isn t it

That's a bit on the nose, isn't it?

You have limited movement potential between each turn. Hold down the left mouse and you'll be shown the arc of your planned jump. If it's fully white, you'll land the jump in a single turn. If there's a red section, that's where you'll stop when the enemy turn begins. The next turn, you'll be suspended in mid-air, forced to either complete the jump or use your grappling hook to transition into a swing.

It sounds complicated, but I picked up the flow quickly. The trick is to always be moving. It takes two turns to down a guard: one to land near them, and one to strike them down. Conversely, it takes two turns in the same position to get yourself killed. That's the central puzzle of solving each encounter. The easiest solution is to jump into guards, knocking them down and giving yourself a couple of turns before they recover. This can buy you enough space to start whittling down their numbers.

After that, it's a case of learning the system's tricks. The safest way to take down an enemy, for instance, is to plan a turn that ends with you suspended above their head. The other guards will take aim at your mid-air position, but, as long as you're within range of the kill, your character will land and perform an execution in one swift movement. With your elevation now changed, the bullets will fly harmlessly overhead.

At a basic level it's an enjoyable system to manipulate, and enhanced by a number of unlockable skills. These are tied to a limit break meter that builds as you stun and kill guards. Let it fill completely, and you're given a free action. More often, it's worth spending your accrued points on a potentially life-saving special move. By the end of the game, I could create decoys, throw my sword, and send out a circle of daggers that would temporarily down all visible guards.

There's some slapstick in there, too. A teleport skill lets you instantly slam into any visible enemy to send them flying. If they're stood by a window, this skill is an instant defenestration button—a fine thing for any game to have.

As I grew more familiar with the combat, inconsistencies became more apparent. For starters, you don't always have enough information to effectively plan a move. The jump tracer doesn't account for enemies, so it's difficult to know where you'll end your turn if you go for a stun—an omission that led to my death on more than one occasion. Invisible, Inc proved the worth of complete transparency in turn-based feedback, and it's a lesson I wish Ronin had learnt.

It's an instant defenestration button—a fine thing for any game to have.

More frustratingly, the inflexible turn times mean it's difficult to fine-tune your approach. It's something that would be less annoying if Ronin wasn't so generous elsewhere. Ronin runs in real-time outside of combat, but lets you pause at any moment to plan and execute moves. This enables some spectacular feats of acrobatics, absolutely achieving the game's attempt to express balletic, fluid action through stop-and-start systems.

It's so compelling that I found myself staying in stealth as long as possible, using (and arguably abusing) the real-time pause function to leave macabre monuments to silent execution. Outside of combat, I can pause, plan a jump, pause, place the grappling hook, pause, instantly reel myself in, pause, plan a new jump. In this way, I'm able to traverse small slivers of darkness to remain unseen. In combat, I can pause, plan a jump, and then can make no further tweaks until the next turn. It has to be a jump, too: there's no running or climbing in combat.

I suspect the limitations are a necessary trade-off to keep the difficulty intact, but they seem to undercut the game's own fantasy.

Ronin2

There are some structural issues, too. Each level has three optional objectives: don't kill a civilian, don't trigger a lockdown, and kill all guards. Except, they're not really optional. You need to complete all three to earn a skill point used to unlock Ronin's best toys, and that means you're incentivised to re-try each checkpoint until you've completed that section of level perfectly. It's the skills that give Ronin's combat its tactical diversity, and keep it worth playing across fifteen levels of largely similar encounters.

With a growing collection of skills, Ronin stays interesting and engaging. The level design is largely excellent, and offers plenty of varied scenarios across the fifteen missions. But there are only a handful of different enemy types, and so it seems counter-productive to lock away the best toys behind ostensibly optional and occasionally frustrating objectives.

Ultimately, Ronin doesn't live up to the quality of its inspirations, but then, it doesn't really need to. It's an entertaining, violent and stylish romp; the schlocky B-movie to Gunpoint's more cerebral stealth-puzzling. The combat feels fresh and distinct, and, while it's not an unqualified success, it does enough to make for a fun four-to-six hour campaign of gratifying swordplay.

The Verdict

Ronin

A fun, if lightweight, stealth combat game. The turn-based fighting isn't perfect, but remains entertaining enough to be worth a look.

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

We recommend By Zergnet

PC Gamer US Podcast #273: Tell us some tales, Chuck Jordan

This week, Evan leads fellow PCGites Chris, Josh and Lucas as they welcome special guest Chuck Jordan (writer/programmer on Sam and Max, Grim Fandango, Curse of Monkey Island, and other great games) to the podcasting booth.

This week, Evan leads fellow PCGites Chris, Josh and Lucas as they welcome special guest Chuck Jordan (writer/programmer on Sam and Max, Grim Fandango, Curse of Monkey Island, and other great games) to the podcasting booth. We talk with Jordan about his history with LucasArts and Telltale and ask him all of our adventure-game questions. He also helps us tackle the week's big news stories, like ArmA III being announced and Guild Wars 2's new profession!

Have a question, comment, complaint or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

Subscribe the podcast RSS feed.

Follow special guest Chuck Jordan on Twitter: @SpectreCollie

Read his blog at http://www.spectrecollie.com/

@logandecker(Logan)

@Havoc06(Chris)

@DanStapleton(Dan)

@ELahti(Evan)

@jaugustine(Josh)

@PlanetValva(Anthony)

@Ljrepresent(Lucas)

Ronin to exit Early Access and release officially later this month

When Devolver Digital released Ronin on Early Access last month the publisher promised it would only stay there for a month.

Ronin

the publisher promised it would only stay there for a month. It looks like they've kept their word, because the stealth/platformer/turn-based combat hybrid is set to release officially on June 30.

Ronin will hit Steam, GOG and "other digital services" with a 25 percent discount, as well as a digital special edition including a digital comic and the game's soundtrack in both MP3 and FLAC formats. Chris Livingston enjoyed his time with the gameback in March, noting that the stealth elements work much better than the violent confrontations.

If you're not convinced and aren't willing to pay entry for the Early Access version(which is still available), there's a playable demo, too.

Entwined review

Entwined review 5 Entwined is a charming proposition, one that you can’t help but respect and connect with upon first embarking on its unique attempt to tell a tale of love and companionship. Newcomer PixelOpus has set out to craft a thought-provoking and (dare we say it?) artistic experience that’ll sit comfortably alongside Flower, Child of Eden and Proteus as something more than the sum of its polygonal

Are Telltale making a Walking Dead game?

Speculation is rife that adventure games developer Telltale are working on a title based on The Walking Dead.

Walking dead comic thumb 480x334 22192

Speculation is rife that adventure games developer Telltale are working on a title based on The Walking Dead. Read on for the details.

The guys at 1-UPhave received an invitation from the studio behind episodic adventure games Sam & Max and Back to the Future, which explains that at the event to be held on February 17th Telltale will announce five new multi-platform projects, among them "one based on a just-launched property from the TV and comic book world whose popularity is changing life as some know it."

As 1-UP have noted, it doesn't take much work to attach The Walking Dead to this cryptic puzzle. The on-going comic series from Imagine has recently been adapted into the critically acclaimed TV mini-series by Frank Darabont, and aired on AMC and FX last year. The books and show focus more on human interaction and character development than all-out zombie slaughter, and is ideal territory for Telltale to explore.

Ronin demo lets you slice through three levels

It used to be ronin were the masterless samurai of Japan's feudal period.

Ronin

It used to be ronin were the masterless samurai of Japan's feudal period. Now they're riding motorcycles, sneaking through office blocks, hacking terminals and hanging in mid-air to perform turn-based combat. At least, they are according to Ronin.

The 2D stealth action game is out next month, but has a demo available to try right now. It gives you three levels of jumpin', swordin' 'n' grapplin'.

