Outer Wilds wins IGF grand prize

Outer Wilds picked up the grand prize at last night's Independent Game Festival awards, triumphing over other nominees like Invisible, Inc and The Talos Principle.

SupernovaEclipse

Outer Wilds picked up the grand prize at last night's Independent Game Festival awards, triumphing over other nominees like Invisible, Inc and The Talos Principle. At this point you may well be thinking, "what in the hell is Outer Wilds?"

Good question. It's still in alpha, you see, although a build can be downloaded for freefrom the game's website. It's a charming galactic adventure in which your alien astronaut has a few minutes to explore a quirky and condensed galaxy.

I'm being deliberately vague because Outer Wilds is best experienced without any upfront knowledge. It's filled with mystery, and just a little bit of foreboding dread. If recommendation alone isn't reason enough to give it a go, the slightly spoiler-ish trailer will at least give you some more to go on.

Outer Wilds also picked up the Excellence in Design award. iOS games 80 Days and Metamorphabet won Excellence in Narrative and Excellence in Visual Art respectively, weird browser-game collection Tetrageddon Games picked up the Nuovo Award, and harrowing survival adventure This War of Mine took the Audience Award. You can see the full winners below.

Excellence in Visual Art ($3,000)

Metamorphabet (Patrick Smith of Vectorpark)

Nuovo Award ($5,000)

Tetrageddon Games (Nathalie Lawhead)

Excellence in Audio ($3,000)

Ephemerid: A Musical Adventure (SuperChop Games)

Excellence in Narrative ($3,000)

80 Days (inkle)

Best Student Game ($3,000)

Close Your (Goodbye World Games - University of Southern California)

Audience Award ($3,000)

This War of Mine(11 bit studios)

Excellence in Design ($3,000)

Outer Wilds (Team Outer Wilds)

Seumas McNally Grand Prize ($30,000)

Outer Wilds (Team Outer Wilds)

Spelunky releasing on PC this August

After more than a year of investigating caves of all shapes and sizes, taking a machete to snakes and avoiding traps that should have stopped working millennia ago, we have finally found Spelunky's PC release date : August 8.

Some of you might be saying, “But wait, didn't Spelunky come out on the PC before the 360?” and yes, you are technically correct. There was a freeware version of the game that came out back in 2009, but it lacked shiny HD graphics, local multiplayer, and other little things that make Spelunky the wonderful cave-diving nightmare that it is. Still, it might be worth checking outbefore the full-version releases for comparison's sake.

The PC version will release on both GOG and Steam for a yet-to-be-announced price. The game's still $15 on Xbox Live, but there's still a chance we'll see a few dollars knocked off the ticket price during the transition to PC. We've reached out to Spelunky creator Derek Yu and will let you know what we hear back if and when we do.

Update: Derek Yu had confirmed to us that Spelunky will release for $15 on the PC.

Titanfall 2 release date won't fall in 2015

If you optimistically hoped for a Titanfall 2 release this year, then here's bad news: according to Electronic Arts CFO Blake Jorgensen, the sequel won't release in the publisher's 2016 fiscal year.

Titanfall

release this year, then here's bad news: according to Electronic Arts CFO Blake Jorgensen, the sequel won't release in the publisher's 2016 fiscal year. That means we won't see the game before April 2016.

Speaking at an EA investors call today (via VG247), Jorgensen said the game would most likely release in the 2017 fiscal year, which could mean anywhere between April 2016 and March 2017.

It makes sense: EA's massive holiday shooter has already been announced in the form of Star Wars: Battlefront, and the publisher has traditionally shipped one shooter during the September / November high season. The original Titanfall released in March 2014.

It's no secret that Titanfall 2 is in development: Respawn CEO Vince Zampella confirmed as muchin March, along with confirmation that the studio would rework the way it approaches both post-launch content and the game's (currently very slim) lore.

In the meantime, if it's double jumping and wall running you want, then Call of Duty: Black Ops 3should sate your completely understandable urges come September. Everyone's doing it nowadays.

IGF Awards 2015 nominees announced

We're a couple of months away from Independent Game Festival Awards #17, and so, in the spirit of competition, some finalists have been announced.

Invisible Inc

We're a couple of months away from Independent Game Festival Awards #17, and so, in the spirit of competition, some finalists have been announced. The chosen hopefuls are distributed across multiple categories covering excellence in design, narrative, audio and art.

It's a pretty eclectic mix this year. A few PC Gamer writers, myself included, were among the hundreds of others involved in the initial judging process. That early list of entrants contained a wealth of weird and wonderful games. It's nice to see that, in picking the finalists, the jurors have drawn broadly from that pool.

The nominees for the Seumas McNally Grand Prize are an equally diverse in style and scope. In the running for the main award are philosophical puzzler The Talos Principle, turn-based stealth-'em-up Invisible Inc. and the unrelenting survival story This War of Mine.

See the full nominees below. The IGF Awards will take place on 4 March. For more details, head to the IGF's site.


Excellence In Visual Art (Ben Esposito) (State of Play Games) (Niklas Åkerblad, Erik Svedäng, et al.) (XRA) (Patrick Smith) (XXIIVV and Kokorobot)

Honorable mentions: Crawl (Powerhoof); Future Unfolding (Spaces of Play);(Heart Machine);(Dinosaur Polo Club);(Simogo);(The Astronauts).


Excellence In Narrative (Inkle Studios) (Nicky Case) (Down to the Wire) (Tender Claws) (11 Bit Studios) ([Bracket]Games)

Honorable mentions: (Llaura, Dreamfeeel); Never Alone (Kisima Ingitchuna) (Upper One Games/E-Line Media);(Team Outer Wilds);(Over The Moon);(Simogo);(Croteam).


