Steam Greenlight lets through eight more games, including World War 1 FPS

Steam bouncer Greenlight has found room on its guestlist for another eight games.

Steam bouncer Greenlight has found room on its guestlist for another eight games. Titles include Verdun, a World War 1 set multiplayer shooter; Day One, a survival game starring an alcoholic widower; Vector, a side-scrolling parkour 'em up; and In Verbis Vitus, an action fantasy in which you complete puzzles by shouting at your monitor. It's certainly one of the more interesting collections we've seen waved into the money disco.

"Votes in Greenlight give us a hugely valuable point of data in gauging community interest," writes Valve's Alden Kroll, explaining the Greenlight process, "along with external factors such as press reviews, crowd-funding successes, performance on other similar platforms, and awards and contests to help form a more complete picture of community interest in each title."

As always, games will be released over the coming weeks/months/years, as developers finish and integrate their work into Steam. As for Verdun, and its take on online trench warfare, you can test out the beta in your browser right here.

Steam greenlights 100 new games, here are a couple you should check out

Valve today announced it has greenlit another batch of 100 new games, which will be made available worldwide through Valve's online storefront.

another batch of 100 new games, which will be made available worldwide through Valve's online storefront. The titles will be released independently in the weeks and months ahead as they wrap up development, and integrate any Steamworks features their developers want to include.

As per usual, the titles were selected by tallying the votes of the Greenlight community, as well as press coverage, and crowd-funding success.

100 games is a lot to sift through, but we here at PC Gamer noticed a couple of titles on the list you should definitely keep an eye on as they near release.

The first is Stasis, a 2D point-and-click sci-fi horror adventure game from South African developer Christopher Bischoff. The project was successfully funded on Kickstarterwith $110,000 (you still have a couple of days to contribute if you're into that sort of thing). The isometric point of view might make Stasis seem like an action RPG, but Bischoff says that it's an adventure game greatly inspired by the 1995 LucasArts classic, The Dig, which was co-written by Steven Spielberg and Orson Scott Card. I'm basically on board with any project that evokes The Dig, especially one that looks this creepy and with high production value. You can find a demo of the game here.

Another good pick is Light, a top-down, minimalist stealth game from developer Just a Pixel and Wormspublisher Team17. It seems a little bit like Monaco: What's Your's is Mine. You sneak around guards, hack terminals and modify the environment to your advantage. If you simply can't wait to play it, you can get a little taste of what the developers have in mind by checking out the game's prototype, here.

You can find the list of all 100 titles Greenlit in this latest batch on the Steam Community page.

Multiplayer WWI shooter Verdun enters open beta

Squad-based WWIMMOFPS (apologies for the hideous acronym) Verdun is now in open beta , should you fancy diving into the trenches to do your bit for France or Germany.

, should you fancy diving into the trenches to do your bit for France or Germany. An authentic take on The Great War, Verdun will let you "earn experience points, level up and gain new abilities". Its Big Thing is its squad mechanics - there are four to choose from, and I'm assuming they're historically accurate because I don't feel confident enough to pronounce any of them. Stick around for a trailer, or head hereto express your opinion via the medium of Steam Greenlight.

I think I'm getting trenchfoot just looking at it. Verdun will be released sometime this Summer.

Ta, RPS.

Deadly Premonition's Swery takes time off for health reasons

The director behind cult hit Deadly Premonition and its follow-up D4: Dark Dreams Never Die is taking a break from making games for health reasons.

Dpdcpc 05 2 1

The director behind cult hit Deadly Premonition and its follow-up D4: Dark Dreams Never Die is taking a break from making games for health reasons. Hidetaka 'Swery' Suehiro shared the news on Access Games' blog, where he discussed his decision and need to have some time to recover.

"Starting today, I will be taking a short break from game development, in order to focus on recovering from reactive hypoglycemia. I'm already slow enough at making games as it is, and I feel like all I ever do is make my fans wait... But I've decided that I need to take a rest here, so that I can hopefully continue to make games in the future." Swery signs off by promising his return to creating games. "When I recover from my illness, I'm going to do my best to make games that are better and more awesome than ever before!"

I wish Swery the very best in his recovery. Deadly Premonitionand D4are two of my favourite games of the last few years. They're almost impossible to imitate in their curious mix of elements—Deadly Premonition, released on PC in 2013, became notorious for its bizarre sense of humourand rough shooting/driving sections, but it also had engaging characters and functioned well as a kind of interactive Twin Peaks pastiche.

D4 channels what's great about Deadly Premonition into an almost Telltale-style episodic format where the story and humour can take centre stage. D4 hasn't, by all accounts, been a giant seller, but that's only because the world is a catastrophically unfair place.

Cheers, Eurogamer.

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Jump to Section: Best Price Comments Pros Using furniture to kill criminals An epic beautifully directed plot Exploring a hugely modern authentic-feeling Tokyo Cons It frequently looks like ass The opening painfully slow first four hours Your eyes going funny as you try to read tiny text-based conversations Go to page: Page 1 Page 1 Page 2 Page 3 If nothing else, Sega’s Japanese crime ‘em up is monstrously

Squad-based WWI shooter Verdun to launch soon; new footage released

Squad-based WWI FPS Verdun will exit open beta soon as it prepares for a fully fledged release.

as it prepares for a fully fledged release. As the name implies, Verdun is named after the battle fought between the French and Germans in 1916, but it's not the only battleground you'll visit: among the game's new additions include a whole new map inspired by the battle of Ypres.

Also introduced is a new GUI which reportedly makes the squad-based gameplay more manageable, as well as “distinctive” German and French voices and Steam Trade Card integration.

Verdun's concept is certainly interesting: collaborating studios M2H and Blackmill Games describe it as “true trench warfare”, with the game split between the tactical Frontlines mode and a more straightforward deathmatch option. France and Germany will each boast four distinct squads, with four seperate roles within these squads. Judging by the footage in the trailer below, you'll probably want to go for the former to make Verdun worthwhile.

One more update to the Early Access releaseis expected before the full product is launched some time this Summer, or Winter if you're in the southern hemisphere.

D4: Dark Dreams Don't Die coming to PC

SWERY, or Swery65, or Hidetaka Suehiro to his mam, made a game called Deadly Premonition—probably the best bonkers game I find too tedious to actually play.

D4

SWERY, or Swery65, or Hidetaka Suehiro to his mam, made a game called Deadly Premonition—probably the best bonkers game I find too tedious to actually play. His most recent is the equally bonkers D4: Dark Dreams Don't Die, released exclusively on the Xbox One last year. Well that's coming to PC, as hinted atlast month, but confirmed around an hour ago by Swery himself on Twitter.

"Yes. D4 will be release for PC. #ThanksObama", Swery tweeted in response to a query about a Famitsu interviewthat appears to confirm the same thing, but in Japanese.

D4 is an episodic adventure game starring a private investigator able to project himself through time. It used Kinect in a big way, but you could also play it with a controller, and I remember people at the time of release saying that was their preferred method. Two episodes have been released so far (they were packaged together on Xbox One), with no confirmation yet of any more—hopefully the PC release means the series will continue. (Thanks, NeoGAF.)

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Jump to Section: Best Price Comments Pros Building any blocky thing you can imagine Stumbling onto interesting new areas and caves New detailed potion/enchanting system Cons Enjoyment is directly proportional to effort Breaking a pick deep inside a mineshaft Your social life disappearing Minecraft: Xbox 360 Edition Review Why is Minecraft one of the most famous indie games of all time? Versatility

Metrocide now available on Early Access ahead of December release

According to our recent interview with Metrocide studio Flat Earth Games, the stealth shooter was due to release in August.

Metrocide

with Metrocide studio Flat Earth Games, the stealth shooter was due to release in August. That hasn't happened yet, and fair enough too: the indie studio has been too busy optimising the game's difficulty. Should it be "really hard" or "excruciatingly hard"? How hard is too hard? Flat Earth Games wants you to help them answer these questions, thus they've made the game available on Early Access until the game's final November / December release date.

“From the very beginning, we decided we wanted Metrocide to be hard," a spokeperson for the studio wrote on the game's Steam page. "Every time we've finished the game, we've made it harder and tried again. Cops, security cameras, gang members and vigilantes mix with permadeath to make sure that no matter how armed to the teeth you might be, one wrong move and you're back at square one (although you will keep all the unlocks)."

The studio said that it's happy with the game from a technical perspective but that it didn't want to go overboard with the difficulty. "The short time we intend to be in Early Access will be centred around balancing the game (the last third or so in particular), to make sure that it's as punishing as we intend it to be, but also that it's punishing in the right way.”

Metrocide is available now on Early Access.

D4, an adventure game by the maker of Deadly Premonition, may hit PC

Don't get your hopes up, but it looks like Xbox exclusive D4: Dark Dreams Don't Die may be coming to PC.

D4

Don't get your hopes up, but it looks like Xbox exclusive D4: Dark Dreams Don't Die may be coming to PC. That's important because it's the work of Deadly Premonitioncreator Hidetaka Suehiro (aka Swery), and if you ask me Deadly Premonition is one of the greatest games of all time (though many would argue it's among the worst).

The news comes via a Retweet by Swerywhich shows a working PC build of the episodic adventure game. The original Tweetwas made by the director of Necrosoft Games, and reads: "while it's not guaranteed to come to pc, it works!"

Swery

I don't know about you, but to me it makes no sense that a studio would spend time adapting a game for a platform it didn't intend to ship on. Then again, it's not official news, so it's probably best to approach with caution.