Outside of combat, Ronin plays a little bit like Gunpoint (albeit with a grappling hook). Combat is where it truly stands out. You move, and then hang in the air as each guard's laser sight points in your direction. From there, you have to dodge—weaving up and around as you systematically take out your foes. It's very stop and start in-game, but still offers the feeling of fluidity.

To download the demo, head over to the game's Steam page and click "Download Demo". Ronin is due out next month.

Dota 2 "The International" $1 million prize won by IG

Valve's Dota 2 tournament "The International" concluded this weekend at PAX Prime in Seattle with the winners, Invictus Gaming, taking home a huge cash prize of one million dollars . Invictus Gaming of China faced off against team Natus Vincere of Ukraine in front of 2,500 spectators in person, and over 500,000 online. While Invictus came out on top on Sunday, Natus Vincere was probably still fairly

Ronin, the turn-based action-platformer, is now on Steam

Devolver Digital has announced that the turn-based stealth-action-platformer Ronin is now on Steam Early Access .

Ronin

. Tweaks to difficulty, controls, and other aspects of the game will be made during the final pre-launch phase, which is expected to last about a month, but otherwise it's "99 percent complete" and ready to play.

Ronin is an unusual thing. It's an action-platformer, in which you play as a modern-day ninja seeking vengeance against the heads of a powerful corporation, and it's turn-based, meaning that every move you make can (and must) be carefully planned to ensure you don't leave yourself overly exposed in one of the game's plentiful combat bits. A demowas released last month, but now you can leap directly into the (almost) full game.

"Ronin is a game of precision and timing so our team has worked with beta testers, other developers, and third-party testing studios to really test and tweak the near-final game," developer Tomasz Waclawek said. "Our goal is to extend this type of testing and iteration to a much larger audience to hopefully perfect Ronin, and Steam Early Access is the perfect method and forum for honest feedback."

In his March preview, Chris Livingston said it was sometimes tricky to determine what actually constituted a turn—something that will hopefully be addressed prior to launch—but described the game's combat as "fun and challenging." The Early Access release of Ronin is available for ten percent off the regular price of $13/£10 until June 3.

Dota 2 spectator client released on Steam

Valve announced today that they have released a brand new spectating client for their upcoming MOBA title, Dota 2 which is currently in beta. The spectating client will allow viewers to tune in to matches and view them from the perspective of players, or from the perspective of a cameraman directing the action with commentators piped in. It all seems very similar to StarCraft 2's replay system, with

Ronin preview: freeform skulking and turn-based stabbing

I'm feeling pretty cool about being a ninja today.

Ronin

I'm feeling pretty cool about being a ninja today. Leaping from a roof, I pause in midair to fire a grappling hook into the building I've just jumped from, then I swing in the other direction through a window, knock a guard down, and slice him with my katana before he can regain his footing. Springing to the ceiling, I hand-walk across the room and yank two more guards into the darkness with piano wire nooses, leaving them dangling out of sight.

Later, I encounter another ninja. An armored ninja. An armored, teleporting ninja. It makes me feel a bit less cool about being a ninja, especially when the much cooler ninja kills me for the tenth time.

I've been playing a handful of levels from Ronin, an upcoming 2D platformer with turn-based combat. Comparisons to puzzle-platformer Gunpoint are understandable—Ronin's creator even described it as a Gunpoint ripoff—and there are more than a few similarities. In both games you slink around in a series of multilevel buildings stocked with armed guards and hackable computer terminals. You unlock doors, ride elevators, and climb staircases to get around. You use your mouse to draw parabolic jumps onto enemies and through windows.

The rest is considerably different, with a strong focus on combat, even over stealth. While you can hide in shadows and perform stealth kills, there are large portions of the Ronin levels I played that dispense with lurking and creeping and simply deliver you into a room full of bad guys who absolutely know you're there. Sometimes you have no choice but to simply ride an elevator up into a room where a collection of thugs are waiting, staring right at the door. Ronin doesn't appear to be a game with a 'ghosting' option, at least not in the levels I played.

Ronin

I think they see me.

The thing about the turn-based combat is that it's a little hard to determine what constitutes a turn. Guards will aim at you, their laser sights showing the paths their bullets will take, and then it's your turn to decide what to do. You can try to leap or grapple to safety, or pounce on them and prepare for a killing blow. Thing is, sometimes your leap will constitute a full turn, and sometimes only a half-turn: you may wind up paused in mid-air while the guards readjust their aim. Then again, sometimes you'll be allowed to complete your leap in full. The rules are not entirely clear, but it's still fun, as you leap from floor to ceiling, then back to the floor, then onto your enemy as his bullets pass through the space you occupied a moment ago, a turn too late.

Ronin5

Finally, an enemy I can handle: an old man with a cane.

You have a few special moves: sometimes you can fling your sword (though you have to retrieve it), and you can occasionally use a holographic projector to make baddies think you're in a different spot. A single bullet, or the slash of a teleporting robo-ninja's sword, will immediately end your life. Turn-based escape is difficult, sometimes impossible, depending on where you are—fleeing back down a staircase during combat doesn't seem to be allowed—so it's quite challenging in rooms where there are numerous enemies and you can't simply melt back into the shadows. Clearing a room doesn't mean you're done, either, as often times more enemies will appear from one-way doors without warning.

The big combat sections are fun and challenging, and considering how often I died I'm grateful the checkpoint save system is done well. Still, I much prefer the parts of Ronin that let you slither around from shadow to shadow, dangle from ceilings, drop onto baddies, and clear out buildings one thug at a time. It feels a bit more ninja-like than riding an elevator up to a room full of bad guys who are all staring right at the elevator door. I bet even that teleporting ninja would agree with me.

The finished game, due to be released later this year, plans to provide 15 missions in which you stalk and assassinate five different figures at the head of a shadowy cabal.

Ronin

Guarding a skylight in the rain is a bad assignment for several reasons.

Jump to Section:Best Price

Comments
Our Verdict
One singular great idea is the foundation for a smart and occasionally thrilling action puzzler.

NEED TO KNOW

What is it?
A top down boss fight puzzle adventure.
Influenced By Shadow Of The Colossus, Dark Souls, The Legend of Zelda
Reviewed On Intel i5-4570 CPU, 8GB RAM, NVIDIA GeForce GTX-770
Alternatively Dark Souls, 89%
Copy Protection Steam
Price £11 / $15
Release Date 14/04/15
Developer Acid Nerve
Publisher Devolver Digital
Developer Acid Nerve
Link Official site
Multiplayer: No

In an interview, the director of Dark Souls Hidetaka Miyazaki once referred to a game’s health bar as the character’s ‘will to live’. The lower the bar, the more determined and desperate a player will become to stay alive in those split seconds. Anyone who has played Miyazaki’s masterpiece knows this feeling all too well—you’ve been flattened by some horrible boss, you can’t just cure because you’ll be killed instantly, so you’ve just got to get in that one pixel perfect dodge on the enemies next attack and you’ll have a window to cure yourself. Time to test your nerve!

Titan Souls is a game about that moment. That frantic scramble to keep yourself alive, whilst trying to finish off whatever it is that is trying to finish you. It began life as the product of a game jam based around the concept of having ‘one thing’. You cut about a world map, tracking down these Titans and putting them on the end of your singular arrow, which when fired, can be returned by holding down the button and it flies back to be used again. The Titans can kill you in one hit but in turn, one perfectly placed arrow to their weak spot will kill them, too. This full game keeps that core mechanic, but instead of four Titans, there’s now twenty of them, all scattered across a substantially bigger world. Your only goal is to find them and kill them. Pretty straightforward, but far from easy.

