Should I defragment my hard drive? — Ask PC Gamer

It just occurred to me that I haven't defragged my hard drive in...maybe ever.

Ask PC Gamer is our new weekly advice column. Have a burning question about the smoke coming out of your PC? Send your problems to letters@pcgamer.com.

It just occurred to me that I haven't defragged my hard drive in...maybe ever. I used to do this all the time with my older PCs. Does it not matter anymore? — Ron K.

Dear Ron,

Fragmentation isn't nearly as big a deal as it used to be (thank goodness). It occurs when blocks of data are scattered out of order across your HDD, which makes it do extra work to read a file, but that happens a lot less that it did ten years ago. I haven't defragged my main drive in ages and it's at 1% fragmentation. No big deal. Still, you should defrag now and then to keep your drive in good shape.

First of all, open up Disk Defragmenter (or Windows 8's 'Optimize Drives'...either way, just type 'defrag' in Windows search) and check to see if it's set to a schedule. You may have been defragmenting your hard drive at 1 am every Wednesday this whole time.

If so: just leave it! Or set it to a time that makes the most sense for you—whenever your PC will be on and not in use—and then go back to what you were doing. If you were making a grilled cheese sandwich like I am, please be aware that it may now be burning.

Wait! Sorry, let it burn for a bit. Do you have an SSD? If so, don't defragment it. Not only do you not need to, but defragging an SSD will shorten its lifespan. SSDs can only take so many program-erase cycles (erasing and writing data, basically) and all defragging will do is run it through a bunch of these. PC World tried out a few defragging programsthat offer 'SSD optimization,' but even they weren't much help. So just leave your SSD out of all this.

Sorry if I scared you, because you probably don't need to do anything. Windows 7 won't select SSDs by default, and the Windows 8 optimization tool isn't actually defragging them. And if you haven't been worried about it until now, you almost definitely don't need a third-party tool.

You can have your sandwich now. We can all have our sandwiches, and our hard drives will be just fine.

Fox news attacks Bulletstorm, says violent games lead to "increase in rapes"

Yesterday Fox news published an article called "Is Bulletstorm the worst game in the world?", warning parents against the affects the game could have on children, and attributing violent videogames to an increase in rape crime.

Bulletstorm firekick

The piece is live on the Fox newssite. It attacks Bulletstorm's use of skillshots to reward players for dispatching their foes in gory ways, paying particular attention to the sexual innuendo contained in some of the skillshot names, commenting on how they tie "the ugly, graphic violence into explicit sex acts: "topless" means cutting a player in half, while a "gang bang" means killing multiple enemies." The article quotes psychologist, Carol Lieberman, who says that “the increase in rapes can be attributed in large part to the playing out of [sexual] scenes in video games.”

The article goes on to claim that there are "kids as young as 9 playing such games", and quizzes clinical psychologist Jerry Weichman on the effects that Bulletstorm could have on children. “If a younger kid experiences Bulletstorm's explicit language and violence, the damage could be significant,” he says, adding that “Violent video games like Bulletstorm have the potential to send the message that violence and insults with sexual innuendos are the way to handle disputes and problems.”

EA responded to the claims made in the article, telling GameInformerthat “Bulletstorm is rated M for Mature for blood and gore, intense violence, partial nudity, sexual themes, strong language and use of alcohol. The game and its marketing adhere to all guidelines set forth by the ESRB; both are designed for people 17+. Never is the game marketed to children."

“Epic, People Can Fly and EA support the right of artists to create works of entertainment fiction for consumers of all ages, including adults who enjoy action adventures like Bulletstorm. Much like Tarantino's Kill Bill or Rodriguez's Sin City, this game is an expression of creative entertainment for adults.”

Bulletstorm is causing plenty of controversy ahead of its release on February 22. Check out this trailerfor footage of some of the skill shots in question, and read Tim's Bulletstorm Editorial here.

Battleborn gameplay video shows colourful cooperative campaign and lots of shooting

Battleborn might have appeared unclassifiable when it was unveiled back in July , but with the arrival of this lengthy gameplay video it's pretty clearly a shooter.

, but with the arrival of this lengthy gameplay video it's pretty clearly a shooter. It's not a conventional shooter though, as MOBAs, RPGs and RTSs are all said to be influences. Creative director Randy Varnell and writer Aaron Linde offer commentary for the cooperative playthrough below, which showcases four distinct classes and, most strikingly, the game's hybrid art style.

Regarding the latter, there's definitely a Borderlands flavour to both the character design and world theme, which may relieve some of the tension associated with Gearbox's reluctance to talk Borderlands 3(though there is The Pre-Sequel). Based on the evidence below Battleborn will be a much leaner and more strategic proposition compared to Borderlands' blissfully mindless shooting and looting.

Bulletstorm PC demo release details

A demo is in the works for People Can Fly's psychotic shooter, Bulletstorm.

Bulletstorm firekick

A demo is in the works for People Can Fly's psychotic shooter, Bulletstorm. Vice President of EA games made the announcement on Twitter, "Bulletstorm PC demo is in the works! Won't make it in time for ship date but should be available shortly after."

The game's due out tomorrow in the US and February 25 in the UK. Bulletstorm has been kicking up some controversy recently, both in the mainstream mediaand the games press. Here's why, and some shots.

Gamasutra's Richard Clarksays "it's the sexual subtext of much of the dialogue, marketing and in-game text and actions that is most disturbing." Bulletstorm's lead designer "I do believe this industry will only be considered mature only once it stops being ashamed of itself." For our thoughts, see Tim's editorial last Monday - Why reviewers should say whether they enjoyed shooting men in the balls in Bulletstorm.

Or just quietly dry-heave at these shots from the demo.

[gallery link="file" columns="1"]

Football Manager documentary heading to UK cinemas next month

In an ideal world there would be informative, full-length documentaries on every interesting facet of games—my personal hope is for a Looking Glass documentary exploring, among other things, the fantastic Thief series—but Football Manager is a solid alternative, what with it being probably the most quietly successful management sim around.

is a solid alternative, what with it being probably the most quietly successful management sim around. FilmNova have made such a film, entitled An Alternative Reality: The Football Manager Documentary, and it's coming to select UK cinemas next month.

I could write what I know about Football Manager on the carapace of a ladybird, but it's wonderful to see a seemingly fairly in-depth management/simulator game have such far-reaching appeal. According to Sports Interactive's Miles Jacobson, "The documentary isn't our story—it's the story of the people who escape to the alternative reality of being a football manager, and the effect this has had on their lives. It's also the story of how a computer game made by football fans has become a part of the world it set out to replicate.

"But it's not just for people who play—it's also for people who've ever wondered why others spend so much time escaping into this world."

In other words, you don't need to be a Football Manager fan to watch it. You do, however, need to be able to get to one of the following Vue cinemas, which are confirmed to be showing the documentary for one night only on Tuesday October 7th. I imagine it'll be out on DVD sometime afterwards, but it's always nice to see films on a big screen. Following the screening, there will be a short advert type thing that details some of Football Manager 2015'snew features, along with a Q&A with Jacobson.

If your local Vue cinema isn't listed below, and you'd like it to show the film, there's some sort of Twitter campaign going on here.

Aberdeen Birkenhead Birmingham Star City Bolton Bristol Cribbs Bury the Rock Cardiff Cheshire Oaks Doncaster Edinburgh Omni Fulham Gateshead Glasgow Fort Islington Leeds Light Manchester Lowry Oxford Piccadilly Plymouth Portsmouth Reading Sheffield Swansea Watford Westfield White City Westfield Stratford

Cheers, Eurogamer.

Editorial: Why reviewers should say whether they enjoyed shooting men in the balls in Bulletstorm

Every Monday, PCGamer.com will be featuring editorials and opinion pieces from PC Gamer's core of magazine and online writers.

Bulletstorm here come the fodder

Every Monday, PCGamer.com will be featuring editorials and opinion pieces from PC Gamer's core of magazine and online writers. To kickstart that process, here's UK mag editor Tim Edwards on the developing Bulletstorm skillshot controversy.

“I do believe this industry will only be considered mature only once it stops being ashamed of itself,” says Adrian Chmielarz, the lead designer of Bulletstorm. His comment is in response to Richard Clark, a Gamasutra contributorwho questioned whether those who write about Bulletstorm should bring their personal values to the table when reviewing it.

Eh? No-one's arguing that Bulletstorm doesn't have a grisly charm. Its central mechanic, skillshots, in which you earn extra points for inflicting interesting and new unique types of pain on a series of ragdoll enemies, is the gaming equivalent of pulling wings off flies. It's absolutely fine if you want to find enjoyment in OTT sadism. But it's also fine if I want to say that I don't enjoy being rewarded for shooting a grunt in the anus. In fact, much like the recipient of the skillshot in question, it makes me a bit uncomfortable.

That's a pretty basic form of criticism.

Reading between the lines, Adrian appears to be saying that critics and reviewers should at least accept, and maybe even eulogise Bulletstorm. The reality is more complicated. I love Bulletstorm's kinetics, the feel of its weaponry, the sheer comic book absurdity of the men you're fighting. I believe there's an art to designing a good shooter, and that Bulletstorm is probably state of that art.

Even so, I can also separate out that art from the delirious stupidity of the scoring system, and the sadistic joy it aims to create in players. I'd encourage all reviewers to do the same. And then apply an appropriate score that takes into account how they feel about high-scoring extended brutal torture. If they could use a scoring system that Metacritic can properly parse, that would help, too. Out of 100, preferably.

Anyway, Adrian should be pleased. Bulletstorm's already been rated Mature, by the ESRB. Despite the fact they don't play the games they review, they've got be a good judge of character, right? Bulletstorm's got “Blood and Gore, intense violence, partial nudity, sexual themes, strong language, and use of alcohol”. Just like the Godfather.

Turns out, opinions are like Bulletstorm. Everyone's an asshole.