Excellence In Design (Inkle Studios) (Loveshack) (Klei Entertainment) (Joshua DeBonis & Nikita Mikros) (Team Outer Wilds) (Croteam)

Honorable mentions: (Captain Games);(Amplitude Studios);(Amplitude Studios);(Michael Brough);(Steel Crate Games);(Dinosaur Polo Club),


Excellence In Audio (SuperChop Games) (Kevin Regamey) (Yacht Club Games) (Simogo Games) (The Astronauts) (Drool)

Honorable mentions: (Rich Edwards and Colin Northway);(Santa Ragione);(Coffee Stain Studios);(Dennaton);(Vlambeer);(Mediocre).


Nuovo Award (Michael Brough and Andi McClure) (Game Oven) (Captain Games) (Dejobaan Games & Popcannibal) (Nina Freeman, Emmett Butler, Jonathan Kittaka and Deckman Coss) (Mario von Rickenbach and Michael Frei / Etter Studio) (Stephen Lawrence Clark) (Nathalie Lawhead)

Honorable mentions: (Llaura, Dreamfeeel);(Down to the Wire);(Rob Dubbin and Allison Parrish);(Team Outer Wiilds);(Kevin Regamery);(House House).


Seumas McNally Grand Prize (Inkle Studios) (Klei Entertainment) (Team Outer Wilds) (Croteam) (Patrick Smith) (11 Bit Studios)

Honorable mentions: (Ben Esposito);(Amplitude Studios);(Joshua DeBonis & Nikita Mikros);(Yacht Club Games);(Simogo Games);(The Astronauts).

You should be playing Dirty Bomb

TRIGGERNOMETRY
At its peak, when some popular streamers and YouTubers were being paid to play it, Dirty Bomb was drawing as many as 13,000 concurrent players .

Dirty Bomb Screenshot Bridge Drug Samples

We write about FPSes each week in Triggernometry, a mixture of tips, esports, and a celebration of virtual marksmanship.

. I didn’t get swept up by that initial wave of attention, but I wish I had: Dirty Bomb, still in beta, is one of the best multiplayer FPSes you can play today.

I like its rhythm. I like its map flow. I like that one of the characters has an ever-replenishing grenade launcher that I never have to reload. Here’s why I think Dirty Bomb is worth your time.


It’s twitchy (if you want it to be)

Four of Dirty Bomb’s characters—Proxy, Sparks, Aura, and Kira—are as fast as anything you’ll lay hands on in an FPS. They’re fighter jets made of paper, fragile fast-movers with shotguns and SMGs that feel exhilarating when you string together kills.

More impressive is that Dirty Bomb can accommodate a motor skills-driven playstyle without being a game about speed and movement, unlike Tribes: Ascend or Titanfall. Turrets, proximity mines, and talented snipers can act as hard counters to quick characters, and there are enough others who don’t demand insane levels of brain-WASD agility to manage.

Best of all, the low recoil guns and the low deceleration penalty for jumping translates to excellent and tense “dances,” close-range duels where the movement decisions you make have a major impact on the result. Even with a medium-speed character like Skyhammer, below, I can often juke and crouch-dodge my way to victory.


It’s a Frankenstein of your favorite shooters

Comparing new FPSes to TF2 is an ancient tradition at this point, and Dirty Bomb does have a Turret Guy, a Large Minigun-Guy, and an Invisible Guy. It has a Payload-style map where one team has to repair, guide, and protect a vehicle through one stage of the level. But Dirty Bomb is also spliced with other popular FPSes. Execution Mode, which appeared for a short trial last month, is a single-life format where one team has to plant a bomb, not unlike CS:GO. The hit indicators, engagement ranges, and low recoil guns occasionally make Dirty Bomb resemble Call of Duty, and its medals system is borrowed from Battlefield.

But somehow, Dirty Bomb integrates these influences pretty gracefully. The aesthetic helps: Splash Damage imprints a near-future art style on UK architecture, and small-but-significant balancing decisions like the relatively high time-to-kill (compared to say, Counter-Strike) generally make for longer engagements.


It has a competitive mode

There’s a hundred reasons why League of Legends, Dota 2, and CS:GO are the most popular PC games in the world, but I don’t think anyone would disagree that bespoke ranked play is a key component of all three. It’s annoying that I can’t yet form a party with other players in Dirty Bomb for casual play, but you can play as a group or solo in its five-on-five mode, which opens up once you hit level five, which took me less than six hours.

Team composition matters more in competitive mode, individual kills matter more, and the game generally feels like less of a meat grinder. That isn’t a criticism of casual play—they coexist nicely and competitive mode simply presents a different style of Dirty Bomb.

Dirty Bomb Store


The payment model is inoffensive

Dirty Bomb isn’t exempt from the chorus of “pay to win” accusations levied against almost every free-to-play game. But after playing for a couple weeks, I can’t say that I’m bothered by its pricing. You pay $7-10 to buy mercenaries (or a bunch of in-game currency), then use in-game currency (or pay $3.50) to unlock different, tiered loadouts of weapons or abilities for those characters. And like other F2P games, there’s a rotation of free mercs.

It’s difficult to get higher tier loadouts (silver, gold, or cobalt—80%, 15%, and 5% chance respectively in an individually-purchased, $5 “elite” case (which are cheaper as a bundle)), but these loadouts only grant you cosmetic distinction over other players, and even those aesthetic differences aren’t even that noticeable.

Standard loadout cases are pretty cheap, and similarly to CS:GO’s trade-up contract system, you can convert a handful of cards of the same quality into a random card of the next quality. In short, getting bronze-tier loadout cards of the mercs you like doesn’t take an unusual amount of effort or investment.

New Humble Bundle launched to support IGF chairman Brandon Boyer

A "very special" Humble Bundle popped up on Wednesday, this time in support of Independent Games Festival chairman Brandon Boyer.

popped up on Wednesday, this time in support of Independent Games Festival chairman Brandon Boyer. A Bundle of Love for Brandon includes 32 games and soundtracks packaged together to support Boyer, who was diagnosed with cancer late last year.

