London-based indie dev Tom Jackson has fallen into a number of happy accidents recently. Not only did

a game jam prototype turn out to be his springboard to potential success, but he haphazardly exposed it to the beast that is Reddit. Since posting a video of the first seven minutes of space-bound RPG Europa online, which Jackson describes as " Fallout 3 in space", the sole developer suddenly has a lot of expectation on its shoulders.

Europa and a series of rather fortunate events

in space", the sole developer suddenly has a lot of expectation on its shoulders. He originally made the video to show to his mom.

"Putting it on Reddit was completely spur of the moment and no real thought went into it," admits Jackson aka the Quick Fingers studio. "I was just up late one night and thought 'hey, why not?' When I saw the next morning it was popular, I excitedly went straight for the comments to upvote all the awesome and answer questions."

The video's popularity on Redditwasn't the only upside to the move, as Jackson has found social forums website's community to be most useful in determining what works and what doesn't in his game's opening scenes.

"When you're working alone on something for a length of time, you sometimes get a bit blind to your own work, unsure of whether the world is actually going to feel the same way as you do about it," says Jackson, noting that the game is obviously way too early in development for any real testing. "Seeing this kind of response makes me believe in it as something other people want to play."



Now Jackson is looking forward to having future Europa development scrutinized by Redditors -- a move he suggests can only have good implications for the final product.

However, before his fling with Reddit came the 7DFPS game jam, run earlier this year as a bid to bring more innovation to the tired first-person shooter genre.

"The 7DFPS appealed to me because I'd never made an FPS before," notes Jackson. "The extended time (7 days is a long jam in my opinion) meant I could be quite ambitious."

Limiting themes and imposing strict deadlines can only be a good thing, reckons Jackson, as it encourages playing around with core mechanics and ideas, rather than finetuning existing concepts.

Indeed, in Jackson's case, it caused him to attack his favorite sci-fi genre from a different angle.

europa 1.jpg"When I was a kid, my parents had a huge 'Atlas of the World' book," he says. "On the first page it showed the Solar System with incredibly detailed images of all the planets in their relative positions and sizes. I used to stare at it for hours, just in awe of the sheer size of these other planets."

"So at about 6 years old I was questioning the insignificance of our race in the Universe" -- no doubt the reason why Jackson is so keen to see players exploring the unexplored and touching the untouched in Europa .

"Making you feel like you are the first human ever to discover something creates so many conflicting emotions," he adds, "it's awe inspiring and uncomfortable. You're the first person witnessing something - it's amazing, but the unknown brings the uneasy."

And Jackson is hoping that, with the upcoming release of the Oculus Rift hardware, he'll be able to enhance that feeling of discovery even further for his players.

"I've been concentrating on creating a full body physics model in Europa ," he tells us. "There's no floating hands and guns in space - it's similar to Mirror's Edge . When you look around you'll see your full body in the world."



He continues, "I like the idea of being able to look around and see your suit in the VR world. I want to see if that works as far as immersion goes. I have a feeling it'll either feel great and add a lot, or alternatively might make you feel a bit ill because your body and the body in your viewport are doing different things. I have no idea, but I'm looking forward to playing around with it!"

Those hoping to mess around with the Unity 3D game can still give the 7DFPS prototype build Europa Concept a download.

Brazen: Double Fine's latest prototype mixes Ray Harryhausen films and Monster Hunter

Double Fine's Amnesia Fortnight prototype jam , in which the gaming public get to vote on the game they make next, continues with the reveal of Brazen, a co-op brawler that combines the strategically-rich beast-slaying of Monster Hunter with the stop-motion creature features of yore.

, in which the gaming public get to vote on the game they make next, continues with the reveal of Brazen, a co-op brawler that combines the strategically-rich beast-slaying of Monster Hunter with the stop-motion creature features of yore. Hit the jump to see men punch a two-headed tortoise to death with oversized metal fists and admire project lead Brad Muir's modest but well-sculpted beard.

Brad Muir was also project lead on shooter-cum-tower-defence game Iron Brigade (previously known as Trenched) which was really quite good despite not featuring a single giant two-headed tortoise called Gorgoth. Muir aims to rectify this oversight with his new game, paying homage to the master of Hollywood monster movies, stop-motion animator Ray Harryhausen. Brazen looks for inspiration in Harryhausen classics like Jason and the Argonauts, Sinbad and Clash of the Titans, bundling these epic beast-battles into a cooperative online format forged by the mega-selling Monster Hunter games. There's not been a Monster Hunter game on PC since 2007, which is something of a tragedy given that those games are not only hugely badass, but built for an online experience that the likes of Wii and 3DS couldn't muster here in the western world. Double Fine's offering should do well to fill this very palpable gap.

As in the Monster Hunter games, Brazen's players pick from a number of specialised classes and collaborate in taking down skyscraping critters. According to the blurb, the choices here are "the stout defensive Stalwart, the agile and versatile Waracle, or the drunkenly unhinged Beerzerker". And what's more, you can play it right now!

"The prototype will be available immediately to everyone who has already purchased the bundle, and will be a beat the average offer going forward," say Double Fine. "Both direct downloads and Steam keys will be available."

You can download Brazen's prototype, donate and vote here.

Minecraft: Story Mode Episode 2 out today

Episode 2 is out today in Europe too.

Minecraft Story Mode EPISODE TWO

Episode 2 is out today in Europe too. It's just the physical version that's coming out on Friday. Sorry for the confusion.

Surprise! Minecraft: Story Mode's second episode is out today, a mere two weeks after the first one. Considering that Telltale's episodic games are usually completed over a matter of months, that's quite some feat. The release of the second episode, 'Assembly Required', coincides with the US launch of the physical 'Season Pass' version, which obviously comprises only two episodes at the moment. Despite being on a disc. Which is very weird.

Obviously the rest of the world doesn't exist, so I can't tell you when folks outside of North America and Europe will be able to play Episode 2, but I presume you'll be able to at some point. Story Mode's first episode left Tyler Wilde cold, but perhaps you enjoyed it? In which case, you might want to give this Episode 2 trailer a watch.

And here's Telltale explaining what Assembly Required is all about:

"In the second chapter of our story, time is running out for our intrepid heroes. The Wither Storm looms ever closer, consuming everything in its wake. Depending on their decisions, Jesse and friends are off to explore either kingdoms of chaos or wondrous Redstone marvels in search of Magnus or Ellegaard, the remaining known members of The Order of the Stone. Can these legendary figures help our heroes stop the impending threat?

"Your path in ‘Assembly Required’ will differ greatly depending on your choices made in ‘The Order of the Stone’, so more than one playthrough is definitely recommended after your season concludes! Did you choose to save Gabriel or Petra amid the Wither Storm? Did you choose to seek the help of Magnus the Griefer or Ellegaard the Redstone Engineer? This is one of our most divergent episodes yet depending on the paths you’ve chosen – and many players will have completely different experiences depending on where they’ve decided to go!"

Double Fine begins Amnesia Fortnight game jam, donate and vote on game prototypes

No, Double Fine isn't creating some sort of crossover between our favorite horror game and Epic's upcoming Minecraft/zombie hybrid .

Amnesia Fortnightis the indie studio's internal process for fast prototyping, a two-week period where Double Fine collectively drops whatever it's doing, splits into teams, and sprints to build barebones versions of game concepts. The method was used to greenlight and develop Costume Quest, Stacking, and mobile game Middle Manager of Justice.

Today Double Fine is opening its once-secret process to the public. Partnering with Humble Bundle, a minimum $1 donation earns you the right to vote on Double Fine's 23 pitches, which range from experimental to ridiculous. I like Kaiju Piledriver(everyone hates corporate cities), Milgrim(everyone loves hero/villain role reversal), and Spacebase DF-9(everyone and their dog loves Dwarf Fortress in space).

http://youtu.be/WTl2V3EDJik

It's worth noting that Double Fine isn't guaranteeing that all or any of these games will be released, and that donating only grants access to the eventual top four prototypes (and existing prototypes for Happy Song and Costume Quest). “There's no promises in any way what happens to the prototypes,” Tim Schafer told me today over the phone. “The deal with Amnesia Prototype is we just do it, and then we see what we have. At the end of it, the good ideas just kind of bubble to the top.” Schafer added that, since game creation is open to the public, a publisher or partner may pursue them during the process. Alternatively, depending on how well Amnesia Fortnight is received, they could get enough funding to release one or more of the games independently.

Visit the Amnesia Fortnightpage to donate, watch pitch videos, and vote. Don't let me influence you, or anything, but I think we both want to live in a world where Double Fine is making a Godzilla Roguelike and Deep Space Nine Dwarf Fortress.

Minecraft: Story Mode's first episode is a blocky mess

Minecraft: Story Mode is Telltale's adventure spin-off of Minecraft, and it works like their other games—timed dialogue options, binary decisions, awkward walking, and mashing 'Q' to do things—which hasn't been novel since the first season of The Walking Dead .

MinecraftStoryMode 2015 10 13 10 32 48 97

. It's the writing and characters and art that make Telltale's games good. Well, crap. I didn't like Minecraft: Story Mode's writing, characters, or art.