You see, Titan Souls is a pretty tough game and you’re going to die a lot. A Titan can kill you almost immediately upon picking a fight with them, as they attack relentlessly once you’ve awakened them. Death gets you dumped back at the last checkpoint passed, ready to go again. That’s your only punishment—a bit of a walk back and another 1 on the total number of deaths that mocks you on the file select screen—other than that, death is merely a lesson here. A ‘watch out for that’ or ‘don’t try that again’, for instance.

Every Titan you encounter needs to be figured out. They’re all individual action puzzles that work with that core mechanic of being able to fire and retrieve your arrow. Each one has its own unique way of attacking and a unique way for you to deliver the killing blow. Some are fairly straightforward, like just waiting for a gap between attacks where its weak spot is exposed then firing an accurate arrow into it, while some require a bit of work before you can attempt the coup de grace, with a few different pieces of the puzzle needing to be solved before their weak spot reveals itself. You’ve got to keep your nerve and fire that one perfect shot to finish the Titan off, each one of them designed so that you’re always under pressure at the point where you must release the killshot. One arrow, one shot away from victory, one hit away from another crushing failure.

What a victory it is, though. When you land that perfect shot, accentuated by a single cymbal hit, everything freezes. The music stops, the colour fades from the game and you’re left for a few seconds to take in the fact that, against all the odds, you did it. There was nothing cheap, no gaming the system or finding an easy way to do it. You figured out the Titan, usually over a considerable amount of attempts, exposed the weak spot and landed an arrow smack bang in the middle of it. You did it. You’re a bloody hero. Time to pop that arrow out, absorb the Titan’s soul and get searching for the next one. Onwards until you’ve bested all twenty and then, you’re done.

Once you’ve figured them all out that first time, the magic is gone—killing one for the second time just isn’t anywhere near as satisfying. There’s also little to do outside of the battles with the Titans, save for a few puzzles here and there as you track down some of the hidden bosses, which is a touch disappointing. Upon repeated deaths, it gets a bit tiresome having to trek even the few screens to get back to the boss, rather than having a Hotline Miami style quick restart. Unless you get into the unlockable hard mode or the time attack stuff, there’s no real reason to revisit after you’ve been through once. That first time though, when you’re swapping strategies with other players, trying to figure out how to best these Titans, is fantastic fun. Like the best bosses, they’re a true test of your abilities and Titan Souls is twenty of these challenges. It is a shame there aren't a few more.

The Verdict

Titan Souls

One singular great idea is the foundation for a smart and occasionally thrilling action puzzler.

We recommend By Zergnet

Titan Souls trailer reveals Q1 2015 release date and difficult topdown boss battles

While formally announced to the wider public earlier this year, Titan Souls actually has origins as a Ludum Dare 28 entry.

While formally announced to the wider public earlier this year, Titan Souls actually has origins as a Ludum Dare 28 entry. PC Gamer's Tom Sykes sang its praises back in December, describing it as Dark Souls meets Shadow of the Colossus. The sales pitch hasn't really changed, but the core game appears to have improved dramatically since its origins as a free-to-download title.

A look at the trailer below provides ample evidence. Titan Souls releases "Q1 2015" and will enchant and frustrate in equal measure. Developed by Acid Nerve and distributed by Devolver Digital, the game is described as having simple combat, with a single returning arrow used throughout. Expect a lot of dodging, rolling and dying.

Blizzard DOTA becomes Blizzard All-Stars amid copyright dispute with Valve

We just received word from Blizzard that an agreement has been reached in the high-profile copyright dispute between Blizzard and Valve, who both have upcoming games with the acronym "DOTA" in it. The acronym stands for Defense of the Ancients, a mod that was created for Warcraft III and was based on a map called Aeon of Strife in the original StarCraft. Somewhat by chance, both Blizzard and Valve

Titan Souls gets a demo

Titan Souls

Titan Souls—the game that's been around for years and has the elevator pitch of being 'Dark Souls meets Shadow of the Colossus'—has had a demo released in preparation for its full release.

You can get it from the game's Steam page, or just spend £9.89 to pre-order Titan Souls for its April 14 release date.

We livestreamed it just the other day, and frankly it's looking like one you might want to slap cash down on.

Mojang releases a free strategy game called Crown and Council

Minecraft studio Mojang has, entirely without warning, released a brand-new game on Steam called Crown and Council .

. It's a “casual strategy game of geopolitical drama,” originally created for a game jam, with 75 included maps and a built-in generator that can create new ones on the fly, and it's entirely free.

“It’s simple to play, but not quite so easy to win: do you spend all your cash on universities, hoping to survive long enough that your book-learnin’ makes you unstoppable in the late game?” Mojang explained. “Or do you go for a quick land-grab, hoping to put enough boots on the ground to give you an irreversible early advantage?”

The rules are simple: Each turn you earn a certain amount of gold based on the number of territories you own, and can spend any or all of it in any way you see fit. Launch attacks, fortify your holdings, or just sit back and let your enemies exhaust themselves against each other while your treasury grows fat. I've only played a few rounds, not nearly enough to make a meaningful judgment, but so far it seems surprisingly decent as a pseudo-Risk kind of experience, and it does have a deceptively simple vibe to it too.

And it's free! That's a big plus. Snag it from Steam.

[Note: The Mojang blog post announcing Crown and Council was written by Marsh Davies, a former PC Gamer staffer.]

Humble Square Enix Bundle features Daikatana, Deus Ex and 14 more

The Humble Square Enix Bundle may not be the most universally-solid collection of games ever assembled—an unavoidable consequence of inviting Kane & Lynch 2: Dog Days to the party—but it's still a pretty great package.

to the party—but it's still a pretty great package. There's Thief (one of the good ones), all the Deus Exgames, Anachronox, and even Daikatana.

It's Square Enix's turn to dial up a Humble Bundle, and it's doing a pretty bang-up job of it. 16 games are up for grabs this time around, in the usual three-tier hierarchy: Pay what you want (with a minimum of $1) for Thief Gold, Daikatana, Mini Ninjas, Anachronox, Hitman: Codename 47 and Hitman 2: Silent Assassin; beat the average to add on Deus Ex: Invisible War, Deus Ex: The Fall, Hitman: Absolution, early access to the Nosgoth Veteran Pack and Battlestations: Midway; and blow $15 or more and top it off with Deus Ex: Human Revolution Director's Cut, Just Cause 2, Lara Croft and the Guardian of Light, Deus Ex: Game of the Year Edition and Kane & Lynch 2.

Odds are that you've played most of the best of the best of the games in this bundle, but if you've missed a few of them, this is a great way to catch up. I'll go even further than that and say that Deus Ex: Invisible Warwas actually pretty decent, and Daikatana was nowhere near as awful as it's made out to be—it's just the victim of a remarkably ill-considered marketing campaign.

More games will be added to the "beat the average" tier in one week, and while it's all very hush-hush, I'd be willing to bet that Thief 2 and 3 will be among them. The Humble Square Enix Bundle supports the GamesAid and Make-A-Wish charities and runs for two weeks, which means it all comes to an end on August 5.

Call Of Duty: Black Ops – Treyarch's Mark Lamia discusses the series’ future

Call Of Duty: Black Ops – Treyarch's Mark Lamia discusses the series’ future During a recent trip out to sunny Santa Monica to take a look at Call Of Duty: Black Ops, games™ sat down with Treyarch studio head Mark Lamia – the man responsible for taking the series to new heights. Currently the studio is wrapping up development on Black Ops, tweaking and polishing the title to perfection. But what’s

Cobalt trailer explains time dilation system

Mojang's foray into a 2D plane is coming along quite nicely, judging by the above trailer.