Boyer is a mainstay of the indie games scene, and numerous game designers have spoken up over the last couple of weeks to thank him for giving their games a platform before anyone else would give them the time of day. Like many game designers and freelance game writers, Brandon is self-employed. Even so, he managed to pay for his own health insurance a few months before his diagnosis. After his diagnosis, hospitalization, and treatment, Boyer was denied coverage by that insurance. You can read the extremely upsetting saga at at his fundraising page, which launched last week.

That fundraising effort has since been successful, but it's probable that Boyer will need more help. Offering up $25 for a big pile of indie games is a great way to do just that.

The full list of included games and soundtracks is below. The promotion will end next Friday at midnight.

Actual Sunlight

AirMech

Auralux

Bagfull of Wrong

BitTrip Beat Soundtrack

BitTrip Fate Soundtrack

BitTrip Runner Soundtrack

Blocks That Matter + Soundtrack

Castles in the Sky + Soundtrack

Dynamite Jack

Ensnare Soundtrack

Ethan: Meteor Hunter

Fancy Skulls

God of Blades + Soundtrack

Goscurry + Soundtrack

Mazing

McPixel + Soundtrack

Paragon

POP: Methodology Experiment One + Soundtrack

Proteus

QbQbQb

Quixotica Soundtrack

Sepulchre Special Edition with eBook + Soundtrack

Shipwreck

Sokobond

Stacking + Soundtrack

Thomas Was Alone + Soundtrack

VVVVVV + Soundtrack

Waking Mars + Soundtrack

Warp Juggler

Wizorb + Soundtrack

World of Goo + Soundtrack

Splash Damage's Extraction now called Dirty Bomb again

Remember that free-to-play, London-set multiplayer shooter that Blink/Wolfenstein: Enemy Territory developers Splash Damage have been making for the past few years?

Remember that free-to-play, London-set multiplayer shooter that Blink/Wolfenstein: Enemy Territory developers Splash Damage have been making for the past few years? What was it called...Dirty Bomb or something? No, Extraction, that's it, it's definitely called Extractionnow. Well it's just been re/unnamed to Dirty Bomb - for real this time, they pinkie-swore and everything. Whatever it's called, ExDirty Bombtraction is still somehow in beta, and be signed up for over here.

Splash Damage elucidated their reasons here, explaining that original title Dirty Bomb "not only better reflects [the game's] personality, but also ensures that we have a single, consistent name across the globe." It's also quite a lot catchier than the much blander Extraction, which would be in the running for Most Forgettable Title of All Time, that is if we could remember any of the other entries.

(Incidentally, it might be a fun time to remember that Extraction was the name that Splash Damage "always wanted for the game". Guys - Dirty Bomb is standing right here .)

Reminder: Dirty Bomb is the one where you play as a team of mercs in a post-apocalyptic London. These mercs have names like 'Bush Whacker', 'Proxy' and 'Sawbonez' with a Z, suggesting that it's a little more extravagant than the average multiplayer shooter. This name change came with the news that the game will feature dedicated servers in North America, Europe, Australia and New Zealand, though no release date for the final game has been announced yet.

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IGF 2014 Student Showcase winners announced

The Independent Game Festival has announced the eight winners of the 16th annual Student Showcase, celebrating the most innovative student games from around the world this year.

The Independent Game Festival has announced the eight winners of the 16th annual Student Showcase, celebrating the most innovative student games from around the world this year. It's a stiff competition. The judges—other independent developers, mainstream developers, academics, and journalists—played nearly 350 entries.

Museum of Simulation Technologyby Albert Shih - Carnegie Mellon University, Entertainment Technology Center, which we were impressed with as well.

Engareby Mahdi Bahrami & Moslem Rasouli - NHTV University of Applied Science, a puzzle game which you can find here.

Risk of Rainby Hopoo Games - University of Washington, which you can already buy on Steam.

Symmetrainby Philipp Beau and Daniel Goffin - University of Amsterdam / University Kassel. the only game in the group that's not on PC, but you can get it for iOS.

Westeradoby Ostrich Banditos - HKU, which you can play on Adult Swim.

Rhythm Doctorby Hafiz Azman and Winston Lee - University of Cambridge, a rhythm game which you can find a demo of here.

Foiledby Unblanched Peanuts - NYU, a fighting game with shades of Samurai Gunn, which you can find here.

Cyber Heistby Hack n' Hide - University of Utah. This looks really cool. It's a cooperative game in which one player moves through a level in a first-person point of view, and the other helps him by hacking obstacles from what looks like a 2D, puzzle game perspective. Unfortunately, no demo for this one.

Honorable mentions include Ladylike, Rabbit Rush, Flying Fish, and Bokida.

All the Student Showcase winners will be playable at the GDC 2014show floor starting March 17. Each team will receive a prize of $1,000, all-access passes to the show, and are also in the running for an additional $2,000 prize for Best Student Game, to be revealed at the IGF Awards on March 19.

Valve expects Steam community to help police paid mods

Today's announcement that mod makers will now be able to sell their creations directly to gamers on Steam was big news by any measure.

Skyrim mod

directly to gamers on Steam was big news by any measure. But it also led to questions, one of the foremost being how Valve plans to handle mods that rip off other people's work. As it turns out, there is a plan, and it's actually rather novel.

In worst-case scenarios, DMCA notices can be used to force the removal of stolen work, but the idea is to avoid the need to take that step in the first place. "Newly posted items to be sold must first appear as visible to the community without a purchase option before they can be sold," Vice President of Marketing Doug Lombardi explained. "This will provide some time for the community to help identify abuse or stolen content and report appropriately. It’s also a time that developers can use to review pending items and decide if any intervention is necessary."