D4 premiered on Xbox One in September but has yet to receive a follow up, nor any news regarding when we should expect it.

Grand Theft Auto V Review

Grand Theft Auto V Review Grand Theft Auto V is, as expected, a best-of compilation of everything that Rockstar has achieved to date in game design. With the dynamic nature of Red Dead, Max Payne 3’s sharp combat, the feeling of scale from San Andreas and the relentless detail of Grand Theft Auto IV’s Liberty City, it’s a generous package wrapped around the most impressive of sandbox environments.

Metrocide video shows top-down cyberpunk assassin at work

Flat Earth Games' Metrocide is a top-down, stealthy, arcade, cyberpunk, assassination game, and great now I have to order another pack of commas.

Metrocide

is a top-down, stealthy, arcade, cyberpunk, assassination game, and great now I have to order another pack of commas. The first trailer made my eyebrows raise almost up to my hairline, and they still haven't returned to their resting position, so thanks a lot, Flat Earth, for that. Now the devs have released a video walkthrough, walking us through a few assassinations in the game's first metropolitan area. Fans of Hitman, Gunpoint, or the birdseye-view of the original Grand Theft Autos are going to want to stick around.

The above video shows a world swimming in detail, but my favourite is Metrocide'srandomly generated naming system, drawn from the 2013 US census. Your goal in each area is to leave it, and you do this by accruing cash through assassinations on named targets, marks that can be taken out through a variety of means. Stealthily kill someone—for instance, by shooting them out of sight of cameras and then dumping their body in a pond, as per an example in the above video—and you'll receive a cash bonus. (Cash can be spent on upgrades, like the decoy up there.) I'm a little worried that I'll need a magnifying glass to see what's going on, but aside from that this is a very encouraging video, suggesting a game as open to experimentation as I was hoping.

Metrocide is coming to Steam Early Accessin mid-October, for $6.99. The price will go up to $12.99 for the full release, which is expected "late 2014". We interviewed the developers earlier in the year.

Deadly Premonition PC port locked at 720p, but there's a fix

A while back, the murder mystery known as Deadly Premonition made its way over the Steam Greenlight hurdle, shedding its console-exclusivity for the nice little home on the personal computer.

made its way over the Steam Greenlight hurdle, shedding its console-exclusivity for the nice little home on the personal computer. Whether from lack of resources or an effort to make Deadly Premonition's mystery even more obfuscated, the game's resolution has unfortunately been locked to 720p. Thankfully, the modder who created the practically-required DSfix for Dark Souls(and goes by Durante) has made a modto break Deadly Premoniton's resolution lock.

Durante notes on his blogthat this is only a 0.2 alpha release, and will only let you change Deadly Premonition's display and rendering resolutions. You won't find any of the stability fixes or graphic enhancements you've come to expect from DSfix—at least not yet.

Before you go off downloading the fix and seeing what's basically the video game version of Twin Peaks in your native resolution, note that the mini map appears in the wrong location. Durante released 0.2 earlier today, which fixes the path an enemy can teleport, adds windowed mode and the option to turn off gamepad input support.

Grand Theft Auto V character trailers are online

Grand Theft Auto V character trailers are online Three new trailers are now online for Grand Theft Auto V, each showcasing a various character from the upcoming Rockstar game. GTAV is due September 17 2013, and while Rockstar has kept fairly tight-lipped, the three trailers give us a window into each characters story, as well as the world around them. Violence, laughter, alcoholism and dynamic car chases – pretty much everything you’d expect from GTA. We can’t wait. – [mpu]

Firefall patch 1.1 now live, brings new weapons, elemental damage

Firefall?

Firefall? More like Bio fall. Er, by which I mean the newly released Firefall patch adds elemental weapon modifiers, letting your guns rain down biological as well as thermal destruction. There's electricity, plasma and laser types, too, but Electrofall doesn't really work. It's a massive update, and a new video runs down just some of what it includes.

In addition, the world is being populated with more events and encounters. New dynamic events will bring Chosen death squads and "loot piñatas", and the Kanaloa the Destroyer boss has been upgraded for a new "hard mode" instance. There's also a new live event. In Codename: Crossfire, Chosen will spawn around the world to be taken down for new achievements and rewards.

You can see the full patch rundown here. It's a big list, but then, Firefall was a game in need of a lot of changes. As I explained in the review, it's a game that sits awkwardly between MMO and shooter. There's little that couldn't be improved, though, and so it's good to see that major changes are happening.

Deadly Premonition brings its surreal charms to Steam Greenlight

In an appropriately weird twist, surreal, cult Xbox 360 survival horror game Deadly Premonition has - out of nowhere - spawned a PC version.

In an appropriately weird twist, surreal, cult Xbox 360 survival horror game Deadly Premonition has - out of nowhere - spawned a PC version. It's currently sitting in the Greenlight queue, hoping to trap unwary visitors with its promises of coffee and the improvements of the PS3's Director's Cut version, with some PC exclusives thrown in. If this is the first time you've heard of the game: yes, there is a trailer; no, it doesn't really help.

"We're excited about the idea of bringing you an enhanced version of the already-improved Director's Cut," write developer Rising Star, "but to do that – as with any Greenlight project – we need your help. So, if you want to solve the mystery of the Raincoat Killer on PC in the near future, please give us your support and help us make one of the biggest cult hits of the decade a reality on Steam very soon!"

A surprising new scenario from the game's director, Hidetaka 'Swery' Suehiro Enhanced HD graphics with new textures Reworked control system allowing for an even better combat experience Downloadable content to expand the mystery beyond the original game New bonus DLC exclusive to the PC version!

Also Steam achievements and trading cards. Yay!/Meh! [Delete as applicable]

Beyond that, it's still the same story of Francis York Morgan attempting to solve a local murder by Twin Peaksing his way through the town of Greenvale. It's a divisive game, to put it mildly, but absolutely a cult curio, and one that should be welcomed, quirks and all. Greenlight page here.

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Jump to Section: Best Price Comments Pros A script that'll make you laugh Freedom to explore outer space Intelligent well-made puzzles Cons Trying to solve time puzzles can frustrate Won't convert the uninitiated Doesn't add a whole lot of new weapons Go to page: Page 1 Page 1 Page 2 For the first time in their career as saviors of the universe, Ratchet and Clank have been separated. But the time apart

Firefall review in progress, part two: more missions, currency and crafting

Firefall, the free-to-play MMO shooter, is now available.

Firefall, the free-to-play MMO shooter, is now available. As per PC Gamer's reviews policy, MMOs aren't scored until our reviewer has spent time with the public release. This, then, is part two of a review-in-progress, charting Phil's initial impressions with the game. You'll find part one here.

Things get off to an interesting start. I log in and head towards a new area, and the new campaign mission I've unlocked. As I make my way toward the mission flag, I'm alerted to some "seismic activity". The warning is coming from a resource node. Sensing it would be a bad idea, I blow it up anyway. Yes, it was a bad idea. An insectoid creature emerges from the ground, much higher than my current level. It's takes a few swipes from my health, but, with plenty of jetpack strafing, I manage to bring it down.

That's seemingly how Firefall's combat functions, at least at these relatively early levels. My class doesn't appear to be that tough, but the jetpack enables them to evade the attacks of melee enemies. That upward thrust doesn't last forever, though, so fights become a sort of mid-air see-saw of jukes and dodges. I stand by my criticisms of the combat's feel, but I do like this particular aspect of each fight.

That done, I continue towards the mission. This time, I'm distracted by a Wounded Bandit. He asks me to grab a nearby medkit, clearly setting me up for a trap. I do it anyway, and, fully expecting him to spring a trap, I dutifully heal him. He springs a trap. It comes in the form of a second, grenade firing bandit, calling for more strafing and, eventually, more killing. At the end of my last post, I asked for more variety. So far, Firefall has responded admirably.

I've also been reassessing the graphics—mostly by rubbing my face against some walls.

I'm coming to the conclusion that they're inconsistent. At times the game looks really good, especially when you're looking out at a vista...

...But there are definite lows when it comes to texture quality—in particular, large surfaces of rock and terrain. Part of the problem is the way textures are streamed in. I've noticed textures visibly 'pop' into their higher quality version, as the the game catches up with what I'm looking at. All that said, the aesthetic remains strong as I work through New Eden, and that's definitely a point in the game's favour.

Okay, finally it's time for that mission. 'Oilspill', a pretty shady character from the campaign's first quest, asks me to grab an auxiliary engine from a scapyard. First, I must pick meat off the corpse of a nearby animal, so as to distract the yard's patrolling dogs. Only, I don't really need to distract the dogs—the junk stacks are so high that they can't reach me as I jet between them. I find the item, kill the robot that tries to steal it, and make my way outta there. After all the build up, it's a bit of an anti-climax.

Maybe I'll get more out of the ARES mission now showing on my map. These are a type of dynamic world event—designed to be a bit more involved than crashed LGVs or Thumpers. Here, I'm asked to recover some tchotchke from a cave filled with Chosen. It's a fetch quest, then, but one versus an encamped army equipped with specialised weapons. It's an enjoyable fight, and satisfying to complete. These higher level Chosen provide a more interesting (and life threatening) challenge. More importantly, they're humanoid. Much of the game has, up until now, been based around fighting small, annoying bugs. Hopefully, from this point on, I'll be fighting more not-small, not-annoying not-bugs.