The voice acting is good—it ought to be, with the cast it has—and there's a cute pig. I like the pig. But the dialogue isn't especially funny, and the world is about as developed as Minecraft's world. Our heroes are supposed to be young people (as if you can tell the age of one of these block monsters) going on a Goonies-like adventure, but I don't know anything about their lifestyle or society. Do they have parents? Do they live in cities or just in whatever block houses they can pile up in forests and caves? Do they work, or do anything but prepare for the yearly building competition? That's all they seem to know about: the legendary heroes who defeated the Ender Dragon and the big building competition. They even seem unprepared for Zombies and Creepers, which I'd assume are a common threat given that they appear constantly.

With such a bland world, the stakes seem to be that a well-populated Minecraft server (which everyone popped into a couple months ago) is in peril. And our heroes have no responsibilities and nothing to lose. The hero's journey formula is supposed to make leaving home for adventure a big deal—Frodo leaving the Shire, for instance—but they're seemingly only leaving behind a crappy tree house and a convention center.

Looking at this for 90 minutes was physically draining

Looking at this for 90-or-so minutes was physically draining.

As usual, there's a little bit of walking around, but it's awkward and uses invisible walls to contain you. And, also as expected, the action isn't very fun. It's just a case of walk towards a monster, swing your sword, or press WASD at the right time to dodge things. So I wanted to be impressed by the world and camera direction and funny quips, which is the stuff that makes Tales from the Borderlands' action scenes interesting, but I just didn't find any of the characters funny, or any of the scenes exciting. There's plenty of peril, but these Lego-heads are so clueless about their own world that I find it hard to believe they survive daily life. And riding a train track through the Nether doesn't feel big and adventurous because, well, it's Minecraft .

By Minecraft standards—where projects can be absolutely monstrous and shockingly detailed—the builds aren't all that impressive. But what can be done? Even when there is some nice architecture, it doesn't have the same effect it does in Minecraft. What's cool about Minecraft is knowing that someone in the world built everything you see. Everything here is just part of a static world made by a professional designer, and outside the context of playing Minecraft, it's just ugly and there's no joy to tank-walking around bookshelves.

I just have trouble connecting with the drama when it s acted out by emoji

It's nice that you can choose between a male or female lead character, even if they all look like bad emoji.

Minecraft is beautiful because it's this vast, primitive blockscape full of potential, where distant mountains are an adventure and a sweet little valley is a cute place for a cabin. Story Mode zooms in on it, filling the frame with ugly pixel mosaics and blurry details. It's mostly close-ups on characters talking out of their hideous mouths and they're not cute—they're creepy smiley faces stuck to fingerless robot chassis. I don't feel like they should have human voices. And if Story Mode weren't based on one of the most popular games ever, would we really think this looks good ? It works in Minecraft, but not here.

This is also the most technically flawed Telltale game I've played. It crashed four times, losing me progress, and at one point a weird glitch stuck a flickering black rectangle into a scene. But even ignoring that, I'm starting to wonder if it just wasn't a good idea to make a Minecraft adventure game. It's ugly, the world feels freshly made and without character, and there's no good way for it to reflect its source material's values. Minecraft's freedom and creativity don't exist in Story Mode, so when it winks at building and crafting, I just feel constrained, like I've been strapped to a camera dolly. I might be somewhere magical, but I can't turn my head to look at it.

Story Mode can get better, certainly, but Telltale usually impresses with its first episode—it has since The Walking Dead—and this was a drag. I'm in the minority on this, I'm sure, as Minecraft fans may well be delighted by more Minecraft, and Telltale fans get more Telltale. It's got building montages and a headstrong hero, goofs about chickens and a choice of who to save—Minecraft and Telltale, mashed together on a crafting table. But I found that the best parts of each are lost in the transmogrification.

Other than the pig—the pig is cute—Story Mode's first episode did nothing for me. It's out now, but I recommend waiting for a few more episodes before committing to the whole season. At least, unless you're a diehard Minecraft fan and I just sound like a grumpy old man yelling at blocks.

Those things in the background are supposed to be books

Those things in the background are supposed to be books.

Costume Quest 2 preview: Halloween goes to the bayou

Written by Matt Cabral
A love letter to All Hallows Eve, 2010's Costume Quest became a cult-favorite among adventure-RPG players and Halloween enthusiasts.

became a cult-favorite among adventure-RPG players and Halloween enthusiasts. My recent look at its sequel shows that developer Double Fine is giving fans more of what they want—an inspired mix of turn-based battling and trick-or-treating—while also addressing some of the original's gameplay-rooted problems.

The first thing that struck me while sibling protagonists Wren and Reynold trick-or-treated door-to-door was Costume Quest 2's new setting. The sequel trades the first game's suburban neighborhoods for a New Orleans-like city, complete with gator-filled swamps, Mardi Gras-inspired street festivals and a bayou vibe. Its cartoony art style is near-identical to its predecessor's, but the southern flavor, coupled with slick effects, like reflective puddles and glowing lanterns, give the game a fresh feel.

While I adored the first Costume Quest's whimsy, charm, and humor, its pacing issues sometimes left me sadder than a tyke with a treat bag full of apples. Thankfully, Costume Quest 2 seems to be addressing this by adding more variety to its side missions. When the costumed crew was tasked with finding an audience for a group of street performers, the optional quest didn't require much more than chatting with NPC's around town, but it cleverly played into the sequel's fresh setting and offered a welcome alternative to collecting more candy. I found traversing the first game's suburbs a bit of a chore, so I was also thrilled to discover the follow-up is making wheelies standard on all costumes. Everyone can now zip around town on the roller skate/sneaker hybrids regardless of costume.

Double Fine's also tweaking the original's too-easy combat with what they're calling “hard-corn” mode. Those who felt the first game lacked a proper challenge will want to wear the Candy Corn costume on the battlefield; the party member donning the outfit is useless, essentially cutting the player's party from three to two and therefore upping the difficulty.

The highlight of my demo, however, wasn't the costume's inability to deliver damage, but its battle captions; while standing there, doing absolutely nothing, the kernel-covered character was accompanied by text messages like “Candy Corn watches intently,” “Candy Corn has better things to do,” and “Candy Corn doesn't want the responsibility.”

My hands-off demo didn't allow me to take Costume Quest 2's turn-based battles for a test drive, but I got to see the new Clown costume in action. It looks like a cute get-up outside of combat, but things turn just a little creepy when the gloves come off. The clown flashes a gaping maw full of teeth and packs plenty of menace beneath his rainbow-colored afro. Of course, there's still some levity—the clown wields a banana, which he intentionally slips on to somehow heal the party.

Double Fine's refining and improving the franchise's gameplay, but what I'm most looking forward to is the return of the series' signature age-spanning, Pixar-like appeal. The gameplay tweaks—especially the pace-quickening wheelies—are certainly welcome additions, but it's the wise-cracking candy corn, nightmare-conjuring clown, and cool bayou-flavored setting that'll see me returning to the trick-or-treat trenches when Costume Quest 2 arrives this fall.

Game of Thrones: A Nest of Vipers will be out next week

Teasers like this tend to hit a game's high points, although what qualifies as a "high point" in the context of Game of Thrones is open to debate.

A Nest of Vipers, the penultimate chapter in Telltale's six-part Game of Thronesadventure series, is almost upon us. Are you looking forward to a happy ending?

Teasers like this tend to hit a game's high points, although what qualifies as a "high point" in the context of Game of Thrones is open to debate. A "walk with me" moment with Ramsay Bolton? Not something that would rank very high on any list of mine, except maybe the list of "Things I'd Rather Do Anything But."

Game of Thrones: Nest of Vipers, which follows the continuing adventures of five members of House Forrester as they struggle to save their House from annihilation, will be out on July 21.

Cell 1920x1080

Gmae of Thrones A Nest of Vipers

Game of Thrones A Nest of Vipers

Game of Thrones A Nest of Vipers

Game of Thrones A Nest of Vipers

Double Fine's Costume Quest suddenly arrives on Steam

Unless you come from Sadlandia - a fictional country that's outlawed Halloween and kittens - you probably went trick-or-treating back in the days of your youth.

CostumeQuest

Unless you come from Sadlandia - a fictional country that's outlawed Halloween and kittens - you probably went trick-or-treating back in the days of your youth. But now you've grown older and hairier, and begging strangers for candy may as well be asking for a chocolate, nougat-filled restraining order.

That's where Costume Quest comes in. It's a delightfully whimsical Halloween RPG from Double Fine, the makers of Psychonauts, and - one year after its console release - it's finally donning the guise of a PC game. You can grab it on Steam right this very second for $14.99.

Better still, you'll also nab the free Grubbins on Ice DLC pack. I'm not actually sure what a Grubbin is, but then, I didn't know what a Psychonaut or a Grim Fandango was either, and look how those turned out.

A showdown with Cersei in Game of Thrones

NOW PLAYING
Game of Thrones is a show I love, and the gaps between seasons are torture.

Game of Thrones

In Now PlayingPC Gamer writers talk about the game currently dominating their spare time. Today, Andy tries to get on Cercei's good side, and eventually gives up looking for it.