Modders can charge whatever they like for their creations, and based on the " Supplemental Workshop Terms" will keep a percentage of revenues determined by the developer or publisher of the game in question. Prices for mods can be changed, although limits may be placed on how often, and makers can delist their mods at any time but not delete them, in order to ensure that people who have paid for them continue to have access. As for Valve's slice of the pice, Lombardi said it will take "the same share of sales as we do with any other microtransaction sale."

It's still way too soon to predict how an open mod market will work out, and there are obviously a lot of things that could go wrong. But it could also turn into a big winner: For Valve, sure, but also for mod makers. Have a look at why Tyler thinks there's reason to be optimistic right here.

Overwatch patch notes confirm McCree and Widowmaker nerfs

The nerf to the Overwatch gunfighter McCree that Blizzard talked about a couple weeks ago is now official.

is now official. Patch notes posted today on the Battle.net forumssay that McCree's alt-fire damage has been decreased from 70 to 45. Interestingly, his time before reloading has been decreased as well, from .75 seconds to .3 seconds, so unless I'm misunderstanding how this works, he'll doing less damage per attack but can pull off more attacks in the same window of time than he used to—an interesting bit of balancing.

"McCree was performing too well against all targets, making him feel like a must-pick in many situations," Blizzard wrote. "By reducing the damage of his alternate fire, McCree is now significantly weaker against tanks like Roadhog and Reinhardt, but still maintains his lethality against smaller targets like Tracer and Genji."

Widowmaker has also been changed: Her sniper fire base damage has been reduced from 15 to 12, the headshot multiplier bumped from 2 to 2.5, her ultimate charge cost has been increased by ten percent, and players will no longer be able to re-enter sniping mode until after the “exit sniping mode” animation has completed.

Blizzard explained that Widowmaker was toned down because she can sometimes feel "unstoppable," even if she's only landing body shots. "The changes to her alternate fire weaken body shot damage while leaving her headshot damage unchanged," Blizzard wrote. "Additionally, we felt her Ultimate ability, Infra-Sight, was coming up a little too frequently, especially considering its impact on the game."

The patch will also improve “High Bandwidth Mode” stability in custom games, keep Mercy from charging her ultimate if her target is firing a shield or ice wall, prevent Reaper from teleporting to “unintended locations,” and fix some line-of-sight bugs in Dorado.

Indie roguelike Catacomb Kids heads to IGF 2014 with twitch combat and inevitable death

Despite its childish name and the youth of its protagonists, Catacomb Kids looks seriously brutal.

Despite its childish name and the youth of its protagonists, Catacomb Kids looks seriously brutal. It's a new platformer with randomly generated levels in the flavor of Spelunky, but it adds offensive magic and a delightfully retro art style to the mix. Now that the game, developed entirely by solo developer Tyriq Plummer, has been sent to IGF 2014, we can bask in the warm glow of its submission trailer.

Was that a blast of chain lightning frying two bad guys in a pool of water at 0:24? Yowza.

After an evil sorceress conquered the world, she was ultimately defeated and sealed in a dungeon to be dealt with later. This seems incredibly irresponsible to me, but I'm not a war hero fresh from the campaign against the undead, so what do I know? Now it's time to actually finish off the evil sorceress, and it's up to you to do the deed.

Catacomb Kids is planned for a 2014 release, and by then our Spelunky-plagued fingers will be ready for a new roguelike to latch onto. Keep an eye on the game's websiteto keep up with developments.

Unity of Command creator starts a development diary for the sequel

Unity of Command is a really good game —among the best wargames of all time , in our view—but it's been quite awhile since it came out.

Unity of Command

, in our view—but it's been quite awhile since it came out. The good news for grognards is that a sequel is in the works, and developer Tomislav Uzelac has begun talking about what he's got cooking in the debut development diaryon the Unity of Command blog.

Uzelac acknowledged that it's a bit unusual to begin writing a development diary for a game that hasn't even been properly announced, but he doesn't seem too bothered by the idea of doing things out of order. And the concepts he discusses are fairly abstract, and relate as much to planned changes to imperfect Unity of Command systems as they do to any dramatic new directions the sequel might take. In particular, he examines how the abstraction of combat in Unity of Command can lead to the appearance of "excessive bloodiness" in on the battlefield.

"In quite a few scenarios, it is possible to wipe the enemy off the map completely," he wrote. "You may, for example, get the wrong impression that Barbarossa was a series of complete wipeouts, and that Germans from time to time just stopped, for no particular reason other than to let the Soviets put up yet another defensive line in front of them."

To counter this, the sequel will enable players to reconstitute units under some circumstances, and the Combat Result Table will be tweaked to allow for more retreats and less outright losses. The "repulsed attack" rule from Unity of Command 1.1 will be dropped, while a new "deliberate attack" mechanic will simulate long-term attacks on entrenched positions.

"I feel that between reconstituting steps and the CRT being tuned more toward unit survival, we’ll be able to achieve a realistically messy endgame situation on the battlefield (as opposed to frequent wipeouts)," he wrote. "A possible problem with retreats being more likely is that, sometimes, you really really want a unit to hold its ground. To make that possible, there will be a no retreat mechanic, which is conceptually similar to what the NKVD specialists currently do, except there’s a limited number of uses."

Uzelac also made a brief mention of the need to make changes in victory conditions to motivate defenders to preserve their forces during a game's final turns, but said that's a topic for another post. There's no mention yet of when the currently untitled project is being aimed for, but we'll be keeping tabs on it. Literally. I have a tab open right now.

Is that new Ghost in the Shell game any good?

First Assault Online is a multiplayer FPS set in the Ghost in the Shell: Stand Alone Complex universe that’s just launched on Steam Early Access.