As I return to the nearest mission hub, I stumble across another Wounded Bandit. So maybe not that varied after all.


Currency and Crafting

Let's talk about the free-to-play stuff. There are three main currencies in Firefall: Crystite, Credits and Red Bean. Crystite is earned out in the game's world. It drops from enemies and is awarded for mission completion. It's used to purchase items from many of the worlds merchants, and can also be cashed in for Credits. These are the currency of the trading market. Here, you can buy almost anything from other players—from items and equipment, to advanced battleframes.

Finally, there's Red Bean, which is acquired either with real money or through the trading of Credits. The Red Bean store favours customisation and time-limited VIP boosts, most of which are also available on the trading market. My worry is that certain systems—for instance, crafting—seem designed to favour those willing to spend. It's never a hard necessity, but Red Bean makes life in Firefall easier. And while it can be acquired without spending real money, the necessary exchange of Crystite to Credits to Red Bean is a potentially grind-heavy process. You'll need a decent chunk of Crystite to get a single Red Bean. The question will be how easy is it to collect at the game's higher levels, and how much will the market prices fluctuate?

Crafting, then. There are three possible actions: researching, refining and manufacturing. Researching uses the science points earned by salvaging items to unlock the blueprints for better equipment. Refining turns raw resources into craftable materials, and occasionally spits out a rarer bonus. Finally, there's manufacturing: spending your materials to create the desired item. So far, so standard. There's no complexity to these interactions—you just pick and click—but each process takes time. You have two activity spots initially, with two more available to buy at an extremely cheap Crystite price. Choose an activity, and it will fill one of those spaces for a set time—anything from seconds to hours. Of course, you can skip the wait by spending Red Bean.

For some, that will be fine, but it really depends on how you approach MMO crafting. Traditionally, I craft in spurts—dedicating a single day to building my skill, then forgetting about it for weeks after. Here, there's no mastery—just a constant need to engage with a system that I don't find engaging. The result is that I'm instead planning to get gear via loot drops and trading.

My last few hours with Firefall have been somewhat better than the first. Really, though, the thing that I keep coming back to is how arbitrary this week's launch feels. From what I've seen so far, Firefall certainly doesn't feel finished—more like a placeholder for what's to come. There's potential, sure, but I don't think this release version comes close to achieving it.

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Jump to Section: Best Price Comments Pros Quick fluid combat is more fun than ever Gigantic sense of scale Puzzles are clever and challenging but not that difficult Cons QTEs can catch you off-guard Ending is somehow too long AND too abrupt Only two Titan levels? Go to page: Page 1 Page 1 Page 2 Page 3 Page 4 Kratos isn’t charming. He’s not interested in saving the world, rescuing a princess or really

Firefall review in progress, part one: arriving in New Eden

Firefall, the free-to-play MMO shooter, is now available.

Firefall, the free-to-play MMO shooter, is now available. As per PC Gamer's reviews policy, MMOs aren't scored until our reviewer has spent time with the public release. Here, then, is a review-in-progress, charting Phil's initial impressions with the game.

Things get off to a bad start when, upon loading into the game, I recoil in horror at what my eyeballs are seeing. I'll cover Firefall's graphics later, but the tutorial map is perhaps the worst possible introduction to its aesthetic. The textures are blurry, the environments murky, and the characters flat and cartoonish. Compared to this year's other MMO releases, there's none of the vibrancy or charm of Wildstar, and none of the relatively higher-res textures of the otherwise visually bland (and oppressively foggy) TESO.

I head into the video settings. Everything is already set to "Ultra High". Oh dear.

During an introductory meander, I'm shown the game's range of battleframes. These are the jetpack-sporting mech suits that function as the player's class. There's a standard selection of types: medic, tank, DPS, sniper and engineer, and, at the basic level, each does what you'd expect. Initially, I pick the Assault, a mid-range DPS with a plasma cannon. To its credit, Firefall openly allows for class experimentation. It's not your character that levels up, but their individual battleframes. Trying out a new class is as easy as finding a Battleframe Station and switching the loadout—starting back at level one for each new frame, but retaining any progression on those previously used.

With my class picked, I walk up some stairs to find a couple of dropships. Nothing happens. At the other end of the launch pad is what looks like a new area, but an invisible wall stops me from reaching it. Eventually, two more players arrive and appear to be equally confused. We shoot ineffectually at some scenery, but it doesn't help. The next section has failed to load. I quit out, and, on reloading, get kicked back to the start of the tutorial. This time, upon completion, I'm successfully queued into the mission instance.

Much of my time in Firefall so far has been about trying to recover from these initial disappointments. And from a more persistent issue: I'm not wild about the game's combat. It's a direct attack system that doesn't use auto-targeting, but it still feels awkwardly placed between MMO and shooter. The biggest problem is the feel of the weapons. They lack punch—something I attribute to the way the enemies react when hit (or rather, don't). When killed, the bugs I've been fighting will gib in a satisfyingly squishy way. But, other than for that final blow, they have no response to being tagged by the mini-explosions of my plasma bursts. Sure, they lose a chunk of health, but in a shooter I want firefights to offer more than a mathematical impact.

The most egregious example of this comes much later in my initial session. I'm fighting a mission boss who has a couple of levels over my assault frame. As such, it's a long fight—my attacks only taking off a fraction of his health bar. It should be a tense battle for survival, but really, I'm just strafing his slow rocket attacks while spamming plasma fire in his direction. With every hit, his health goes down, and a number indicates how much damage I do. Other than that, though, he's entirely unconcerned by the incoming damage.

None of which is to say there aren't things about Firefall I like. Rather, these issues sour its better moments. From what I've played so far, it seems like a problematic game that, in the right circumstances, can offer moments of frantic gunplay. At times, the sheer variety and number of enemies—and the mobility offered by each battleframe's jetpack—distract from the weaknesses of combat. It's at its best during hoard mode style defence missions, which, perhaps fortuitously, is what many of its activities involve.

After the tutorial, the first major zone is New Eden. It's here I become familiar with the structure of Firefall. It's also here I get to re-evaluate its look. Up close, Firefall is not a pretty game—a problematic fact given that it's played primarily in first-person view. But there is a strong setting. The opening area of Copacabana is bright, vibrant, and filled with weird and colourful coral reefs. At night, it looks bland and uninspired, but during the day, it's actually quite fetching.

As I travel through New Eden, I'm introduced to the various activities the game has to offer. Campaign missions unlock at specific levels, and focus on the war against the Chosen—the mysterious humanoids that mysteriously emerge from the mysterious "Melding", a purple death-cloud that (mysteriously) covers huge swathes of the planet. Back in the open world, you can accept missions from the job board, find dynamic events, or try your hand at "Thumping".

This latter option is tied to resource collection, and offers some of the game's most entertaining battles. At any point in the world, you can use a "Scan Hammer" to check nearby resources. Find a good vein, and you call down your Thumper, which crashes to the ground and starts pounding at the earth. You job—along with that of any player in the vicinity—is to defend the Thumper from waves of enemies until it finishes its collection, at which point anyone who takes part is rewarded with the resources it collects. It's an enjoyable mission type that does a good job at attracting nearby players.

The other activities are less consistently engaging. Job board missions are mostly tasks undertaken for the local populace—usually involving clearing out an area or rescuing a person. They're fine, and occasionally inventive, but do require you to listen to the constant chatter of flat, disinterested voice actors. There's padding, too. At one point, I'm asked to make my way out north to meet up with the mission giver. Once I arrive, she asks me to go back to the town I was already in.

Finally, there are dynamic events, which aren't as grand as they sound. They're mini-missions that appear on your map, usually involving rescuing data of a crashed vehicle or Thumper. Again, it's primarily a defence mission, but here the small scale means less reward. They're fine as a stopgap on the way to the next mission proper, but rarely worth the effort of tracking down.

As I approach level ten in my main battleframe, I'm being reasonably engaged by the world and what it offers. Right now, I'm mostly mainlining job board missions—interspersed with the odd Thump as and when the resources make it worthwhile. At the same time, I'm desperately hoping there's more variety down the line.

PC Gamer US Podcast #263: CreaVures

After recovering from the madness that was GDC, Evan leads Chris, Logan, Josh and intern Anthony as they take on the question of the week: "Is Dragon Age 2 better than Dragon Age: Origins?", drool at flying mechs and almost resort to violence when someone dares to slander Gordon Freeman's honor.

Have a question, comment, complaint or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com. Remember, if we play your question on the next podcast you will receive a code good for any game on GoodOldGames.com for free! Don't forget to include an email we can contact you at in your message.

Top 5 Videogames You Never Completed

Top 5 Videogames You Never Completed 5. Ghosts ‘n Goblins Year: 1985/1986 Format: Arcade, NES Capcom’s notoriously difficult adventure game always concealed a mischievous tone beneath the creepy facade of terrifying monsters.  Somehow surviving this game was a fate worse than death, reaching  the end only to be told that it was “a trap devisut by Satan.” Players are then ushered on to play through

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Jump to Section: Best Price Comments Pros Gorgeous cel-shading Great tactical action Innovative battle system Cons Too long cutscenes A tad self-indulgent Unspectacular premise Vallkyria Chronicles shares the same frustrations as MGS4, with its gratuitous cutscenes redeemed by glimpses of genius. The premise might be unspectacular %26ndash; set in a world at war, you control a military unit in a quest

Firefall MMO finds new investor, announces 2014 launch

New investment in the developer behind upcoming MMO Firefall will see the free-to-play shooter officially launch this year, according to an announcement from Red 5 Studios.

from Red 5 Studios. The $23 million in additional funds arrive thanks to some help from both new and already established investors in the game.

