Assassin's Creed: Unity performance patch out Monday

Step through this hyper-technological link to unlock the genetic memory of three days ago, when Ubisoft detailed the fourth patch of Assassin's Creed: Unity's post-release saga.

Assassin s Creed Unity Page Two Top

to unlock the genetic memory of three days ago, when Ubisoft detailed the fourth patch of Assassin's Creed: Unity's post-release saga. It's like DLC, except instead of extraneous missions, you get a game that works a bit better.

That patch, according to Ubisoft, is expected to "be released next week on Monday, December 15 across all platforms". Supposedly it will fix issues of stability, performance, online matchmaking and connectivity. As someone who's had problems with all four of those things in-game, this should be a welcome update.

Keep an eye on Ubi's AC:U live blogfor further information.

BioShock Infinite's "Pre-Purchase Rewards" revealed - but there's a catch

Worried that the download copies of BioShock Infinite will sell out, when it lands on the 26th of March?

Worried that the download copies of BioShock Infinite will sell out, when it lands on the 26th of March? You might want to sit and think about that for a moment, or alternatively you could pre-order the game from Steam- you know, before you know whether it's any good or not. Your wallet may or may not thank you in the long run, but at least you'll get a bunch of free stuff, including the spin-off Industrial Revolution puzzle game, some in-game tat, and a copy of the original BioShock. If an unspecified number of other people put their money down as well, you'll also get a copy of XCOM and several TF2 items, but I don't see how anyone would be interested in those.

Those TF2 items you won't be interested in include Vox Diabolus (a "Vox Populi anarchist mask"), The Pounding Father ("Heavy cannot tell lie. Heavy is first President of United States. Of crushing little baby men"), and The Steel Songbird ("Why not treat yourself to the haunting rhythmic symphony of bolts being constantly pooped by this mute, easily terrified incontinent bird?") However, they will only be unlocked if other people pre-order too - the counter is currently at 19%. The reward tier after that doles out a copy of the excellent XCOM.

BioShock Infinite is out in just a few weeks, and Tom was rather impressed with it in his recent hands-on with the game.

Assassin's Creed Unity's next patch should fix "most remaining issues"

The upcoming Patch 4 for Assassin's Creed Unity is set to, in Ubisoft's own words, "rectify most of the remaining issues our players have been reporting".

Assassin s Creed Unity

The upcoming Patch 4 for Assassin's Creed Unity is set to, in Ubisoft's own words, "rectify most of the remaining issues our players have been reporting". Thus, finally, it will be ready for release. Just kidding. It came out a month ago.

One "top priority" issue is that the game can crash after a save is loaded, which, Ubisoft says, they're "devoting a lot of attention" to. For now, there's a workaround: "try taking your system offline and reload your save, you should be able to play offline."

You can see a list of what Ubi has identified as the biggest issues over at the AC:U live updates blog. Patch 4 doesn't have a set release date yet, but a more detailed preview is due later this week.

Thanks, CVG.

BioShock Infinite hands-on: five hours in cloud city

There's something I can't tell you about BioShock Infinite.

There's something I can't tell you about BioShock Infinite. Not because it's a spoiler – I'll avoid those too – but because I can't quite communicate it. It's something I felt after playing Half-Life 2, and again after playing BioShock 1. It's the sense you get after experiencing something so vivid and rich that you know you'll never be able to fully describe what it felt like. But I'll try.


"'City in the clouds' doesn't really express the sheer size of it: there seem to be several of those in every direction."

That's not how I expected to feel after playing Infinite for the first time. They'd kept it out of journalistic hands until suspiciously close to release, and the trailers and walkthroughs didn't give a good sense of what kind of game it was. Somewhere in my head, I just copied BioShock 1 from the bottom of the sea and pasted it into the clouds.

Some of that is accurate. In BioShock 1, you played an outsider discovering a failed utopian city at the bottom of the sea; in BioShock Infinite, you play an outsider discovering a failing utopian city floating in the sky. Both games let you explore an extraordinary place, piecing together its story from evidence left lying around. And both games alternate that with combat: you wield both conventional guns and a suite of basically-magical powers that let you do interesting things to your enemies.

Once you arrive, though, it's hard to call them similar. 'City in the clouds' doesn't really express the sheer size of it: there seem to be several of those in every direction. Columbia's huge districts are disjointed, drifting in loose formation as the impossible flotilla tours the world. The first one I explore feels disjointed in itself: half the buildings seem to be bobbing and lurching independently, like some weird dream. Curving skyrails take massive carriages of cargo, like sidewinding trains. Airships propel themselves slowly between districts on twin fans. And the smoke from every chimney streaks in the same direction: we're moving.

But the most startling difference from BioShock 1 isn't the views: it's the people. Rapture was a failed utopia, Columbia is still very much in the process of failing.


"Exploring a dead place by yourself, with you being this cypher, we've kind of done that."

Plenty of times in my five hours, I'd enter a new district of the city where no-one has any particular reason to hate, fear or shoot me yet. Columbia is full of civilians milling around, gossiping, griping, and going about their business. It's exactly what Irrational Games had avoided doing not only in BioShock, but in its spiritual predecessor System Shock 2, simply because it's so hard to make it work. I asked creative director Ken Levine: what changed?

“If we went back to that now, I think people would say we were just repeating ourselves. Listen, it would have been a lot easier. We would have been having this conversation two years ago... but exploring a dead place by yourself, with you being this cypher, we've kind of done that.”

Was it as hard as they feared back then? “So, I don't want to bore you with my problems, but the writing task was monstrous. It was huge. I remember the first level I wrote, the first draft for this prologue, I sat back and looked at this script, and I realised this script alone was longer than my entire script for BioShock.”

As I'm playing it, though, it's not a game of long conversations. A lot of that work seems to have gone into a depth of story, rather than length. Even more so than in BioShock, the density of information encoded into the world around you is overwhelming. Every poster is propaganda for a faction you'll meet, or a product you'll buy, or a cryptic hint to one of the game's dozens of connected mysteries. Pre-television viewing booths show flickery greyscale government infotainment, with title-card dialogue and jaunty music.


"Almost every line of dialogue has some payload of information about this foreign place."

Plot characters still leave audio diaries of their thoughts lying around, but now they're joined by living people having normal conversations. And almost every line of their daily lives has some payload of information about this foreign place.

“It's damned inconvenient when buildings don't dock on time,” a well-dressed man complains to his companion as I walk by. “Yesterday I had to take a gondola, rubbing shoulders with all sorts.” If you're 'someone' in Columbia, your destination comes to you.

Later on, I actually see it happen. As I'm walking towards a bridge, Chas White's Home and Garden Supply shop floats slowly towards me and docks noisily with a pair of metal teeth jutting out of the street, clanking into place and steadying as it locks. A nearby troupe of a cappella singers harmonise over the noise.

It's all terribly... nice. It has the atmosphere of a cheerful village fete, but in a village that couldn't exist. At one point, we seem to be in a cloud: a thick haze turns everyone in the street to silhouettes, picked out by spectacular rays of golden sunlight. Confetti floats through the air, and hummingbirds pause to probe flowers. Two children splash each other in a leaking fire hydrant.


"Blood geysers all over my face. I'm drenched. Everyone's screaming."

Half an hour later, for reasons I won't go into, I'm ramming a metal gear into a man's eye socket until blood geysers all over my face. I'm drenched. Everyone's screaming. Four more men are coming for me, and this blunt steel prong is all I have to kill them with.

I skipped ahead there for two reasons: one, I don't want to spoil why violence does finally break out in BioShock Infinite. It's a moment that will become notorious in gaming, and a hard one to forget.

Two, I wanted it to sound jarring, because it is. Extremely, intentionally and upsettingly so. When I ask Ken about it, he describes the intended effect as “biting into an apple and finding the worm at the core”.

It works as that. But it's also jarring in another way. A moment ago I'd been enthralled by this place, fascinated by how different and fresh it was, hanging on every word of these people's everyday lives. When I realised my next task was to ram a piece of metal into eight different people until they were all dead, part of me thought, sadly, “Oh yeah. Videogames.”

It's not a new thought, it only stands out here because Infinite is so superb at conjuring this place and luring you into its story. When I mention it to Ken, he's sympathetic. “It's an intensely bizarre concept that you play a character – whether it's Uncharted, or this game, or even like an Indiana Jones movie – who's essentially a psychopathic mass murderer. You're fucking insane. I'm very aware of this issue... it's something we actually attempt to confront at some point.”


"It's strange to see white-on-black discrimination so unflinchingly depicted."

The other thing Infinite confronts, with surprising directness, is racism. I'm so used to games having some orc- or elf-based analogue for it that it's strange to see regular white-on-black discrimination so unflinchingly depicted.

“I didn't want a game that just had some racism in the background,” says Ken. “I wanted you to be engaged and confront those issues – in the same way we confronted you with what capitalism does when it goes to its maximum extreme.”