Game of Thrones is a show I love, and the gaps between seasons are torture. So I thought I’d play Telltale’s episodic adventure to tide me over. The show both entertains and stresses me, and the game is giving me the same feeling. This knife-edge tension is particularly sharp whenever the cruel, calculating Cersei Lannister is involved. She’s the mother of Joffrey, ruler of the Seven Kingdoms and one of the most hateful, evil, punchable characters in the history of fiction.

About an hour in I find myself in the great hall of the Red Keep, face to face with her, the famous Iron Throne looming in the background. I’m Mira Forrester, handmaiden to queen-to-be Margaery Tyrell. Since I come from the North, and from a house loyal to Lannister rivals the Starks, the Queen Regent has taken a special dislike to me. I have to prove to her that the Forresters will remain loyal to the crown, and swear fealty to the Boltons, the new wardens of the North.

I’ve watched the show enough to know what Cersei is like, and I feel genuine trepidation as I slowly approach the throne to defend myself. It’s all a game for her, and a way to get at Margaery, who I’ve become friends with. I mean less than nothing to her, and with a wave of her hand she can have me kicked out of King’s Landing. Or worse.

Game of Thrones

Watching this kind of scene on TV is stressful enough, but now I’m actually there, and I have to decide what to say. I actually feel a bit scared as Cersei gives me her trademark look of disdain. The character models are stylised and cartoonish, but her poisonous scowl is just as malevolent.

I’m not sure if what I say will have any real impact on the story. It often doesn’t in Telltale games. But I’ve successfully suspended my disbelief—a requirement to enjoy these games fully—and I feel the weight of my words. Mira knows the Starks were betrayed by the Lannisters, and that the Boltons are bad news, but saying so is a death sentence. So she has to keep her emotions bottled. I know that anything that reflects badly on me could harm Margaery’s reputation too.

The ensuing conversation is almost palpably tense, although Tyrion, who sits alongside Cersei and, naturally, swigs from a goblet of wine, provides some light relief with a few barbed comments. I say exactly what the Queen Regent wants me to say, but she sees through the act. She’s pleased that I’m showing her courtesy, but I can sense that she knows I’m feigning loyalty to her idiot son. Saying the wrong thing to the wrong person in King’s Landing can have grave consequences.

Game of Thrones 2

It’s a wonderfully scripted scene, and Lena Headey’s voice performance is as quietly monstrous as it is on the show. As much as I enjoyed The Walking Dead, I find myself a lot more absorbed in Game of Thrones’ story and characters. I thought the appearance of familiar faces from the show was a gimmick, but they used Cersei brilliantly here. They play on your knowledge of the character from the TV series to increase the tension. It’s manipulative, but it works.

I’ve only finished the first episode, but I’m already hooked. It’s largely just people talking in medieval halls, but that’s all it needs to be. The action scenes in the show are great, but it’s the interactions between the characters that I love, and Telltale has done a great job translating them to a videogame. The character models have a fraction of the nuance of real actors, which holds it back, but the feeling that things could go horribly wrong at any moment is just as strong.

Psychonauts 2 Fig campaign closes having raised more than $3.8 million

The enfiggening of Psychonauts 2 has come to an end with more than $3.8 million raised, well beyond its goal of $3.3 million.

has come to an end with more than $3.8 million raised, well beyond its goal of $3.3 million. With the finish line crossed, Double Fine livestreamed an “End of Campaign celebration” on Twitch, which is now over but still available on demand, with an appearance by original Psychonauts writer (and current Valve guy) Erik Wolpaw.

The studio is already hard at work on the new game, which it proved through the release of an “Art Jam featurette” of a pre-production brainstorming session. None of the images and ideas in the video are committed to the game at this point, but the studio warned that some of them may prove to be spoilers, and other elements that you might consider the apex of game design brilliance could end up on the cutting room floor. Either way, you have been warned.

The Psychonauts 2 Figultimately pulled in $3,829,024, an impressive amount of money by any measure but still well short of the $13 millionthat Double Fine boss Tim Schafer said in 2012 would be the minimum budget required to fund the sequel. The balance, as was explained when Psychonauts 2 was announced, will be covered by Double Fine itself and an unnamed partner. Perhaps Notchis going to be involved after all?

No, probably not. Regardless, Psychonauts 2 is slated, very tentatively, to be ready for release in the fall of 2018.

Telltale's Game of Thrones due to start before year's end

As Nedward Stark famously said in the fantasy novel Games of Thrones: "Games is coming... in Winter, Q4."
He was probably talking about Telltale's episodic Game of Thrones adaptation, which is due to start before the end of the year.

The news comes from community manager Laura Perusco, who tweeted the following:

@RatedR2012 No specific release date announced yet, but I can confirm that the season IS premiering later this year. :)

So far, Telltale has kept quiet on what to expect from their take on the fiction. An image has been tweeted, and the phrase "Iron From Ice" has been spoken. Beyond that, we've got nothing but speculation— and a wishlist of what we'd like to see.

Ta, Videogamer.

Brutal Legend 2 "more possible" if Psychonauts sequel is a success

Brutal Legend was pretty good , but not the sort of "good" that ensures an instantly greenlit sequel.

Brutal Legend

, but not the sort of "good" that ensures an instantly greenlit sequel. If it takes as long as it did for Psychonauts, which was also "good" but far from a runaway hit, it'll be another four years before it's even announced, and maybe three more after that until it actually arrives. If, however, the recently-announced Psychonauts 2does well, then maybe— just m aybe —it'll happen a little quicker.

There are no guarantees in this world, of course, but Double Fine connected the fate of one game to the other in the Psychonauts 2 FAQ on Fig. "We've always said that we wanted to make sequels to both Psychonauts and Brutal Legend," it states (and isn't lying). "We can't make any promises but if Psychonauts 2 is a success for us, then perhaps Brutal Legend 2 will be more possible?"

It's hardly uncommon for developers to say that they'd like to revisit their old games, or to connect a hypothetical future game with one that's in the works. But in this case there's more of a practical angle to it, because Double Fine is in the midst of raising $3.3 million to help fund Psychonauts 2. "Can't make any promises" is clear enough, but there's clearly a little bit of cart-hitching going on here.

It hardly seems necessary: Less than a week after it kicked off, the Psychonauts 2 Fig (which I guess is what we're calling it) is approaching the $2 million mark, and seems set to meet its goal with relative ease.

Thanks, Videogamer.

Twitch to monitor and mute VOD content guilty of using 'unauthorized third party material'

Following the announcement of sweeping changes to Twitch's video on demand service , comes another more divisive update: Twitch will implement Audio Recognition technology on all VODs in an effort to combat the use of "unauthorized third party material".

, comes another more divisive update: Twitch will implement Audio Recognition technology on all VODs in an effort to combat the use of "unauthorized third party material". The scans will apply to VODs only: live streams will remain unaffected.

Twitch has partnered with Audible Magic to remove all unauthorized material from stored content it hosts, and the approach they're taking is ruthless to say the least. Audible Magic scans videos in 30 minute blocks, and if a fraction of that block is found to contain third party material, the whole 30 minute block will be muted. This can include ambient background music as well as in-game music, depending whether those tracks are stored in the Audible Magic database.

This technology is prone to inaccuracies, and Twitch General Counsel Elizabeth Baker admits as much. "Please note that Audio Recognition is not guaranteed to be 100% accurate. It may return false positives or miss content from copyright owners who do not work with Audible Magic," she wrote. If users want to use third party music, they'll need to seek clearances themselves.

The news has naturally angered Twitch users, especially in light of rumours that YouTube is poised to acquire Twitch. YouTube implemented similar technologyin late 2013, resulting in widespread take down notices among gaming channels and even the redirection of profits to copyright holders. The outcry prompted many major game publishers to come out in support of YouTube broadcasters, but the detection technology remains unwieldy at best.

Jump to Section:Best Price

Comments
Our Verdict
A fantastic, morally ambiguous detective tale that sometimes struggles to make its interactivity meaningful and fun.

Rather than review the finale alone, we're reviewing the entire season of The Wolf Among Us, which is sold as a package of five episodes. We've avoided major plot details, but some spoilers are unavoidable, especially for episodes one and two. Also, no, we don't know if there will be a second season, but we're calling this "season one" in the event that there is.

I don't like hitting the 'Q' key very quickly to do things. In The Wolf Among Us, abusing the Star Trek antagonist—to win a fight, to transform into a wolf, to lift a car—ties the violence of sheriff Bigby Wolf to the strain on my finger. That interactive connection is a reason to include button mashing and quicktime events, but it's not a great solution. I enjoyed all five episodes of The Wolf Among Us—a lot—but I'm disappointed that it holds onto some of the conventions established in The Walking Dead.

Like Telltale's The Walking Dead, The Wolf Among us adapts a graphic novel series (Fables) into interactive episodes, where dialogue choices make up most of the decision-making. Telltale tells a great story, and Fables makes for a fantastically odd cast and premise: Sheriff Bigby Wolf, also known as The Big Bad Wolf, struggles to protect refugee fairytale characters in a magically-disguised New York slum. The fantasy noir is alternatingly violent (gruesomely so, at times) and tender as it hits the genre staples: murder, corruption, deceit, exploitation, self-destruction, and justice.