Okami HD comparison video

Considered a underrated classic for PS2, Okami is coming to PS3 and bringing it's beautiful art style with it. Check out this video and see how the original graphics compare to the newer, high quality footage taken from the upcoming HD rerelease for PS3. Take a look...

Mod of the Week: Batmobile Script, for Grand Theft Auto IV

If you feel like being Batman these days, there's no shortage of options.

If you feel like being Batman these days, there's no shortage of options. There's a new Batman game. There are several old Batman games. You could buy a heavily discounted Batman Halloween costume, put it on, and start punching crooks. Or, you can do what I did this week: install a Batmobile modfor GTA IV, and bring a little Gotham to Liberty City.

Let me tell you about the features of the Batmobile mod. Ha ha! No. If you've read my other superhero adventures in Liberty City ( Iron Man, Hulk, and Superman), you know by now that I like to have a reason for being a superhero, and despite that reason being absolute nonsense, it still often takes several long and pointless paragraphs to reach. I can't just get in the Batmobile and drive around and tell you about it. I first must become... the BATMAN.

By now we all know what turned an simple, ordinary billionaire child into a nocturnal vengeance machine: tragic alleyway violence. So, I'll start there. I run into the nearest alleyway and wait for something horribly traumatic to happen.

Of course, nothing happens. In Liberty City, if anything horrible happens in an alley it's most likely me doing it to someone else, often with a flamethrower. Still, I run into a couple different alleys in search of someone who will start a fight with me or at least give me an excuse to start a fight with them which I would then deliberately lose , thus experiencing life-altering crime-related trauma. Finally, something does happen: as I'm running from one alleyway to another, I cross the street and get hit by a cab.

Yes! Finally! TRAUMA. This will make an awesome flashback.

I've seen these cabs all over the city. They must be part of some merciless TAXI GANG. Will the cops do anything to stop them? They won't. They can't . But I can. I will become a vigilante and bring down the Taxi Gang.

I press the Insert button, bringing up the mod menu, and change into... THE BATMAN.

Um. Well, it looks like the Batman skin I tried to install earlier isn't working, or perhaps just isn't recognized by the Batmobile mod. Instead of the Batman cowl and cape and utility belt and muscles, I appear to be a somewhat portly fifty-seven year old grocery store manager named Douglas.

Oh well. This column is supposed to be about Batman's car, not Batman, so let's just roll with it. It's time for Douglas to VIOLENTLY JUSTICE THINGS. I spot a member of the Taxi Gang driving around in his car, drag him out, and start punching him. He goes down easily, and I begin running from cab to cab, pummeling all the drivers. It's not long before the local cops notice, and now, like Batman, Douglas is a wanted vigilante. Even though Batman and the cops are on the same side, Batman must often flee from them. Time to make my escape. I call in... the Batmobile.

From the mod menu, you can have the Batmobile deliver itself to you, just like in the movies, often through whatever obstacles (poles, people, other cars) are in the way. This is the 1989 movie version of the Batmobile, back when Michael Keaton was Batman and plastic models were used instead of CGI and perhaps when we first began to realize that Batman is kind of a boring humorless sulk-monster and that his enemies are always far more interesting.

The Batmobile has twin machine-gun turrets that are fun to use, and much more effective than GTA's "stick your arm out the window and shoot" feature that you can do while driving. You can also switch to rockets that let you lock onto nearby targets and fire, also fun. But we're running from the cops, not trying to kill them, so let's talk about some defensive features.

You can blast fire out of your rocket engine in the back of the Batmobile, which is a great way to discourage pursuers. Who is going to be stupid enough to keep driving when there's a thirty foot gout of flame pouring out of your car and onto the street? Well, LCPD, I guess. If you don't like the idea of roasting police officers, you can also use your jet engine as a jet engine. When you really throttle up the Batmobile, you can escape from the police radar in no time.

You've also got grenades that pop out of your wheels. Speed off and let them detonate on their own, or trigger them yourself. Either way, it's another great tool you can use to lose law enforcement officers who insist on chasing you even though you're just trying to make Liberty City safer by punching taxi drivers to death.

My favorite feature, though, is the smoke screen. If the cops are closing in on all sides, just stop the car, hit the smoke button, and foooooooosh, within moments the air is filled with smoke and the Batmobile completely vanishes from sight. The cops are baffled. "Where did that crazy car go? All I see is smoke! Let's look elsewhere. Let's not look in the giant cloud of smoke. That's the one place I'm sure Batman isn't ."

When the smoke clears after a bit, they will come running back to shoot you, but in the meantime, you can use the mod menu to repair any tires that have been shot out, or climb out and try to escape on foot. One word of advice: if you happen to flip the Batmobile onto its roof and then try to get out, you may fall through the world.

Installation : Here is the mod's page, with several mirrors for downloads. Just be careful, they're those Adfly/Mega type download pages, where you have to wait for five seconds before getting to the actual download you're looking for.

You'll also need OpenIV, which you can acquire here. Once you install and run OpenIV, open the tools tab, select Package Installer, then navigate to the Batmobile .oiv file that came from the mod's zip file. Then start the game! Pressing the Insert key will bring up the mod menu.

The best gaming stories of the week from our friends and esteemed colleagues of the Internet

The internet is a big place. We do our best at GamesRadar to fill it up with awesome gaming stories all by ourselves, but it's just not humanly possible. Luckily we're not alone. We have friends and co-workers with the exact same 'fill up the internet' mandate as us. And this is just a small selection of some of the best gaming stories that they've been filling up the internet with this week. CVG The

Epic Games is giving away $5 million to Unreal Engine 4 projects

It's a fact easily forgotten as you browse your swelling Steam backlog, but games are really bloody expensive to make.

Unreal Engine 4

It's a fact easily forgotten as you browse your swelling Steam backlog, but games are really bloody expensive to make. While crowdfunding continues to be a viable option, nothing compares to a good old fashion cash injection. To these ends, Epic Games has set aside $5 million dollars to help studios complete their projects – so long as the project uses Unreal Engine 4.

Unreal Dev Grants will offer between $5,000 and $50,000 to projects utilising Unreal Engine 4, and the good news is that these grants are no-strings-attached. The recipient will keep all rights to their game, can spend the grant money however they wish, and publish it as they see fit. As long as there's a working prototype, anyone is eligible.

"While development can be fueled by creativity and determination alone, finishing and releasing a commercial project often requires money," Tim Sweeney wrote on the Unreal Engine site.

"We know this firsthand, as Epic’s early projects were built on shoestring budgets funded by such sources as Tim Sweeney’s lawn-mowing earnings, and Mark Rein’s credit card (before they took it away from him!). A small budget can make all the difference in shipping a project with the content, marketing materials, and promotional expenses necessary for it to gain traction."

Full details on how to apply are over on the Unreal Dev Grants website.

Reinstall: Grand Theft Auto 2

Reinstall invites you to join us in revisiting classics of PC gaming days gone by.

Reinstall invites you to join us in revisiting classics of PC gaming days gone by. This week, Marsh embarks on a two-dimensional crime spree in GTA 2.

PC gamers needn't wait to sample Rockstar's vision of current day America. GTA 2, released in 1999 by the developers then called DMA Design, was set in 2013 – although not a 2013 you'd necessarily recognise. In fact, it's not even a GTA you'd necessarily recognise.

Every other instalment of the series has pointedly evoked a place and a time, gleefully refracted through the multi-faceted lens of crime fiction. GTA 2 marks a loss of focus: a weird sojourn into the pseudo-futurism of Anywhere, USA, a city of perpetual dusk and neon, peopled by clone armies, lunatics and Elvis impersonators.

That it takes place in 2013 is only confirmed by digging through cross-media backstory bumf on the game's archived website. Elsewhere, one reference puts it perpetually 'three weeks into the future' and others place it near the eve of the millennium. The city has its own ideas of when it is: the cars and the arsenal you use to detonate them have a whiff of retro-sci-fi, while the all-powerful corporations, crime networks, cults and clones all suggest a notquite- cyberpunk tomorrow, more akin to Mega-City One than Los Santos.

In other words, GTA 5 might now look quite different if Rockstar hadn't backed out of the road they turned down in GTA 2. It might even be that they have a slight sense of shame about it: Rockstar have yanked the free download of the game from their website, and delisted it from Steam – although it remains an unmentioned extra in the Grand Theft Auto Complete Pack. Once obtained, it takes a little coaxing to run: I had to set my monitor to 16-bit colour and reduce my resolution, and suffer occasional crashes and a good deal of screen tearing.

It starts with a live action movie – another oddity for a series that has since insisted on in-engine cinematics – starring a young Scott Maslen (Jack Branning to Eastenders fans). Perhaps it was this cinematic aperitif that consolidated Rockstar's stated ambition in GTA III to beat Hollywood at its own game, and with a game. It's slickly produced, albeit suffering dated delusions of cool and bearing little resemblance to the cartoonish game that follows.

It's not the only innovation in GTA 2 to be discarded by its successors: the major mechanical difference between this and the first game is the introduction of a faction system. Instead of leading players on a narrative thread, the game lets you bounce between the three different power groups in each district, fostering trust with one by slaughtering the soldiers of another. At any time you can switch allegiances, building up your trust meter with another organisation by murdering your old allies. Once the respect of one faction is gained, you can access their missions – some of which unlock simultaneously, depending on your degree of respect, others sequentially.

Not that completing missions is even strictly necessary: the end goal is simply to gain enough cash to buy your way to the next district. Early on, completing missions is the most lucrative option, but you gain cash from pretty much any action in the game – a high speed fender bender will get you $100, and score multipliers awarded for mission completion mean that causing chaos becomes an easy means of profit. It's this arcadey vibe that the series has latterly retreated from in all but its novelty side-missions. In Anywhere, USA, anything goes and points mean prizes. There's even a gameshow-style announcer, who bellows out your achievements over blasts of celebratory onscreen text.