“In this game we think it'd be honest to deal with these topics, and these aren't topics we take lightly, and they're not necessarily going where you think they're going. This is not... I don't want to spoil anything.” Well, mission accomplished.

Hitman dev: “Just pulling out your guns is not going to be easier than stealth”

Hitman dev: “Just pulling out your guns is not going to be easier than stealth” In games™ Issue 118, Tore Blystad, game director of Hitman: Absolution IO Interactive, dispels some myths about the chosen direction for the long-awaited followup in killer slaphead Agent 47’s professional career. “It’s a player choice. What do you want to do?” says Blystad. “You can aim for the perfectionist stuff, but

Ubisoft recommends Assassin's Creed: Unity players delete all game contacts

We wouldn't normally publish individual workarounds for specific game bugs, but the launch of Assassin's Creed: Unity has been ugly enough to warrant an exception.

Assassin s Creed Unity 18

has been ugly enough to warrant an exception. And this isn't actually for a specific bug, nor is it guaranteed to fix anything, but if you're having problems with the game crashing at the main menu, Ubisoft recommends you delete all of your game contacts. Yes, you read that right.

The latest addition to the Assassin's Creed: Unitysays Ubisoft has discovered "one of the issues that may cause the game to crash at the main menu after pressing the 'continue' button." A fix is in the works, although there's no ETA at this point, and in the meantime, if you haven't been affected by the bug, there are two things you can do to keep it from making you miserable.

Step one: Do not add any "in-game recent player" as a game contact.

Step two: If you already have any game contacts, ditch them. All of them. Don't waste time apologizing. Do it now. Quickie instructions on doing so: My Brotherhood > My Contacts > Game Contacts (using RB/R1) > Focus on a Contact (LS) > More Actions (Y/Triangle) > Remove from contacts.

Getting rid of all your contacts doesn't seem like an ideal solution for a game that was billed so heavily as a multiplayer experience, but better playing alone than not at all, I suppose. If you experience crashes at the main menu even after cutting all your contacts loose, then Ubisoft asks that you please file a ticket at the official support site.

First Thief 4 screenshot appears

Thief 4 schreenshot

A photo taken over a burry man's shoulder has brought us the first image of Thief 4. It shows a third person view of Garrett taking aim at an unsuspecting guard. The image was spotted by Jeux Video, and the full image can be found here.Get the magnifying glasses out; what can we deduce about the sequel from this image?

Jordan Mechner: The Man Who Would Be Prince

Jordan Mechner: The Man Who Would Be Prince Jordan Mechner is a very busy man. In fact, after more than 25 years in the entertainment industry, 2010 is by far his busiest year to date. In a few weeks, the Prince Of Persia franchise will celebrate its 21st year of existence with the launch of The Forgotten Sands, its eighth major console release. That will roughly coincide with a $150 million film adaptation

French politician denounces Assassin's Creed Unity's portrayal of the Revolution

A lot of people have a lot of complaints about Assassin's Creed Unity , but those of former French governmental minister Jean-Luc Mélenchon are unique: He's unhappy with the game because it paints a very unflattering portrait of the French Revolution.

Assassin s Creed Unity

, but those of former French governmental minister Jean-Luc Mélenchon are unique: He's unhappy with the game because it paints a very unflattering portrait of the French Revolution. It's not meant to be a historically accurate game, of course, but Mélenchon told France Inter radio that it feeds on anti-Republican sentiment that's behind the rise of far-right movements in the country today.

"It is propaganda against the people, the people who are [portrayed as] barbarians, bloodthirsty savages. In 1789 there were the poor aristocrats, and they are presented as fine upstanding people," he said, as reported by the Telegraph. He described Marie Antoinette as a "cretin, who is celebrated as a poor little rich girl," and complained that "the man who was our liberator at a certain moment of the Revolution—because the Revolution lasted a long time—Robespierre, is presented as a monster."

Assassin's Creed Unity "presents an image of hatred of the Revolution, hatred of the people, hatred of the Republic which is rampant in the far-right milieu [of today]," he concluded.

Mélenchon served as France's Minister of Vocational Education from 2000 to 2002 and also ran in the 2012 Presidential election, earning 11 percent of the vote. He is currently the leader of the Left Front political party, and holds a seat in the European Parliament. Ubisoft, meanwhile, has more practical concerns to deal with: It's currently working on the third patchfor the game, which was only released last week, to try to iron out the worst of the technical problems plaguing it.

New study sheds light on how teens form relationships around video games

The report, which documents the findings of a national survey of American teens between the ages of 13 to 17, also highlights that, while lots of teens are making new friends and maintaining old friendships using video games, the medium is a male-dominated space.

A recent Pew Research Center reportexploring the contours of friendship in the digital age has found that video games are becoming a fundamental part of teenage friendships.

Indeed, while 72 percent of all teens asked said they play games, only 59 percent of girls, compared to 84 percent of boys, said they spent time playing games regularly.

The survey found that boys feel more comfortable playing games with others, with 34 percent of boys surveyed playing games online, and 16 percent playing with friends in the same room. Conversely, only 8 percent of girls said they play games online, while just 5 percent said they play locally with others.

The report also suggests that teenage boys feel more confident communicating and sharing information with others online, with 38 of boys, and a mere 7 percent of girls, giving out their gaming handle as one of the first three pieces of information exchanged.

games™ Issue 96

games™ Issue 96 FEATURES iWar Is Apple’s latest gizmo another giant leap for gaming, or just a seductive flash in the pan? Old Dogs, New Tricks We talk to IO Interactive’s Karsten Lund about Kane & Lynch 2’s ambitious new direction. Shifting Sands Could Prince Of Persia: The Sands Of Time be the videogame movie we’ve been waiting for? The Man Who Would Be Prince We profile Jordan Mechner, the creator

Ubisoft previews third Assassin's Creed: Unity patch

It's fair to say the launch of Assassin's Creed: Unity has not gone smoothly, but Ubisoft is continuing to plug away at it.

Assassin s Creed Unity

has not gone smoothly, but Ubisoft is continuing to plug away at it. The publisher says the third patch, (third time, of course being the charm), previewed over the weekend will be "larger in scope" than the previous update, but that also means it will take a little longer to be ready.

The specific fix list hasn't been nailed down yet, but Ubisoft is focusing on the following "categories":

Gameplay: This includes bugs like Arno getting stuck on certain areas of the map (including a few more hay carts), problems with getting into/out of cover, character animation bugs, and general camera problems AI & Crowd: In this category are problems with NPC animations, crowd events, and crowd stations, NPC navigation issues, as well as bugs related to NPCs detecting Arno’s activities in various situations Matchmaking & Connectivity: This covers a number of issues related to co-op play, including bugs with joining games in-progress and problems that happen during host migration Menus & HUD: Fixes in this category will address missing details in certain menus, problems with some of the mission objective and co-op update pop-ups, localization inconsistencies, as well as some of the issues with menus and pop-ups overlapping each other General Stability: This includes fixes for a number of crash situations we've identified in both campaign and co-op modes.

"Part of what we want to do at this point is balance the competing desires to get as much as we can into the patch with getting it out quickly," Ubisoft wrote in the patch preview, noting that it's also looking into performance issues like framerate drops. "This next patch won't solve every problem, but we're expecting that it will dramatically improve your experience."

Ubisoft also posted a follow-up Q&Aon the status of its game updates, which can essentially be broken down to, "We're working on it." The Q&A also includes links to the Uplay and Ubisoft Support Twitter accounts, as well as a direct link to Ubisoft customer support, for those who need them.

Thief 4: possible storyboard artwork appears

Four pieces of concept have appeared that may well be storyboard art for Thief 4.

Thief 4 storyboard art

Four pieces of concept have appeared that may well be storyboard art for Thief 4. The game is being kept tightly under wraps, but is being developed by the creators of Deus Ex: Human Revolution, Eidos Montreal. A storyboard artist who works for Goldtooth (who did the cutscenes for Deus Ex: Human Revolution) posted four images on his blog, which has since been taken down. Luckily for us, the internet never forgets, and they since re-appeared over on Screw Attack. They show a hooded figure that may or not be Garrett stealthing his way into a mansion to access an ominous steam powered door. See all four pages below.

Prince Of Persia: Forgotten Sands

Prince Of Persia: Forgotten Sands This could be the most dubious sequel ever made. The clamour surrounding the rapid release of Left 4 Dead 2 was a timely reminder of how sensitive gamers can be when they sense a cash-in. Indeed, despite a nearly unblemished record of great products and unwavering dedication to its community, we imagine Valve has taken copious notes on what-not-to-do when it comes

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Our Verdict
Admirably open levels that reward exploration means theres high replay value if youre prepared to overlook the back-tracking.

NEED TO KNOW

What is it?
A third person stealth game with modest RPG elements set in a wonderfully vertical environment and where F5 is your friend.
Play it on: AMD/Intel dual-core 2.4 GHz, AMD Radeon HD 5850, Nvidia GEForce GTX 560 or higher
Alternatively: Dishonored, 92%
Copy protection: Steam
Expect to pay: £25/$30
Release: Out now
Developer: Cyanide Studio
Publisher: Focus Home Interactive
Multiplayer: None
Link: Official site

By Jon Morcom.