The Walking Dead was new and risky in 2012, but by hewing closely to the same format, The Wolf Among Us is comparatively safe. It's great for its source material and its writing, acting, character design, and ethical challenges—the same reasons The Walking Dead is great—but it struggles to express action, and can't always maintain the illusion of meaningful choice.


Scenic route

The Wolf Among Us too often pushes me from scene to scene like a TV show, especially in the final episodes. The lack of freedom to control my pace and direction is my biggest problem with the finale, which is too busy with climatic quicktime events to let me take a moment to live in Fabletown. I wanted to get some answers from Bluebeard, for instance, who does something earlier in the season that's never addressed, and to work out an issue with Mr. Toad, and to poke around Fabletown for more evidence before taking action. The brief running time (no more than 90 minutes an episode) and forced progression, however, mean certain relationships are skimmed over in the end. I'm disappointed that, in a game about decisions, I have so little control over where Bigby goes and how he handles problems.

I like walking around, even though navigating with a static camera is as awkward here as it is in The Walking Dead. It gives me a chance to feel like I live in the world instead of just observing it. My favorite sequence in The Wolf Among Us lets me visit three locations in any order and investigate them by poking through evidence at each. I'm asked to make smart decisions about where to go first and what evidence to examine, making it a rare case in games where I feel like I'm actually doing an investigation. Episodes one and three do that well, but the others keep the leash on too tight.

Most disappointing is that the response to my actions sometimes feels incongruous. At one point, for instance, I chose to interrogate a suspect by the book, and was scolded anyway. A single line of dialogue in the final episode cleared my name, but it didn't really seem to make a difference. I'm not concerned with how much my choices 'really' mean—I accept that certain events need to happen, and that Telltale isn't really building hundreds of unique branches—but the illusion must be maintained so I don't feel helpless.

When my choices do feel meaningful, The Wolf Among Us is great. And, as long as it's part of the theme and not because the characters have limited dialog, it's also great when choices don't feel meaningful. Like any good noir story, The Wolf Among Us can't be solved. The finale satisfyingly resolves the plot, but there is no right choice and there is no winning.

In the spirit of films such as Chinatown, the story is an unraveling. It begins with one murder, but over the course of the season Bigby discovers that everyone in Fabletown has something to hide and something to protect, and everyone is involved. As he grows more attached to the people he cares about—one of them's a pig, actually—he unravels in a way, too. Bigby's primary internal conflict becomes a metaphor for the plot's escalation and the line between justice and vengeance: is he The Big Bad Wolf, monstrous and violent, or the reformed sheriff, enforcing the law by the book?


The big, the bad, and the ugly

I really enjoyed being Bigby. He's compassionate, but resigned to his reputation as a violent bully and willing to use it to do his job. I love that I get to be menacing, and then feel guilty about it with Bigby, and then be sympathetic, and feel guilty with Bigby again when good intentions aren't enough. It's hard to choose lawful restraint over Batman-like vigilantism when liars and criminals are thrashing me around—my Bigby tried his best, but I was often tempted to extend his claws. I did a couple times, like when I ripped someone's arm off, but he totally had it coming.

I liked the whole supporting cast, though some get left behind as the story streaks forward, and I wish I could have developed more meaningful relationships, good or bad. Bigby's by-the-book colleague, Snow White, has too little screen time in the final episodes, but her progression is my favorite. She begins with something to prove, but becomes a confident authority figure by the end. Bigby's affection for Snow is a subtle, complex influence where it could have been dull and romantic. I felt it was manipulative at one point, when Snow is briefly the target of an apparently violent stalker, but it got much better when I stopped trying to protect Snow and started disagreeing with her.

The Wolf Among Us' best conflict is between order and compassion, which is where Telltale really finds the ethical gray area it loves so much. Do you send a struggling father and his son to 'the farm' because they can't afford the magic which keeps the Fables disguised among humans? What if Snow, the only person you trust, tells you it's necessary to keep everyone else safe? And how can you enforce the law at all when your own failings as sheriff are in part to blame for Fabletown's destitution? Why do you even want to be the sheriff, when you only seem to hurt everyone?

In the middle of the season, the fourth wall is nearly broken when Bigby is asked if he's beating down doors because he cares about Fabletown, or because he actually likes the violence. I felt like the question was directed at me, too, and I love that I didn't know how to respond—I let the timer tick down to silence. Telltale succeeds best when its protagonists' conflicts become my conflicts, making me question my decisions and what I would do in their shoes.

Those ethical challenges, and the quality of the characters and writing that make them matter, are where Telltale aces The Wolf Among Us. It ends with a polite nudge to “continue the story” with the Fables graphic novels, and I'll take its advice. Telltale got me invested and I want more—I even fear a little that the comics will disappoint me, because it won't be my Bigby in the story. I wish my choices had more meaning, and I think interactivity can be better than quicktime events, but The Wolf Among Us still feels like something I lived more than something I watched.

The Verdict

The Wolf Among Us review (season

A fantastic, morally ambiguous detective tale that sometimes struggles to make its interactivity meaningful and fun.

ABOUT THE AUTHOR As Executive Editor, Tyler spends a lot of time editing reviews and looking at spreadsheets, and whatever time is left over writing reviews. People joke that he doesn't like 90 percent of the games he plays, but he'll tell you he just has very discerning tastes.

We recommend By Zergnet

Now Playing: Merc mode in Resident Evil 6

NOW PLAYING
Floppy-haired ’90s washout Leon is targeted by a sniper on a creaky old bridge somewhere in Eastern Europe.

Resi 6 2

In Now PlayingPC Gamer writers talk about the game currently dominating their spare time. Today, Sam kicks zombies forever in Resident Evil 6.

Floppy-haired ’90s washout Leon is targeted by a sniper on a creaky old bridge somewhere in Eastern Europe. He’s a ten-second sprint away from the gunman but walled-in by a mob of zombies in casualwear, the sort of clothing you can get away with if you’re out shopping but is plainly unacceptable if you’re eating at a restaurant. I headshot one of the goons, then perform a sweeping QTE kick that takes a couple of heads off and clears the mob out the way. I dive roll through the laser sight so the first shot misses, sprint along the bridge into a diving skid before arriving on a knee slide and shotgunning the sniper in the face from a low angle for an instant kill.

This is Resident Evil 6, and that focus on ludicrously colourful action is just one reason the majority of older fans hate this modern entry. I enjoyed Resi back when it was a hard-to-control, genuinely frightening adventure with more puzzles than action, but I have as much affection for the last three mainline entries. There’s sophistication buried in Resi 6’s bloated 30-hour wodge of noisy campaign.

That’s where Mercenaries, Resi’s longrunning horde mode, comes in. Tackle the campaign’s versatile movement, headshot QTEs and wide radius melee attacks in seven-minute bursts against 150 enemies in tailor-made combat arenas, and suddenly the language of this critically savaged game starts to make sense. I’m not sure if Resi 6 Mercenaries is actually good or not, but I seem to have played 20 hours in about two weeks, and the cycle of headshots, melee attacks and choice of movement abilities has seen me shun an array of new releases in favour of watching Chris Redfield pick up a zombie by the crotch and head, before lobbing it into three others and making skulls shatter in tandem.

There’s sophistication buried in Resi 6’s bloated 30-hour wodge of noisy campaign.

Each level is intricately laid out, and depending on how well you’re able to control the crowds with shotguns, grenades and timed explosives, the dynamic of the battlefield can change instantly. In the brilliant Sea Fortress, I find myself surrounded by snipers on vantage points while sprinting around a huge naval deck. With three laser sights on me, I hit both triggers to perform a jumping dive backwards, avoiding the gunfire in style. On the ground, I switch to magnum and perform precision one-hit kills on every one of my assailants while rolling out the way out of danger, before getting to my feet and finding cover. If only the game actually explained that you can perform such a wide range of cool manoeuvres and on-the-fly counterattacks.

Resi 6 3

Just as Mercs was getting a bit easy, I selected the PC-exclusive Mercenaries: No Mercy mode instead, which doubles the number of enemies on-screen while also chucking in the cast of Left 4 Dead 2 for some dodgy promotional reason. With 300 enemies to fend off in total, it’s nearly impossible to move if you back yourself into a room while looking for health items. But god damn it, performing a QTE spinning kick attack and taking off four heads at once feels spectacular. There’s something in the design and violent energy of Resi 6’s combat that I believe is worth championing, even if it makes me sound like a buffoon who’s lost all sense of what counts as not shit.

What if there was a third-person shooter that didn’t feel tired and derivative, but the campaign was too frequently terrible for you to actually notice? That’s how I feel about Resident Evil 6. Am I mad, to enjoy a game that everyone I’ve ever known, without exception, considers the worst in the series? Yes, is the answer. Join me.

iOS and mobile devices "Now at console speed" says Natural Motion CEO

iOS and mobile devices "Now at console speed" says Natural Motion CEO In an exclusive interview with games™ NaturalMotion CEO Torsten Reil has outlined how the technological gap between traditional consoles, mobile and iOS devices has shrunk to the point where it’ll no longer matter to developers at all in a few years – if it already doesn’t. “Sure a while ago it took time for mobile devices like the

The Wolf Among Us: Episode 4 screenshots show the scowls and stares of 'In Sheep's Clothing'

I've still not played The Wolf Among Us, because, as with everything episodic, I prefer to gorge on it in a single, sickening display of lavish overindulgence.