2013 was a year of ups and downs for Red 5. It launched Firefall's open betabut also had to pull the game's PvP contentand make changesto its workforce. But the new cash should make all the difference for Red 5's Firefall plans, according to acting CEO James Macauley.

“This additional round of funding will offer us the means to execute on our plan for successfully launching Firefall in 2014," Macauley says in a press release. “This is the year Firefall takes flight. The entire Red 5 tribe is focused on creating top quality content that will take Firefall to the next level and we are excited for this next stage of development.”

The deal sees new investor Shanghai Oriental Pearl Culture Development become a 20 percent shareholderin Red 5, with the studio remaining a subsidiary of game developer and operator The9 Limited. The new plan is for Firefall's PvP mode to be re-released later this year along with a narrative campaign introducing some new characters to the game, according to Red 5. For a bit more on the genre-bending shooter, check out our Firefall preview.

Thanks, PCGamesN.

Minecraft Pokémon mod, a blocky peek at you

Another day, another amazing Minecraft mod.

Another day, another amazing Minecraft mod. This one finally does when Nintendidn't and turns Pokémon into the free-roaming, critter subjugating adventure players of the series have been waiting to see for years, admittedly without the 'battles' part as yet. For now, you can convert your spare stone into a Pokedex and set of Pokeballs, capture and name some creatures, and wander around dreaming of the day you'll be able to respond to a Creeper with a confident cry of "Charizard, I choose you! "

You can download the mod from the Minecraft forums.

Firefall's second open beta now live, is all about "expanding the world"

If you missed the first stage of Firefall's open beta, consider this your heads-up that the second is going on right now .

. What's Firefall? It's a free-to-play MMORPG/shooter/gratuitous jetpack type game, and it involves words like 'battleframe', 'melding' and 'crystite'. More details have firefallen beneath the break.

With stage 2of the open beta, Red 5 Studios "want to test the mechanics of pushing back the Melding, and taking the war to the Chosen. That's right, instead of defending New Eden against Chosen incursions, you will now be taking the war into the Melding itself." One quick question: what did any of that mean?

The beta will involve "pushing back the Melding", "eliminating the Chosen fortresses" before eventually "unlocking the entire zone". There's a leaderboard tracking the best players, and top-ranked players "will be honored by having statues of their characters in the new capital, and in 1st place, the right to name the city itself." That's pretty nifty actually - particularly if the winner chooses to name it something like New Bumshire.

Head hereto sign up to Firefall's open beta.

Cheers, Evil Avatar.

Dear Esther creator Dan Pinchbeck on designing an appealing post-apocalypse

Everyone's dead and there's no hope.

Everyone's dead and there's no hope. It's a premise that Dan Pinchbeck approaches with surprising positivity. Pinchbeck, creator of Dear Esther, is currently at work on a post-apocalyptic survival game, Everybody's Gone To The Rapture, and his GDC talk took us through some of design principles behind it - starting with the notion that if the world has ended, at least things can't get much worse.

In this genre, Pinchbeck pointed out, you're surrounded by traces of the world, but “its loss is permanent and cannot be reclaimed.” There is a loss of life, society, comfort, hope, and the basic means of survival. Your life is not merely altered by this event - it's reduced, without the chance of being rebuilt. The story takes a highly personal angle, with no possibility of global action.

“You're basically dead and trying to eke out as much time as possible,” says Pinchbeck. “The world's ending, so there are no heroics any more. It flips our normal understanding on its head. So why is this bleakness so appealing?”

Pinchbeck argues it's because here in this desolate setting is where design and gameplay fuse holistically.

For example, the norm of post-apocalyptic gameplay is isolation. Even in games with other players, like Day Z, the last thing you want to do is meet another player. That's because the struggle isn't to kill in these games – it's to survive, no matter how grindy or mundane that seems. In Half-Life 2, you may be struggling to kill an enemy at the top of a tower, but in Day Z you're struggling to get a can of beans. This is great for designers, as they need less AI, fewer characters, less expensive rendering and because every encounter is suddenly imbued with significance, from its rarity alone. In Day Z, the incentives are towards avoidism and silence.

Similarly, that survival need – making a can of beans your prized possession – keeps the focus small. I Am Alive or Stalker: Call of Pripyat follow Cormac MacCarthy's The Road in making the player just want to live for another hour, and the things they have to do are recognisable; finding a key for a house where there's a can opener takes on great significance when your player is hungry, as it's a universal sensation we can empathise with. The game doesn't even have to do anything mechanically different – in I Am Alive you're doing Capture The Flag and Bombing Runs, but by hunting for another human's inhaler, you feel like a king when you get it. Pripyat is even more mundane; it's to find some soldiers and go home, without the world being changed at all. He calls this 'reduced heroics'.

On the other hand, the game's limited resources mean that you know when you're doomed. Pinchbeck points to Metro 2033's ammunition system and the bullet sponge Librarians. “In Metro you can finish a firefight and know you're dead. That moment of thinking 'I'm fucked' is really powerful and games don't do it enough.” Players also love creating stuff themselves, so every item gains significance because it might be useful as money or as a component; as in Fallout 3 or Dead Rising.

Post-apocalyptic games also push towards simplified societies. Rage and Fallout excel here, with post-technology societies surviving with the bodged-together tech of the past and the tribalism investing normal mechanics with extra significance; kill a Fallout ghoul and you're also playing into the hand of the racist elite humans. Again, Metro's crammed, terrified stations make perfect vignettes, because you spend so much time alone. There's no god or Cortana figure to show you where to go. Similarly, killing another human in these worlds takes on extra significance; Nathan Drake might think nothing of massacring 400 men, but to kill one for his bread in Stalker is a poignantly selfish act.

Why would that be fun for the player? It needn't be, says Pinchbeck - only meaningful. As he observes: “Hamlet's not fun. Books and films are bleak and dark.” Why not games, too?

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Jump to Section: Best Price Comments Pros Free-roaming map Loads of hidden bits Spectacular crashes Cons Some missions feel like chores A bit shallow Lacking a sense of progression Go to page: Page 1 Page 1 Page 2 The first thing that hits you is how sprawling Paradise’s map seems. Then you realise you can drive from one end to the other in only about four minutes, and around its entire circumference

Firefall open beta launched, live-action trailer proves unusual way to celebrate

Firefall's open beta has now launched.

open beta has now launched. You can go and playit right now. Or you can stay, and watch the live-action trailer released by Red 5 Studios to mark the expansion of their MMOFPS. I'm not saying you'll enjoy it - it's really quite bad - but if you've an appreciation for cheese, you will find an almost sickening amount of it below.

More than most free-to-play games, Firefall seems to be genuinely going down the unfinished open beta route - not the increasingly standard soft launch stress-test. "Firefall is still a work in progress and Red 5 Studios is a company that prides itself in our iterative process," the developers write. "That means that you may experience things in game that are incomplete or not working. We would rather ship a product to you, our players, and gather feedback on that feature earlier rather than later to make sure we're on the right track and that we are making a game that you'll love."

For a more representative look, here's the previous trailer for "Blackwater Anomaly" - the first piece of story content for the game, introduced in this open beta update.

More hammy than cheesy, that one. You could make a fine meal between the two of them.

New screenshots of Dear Esther remake

Dear Esther, the sombre Half Life 2 mod where you steer a tortured man around an abandoned island listening to his internal monologues, diary entries, or whatever that constant talking is, has been quietly polished up by Robert Briscoe.

dear esther thumb

Dear Esther, the sombre Half Life 2 mod where you steer a tortured man around an abandoned island listening to his internal monologues, diary entries, or whatever that constant talking is, has been quietly polished up by Robert Briscoe. He's released a ton of screens and a little walk-about trailer, showcasing his rendition subterranean world where you spend a significant portion in the middle of the game. It's gorgeous.

You might not know Robert Briscoe, but you've marvelled at his work: he was an environmental artist on Mirror's Edge - you know, that game where everything was tolerable but the environments were amazing. He's been shining up Dear Estherfor the best part of a year, and he's ready to show his progress, via the medium of shedloads of screens. I hope you like caves!

I enjoyed Dear Esther, but I didn't finish it - I just got stuck and couldn't progress, somewhere near the end of the cave section (at least, that was my desperate hope at the time). Hopefully an industry-hardened 3D artist will have more luck designing navigable levels than Dan Pinchbeck did when he cobbled the original together out of Half Life 2 assets. Anyone else played it? What did you think?

[via Reddit]

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Jump to Section: Best Price Comments Pros Imaginative epic and brilliant Works as RPG and FPS Ripe with highlights and set-pieces Cons Not for instant-fix gamers Not enough voice actors Unsatisfying side-quests Nobody knows who dropped the first bomb, and nobody cares. 200 years have passed since a nuclear war between the U.S. and China reduced the planet to cinders, and humanity has only one concern

Firefall trailer shows Blackwater Anomaly, teases open beta story reveal

Red 5 Studios have pulled a special trick here: creating two different Firefall trailers and rolling them into one.

trailers and rolling them into one. There's the trailer that you hear, full of dramatic music, sombre narration, and the line, "it's a one-way ticket". Then there's the trailer that you see, which consists largely of cartoon people flying around with jetpacks, shooting things and causing explosions. It's a strangely striking combination.