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is a multiplayer FPS set in the Ghost in the Shell: Stand Alone Complex universe that’s just launched on Steam Early Access. Stand Alone Complex is an anime series based on Masamune Shirow’s manga about Section 9, a group of cybernetically-enhanced operatives fighting cyber-terrorism in a futuristic Japan. This would be a great setting for a Deus Ex-style RPG, but Korean developer Neople has, instead, used it as the basis for a squad-based shooter.

“Picking a genre wasn't easy,” they explain. “But we were excited by episode 24 of season one, in which Section 9 are tested to their limits and forced to take on an opposing special ops team.” This episode, they say, made them imagine what it would be like to fight together as a perfectly synchronised team, and First Assault Online was born. You can play the Early Access version now for £4, but when it launches it’ll be free-to-play and come with the usual array of optional paid-for content.

The result of Neople’s desire to make you feel like you’re part of Section 9—whose cyber-brains are linked together when they fight in the series—is the SkillSync system. This encourages you to stick together by letting you share your squad’s special abilities including thermoptic camo, seeing through walls, and the ability to transform your arm into a missile launcher. If you’re near someone who has an ability activated, you can hit the E button and use it yourself. It’s a neat concept, and I did naturally find myself sticking close to my team as I played to leech their cyber-powers.

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The powers you can use depend on which character you play as. You can choose from most of Stand Alone Complex’s principal cast including Kusanagi, Batou, and Togusa. The character models are great and they’re voiced by the cast from the anime, giving the game a nice feeling of authenticity. You can choose a single character to play as when you start out, but you have to earn licences to unlock more. I went for Kusanagi because, well, it’s Kusanagi. But also because she can use her thermoptic camo ability to turn semi-invisible for a short while.

Otherwise, First Assault Online is a fairly basic FPS. The small maps and breakneck pace are reminiscent of Call of Duty. The guns feel okay. The character movement, which includes some very basic climbing and mantling, works well enough. It’s not bad, and I had a few fun, fast-paced matches, but in its current Early Access form it feels a bit limited. Neople are, however, promising additional maps, modes, characters, and weapons in future updates. The success of the game when it leaves Early Access and goes F2P will rest on how generous it is or isn’t. It’s difficult at this stage to determine how much of a grind it’ll be to unlock better weapons and gear.

So it’s not the Ghost in the Shell RPG I’ve been dreaming of—Deus Ex: Mankind Divided will have to fill that gap for now—but First Assault Online is an enjoyable, if slightly pedestrian, online shooter that nicely captures the look and feel of the Stand Alone Complex anime. One thing, though: they really need to sort that interface out. It’s one of the messiest, most confusing front-ends I’ve ever used. Hopefully the developers take advantage of the Early Access period to improve the game and listen to the community’s feedback. The SkillSync system shows a lot of promise and there really aren’t enough games set in the Ghost in the Shell universe.

Explore 7,000 years of family history in 7 Grand Steps

7 Grand Steps looks like a beautiful, compelling, hyper-intricate game.

7 Grand Steps looks like a beautiful, compelling, hyper-intricate game. Out today, the board-game-like historical tale will have you traversing 7,000 years as easily as dropping coins into a slot.

It may seem simple; your only interaction is with the coin-operated interface, which you'll feed tokens into with a satisfying clunk . Your humble ancestor will then move about the wheel, his story unfolding piece by piece depending on where he lands. Will he marry someone who loves him or merely tolerates him? Which of his children will inherit his knowledge of irrigation? With enough hard work, will he be able to break free of his life of slavery in the peasant class?

In development for four years, Mousechief's grand exploration of legends and legacies clocks in at a mere $15 over at the developer's website(where you'll also find a free demo). Alternatively, it's going for a slight discount at Steamright this very moment.

Unity of Command add-on Black Turn: Operation Barbarossa released

2x2 Games has released Black Turn: Operation Barbarossa, the newest DLC for its historical strategy game, Unity of Command .

. The expansion focuses on the German invasion of the Soviet Union in 1941, the titular Operation Barbarossa. It pits the well-equipped German army against the Soviets' great numbers and the brutal Russian winter.

Black Turn: Operation Barbarossa allows the player to take the Wermacht and its allies from the initial invasion all the way to Moscow with 13 different scenarios, and new, early-war units from Romania, Hungary, Italy, Finland, and Slovakia. While it focuses on the Germans, Black Turn also includes separate Soviet scenarios about two winter offensives. Additionally, while 2x2 prides itself on historical accuracy, it says that the campaign extends into some alternate history and "what-if" territory. You can find a more detailed breakdown of what's included on 2x2's official site.

The events it depicts precede Unity of Command's previous expansion, Red Turn, and with that 2x2 completes all the battles it wants to recreate on the Eastern Front, or at least it says so for now.

Black Turn: Operation Barbarossa is out now on Steam for a ten percent discount, bringing it to $9. You can find our full review of the original Unity of Command here.

Hitman video impressions

At a recent Square Enix preview event, I was able to get my hands on the first episode of the new Hitman game from IO Interactive arriving March 11th.

game from IO Interactive arriving March 11th. After the more limited, controversial Hitman: Absolution, IO took a step back from story and a step towards sandbox. The new Paris level is massive, bigger than any in Hitman's history, and brimming with creative ways to infiltrate and attack assigned targets. It's hard to say right now whether or not a bigger sandbox is a better sandbox—the more opportunities available, the more trial and error to find them all. And a few components, like controls and graphical fidelity, feel a bit dated and unrefined. But it still feels like a return to Blood Money-era Hitman, where player freedom and creativity matter more than anything.

For more in-depth coverage of the game, check out our written preview.

Starseed Pilgrim plants onto Steam on April 16

Starseed Pilgrim, the experimental 2D platformer and nominee for the IGF's Excellence in Design award, is getting a Steam release next week.