I've still not played The Wolf Among Us, because, as with everything episodic, I prefer to gorge on it in a single, sickening display of lavish overindulgence. By which I mean I'm waiting for the series to end. As a result, I'm not exactly sure what's happening in Telltale's latest batch of screenshots, released in preparation for the as-yet-undated fourth episode. Is Bigby angry at the meat—perhaps as part of some shock vegetarian subplot—or is that facial expression reserved for some unseen meat-adjacent character?

If you want to catch up with the series so far, we've previous reviewed Episode 1, Episode 2, and, with numerical inevitability, Episode 3.

Resident Evil 6 trailer shows Left 4 Dead 2 crossover cameos, roundhouse kicks

Resident Evil 6 is out on PC starting today, and as announced by Capcom last week , it will feature PC zombie-slayers Coach, Ellis, Nick, and Rochelle from Left 4 Dead 2 in the exclusive Mercenaries No Mercy mode.

, it will feature PC zombie-slayers Coach, Ellis, Nick, and Rochelle from Left 4 Dead 2 in the exclusive Mercenaries No Mercy mode. A new trailer shows them doing what they do best, but the crossover hop seems to have bestowed the foursome with a repertoire of hilariously dramatic melee moves. There's no reason why the barrel-chested Coach would choose to shoulder-check through a horde before roll-diving away to blast an RPG at point blank, but damn if it isn't stylish.

You can grab Resident Evil 6 on Steamfor $40. The L4D2 cross-over content will be available free April 5th.

Jump to Section:Best Price

Comments
Our Verdict
Episode four makes Bigby's struggle more personal, then ends abruptly, transferring the pressure to deliver onto the finale.

We're careful to avoid details, but this review contains minor spoilers for The Wolf Among Us episode four and the episodes preceding it. If you love to be surprised, play before reading.

The Wolf Among Us' penultimate episode is the tenderest, loneliest, and most gruesome so far. It moves fast, opening with gory button-mashing (not for the squeamish), then sprinting through the judgment of Fabletown's downtrodden before getting to the heart of the series' big bad problem. It only pauses briefly to light a Huff n' Puff, and closes without resolution or cliffhanger, but with another drag of poison before everything that's been set in motion collides. It's more like the first half of a TV two-parter than a standalone episode, but the shrinking wait time between episodes excuses that—if the feast is on its way soon, I'm happy to set the table.

Dubbed "In Sheep's Clothing," episode four isn't TWAU's best— episode three's excellent investigation sequence is still the highlight for me—but it pushes the challenge to define Bigby's values in a more interesting personal direction. In the last episode, he wrestled with justice and due process. In this episode, both feel unreachable and unreasonable. Telltale's decision-driven storytelling now asks Bigby to salvage broken lives or sacrifice their happiness for the greater good, to save Fabletown without becoming the villain—if that's even possible now—and without losing the respect of the person he cares about most.

Snow White, Bigby's colleague and closest friend, is running the show, and her judgment hangs over every decision. Everyone else who calls Bigby a friend wants something from him—a second chance, a clean slate—while Snow wants order, the rules enforced as written in return for Fabletown's continued safety. She's a powerful leader, but as much as I wanted to respect her authority and foster Bigby's friendship with her, I couldn't agree with her. I chose compassion (and a bit of necessary violence) at the risk of pushing away the only person who may really care if Bigby lives or dies.

In typical two-parter fashion, none of this is resolved just yet, and the intentionally abrupt ending doesn't quite hit the note of tension I think it was going for. I love that this epsiode gives Bigby a chance to give compassion a try, though, and setting that against Snow's wishes is devious. If you aren't already invested in the series, The Wolf Among Us is worth playing right now—with two caveats.

Firstly, I'm concerned that the finale may hold its punches. TWAU is a canon prequel to the Fables comic series, so some things just can't happen and some characters just can't die. I hope Telltale finds a way to make us suffer for our decisions in proper noir fashion anyway. "Forget it Bigby, it's Fabletown."

The second caveat is that, by nature, Telltale's episodic games lose a lot of value after one playthrough. I don't have any desire to replay previous episodes, because I'd rather maintain the illusion of choice than pick apart exactly which decisions did and didn't matter. And while Fabletown is a great setting, it's just a setting, not a place to exist in or explore. This episode is especially light on environmental interaction: there's some poking around at inconsequential evidence, a standard quick-time event fight, and two scenes in which walking down a set path builds tension without giving away more freedom than is necessary to drive the story.

I'm a little sad that I can't experience Fabletown outside of TWAU's script, but there's a trade-off here: the other result of Telltale's precise direction is that each scene and frame is hand-crafted with clearly loving attention. In Sheep's Clothing bounds between locations with great set design, staging, lighting, animating, and acting: Bigby's apartment is pink with neon pollution, while his office burns yellow with chilly blue shadows. Snow is an expert at expressing disappointment, while Bigby is equal parts concerned, conflicted, and enraged. With each episode, Telltale gets better at giving volume to flatness, life to lines, and meaning to every composition.

There are engine limitations and hiccups, to be sure: Light and dark don't often meet with the grace of an inker's stroke, a gentle hand clips through the arm it's comforting, and one particular scene in this episode painfully struggles with a distortion effect, briefly outlining two characters with hideous marching ants. These disappointments wouldn't be so apparent if they were incidental—the result of jamming the camera into a corner, for instance—but any flaw in an otherwise pristine, carefully directed scene is hard to miss.

Don't stare too long, though: the dialogue timer is running down. A few jagged edges might leave some scratches, but The Wolf Among Us only breaks skin when it wants to. So far, it's been light cuts: pleas for help I have to deny, friends I have to disappoint, characters I never got to know better. We're still waiting for the big consequences of many of our decisions, and now the knife is in place. I hope Telltale plans to strike hard.

The Verdict

The Wolf Among Us Episode Four

Episode four makes Bigby's struggle more personal, then ends abruptly, transferring the pressure to deliver onto the finale.

ABOUT THE AUTHOR As Executive Editor, Tyler spends a lot of time editing reviews and looking at spreadsheets, and whatever time is left over writing reviews. People joke that he doesn't like 90 percent of the games he plays, but he'll tell you he just has very discerning tastes.

We recommend By Zergnet

Left 4 Dead 2 and Resident Evil 6 swap characters for free crossover promotion

Capcom announced today that Left 4 Dead 2's Coach, Nick, Ellis, and Rochelle will be playable in Resident Evil 6's PC-exclusive Mercenaries No Mercy multiplayer mode, and in the other direction, three of Resident Evil 6's zombies will shuffle into the PC version of Left 4 Dead 2.

Capcom announced today that Left 4 Dead 2's Coach, Nick, Ellis, and Rochelle will be playable in Resident Evil 6's PC-exclusive Mercenaries No Mercy multiplayer mode, and in the other direction, three of Resident Evil 6's zombies will shuffle into the PC version of Left 4 Dead 2. The crossover, which is being called "the Resident Evil 6 x Left 4 Dead 2 project" (Capcom's idea, we presume) will be free for both games later this spring.

In addition to L4D2's human characters, the Witch and Mini Tank will "make a cameo appearance" in Mercenaries No Mercy, though it isn't clear whether or not the mercenaries will have any mercy. I think they might, but something about it makes me unsure. As for L4D2, Resident Evil 6 offers Lepotitsa, Napad, and Ogroman, which have been "brought to life in Left 4 Dead 2 by Valve's renowned developers."

In Resident Evil 6, which releases for PC on March 22, the content will "automatically be downloaded in the background" starting April 5th, and the Left 4 Dead 2 content will be available sometime this spring through Steam Workshop.

Choice Chamber gets a helping hand from Twitch

If there's one group of people I don't trust, it's everyone on the internet.

If there's one group of people I don't trust, it's everyone on the internet. Not you, of course. You're lovely. But the others ? For all I know, they're an army of terrifying psychopaths. It's for that exact reason that Choice Chamber—a game that puts your success directly into the hands of anonymous Twitch viewers—promises to be so entertaining. Fittingly, given the game's streaming symbiosis, Twitch have announced that they're now supporting its development.

The streaming service will provide the funds needed for Choice Chamber to successfully complete its Kickstarter. With only four days remaining, Choice Chamber is yet to reach even half of its $30,000 target—likely due to the uncertainties surrounding a game with an audience built directly into its DNA. For Twitch, it's a more attractive prospect, especially after the popularity of interactive experiments like Twitch Plays Pokemon.

For more on how the audience-led 2D platformer works, check out Sam's hands-on reportfrom GDC.

Jump to Section:Best Price

Comments
Our Verdict
A great comeback from episode two, A Crooked Mile amplifies the dramathough sometimes in the wrong waysand confronts Bigby with hard choices and proper detective work.