It's teasing Blackwater Anomaly, the free-to-play MMO's new instance that's planned for release with the July 9th open beta. According to Red 5, it'll be the game's first story-based episode - kicking off their planned "world-story".

Pop over to the official siteif you'd like to register ahead of next week's beta launch.

Jump to Section:Best Price

Comments
Our Verdict
Rich in atmosphere and big on scares, Amnesia: The Dark Descent goes where survival-horror fears to tread.

OK, I'm proper scared. I've just been stalked through a sewer by something I can't see, let alone fight.

The only thing that gave it away was the languid ker-splosh of its footsteps as it ranged around after me. Every time I lost my footing on the narrow path of tottering crates and other detritus and landed in the drink, a flurry of intense sploshing rose sharply in volume as it made for my meat. It was utterly, panicinducingly horrible. I made errors in judgement, I missed jumps, I clenched. When it was all over, I nearly had a little cry.

Amnesia does Lovecraft in the purest sense: it understands that the imagined far outweighs the known in its psychological punch, and it gives you enough audio and visual cues to imagine a very carnival of horrors. From the twisted brainpipes of Frictional games, the guys behind the Penumbra series, this is every part the worthy successor, with considerably higher production values, bags more atmosphere, and a deeper exploration of the parallel themes of horror and insanity. While these screenshots shout FPS, it shares more with point-and-click adventures than shooters. There's not a weapon in sight: it's all about the puzzles, exploiting the neat physics engine, combining items to apply to the environment, and hiding when the nasties come.

The story unfolds from a locus of zero knowledge, aside from one fact: your name is Daniel. You wake in a medieval castle, and finding a note you'd previously written for yourself, you discover you're here for a reason. In fact, you've been here for some time, and as the plot expands through further diary-notes and flashbacks, the unsavoury purpose behind your presence becomes apparent. You're also just a bit afraid of the dark. The whole place is graveyard-dim, but you collect tinder-boxes to light torches and candles, and oil for your lamp. Keeping the shadows at bay is a constant – and necessary – struggle.

Spend too long in the gloaming, and madness beckons. As Daniel's sanity starts to stutter, imagination plays merry hell. Insects skitter across your vision, the input-lag between mouse-gesture and action goes to hell, the ground lurches sickeningly, and you'll hear things – whispers, cries and horrid noises, one of which can only be described as someone pulling crabs apart.

Against this background, you learn of the unspeakable experiments that happened here, and your involvement with them, as something hideous dogs your steps. It's hard to talk about certain specifics without spoilers, but suffice it to say, there are scenes you'll recoil at. One area of the game is devoted to revealing the psychological and physical specifics of medieval torture methods; fascinating in a horribly suggestive way, and all, somehow, tied to your past. When it's not breathing down your neck, lurching after you or trying to eat your face, Amnesia shows you bad things and makes you feel dirty.

And that's its triumph: one of grisly atmosphere over genre convention, with tension and release in keen balance. It seems rude to pick holes – some of the vocal delivery, for example, lacks the credible touch, and occasionally, you'll have no idea what the puzzle you're working on is meant to achieve; you just have to keep trying things out. But it's well worth it, and a snip at £12.95. Despite its title, Amnesia remembers what the blockbusters of survival horror seem to have forgotten: how to horrify.

The Verdict

Amnesia: The Dark Descent

Rich in atmosphere and big on scares, Amnesia: The Dark Descent goes where survival-horror fears to tread.

We recommend By Zergnet

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Jump to Section: Best Price Comments Pros Insane amount of top-quality content Brilliantly fun driving model Gorgeous visuals with day/night transitions Loads of racing surfaces and wet weather Cons Questionable AI and difficulty balancing Still no meaningful damage modelling You see that game on your shelf called Gran Turismo 5? Pick it up. Now drop it in the nearest bin and forget it ever happened

Firefall releases new trailer and update, promises that we shall fight on the servers

If the latest trailer for Firefall seems particularly inspirational, it's because they've cheated.

If the latest trailer for Firefall seems particularly inspirational, it's because they've cheated. You can make anything sound poignant when you include the rousing oratory of Churchill and Franklin D. Roosevelt. Even an enjoyable looking free-to-play sci-fi MMOFPS, filled with plasma weapons and jetpacks.

The reason for the historical pep-talk is Firefall's latest development milestone, released during PAX East. The update brings, among other changes, new dynamic and local events, a tweaked progression system and better crafting. I'm not sure Churchill had enhanced Battleframe crafting and deeper customisation on his mind when he delivered his "This was their finest hour" speech to the House of Commons, but then I wasn't there.

"Mankind is desperately fighting to maintain its hold on New Eden," writes the press release, trying to salvage some form of propriety. "The Chosen invasion is pushing out of the Melding and systematically bombarding strategic locations with new siege engines, troops and tactics... Players must band together and push back against the encroaching threat, or risk losing the last vestige of humanity."

As well as updates to existing missions, players will also see new PvP content and ARES missions, which pepper dynamic objectives throughout the land. Although Firefall is still in development, you can get beta access through a Founder's Pack purchaseor by "enlisting" on the game's beta page.

Corpse of Discovery launches with a disturbing new trailer

Corpse of Discovery was announced in July with an intriguing premise and a strangely creepy teaser.

with an intriguing premise and a strangely creepy teaser. It's a loose sci-fi twist on the Corps of Discoverythat existed briefly in the early 1800s, but instead of sending intrepid explorers into the American West, it sends them into deep space. The developer, Phosphor Games, didn't reveal a release date but said in the announcement that it was "coming soon," and they weren't kidding, because it's out now.

The launch trailer is similar to the teaser but reveals a little more about some of the pressures you'll face as a deep-space explorer torn between supporting his family and returning to them. And of course, what was supposed to be a routine job turns out to be anything but. "You wake up on a base in a new, unexplored planet. Your landing craft is torn to pieces and your gear is scattered," the Steam descriptionstates. "Why are you here? What is your mission? How will you ever get back home to your family?"

The game was actually released on the 25th, but the release didn't go live quite when it was supposed to and so I ended up putting this off, and then forgetting about it, until now. Sorry about that. The good news, for those interested, is that the launch promotion price of $13/£10 is still in place, and will remain so until September 1.

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Jump to Section: Best Price Comments Pros Polished impeccable campaign Luscious arsenal of weapons Badass multiplayer Cons No 60-man multiplayer matches No eight-player co-op No regenerating health (if youre a wuss) Go to page: Page 1 Page 1 Page 2 Let’s not make anyone wait for it: Resistance 3 is a return to glory, and possibly the best Resistance yet. More than that, it’s the most fun I’ve had playing

Firefall hits last closed beta milestone, prepares for launch with new teaser

The long in-development free-to-play MMO shooter Firefall will hit its final closed beta milestone tomorrow with the introduction of a new story mode and new PvP content, a fictional eSport called “Jetball.” Developer Red 5 has also released a sneak peek of its upcoming live-action trailer for Firefall, which features some interesting hair and not much else... yet.

Jetball is a PvP mode where two teams of five fly around and shoot a ball through their opponent's goal. I haven't seen any footage of it yet, but in my mind it's like basketball and quidditch mixed up with guns and jetpacks. Players can't defend themselves while carrying the ball, so teams have to use a combination of smart passing and VIP protection strategy to travel to the goal.

Also just implemented is Blackwater Anomaly, Firefall's first story-based episode. Blackwater Anomaly will set the scene for Firefall's story mode, which will be revealed closer to launch.

If you're interested in Firefall but you never bought in during development, you can still snag a Founder's Packbefore July 8. Firefall will hit open beta on July 9—and for a free-to-play game, that's more or less the launch. The game will officially release sometime later this year.

Multiplayer survival shooter Nether reveals new trailer, new details

The few times I've been to Chicago, I never found myself having to fend off a teleporting, altered human monstrosity using only a machete.

The few times I've been to Chicago, I never found myself having to fend off a teleporting, altered human monstrosity using only a machete. I had to zip my jacket up all the way on Michigan Avenue because the early morning breeze is pretty brutal, but it's hard to compare my hardships to those players will face in Phosphor Games' Windy City-inspired survival sandbox, Nether. Along with hunger, persistent injuries, and supernatural monsters, this new entry into the "DayZ-alike" sub-genre will put you in constant danger of running into any one of 63 other players per server who may or may want to take your stuff. Using guns.

What immediately sets Nether apart from the likes of DayZ and The War ZInfestation: Survivor Stories is the terrain. You'll be exploring a predominantly urban environment with very little green space to speak of. Not only does it sprawl for miles in every direction, but a majority of the buildings have fully-modeled interiors, and some are over a dozen stories high. Every time you turn a corner, you're potentially putting yourself in line-of-sight of half a hundred sniping spots, which ratchets up the player-related tension to new heights.

Nether will also feature world objectives like you might see in Rift or Guild Wars 2, most of which will require player cooperation to complete. The one we got a look at, and you can see in the trailer above, involves reactivating a pair of emitters that will turn an enclosed area into a monster-spawn-free safe zone. The machines are quite loud, which means they'll attract bad guys, which means you'll need capable friends to cover you while you complete the objective. Once the safe zone is secured, you'll gain access to NPC vendors and an access point for your global inventory.

The death penalty in Nether is just as steep as its predecessors—you lose all of your stuff and spawn somewhere else. However, survivors in Nether also have experience and skills which persist through death, which can do things like increase your damage and make your targeting reticule more accurate with certain weapons. The current plan is to have some sort of mechanic to prevent players from Alt-F4ing out of a bad situation, and to preserve a player's in-game position when switching between servers.