Styx: Master of Shadows announced its arrival as the follow-up and prequel to 2012’s Of Orcs and Men with little fanfare but boasting of its hardcore stealth credentials. Set in a gloomy fantasy world within the soaring Tower of Akenash, the titular Styx is a goblin who for pecuniary reasons wants to steal the heart of the mighty World Tree, the source of a magical nectar called Amber which is to the Tower’s inhabitants what Adam is to the denizens of Rapture. However, our cantankerous protagonist’s parlous mental state hints that there will be more to his journey than simply rocking up to the Antiques Roadshow with the heart for a valuation should he manage to get hold of it.

Styx can puke up a clone of himself who, for a short time, can pass through locked gates.

As you would hope from its setting, the levels in this game offer a lot of verticality and plenty of high road/low road routes through some fantastically open environments. Styx’s movement is for the most part fluid and the mouse and keyboard controls work well; however, his parkour skills are not as precisely calibrated as those found in say Assassin’s Creed games. Unless you’re scaling the game’s obvious cruciform climb points, ledge-grabbing and jumping can be a lottery with Styx destined to die a number of comical deaths.

The sneaking is satisfying and can find you switching tempo in the blink of an eye. One moment you’ll be in a good rhythm, methodically clearing an area full of guards but then you might just as easily find yourself hiding in a cupboard for some minutes, waiting to make your next move. Styx has no non-lethal takedown option, just a ‘muffled kill’ move that leaves him vulnerable for five seconds or a swift, noisy kill that immediately turns him into a guard magnet. In addition to gathering up consumables like Vials of Health, Amber (manna for your special skills) and throwing knives spread around each map, you can use Amber Vision to identify alternative routes and glyphs on the walls that point the way to secret hiding places.

Collecting tokens, rare relics and completing primary and secondary mission tasks earns you points that can be used to augment seven skill sets. But crucially this skill-buffing can only take place when you reach your hideout at the end of each chapter. The most dynamic of these abilities is Cloning. Styx can puke up a clone of himself who, for a short time, can pass through locked gates, work mechanisms, create diversions or even hide in cupboards and bump-off pesky guards for you. Invisibility is also possible for brief periods but it expends a lot of Amber and, frankly, feels like cheating.

With S:MoS’s emphasis firmly on stealth, combat is very much a last resort and its mechanics here are so perfunctory, it’s as if the developers have made it deliberately dull to push players down the less confrontational path. Taking flight is sometimes possible through repeated mashing of the roll and jump keys but more often than not you’ll be locked into a one-on-one with the guard; parry his sword blows successfully a few times with your trusty knife and you’ll get a ‘kill’ prompt so you can finish him off. But unless you’ve isolated that one guard, others will soon be upon you until you’re overwhelmed. By the middle of the game there are hundreds of guards to whack or bypass, not all of whom can be eliminated quietly so you need to make good use of all you see in the environment. Frequent quick saving is essential throughout but the balance of the game is such that even when you’re crouched under a table, staring at some guard’s groin and you’re down to your last drops of health or Amber, there is always a way out.

Styx 1

A stealth game will usually stand or fall by the quality of its AI and when they’re not inadvertently frotting the scenery or each other, S:MoS’s guards demonstrate admirable levels of general alertness but they are also seemingly afflicted with some debilitating form of myopia. Bump into a chair or toggle Styx out of crouch mode and his footsteps will bring a band of strangely foul-mouthed sentries rushing your way in quick time. On the other hand, the guards’ seeming lack of any peripheral vision means you can often literally get away with murder.

For all its openness, there were a few points in the game where I felt I was being funneled and perhaps the most disappointing aspect was the re-visiting and re-population of some areas, these levels being augmented with non-human enemies; the advent of the latter feels like gratuitous hurdle placement and the asset recycling in general gives the impression the game has been padded out. But those gripes aside, S:MoS weaves an entertaining Grimm-like yarn in and around twenty hours-worth of furtive fun.

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Styx 5

The Verdict

Styx: Master of Shadows

Admirably open levels that reward exploration means theres high replay value if youre prepared to overlook the back-tracking.

We recommend By Zergnet

The $200 Eidos Anthology arrives on Steam

If you have deep pockets and an affinity for all things Eidos , a new and very big bundle on Steam might be right up your alley.

Eidos Anthology

, a new and very big bundle on Steam might be right up your alley. The Eidos Anthology is a collection of 34 games plus DLC, and while it's not actually everything the publisher has ever done, it feels awfully close.

Battlestations Pacific Battlestations: Midway Blood Omen 2: Legacy of Kain Deus Ex: Game of the Year Edition Deus Ex: Human Revolution Director's Cut Deus Ex: Invisible War Deus Ex: The Fall Hitman 2: Silent Assassin Hitman: Absolution Hitman: Blood Money Hitman: Codename 47 Hitman: Contracts Just Cause Just Cause 2 Kane and Lynch: Dead Men Kane and Lynch 2: Dog Days Lara Croft and the Guardian of Light Legacy of Kain: Defiance Legacy of Kain: Soul Reaver Legacy of Kain: Soul Reaver 2 Nosgoth (closed beta access) Thief Thief Gold Thief II: The Metal Age Thief: Deadly Shadows Tomb Raider Tomb Raider I Tomb Raider II Tomb Raider III Tomb Raider IV: The Last Revelation Tomb Raider V: Chronicles Tomb Raider VI: The Angel of Darkness Tomb Raider: Anniversary Tom Raider: Underworld

That doesn't include the DLC, of which there is a great amount, particularly for Hitman, Just Cause, and Tomb Raider. It's a huge collection by any measure, and carries with it a suitably huge price tag of $208. Yowzah! If you bought all this stuff separately, however, it'd run you $425, so it still manages to be a deal. Check it out in all its mammoth glory on Steam.

Mordheim: City of the Damned brings turn-based strategy to a doomed city

This passed me by somehow, but it's still worth a mention.

This passed me by somehow, but it's still worth a mention. There's going to be a Mordheim game! Mordheim is one of Games Workshop's more obscure Warhammer Fantasy spin-off projects. It's a turn-based strategy game set in a city obliterated by a magic meteorite. Precious fragments of said meteorite, called Wyrdstone, have drawn bandits and adventurers from every corner of the world. Giant rat-men face off against heroes of the empire, Elves, pirates, mercenaries, Witch Hunters and chaos demons. It's like the end of the Hobbit, except the armies are 1000 times smaller, and prone to incurring terrible injuries and mounting psychological damage from battle to battle.

Focus Interactive note that "if you fail, some of your units might lose a limb... or worse. Keep in mind that in Mordheim: City of the Damned, a dead unit is lost forever!" which suggests that the game will realise the morbid comedy of your squad's gradual dismemberment. It'll also have "RPG elements, fast-paced tactical combat" and, importantly, "intricate unit customization".

Much of the fun of Mordheim lies in tailoring each character's skills and inventory. Imagine XCOM without the world-defending meta-game, but with loads of individual character customisation, set in a gothic city full of poisoned blades, weird magic and warband leaders that'd sooner sell you to the fighting pits than pay you a fair share of the booty. Will you give your ordinary mooks helms and shields, or spend all of your stolen money on a pair of wall-melting Warplock pistols for your big boss?

A while back, I pondered what the perfect Warhammer game might look like, and mentioned that Mordheim could make a great hook for a videogame. Hopefully Focus and the folk at recently formed Montreal studio, Rogue Factor, can do the Mordheim name justice. The first screenshots certainly have the gothic atmosphere I'd expect from the City of the Damned. Also there's a rat dual-wielding flintlock pistols, which sums up Mordheim quite nicely.

Hitman Contracts hits Steam, initial audio issues fixed

The silent assassin Agent 47 completed his most stealthy operation to date, launching Hitman Contracts on Steam for $7 without making a single peep, literally.

The silent assassin Agent 47 completed his most stealthy operation to date, launching Hitman Contracts on Steam for $7 without making a single peep, literally. As the first batch of Steam reviews indicated, the game initially launched without any of the soundtrack and voice work.

Hitman's verified Twitter account confirmed the issueand said that it would be fixed in an “hour or two tops.” Now the most recent Steam reviews indicate that the issue has been resolved.

The problem might have had something to do with the licensing of a song that plays during the Rendezvous in Rotterdam level. While the game features an original (and BAFTA Games Awards winning) original soundtrack by Jesper Kyd, it also features a few licensed songs, including the generically angry Clutch by Immortal. It's been speculated that licensing issues related to that specific track were the reason why Hitman Contracts hasn't been released on Steam until today, even leading some fans to organize and petition the band.

We reached out to Square Enix asking if this was true and if it had anything to do with the initial audio problems, but have yet to hear back.