It's primarily a chaos sandbox, not a crime story or city simulation, and that's perhaps partly because the mechanics of the game resist anything but mayhem. The driving feels either stiff or overly twitchy, the collision physics makes the cars feel like they're covered in velcro, and the top-down perspective leaves you little time to react as you hurtle along. Erratic, suicidal AI pedestrians throw themselves beneath your wheels, making tussles with the law an inevitability. You have no choice but to embrace these frustrations, ploughing into traffic, detonating pile-ups with glee, and basking in the heat it brings.

In some ways, this arcadey, destructive spirit helps GTA2 avoid that uncomfortable dissonance of later GTA games. It can afford to be blithely, bleakly callous when its civilians are little more than scuttling sprites: hence the joyous reward for running over a conga-line of Elvis impersonators, or the memorably grotesque mission in which you pose as a bus driver, dumping hapless commuters into a meat processing plant to be disposed of between two white buns at a local diner. It's hard to imagine such a thing surviving into the high-definition era.

And yet some things have survived: sidemissions as municipal workers paved the way for the simulatory aspects of later GTAs, and even then the game prided itself on its soundtrack, its radio stations full of too-cool licensed tracks, hot-headed shock-jock blather and wilfully puerile advertisement spoofs. Never ones to resist a good knob-joke, or even a bad knob-joke, mission titles are often terrible sex-puns, like, for example, the groaningly obvious Blow Job (it's an assignment involving explosives, you see).

But this humour is scattershot: there's no single thing being satirised here, because the city and the larger world is no coherent place. The recurring cliché in describing GTA is to say that the city is the game's main character, but here it's hard to know what that character is. It doesn't really riff on gangsta stereotypes, mob stories, or cop capers. It's not really science fiction or contemporary satire. Anywhere, USA – in 1999, or 2013, or three weeks into the future – is truly a city out of place and time.

Okami HD screens, each one an underrated gem

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Epic gives away fantastic Unreal Engine 4 assets for free

Epic's Open World demo collection is up and available right now on the Unreal Engine site, offering Unreal Engine 4 users a selection of realistic assets for use in their projects, as created by the uber-pro's at Epic.

Open World Demo Collectiond

The assets in the demo were created using photos of objects in the real world, with bigger objects made with a process called 'photogrammetry', which Word doesn't seem to think is a real word. Specular, rough and normal maps, LODs and collission meshes are added, so all of the assets are good to use in any Unreal 4 project you might be working on.

It's another step in Epic's plan for total world domination by giving all of its Unreal 4 engine/assets-related items away for free.

You can see more details of Epic's photo-reconstruction in its presentation from GDC, which, handily, I've embedded right here:

Mod of the Week: Superman Script, for Grand Theft Auto IV

There's been no word on whether or not GTA V will come to PC, probably because Rockstar's staff are all helplessly trapped under giant piles of console cash.

There's been no word on whether or not GTA V will come to PC, probably because Rockstar's staff are all helplessly trapped under giant piles of console cash. Luckily, we still have GTA IV, and there are plenty of mods to spice it up, such as the new Superman Script. Pull your red undies on over your blue tights and employ super-fast running, the power of flight, invincibility, heat vision, super breath, and the ability to punch and kick enemies into orbit.

Being a superhero in Liberty City is not only great fun (I've done it previously with Iron Manand Hulk), but is also very important because Liberty City's citizens desperately need defending from horrible murderers like Iron Man and Hulk. Looks like it's time for a DC comic hero to step in and do the job those Marvel heroes couldn't: save the effing day.

First things first: I'll need a fortress of solitude, somewhere I can relax with my thoughts when the citizens of Liberty City become annoying and irritating (which is immediately, since annoying and irritating is their default setting). With no icy north pole on the map (nice job leaving that out, Rockstar!) I find the next best place to make my superhero HQ, a dead-end street in a quiet neighborhood. With no magic ice pillars, I'm forced to build my fortress out of cars from my neighbor's driveways, which I can lift over my head (because I'm alien-strong) and fly around with (because I can fly).

My car fortress project doesn't, uh, go too well. I can't carefully place cars down where I want them, I can only fling them super hard at the street. The car alarms keep going off when the cars get smashed, which means my fortress is incredibly noisy, which does not pair well with the whole solitude thing. Also, it's not so much a “fortress” as it is “a bunch of stolen cars strewn around with their alarms blaring”. Plus, when I fly off to gather more cars from other generous citizens, some of the previously collected cars have disappeared upon my return, as if my neighbors are waiting for me to fly off before skittering carefully outside and collecting their dinged-up vehicles.

Okay, forget the fortress. Superman just can't have nice things, I guess. I launch myself into the sky, finding a passenger jet and overtaking it in a matter of seconds. Unfortunately, the plane it doesn't seem to need saving, even after I helpfully crash into it a few times, so I land on the airport tarmac to check on the other planes. Airport security doesn't seem too happy about it, however, and a helicopter arrives and starts shooting me. While Superman cannot be hurt by bullets, Superman's feelings can. I fly off, using the 200mph winds to wipe away my tears.

I land near a hotdog stand, and decide to help the vendor heat up his dogs, using my heat vision! It works a little too well: he and his customer both burst into flames. Luckily, I am Superman and I also have SUPER BREATH, which means I can blow out the flames! This also blows the charred citizens though the air and across the ground, where they lie, completely relaxed and unmoving, having been helped to death by me, Superman. YOU'RE WELCOME!

The police don't seem fond of my selfless efforts to warm up snacks with super-hot looking, and one of them starts shooting at me. What's the best way to explain myself to him, to let him know that everything is okay, that I'm just a helpful superpowered alien from outer space? I can't tell him, and I can't point to outer space. Maybe if I kick him into outer space, he'll understand in the moment before he dies of horrible superkicking wounds?

More officers show up, and I kick them into space too. Eventually, they're bound to understand my horrible message of peace.

I know it sounds like I'm exaggerating when I say I'm kicking dudes into space, but seriously, some of them go really, really far when you kick them.

SWAT teams and attack choppers show up, and they can't hurt me with bullets, and can't catch me when I fly away at top speed, and I can burn them from the sky with eye-lasers and blow them across the road with super breath and punch and kick until everything is either smashed or in orbit. I'm friggin' Superman, I'm invincible, and nothing can stop me. Good thing for this city that I'm not a villain. They'd be in real trouble.

As the sun sets on a day of hideous carnage and pointless car forts, I feel a little bad that I've super-killed, like, hundreds of people. What does Superman do when he has a day he'd like to erase? Oh, right! Fly around the earth really fast and turn back time! I try that, and while I can definitely incredibly fly fast, time doesn't seem to be turning the other way. Also learned, when you try circling the earth at super speeds, you should probably do it from high up, not at street level.

Installation : The usual GTA IV mod site is unfortunately currently down, so this is going to be a little tricky. The mod page has a couple download linksunder the trailer video, just be careful . It's Adfly, so look to the upper right corner of the page for 'Skip This Ad' to appear and take you to the download page .

You'll need OpenIV, of course, which you can download on this pagewhich looks sort of suspicious but is the actual OpenIV page. Once you install and run it, open the tools tab, select Package Installer, then navigate to the superman.oiv file that came from the mod's zip file.

Once you load the game, pressing the Insert key will bring up the mod menu. Instructions for the controls for Supe's various powers can be found on the mod page.

Updated: Okami coming to PS3 in HD remaster, supports Move

Some amazing news today for Okami fans, as it has been revealed that an HD re-release is currently in the works at Capcom. The touch of not-so-amazing news though is that this has not yet been confirmed for release in North America. While that's not disconcerting yet, as the confirmation comes from a Japanese source, it wouldn't hurt to break out the stationery and write Capcom a pleading letter to

Put a Smile on Your Face with Space Smilies

Described as more fun than a ‘basket of kittens’, AdderTheBlack’s Space Smilies is a tribute to c lassic shooter Space Invaders that ups the ante with its own level-editing feature.

that ups the ante with its own level-editing feature. Gameplay promises to be a pleasant blend of the familiar mixed with the new, which means players will have to face hordes of advancing ‘smilies’ and a multitude of other shapes. Similarly to Space Invaders, the attacking ships will try to drop bullets and destroy you, and the UFOs and self-sacrificing kamikaze ships will either drop bombs or blow themselves up in the process of trying to obliterate your ship. And while emulators might provide the necessary means to play Space Invaders today, the feeling of playing Space Smilies on a phone or tablet is said to improve the experience even more.

The controls are easy to learn, only requiring the player to move the ship by using their fingers while the gun fires at the enemy automatically. Players can also use the level editor to modify the number of columns and/or rows in the game, change the start/end speed, or alter the appearance probability of saucers. Space Smilies comes with a humorous OST and funny sound effects, and invites players to participate against other players from around the world via the global leaderboards.

Space Smilies is now available for free from the Google Play Store. What are your thoughts on the game? Let us know in the comments section below.

Epic gives away fantastic Unreal Engine 4 assets for free

Epic's Open World demo collection is up and available right now on the Unreal Engine site, offering Unreal Engine 4 users a selection of realistic assets for use in their projects, as created by the uber-pro's at Epic.

Open World Demo Collectiond

The assets in the demo were created using photos of objects in the real world, with bigger objects made with a process called 'photogrammetry', which Word doesn't seem to think is a real word. Specular, rough and normal maps, LODs and collission meshes are added, so all of the assets are good to use in any Unreal 4 project you might be working on.

It's another step in Epic's plan for total world domination by giving all of its Unreal 4 engine/assets-related items away for free.

You can see more details of Epic's photo-reconstruction in its presentation from GDC, which, handily, I've embedded right here:

Mod of the Week: HULK, for Grand Theft Auto IV

Having recently played as Iron Man in a Grand Theft Auto IV mod, I was pretty excited to spot another of Marvel's heroes arriving in Liberty City to destroy everything save the day.

save the day. In HULK Mod, created by JulioNIB (with a skin made by ac.amir), our favorite green Goliath punches and stomps, swings lampposts and hurls vehicles, leaps onto helicopters, climbs up buildings in a cloud of rubble, and even catches rockets in mid-air and throws them back. Glorious. Hulk smash? Try Hulk IS a smash! Also, though, Hulk smash.