Mojang's foray into a 2D plane is coming along quite nicely, judging by the above trailer. While it does feature a single-player component, it's increasingly looking as if Cobalt's main appeal will be its couch competitive mode, and the time dilation system will play a huge role. If like me, you've been confused about how it works, the video above serves to explain it, and it looks pretty cool.

Basically, when an enemy's projectile comes within your range, time will slow down to allow a quick escape. There are ways to deprive your opponent of time dilation, though: you can snipe them, or you can use certain power-ups in order to bypass it.

There's not long to wait until we can try it for ourselves: Cobalt releases February 2, which is this week.

Murdered: Soul Suspect will let you possess cats, and other things we learned from the latest trailer

I've seen a lot of trailers for Murdered: Soul Suspect in my time, and I remain cautiously optimistic about Airtight Games' ghostly detective drama, despite the fact that its deceased cop hero looks like a particularly unpleasant spectre to be inhabiting for the length of a game.

I've seen a lot of trailers for Murdered: Soul Suspect in my time, and I remain cautiously optimistic about Airtight Games' ghostly detective drama, despite the fact that its deceased cop hero looks like a particularly unpleasant spectre to be inhabiting for the length of a game. This latest video is a good one, explaining neatly what the game involves, how Ronan O'Connor came to lose his life (but not how he came by such an awful name), and revealing a few of the neat tricks Ghost Cop will be able to pull off throughout the game. You probably shouldn't watch it if you want to go in cold, but it may put Murdered on your radar if you've been shrugging it off until now. I don't know how to resolve this dilemma, but I do know how to embed videos into website posts. Stick around to see this skill in action.

New things we've learned from the above video: Ronan can possess cats (I'm not sure what tactical advantage this will bring him), Ronan can't pass through 'dusk objects' - wibbly-wobbly obstacles that stop him taking his ghostly butt wherever he pleases. Ghost Cop can be killed, however, by having his soul devoured by hungry, hungry demons. Man, the afterlife must be like an all-you-can-eat buffet for those guys.

Murdered: Soul Suspect is out June 3rd. Have you got the pun in the title yet?

Comments are currently disabled as we upgrade the system. Find out more here.

games™ Issue 101

games™ Issue 101 FEATURES Comic Mischief After years of pleas from series fans, Marvel vs Capcom is returning to seal the Fate Of Two Worlds. Producer Ryota Niitsuma explains how it happened. From Infinity And Beyond We visit Treyarch for an exclusive hands-on session with 2010’s record-breaker, Call Of Duty: Black Ops. To Tartarus And Back Outspoken God Of War creator David Jaffe talks to games™ about

Murdered: Soul Suspect studio Airtight Games reportedly closes down

Less than a month after the release of Murdered: Soul Suspect, Airtight Games appears to have closed its doors.

Less than a month after the release of Murdered: Soul Suspect, Airtight Games appears to have closed its doors. The Airtight websiteremains active but Geekwirereported yesterday that its office has been shut down, and the studio posted a cryptic tweet earlier this afternoon that sounded distinctively like a farewell.

Murdered: Soul Suspect earned a sickly score of 40 in the PC Gamer review, but the news that developer Airtight Games has been closed is nonetheless unexpected and unhappy. There's been no official comment out of the studio, but Geekwire claimed first-hand discovery of the shutdown after a trip to Airtight's Redmond office, where its equipment was being "sold off at heavy discounts."

While Airtight hasn't confirmed the closure, it did post tweetsearlier this afternoon hinting that something is up. "Thanks to all of the fans, family, friends and colleagues who supported us and made the last 10 years possible," it wrote. "Thanks to all of the amazing people that worked on Dark Void, Quantum Conundrum, Murdered, Soul Fjord, Pixld and DerpBike."

Thanks to all of the fans, family, friends and colleagues who supported us and made the last 10 years possible. July 2, 2014

Emails sent to the studio were returned as undeliverable.

Airtight was formed in 2004 and released its first game, Dark Void, in 2010, followed by Quantum Conundrum in 2012. It also developed Pixld and DerpBike for iOS and the Ouya-exclusive Soul Fjord before returning to the PC and consoles with Murdered: Soul Suspect.

Murdered: Soul Suspect trailer offers a crash course in supernatural detective work

By now you've probably heard about Square Enix's Murdered: Soul Suspect , or Ghost Cop, as I like to call it.

, or Ghost Cop, as I like to call it. It's a little hard to wrap your head around what Soul Suspect actually plays like. Is it a shooter? An adventure game? A match-3 game? Well, probably not the latter, but if you want to know what Murdered: Soul Suspect is all about, its recently released "101" trailer should get you up to speed.

In Murdered: Soul Suspect you play as Ronan O'Conner, a Salem police detective who wears a fedora in defiance of good taste—even in death. The story starts with O'Conner's death. He then spends the rest of the game investigating his own murder as a ghost. Ghost Cop!

Murdered: Soul Suspect is interesting because it takes the detective aspects of the game seriously. You gather clues, use your ghostly abilities to read minds, and deduce an answer in a way reminiscent of the upcoming Sherlock Holmes: Crimes and Punishments.

The more action-oriented elements are still a little confusing, even after watching the trailer. The game is played in third-person, and it looks like the only enemies you'll be fighting are other ghosts or demons, but not by shooting them. Maybe it's more about avoiding them. Maybe Ghost Cop has a Ghost Gun. I don't know. I'm on a track to get a D- in Murdered: Soul Suspect 101.

Extra Credit

Extra Credit NowGamer.com is holding a Red Dead Redemption themed competition in which you can win DLC codes for special edition content, Red Dead branded t-shirts and limited edition playing cards. Click through to the website’s competition page to enter. Looks like Treyarch has learned a few lessons from Infinity Ward’s brand of action, if this new Call Of Duty: Black Ops trailer is anything to go

Jaunt receives $65 million to help make virtual reality movies

Newsbrief: Virtual reality outfit Jaunt, a startup founded in 2013 that develops tools and software designed to push the boundaries of cinematic VR, has received $65 million in funding.

This isn't the first time Jaunt has grabbed the attention of investors, with the company raising $6.8 millionback in April 2014 to help it deal with the challenges of creating virtual reality cinema.

According to Jaunt CEO and co-founder, Jens Christensen, the new funding round, led by the likes of Disney and Evolution Media Partners, illustrates the company's "commitment and dedication to advancing the scope of cinematic VR – for filmmakers, storytellers, and audiences alike."

New Heat Signature gameplay video shows off upgraded visuals and music

Heat Signature has come a long way since developer Tom Francis—a former PC Gamer editor— added an artist and a pair of composers to the team back in September.

Heat Signature

to the team back in September. A screen released alongside the announcement indicated that a major visual upgrade was on the way, and now Francis has released a nine-minute gameplay video showing off its new look in action.

The gameplay remains essentially the same and the ships are still blocky, Lego-like constructions. But their interiors are much more detailed, and the cold depths of space through which they travel are far prettier than the speckled blackness of the previous video. It sounds like there's a proper soundtrack in there too, with music that varies depending on what you're getting up to.

Francis says in the video that the new systems are "nascent" and there's a lot more to add, but testing is expected to begin soon. If you're interested in taking part, sign up for the Heat Signature mailing list at heatsig.com.

Square Enix shutters Nosgoth , online game from Rocket League devs

Today Square Enix announced that it's ceasing development and winding down Nosgoth , an online team-based PC deathmatch action game from Rocket League developers Psyonix.

developers Psyonix. The game is based on the publisher's dormant Legacy of Kain IP.

The game's closed beta period began in 2014, with an open beta in 2015. As recently as last month, developers were giving interviewspromising new features, but in the update published today, the publisher has announced that development has immediately ceased. The game will remain live until May 31, 2016.