Ironically, there's also a Steam Midweek Madnesssale on all the Hitman games but Contracts. With the 80 percent discount, you can get Silent Assassin, Absolution, Blood Money, and Codename 47 all for just $9.

We recently heard some troubling rumorsregarding the future of the Hitman series, but the Io-Interactive team assured usthat there's a new game on the way, and that we'll learn more about it in the coming months.

The Settlers: Kingdoms of Anteria confirmed for 2014 release

It's been a while since we've heard anything about Ubisoft's strategy series The Settlers, but not any more: the publisher has confirmed a new installment for release in 2014.

It's been a while since we've heard anything about Ubisoft's strategy series The Settlers, but not any more: the publisher has confirmed a new installment for release in 2014. Entitled The Settlers: Kingdoms of Anteria, there are few solid details available at present except that it hasn't strayed from its “world famous building strategy” roots.

According to the blurb Ubisoft sent us, the new installment will “reinvent” the publishers approach to the series. Which tells us diddly squat, but they're also saying that it's the “most innovative Settlers' game we have ever created.” You'd hope so.

In all seriousness, it's good news, and if you've played a Settlers game you'll know what to expect: city building and strategising in real time. We haven't had a proper Settlers game since 2010, if you exclude the purely online installmentreleased in 2012. The new game is in development by series veterans Blue Byte and is expected later this year. In the meantime, look at this expensive CG trailer:

Eidos executive tells broadband providers they're holding gaming back

When a man who's the co-founder of tabletop game manufacturer Games Workshop and an Officer of the Order of the British Empire talks, people listen.

talks, people listen. Or at least that's the hope when longtime Eidos executive Ian Livingstone, who was promoted to the title of " life president" after Eidos was absorbed like a sponge by Square Enix, berated broadband providers for impeding growth of the gaming industry at the Broadband World Forumon Wednesday.

In a 20-minute presentation titled " Super Fast Broadband for Super Fast Games Market," Livingstone told the telecom operators in the audience that "what we need is super-speed broadband" to keep up with the growing demands of the games marketplace.

"The games industry is big...it's the largest entertainment industry in the world," proclaimed Livingstone, who noted that the market is worth $50 billion now and will be worth $90 billion by 2015. "Games are now moving from a product to a service," he said, and gamers are increasingly playing games online and require reliable networks with low latency to enjoy an optimal experience. "We're still having to fight bandwidth to avoid latency" in an online environment where 40 milliseconds is the minimum to be unnoticeable.

"Big games need big broadband," Livingstone continued, referencing that every successive iteration of Call of Duty takes longer to download than the last because the files are getting bigger and bigger. "It's kind of crazy that we're fighting broadband the whole time in our industry. You're kind of holding us back in many respects. We want to do more."

"Gamers are the most demanding of Internet users. Game developers will all be pushing the limit of what technology has to offer. So, you must plan for what you can't predict as well as what you can," he concluded. "Super-fast games will drive demand for super-fast broadband, so, ISPs, please do not rest on your laurels."

50 Best GTA Moments, Easter Eggs & Secrets

50 Best GTA Moments, Easter Eggs & Secrets In preparation of the launch Rockstar’s latest offering, the team over at NowGamer.com have put together a nostalgic rundown of all the moments that have made the Grand Theft Auto franchise so enduring. Complete with gameplay footage from the original GTA, GTA II, III, Vice City, San Andreas, GTA IV and all the DLC packs, the 50 moments succinctly capture

MechWarrior Tactics closed beta footage shows loadouts, gameplay

MechWarrior Tactics developer Roadhouse Interactive has released an extensive new video detailing its upcoming BattleTech-inspired turn-based strategy game.

detailing its upcoming BattleTech-inspired turn-based strategy game. Currently in the closed-beta phase of development, the footage offers insight into mech loadouts, gameplay, as well as the free-to-play title's economy.

As one-half of Infinite Game Publishing's assault on the realm of online multiplayer gaming, the other being MechWarrior Online, MechWarrior Tactics shares a similar heritage. But from the new footage it's clear that Roadhouse Interactive is definitely looking to express a distinct vision of what a battle between giant armored BattleMechs should look like. With its own art style, customization options, and user interface, Tactics could offer BattleTech fans an experience very reminiscent of the BattleTech board game.

Gameplay balance within MW Online, often times in relation to the board game or the universe created in the BattleTech novels, is currently a hot topicinside the player community as that title moves through its open beta. I look forward to comparing the experience in MW Tactics as soon as its beta opens to the public.

The video below is hosted by noted MechWarrior enthusiast and No Guts No Galaxy podcasterPhil Langenberg and IGP community manager Niko Snow. The MW Tactics closed beta began in Januarybut you can get immediate access by joining the free-to-play game's Founder program.

Hitman: Absolution Contracts mode will let you create hits and challenge friends

IO Interactive have been showing a bit of Hitman: Absolution's Contracts mode that'll let us tag up to three assassination targets on any level and challenge our friends to take them all out in the most efficient manner they can manage.

IO Interactive have been showing a bit of Hitman: Absolution's Contracts mode that'll let us tag up to three assassination targets on any level and challenge our friends to take them all out in the most efficient manner they can manage. If the mission walkthrough trailer and that enormous factory at the end of the new Contracts trailer are evidence, Absolution's levels should be rather large, which suggests that there should be plenty of potential targets to choose from.

Eidos add that "HITMAN: ABSOLUTION will also ship with many pre-set CONTRACTS, each designed by the very best assassins at IO Interactive." Neat. I CERTAINLY look forward to TRYING IT. Read on for the trailer and four new screenshots.

At Gamescom we also learned that Hitman: Absolution will look especially shiny on PCthanks to some advanced DirectX 11 support and better resolutions, which is always nice to hear.

Zelda: A Link Between Worlds Review

Zelda: A Link Between Worlds Review It’s a dangerous position to be in, not least because, by setting its game in the same world the elfin hero explored some 22 years ago, Nintendo invites direct comparison with one of gaming’s universally acknowledged greats. And yet perhaps that isn’t too different from the norm. Zelda games revolve around familiar, iconic routines and rituals, after all: defined

MechWarrior Online March content plan includes largest map yet, more keybinds, "dynamic hanging items"

Piranha has outlined the for MechWarrior Online, which will include usability improvements and new items for players to tinker with while dancing the mech-on-mech ballet.

for MechWarrior Online, which will include usability improvements and new items for players to tinker with while dancing the mech-on-mech ballet. The coming weeks bring, among other features, one-use modules, an expanded set of piloting controls, and dangly accessories for your cockpit such as fuzzy dice.

The shiny consumables slot into your mech's module bays after you acquire them using C-Bills or Mech Credits. You'll access temporary buffs such as an instant partial heat dump for all your weapons or artillery and air strikes to tip a battle's odds.

The new Tourmaline Desert map is a suitable testing ground for your consumables, as Piranha says it's the largest map for the game so far—expect huge sightlines and sporadic cover to keep engagements fluid, a layout theme continued from the previous non-urban Alpine Peaks map.

Lastly, advanced mech-drivers can look forward to a few more control keybinds, including "throttle decay (gas pedal vs. set throttle), arm lock to torso, set point throttle (10-100% throttle values in 10% increments), face torso, and joystick analog turning." I think I'll stick with my "stop," "go," and "spin around in circles" keys.

You can find the rest of Piranha's plans for MechWarrior March madness on its official website.

Square Enix show off stunningly realistic graphics

Square-Enix have been demonstrating their new graphics engine, called 'Luminous' at a press conference in Japan.

Square-Enix have been demonstrating their new graphics engine, called 'Luminous' at a press conference in Japan. The video above, brought to us by Developshows off some impressive technology, virtually indistinguishable from the real location. Shame they chose such a boring place.

Check inside for more details on the technology and side by side comparisons of real life locations and in-engine footage.

The engine is designed to support DirectX 11, and Edgesay it 'includes cloth and fluid simulation, realtime reflections and highly efficient tessellation techniques that lower the level of detail of 3D models with minimal memory usage cost.' In addition to support for procedural animation and advanced AI.

The most startling fact is that the efficient nature of the engine means that despite its impressive graphics, Square-Enix believe it will actually lower development costs significantly and scale fully from casual to AAA game. Although the Luminous Engine is being developed in Japan, Gamasutrasay Square-Enix have been sharing the technology with its western owned studios, such as IO and Crystal Dynamics.

Could we see a sequel to Deus Ex: Human Revolution running on this technology? Yes please, Squeenix.

The Legend Of Zelda: Skyward Sword review

The Legend Of Zelda: Skyward Sword review Oh, Nintendo. Trust the company that brought us the Virtual Boy, FLUDD the water-shooting backpack and, just recently, the bolt-on analogue stick, to leave it six whole years before releasing a game that embraces the Wii’s unique features on every conceivable level, and in doing so makes the console downright essential for any and all core gamers in one fell

Piranha "would love" single-player for MechWarrior Online

"I'd love to see a big, new ten-hour single-player campaign for MechWarrior," Piranha Games co-founder Russ Bullock said during GDC Online.