As Iron Man, my path to heroism was simple. Iron Man is a willing superhero, so I patrolled Liberty City until I found some crime (or at least pretended to find it) and then fought it (killed people). Hulk is a different story. Tony Stark wants to be Iron man, but Bruce Banner doesn't want to be the Hulk. Bruce wants to be Bruce, and Bruce remains Bruce unless something angers him so much that Bruce turns into the Hulk.

So, from a role-playing standpoint, I'm definitely not looking for crime. I'm not looking for any excitement at all. I'm just walking around Liberty City as mild-mannered Bruce Bellic. So long as nothing makes me angry, I won't have to worry about turning into, y'know, the other guy.

At a street corner, a woman blows cigarette smoke directly into my face. Rude, even irritating. But I don't let it get my gamma-ray goat. My manner remains mild. A little while later, I'm jostled by a fellow pedestrian. Okay, that's annoying, but he apologizes, so no need to go shopping for new purple pants just yet. A cop says something nasty, a couple of cars rudely honk, but, overall, it's a lovely day and there's no need for Bruce to get bent out of shape and into a much larger, far more muscly shape.

I continue my walk. Long minutes pass and nothing dramatic or enraging happens.

So, that's my column! Thanks for reading. I'm just going to buy a hot dog, walk back to my apartment, and log off. I stop at a street vendor's cart, and notice the price of a hot dog.

That's the final straw. How can one man contain so much anger? It's simply impossible. I tap the H key. The screen goes dark. When it returns a moment later, I have transformed into the Hulk.

I take an angry swipe at the hot dog vendor and send him careening against a bench, through a planter, and across the street where he flops into a bloody heap. People scream, and moments later I hear sirens. Time to skedaddle before the cops arrive!

Er, wait a second. What am I doing? Getting into cars and driving cars are not the things the Hulk does with cars. How about this instead?

It's not long before the streets are swarming with cops, who seems to have mistaken me for some sort of common street tough instead of the type of enormous green monster who can lift cars over his head. I throw some cars at them and they die, but not before they learn an important lesson about misjudging giant irradiated monsters. As more cops foolishly rush in, I grab a lamppost and start swinging more wildly than Dan Uggla facing Yu Darvish.

As more cops arrive, I try out some of Hulk's other moves. His famous "thunder clap" attack involves him slamming his mighty palms together, creating a massive shockwave that sends cars and people scattering before him. Best of all, after performing this attack, Hulk will bellow and roar, though this tends to fall on deaf (dead) ears. To change things up, Hulk can also perform a mighty footstomp, leaping straight up and then landing with a massive crash that sends everything nearby spinning into the air.

Moments later, helicopters begin to arrive. Oh, when will they learn. Do not send helicopters after Hulk. There are a couple ways to take down the buzzing choppers. You can target them, then leap into the air and land directly on top of them, which is great fun and highly recommended. If they're a bit out of range, no matter. Hulk can pick up a car, power up his throw, and chuck the car right into the choppers. Puny choppers.

The cops are bringing in more firepower. They begin firing rockets, which do hurt the Hulk, unless he's quick enough to snatch them out of the air. With a rocket in his hand, he can throw it back or, even more fun, walk up to something like a truck and punch it while holding the rocket, giving the powerful blow just a little added oomph. Either way, the lesson is clear: the only rockets you should be firing at the Hulk should be those launched from distant submarines.

As tough as the Hulk is, even he can get overwhelmed after a while. Luckily, he can do more than just punch and throw. Hulk can run. Hulk can run quite fast. And, of course, Hulk can jump. Bounding across the city, I flee from the choppers and trucks, sailing through the air. Even buildings don't stop me: if I crash into one, I can climb it in cloud of rubble and leap off it when I reach the top. Can anything stop the Hulk?

Well, yes. Enough bullets and rockets and explosions can, eventually, stop the Hulk. When they do, you just wake up outside the hospital with a fraction of your health, though it slowly recharges over time. Or, you can tap the H key to return to normal, then Hulk-out all over again with a full health meter.

Installation : Of course, this being a GTA mod, it's not a simple one-click installation. However, the modder's page gives you step by step instructionson installation, though read them carefully: you need to download and install the Hulk mod and the Hulk skin separately, and you'll want to be using OpenIVto make the whole thing easier. That same page also lists all the hotkeys you'll need to unleash Hulk's various powers. Happy smashing.

Unreal Engine 4 update adds SteamOS and Linux support

It's been but a month since Epic unleashed the source code and toolset for its powerful Unreal Engine 4 to studios and individual subscribers alike, but major updates are already bolstering the engine's considerable capabilities .

. The big news in Epic'sis full support for packaging games onto SteamOS and Linux platforms, a strong move catering to indie game-smiths and companies looking to unhook themselves from a reliance on Windows.

What does this mean? For one, Epic's prophecy of propagating its engine into every corner of the industryis slowly coming true. More importantly, it's another crucial step in broadening what defines high-quality PC gaming beyond a Microsoft hegemony. Support for alternative operating systems is baked into the engine directly. All developers—indie and studio alike—have to do is toggle a selection in the engine to translate their works onto SteamOS or Linux systems.

As we've talked aboutin the past, nothing but good thingscomes from adding more flexibility to what PC gaming can do. Neither SteamOS or Linux will completely replace Windows, but having beefy engines increase support across more platforms—like Crytek's recent announcement of Linux support for its CryEngine—means a more plentiful amount of graphics punch for all.

Chris Taylor: "you can use your imagination" with regards to a new Total Annihilation

World of Tanks creator Wargaming are trying an experiment.

World of Tanks creator Wargaming are trying an experiment. They've taken the rights to the Total Annihilation series. They've also taken Gas Powered Gamesand its founder Chris Taylor, the developer of Supreme Commander, Dungeon Seige and Total Annihilation. Now they get to sit back and watch what happens. A fair guess would be, "more Total Annihilation", which is something Taylor recently hinted at in an English podcast interview with German site CnC-Inside.de. In it, he says things like "I don't even need to be coy", before being excruciatingly coy about his current project.

"That nerd probably won't come back to life on Supreme Commander, because that IP is no longer owned by me," Taylor admitted. He's referring to a PC Gamer interview from 2009, in which he described the simplification of Supreme Commander 2's economy by saying, "the nerd in me died a little bit."

"It's Square Enix's property, so they'll have to decide if that nerd comes back to life," Taylor continues. "In so far as other RTS properties that I am capable of working on - and I think you know what I'm talking about, I don't even need to be coy - I think that nerd is alive and well." Remember, the nerd in question is a metaphor for Taylor's love of deep, complex strategy systems. Add that to the phrases "RTS properties", "I am capable of working on" and "I think you know what I'm talking about", and I think we know what he's talking about.

(A hint: he's talking about a follow up to Total Annihilation.)

Of course, this isn't an announcement by any means. In fact, when pressed for confirmation later in the interview, he returned to maximum coyness. "I can't, I won't, I shouldn't. It's just not an area I'm ready to talk about yet. But you can use your imagination, even though you're not on the project. You're welcome to use your imagination, your imagination will serve you well in this case."

Weirdly, I am imagining a follow up to Total Annihilation.

CnC-Inside.de's full interview is worth a listen. It's packed full of Taylor's thoughts on the making of his games, the creation of Gas Powered, and their future with Wargaming. Head here to listen, and here to see a summary.

Renegade X aims to resurrect Command and Conquer's failed FPS dreams

Starcraft fans have it easy.

Starcraft fans have it easy. Four official games or expansions, all of which were great. Command & Conquer's supporters may have access to more games, but that hasn't always been a good thing. Between free-to-play cancellations, web browser abominations, and even some lacklustre sequels, the series isn't what it used to be. Arguably C&C's first major misstep was over a decade ago, when Westwood wondered what would happen if they made a first-person spin-off. The answer was "it would make a bad game", and that game was called Renegade.

But where Westwood failed, modders want to triumph. Formerly an Unreal Tournament 3 mod project, Renegade X is a first and third-person standalone shooter that takes the C&C concept in what, from the release date announcement trailer, looks to be an exciting direction.

In development since 2007, the release of the tactical shooter has been set for February 26th, next year. Despite that, you can already play some of the team's work through Black Dawn, Renegade X's singleplayer campaign mode.

For the full multiplayer release, Renegade X will offer a strategic and economic layer on top of the action:

"Renegade X is not an ordinary game. We are bringing the popular "Command & Conquer" RTS series to ground level as a large-scale team-based tactical shooter. Players will be able to fight for two unique teams - the Global Defense Initiative (GDI), a UN international military force committed to world order and peacekeeping, and the Brotherhood of Nod, a messianic international terrorist network that aims to push humanity into the next stage of human evolution.

"Players will be able to manage their own economies, choose from over 30 weapons, 15 vehicles, and call in nuclear strikes, Ion Cannons, and airstrikes, and much more."

Each base's buildings will need protecting for your side to stay at full strength. If a barracks is lost, for instance, players will lose the ability to buy special weapons. It'll be interesting to see how this FPS base defence will work, but here's hoping that Renegade X can be a Command & Conquer project that can live up to the series' former glories.

For more, check out the Renegade X release announcementpost over at the game's forum.

Thanks, Eurogamer.

Gas Powered's Chris Taylor would love to revisit Total Annihilation - sees problems in doing so

Gas Powered Games' Chris Taylor has revealed his desire to work on a sequel to Total Annihilation.

Gas Powered Games' Chris Taylor has revealed his desire to work on a sequel to Total Annihilation. Speaking to VG247, Taylor said he'd love to revisit the RTS series, but admitted he was unsure if people wanted a direct sequel to a game nearly two decades old. Given that plenty of developers have secured millions on Kickstarter using exactly that tactic, I'd suggest that they probably do. Especially when it involves giant mechs.