Speaking of servers, Nether will support both public and private dedicated servers, and server modifiers will become available in the future. Some custom settings options that the devs discussed allowing you to customize included third-person view (which was removed due to community feedback) and a no-monsters mode dubbed " The Roadsimulator." Phosphor will launch the game sometime late this fall, and it will be available as a single purchase with different levels of early access, the details of which are still undecided. Microtransactions are being considered, but they will be convenience items—no guns, special ammo, or invincible, three-headed attack dogs.

For more, keep an eye on the official site.

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Jump to Section: Best Price Comments Pros Incredible attention to detail Presentation is second to none It's like GRID only off-road Cons Going back to the trailer. Again. Some events are less fun than others No split-screen multiplayer Go to page: Page 1 Page 1 Page 2 How Colin McRae and Race Driver became DiRT 2 What you've got here is essentially Race Driver GRID torn from the tarmac and thrust

Firefall gets final test weekend, ahead of the open beta launch

Firefall is due to enter open beta on July 9th, which means there's still time for one last round of server spring cleaning.

on July 9th, which means there's still time for one last round of server spring cleaning. Red 5 have announced their final Beta Weekend, which will kick off this Friday. In addition to being able to smugly run around in the knowledge that you got there before the general public, beta weekend players will be able to compete for special "high-end" gear, and earn a unique unlock - the Infiltrator Nightvision Goggles.

In order to gain added feedback from the the test, Red 5 will be unleashing a new Chosen invasion on the open world, along with new locations, dynamic missions, an overhauled progression path and tweaked crafting systems. Battleframes have also had some attention, with new abilities being added to their arsenal.

Perhaps more significantly, this is the final chance for dedicated testers to have a meaningful impact on the game's upcoming soft launch. "Our development process has been centered around feedback from you," writes Red 5, "and we invite all who have experienced Firefall one last chance to shape the game before Open Beta!"

If you're yet to sign up for the beta, you can do so at the Beta Weekend page.

Corpse of Discovery teaser promises existential dilemmas in space

Corpse of Discovery, as described in the announcement of its existence, "is a thought-provoking game of exploration and adventure spread across a myriad of beautiful, procedurally generated worlds." That sounds quite pleasant, doesn't it?

Corpse of Discovery, as described in the announcement of its existence, "is a thought-provoking game of exploration and adventure spread across a myriad of beautiful, procedurally generated worlds." That sounds quite pleasant, doesn't it? Alas, the teaser trailer, ominously entitled "What Went Wrong?" paints a bit of a different picture.

As a member of the Corps of Discovery—which, by the way, was a real thingin the early 1800s—your job is to explore planets, uncover resources, and survive various sorts of environmental hazards, with the ultimate goal of getting home safely to your family. Creative Director Chip Sineni said his own goal in creating the game is to "dissect and examine the tough balance between work and personal life," something he dealt with on a personal level by incorporating members of his family into the game.

It's an intriguing setup, and I really like the teaser. There's no word on a release date but developer Phosphor Games says it's "coming soon."

Corpse of Discovery

Corpse of Discovery

Corpse of Discovery

Corpse of Discovery

Corpse of Discovery

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Jump to Section: Best Price Comments Pros Openness of the level structure Freedom to be creative with the combat Unique lore and characters suck you into the world Cons Abilities wheel and onscreen pop-ups take you out of the action Steep difficulty at the start can be discouraging Stealth option gets trumped by action gameplay Editor's Note 4/19/13: Scroll down for GamesRadar's review of Dishonored

Firefall enters open beta in July

After an extended closed beta period, Red 5 will be inviting you to help squash bugs with the open beta of Firefall, the free-to-play MMO shooter, due to kick off July 9th.

After an extended closed beta period, Red 5 will be inviting you to help squash bugs with the open beta of Firefall, the free-to-play MMO shooter, due to kick off July 9th. You'll even get to choose the method with which you dispatch these unwanted critters: be it fastidiously filed reports targeting development issues, or jetpacks and plasma weapons chewing through the in-game beasties. Personally I know which sounds more fun. I do love intense form-filling action.

The open beta will release with item store and all, making this one of those 'soft launch' deals. Red 5 will continue to add content after the release, including "episodic story campaign, more dynamic missions, world events, and open world PvP."

For those in the closed beta, those tests will continue up until the open launch. Future updates promise battleframe crafting additions, new Chosen battle instances, a "Power Level" system for cities, and Melding exploration.

For more on Firefall, you can read our preview here. Trailer below.

New survival MMO Nether wants you to be afraid, but not alone, in a broken city

The multiplayer survival genre continues to grow.

The multiplayer survival genre continues to grow. Add Netherto that category, a new open-world shooter in development by Chicago-based studio Phosphor Games. Revealed exclusively to PC Gamer today, Nether will feature persistent online worlds where players are left to live their own stories, create alliances and secure safe houses to survive. But interestingly, it's a post-apocalyptic world that won't include zombies.

A decade after an unknown cataclysm destroys humanity, the survivors in the world of Nether work just to get by. Wandering the shattered bones of once-great cities, those left behind scavenge, make alliances, fight bandits and live in fear of the mutated creatures that hunt them.

The modern multiplayer survival game may have been pioneered by DayZ and copied (poorly) by Infestation: Survivor Stories (aka The War Z), but there's still a lot of room for the genre to explore. Nether hopes to capture that feeling of freedom and anarchy that DayZ does so well, but to do so inside a very different environment and with smoother, first-person gunplay. In particular, Nether's focus will be on an urban, vertical world partially inspired by the West Loopof Chicago.

“The city being so vertical and three-dimensional and dense really is a very different gameplay experience,” Chip Sineni, creative director for Phosphor Games, told me. “A lot of our guys were big fans of DayZ early on... but they're very complementary kinds of games. It's not like one kind of game is necessarily better than another, they're just very different kinds of experiences.”

Nether's urban density is at once its greatest asset and its greatest risk. Wide-open fields in DayZ take players far away from each other, but a good sniper rifle or binoculars can help close the distance and make sure that players are forced to interact with each other, for good or bad. In an urban environment, though, players can pass within yards of each other without being aware of it. Looting an empty apartment building, for example, would make you invisible to anyone passing on the street below.

Making this isolation feel fun is a big challenge, and Sineni acknowledges that Phosphor is still trying to find the perfect balance between big and too big, dense and too cluttered. Up to 64 players will be able to log onto a server at a time, so finding space for all of those players to feel alone and yet part of a community of survivors will be a thin line to walk.

“There's just so much foliage and rubble and debris that we're trying to figure out how we make it work. It's very easy in a dense city to just hide,” Sineni said. “In our game it's very easy for someone to be very close to you, but you're behind some garbage so they can't see you.”

With the freedom of a persistent open-world environment, a lot of player-driven stories will be free to emerge. Temporarily teaming up with a stranger could be the start of a new friendship or the first step to getting stabbed in the back, and players will be free to trade or steal needed supplies. Voice chat support will be built into Nether (a feature that Infestation sorely lacked at launch) so players can approach each other with a friendly greeting and their hands on their weapons.

A player or group can clear out and control a building or floor, turning an abandoned townhouse into an encampment for as long as they have the strength to hold it. The most powerful player groups may be able to clear and set up camp in office buildings or skyscrapers and live safely above the streets. Like in DayZ, players will log in to find themselves exactly where they last logged out. With good security, it will be possible to build a place that feels like home.

And then there are the monsters. Phosphor is breaking free of the restrictions imposed by gaming's now-ubiquitous Zombie plague by creating a brand-new enemy with its own set of rules. The Nether are mutated creatures that hunt mostly by sound. If they catch your trail, though, the meandering beasts become aggressive, terrible foes. Teleporting around the map, they circle behind you with unnatural screams, disappearing and reappearing as you try to shoot them.

“We wanted it to be where even one creature is something to be terrified about if you don't have the gear,” Sineni said. “In some ways, it's a multiplayer horror game, where there's something out there.” He references the movie Alien , where one organism is devastating and can wipe out anybody. That's the feeling the team is looking for: fear of being hunted by a formidable opponent.

The Nether will be able to leap high into the air to better navigate the vertical spaces of the city, and if you start to run away they will teleport to chase you down. “You can outrun a creature if you make some kind of bee line and just keep running and running and don't look back; there's a chance you'll get away. But if you turn to engage it, one of you is going to die: you or him.”

Dedicated servers will have the option of a “hardcore” mode with true permadeath, but the default server setting will just take your equipment away, leaving you with your customized character, name and earned skills and experience points. Sineni hints at possible RPG elements, but the team is still working on deciding what those will be.

Phosphor will make those decisions and guide the overall feel of the finished game by enlisting help from the community. Nether is planned for a closed beta release this fall and will take player feedback to decide what works and what doesn't until Nether is ready for launch.

“Something we really want to see is, rather than keep focusing on features that players may not care about, we really want to get it out there early and then have the community guide us,” Sineni said. “Maybe what we think is going to be a really big feature is something that you don't care about, and you'd rather us focus on this other thing.”

Nether is now taking registrations for players to get into the closed beta and help give feedback for the finished game. For more screenshots, check out page 2 of this post; you can also see more screenshots and video on Nether's website.