Starseed Pilgrim, the experimental 2D platformer and nominee for the IGF's Excellence in Design award, is getting a Steam release next week. Speaking to Joystiq, developer Droqenrevealed the game would be available from April 16th, as part of Steam's dealto bring all IGF nominees to the platform. It's a game about creating bridges, destroying pathways and "embracing fate"... Or something. Based on the trailer, I'm not entirely sure what's going on.

Let's take a look at the game's description, to see if that helps. "Starseed Pilgrim is a game about tending a symphonic garden, exploring space, and embracing fate." Nope!

Oh wait, there's more. "You are a gardener, tending to empty noise and empty space to fill them both with colour. You are a refugee, building your own world away from the spreading darkness. You are an explorer, discovering new places, new rules, and new fascinations. The universe is bigger than you know." Ah, well that clears it up them. It was simple really.

Still mystified? If you don't want to wait until April 16th to find out, Starseed Pilgrim is already available to buydirect from the developer.

Unity of Command now available on Steam, DLC announced

Good news, hex-based strategy wargamers: Unity of Command , a game we like a lot , is live on Steam starting today.

, is live on Steam starting today. Not only that, developer 2x2 Games has also announced that the game's first DLC, Red Turn, will be released sometime before the end of the year.

Red Turnwill pick up on Unity of Command's story line shortly after the events of the Stalingrad Campaign with an Axis scenario, Operation Zitadelle, which details the ill-fated German attack on Kursk. But the bulk of the DLC's content will be a massive 17-scenario Soviet campaign that'll take you through the Russkies' winning battle to liberate the Motherland, covering everything from smaller skirmishes to large-scale operations such as Rumyantsev and Bagration. Four scenarios designed for multiplayer round out the package.

There's even more good news for armchair generals: the next patch for Unity of Command, v1.04, will come with a scenario editor that'll allow you to create your own wacky and/or real historical WWII match-ups. The editor is not part of the Red Turn DLC, and will be provided as a free update. 2x2 Games isn't saying exactly when v1.04 will be hitting, but our guess is that it'll also be out sometime before the end of the year.

The Steam edition of Unity of Command will be sold for the discounted price of $14.99 during its first week of release (and $19.99 after that). For more information on the Red Turn DLC, click here.

The Division gameplay: watch a mission on max settings at 60 fps

Ever since Ubisoft showed off footage of The Division for the first time, we’ve been waiting to see if the final game lives up to its initial visual target .

. It actually gets pretty darn close. The Division is a beautiful game, and in surprising ways. I didn’t expect a grey, decrepit city to give way to such eye candy, but The Division is easy to admire when a snow storm blows in during an intense firefight, or when the right grenade sets of a series of action movie explosions and sends debris—newspaper, plastic reindeer, dirt, glass, fire, bad guy pieces—every which way.

It’s one of few games I’ve played that feels like a real city, and part of that is the sheer amount of meaningful clutter in the environments. Piles of garbage are rendered in sharp detail, they react to weight, and make sense as a prop. Refugee camps are packed with tiny set pieces that tell small stories. A makeshift table is set with plates and candles, as if the people that used to live here were reaching for the safety of their former lives. The amount of props that react to gunfire is nearly unprecedented in an open world game of this size. In one mission, giant Christmas ornaments dangle from the ceiling. My buddy and I spent a few minutes just shooting them to observe how they responded to different kind of gunfire.

The Division is a massive, pretty physics playground and I’ve yet to tire of looking at it. Or taking cover to close car doors. I'd play a game exclusively about that.

I’m still working on our review, but you can read my initial impressions in the meantime. Stay tuned for more on the Dark Zone, where to find the best loot, and more.

IGF announces shortlist for Best Student Game

The 15th Independant Games Festival award shortlist already contains plenty of weird and wonderful indies.

already contains plenty of weird and wonderful indies. Now the IGF's organisers have announced their contenders for the best student game of last year. It's a strong list of quirky, experimental and mostly free games that are well worth trying. More importantly, a quick search shows that we haven't covered the excellent Zinethbefore. This just won't do!

ATUM(NHTV IGAD) Back to Bed(Danish Academy of Digital Interactive Entertainment) Blackwell's Asylum(Danish Academy of Digital Interactive Entertainment) Farsh(NHTV IGAD) Knights of Pen & Paper(IESB - Instituto de Ensino Superior de Brasilia & UnB - Universidade de Brasilia) the mindfulxp volume(Carnegie Mellon University Entertainment Technology Center) Pulse(Vancouver Film School) Zineth(Rensselaer Polytechnic Institute)

I'm ashamed to admit that I've only played a few of these. ATUM is an enjoyably meta puzzler, in which you play both a 2D platformer and the person playing the 2D platformer. Items from around your in-game desk can be used to aid the progress of the on-screen protagonist. Then there's Back to Bed, an isometric puzzle game in which you guide a sleepwalking man through a surrealist dreamlike environment.

Also in the shortlist are Blackwell's Asylum, a horror game about escaping an asylum; Farsh, a game about rolling and unrolling a Persian carpet; Knights of Pen & Paper, an iOS RPG; the mindfulxp volume, a minigame collection focused on expressive game mechanics; and Pulse, a survival game in which you play as a blind girl.

Finally, Zineth! It's a Jet Set Radio styled arcade skater that was made "to celebrate speed, movement, and twitter." It's also brilliant, with tight controls that make careening about its gorgeously abstract world an absolute joy. You should really give it a go. Here's the trailer.

Each finalist will receive $1,000, and the shortlisted games will be playable on the GDC show floor. The winner of Best Student Game will receive an additional $3,000, and will be announced during the IGF award show. You can also check out the honourable mentions on the IGF finalists page.

Unity of Command's new DLC takes a Black Turn with 1941 German invasion

After seeing red it only makes sense to fade to black.