"I'd love to see a big, new ten-hour single-player campaign for MechWarrior," Piranha Games co-founder Russ Bullock said during GDC Online. He's assuredly not alone on that wishful thought -- the MechWarrior franchise's bipedal chunks of armageddon typically came with colony and clan warfare. But speaking to Rock, Paper, Shotgun, Bullock cited the industry's "really tough" expectations for including worthwhile single-player as the primary reason for keeping the action multiplayer for now.

"I think we'd all love it," he said. "I just think that it's really tough. The industry has made that tough. You know, what people expect today for a single-player game [is much more complicated than previous MechWarriors]. I've almost at times lost ties with some of my friends that the current state of the industry is almost the death of the single-player game. Now, it feels like unless it's the latest Call of Duty, Halo, or Assassin's Creed -- each publisher may have one brand they put that kind of money into to make that single-player experience -- [it's a huge risk]. I mean, it costs tens of millions of dollars to make a good single-player campaign now."

Barring a full campaign addition, possible PVE encounters on a smaller scale was also a feasible solution suggested by Bullock. "That's a half-way step of giving players the opportunity to play against AI with friends," he said. "And after that, you know, we'll see where things take us."

MechWarrior Online's planned open beta was stalleddue to stability issues. Still, the powerful pounders we sawlooked mightily pleasing.

Hitman Absolution preview

A hitman hits men for a living, but Agent 47's enemies hit women.

Hitman Absolution preview

A hitman hits men for a living, but Agent 47's enemies hit women. IO's most recent showing of their next Hitman game opens with a scene of masked men shooting an unarmed nun as she lies crawling, bleeding and screaming on the floor of an invaded orphanage. It's a nasty introduction to a game that's got meaner and darker since its previous outing. Blood Money had moments of bleak humour and silliness; Absolution has detailed slowmotion shots of Agent 47 slamming a fire axe into the side of someone's knee.

As well as bleaker, it also seems narrower. The two missions that developers IO have shown so far from the game feature wide corridors strung together. Where Absolution's predecessor dropped Agent 47 into a wide open space that necessitated backtracking and planning, the new game's library and orphanage come in bite sized chunks, each made up of spacious strips to be overcome before moving on to the next area. “We want a very cinematic experience,” says game director Tore Blystad. But Blood Money's joy was in freedom – the ability to go anywhere, and to inject a horrible poisonous mixture into any neck you chose.

That change is enough to get Blood Money fans across the world nervously clutching their Silverballers. Blystad is at pains to tell us not to worry: “The Hitman games have always been about choice, and very much so with Absolution. Everything is designed with choice in mind. We're not scripting things so you have to play through in a linear fashion.” The mission I saw reinforced this statement, with the man at Hitman's helm showing two very different ways to approach the same section of game. Both begin with the dead nun.

The first victim is a nun because Agent 47 is in an orphanage and dressed as a priest, for reasons developers IO don't properly explain. He's halfway through a mission in said orphanage, infiltrating the building to extract a girl rather than to hit hitmen. But depending on how you play Hitman: Absolution, that second action can happily be a by-product of the first.

The first approach is psychotic, and involves the fire axe. The scene opens with the nun murder in the orphanage. Agent 47 is relaxing on the roof of an unpowered lift, the nun spluttering her bloody last as the perpetrators waltz off into the main building to find the girl. Hoisting himself up from the lift shaft to the corridor, 47 overhears whimpering from the next room. There's a security guard being trussed up by stocking-headed thugs; he's shot in the knees for not knowing where the girl is. See? Bleaker.

As six-year-old kids and people who kill people for a living know, the only way to stop violence is with more violence: 47 grabs a fire axe from the wall and wades into plain sight. He swings the axe towards the chest of his first victim, the game immediately popping into a slow-motion mode. Agent 47 has lost his innate clumsiness in Absolution – the developers repeatedly refer to him as “a weapon” – and his attacks are graceful and QTE-like. The first man falls when the axe is driven horrifically into the side of his leg; the second goes down after he stumbles and gets it embedded into the top of his skull.

Still 47 pushes on, bullets ripping through his purloined priest outfit as the last torturer standing opens fire on him. He ducks behind a piano for a second – showcasing the game's new cover system – before popping out and twatting the guy in the chest with twelve inches of metal. The pop to cover feels natural for this approach: this is Hitman as darkly deranged thirdperson shooter. Captors offed, 47 speaks to the tied-up and bleeding security guard. Apparently he keeps a shotgun in the chapel downstairs. Guess where psycho-47 is going next?

The second approach is perfection. Starting in the same lift shaft with the same nun-ny death, the second Agent 47 creeps behind the murderers until he's under a bookshelf. The cover system hides 47's shiny pate behind convenient objects, and a standard crouch will put him at a similar height. Blystad mentions that players should feel comfortable moving around out of cover, knowing they're out of sight even when they're out of hard cover.

And when they are forced with their back to the wall, they're not constrained by invisible barriers: Absolution's bookshelves, sofas, and 3ft-high walls have 'soft' edges, letting 47 traverse their planes without stickiness, hopefully reducing the frustration of detection.

The sneaky version of 47 is either more callous or more sensible, depending on your viewpoint, leaving the orphanage's torture victim to his eventual fate. The poor bastard screams his last as 47 opens the door and sneaks out of the room, closing it behind him as the room's occupants are focused on their kill. He's out and through in total silence.

This Agent 47 is able to make limited use of his environment to aid his stealthy cause. Where his maniacal alter-ego nabbed an axe from the wall, sneaky 47 picks up a vase from a table. Blystad argues that “previous Hitmans were very predictable for the player, and there was a very strongly directed way the levels were designed”. He wants Absolution to feel more organic, with 47 able to get out of trouble by using whatever he's got to hand.

Now 47 is into the next area, semitrapped in cover. He's not under immediate threat from the level's guards, but their patrol routes have conspired to pin him in place. He can either wait for a fortuitous crossing of paths to create a convenient blind spot or, even better, heft the vase into a non-essential part of the room and scurry onwards while distracted guards investigate it. He does the latter, with the room's occupants immediately directing their attentions vase-wards.

11 Lessons We’ll Never Forget From Pokémon Red/Blue

11 Lessons We’ll Never Forget From Pokémon Red/Blue 1. Bulbasaur is the best starting Pokémon Squirtle is a relatively close second, but Bulbasaur will blitz through Brock and Misty as soon as you’ve unlocked Vine Whip. The evolutions into Ivysaur and Venusaur bring steadily powerful abilities, too, underlining the fact that Bulbasaur makes the game a lot easier. 2. Charmander is the worst starting

Piranha "would love" single-player for MechWarrior Online

"I'd love to see a big, new ten-hour single-player campaign for MechWarrior," Piranha Games co-founder Russ Bullock said during GDC Online.

"I'd love to see a big, new ten-hour single-player campaign for MechWarrior," Piranha Games co-founder Russ Bullock said during GDC Online. He's assuredly not alone on that wishful thought -- the MechWarrior franchise's bipedal chunks of armageddon typically came with colony and clan warfare. But speaking to Rock, Paper, Shotgun, Bullock cited the industry's "really tough" expectations for including worthwhile single-player as the primary reason for keeping the action multiplayer for now.

"I think we'd all love it," he said. "I just think that it's really tough. The industry has made that tough. You know, what people expect today for a single-player game [is much more complicated than previous MechWarriors]. I've almost at times lost ties with some of my friends that the current state of the industry is almost the death of the single-player game. Now, it feels like unless it's the latest Call of Duty, Halo, or Assassin's Creed -- each publisher may have one brand they put that kind of money into to make that single-player experience -- [it's a huge risk]. I mean, it costs tens of millions of dollars to make a good single-player campaign now."

Barring a full campaign addition, possible PVE encounters on a smaller scale was also a feasible solution suggested by Bullock. "That's a half-way step of giving players the opportunity to play against AI with friends," he said. "And after that, you know, we'll see where things take us."

MechWarrior Online's planned open beta was stalleddue to stability issues. Still, the powerful pounders we sawlooked mightily pleasing.

Deus Ex DLC official, The Missing Link will land later this year

The first DLC for Deus Ex: Human Revolution has now been confirmed, and will fill in the gap of Adam Jensen's three days off the grid during Human Revolution.

Bad GameStop Sell my game Sell my game

The first DLC for Deus Ex: Human Revolution has now been confirmed, and will fill in the gap of Adam Jensen's three days off the grid during Human Revolution. Jensen has reportedly been tortured by Belltower and had his augs de-activated while aboard a cargo ship and must rebuild his skills from scratch and make new allies in order to escape.

Previously we brought you news of a mysterious code, which lead to an image with the caption 'The Missing Link'then some rumours of DLC. On friday Siliconerareported that a Dr Bobof the Eidos forums had spotted details of the DLC in the RSS feed for the Deus Ex website. That page has now gone live, with details of the The Missing Link DLC.