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Jump to Section: Best Price Comments Pros New depth A storyline that's goofy but good Grandiose encounters Cons Disconnect between online co-op and your campaign Feels artificially long and bloated Side quests are uneven Since its 2009 launch, Borderlands has captivated millions with its unique fusion of first-person shooting and loot-centric role-playing action. With its sequel, Gearbox Software's

Blizzard quadruples Hearthstone World Championship prize pool

By contrast, the 2015 tournament, held at BlizzCon, saw $250,000 shared amongst its 16 competitors.

The prize pool at next year's Hearthstone World Championship, which sees 16 players compete to become world champion, has been increased to $1 million.

As well as bolstering the overall prize pool, Blizzard will also be dishing out $100,000 at each of its nine Season Championship events in the Americas, Europe, and Asia-Pacific.

Activision Blizzard's commitment to eSports is becoming increasingly apparent, and it was only back in October that the company opened a new competitive gaming division helmed by former ESPN and NFL Network CEO, Steve Bornstein,

Bornstein, who described eSports as " tremendous growth areas for this nascent industry" was joined by Major League Gaming co-founder Mike Sepso, who was named senior vice president.

Project Awakened temporarily put to sleep, backers given full refunds

Phosphor Games' Unreal Engine 3-powered action game Project Awakened hasn't had the best of luck.

hasn't had the best of luck. The indescribable game (and therein lies the problem, I think) fell short of its Kickstarter targetback in March, and after a couple of months of trying to raise money by other means, their private funding campaign has now been put on hold. Thankfully, everyone who backed will be getting a full refund.

Phosphor Games haven't given up on their mod-friendly third-person thing-a-majig, but the need to start work on new, paying projects, coupled with a lack of contributors, caused the team to temporarily put Project Awakened out to pasture, as CEO Justin Corcoran explained to Polygonyesterday. If you liked the look of the game, however, there is some hope: Corcoran promised that "while we are a bit beat up, we are not defeated. Someday, somehow, we will make this game."

Darksiders 2: Definitive Edition coming to PS4

The Darksiders franchise has been in limbo ever since publisher THQ shut down and developer Vigil Games disbanded. So what's the best way to get back into the apocalyptic horseman gambit? Damn straight, it's new-gen remaster time. Darksiders owner Nordic Games confirmed to GameSpot that a since-pulled Amazon listing for Darksiders 2: Definitive Edition was authentic but it's not yet ready to say anything

E3 2011: Tim's video verdict - Ubisoft Press Conference

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Tim likes people pointing cameras in his face and saying "talk now please" that he's sent us another video verdict, this time covering Ubisoft's press conference.

press conference. He talks about the three games from the presentation that we should be excited about, while jaunty music plays in the background. Among his selections are the gorgeous Trackmania sequel, and the Inglourious Basterds-inspired Brothers in Arms: Furious 4. That second one's quite a departure: last time we left the series, we were mediating on the nature of war and seeing ghosts inside an earnest soldier's head. Now we'll be lopping scalps off comedy-Nazis and shooting people while they poo. There's also talk of Far Cry 3, something Graham covered in detail in his preview.

Areal studio claims Kickstarter complaints are "addressed," but Vostok Games says otherwise

The team behind the Stalker-inspired Areal said in a recent Kickstarter update that it has worked things out with Vostok Games and cleared up all the complaints against it .

. But a Vostok representative says that's not really what happened at all, and that it's been forced to let the matter drop because it can't actually do anything about it.

I was excited for Areal when the Kickstarterwent live a couple days ago, especially since the Kickstarter claims the game is being developed by "the core people that developed the Stalker series" and that most of the West Games team is in fact "composed of former senior GSC Game World staff members." But it didn't take long for that excitement to turn to suspicion.

Vostok Games, which emerged from the ruinsof GSC Game World following the cancellation of Stalker 2 and has spent the last couple of years working on Survarium, very quickly spoke out against those claims. It suggested that West Games employees had only been peripherally involved in Stalker, and also complained that the Areal Kickstarter makes extensive use of Stalker assets and video without permission or even acknowledgement. The pitch video, for instance, is full of gameplay action lifted directly from the Stalker games, but the narrator strongly implies that it's taken from Areal.

It attracted enough negative attention that West Games posted an " Addressing Vostok Games" Kickstarter update yesterday. "We have contacted Vostok Games about their supposed claim that we are fraudulent," it says. "They say that they have no relation to that claim and have since deleted the forum topic wherein a moderator accused us of being fake." In a " mini-update" posted today, it repeated the claim that the complaints are coming from "a former Stalker modder and current creator of a similar post-apocalyptic Kickstarter" who is bent on causing grief for Areal.

But Vostok Games PR Manager Joe Mullin tells PC Gamer that while Vostok has spoken to West Games, it was to protest its claim of being "core developers of Stalker" and deceptive use of promotional materials from the game. The matter has been "sorted out," he explained, but only because there's nothing else Vostok can do.

"As Vostok Games does not own the Stalker IP we can't (ourselves) take any kind of legal action. That is up to the owner of the rights, GSC," Mullin told us. "Apart from that, if Eugene Kim from West Games decides to carry on with his false claims, that is his choice. But we feel we have made it clear that the public should think twice before donating any money."

It does look very dodgy. The Kickstarter makes big promises but comes to the table with nothing but some concept art and a pile of old Stalker assets, and the $50,000 goal is suspiciously low, especially for a multi-platform next-gen release. (West Games says Areal is being developed for the Xbox One, PlayStation 4 and Wii U along with the PC.) And finally, there's the question of lead game designer Peter Dushynskyi, whose photo on the Kickstarter page is actually a Shutterstock imageof "a young man standing on a dark background." Yet for all that, it's also enjoying some success, having raised nearly $32,000 of its goal at the time of writing.

We've reached out to West Games for further information.

Be on the cutting edge: get the Unreal issue of games™ in digital form

Be on the cutting edge: get the Unreal issue of games™ in digital form Most modern gamers are fans of technology at heart. We play games on cutting edge tech, and an extension of that interest tends to be a love of gadgets and using technology in our every day lives. Our iPads, Smartphones and Tablets are always within arms reach, and we use them for both gaming and to consume every kind of media imaginable

E3 2011: Brothers in Arms Furious 4 trailer

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Well, that was a surprise wasn't it? Turns out Brothers in Arms has changed a little, what do you think of the new tone? Yes or no?

Mosaic, the new game from the makers of Among the Sleep, is hiding an ARG

I quite enjoyed Krillbite's Among the Sleep , a first-person horror-adventure played as a two-year-old boy, although it ultimately fell a bit short of my (admittedly high) hopes.

The Planwas fantastic, too, albeit in an entirely different way. So I'm naturally very interested in the studio's next game, Mosaic, which looks like it will be another unique experience.

“It's about being a small piece in this big machinery that you don't feel anything for,” Krillbite artist Bjørnar Frøyse told Polygonat GDC. Eventually, you start to feel like you don't fit in anymore—and then strange things start to happen. The studio has been very coy about the project so far, revealing only a couple of highly-stylized teasers and some hints about “urban isolation.” Even the newest trailer, while relatively long at 1:18, doesn't really reveal anything about the game.

Or does it? The website at themosaicgame.comdoesn't offer much but the promise of a coming teaser and a link to sign up for a mailing list, but as a sharp-eyed Redditornoticed, appending “/login” to the URL leads to a login page—the same one seen at the end of the video. Furthermore, the employee ID entered in the trailer (978-0674430006) is the ISBN for Thomas Piketty's book Capital in the Twenty-First Century, a long-term examination of the inequality of wealth distribution in the US and Europe.

Where it goes from there is anybody's guess: Another Redditor says the source code on the Mosaic login site indicates that the mystery is currently not solvable at all. Hard to imagine that something so tantalizing wouldn't ultimately lead somewhere, though, and Krillbite itself suggested that there's something going on under the hood when it tweeteda link to the Reddit thread above and wrote, "Have [sic] the mystery started to unravel?"

I've reached out to Krillbite to find out more about what's going on. In the meantime, if you get any more of this figured out, let us know in the comments.

It's not much to go on, but Krillbite has confirmed that there is some ARG action at work here. "Since everything will evolve while we develop the game in the coming year, we won't give away much, but it will be linked to the themes of the game, like urban isolation, and capitalism, like the ISBN showed now," a rep said. "The story is about a person stuck in a dreadfully boring everyday life, and we know a lot of people can relate, and that is why we want to merge in ARG elements."

E3 2011: Brothers in Arms: Furious 4 screenshots break out the flamethrowers

Gearbox revealed a surprising new direction Brothers in Arms at the Ubisoft press conference.

Brothers in Arms Furious 4 dodging rockets

Gearbox revealed a surprising new direction Brothers in Arms at the Ubisoft press conference. The first three Brothers in Arms games were tactical, gritty World War 2 shooters that attempted to combine the gut-wrenching plot of Band of Brothers with smart squad combat in the fields of Europe. We're not sure exactly what Furious 4 exactly is yet, but it's certainly nothing like that. Now it's all about the gung-ho Nazi killing, flamethrowers, firebombs and bloody pickaxes to the face. Check out the Ubisoft demo trailer to get a feel for the new direction in the series. You'll find the ten new screenshots below.

VR version of Among the Sleep is no longer in development

Among the Sleep is a first-person horror game with an unusual twist.

is a first-person horror game with an unusual twist. It's played not as an adult but as a very young child, sometimes walking and sometimes crawling, and always seeing the world from a much closer-to-the-ground perspective than we're used to. Bringing that point of view to VR through the Oculus Rift was one of the stretch goals in the 2013 Kickstarter, and the contribution level was quite handily met. But today developer Krillbite announced that it is halting development of the VR version of the game because it's just not working.