"I would love to yes, but the problem is you can't just make a sequel to a game that's 17 or 16 years old," Taylor said. "You have to update and evolve it to fit into the current situation in the market. But it's a really complex question to answer because, do people want something that's been evolved, or do they want to just go back in time and imagine that it's 1998, and we're beginning work on Total Annihilation 2? Do they want that game?

"What do they want in terms of mechanics, do they want a boxed product experience? But yes, it would be wonderful to do something with it."

Taylor also talked about returning to GPG's once planned strategy Kicks and Castles, a game he describes as "basically Total Annihilation with Supreme Commander in the Medieval era." (So, wooden mechs?) Taylor explained that, at the time it was being developed, GPG was struggling to find an eager publisher. "The publishing industry was going through a very tough time, and it kind of still is in some ways, so to make an investment on a game like Kings and Castles was highly risky. We saw a lot of that, and that's frankly what made business hard for many people, and many businesses closed too."

"We're happy to see the stability of PC gaming come back through several world-leading companies like Wargaming, and we hope it'll just continue to get better and better."

Gas Powered, under new ownersWargaming.net, are currently workingon an unnamed "free-to-play triple-A MMO".

Letter Quest: Grimm’s Journey Releases on Steam

If you’re into finding new words or playing around with your vocabulary, you’re in luck since Letter Quest: Grimm’s Journey has finally made its way onto Steam.

has finally made its way onto Steam. Mixing Scrabble with an RPG, it promises to be educational while also providing good, monster-killing fun.

For those who didn’t catch me talking about it last time, you spell words using a random allotment of tiles, and the complexity of those words is what causes damage to your enemies. Certain tiles have properties that have varied effects in battles on top of damage, and the game also has a generous system that will tell you when you’ve spelled a word while just messing around. There’s no putting letters together and hoping for the best when you’re unsure on a word, as the game will tell you when you’ve cobbled together a proper word. It also lets you know the meaning of the word, making it educational as well as a word-lover’s dream.

The cute character and monster models might leave you thinking it’s more for children, but a child couldn’t hope to survive for long in the late stages of the game when you have to bandy around words like disestablishment or onomatopoeia. Kids can play and gain something from it all the same, but don’t count this game out for interested adults. There’s still lots to do, and with varied equipment and weapons to buy, it has a lot to offer adults with a few minutes to spare. Don’t take my word for it, either. Just try out the free demoand see if you can put it down.

Letter Quest: Grimm’s Journey is available on Steam for $7.99. To learn more about the game and its developers, Bacon Bandit Games, go to their websiteor follow them on Facebookand Twitter.

Make Something Unreal Live contest is live, Mendelian Inheritance is this year's theme

The next Make Something Unreal Live competition kicks off this month.

The next Make Something Unreal Live competition kicks off this month. Are you a team of "six to 10 members consisting off current full-time university students?" Then you might want to consider signing up hereand then submitting a pitch herebefore the November 2 deadline. If you're successful you'll become part of a 12 team shortlist tasked with building a game based on "Mendelian inheritance" before judgement day at the Gadget Show next April.

Mendelian inheritance is the process by which traits are passed genetically from one generation to the next. Mutations in the process introduce variety into the gene pool, which is pared back down by natural selection leading to the gradual species shifts. The theme should hopefully encourage more detailed evolution mechanics than Spore's "you've gained a point, whack a horn on it" approach.

The four final teams will have to demo their game in front of an audience at the Gadget Show Live next summer. The winning team will walk away with an Unreal Engine 4PC license with which to build their next project. Check out the Make Something Unreal Live team brieffor full details on how to enter. Good luck!

Major new Supreme Commander 2 patch reworks economy (the game's, not ours)

Gas Powered Games have released a new patch for Supreme Commander 2, over two years since the last update hit.

Gas Powered Games have released a new patch for Supreme Commander 2, over two years since the last update hit. The list of changes and fixes is pretty sizable, as you can see here, but aside from a few balance and AI tweaks, the game's economy appears to be the main thing that's changed. Why now? Gas Powered Games' Steve Bauman has assured us that "there's nothing of any significance to the timing of the patch", but GPG were recently acquired by Wargaming.net, so I'm not ready to lower my eyebrow just yet. Also: it appears to be stuck. Send help.

If you've not played the series that periodically resurfaces to devour our free time, the patch notesaren't likely to make much sense, but thankfully our resident SupCom2 expert Tom Francis was on hand to explain that this update offers a pretty major reworking of the game's economy. ( And not for the first time either)

The game should update automatically via Steam - in fact, it probably already has - so if you've been waiting for a reason to dive back into SupCom2, you've found it.

Starr Mazer Announces Twitch Show and Big Crossover

Starr Mazer is an epic 90s, retro mix of shoot ’em up with point-and-click mechanics set in futuristic space currently campaigning on Kickstarter , having already received over $100,000 in support.

, having already received over $100,000 in support. The creators, Imagos Softworks among other indie collaborators, have released updated stretch goals and important announcements for fans of the upcoming title.

The hero of Heart Machine’s upcoming Hyper Light Drifter will guest cross-over to Starr Mazer when it’s funded. A rift in dimensions sends the Drifter through the Holloway Exiter Station. Brick encounters Drifter and bullets go flying, but most likely the two won’t end up as enemies. While not much more is known about Drifter’s involvement in Starr Mazer , Brick will also eventually make a guest appearance in Hyper Light Drifter as well.

Furthermore, the creators are starting up “ Starr Mazer TV,” a Twitch channel dedicated to showcasing game-related content. Multiple times per week, developers will present insight into the game, exclusive reveals, and special guests. Among the artists guest starring on the show is Vince DiCola, the composer behind Rocky IV and Transformers: The Movie.

Starr Mazer centers on Brick’s intergalactic adventures, as he tries to get his memory back. The game aims to seamlessly switch between starship shooting segments and old-school, narrative-driven gameplay with point-and-click interactions and commands. A special, procedurally generating system changes up segments in each playthrough for more replayability and different endings.

Additional information can be found on Starr Mazer ‘s Kickstarter page, which has more details about the project and updated stretch goals, one of which will help get the game on multiple current-generation systems. Expect to see Starr Mazer flying across the stars in April 2016.

Developer IPKeys licenses Unreal Engine 3 for military training simulations

IPKeys Technologies, creator of government-contracted military simulators, announced today that it has partnered with Epic to produce its next batch of tools.

IPKeys Technologies, creator of government-contracted military simulators, announced today that it has partnered with Epic to produce its next batch of tools. The use of Unreal Engine 3 should ensure that troops will be training in good looking virtual environments with excellently rendered bulging neck muscles, if IPKeys so chooses. More importantly, the engine has allowed them to include a very flexible mission editor that could open up new possibilities for PC gaming's hardcore milsim set.

IPKeys flagship product, IGAME, is designed to simulate scenarios involving IEDs (Improvised Explosive Devices), but the bullet points for the program's mission creator reveal its very broad potential in the hands of modders:

Rapid Authoring Interactive 3D Scenarios; No Programming Required Physics-Based Simulation Environment Open Environment Allowing Scenarios with Virtually No Restrictions Rapidly Game IED/C-IED Systems in a Variety of Different Environments Streamlined, Intuitive User Interface Modify System Properties "On-The-Fly" to Quickly Iterate "What If" Conditions Open-Ended Authoring Structure Offering the Freedom to Safely Experiment within Straightforward or Complex Multi-Tiered Scenarios Scenarios Can Be Easily Saved and Reloaded to Rapidly Iterate through “What If” Scenarios

We don't have any info on a civilian retail license for the software yet, but if we do ever get our hands on it, IGAME could be a competitor to Bohemia's long-dominant Arma franchise.

Wargaming.net acquire Gas Powered Games

Wargaming.net have announced that they have acquired Gas Powered Games, the troubled development studio behind Supreme Commander, Dungeon Siege and Demigod.

Wargaming.net have announced that they have acquired Gas Powered Games, the troubled development studio behind Supreme Commander, Dungeon Siege and Demigod. CEO and founder Chris Taylor will continue to lead the company. This comes after a tumultuous month which saw Gas Powered bank their future on a Kickstarter for the RPG/RTS Wildman and suffer a round of staff lay-offs. The funding drive was recently cancelled, but clearly garnered enough public interest to prompt the World of Tanks developer into making an offer.

When the Wildman cancellation was announced, Taylor wrote, "We are profoundly grateful to those of you who backed this project and Gas Powered Games. Your passion and hard work put us in a position to write this exciting new chapter in the history of GPG." Now we know where that new chapter is being written.

In the release, Wargaming - best known for and phenomenally profitable because of free-to-play game World of Tanks - played up their other recent purchases, saying that Gas Powered "will further bolster Wargaming's push into multiplatform expansion, including the recent acquisition announcement of Chicago-based Day 1 Studios and MMO middleware provider Big World Pty Ltd."

Gas Powered Games' most recent project was the free-to-play Age of Empires Online, while Wargaming were originally known for robot-infused strategy game Massive Assault Network. There's no word yet on what Gas Powered and Wargaming plan to do together, and whether those plans include bringing Wildman to release.

Scrolls’ First Impressions – Mojang’s Next Big Hit?

‘Scrolls’ First Impressions – Mojang’s Next Big Hit?

Yesterday, Mojang announced that their upcoming game, Scrolls , launched into Open Beta and there would no longer be service-wide resets. This means that the cards, —I mean scrolls— that players collect and assemble into decks would remain there until the end of time. I have always been a bit jealous of those that were involved with Mojang’s Minecraft in its infancy. Getting to see a massive game evolve and grow in a very hands-on way, appeals to every part of the gamer nerd I am. So when I discovered that Mojang was doing something similar with Scrolls , I threw hesitation away and battled my way through the bogged-down Scrolls website to buy myself a copy.