The page also claims the DLC will feature 'sprawling new environments' and 'new layers of conspiracy', it also asks us 'What is The Missing Link'? Suggesting the title is not merely a reference to the lost time in Human Revolution. Could it be hinting at some sort of connection with the original Deus Ex? Tell us what you think in the comments, but please, flag your spoilers, not everyone has finished the game yet.

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Our Verdict
Incredibly fast and surprisingly affordable for the speed, but the cutting edge tech means dicey compatibility and drivers that haven't fully matured.

Samsung’s new M.2 drive, the SM951, is starting to filter down to component retailers from the brown-bag world of OEM, and the results are impressive. Ringing in at about a buck a gigabyte, these M.2 drives are cheap for cutting-edge technology, but still run about twice the price of standard SATA SSDs.

In fact, about $110 will buy either PC Gamer’s pick for the best SSD, the 250 GB Samsung 850 EVO, or one of these first-to-market SM951 drives at half the size, 128GB. That's just big enough for a system install. Is the speed of this M.2 scorcher worth halving your boot SSD’s size? That depends on how excited the words "two gigabytes per second" get you.

A little more than 100 gets you a choice of high speed boot drive Which is best for the money

A little more than $100 gets you a choice of high-speed boot drive. Which is best for the money?

With blistering speeds well in excess of SATA’s maximum, the M.2 interface theoretically lets SSDs stretch their legs and explore the technology’s full capabilities. This has left M.2 drive manufacturers struggling to catch up, with many shipping products producing numbers only slightly faster than quality SATA SSDs.

This is not the case for the SM951.

AIDA results using the gen 3 4 lane M 2 slot in the ASUS Rampage V Extreme Over 2 Gigabytes a second Wow

AIDA results using the gen 3, 4 lane M.2 slot in the ASUS Rampage V Extreme. Over 2 Gigabytes a second. Wow.

The SM951 is not just faster than the 850 EVO. It’s faster than three 850 EVOs at once. It’s a difference you’ll feel all day long, from boot time to Photoshop, never mind loading game levels and the other obvious advantages of a massive boost in I/O. There are a few caveats, however. The above results represent a best case scenario, using sizable files and a predicable access pattern. Throw in a few different file sizes, change the routine, and the results are more mixed, especially as the files get smaller.

SM951 on the left EVO on the right Under a more mixed workload the playing field levels out A little

SM951 on the left, EVO on the right. Under a more mixed workload, the playing field levels out. A little.

Here we see small write operations being performed more quickly on the 850 EVO, assisted by the lower access time. The default OEM Windows driver utilized by the SM951 also has overhead issues, which may be addressed in commercial packages for the 951 series, although those have yet to appear. Still, the read numbers are so far beyond SATA that even given the EVO’s extra capacity, picking the SM951 should be an easy choice. There’s still more to consider, however.

Read numbers are so far beyond SATA, picking the SM951 should be an easy choice.


M.2 growing pains

The problem is not all M.2 slots are created equal. The benchmarks above were achieved using ASUS’s top gaming motherboard an X99 based, Haswell-E powerhouse and one of the few places you’ll find an M.2 slot running in full speed, four-lane mode. Most Z97 motherboards, even nice ones, are stuck with gen 2, two-lane M.2 slots. ASUS’s Z97-Pro WiFi, an otherwise superb $240 motherboard, sports one of these slower implementations and posted considerably more modest results.

Numbers have drifted back down to earth although they rsquo re still impressive

Numbers have drifted back down to earth, although they’re still impressive.

Is the situation not murky enough? Consider this: several motherboards tested with the SM951 didn’t recognize it at all, and a few that did refused to use it as a boot device. BIOS updates resolved some of these issues, but compatibility remains troublesome.

Keep in mind this is with the AHCI version, which is far more compatible than the NVMe version. The latter packs even greater speed due to its lower control protocol overhead. When people talk about bleeding edge technology, this is what they mean.

Results

Results for the SM951 in two lane mode.

Competition is mainly from Intel, in the form of their 750 seriesNVMe PCI-E SSD cards, which achieve similar numbers but use up a slot that would otherwise go to a graphics card, and cost a lot more money. With consumer packaging, optimized drivers and an actual warranty, Intel’s 750 offers a smooth, consistent experience compared to the dice roll Samsung represents today.

Whether the Samsung SM951 is worth the money comes down to whether your hardware has what it takes to recognize and run it properly. You’ll need a recent BIOS, a full speed M.2 slot and a little bit of luck. With those stars in alignment however, this is the best combination of price and speed you're going to get in storage right now.

If you’re building a new rig, these go on the short list. Just try to buy it from a place that takes returns.

The Verdict

Samsung SM951 M.2 SSD

Incredibly fast and surprisingly affordable for the speed, but the cutting edge tech means dicey compatibility and drivers that haven't fully matured.

We recommend By Zergnet

Arkham Knight gets first bat-patch, more fixes coming

You know who'd be livid at the shoddy PC version of Arkham Knight?

Batman Arkham Knight

You know who'd be livid at the shoddy PC version of Arkham Knight? Batman. He'd glide across the city to Warner Bros HQ, and beat up enough goons on a rainy rooftop to make them rethink their ways. Not to denigrate Bats' approach, but I don't think that's necessary this time: a gajillion negative Steam reviewshave done the job just as well. Pretty much everyone involved with Arkham Knight is currently "working like crazy"to fix it, and their efforts are starting to bear fruit.

The first patch for Batman: Arkham Knight's PC version has arrived, and it's said to fix a few issues including the missing rain effects and ambient occlusion. The patch notes:

Fixed a crash that was happening for some users when exiting the game Fixed a bug which disabled rain effects and ambient occlusion. We are actively looking into fixing other bugs to improve this further Corrected an issue that was causing Steam to re-download the game when verifying the integrity of the game cache through the Steam client Fixed a bug that caused the game to crash when turning off Motion Blur in BmSystemSettings.ini. A future patch will enable this in the graphics settings menu

Moreover, Warner Bros' Gary Lake-Schaal has posted on Steamto announce the "key areas" that are being worked on to fix the game. Those areas:

Support for frame rates above 30FPS in the graphics settings menu Fix for low resolution texture bug Improve overall performance and framerate hitches Add more options to the graphics settings menu Improvements to hard drive streaming and hitches Address full screen rendering bug on gaming laptops Improvements to system memory and VRAM usage NVIDIA SLI bug fixes Enabling AMD Crossfire NVIDIA and AMD updated drivers

"Rocksteady is leading our team of developers and partners as we work on the PC performance issues that players have been encountering. The work is significant and while we are making good progress on improving performance, it will take some time to ensure that we get the right fixes in place."

"While we work on improving performance, we will also continue to make interim patches available to address issues for those still playing the game on PC."

"We would like to thank our fans for their patience and invaluable feedback. We will continue to monitor and listen for any additional issues."

Cheers, PCGamesN.

Deus Ex: Human Revolution augmentation guide

Usually the modern sequel to a classic PC game ends up simplifying it.

Deus Ex aug guide thumb

Usually the modern sequel to a classic PC game ends up simplifying it. Human Revolution, however, doubles the number of different augmentations you could give yourself in Deus Ex.

It also puts more of the burden of choice on you: you can install any augmentations you have the points for, rather than just the ones you've found the right canister for.

So until you know how they all work, it's not easy to plan your character. You earn Praxis points, the level-up currency, quite slowly at first, and there are no refunds for choices you regret. So I'll talk you through the best augs, what they do, and what kind of playing styles they suit.

Bear in mind that you earn Praxis points for accumulating a lot of experience, and you get more experience for some playstyles than others. Just shooting everyone until they die, for example, is the worst way to go. Yes, you get 10 points for each kill, but that's in contrast to 100 for every alternate route and secret area you find. When you do take people down, doing it non-lethally and in one hit gets you the most experience. There's an extra 250 in it for you if you complete your objective without setting off alarms, and a whopping 500 XP for doing your job without being seen at all.


1. Read minds

If you're interested in the talky side of Deus Ex, get the Social Enhancer aug as early as possible. It'll analyse a person's brainwaves to give you a hint about their personality. If you start losing a heated argument, you can release pheromones and exploit your knowledge of their character to smoothtalk your way out of it. Even in normal conversations, you'll get new dialogue options that lead to information or help it's impossible to get otherwise.


2. X-ray vision

Whether you're planning to go stealthy, violent or both, the Smart Vision aug is amazingly useful. It lets you line up a shot on an enemy's head before he comes round the corner, or hide before he has a chance to spot you. It also highlights cameras, locked doors and computers – perfect for finding the nearest security console without blundering into every room. Then you can turn off cameras, bots and turrets, or take them over.


3. Stay mobile

Two augs are specially designed to get you into secret areas: Jump Enhancement and Lift Heavy Objects. Jump on top of big things, or move them out of your way. The difference is that Lift Heavy Objects only costs one Praxis point, and it also lets you throw stuff to knock people down. That makes it the better early choice. Get the Jump aug later if you like exploring: a few jumps can't be made without it, and it's good for getting out of danger.