Online leagues launched late last year; according to a FAQfrom Square Enix, competitions will run for the remainder of this month and then cease. Players who made in-game purchases will be due automatic refunds for any transactions made since March 1, 2016.

Notably, this isn't necessarily the end for the Legacy of Kain franchise, which debuted in the 1990s in a game from Silicon Knights, and thrived through the early 2000s, under the development of Crystal Dynamics: "Any future Legacy of Kain project will be considered independently of Nosgoth and on the merits of the proposals alone," the FAQ reads.

E3 2011: Luigi’s Mansion 2 announced for 3DS

Poor Luigi, he launched the GameCube with a cute game that nobody gave a chance. Sure it wasn’t the Mario launch game everyone wanted, and it got the GC off to a poor start, but Luigi's Mansion was a cool concept. Everyone thought it was the last time Luigi would star in his own game, that he’d never be free of Mario’s shadow. Then, in the shocking opening to the Nintendo press conference, Luigi’s

Wrack is an old school first-person shooter with a Mega Man aesthetic

First-person shooters in the vein of Quake and Unreal Tournament appear to be making a comeback of late, and while Wrack could be slotted into this niche, it’s actually been in development for six years.

Wrack 09

appear to be making a comeback of late, and while Wrack could be slotted into this niche, it’s actually been in development for six years. That’s a long time, but it appears the wait is over: Wrack is now available to purchase on Steam, and judging by the launch trailer below it’s sure to satisfy anyone who is reluctant to hide behind cover while shooting at things.

I’ve not played Wrack, but I’m sold on the art theme. According to Keiji Inafune the game reminds him of a first-person shooter Mega Man, which is high praise coming from the man who made Mega Man. Alongside the art style and high speed movement is a kill chain system, which rewards players for killing things as quickly and relentlessly as possible. In theory it sounds like a more simplified version of Bulletstorm’s skillshots.

In addition to the core gameplay of shooting at things while moving around frantically, there's also Steam Workshop support, meaning a wealth of user-generated maps will likely appear if the game builds a following. It's currently selling with a 10 per cent discount too.

Clockwork Empires video interview: "Things going spectacularly wrong makes a great story."

Last August we revealed Clockwork Empires , a steampunk city-builder inspired by Dwarf Fortress (and Lovecraftian doom) from the creators of Dungeons of Dredmor, our favorite indie game of 2011.

of 2011. Since then we've followed Gaslamp'swith interest as the Vancouver-based indie assembles the systems that'll drive the game.

I caught up with Gaslamp's founders at GDCto get an update on the game's progress, its release date, and to ask Gaslamp to explain how features like combat, modding, and megaprojects will operate in Clockwork Empires.

E3 2011: Luigi's Mansion 2 hands-on preview

When Nintendo’s E3 press conference entered the 3DS section of new game announcements, a sequel to a mostly forgotten GameCube launch game was pretty low on our list of possibilities. A new F-Zero? Maybe. Another Wave Race? Conceivable. Even another Earthbound seemed more likely than Luigi’s Mansion 2. Yet there it was and just a couple days later we got our hands on the unexpected sequel and were

Rainbow 6 Patriots announced: "Terrorism has evolved, and so has Rainbow 6"

Ubisoft have just announced Rainbow 6 Patriots - the next game in the successful tactical FPS series.

Rainbow 6 Patriots Thumbnail

Ubisoft have just announced Rainbow 6 Patriots - the next game in the successful tactical FPS series. It's being developed by Ubisoft Montreal with the support of Ubisoft Toronto and Ubisoft Red Storm, and will arrive on PC in 2013. The single player campaign will pit Team Rainbow (goodies) against the True Patriots (baddies). The latter are a revolutionist group who claim the American government is irrevocably corrupted by greedy politicians. So far, so Clancy.

Details are scarce, but we do know that you'll be playing as Team Rainbow and will need to make "tough ethical decisions" to stop the "new breed" of terrorists. The campaign will be presented from different character's perspectives, and there'll be a fresh selection of co-op and multiplayer modes present.

"Terrorism has evolved, and so has Rainbow 6," says David Sears, creative director. Poor choice of words there, David.

He also highlights that "all the team play, tactics and realism that fans of the series love have been coupled with an exciting new narrative direction" and that the new focus will add an "unprecedented level of humanity that will make Tom Clancy's Rainbow 6 Patriots an extremely tense and immersive experience." Official Xbox Magazinehave the scoop in their Christmas issue, which goes on sale November 30.

We'll have more on Rainbow 6 Patriots soon. Until then, check out the official siteand Facebook group. What's the most humanity-filled game you've played recently? And what does that even mean?

Mod of the Week: Monstrous Megapack, for Dungeons of Dredmor

Gaslamp Games recently delayed the release of Clockwork Empires by a few months, but perhaps we can kill the time with another romp through their 2011 roguelike, Dungeons of Dredmor.

Gaslamp Games recently delayed the release of Clockwork Empires by a few months, but perhaps we can kill the time with another romp through their 2011 roguelike, Dungeons of Dredmor. With the random level generation and robust character customization, every game of Dredmor already feels different, but that's no reason not to add hundreds more differences. The recently updated Monstrous Megapackadds over a hundred items and artifacts, scores of new rooms and dungeon features, plus several new breeds of baddies, boogies, and bosses.

It's been a while since I've played Dungeon of Dredmor, which is to say, it's been a while since I yelled a very bad word at my monitor and shut the game down and uninstalled it and sat there with my face in my hands. I know. I know . It's a roguelike. You simply can't get too attached to your character in a roguelike. I've told other people the same thing, often through the clenched teeth of a frozen smile.

And yet, I do, I always do. There will be a run of good luck and a string of successes and my build will seem perfect and I'll fall completely in love with my character and then BAM. Something will go wrong and I'll lose everything in one fell swoop and I'll angrily vow never to play again, a vow that will last for at least a week or so.

Luckily, it doesn't take much for me to forget my last run, and Dungeons of Dredmor is so charming I quickly get over my old grudges, especially with so much new stuff added from the Monstrous Megapack. Every trip to the store seems to reveal a new item or two (there are over a hundred), many of them serving not just as weapons but pop-culture references. There's the Solo Blaster, a wand that looks like Han Solo's pistol, the Pokey Ball, a Pokemon-inspired throwable orb that produces a friendly flunky to fight for you, and a Tome called The Guide that can cast a "Mostly Harmless" spell to block the critical hits of your enemies.

In addition to finding new weapons, armor, and other items, it doesn't take long for Monstrous Megapack's monstrous monsters to begin appearing. The first new creature I ran into was a Skull Golem, which makes sense: the scariest bone, after all, is the skull, so why not make an entire monster out of them? He (they?) even has the ability to pluck a skull from his body and fling it at you. I also ran into a few Goops, which are blobby creatures that leave a damaging trail of slime as they slither about.

You can run into Goops anywhere, but there's a very special room with four differently-colored Goops you might find that seems... reminiscent of another game. Speaking of special rooms, there are lots to discover, depending on which level of the dungeon you're on.

Bathrooms, bunk beds, and other logical amenities may now appear on every floor (look, monsters have to go potty too). Theme rooms, like the one based on Raiders of the Lost Ark (featuring a not-so-successful Indy) and one containing a devious computer-based puzzle, may appear on different levels as well. There's also a new chamber called a Stink Garden, which has a number of mushrooms to pick but is also littered with, well, a rather fragrant series of traps.

There are also tons of new decorations and other aesthetic additions, like dozens of wizard portraits lining the walls, new curtains, tapestries, fountains and statues, and other changes that spruce up the ever-changing yet familiar corridors and chambers of the Dungeons of Dredmor. The new art, monsters, and items blend pretty well with the original look of the game, meaning you'll probably notice these changes but they won't seem jarringly out of place or distracting.