Scrolls is a trading card game where players use cards called scrolls to summon creatures or structures out onto a two-sided game board. Players can only place their creatures or structures on their side of the board. The board is broken into two 3×5 grids that allow room for one character or creature per grid space. Creatures typically attack, and structures typically are defensive. Players also have access to spells and enchantments that they can cast, as long as they have the resources necessary to cast them.

This was the first mechanic of Scrolls that really I appreciated: there is only one type of resource, and you get it simply by sacrificing scrolls. There is no need for filling a deck with twenty or thirty resource cards, as every single scroll can be scarified to increase the total resource count for that player, by one. At the start of every turn the resource count is filled back up.

This resource mechanic is incredibly easy to learn, and even easier to keep track of while in-game. At first the mechanic may seem to simplify things too much, but there is plenty of strategy in choosing which of your cards to sacrifice in order to play others. Alternatively, instead of sacrificing a card to gain a resource point, players can choose to swap out a chosen card and randomly replace it with two others from their deck. Scrolls successfully streamlined a mechanic that, in my opinion, has bogged down many card games for decades, and even by streamlining it, they managed to add a bit more strategy to the game.

Scrolls rewards players with gold, at the end of every match. So far, I’ve only played against easy-mode bots, but for winning a match I was rewarded about 70 gold, and for losing a match I was consoled with about 40 gold. Buying additional scrolls from the store is a really simple process. Players have the option of buying a random scroll for 100 gold, or a random pack of 10 scrolls (with guaranteed rare and uncommon scrolls) for 1,000 gold. Also, players can pay 175 to get a random scroll for a specific deck type (Energy/red, Growth/green, Order/blue). There are a number of other options to spend gold on too, like pre-constructed decks and additional avatar options.

Mojang offers players the ability to buy Shards with real-world currency that can be used to buy things as well, but everything can be purchased with gold, so buying Shards is always completely optional. Five dollars gets players 600 Shards and currently the ratio is 25 Shards = 100 gold. Shards become cheaper when you buy them in larger amounts ($10 for 1350 and $20 for 2900).

When players first start out with Scrolls , they are tasked with choosing a starter deck. The Energy deck (red) is all about brute force and power, the Growth deck (green) is more regeneration-focused, while the Order deck (blue) features a more strength-in-numbers approach to battles. I went with the Growth deck, and it’s been a blast. I’ve played in six battles with it…and I’ve been victorious in three of them. I’m a glass half-full kind of guy. With the growth deck I’ve been able to summon in creatures like wolves, elemental beasts, and fountain structures that can regenerate my unit’s health at the start of every turn. Every creature scroll has a unique animation, and it helps the attacking portions of the game come to life and become exciting.

From what I’ve played of Scrolls so far, this game is appealing both to people who enjoy games like Magic the Gathering , while also not being intimidating to players who may be completely new to the concept of card games. Once I get a few more nights of battles in, I’ll report back on what I think of the combat systems.

Visit the official Scrolls websitein the meantime.

The five best game trailers of all time

This week has seen the release of several pre-rendered cinematic trailers.

This week has seen the release of several pre-rendered cinematic trailers. Exciting though they were, brows were raised, then furrowed, then frowned in the PCG office as we noted how precious little these dramatic scenes reflected the actual action of the game.

It need not be so. Even fully pre-rendered trailers can do a better job of encapsulating the games they promote - and probably do a better job of selling them too. We cast our minds back to our favourite trailers of yore, and picked out the five that we felt best captured the games within, while offering visuals that are every bit as thrilling, powerful and cool.


Supreme Commander

Save for a snippet of pre-rendered CGI at the beginning, this is pretty much just an expertly-edited grab from the game itself. Not only does this, succinctly explain the action and features of the game, but it creates an epic four-minute trajectory of awesome escalation. Then the camera pans back from what seemed surely to be its climax, to reveal yet another immense level of robotic carnage. Even now, six years after Supreme Commander's release, the trailer still makes it look like the ultimate future of the RTS.


Deus Ex: Human Revolution

A cinematic trailer done right, Human Revolution's pre-rendered preamble introduces us to the world with expert scene-setting. It quickly sketches out the themes and setting, establishing Jensen as an embittered cyborg with super powerful robo-arms, a vengeful purpose and uncertain allegiance. And then its action sequences, while slightly more fluid and dramatic than possible in game, do describe powers at the player's disposal: invisibility, x-ray vision, and retractable elbow chisels. It may have flash camera angles, bespoke mo-cap, and sumptuous subsurface scattering - but it's an honest evocation of the glories of the game itself.


Team Fortress 2

The jaunty crime-caper music and freeze-frame introductions make it clear: TF2 doesn't have classes so much as characters. The game's team-shooter action takes a backseat here to showcasing the vibrant art-style and humour, as well as articulating the distinct roles and capabilities of each of TF2's nine classes. A multiplayer shooter might normally offer scant cinematic thrills, or struggle to communicate what it's about without a dry breakdown of its mechanics - TF2 elegantly dances round these problems without being disingenuous about the game's contents.


BioShock

There's no in-game footage here, but BioShock's trailer nonetheless captures a tremendous amount of the game within its short three-minute running time. Its opening panning shot establishes Rapture - its majesty, its dereliction and the ideals that created it. Then the trailer quickly and unexpectedly segues into a thrilling action scene, witnessed in firstperson. The ferocious combat seen here is more dynamic than that of the game, certainly, but the battle establishes the core relationship of the game: that between the little sisters and the big daddies. And, by putting you in the head of an child-stealing aggressor, also demonstrates the game's ambiguous moralities.


GTA 4

There's little in the way of explicit action in this trailer, even though it's shot within the game engine itself. Action isn't what the trailer is selling, however - it's selling the city itself. As Niko struts through its succession of quick cuts, the sheer variety of Liberty City is elegantly illustrated, and Niko's many guises suggests at the freedom the player will have to self-define within that space. Meanwhile, the exquisitely cool LCD Soundsystem track reaffirms Rockstar as gaming's foremost tastemakers. It's a brilliantly simple and boldly idiosyncratic trailer, intriguing and evocative in equal measure.

Indie Intermission – ‘Orbfuscated’ Have You Got The Balls For This?

Today I was looking through some developer’s sites, only to stumble across one game that was rather great.

Today I was looking through some developer’s sites, only to stumble across one game that was rather great. Created for the last Ludum Dare Orbfuscated by Robert Shenton and a friend, I still don’t know how this one got by me.

Orbfuscated is a very interesting puzzle platformer  in which you take control of a rather ominous trench-coat wearing man who has a very peculiar weapon that allows  him to reveal these invisible platforms.

As the levels consist of mostly invisible platforms this trait is a pretty good one to have in this game, and of courses it makes things possible. Using this weapon you must fire the balls around the level to reveal the numerous platforms that will inevitably allow you to complete the level.

It’s a very interesting idea and does work very well as a puzzle platformer offering some very creative and fun puzzles to over come.

Average play time – 20 minutes

Orbfuscated is a very interesting game that offers a suitable challenge along with a very fun experience. The concept works very well in this environment and I do like the idea of limiting the number of balls you can use in a single reload, however I do feel two may be a little stringent.

Be sure to check out Robert Shenton’s siteto find more great games from him.

If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at editors@indiegamemag.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!

PT's creepy hallway recreated and playable in Unity

The Silent Hills playable teaser, known colloquially to gamers as PT, was originally released in 2014 as a PS4 freebie on the PlayStation Store.

playable teaser, known colloquially to gamers as PT, was originally released in 2014 as a PS4 freebie on the PlayStation Store. But after the apparent breakdown in relationship with Hideo Kojima the wheels came offSilent Hills, Konami pulled it, and blocked anyone who already had it from re-downloading it. Fortunately for those who missed out on the experience, it's now possible to play a small part of it on the PC thanks to the efforts of Farhan Qureshi, an aspiring game developer who put together an accurate and extremely detailed recreation of the PT hallway in Unity.

"I started this project for a 3D modelling workshop I’m planning to teach in September," he explained on The-Outline.com. "Originally I wanted to create an apartment scene for its simplicity, variety, and familiarity, but I wanted something more game-focused as the workshop is being targetted at the Calgary Game Developers. I ended up choosing the PT hallway as it’s an interior scene fairly close to an apartment, and the simplicity, variety, and familiarity still exist. Plus it’s no longer available to download, but I can make it live on in some fashion by doing this."

Despite being just a small piece of PT, creating the hallway was a major undertaking, although one he clearly enjoyed. "104 hours over 4 weeks. 5 hours of sleep on half those days. 8-hour obsession-infused modelling sessions. Thinking of what I wanted to implement while dishwashing at my job," he wrote. "This was a blast."

PuniTy—that's what he calls it—is available for 32 and 64-bit Windows, as well as Mac and Linux. Grab it from Dropboxor, if that's a bust (as you might imagine, it's getting hit pretty hard right now) from Itch. And take heart: PT may be gone, but it sounds like the collaboration between creators Guillermo del Toro and Hideo Kojima will live on. "I love working with Kojima-san," del Toro said last week. " We are still in touch. We are still friends and working into doing something together, but that’s not going to be [Silent Hills]."

Punity

Punity

Punity

Punity

Punity

Chris Taylor cancels Wildman Kickstarter with four days and $600K to go

With over half a million dollars left to raise and only a few days remaining, Gas Powered Games founder Chris Taylor has canceled the Wildman Kickstarter campaign .

. Taylor didn't say what will happen to the hybrid RPG/RTSor Gas Powered Games, just that it makes sense to focus attention on "other ways" to keep the studio running.

"We are profoundly grateful to those of you who backed this project and Gas Powered Games," continued Taylor in Wildman's final Kickstarter update. "Your passion and hard work put us in a position to write this exciting new chapter in the history of GPG."

A "substantial" number of Gas Powered Games employees were laid offshortly after the Kickstarter campaign launched, which Taylor explained was to mitigate their losses if the Kickstarter failed.