4. Stab in stereo

Best aug in the game? Reflex Booster. It makes Jensen good enough in close combat that he can KO or kill two foes at once. It happens automatically, so he'll sometimes kill a civilian as well as the guard you're attacking, amusingly enough. It still only consumes one pip of energy, and the takedown animations are hilarious. It's also a huge strategic asset: you can headshot one guard and melee another two in the same instant.


5. Charge up

There are two ways to upgrade the energy bar augs consume: more cells, or faster recharge. Faster recharge is much, much more useful. The default recharge time is agonisingly long, and having more cells doesn't help much: the extra ones never regenerate automatically, so it's only an advantage when you consume a giant jar of cyberboost. Those are rare and bulky. Just eat cyber-boost bars whenever you need more than one cell.


6. Skip boss fights

A few fights suck. Don't suffer through them. Spend the three points it takes to get the Typhoon Explosive System aug and max out its damage. Don't bother buying ammo at a LIMB clinic – you get one charge free, and you'll find more lying around. Now you can run up to any boss in the game and release a swirl of explosives that will obliterate it. Some bosses take two hits, but those giant Box Guard droids only take one. And it looks badass.


7. Knock down walls

A one-point upgrade to your arm aug will let you smash down any weak points you find in walls around the levels. There are actually lots of these, if you look for them, and they're incredibly satisfying to punch down. But be aware that the arm aug isn't the only way to do it. Any frag explosive will knock them down too. Since wall-punching leaves you standing in the hole, it's sometimes safer to blow them up from a distance.


8. Gain intelligence

There are many, many ways to upgrade the amount of information you get about where your enemies are and what they can see. One point will upgrade your map aug, doubling the radius your minimap detects enemies, and show even those you haven't seen in real life yet. The Stealth Helper aug lets you see the radius of suspicious sounds you make. But more usefully, a one point upgrade shows enemy vision fields on your minimap. A huge help when sneaking.


9. Grant Immunity

A cheap upgrade most people will overlook is for your eyes: immunity to concussion grenades. Enemies don't throw that many at you, but you find loads throughout the game, and they can send whole groups of enemies flying. Normally, your own concussion grenades will blind you even if you're round a corner. With this upgrade, you can knock down a whole crowd of enemies right in front of you, and skewer or headshot them all before they can get up.


10. Hack more

There are four hacking augs, but forget about Hacking Analyse: you don't need to know what's in the nodes you capture. It's worth upgrading Hacking Capture to level three as soon as you can: that'll get you into most computers and locked doors in the first 15 hours of the game. You may find hacking gets hard on level three terminals – if you have two points to spare, Hacking Stealth will solve that. If you can only spare one, upgrade Hacking Fortify.


11. Hack smarter

Hacking is all about being ready for the moment you're detected. When you click on a node, hover over the Capture option to see the chance you'll be detected. If it's more than 40%, assume it'll happen. The trace program captures everything it can on its way to you, and adds points onto those nodes, making them slower for you to take. So when capturing risky nodes, capture everything else you can at the same time to get it before the enemy.


12. Hack harder

You can Fortify the nodes you've already taken, increasing the time limit you'll have once you're detected. The drawback is that Fortifying risks detection so don't do it while you're safe. The time to Fortify is when you're capturing a risky node – again, anything over 40%. While that node captures, Fortify your starting node, and every other one between you and the enemy. You can do them all at once, and since you're going to get caught anyway, why not?

South Park Tackles Next-Gen Console War, Via Game of Thrones

South Park Tackles Next-Gen Console War, Via Game of Thrones Trey Parker and Matt Stone are known for their scathing satire and their unflinching look at the more questionable facets of modern society, and this week they turned their attention to fanboyism and the war between Sony and Microsoft super-fans. In a two-episode run – named Black Friday – the kids of South Park split themselves into factions

Mad Max story trailer rides into the "Eye of the Storm"

There's a new Mad Max trailer floating around the internet today, this one focusing on the narrative angle of Max's struggle against the villainous forces of Scabrous Scrotus, who believe it or not appears to be the least-pleasant of Immortan Joe's offspring.

Scabrous Scrotus—which I think we need to acknowledge is a fantastic name—is, according to the Mad Max Wiki, Immortan Joe's third son, after Rictus Erectus and Corpus Colossus. He seems terminally psychotic, even by the standards of his old man.

To be honest, there's not a lot of "story" in this story trailer. The Lord of the Scrote heads up a gang of "rabid animal" War Boys who jack the Interceptor and toss Max into what appears to be a very Thunderdome-like cage, where he takes what looks to be a rather thorough whomping. "His reign is through terror and fear. His purpose is power and vengeance," the once and future Road Warrior intones. "And my road goes through him."

Still, I suppose that when it comes to end-of-the-world showdowns in the blasted Australian wasteland, that's really all you need: A car, a gun, and a muscle-bound lunatic. Mad Max comes out on September 4.

Deus Ex: Human Revolution DLC rumours surface

VG247 say that a the mysterious Deus Ex: Human Revolution code is leading to the announcement of new DLC for the critically acclaimed game.

Deus Ex Human Revolution secret image

is leading to the announcement of new DLC for the critically acclaimed game. Their unnamed source also revealed that the DLC takes place over two days spent on a ship, with no communication or support for the player through the commlink. Players will also choose a new aug configuration, rather than importing a save file, which they speculate might mean you play as another character, maybe even original Deus Ex protagonist JC Denton. How this fits in with the previous hints regarding Ayers Rock in Australia is uncertain.

Haven't played the original game yet? Check out our Deus Ex: Human Revolution reviewto see just how amazing it is.

Lego Jurassic World trailer features bike-based raptor, human hamsterballs

Hey, you know what?

Hey, you know what? Lego Jurassic World might be alright. I say this because the other Lego games, mostly, were pretty alright, despite some terrible platforming bits and a few times when they weren't based on Lord of the Rings. Lego Jurassic World, coming June 12th, retains the open world co-op and simplistic action of previous entries, but adds playable dinosaurs, those weird hamsterball things you see in all the film trailers, and the opportunity to make your own dinos. It's based on all four films, including the new one, which doesn't look so hot. (But isn't Chris Pratt doing well for himself?)

We can see some of these things in action in the above trailer—which, importantly, features a velociraptor on a motorbike—and which also teases the possibility of underwater swimming sections (playing as a formerly prehistoric creature, natch). I like the idea of exploring the entirety of Isla Nublar—but only if I can do it as Ian Malcolm.

Life, uh, finds a way.

Deus Ex: Human Revolution takes second in monthly chart after just two days on sale

MCV are reporting that Deus Ex: Human Revolution was the second best selling game in the UK for August, second only to perennial chart topper Zumba Fitness.

Deus Ex wallpuncher

are reporting that Deus Ex: Human Revolution was the second best selling game in the UK for August, second only to perennial chart topper Zumba Fitness. This would be impressive enough by itself, but the real twist is that Deus Ex was only on sale for two days during the tracking period. It still managed to outsell almost all the games that were on sale for the entire month.

Deus Ex is currently number one in the UK charts, having finally toppled the long dominant Zumba, if you want to know why, read our review.

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Our Verdict
A great small form factor SSD, missing none of the performance of its older brothers.

This is an absolutely tiny solid state drive. Not in capacity terms - nope, it packs 500GB into that frame - but in build size. It's tough to really get across just how wee the new Samsung 840 EVO mSATA drive is. Even when I tell you it measures some 5 x 3cm that hardly seems to do it justice. The fact is you'd probably miss the drive even once it's embedded in a mini-ITX motherboard.

The most impressive thing about this little mSATA 840 EVO though is the fact that it has exactly the same performance as it's chunkier 2.5-inch brethren. In case you'd forgotten, they're pretty epicwhen it comes to SSD performance themselves. The 840 EVO mSATA is pure Samsung from top to bottom. It's got a smattering of 19nm 3-bit MLC NAND Flash attached to that wee slice of PCB, and Samsung's own MEX memory controller helps shunt data around at excellent speed.

The Samsung 840 Pro drives are still the top-end of their SSD pile, but they've made the decision to drop the more consumer oriented EVO range into the mSATA configuration. The memory Samsung uses in those drives is a little quicker and more robust, but more expensive too.

So how does it still have the same level of performance the Pro can boast then? Well, it's all down to some funky algorithms and "TurboWrite". This allows the drive to apportion some of the Flash as simulated single cell memory - up to 6GB in this 500GB drive - which means it can run quickly until it fills out the simulated cache. Unless you're copying many, many GBs of data you probably won't notice TurboWrite doing its thing.

All that Samsung have done with the mSATA version is shrink it without losing anything. You're not expected to pay extra for the smaller form factor either - a bit of a change given some of the mini-ITX price premiums I've seen slapped on things - and you're getting the same performance. The mSATA drive is essentially being touted as an upgrade more for the Ultrabook, thin 'n' light folk out there, where they've historically not had access to either this sort of performance storage or even the capacity.