This review references the events of episodes one and two. I've been careful not to reveal any major plot points from episode three, but some details may be inferred.

Most game characters are vessels for the player to pour input into, but Telltale is at its finest when it reaches out and pours its characters' dilemmas back into us. In my favorite moments of its branching stories, the protagonist's conflicting motives become my conflicting motives—I don't enter the correct input to decide what happens next, I struggle to do what's right and live with the fallout. After a disappointing second episode, The Wolf Among Us nails this design in the third.

A Crooked Mile continues an investigation into the murders of two prostitutes in the weird noir world of the Fables comics. The violent but semi-reformed Bigby (a.k.a. The Big Bad Wolf) is the sheriff of Fabletown, a magically disguised New York City ghetto where fairytale characters live in exile. Few trust him, and if he has good intentions, they're masked by his reputation as an incompetent bully.

The episodes play out in scenes—sometimes fully staged, other times with a little strolling around—which branch as you examine clues and select Bigby's dialog in conversations and confrontations. Occasional combat generates the least appealing moments, where you're prompted to enter the correct input (press this to dodge, click here to throw a dumpster at someone), and are then asked for a big binary decision: keep beating this poor sap or back away? I'm pleased that episode three uses combat sparingly and to better effect than in previous episodes.


Which witch hunt?

A Crooked Mile is less about wrestling with Bigby's violent rage, and more about how he indirectly hurts others. He's caught between revenge and justice, integrity and the barrel of a gun—where episode two tested Bigby's predisposition for violence with what felt like minor decisions, Episode Three opens with a tense stand-off. Rather than a binary “who gets hurt” decision, it cleverly pits his integrity as sheriff against his responsibility to protect, and sets up the episode's central conflict between due process and a witch hunt. (Cheekily, the main investigation is a literal witch hunt, which I found a bit too direct.)

I'm glad that I'm not sure what would have happened if I'd made different decisions. Foresight into consequences replaces the struggle to do what's right, and makes the decision about where I want the story to go instead of how I want the character to act. You can rewind to change your decisions in important scenes, but I don't recommend it. You'll discover that certain events are inevitable, which breaks the illusion that every path has a branch. I would feel cheated by the deception, but The Wolf Among Us does such a good job of maintaining its illusion that poking around in its logic feels more like revealing a magician's tricks. Ruining the mystery doesn't make it more fun.

From there, A Crooked Mile becomes one of the best expressions of Telltale's consequence engine yet. The first episode included a pivotal two-way decision (something that also felt missing in the second episode), but Episode Three outdoes it with a decision among three locations, kicking off a timed investigation which actually feels like an investigation . Where we previously poked at clues and interrogated suspects until Bigby put things together, here I was pressured to put it together myself or risk an undesirable outcome. The order in which I chose to visit the three locations mattered, and I was asked to make smart decisions about which clues I examined in each scene.

Though I botched some parts of the investigation, I never hit a fail state. Instead, The Wolf Among Us adapted the story to my decisions, and that's great. Telltale further rejects traditional action and adventure game design to replace "you died, do it over" with "you messed up, deal with it." Near the end, it did use its annoying key-mashing mechanic to make my wrist suffer as much as the characters, but I'm thankful the regression into Commodore 64-era design was brief.


Telling tall tales

I'm lightly disappointed by episode three's pacing. Its urgency makes the short running time (about an hour and a half) hard to turn away from, but I missed the first episode's moment of repose, where Bigby returns to his apartment to feel sorry for himself. I left the episode wondering what Bigby might think and say given a little time to reflect. There is one brilliant, brief moment of calm in this episode, though. I won't spoil the details, but it asks Bigby and the player to answer a question about their motives, and was the only thing I answered with silence.

The worst part of A Crooked Mile is how it uses the threat of sexual violence as an obvious ploy to manipulate Bigby and the player into hasty and severe action. It's easy to see through from the first scene, and put me in a position to temper Bigby's anger with my foreknowledge. The Wolf Among Us is better when it doesn't try so hard to push me in a direction just so it can spin me around, and with the danger of gruesome violence already in play, using my repulsion of sex crimes to motivate feels unnecessarily exploitative.

Thank goodness Snow has developed into better character, though. She no longer seeks Bigby's approval, now demanding it and revealing some of her flaws. Navigating her flaws along with Bigby's is much more interesting than the relationship set up in the first two episodes, which leaned more heavily on a desire to protect her. She's still vulnerable, and Bigby is still afraid for her, but the decisions here are more about questioning her judgment than taking responsibility for her well-being. Though she's still the voice of compassion and empathy, some of her advice feels dangerous.

A Crooked Mile's story is a winner for the flaws of its sympathetic characters, not its villains or its condemnation of the worst in humanity. In that department, Telltale is a noir completionist, hitting greed, corruption, violence, deception, prejudice, vengeance, addition, and obsession. This is the greatest expression so far of how conflicted, frightened heroes confront all that misery, with subtle choices that don't forecast their consequences, and the best crime scene investigations yet.

The Verdict

The Wolf Among Us Episode Three

A great comeback from episode two, A Crooked Mile amplifies the dramathough sometimes in the wrong waysand confronts Bigby with hard choices and proper detective work.

ABOUT THE AUTHOR As Executive Editor, Tyler spends a lot of time editing reviews and looking at spreadsheets, and whatever time is left over writing reviews. People joke that he doesn't like 90 percent of the games he plays, but he'll tell you he just has very discerning tastes.

We recommend By Zergnet

Steam in-home streaming now available in open beta

In-home streaming for everyone!

In-home streaming for everyone! After three months of testing Steam in-home streamingin a closed beta community, Valve has added the feature to the Steam beta client accessible to all. Want to stream games from your office desktop to a living room PC while luxuriating on the couch? The power is yours. Just remember that this particular power is still a work-in-progress, which means it may be laggy or fail altogether with certain games on Steam.

Valve has steadily improved on Steam in-home streaming since we first used it in January. The update notes for the new beta client include a few noteworthy improvements for in-home streaming and features that make it more beginner-friendly.

Added an intro dialog the first time you start streaming a game Show a dialog if the game needs cloud sync resolution before starting Improved D3D asynchronous capture performance Improved OpenGL asynchronous capture performance Fixed slow system reporting for Fast and Balanced settings Fixed several causes of infinite latency when client is too slow Fixed client crash changing resolution with software decoding Increased precision for refresh rate and capture framerate Reduced latency when streaming at the client refresh rate

Could "infinite latency" sound any more horrifying? Good thing that's taken care of. Valve has actually been steadily improving on Steam in-home streaming since we first used it in January. The last two updates on the in-home streaming community, dated March 17 and March 31, listed a number of new features and improvements:

Revamped architecture to support many more games and improve responsiveness Fixed black screen when encoding with Intel QuickSync on Intel HD 3000 Added mouse emulation mode for controllers, toggled with Guide+A Added hardware accelerated encoding via Intel QuickSync Added a speed vs quality preference setting Unlimited bandwidth has been increased to 100 Mbit for those who want to live on the edge OpenGL games are now scaled correctly during capture

Earlier updates also noted general improvements to streaming performance and architectural changes to reduce latency. More people using in-home streaming will, hopefully, give Valve more data on what works and what doesn't. In-home streaming works for the Windows and Mac Steam clients, but it could be a killer app for SteamOS.

Want to try out in-home streaming's open beta for yourself? Open Steam's settings menu. On the Account tab, click "Change" under Beta participation and change the drop-down box to Steam Beta Update. Download the beta client, and that's it—you're in. You'll find in-home streaming in its own tab in the Steam settings menu.

The Wolf Among Us trailer teases Episode 3's launch [updated with release date]

Er, this is awkward.

Er, this is awkward. This Episode 3 trailer for The Wolf Among Us starts with a spoiler warning for previous chapters. Telltale's Fables adaptation is currently sat in my Steam library's ever-growing backlog list, and so I've decided not to watch it. I really hope it is a legitimate trailer I'm posting, and not say a specialist "adult" retelling of the Big Bad Wolf. That would be embarrassing.

Whatever it is you've just watched, here's a plot summary from the trailer's description:

"After discovering damning evidence at a bloody crime scene, Bigby is just steps behind the prime suspect of a horrific murder, but he's not the only one; other forces in Fabletown will stop at nothing to protect their interests."

Telltale also promise that "every decision matters," which, hopefully, will prove to be the case. One of Tom's big issues when he reviewed Episode 2was the apparently limited significance of the choices you were asked to make.

While advertised as a "launch" trailer, Telltale are yet to announce the episode's release date.

Update: Telltale has now announced the release date: Tuesday, April 8th. So, next Tuesday. Hey, that's soon, isn't it?

Resident Evil 6 screenshots show new enemies and tentacle arms

We don't know a huge amount about Resident Evil 6 yet, but we do know that it's going to be quite blurry.

Resident Evil 6

We don't know a huge amount about Resident Evil 6 yet, but we do know that it's going to be quite blurry. Let's do a quick experiment. Turn your head slightly. Did the world dissolve into an incomprehensible smear? No? Then your brain settings have motion blur turned off by default. This visual effect has ruined more screenshots than bad textures have, and can make it hard to see what's going on while playing as well.