"If I ran this team through the entire Kickstarter campaign and it fails to fund, then I have to let everyone go, shut the company down," he said in an update video. "No one gets any unpaid PTO, or severance, or anything, and that's that. And that, I decided, was not worth it."

Last month, Taylor told PC Gamerthat "the water is rising" in the old publisher model, and that abandoning it for Kickstarter was a necessary risk. "It wasn't like we choose A or B," he said. "The old model just wasn't working. It damn near was dead, to put it in so many words."

We can't say whether or not Taylor will be moving to the mountains (or worse), as he threatened in our interview, but we certainly hope not: we'd still very much like to try out Wildman.

Silver Dollar Games wants your ideas

Silver Dollar Games wants your ideas After speaking with gamesTM about the past, present and future of his controversy-baiting studio, Jon Flook – one half of Silver Dollar Games – laid down a challenge, which we’re extending to you here. Basically, they want to make your game concepts into actual Indie Games. Sounds cool, right? That’s because it is. If your idea falls in line with the two-man team

BioShock Infinite ending "is absolutely different to anything you've seen in a videogame"

It will also be the most ambitious thing Irrational has ever done, according to Ken Levine, BioShock Infinite's creative director.

We sent two intrepid reporters to get the lowdown on Irrational's follow-up to BioShock, this time set aboard Columbia, a floating city inspired by ideas of American exceptionalism circa 1900. Both Tom Fand Evangot to sit down and play the game for several hours, and then caught up with Levine for a lengthy chat afterwards - more of which you will be able to read in the January edition of the magazine. But we couldn't resist teasing you with Levine's comments to Tom about how the team reacted to criticism of BioShock's ending - specifically, how that game failed to evolve following its twist.

Tom F: The most common complaint I hear about Bioshock is that after the Andrew Ryan moment it wasn't as interesting. Do you agree with that?

Ken Levine: Yeah.

What did you learn from it?

KL: I would say that the ending of the game is the most ambitious thing we've ever done in our careers as a company. It is either going to be something incredibly wonderful or people are going to burn down our office. We are very aware of that, we want to make sure this experience was the reason you say the end was very meaningful. So I can't tell whether people will like it or not, I can tell you it is absolutely different to anything you've seen in a videogame.

That's quite a promise, no?

Read Tom's initial spoiler-free impressionsof the game, or Evan's lengthier analysis.

Warp updated hands-on preview

In case you were worried EA’s lost its taste for publishing oddball titles, five minutes spent with Warp should reassure you. Top-down and sitting somewhere at the intersection of Metal Gear and ‘Splosion Man, Warp is a stealth-puzzle game that follows the adventures of an adorably rotund little alien named Zero, who can teleport through (and sometimes into) walls and other solid objects. And also

Bioshock Infinite's pre-order bonuses: boosts, cash and lockpicks

Irrational have announced the pre-order bonuses that eager Bioshock Infinite fans will receive on pre-ordering the game.

Irrational have announced the pre-order bonuses that eager Bioshock Infinite fans will receive on pre-ordering the game. The Industrial Revolution pack contains a selection of character buffs, extra cash and... five lockpicks. As you may know, the industrial revolution was the thieviest of time periods. A trailer runs through the content, as well as provides more glimpses of the game's frenetic combat.

Sugar Rush Gear: Speed Boost Fleet Feet Gear: Evasion Boost Handyman Nemesis Gear: Increased Damage 500 Silver Eagles (in-game currency) 5 - count 'em - lockpicks Industrial Revolution puzzle game

To be honest, I'm always a bit wary of these in-game unlock bonuses. My playthrough of Deus Ex: Human Revolution was made slightly stranger by the addition of 10,000 credits from a pre-order pack. To avoid ruining the game's balance, I played the entire thing with the additional clause that Adam Jensen had to hold onto the money for a friend, and would give it back to him after the end of the game.

Still, I can only imagine that free gear for one of the most anticipated games of 2013 will prove tempting for many.

TicToe Fury’ Review – A Fun Twist On A Classic Game

‘TicToe Fury’ Review – A Fun Twist On A Classic Game
If you remember being a child, then you most likely remember a little game called Tic-Tac-Toe.

If you remember being a child, then you most likely remember a little game called Tic-Tac-Toe. You probably also remember the day when you finally mastered the game by doing the corner trick and stumping a fellow player. Soon after that, for me at least, I stopped playing the game as I convinced myself I had it figured out. When I downloaded developer wOzy’s game TicToe Fury ($1.99), I was pleasantly surprised to see how many more possibilities there were to the Tic-Tac-Toe formula.

TicToe Fury amps up the classic game of Tic-Tac-Toe by introducing a grid of nine sets of games, essentially creating one large game. As you recall, a normal Tic-Tac-Toe game also consists of 9 spaces. So in this case, there are essentially nine games on the board at one time. Just like regular Tic-Tac-Toe, you win a game by getting three in a row via horizontally, vertically, or diagonally. Simply winning one quadrant won’t guarantee you a win in the game however. You will be required to not only win three quadrants, but get them in a row before your opponent to be crowned the champion.

Sound simple enough? Think again. When you place your X or O in a square within a quadrant, the next player will now play in the quadrant which represents the square you chose. For example, if you are playing in the lower left quadrant and you place your letter in the top right of that quadrant, the next player will then have to play within the top right quadrant. It makes for a more slower paced, yet well thought out game, a form I never thought I’d see in Tic-Tac-Toe.

TicToe Fury is much more of a thinking game than the original game it is based on. I found my opponents making precise and well thought out moves. It has the simplistic gameplay of checkers, but the thinking game of chess. It’s perfect for two people who want a challenging, yet familiar game to pass the time.

In total, there are three different game modes: singleplayer, multiplayer, and of course online multiplayer. In single player you will play against the AI, where as in multiplayer the game is pass-and-play. You can also use Game Center to connect with opponents in online multiplayer. Here you can have various games going at once and jump in and out of them when you like. Before playing any of these modes you can also try out the tutorial mode which does a great job of explaining the game.

Overall, TicToe Fury is a very polished game that includes many extra features that will keep users coming back. It’s presented in an elegant manner with calming music and a desk-like backdrop. Currently there’s an in-depth statistics page, Game Center leaderboards for online wins, and 33 achievements that even go outside of regular gameplay. As far as unlockables go, you will have the ability to unlock extra markers which act as your avatar and color of your marks on the game board.  It’s only an aesthetic change, but it’s a nice touch. Oddly enough, after I unlocked the second marker I noticed I had 94 matches to go until my next one, which felt like quite a lot so early on and assured me I would probably never be able to attain them. Future updates look like they’ll offer different board themes as they have a sneak preview with a coming soon label in the current version.

In the end, not only is TicToe Fury fun to play, but it’s packed with content to keep you interested. Top that off with a beautiful presentation, and it’s the obvious Tic-Tac-Toe game to pick up on your iOS device. If you’re interested in grabbing wOzy’s TicToe Fury , visit the App Storetoday.

[review pros=”Beautiful presentation, fun gameplay, plenty of content.” cons=”Aesthetic unlockables very time consuming.” score=95]

The best Black Ops 2 screenshot: Treyarch motion capture horse ridden by man with toy AK

Treyarch have been motion capturing horses ridden by men with toy AK-47s.

Black Ops 2 horse

Evan mentioned this in his Black Ops 2 preview, but we thought it was worth highlighting.

Treyarch have been motion capturing horses ridden by men with toy AK-47s. You can see the results of the tech in their recent trailer, which is embedded below. Read on for a larger image of the horse and rider, along with a few screenshots of some in-game horse action, grabbed for your convenience.

Our initial verdict? Excellent equine rendering. Whether it's up to the high standards set by the probably-never-coming-to-PCRed Dead Redemption is yet to be confirmed. Which animal would you most like to motion capture?

[VAMS id="nyH66Iye5m4l6"]

Bioshock Infinite screenshots: combat, environments, historical anachronism?

A new selection of Bioshock Infinite screenshots have been released.

A new selection of Bioshock Infinite screenshots have been released. You'll see some new environments, a glimpse of combat and the anticipatory thrill of a punching about to occur. Also, Elizabeth's got hold of a book. I don't know why I'm describing this stuff to you, because they're all embedded below.

To read too much into that last one: The Principles of Quantum Mechanics is almost certainly a loaded title hinting at some element of the game. Fun fact: Paul Dirac's book of the same title was first published in 1930, eighteen years after the game is set. A mistake? A clue? A different author? A possibly meaningless and unrelated thing that I've jumped on in an effort to say something about four screenshots? I'll let you decide.

Tilt to Live: Gauntlet’s Revenge Now Free on Android

A few months ago, we told you all about Tilt to Live: Gauntlet’s Revenge , the latest Arcade-style action game in the popular Tilt to Live franchise from One Man Left Studios .

. Originally released as DLC for Tilt to Live 2: Redonkulous , the little extra was so well-received that the devs decided to make it a full-blown game in its own right.

Now, for 2015, they’re freeing up the app for Android gamers.

The devs report that the game has been, regrettably, underperforming in the Google Play store as a paid app “by a whole lot.” After much consideration, and “in the spirit of making lemonade from our lemons,” the devs have decided to relaunch Gauntlet’s Revenge as a free app, with in-game advertising to pick up the slack. Currently there are no plans to change the iOS version of the game; this development solely affects Android gamers.

“We cannot apologize enough to the few players who did purchase the app, as the latest update will unfortunately affect everyone across the board,” One Man Left reports.

If you are among those who bought the original ad-free app before it went freebird, take heart – the devs are eager to refund your money. Get your Google Play order number, and submit a refund request using this form. They’ll process your refund as soon as possible. “We apologize profusely for the inconvenience; we wouldn’t consider a drastic move like this unless it absolutely had to be done,” the devs add.

Gauntlet’s Revenge will henceforth be free-to-play with the advertising, but will include an in-app purchase which will allow players to remove the ads and enjoy fighting the Dot King as he was originally intended to be battled. It’s the perfect time to become acquainted with the flipping arcade action of Tilt to Live – for free. For more info, or to ask the team any questions directly, be sure to follow One Man Left on Facebookand Twitter, or subscribe to their mailing list.