The problem, Krillbite's Kristina Halvorsen explained on the studio's blog, is that the techniques used to emulate the actions and perspective of a small child—"waggling" when they walk, occasionally falling over—run completely opposite to those needed to create an effective VR simulation.

"A very common technique in story driven first person games is to take away the players control of the camera when you want to tell some story. You want the player to see the spaceships approaching over the mountain, the skyscraper collapsing over the military troops or the mom feeding you cake," Halvorsen wrote. "Basically the game grabs hold of your virtual head for a few seconds or minutes, points it in the right direction and tells you to look at this before you can continue playing."

But doing that in VR "feels like someone is physically grabbing your head and forcing you to watch something."

"Suddenly your entire body is paralyzed and the sense of freedom of perspective and immersion that VR does so well is shattered. It’s a violation of the trust you are building up between your game and the player," she continued. "The same goes for all our camera techniques that try to emulate a small child’s movements. When your eyes tell you that you are wobbling along down a corridor but your body is standing still, it’s basically a recipe for motion sickness. Toggling between walking and crawling or climbing is the same, the discrepancy between what you feel and what you see is very uncomfortable."

Halvorsen said that after a lot of working trying to come up with an effective implementation, Krillbite has been forced to conclude that what it wants to accomplish with Among the Sleep, specifically "the story we want to tell and the relationship we want to build between the player and the child," is not compatible with VR. Some parts of the experience work, but the transition from the "novelty" of early experimentation with the Oculus Rift DK1 to a full-on VR game experience did not.

The studio is now looking at building a smaller, stand-alone demo, purpose-built for VR using Among the Sleep assets. "We are humbled and flattered that some of you are still waiting for a full VR experience of Among the Sleep. But we don’t want to give you a half-assed VR experience that feels forced and compromised," Halvorsen wrote. "We’re very sorry to disappoint you."

New Darksiders owner would like to work with former devs

Nordic Games announced its purchase of the Darksiders license yesterday , but the publisher and distributor will not be developing the series, nor any of its other THQ acquisitions. Owner and CEO Lars Wingefors told Eurogamer he is already looking into external partners. "We are not a developer," Wingefors said. "We should not create a sequel [to Darksiders]. We need to find the best creative team

Among the Sleep to get free DLC next week

I wanted to like Among the Sleep more than I did, although in fairness I may have wanted to like it to an unreasonable extent.

more than I did, although in fairness I may have wanted to like it to an unreasonable extent. The idea of a first-person horror game experienced from the perspective of a two-year-old was almost too intriguing for its own good, to the point that being merely decent came off as a bit of a letdown. But I did enjoy it, and I'm really looking forward to the DLC that's coming next week.

The new content will expand on the story told in the original game, and looks like it will head off to some new locations as well. Beyond that, developer Krillbite isn't saying much, but these things are sometimes best when you don't know what's coming. It's also free, which is a pretty big plus.

The Among the Sleep free DLC comes out on November 5. To find out more about the game, hit up Krillbite.com.

Crytek USA to bid for Darksiders IP

Crytek USA intends to bid for the Darksiders IP when the remainder of THQ’s assets are sold off before mid-May . Headed up by former Vigil co-owner David Adams, the new Austin-based studio employs many of the core members of the Darksiders development team laid off in January when the firm failed to attract any bids during parent company THQ's initial bankruptcy auction. Shortly after Crytek offered

Shin Megami Tensei: Devil Survivor Overclocked release date revealed via trailer

Shin Megami Tensei: Devil Survivor Overclocked, Atlus' remake of the DS original, has a new trailer which reveals that the game'll be available for North American players on August 23. The game's three biggest selling-points – higher-resolution graphics, fully-voiced script and another day added to the story – are hard things to highlight in trailer form, but the video gives it the old college try

Persona 3 PSP trailer comes to shoot you in the head with excitement

To continue the lead-up to the July 6 release, Atlus sent this new trailer detailing some of the new features of the game, including a playable female main character. Though not mentioned, we’re assuming you’ll still be shooting yourself in the head to call out your Persona, and so as long as that’s unchanged we’re in. Enough jibber-jabber, here’s the vid: May 19, 2010 ABOUT THE AUTHOR Henry Gilbert Henry moved from the suburbs of northern Florida to work at GR+, and hasn't looked back once in seven years. When not collecting Mario toys, you can find him constantly checking his Twitter. Topics Role Playing Persona 3 Portable We recommend By Zergnet Load Comments

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Our Verdict
Among the Sleep succeeds at being a creepy baby simulator, but the real monster turns out to be boring, buggy puzzles and a shallow world and story.

Being a baby is weird. My mom keeps jamming her nose in my face to tell me things I can't possibly understand, and the most I can do in response is bobble my head around and paw at the space in front of me. When I'm freed from her totalitarian affection, my bowed little legs toddle alongside the shadow of an oversized head, awkwardly navigating a world designed for people who are much bigger than I am. And then an ugly little teddy bear starts talking to me. Maybe this is why we don't remember early childhood.

Among the Sleep's pitch, which earned it over $200,000 on Kickstarter last year, was that a horror adventure game in which you play as a two-year-old would be really cool and really terrifying. The backers should be pleased that it succeeds on both accounts—it's a cool idea, and it's scary—but everyone else should be cautioned that it only succeeds at those things.


Sound and shadow

As the wobbly little protagonist, I'm strong and agile enough to push boxes and chairs, open drawers and doors, climb up ledges, use colorful shapes as keys, and limply toss a ball. I can walk, but crawling is faster. It's really weird, and as effective as it sounds at making me feel vulnerable in a horror setting. As I explore my house—first to find the talking teddy bear, who was stolen by an invisible force in the night, then to look for my mom—the biggest threat is the sound design, which creaks and gnashes out of every blindspot, expertly unsettling me despite some noticeable looping.

The puzzles, on the other hand, only threatened me with boredom. From start to finish, the only challenge to Among the Sleep comes from light arguments with physics: trying to get a drawer to open instead of shut or hammering the space bar to convince the game that I can climb onto the thing I know I can definitely climb onto . One part was totally bugged for me: a platform that was supposed to move got stuck and jittered around, amusingly launching me into the air when I stood on it. Once I figured out that the trampoline wasn't intentional, I had to reload the last checkpoint, which was mercifully only moments behind where I was.

When the monster is introduced—there is a monster, and it can get you—there's some seriously tense crawling for your life. It's scary, creepy, and the best part of the game, even though I didn't even realize it could kill me until near the end (“kill” as in “fail”—nothing graphic happens to a baby). That's some pretty commendable horror design: I find games scariest when I'm constantly close to being caught instead of actually being caught, because actually being caught reduces the threat to reloading at a checkpoint.

Like the puzzles though, the monster never challenges: both are primarily a reason to keep you waddling through Among the Sleep's increasingly mangled environments. After the introduction, your normally terrifying house becomes a fantastically terrifying house, with shades of American McGee's Alice. Bits of home hardware—a wall lamp, a coat rack—stick out at odd angles in a foggy playground, a gnarled forest, and a version of home that's been twisted into a demonic funhouse.

It's a joy to look at, especially in the beginning, when shafts of moonlight and dim lamps just barely fail to illuminate something hideous, casting fear in every direction. Beyond a cursory inspection, though, the quality of the props is inconsistent: a grandfather clock looks great, while a nearby drawer is filled with a blob of clothing texture. And most of the props are meaningless, making the world as shallow as it is threatening.


Yawn home

The whole purpose of exploring this toddler's mind is to identify the horror attacking him, but there's nothing much to find in his head. Gone Home succeeded as a story exploration game by giving meaning to every object and its placement, making us do most of the work to decipher the history of its family. I might have forgiven Among the Sleep's bland puzzles if they lived in the background of a rich environmental story, but the only clues here are crayon drawings we have to assume this absurdly talented two-year-old created and a few recurring objects that are so on-the-nose it hurts. Every other drawer, box, closet, and corner is either empty or cluttered with generic props.

The truth is a let-down anyway. I hoped Among the Sleep was concealing a surprise, leading me on with cliché metaphors that only seemed thin. It wasn't, and I correctly guessed the monster's true form within the first hour. It's a truly terrifying monster, but Among the Sleep has nothing valuable to say about it. One might construe an ugly, deeper message, but I don't think there are any buried intentions here—Among the Sleep's theme is as simple as its puzzles. Given what it's dealing with, though, there's a callousness to that simplification itself. It can't muster any comment on the real suffering it uses as a plot device other than, “Isn't this a clever plot device?”

With a shallow story, no interesting puzzles, and no reason to poke around the meaning-devoid world except to solve those uninteresting puzzles, Among the Sleep only accomplishes the minimum of its pitch: being a baby is weird, unsettling, and makes for some very effective scares in a fantasy horror setting. I do love the concept, and the monster encounters, sound design, and environments are great, but I can't recommend a $20/£15 game with so little substance. In the unlikely case that you own an Oculus Rift Development Kit, it's natively supported, and a better way to play a three hour game that derives most of its value from atmosphere.

The Verdict

Among the Sleep

Among the Sleep succeeds at being a creepy baby simulator, but the real monster turns out to be boring, buggy puzzles and a shallow world and story.

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

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