That said, it found a welcoming home in the ASRock A88X-ITX+ board I've got sitting waiting for AMD's Kaveri post CES. I'm still hoping I get to bring one back with me from Vegas.

In that mini-ITX board, with the AMD chipset, the SSDs don't function quite as quickly as the Intel Haswell board we use in our test rig, most obviously in the 4K random performance, but still the Samsung 840 EVO mSATA is as quick as anything out there, and sometimes quicker. Sadly most affordable Intel-based mini-ITX boards don't have the mSATA connection, at least not in the sort of spec needed to house this longer drive.

It's a great upgrade for your little laptop, however, and all the drive you're going to need for that tiny Steam Machine you've been fantasising about.

The Verdict

Samsung 840 EVO mSATA 500GB SSD

A great small form factor SSD, missing none of the performance of its older brothers.

We recommend By Zergnet

Lego Jurassic World trailer features bike-based raptor, human hamsterballs

Hey, you know what?

Hey, you know what? Lego Jurassic World might be alright. I say this because the other Lego games, mostly, were pretty alright, despite some terrible platforming bits and a few times when they weren't based on Lord of the Rings. Lego Jurassic World, coming June 12th, retains the open world co-op and simplistic action of previous entries, but adds playable dinosaurs, those weird hamsterball things you see in all the film trailers, and the opportunity to make your own dinos. It's based on all four films, including the new one, which doesn't look so hot. (But isn't Chris Pratt doing well for himself?)

We can see some of these things in action in the above trailer—which, importantly, features a velociraptor on a motorbike—and which also teases the possibility of underwater swimming sections (playing as a formerly prehistoric creature, natch). I like the idea of exploring the entirety of Isla Nublar—but only if I can do it as Ian Malcolm.

Life, uh, finds a way.

Crack the Deus Ex: Human Revolution code

Have you seen the cryptic code on the Deus Ex: Human Revolution title screen?

Deus Ex Human Revolution

Reddit has, and its codebreakers are already at work. A URL? An SQL injection? Part of a longer reference to Megadeth? All theories are welcome, and if you're looking for a hacking challenge slightly more involved than realising you can click multiple nodes at once when attacking systems, here you go.

This mysterious code follows up promises of a special announcement yesterday, which could be anything from DLC to news of an expansion, to a slightly premature celebration of Deus Ex at least temporarily kicking Zumba Fitness from its perch on the Top 10.At the very least, it looks like there's something interesting on the way, regardless of how long it takes this code to be cracked open.

Maxis talks about the importance of community in The Sims 4

Maxis talks about the importance of community in The Sims 4 games™ chats to Maxis’ VP and general manager Rachel Franklin, senior producer Lyndsay Pearson and producer Ryan Vaughn about the evolution of The Sims What have been the major developments since the game’s announcement almost a year ago? Franklin: [The fans] have had pretty deep exposure when we ran the Sims Camp last year. We had about

Batman: Arkham Knight gets season pass and 'premium' edition

In not-too-surprising news, it's just been announced that Batman: Arkham Knight is to receive a season pass, along with a 'Premium Edition' that will bundle game and season pass together.

Batman Arkham Knight

is to receive a season pass, along with a 'Premium Edition' that will bundle game and season pass together. The pass is yours for £32.99, while the Premium Edition will set you back £67.98—I'm enjoying how specific that number is.

What's in the pass? Well, we don't know specifics yet, but Warner Bros say that it will "deliver regular new content for six months post-launch including new story missions, additional super-villains invading Gotham City, legendary Batmobile skins, advanced challenge maps, alternative character skins, and new drivable race tracks".

In related news, this latest Batman features something called 'DualPlay', which will let you "seamlessly switch between The Dark Knight and his allies including Robin, Nightwing, and Catwoman in FreeFlow Combat." That was shown off a bit in yesterday's trailer, which you can find at the previous link.

Batman: Arkham Knight is out June 23rd.

How we capture 4K screenshots and video on the Large Pixel Collider

The LPC's four GTX Titans give it the power to record 7860x1440 video across three Viewsonic VP2770 27-inch monitors.

Wes and Tyler reveal the secrets of how they record ludicrously high resolution video and screenshots on the Large Pixel Collider.

The LPC's four GTX Titans give it the power to record 7860x1440 video across three Viewsonic VP2770 27-inch monitors. To record lossless video without compromising on framerate or graphics settings, we use Dxtorywith the free Lagarith lossless codec.

When we harness the LPC's power to record 4K screenshots, we turn to a special technique called downsampling. Tyler and Wes talk about how to tweak Nvidia display settings to render games at 3840x2160. That's 8,294,400 pixels.

Dying Light devs warn "tainted Antizin" may cause skull-splosions tomorrow

A terrible calamity has befallen the city of Harran!

A terrible calamity has befallen the city of Harran! Aside from being overrun by zombies, obviously. The Global Relief Effort has announced that a shipment of Antizin, the drug that temporarily suppresses the symptoms of the Harran Virus, has been "exposed to a foreign contaminant," and Dying Lightplayers may find themselves suffering from some rather odd side-effects for a period lasting up to 24 hours.

Do you find yourself suddenly gripped by an uncontrollable urge to punch things? Does that punching lead to unexpected dismemberment, skull-splosions, or the launching of adult-sized undead into near-Earth orbit? Do NFL placekickers suddenly seem to you like a bunch of overpaid, under-skilled pencil-necks? If you answered "yes" to any or all of these questions, then you may have ingested tainted Antizin. But fear not! The effects aren't permanent; in fact, they'll almost certainly come to a very sudden end with the passing of April 1.

April 1, AKA April Fool's Day, is notorious as the day in which game studios try to prank their fans with fake (and, let's be honest, not-always-funny) announcements and events. It's a confusing and sometimes downright unpleasant day for people in my line of work, and I generally do my best to ignore it as much as I possibly can. But this one is actually pretty good. Not as obsessively detailed as whatever Blizzard will come up with, no doubt, but incorporating the idea into the game like this is a nice touch. If you're a Dying Light player looking for something new to do, fill your overpowered boots tomorrow.

The Curious Expedition, an exploration roguelike where Charles Darwin searches for Atlantis

The Curious Expedition is a roguelike exploration game with an unbearably interesting hook: take your pith-helmeted hero into a violent, randomly generated jungle and meet new tribes, fight lizard men, find ancient ruins, and return a famous explorer.

exploration game with an unbearably interesting hook: take your pith-helmeted hero into a violent, randomly generated jungle and meet new tribes, fight lizard men, find ancient ruins, and return a famous explorer. By taking the classic roguelike above-ground and into unknown continents, Curious Expedition might be able to plant a stake in a crowded genre in the tradition of FTL.

“Roguelikes are story generators, where the author is not the game developer, but where the story is written by the attempt of players to deal with the emergent behavior of simulated systems slowly spinning out of control,” says programmer Riad Djemili. Djemili and artist Johannes Kristmann are developing curious Expedition independently. “In our game these systems represent the delicate psyche of your party members and their interaction with an incomprehensible world.”

After equipping your expedition and making choices reminiscent of Oregon Trail (Did I pack enough water? Should we have hired extra soldiers? I brought way too many bullets), your group makes its way into the randomly generated wilderness toward a long-lost ruin like El Dorado or Atlantis. Though reaching the ruin is your ultimate goal, along the way you'll have opportunities to meet and trade with natives and, as befitting explorers in the age of early colonialism, leave a trail of destruction behind you. Using a magic wand that summons a spring of fresh water in the desert is a no-brainer, for example, but Djemili warns that the spring might turn into a new river, flowing across the countryside and washing out villages until it empties into an ocean. If enough natives are displaced, the resulting tensions could bring a war crashing down on your fragile expedition.

Inspired by the stories of Darwin and Dr. Livingstone, the team has also added a dash of Steampunk and Lovecraftian horror. Nikola Tesla explores the wilderness armed with his Tesla gun, a powerful electrical weapon that can be recharged by harassing electric eels. Explorers must also carefully manage their sanity, as low sanity causes morale problems and “can lead to all kinds of mischief like paranoia, hallucinations, claustrophobia or spontaneous tentacle growth,” according to Kristmann.

Different heroic explorers have different skills. Darwin the naturalist catalogs wildlife while Huizinga the anthropologist befriends natives and learns their cultural rites. In addition to using different skills, some of the explorers are less equipped to undertake the journey at all. Playing as an unprepared city-dweller with no survival skills introduces an organic higher difficulty setting to the game.

The team's plans for Curious Expeditionare remarkably ambitious, and I hope they aren't overpromising or setting themselves up for creeping feature lists. If it goes as planned, the premise of Sigmund Freud embarking on a quest to loot the treasures of El Doradois so compelling that I can't wait to see more about it. A playable alpha for Curious Expedition is planned for next summer, with the full release to follow late in 2014.

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