Black Ops 2 could violate agreement between Activision and Infinity Ward, claims report

Infinity Ward's Memorandum of Understanding includes a cause that grants the developer authority over 'any Call of Duty title set in modern day (post Vietnam), the near future or distant future.'
Game Informer's report suggests that if ex-Infinity Ward bosses Vince Zampella and Jason West win the lawsuit against Activision, the publisher could find itself in a difficult situation, with damages payments the likely outcome.

Call of Duty Black Ops 2 Overwatch

Court documents obtained by Game Informersuggest that the near-future setting of Treyarch's upcoming Black Ops 2 could violate the agreement between Activision and Modern Warfare developer Infinity Ward.

Check out Evan's Black Ops 2 previewfor more on Treyarch's new direction for the series, and this picture of a mocap horsebecause it's a picture of a mocap horse.

Bioshock Infinite's box art isn't for gaming enthusiasts explains Ken Levine

Proving that people can get worked up about anything, the reveal of Bioshock Infinite's box art sparked apoplectic rage among fans.

Speaking to Wired, Bioshock Infinite's creative director Ken Levine admitted he knew the cover would prove unpopular with gaming enthusiasts. "I understand that some of the fans are disappointed. We expected it. I know that may be hard to hear, but let me explain the thinking."

I know , right? Doesn't just looking at it raise the hackles? One internet poster, Jimmy Fictitious, a person I almost certainly just made up, said, "I'll be buying the game digitally, so will never actually see that cover on anything I own. But the mere fact that it's out there made me so mad that I punched a spaniel."

Levine explains that the box art is designed to appeal to non-enthusiasts. "We went and did a tour… around to a bunch of, like, frathouses and places like that. People who were gamers. Not people who read IGN. And [we] said, so, have you guys heard of BioShock? Not a single one of them had heard of it."

He then went on to make the single greatest analogy that anyone has made about anything. "Our gaming world, we sometimes forget, is so important to us, but... there are plenty of products that I buy that I don't spend a lot of time thinking about. My salad dressing. If there's a new salad dressing coming out, I would have no idea. I use salad dressing; I don't read Salad Dressing Weekly. I don't care who makes it, I don't know any of the personalities in the salad dressing business."

"I wanted the uninformed ... to pick up the box and say, okay, this looks kind of cool, let me turn it over. Oh, a flying city. Look at this girl, Elizabeth on the back. Look at that creature. And start to read about it, start to think about it."

So why do people care? The suggestion is that, despite all the claims and promises made by Irrational, the image they're putting front and centre conveys none of the themes they're talking up. It's a scowling man with a gun, raising fears that the game is more interested in mass-market pandering than providing something interesting and thought-provoking. If only there were a reassuring old phrase warning about the dangers of judging something by its box art.

While surprisingly fierce, the box art outcry only registers a seven out of ten on the Storm-in-a-Teacup controversy scale as, so far, no-one has created a petition. Personally I'm entirely happy for Irrational to use mercenary tactics to sneak a game that sounds so excitinginto more homes. More importantly, I am now 100% committed to meeting the personalities of the salad dressing business.

Super Monsters Are Super Hungry – ‘Super Monsters Ate My Condo’

The PikPok Games and Adult Swim title Monsters Ate My Condo is back with the new sequel: Super Monsters Ate My Condo .

. For those of you who aren’t familiar with the original, the game is a Bejeweled style matching game where condo units fall from the sky to create a tower that can only be shrunk by matching 3 or more units of the same color and feeding units to monsters. One of the coolest things about the game is its distinctive crazy animation style, which combined with its fast pace, makes it a very addictive mobile game.

The new version of the game keeps the original game play style, but gets rid of its endless mode in favor of timed mode. Now you can earn coins in the game based on your score and those points can be used to purchase additional boosts and headwear for the monsters that gives them more special abilities. The coins can also be purchased using actual money, but hopefully the already paid app doesn’t turn into just another cash grab.

Super Monsters Ate My Condo has been released on iOS, though an Android version may be forthcoming. You can purchase it in the AppStorefor $0.99 and you can find more information about Pik Pok Games on Facebook, Twitterand their website.

Total War: Rome 2 announcement trailer features total betrayal, total murder

I don't know if you noticed, but yesterday Total War: Rome 2 was announced , and we all got rather excited.

, and we all got rather excited. Today we've got an announcement trailer for you. It's live action (unless Rome's engine is even better than we expected) but it should get you in the mood for murder, betrayal and politics, all of which seem to be one and the same for the Romans. "What would you do for Rome?" It asks. Personally I would pay slightly above average air fare, how about you?

If you want to know more The Creative Assembly's latest effort, check out our Total War: Rome 2 previewor read our interview with the developers.

What I loved about BioShock Infinite

I spent about two and a half hours with BioShock: Infinite yesterday during a press event in Los Angeles.

I spent about two and a half hours with BioShock: Infinite yesterday during a press event in Los Angeles. Infinite already feels like something really special, mostly on the merits of its presentation and creativity. Inside, I've expounded on five things I really liked.

Go read Tom's spoiler-free previewfor more thoughts on the same demo, and check out a list of things I didn't love.


Graphical performance

I'll get this bit of reassurance out of the way: Infinite ran perfectly. Our demo PCs were admittedly above average: an AMD FX-8120 (an octo-core CPU) and a single card in the AMD Radeon 7900 series (I didn't have time to verify which one), alongside 16GB RAM on Windows 7. With that considered, I didn't experience any hiccups, frame rate dips, no texture pop-in, or crashes.

Digging into the settings menu, here's what was adjustable:

An Irrational developer told me that Infinite is running on DirectX 10, but that it does take advantage of some DX11 features.


Themes

With its fiction, Infinite lays bare the worst of American history: racism, sexism, class warfare, secessionism, and the dangers of nationalism. But masterfully, it expresses these concepts without being heavy-handed. Walking Columbia, citizens' deeply-entrenched racism is immediately evident through the comments they'll make as you pass, but many of these are innocuous and pleasantly normal, too: I saw kids playing "finger guns" across a stairway, muttering kid-made shooting noises as they did. I also stumbled into the hidden home of abolitionists--in their living room sat a printing press for publishing posters that encouraged racial equality. What I played of Infinite avoided caricature or any kind of elbow-in-the-ribs parody, which I appreciated.

Beyond that, the game's tableau of intellectually-challenging themes pervade its presentation. Even in the first hour, Infinite felt like it had struck a conversation with me about American history and different ideologies, an experience that still feels preciously unique to the franchise.


The world

BioShock's willingness to throw handcrafted assets at you is unparalleled. Irrational devotes an inordinate amount of effort to creating elegant 2D posters, detailed 3D models for ordinary objects and authentic music (Mozart's Rex Tremendae Requiem appears at one point to great effect). The time they invest in creating this content creates guilt when you don't stop to look at it, so much of it is treated as disposable ephemera, used only for a single key scene or key moment.

I stopped for a half-minute to examine the realistic glean of an oil painting portrait, whose brushstrokes were cast in all different directions--the paint itself seemed to have depth or tessellation on its surface. At least half a dozen Kinetoscope machines scattered across Columbia offered brief, silent propaganda films (with titles like "The Word of the Prophet," "Father Comstock's Gift of Prophecy," and Solving The Irish Problem"). Health-restoring edibles seemed uncountable: hot dogs, bananas, boxed corn flakes, oranges, soda, coffee, and various alcohols.

To avoid spoiling anything, I won't touch on specific areas of the world too much, but I particularly liked the way an early segment introduces weapons and Vigors (more on them in What I Don't Love)--it's effortless and entertaining. You stumble into an idyllic, xenophobic carnival in Columbia, and can step (right) up to fire a shotgun or carbine against laterally-moving cardboard cutouts of the Vox Populi. The "Cast out the Devil" game in this area takes place in a makeshift living room, where you have to aim the Bucking Bronco Vigor (a seismic wave that pops enemies up) at a devil while avoiding a cardboard facsimile of a woman holding a baby. Hilarious. Tiered prizes are awarded for your performance in all these micro-games.

Weapon appearance is also great: Booker's pistol is a Mauser's cousin of a magazine-fed handgun cast in scuffed, textured steel.


Freedom

Remember that home of pro-equality abolitionists I mentioned? During this section, Columbia's police are chasing you as you flee through the city. You enter the house during a small lull in the pursuit, but as you do you hear the 1912 fuzz rapping at the front door, They want in. The house's owners reassure you--they're not going to give you up.

In my second playthrough of this moment, I did the dumbest thing I could: I tried shooting one of the moral, innocent civilians whose home I'd intruded on. You're not at all prompted to do this, and your weapon actually lowers if you look at them, but I wanted to see how Infinite would respond. When I did, the character died and the police stormed in, sparking a firefight right in the living room. This isn't a sure event: when I initially played it, I didn't shoot them and snuck out a rear exit to confront those police in the street. I tested a similar scenario during a visit to a mansion belonging to the Order of the Raven--civilians on the bottom floor will fight you if you shoot one of them, but will leave you alone completely if you don't. These incidental, small discoveries are a great sign to me; it's encouraging that Infinite reacts when I do something dumb and impulsive.


Executions

After about 40 minutes in, Booker has a magnetic pinwheel-grappling hook attached attached to his left hand, a device used to slide on Columbia's Sky Lines--airborne transit rails that connect the city. This tool is also your constant melee weapon, and you see it used to deal executions against basic enemies. They're brutal. The curved, smooth metal fins of the weapon might turn a police officer's head clean. One animation roughly simulates what it'd be like to kill a man with a motorized egg-whisk through his larynx. I'm not crazy that you're invulnerable during these executions, though.

Tune in tomorrow for a pile of things I didn't enjoy about BioShock Infinite, and look forward to a larger preview of the game in both print editions PC Gamer.

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