Unity of Commandis getting a new DLC campaign, Black Turn—Operation Barbarossa 1941, which focuses on German operations on the Eastern front after last year's Soviet-centered Red Turn. Although historical detailsbehind the massive—and notorious—military action are well-known, it looks like the Black Turn's end game allows for a "what if" result.

"This final historical scenario is an 18-turn, 200-unit behemoth that is rated 'hard' to boot," reports developer 2x2. "You may as well lose here, but then, the Germans didn't win either. In case you do manage to take Moscow however, there are two further what-if scenarios. There's no point in spoiling this for anybody so just briefly: the what-ifs are challenging and only slightly ahistorical."

Since I may as well lose, it's great that the new DLC includes a pair of Soviet responses to the German attempt on Moscow, both taking place in the deep and bitterly cold winter at the end of 1941 and into early 1942. The finality of this brutal conflict seems appropriate, however, as the developers are calling this the last piece of official DLC for the strategy game.

Black Turn releases December 10. Need a debrief on what Unity of Command is all about? Check out our review.

XCOM 2 post-mission loading can be skipped, but not without risk

You may have heard recently that hitting the caps lock key during the XCOM 2 post-mission screens can cause the game to load much more quickly than it normally does.

XCOM2 Soldier Sniper bmp jpgcopy

post-mission screens can cause the game to load much more quickly than it normally does. And it's true! I can't confirm this personally because I don't have XCOM 2, but developer Firaxis recently told Eurogamerthat it is in fact a real thing: Hitting caps lock at the proper time will cause the game to advance almost immediately. But every yin has a yang, as they say, and in this case those dramatically improved loading times could lead to crashes.

"Hitting the key, through a rube-goldberg-esque series of events, forces all outstanding load requests to be filled immediately in a single frame. This causes a massive hitch, and potentially could crash the game,” the studio explained. “If you don't care about those adverse effects the synchronous load is faster."

It's a risk that some players are willing to take, because despite the fact that XCOM 2 is an extremely good game, it does suffer from a number of rather significant technical and performance issues. Publisher 2K told us last weekthat it is “looking into” the complaints, and committed (albeit with no specifics) to improving the game in future patches. For now, you have the option to roll the dice if you just can't stand all the waiting, and you may want to give the “ Stop Wasting My Time” moda look as well. It speeds up the in-game action by removing most of the brief-but-cumulatively-annoying pauses that occur after firing weapons, killing enemies, or going into cover.

Hypersexed Hypertext: Porpentine and the Twine text game revolution

Porpentine is a game designer, writer, and curator for freeindiegam.es . She primarily makes Twine games, which are choose your own adventure style games that are accessible, short, and welcoming.

games, which are choose your own adventure style games that are accessible, short, and welcoming. You can play them in a browser on your lunchbreak with some headphones on.

But in my mind Porpentine looks like a hot cyberpunk cyborg, eyes aglow, a textual goddess alight with burning fluorescent punctuation. She does not walk anywhere: she glides, riffing in smeared lipstick, sly grin, sylph-like limbs; those she touches have typography bleed up their arms and flash into their bursting hearts. I am Molly from Neuromancer interfacing with her as I listen to percussive pop beats, type questions to her in IM. Gchat is now an early 90s cyberconduit to the Porpentine mainframe. She's a queer tranarchafeminist, a cyberqueen, a Twine weaver, and so many other things besides. Her tendrils stroke the internet, provoking.

The 'Twine revolution' has roots in the game developer Anna Anthropy's book Rise of the Videogame Zinesters: How Freaks, Normals, Amateurs, Artists, Dreamers, Drop-outs, Queers, Housewives, and People Like You Are Taking Back an Art Form, where Anthropy advocates small personal works made about subjects not traditionally addressed by the largely male-dominated big money games industry. Also used by Anthropy to make games, Twine is a very simple text game engine that generates html-based files. They are easy to make, and easy to publish, but much less easy to make interesting or fun, and require a skilled dialogue writer to make them engaging. Daphny David, Anna Anthropy's PR, had a few things to say about Porpentine's work with Twine games and why they are special.

“She fucking breaks Twine apart,” Daphny writes. “Every time I play her games I'm like WHOA I DIDN'T KNOW TWINE COULD DO THAT.” Porpentine's transparency in her working methods, openness about her inspirations and the help she has received are dramatically different from the working practices of high budget commercial works. “Everyone's telling everyone what tools they're using and building each other up instead of hiding 'trade secrets'," says Daphny. "There's no profit to be made, so theres no 'product' to protect. It's a really big fucking orgy of creativity and Porp and Anna are making it flow.”

Porpentine's newest gamemade me so happy I cried.

SUBJECT: CARACHAN1.

~GOING HOT~

TEXT INPUT: TWEET USER “PORPENTINE”...........

Carachan1: I loved your game 'Hypertext'.

TEXT INCOMING: GCHAT

Porpentine: What is 'Hypertext'?

Carachan1: http://aliendovecote.com/uploads/twine/powerful.htmlthat not its name? THIS MADE ME SO HAPPY. THIS GAME. I LOVE YOU.

Porpentine: ALL I WANT IS FOR ALL OF MY FRIENDS TO BECOME INSANELY POWERFUL.

ALL I WANT IS FOR ALL OF MY FRIENDS TO BECOME INSANELY POWERFUL: The actual title was so much better. But all of Porpentine's games are a strong lesson in hypertext. They play with our ideas of what a text is. We think text is static, an immovable object, but they exist interlinked with the world around them. Those Fighting Fantasy books we used to stick our fingers in: those digits are keys or mouse buttons now. Those early parser text adventures are now in tabs on a browser, and text moves and is in colour and has music, sfx, and can be embedded with moving images, can respond to you, talk back, can play with that old idea that text might be flat transmission only. And the text can play tricks on us in ways we never dreamed when we were playing Achetonon a BBC Micro and thinking that there was nothing more potent than white text on black.