With so many new things to discover, you won't be able to see all, or even most of the additions every time you play, making the Monstrous Megapack a gift that keeps on giving, game after game, until you eventually say a very bad word at your monitor and shut the game down and uninstall it and sit there with your face in my hand.

Like I just did. I'm never playing this game again. I swear. Not for at least a week or so.

Installation : You can subscribe here on Steam Workshop, or download the .zip file here. Please note: since the added content is generated randomly I didn't get to experience it all first-hand, so a few screenshots in this write-up are taken from the modder's page.

Mario & Luigi & More in 3DS Nintendo Direct round-up

The Nintendo Direct this morning had all kinds of good news for 3DS fans, and even a few surprises for Wii U players. Even better, the news didn't end with returning classics like a new Legend of Zelda , Yoshi's Island , and a release date for Pikmin 3 . The Mario & Luigi series' funky RPG fusion will return on July 12 in Europe and August 11 in North America with Mario & Luigi: Dream Team --all of

Rainbow 6 Patriots announced: "Terrorism has evolved, and so has Rainbow 6"

Ubisoft have just announced Rainbow 6 Patriots - the next game in the successful tactical FPS series.

Rainbow 6 Patriots Thumbnail

Ubisoft have just announced Rainbow 6 Patriots - the next game in the successful tactical FPS series. It's being developed by Ubisoft Montreal with the support of Ubisoft Toronto and Ubisoft Red Storm, and will arrive on PC in 2013. The single player campaign will pit Team Rainbow (goodies) against the True Patriots (baddies). The latter are a revolutionist group who claim the American government is irrevocably corrupted by greedy politicians. So far, so Clancy.

Details are scarce, but we do know that you'll be playing as Team Rainbow and will need to make "tough ethical decisions" to stop the "new breed" of terrorists. The campaign will be presented from different character's perspectives, and there'll be a fresh selection of co-op and multiplayer modes present.

"Terrorism has evolved, and so has Rainbow 6," says David Sears, creative director. Poor choice of words there, David.

He also highlights that "all the team play, tactics and realism that fans of the series love have been coupled with an exciting new narrative direction" and that the new focus will add an "unprecedented level of humanity that will make Tom Clancy's Rainbow 6 Patriots an extremely tense and immersive experience." Official Xbox Magazinehave the scoop in their Christmas issue, which goes on sale November 30.

We'll have more on Rainbow 6 Patriots soon. Until then, check out the official siteand Facebook group. What's the most humanity-filled game you've played recently? And what does that even mean?

Clockwork Empires: a preview of Gaslamp Games' Lovecraft-laden steampunk city-builder

Take SimCity and stuff it with steampunk.

Take SimCity and stuff it with steampunk. Take Dwarf Fortress and make it modern. Take Annoand dump H.P. Lovecraft into its oceans.

Consider yourself mildly acquainted with Clockwork Empires, the next project of Gaslamp Games. The indies behind of Dungeons of Dredmor are creating a 3D, sandboxy city-builder teeming with 19th century imperialism. It'll be populated by street urchins, aristocrats, volcanoes, sea serpents, war zeppelins, mad scientists, and at least one foodstuff that doubles as a building material. It'll be irreverent, and PC-exclusive. It'll have multiplayer. It'll be moddable. Most of all, I think it has a chance to set a new standard for player-driven story generation in the genre.

Come read our Clockwork Empires interview, too.


SimVictoriana

Clockwork Empires casts you into the isometric eyes of an outpost founder and overseer in foreign lands. You build factories, laboratories, residences, cathedrals, barracks, pubs, and Civilization-style Megaprojects. You use 19th century technology: pipes, gears, steam, pickling, Tesla coils. And you populate the colony with upper-, middle- and lower-class citizens: clerks, poets, scientists, factory workers, soldiers, and the burdensome rich.

With these goals, citizens, and resources, you're thrust into a frontier world—albeit one exponentially more exotic and dangerous than what Victorian England actually explored. “You know those old globes that have everything poorly drawn and had monsters all over them? That's what the Clockwork Empire is like,” says Gaslamp CEO Daniel Jacobsen. Art Director David Baumgart continues: “There was this notion of the center of the Empire being a sort of metaphysical source of order, and the further you get out, there's more chaos and strange things and magics.”

This is Gaslamp's big, Lovecraftian twist on the genre: making you a colony-builder amid the grand idealism of Victorian discovery and cuddling you up with horrors, madness, wild species, and volatile science. “If you've got a whole bunch of people researching in a building and you just sort of leave them to it and you don't keep tabs on them, there's a high probability that they can start doing evil things and summoning demons or something,” says Jacobsen.

A more mundane example: like any good city builder, you might have fishermen on your colony. They'll work docks and shoreline on their own, collecting things from the sea for your colony to eat, or hunting whales (“for their delicious, clean-burning oil,” as Baumgart puts it) with a steam-driven harpoon cannon. Off-coast, though, they might have to tangle with beasts like cuttlefish-people, wandering Kraken, and predators like sea serpents as they do their job.


Freedom to fail

If you've ever played Poseidon by throwing hurricanes at your metropolis in SimCity, Cthulhu's shadow over Clockwork should tingle your imagination. The thought of inescapable danger and fantastic accidents being commingled with 19th century colonialism is hilarious. More fundamentally, it folds into Clockwork's continuation of a key concept from Dungeons of Dredmor: making failure fun. As a sandbox game, Clockwork won't have a true victory condition. Instead, it'll be more about prospering (scientifically, economically, or whatever goal rings true to you) as your civilization is beset by a long list of things that can kill it: disease, mining accidents, berzerk factory workers, laboratory explosions, an angry Elder God summoned by one of your citizens, or foolishly exploring a lost temple that you should've skipped, for example. Death can come in conventional and absurd forms. “Everyone could die if you accidentally create some super version of a bull and it, like, stampedes and kills everyone because it was highly unstable,” says Jacobsen.

Gaslamp values loss as a way of creating interesting stories for players. When you fail, “It should be a sort of narrative success,” says Baumgart. And although it'll be implemented differently, Dwarf Fortress is a model for their approach. “When you were a kid and you built with Legos, eventually you build something up and you knock it down because there's nothing else to do,” says Jacobsen. “Dwarf Fortress approached that in a really sophisticated way: it constantly is sort of knocking down your Legos, and you are constantly having to try and one-up your design to make it a little bit better, a little more robust. Those battles are what's interesting, between the destructiveness and the creation. Balancing those two things is really important for us.”

Failure will also leave its marks on the game world, even when you wipe a colony completely. This originates from a small element of persistency: when you generate a game world, you'll play several successive campaigns on that map. Traces of your defeat might seep into the next colony. ““Individual play sessions should create events or factoids that carry on into the fiction of the campaign,” says Jacobsen. “For example, a player's previous colony might have produced aluminium airship parts and this fact (as well as an insinuation that they were faulty) was worked into the backstory of an immigrant Aristocrat. These details can be subtle, just a line or two in a character's description and passing mention in the newspaper, but they work to build a connected world in the background.”


User-friendly Fortress

All of this focus on intricate, narrative-driven sandbox city-building wouldn't mean much if Gaslamp wasn't putting emphasis on playability, which it mercifully is. They have some direct experience in this—Dredmor managed to domesticate the roguelike—a famously cryptic, literally-hard-to-decrypt style of game—with smart, flexible interface, cozy controls, and reference-laden tooltips. It was a cinch to play, but it retained the hardness and spirit of its ancestor game. Gaslamp wants to achieve this again with Clockwork. 'We're trying very hard not to outwardly or ostensibly label it as 'Dwarf Fortress For Everybody.' But that's sort of our goal at heart, to try and take that experience and make it accessible,” says Jacobsen. “Two of the reasons why Dwarf Fortress isn't for everyone right now are the graphics and the user interface. So we're doing things that will allow us to try to get a lot of the functionality through while making it easy enough for people to pick it up.”