Still, behind all that fuzz, there are some mean new enemies in the latest round of Resi 6 screenies, including the tentacled-armed J'avo. These ugly beasts are a lot smarter than zombies. They have a basic grasp of language and teamwork, and can regenerate mangled limbs into even more dangerous forms. The first five screenshots offer a flip book portrayal of what will happen to you if one of those arms gets hold of you. Take a look.

Valve open up in-home streaming beta to non-Steam games

Valve are so good at hiding revelatory new features in patch notes, that I worry they might have released Half-Life 3 years ago, and we just never realised.

Valve are so good at hiding revelatory new features in patch notes, that I worry they might have released Half-Life 3 years ago, and we just never realised. In this latest instance, they've updated the Steam client beta'sin-home streaming functionality to support "streaming non-Steam games in the Steam library". That means, whether they're part of Steam or not, you'll be able to beam your most powerful games between local area network PCs. Even Minesweeper.

In-home streaming was first introduced as an invite-only beta last week. As of this update, those in the trial will be able to use Steam's native "Add a Non-Steam Game" option to give any other game Steam streaming functionality. In fact, this could technically be used to play any game on any platform, with Steam bridging the gap from Windows to Linux or Mac computers.

All of which relies on the in-home streaming functionality being stable and reliable. We've not had a chance to test it ourselves yet, but videos that have surfacedsuggest that yes, it is still very much a beta.

Thanks, ValveTime.

New Resident Evil 6 trailer crashes a plane into a city of melodrama, shouting and shooting

Is Resident Evil 6 an action movie or a game?

Is Resident Evil 6 an action movie or a game? The latest Resi 6 trailer shies away from showing too much in-game footage in favour of a series of potentially very spoilery cut scene clips. Leon battles slobbery creatures with his '90s boyband hair, Chris Redfield has a bit of a grump, someone name drops Wesker and someone else screams DEBORAAAAAAAAH really loud. Business as usual, then.

The Wolf Among Us Episode 2 will be among us February 4th

It's been a long time not coming, but The Wolf Among Us' second episode finally has a release date: February 4th.

It's been a long time not coming, but The Wolf Among Us' second episode finally has a release date: February 4th. That's around four months since the first part hit last October. Four months . Why the delay? I put that question to King Joffrey, star of Telltale's upcoming Game of Thrones series, and now I don't have a head. I can still somehow type, however, so scroll down to see the news in tweet form.

Here's Telltale announcing the release date, with PC and Mac players once again getting the episode a whole day earlier:

#TheWolfAmongUs Ep 2 2/4 - PC/Mac, @PlayStation NA 2/5 - @Xbox 360, @PlayStationEU Also next week on iOS @AppStore ! pic.twitter.com/tLBlEE6kZQ January 31, 2014

We posted the Episode 2: Smoke & Mirrors trailer the other day, which would have been a good time for Telltale to reveal the release date as well, I would have thought. Oh well. Here's the trailer again, in case you missed it.

The Wolf Among Us Episode 2 to be released early next month

Fans of The Wolf Among Us, Telltale's fantasy noir adventure, have been pounding the dark, mean streets in search of clues to the game's mysteriously missing second episode.

Fans of The Wolf Among Us, Telltale's fantasy noir adventure, have been pounding the dark, mean streets in search of clues to the game's mysteriously missing second episode. The adaptation of the Fables comic book hasn't been spotted since the first episode, Faith, was released in mid-October of last year. And despite Telltale's reassurance that release date info was incoming, owners of the episodic series had been left wondering if they were chasing a red herring.

Wait, is there a herring in Fables? Either way, Telltale have provided some more details of the elusive second chapter. While there's still no exact release date, there is a release window: the first week of February.

"Ep 2 should be available the first week of February," announced Telltale's president Kevin Bruner on their community forum. "We are very concerned about the long delay for this episode, but this is one of those occasions where several things conspired against us (not to mention the additional delays due to the holidays). I won't dive into the details, but it's been an unusual and specific set of circumstances and we do not anticipate it happening again as we go forward with the rest of the season.

"So there you have it. First week of February!"

While the reason for the delay remains a mystery, then, it's nice to have confirmation that the episode is due soon. It will hopefully spell the end of a strange period of community drama, where the combination of Fable's delay, The Walking Dead: Season 2's launch, and the announcement of two other upcoming adaptationsled some to speculate that the developer was spreading itself to thin. As with Valve's Diretide drama, though, the real issue seems to be the lack of communication. I'd imagine the studio's fans would be more than willing to accept a delay, but the lack of any communication with the community gave rise to some rampant speculation. At least the community didn't take to bothering car manufacturersin this instance.

Resident Evil 6 releasing for PC on March 22, system requirements announced

In a blog post yesterday , Capcom announced that the PC version of Resident Evil 6 will arrive on March 22 for download (with an additional physical release in Europe), and revealed system requirements for the zombie-filled port.

Capcom said the port features full Steam support for achievements, cloud saving, friends, and leaderboards. The publisher also confirmed all previous console updates will be wrapped with the PC version when it arrives: an update released for the console version this week added the "No Hope" difficulty and increased zoom levels for camera control, and an additional update rolling out in January provides individual stage selection within chapters and a quick-time event assist that allows automatic completion of the keyboard-mashing action segments.

We also got system requirements from Capcom. Take a look:

Minimum specs

OS: Windows Vista/XP, Windows 7, Windows 8

Processor: Intel Core 2 Duo 2.4 Ghz or better, AMD Athlon X2 2.8 Ghz or better

Memory: 2 GB RAM

Hard Disk Space: 16 GB free hard drive space

Video Card: Nvidia GeForce 8800GTS or better

DirectX: 9.0c or greater

Sound: Standard audio device

Recommended specs

OS: Windows Vista/XP, Windows 7, Windows 8

Processor: Intel Core 2 Quad 2.7 Ghz or better, AMD Phenom II X4 3 Ghz or better

Memory: 4 GB RAM

Hard Disk Space: 16 GB free hard drive space

Video Card: Nvidia GeForce GTX 560 or better

DirectX: 9.0c or greater

Sound: Standard audio device

The Hardware We Love

Shares
Maximum PC's Best of the Best Updated
Today is February 14th, otherwise known as Valentines Day , but we're not here to share chocolate and roses.


Today is February 14th, otherwise known as Valentines Day , but we're not here to share chocolate and roses. No, our true love is in computer hardware ! We couldn't think of a better way to share the hardware we love than to give our Best of the Best section

This time around we've updated five categories: best mid tower case, best water cooler, best headphones and we've added two new sections: best ultraportable and best gaming notebook.

You can preview the new items we've added to our esteemed list in the gallery below, but if you haven't checked out the section in a while and are wondering what we think is currently the Best of the Best, click here. Agree/Disagree with our listings? Let us know in the comments!

Best Headphones: Razer Tiamat 7.1 Gaming Headset
If you're looking for a headset with great surround sound, look no further than the Kick Ass Razer Tiamat 7.1 Gaming Headset. The Tiamat also has powerful bass and is super comfortable.

Prev Page 1 of 5 Next Prev Page 1 of 5 Next

Best Chassis: Thermaltake New Soprano
Chassis fans running at high RPMs can get loud, but the Kick Ass Thermaltake New Soprano case does a great job with soundproofing. The chassis also offers good cooling, easy installation, and slick aesthetics. It's also very affordable to boot.

Prev Page 2 of 5 Next Prev Page 2 of 5 Next

Best Water Cooler: Corsair H80i
The H80i is the best-performing cooler we've reviewed yet. Yes, this includes double radiator coolers like the Corsair H100. Even more impressive is that it works with Corsair's Link cooling software, which allows you to customize the cool LED light based on temperatures and adjust fan RPMs on the fly. It is indeed one Kick Ass cooler!

Prev Page 3 of 5 Next Prev Page 3 of 5 Next

Best Ultraportable: Acer Aspire S7
Acer's Aspire S7 really puts the "ultra" in Ultrabook. The notebook is beautiful, well-built, and offers impressive performance. Did we mention it has a gorgeous IPS touchscreen display?

Prev Page 4 of 5 Next Prev Page 4 of 5 Next

Best Gaming Notebook: Maingear Nomad 15
The Maingear Nomad 15 is one awesome gaming notebook. It's got a beautiful 1920x1080 display and is uber powerful. It allows you to play the super graphically intensive game Far Cry 3 on "high" settings at 1080p with relative ease. What more could you ask for from a portable PC?

Prev Page 5 of 5 Next Prev Page 5 of 5 Next

Shares

Topics

Capcom: "When [ports] get treated as trivial, you end up with Resident Evil 4 PC"

Last week, Capcom Senior VP Christian Svensson responded to questions about Resident Evil 6's PC port in the Ask Capcom forum on Capcom Unity.

on Capcom Unity. According to Svensson, the PC version did not enter development until after the console versions were "complete, submitted, approved by console 1st parties." With the final console code as the foundation, a team is now building the PC version.