The final technical cog in all of this is highly-ambitious procedural 3D building technology. In short, Clockwork will let you generously customize the structures you plop onto your colony. Prior to construction, you'll tweak fundamentals like building material and area or add incidentals like pub signs, gargoyles and “unattractive weather vanes.”

The system is being cooked up by Gaslamp's Technical Director, Nicholas Vining, who dedicated some of his master's thesis work to the topic. Vining explains how the system will operate: “You specify a floor plan, and you specify some vague stylistic goals, like what you would want, say, the profile of the walls to look like. Are you a guy who likes flat walls, or gabled roofs, or non-gabled roofs? It extrudes that for you and you get a building. It's not just restricted to square buildings. You can have fairly complicated structures, you can build palaces, or large depressing mega-factories, or tiny shanties or whatever. And the game just extrudes it for you.” Vining says he wants to avoid the situation posed by the earlier SimCity games, where all your factories were carbon (-producing?) copies of one another. “Maybe you want to give it a special roof or something to indicate that this is the pickling factory. Or it fits in with your decorative plan. It should really have a giant Arabian Nights-esque turret on it. We'll do that for you. You just specify what you want and we build it.”

There's a heap more to share, more than I can carve into a single article. I haven't touched on Clockwork's volatile inversion of Civ-style Wonders: “inherently dangerous” Megaprojects. I haven't talked about how booze and opium products can help fend off madness in your citizens. I haven't mentioned the significance of volcanoes as power sources, meddling rich people, badger attacks, or aetheric ray guns.

Thankfully, we'll have more on Clockwork in a huge interview tomorrow. Atop that, there's a ton more in our Clockwork Empires feature story in issue #232 of PC Gamer US, or #244 of PC Gamer UK, both of which subscribers should be receiving now or soon. In the meantime, Gaslamp has an official announcement on their website.

War is full of love in Fire Emblem If

Love is a complex force, capable of binding opposed minds together, but also tearing lives apart. Evidently, Intelligent Systems realises that ‘It’s complicated’ is more than a trite Facebook status, because its newest Fire Emblem game (subtitled If in Japan) is as much about warring hearts as clashing blades. Where 2012’s Fire Emblem: Awakening focused on bringing your party together, forging bonds

Jump to Section:Best Price

Comments
Our Verdict
Even if it wasnt catastrophically broken, HAWX 2 would be a hard game to get particularly excited about.

HAWX 2 takes combat flight sim realism to a whole new level. Last night, while battling helicopter gunships over insurgent-held oil platforms in the Persian Gulf, I managed to crash four times, writing off four very expensive jets in the process. This morning, when I went to fly the next campaign sortie, I discovered I'd been grounded.

There was no cutscene or message – the game simply refused to start. Clever Ubisoft have obviously included a secret Sim Squadron Leaderô feature that punishes profligacy with periods of forced heel-cooling. Brilliant!

The other possibility, that they've shipped a game with a bug the size of a B-52 bomber, is far too implausible to contemplate. The sort of people willing to believe that are the sort of people likely to regard HAWX 2's demand for a permanent internet connection as a pain in the arse, when in actual fact it's just a way of 'empowering' us and providing 'added value that will facilitate and enrich the gaming experience'.

Because my gaming experience has been both facilitated and enriched, I can only tell you about the first third of the campaign. Missions one to seven suggest the Romanian devs have listened to criticism of the first HAWX (PCG UK 200, 66%), but still don't fully understand what makes light flight titles soar and satisfy. Just as in instalment one, the banditbattering is bland, and the plot framing it flimsier than a wood nymph's negligee.

Tired of fighting the West with guerilla tactics, insurgents are now insurging openly with conventional weapons such as jets and frigates. In the guise of various vacuous military pilots, it's up to us to vanguard the counter-insurgency. Most of the time this means tearing around the sky spewing missiles at red squares (and, on one occasion, Red Square).Occasionally, you get to do something a little less manic, like refuelling on the wing, landing, guiding a UAV, or directing a gunship's gatling gun at vehicles in a sleeping Middle Eastern town.

How fantastic you find all this depends largely on how many flight games you've played in the past and how satisfying you find pressing fire when a target icon changes colour. If you've tasted the aerial ambrosia that is Crimson Skies, Wings of Prey, or Red Baron, it's all going to seem decidedly second-rate. Those titles made their sky duels feel more meaningful or murderous; realism or imagination always kept unflattering FPS comparisons at bay.

It's quite possible that the co-op campaigning, adversarial multiplayer and solo survival mode partially excuse HAWX 2's limp story and repetitive bogey bashing. Unfortunately, until that martinet of a Sim Squadron Leaderô forgives me for trashing four of his finest flying machines, I've no way of knowing.

The Verdict

Tom Clancy's HAWX 2

Even if it wasnt catastrophically broken, HAWX 2 would be a hard game to get particularly excited about.

We recommend By Zergnet

Clockwork Empires: a preview of Gaslamp Games' Lovecraft-laden steampunk city-builder

Take SimCity and stuff it with steampunk.

Take SimCity and stuff it with steampunk. Take Dwarf Fortress and make it modern. Take Annoand dump H.P. Lovecraft into its oceans.

Consider yourself mildly acquainted with Clockwork Empires, the next project of Gaslamp Games. The indies behind of Dungeons of Dredmor are creating a 3D, sandboxy city-builder teeming with 19th century imperialism. It'll be populated by street urchins, aristocrats, volcanoes, sea serpents, war zeppelins, mad scientists, and at least one foodstuff that doubles as a building material. It'll be irreverent, and PC-exclusive. It'll have multiplayer. It'll be moddable. Most of all, I think it has a chance to set a new standard for player-driven story generation in the genre.

Come read our Clockwork Empires interview, too.


SimVictoriana

Clockwork Empires casts you into the isometric eyes of an outpost founder and overseer in foreign lands. You build factories, laboratories, residences, cathedrals, barracks, pubs, and Civilization-style Megaprojects. You use 19th century technology: pipes, gears, steam, pickling, Tesla coils. And you populate the colony with upper-, middle- and lower-class citizens: clerks, poets, scientists, factory workers, soldiers, and the burdensome rich.

With these goals, citizens, and resources, you're thrust into a frontier world—albeit one exponentially more exotic and dangerous than what Victorian England actually explored. “You know those old globes that have everything poorly drawn and had monsters all over them? That's what the Clockwork Empire is like,” says Gaslamp CEO Daniel Jacobsen. Art Director David Baumgart continues: “There was this notion of the center of the Empire being a sort of metaphysical source of order, and the further you get out, there's more chaos and strange things and magics.”

This is Gaslamp's big, Lovecraftian twist on the genre: making you a colony-builder amid the grand idealism of Victorian discovery and cuddling you up with horrors, madness, wild species, and volatile science. “If you've got a whole bunch of people researching in a building and you just sort of leave them to it and you don't keep tabs on them, there's a high probability that they can start doing evil things and summoning demons or something,” says Jacobsen.

A more mundane example: like any good city builder, you might have fishermen on your colony. They'll work docks and shoreline on their own, collecting things from the sea for your colony to eat, or hunting whales (“for their delicious, clean-burning oil,” as Baumgart puts it) with a steam-driven harpoon cannon. Off-coast, though, they might have to tangle with beasts like cuttlefish-people, wandering Kraken, and predators like sea serpents as they do their job.


Freedom to fail

If you've ever played Poseidon by throwing hurricanes at your metropolis in SimCity, Cthulhu's shadow over Clockwork should tingle your imagination. The thought of inescapable danger and fantastic accidents being commingled with 19th century colonialism is hilarious. More fundamentally, it folds into Clockwork's continuation of a key concept from Dungeons of Dredmor: making failure fun. As a sandbox game, Clockwork won't have a true victory condition. Instead, it'll be more about prospering (scientifically, economically, or whatever goal rings true to you) as your civilization is beset by a long list of things that can kill it: disease, mining accidents, berzerk factory workers, laboratory explosions, an angry Elder God summoned by one of your citizens, or foolishly exploring a lost temple that you should've skipped, for example. Death can come in conventional and absurd forms. “Everyone could die if you accidentally create some super version of a bull and it, like, stampedes and kills everyone because it was highly unstable,” says Jacobsen.

Gaslamp values loss as a way of creating interesting stories for players. When you fail, “It should be a sort of narrative success,” says Baumgart. And although it'll be implemented differently, Dwarf Fortress is a model for their approach. “When you were a kid and you built with Legos, eventually you build something up and you knock it down because there's nothing else to do,” says Jacobsen. “Dwarf Fortress approached that in a really sophisticated way: it constantly is sort of knocking down your Legos, and you are constantly having to try and one-up your design to make it a little bit better, a little more robust. Those battles are what's interesting, between the destructiveness and the creation. Balancing those two things is really important for us.”

Failure will also leave its marks on the game world, even when you wipe a colony completely. This originates from a small element of persistency: when you generate a game world, you'll play several successive campaigns on that map. Traces of your defeat might seep into the next colony. ““Individual play sessions should create events or factoids that carry on into the fiction of the campaign,” says Jacobsen. “For example, a player's previous colony might have produced aluminium airship parts and this fact (as well as an insinuation that they were faulty) was worked into the backstory of an immigrant Aristocrat. These details can be subtle, just a line or two in a character's description and passing mention in the newspaper, but they work to build a connected world in the background.”


User-friendly Fortress

All of this focus on intricate, narrative-driven sandbox city-building wouldn't mean much if Gaslamp wasn't putting emphasis on playability, which it mercifully is. They have some direct experience in this—Dredmor managed to domesticate the roguelike—a famously cryptic, literally-hard-to-decrypt style of game—with smart, flexible interface, cozy controls, and reference-laden tooltips. It was a cinch to play, but it retained the hardness and spirit of its ancestor game. Gaslamp wants to achieve this again with Clockwork. 'We're trying very hard not to outwardly or ostensibly label it as 'Dwarf Fortress For Everybody.' But that's sort of our goal at heart, to try and take that experience and make it accessible,” says Jacobsen. “Two of the reasons why Dwarf Fortress isn't for everyone right now are the graphics and the user interface. So we're doing things that will allow us to try to get a lot of the functionality through while making it easy enough for people to pick it up.”

The final technical cog in all of this is highly-ambitious procedural 3D building technology. In short, Clockwork will let you generously customize the structures you plop onto your colony. Prior to construction, you'll tweak fundamentals like building material and area or add incidentals like pub signs, gargoyles and “unattractive weather vanes.”

The system is being cooked up by Gaslamp's Technical Director, Nicholas Vining, who dedicated some of his master's thesis work to the topic. Vining explains how the system will operate: “You specify a floor plan, and you specify some vague stylistic goals, like what you would want, say, the profile of the walls to look like. Are you a guy who likes flat walls, or gabled roofs, or non-gabled roofs? It extrudes that for you and you get a building. It's not just restricted to square buildings. You can have fairly complicated structures, you can build palaces, or large depressing mega-factories, or tiny shanties or whatever. And the game just extrudes it for you.” Vining says he wants to avoid the situation posed by the earlier SimCity games, where all your factories were carbon (-producing?) copies of one another. “Maybe you want to give it a special roof or something to indicate that this is the pickling factory. Or it fits in with your decorative plan. It should really have a giant Arabian Nights-esque turret on it. We'll do that for you. You just specify what you want and we build it.”

There's a heap more to share, more than I can carve into a single article. I haven't touched on Clockwork's volatile inversion of Civ-style Wonders: “inherently dangerous” Megaprojects. I haven't talked about how booze and opium products can help fend off madness in your citizens. I haven't mentioned the significance of volcanoes as power sources, meddling rich people, badger attacks, or aetheric ray guns.

Thankfully, we'll have more on Clockwork in a huge interview tomorrow. Atop that, there's a ton more in our Clockwork Empires feature story in issue #232 of PC Gamer US, or #244 of PC Gamer UK, both of which subscribers should be receiving now or soon. In the meantime, Gaslamp has an official announcement on their website.

New 3D Mario and Mario Kart games confirmed for Wii U

The news was delivered by Nintendo president Satoru Iwata during the latest Nintendo Direct broadcast. Iwata also revealed the 3D Mario game is being developed by the team behind the two Super Mario Galaxy games, and Super Mario 3D Land for 3DS. ABOUT THE AUTHOR Matt Cundy I don't have the energy to really hate anything properly. Most things I think are OK or inoffensively average. I do love quite a lot of stuff as well, though. Topics E3 E3 2013 We recommend By Zergnet Load Comments

Mod of the Week: kicking doors, Rainbow Six style

MOD OF THE WEEK
Have you been playing Door Kickers, the tactical RTS from Killhouse Games?

In Mod of the Week, Chris Livingston scours the world of user-created adventure for worthy downloads. This week, a mod that fuses two great tactical shooters that deserve to be together.

Have you been playing Door Kickers, the tactical RTS from Killhouse Games? We have, and we quite like it. In addition to a successful launch from early access in 2014, it's also become a part of Steam Workshop, letting you enjoy new maps, weapons, and skinsmade by other players. And now, you can spray a healthy coat of Tom Clancy's Rainbox Six all over it as well.

Door Kickers

The Rainbow Six moddoes a few things to allow you to relive the first-person shooter's glory days inside a SWAT-based RTS. First up, the menus and UI have been redone, Rainbow Six style. Rather than DK's pale blue tones, you've got a sort of faded salmon theme across the screen. The high-octane electronic Doorkickers music has been replaced with a grimly patriotic orchestral score as well, letting you brace yourself for some tense close-quarters combat.

Door Kickers

Time to select the squad you want to send into a quick, bloody death. (Note: I am speaking from my own personal experience with Door Kickers. Most likely you are actually good at the game.) Here you'll find a number of characters from the Rainbow Six franchise, like Domingo "Ding" Chavez, John "John" Clark, and others.

Door Kickers

While you're selecting your squad, you'll notice you can now pick different colored uniforms for your unit members. This is due to another mod being included with Rainbow Six: Red Panda's Uniform Switcher mod. Click the color you want, then select the class of the unit member, and they'll be wearing their new duds during the assault. I chose bright red: that's a great, flashy, noticeable color to be wearing when you storm a mansion full of paranoid gun-toting goons, right? For my purposes, I'm also hoping it will hide all the bloodstains my crew will acquire. Their own blood, of course. So much of their own blood.

Door Kickers

It sounds like they're planning some more work on this mod in the future, including more accurate weapons and sound effects, but I'd say it's off to a good start. The mod lives here on moddb, and getting it installed and running is easy. Simply download the .rar file, and drop it into your Door Kickers mod folder (C:\Program Files (x86)\Steam\SteamApps\common\DoorKickers\mods).

When you start Door Kickers, you'll see a puzzle piece icon on the main menu screen. Click it, and then click the Rainbox Six mod. Then select "Back" and the game will notify you that it needs to restart for the mod to be enabled. Once the game restarts, it's Rainbow Six time. To deactivate the mod, simply repeat the steps.

Powered by Blogger.