"It is a small, but appropriately sized team working on the RE6 PC project," wrote Svensson. "It is a different group than originally planned, lest it would have taken even longer than it currently will but this team will do a better job than what was being considered originally."

Responding to fans, Svensson continued, "Projects like this you guys seem to think are 'trivial' but they are not. When they get treated as trivial, you end up with Resident Evil 4 PC... which I don't think too many true fans were pleased with."

Resident Evil 5, however, was a great port by most accounts. If RE6 gets the same treatment, we can stomach the delay for a chance to stomach its bubbling blubber-monsters properly. As of now, Svensson says that it will be "some time" before the PC release date and features are detailed.

Arma 3's major Apex expansion kicks off today, so here's a launch trailer

The long-awaited Apex expansion for Arma 3 rolls out today, following its announcement at E3 last month.

last month. Apex grows pretty much every aspect of the game, with the addition of a huge, South Pacific-themed 100 km² map called Tanoa, and a campaign supporting up to four players in cooperative play.

The campaign puts players in the role of a NATO CTRG special operator, sent to Tanoa on a humanitarian mission. Naturally enough, things go a bit pear-shaped and firearms come into the equation. These will be plentiful, too: Apex introduces 13 new weapons, in addition to ten new vehicles.

Most interesting is the island itself, which features a range of environments yet to be seen in an Arma game. According to Bohemia it is "home to lush tropical vegetation, unique landmarks, a rich history, and imposing man-made features of modern engineering". Landmarks you'll encounter include a sugar cane factory, shanty towns, an industrial port and, most excitingly, a bloody volcano .

Anyway, there's a launch trailer which demonstrates all these things in flashy visual language, and you can see that below:

Jump to Section:Best Price

Comments
Our Verdict
Tales from the Borderlands is a big, funny adventure with great charactersworth playing even if you don't like Borderlands.

need to know

What is it? A five episode Telltale adventure that takes place in the Borderlands universe.
Expect to pay: $25/£19 for the five episode season
Developer: Telltale Games
Publisher: Telltale Games
Reviewed on: Windows 7, Core i5-3570, 8GB RAM, GeForce GTX Titan
Multiplayer: None
Link: Official site

Borderlands: it’s wacky! A portmanteau of ‘gun’ and ‘berzerker’? Wacky . Tiny Tina. Just plain wacky . Dubstep? Oh hell yeah, we’re ironically wacky ! Barf. I’m not exactly a Borderlands fan, if you couldn’t tell. It may have some nice shooting and a few fun characters, but that ‘lol so random’ schtick, no matter how self-aware it is, will always make me grumpy. Except when it comes to Tales from the Borderlands. Tales from the Borderlands is great .

It’s a story adventure spin-off which balances Borderlands’ urge to be impressed with itself for using swears with some great new characters and a tinge of sincerity. It’s not serious , but finds its levity through character-driven jokes more than screaming violence. There are are plenty of gruesome deaths, to be sure, but Telltale has created a stand-alone comedy adventure that succeeds because of great storytelling, not ‘midget psychos’ or freaking Claptrap. There’s no Claptrap at all. Thank goodness.

I love the main characters—Fiona and Rhys—who are sardonic, conflicted, and cute but not nauseatingly so. They’re a funny, self-interested pair with questionable morals—almost, but not quite a cheeseball bickering anime duo. They’re both on shady ground when they meet, Fiona running a scam with her sister Sasha, and Rhys trying to screw over his corporate Hyperion boss with his best friend Vaughn. They all end up running around the dangerous, alien Pandora searching for one of Borderlands’ legendary vaults, getting into death races with bandits, befriending robots, exploring technological ruins, and struggling to balance their ambitions with their consciences—which is where we interact.


Choose your scruples

As usual with Telltale, most of Tales from the Borderlands is about making quick decisions and reacting to on-screen prompts. Telltale games are often likened to ‘choose your own adventure’ games, but it’s not really the final outcome you’re touching with all the quicktime action scenes and timed dialogue choices. (At least, I don’t think there’s a secret Bad Ending where everyone dies.) Instead, your decisions alter details and let you define the context of the characters’ actions. You push around their values, adjusting how they perceive the story, and if they can say, at the end, that they acted out of pragmatism or compassion.

Rhys, for instance, can choose to reject his desire for corporate power, or team up with a violent voice in his head and try to install himself as king. Fiona can try to save the mentor who betrays her, or let him die. While who lives and dies may not stop the plot from going where it’s going, it changes the story of how they get there.

I like the format, and think it’s still an interesting way to present multiple angles on a plot, but I was a bit disappointed that Telltale didn’t deviate too much from its other games. It’s mostly familiar: shift the tone of a conversation, choose to lie or tell the truth, make a binary choice here and there, and awkwardly poke around small areas until you’ve looked at everything. New opportunities for comedy, like an inventory system, are rarely used, and only automatically. I was hoping that manually trying to use items on things in the environment would surprise me, for instance, but I never found that it did anything.

I do like Rhys’ cyber-vision, though, which offers funny notes about points of interest around him if you remember to use it. And then there’s the kicker: at the very end, Telltale finally surprised me with a major decision that pulled from all my previous decisions. Having been told about some of the variables, I’m convinced that the finale can play out in a ton of different ways—even if it probably ends up at the same place. Looking back, there are all kinds of character interactions I probably didn’t get to see because of my choices, and this is one of the rare times I want to replay a Telltale game to find out what I missed. (I usually avoid doing that, as it tends to ruin the illusion of choice and consequence.)

The action, as usual, is mostly about pressing a key when prompted, or clicking on the thing that needs shooting. It’s not challenging and really, it lacks everything I typically like about games: rules to learn and exploit, decision-making and strategy. But often times, the humor and direction are just fun to be a part of, like the time pressing ‘W’ caused Rhys to unintentionally gut a monster and cover himself with entrails, or a battle which sends up anime and fighting games wonderfully. One thing I've always disliked, and is here plenty, is mashing 'Q' to fill up a meter. Why does Telltale hate my 'Q' key?


Holder of eyes

Speaking of entrails, though, TFTB is pretty gross, as you’d expect from a Borderlands game. There are two scenes involving an eyeball, and a severed face at one point. One of those eyeball scenes, though, gave me the biggest laugh of the series. What starts as a generic gross out gag become a hilarious conversation between two great characters, which is what I appreciate so much about TFTB. Some of the humor is dumb, for sure—like the goof that the corporate drones at Hyperion settle their differences with gunfinger fights—but when it isn’t recycling jokes from Spaced, TFTB’s best laughs come from the well-meaning bumbling of fun characters.

I especially liked Loader Bot, a selfless but judgmental assault robot who never fails to be the team’s deus ex machina, and grows attached to another robot, the naive Gordys who can be convinced that dead bodies are just sleeping. Vaughn, Rhys’ best friend, has a few good scenes, but he’s usually a bit dull—his thing is that he’s afraid of missing out, and that’s all I really got from him. The same goes for Sasha, Fiona’s sister, who’s a little more complex but still feels light on detail. But everyone gets a good gag here and there, and I grew attached to all of them. I even cared about the romance subplot—rare for a grump like me—which includes some awkward dialogue so well voice-acted that I laughed out of embarrassment.

There are five episodes, each around 90 minutes long. I didn’t love the second episode—there’s some awkward ‘exploration’ and a few jokes that fell flat for me—but as whole I recommend it highly. The finale is longer than the rest, and if you’ve been enjoying the series up to now, I don’t think it’ll let you down. It does get bit sentimental and cheesy—always winking at us to make sure we know it’s aware of its own cheesiness, of course—but dammit, it’s cute. Rhys is cute, Fiona is cute, Vaughn and Sasha are cute, Loader Bot and Gordys are cute as hell. Even when I felt like I ought to roll my eyes at a weak joke, I liked the cast too much to want to. Tales from the Borderlands is a great game, even if you don’t care about Borderlands.

Image 1 of 6

Borderlands 2015 10 22 14 44 53 14


The walking around bits are awkward, but I like being given a chance to chat one-on-one with each character in the scene.

Image 2 of 6

Borderlands 2015 10 22 14 59 05 00


The story is told by Rhys and Fiona as they narrate to a mysterious captor.

Image 3 of 6

Borderlands 2015 10 22 15 02 28 26


The action is a lot of clicking and hitting directional keys, but it's often creative and funny. And gory.

Image 4 of 6

Borderlands 2015 10 22 15 14 40 21


Gortys is the cutest.

Image 5 of 6

Borderlands 2015 10 22 15 08 37 74


Patrick Warburton is great as the voice of Rhys' corporate rival, even though all I heard was Brock Samson.

Image 6 of 6

Borderlands 2015 10 22 15 19 12 29


This is from one of the musical opening credits sequences, which are great.

The Verdict

Tales from the Borderlands

Tales from the Borderlands is a big, funny adventure with great charactersworth playing even if you don't like Borderlands.

ABOUT THE AUTHOR As Executive Editor, Tyler spends a lot of time editing reviews and looking at spreadsheets, and whatever time is left over writing reviews. People joke that he doesn't like 90 percent of the games he plays, but he'll tell you he just has very discerning tastes.

We recommend By Zergnet

Powered by Blogger.