ALL I WANT IS FOR ALL OF MY FRIENDS TO BECOME INSANELY POWERFUL is a Twine text game written by Porpentine that begins in white text on black. It waits for my input, silently, in surroundings with obsidian trappings. It wants me to go on a job in a gypsum desert. I click. It wants me to have sex and not feel anything. I click to destroy myself. It wants me to have a repetitive time, where every night I die and the next day I am given the tools for my next violent job.

Carachan1 [huskily, pouring another glass of data]: Should I stop there? It could get spoileriffic.

TEXT INCOMING:

Porpentine [looking out, omniscient glowing eyes, on the text as I write]: Are you going to type everything I say?

Porpentine: I'D BE TYPING MORE GLAMOROUS IF I KNEW THAT.

Carachan1 [huskily, pouring another glass of data]: Should I stop there? It could get spoileriffic.

TEXT INCOMING:

Porpentine [looking out, omniscient glowing eyes, on the text as I write]: Are you going to type everything I say?

Porpentine: I'D BE TYPING MORE GLAMOROUS IF I KNEW THAT.

Richard Hofmeier, the maker of Cart Life, won the Seumas McNally Award for Best Independent Game, the Best Narrative Award and the Nuovo Award at the IGF a few days ago. He said of Howling Dogs, "I'd enjoy seeing IGF give their highest endorsement to Porpentine's Howling Dogs, which is a dour enchantment in that holy dread kind of way, but, because it's text-based and rarely classified with other videogames, it's largely unplayed by people interested in good games."

The day after winning, Richard graffitied his own stand at the IGF Pavilion to say 'Howling Dogs' and put Porpentine's game on show for all to play. It was freaking cool.

TEXT INCOMING:

Porpentine: i was surprised. it's a certain kind of feeling when your art ripples out past the months

and someone feels it

like

a gesture like that

or act of praxis rather

is unexpected

...realizing that someone was that deeply affected by something you made.

CONTINUE

TEXT INCOMING:

Porpentine: i was surprised. it's a certain kind of feeling when your art ripples out past the months

and someone feels it

like

a gesture like that

or act of praxis rather

is unexpected

...realizing that someone was that deeply affected by something you made.

CONTINUE

ALL I WANT IS FOR ALL OF MY FRIENDS TO BECOME INSANELY POWERFUL needs your speakers up to full volume. It needs your self-esteem at its lowest, in order to induce a heady rush of extreme elation when it returns.

It needs you to realise that your life is changeable, and you can do it through text, subtext, the textual bonds we make between each other. You can change the way the digital landscape lies, if you realise how your constraints work: how the world of words is structured around you. Or perhaps, it is ignorance or disdain of boundaries: or just deliberately forgetting there are any. Yes, it is like seeing the matrix. Like seeing the source code, or the ordered node map in rows, all linked together. Like Burroughs said: a writer is a map maker of psychic areas. Porpentine is a cartographer of cyberpunk arenas, and the map is here. It is with soaring heart I tell you that I am in love with ALL I WANT IS FOR ALL OF MY FRIENDS TO BECOME INSANELY POWERFUL, and it is because it has made me feel insanely powerful. It is a story of breaking out. It is as if I have typed IDDQD on life. I tell her this, all my veins rushing with the sound of the beating of my heart. I tell her I am crying.

Porpentine: Someone crying is a big deal to me.... weeps

Porpentine: All i want is for all my friends to be insanely powerful...

Porpentine: Do you know J Chastain?

Carachan1: Rat Chaos?

Porpentine: She's one of the best games writers/makers...

Porpentine: powerful.html is a valentines to her.

Porpentine: It's all derived from convos with her or from her writing.

Porpentine: Someone crying is a big deal to me.... weeps

Porpentine: All i want is for all my friends to be insanely powerful...

Porpentine: Do you know J Chastain?

Carachan1: Rat Chaos?

Porpentine: She's one of the best games writers/makers...

Porpentine: powerful.html is a valentines to her.

Porpentine: It's all derived from convos with her or from her writing.

I nod and take a strip of my hair, wind it around my finger: I know of this way of working. I have done it before, twiceand in Twineform too, though they were experimental at best. I can't help that all of my own work is a love letter to something: a game mechanic, a designer, a writer, a love letter sometimes to the very need in all of us to have games be better. I wrote a Twine love letter to Anna Anthropy to honour her belief that anyone can make a game. I feel like I understand. Porpentine's valentine knits J Chastain'swords into a beautiful kaleidoscope of thoughts that not only are a tribute to her work, but to the medium in which she works.

And yet this valentine uses a tone familiar to me in another manner. The surge of happiness Porpentine creates in the denouement of her story is the same that you feel at the end of Dys4ia, Anna Anthropy's love letter to her own body - or perhaps, the feeling that it finally belongs to her. They are both about accepting that you need to accept yourself, and to hell with everyone else.

We have reports of queer cyberhackers in the system, over.

Awaiting instructions, over.

….Should we take them down? Over

They're in the mainframe. We need instruc~

But what of J Chastain? I know of her work, at least, I think I do. But Porpentine sends me some of her finest words, words that I haven't read before. They are written with so much clarity I want to quote them in their entirety, but there isn't room. I give you this:

“'Gamers' are junkies, games are their junk, and there's a kind of game criticism that's primary function is enabling them to deny that. When we don't ask more from games, it's because we don't want them to get better. We're afraid of the world and we'd rather explore the boundaries of these fake, facile ones. We hate ourselves and we hate our bodies and we'd rather inhabit fake selves, fake bodies. We're used to this being a lifelong habit. We take it for granted that we're going to spend a thousand hours slumped in front of a screen, doing the same little actions again and again. People have made interesting things happen within that context, but so what? Try to communicate them to anyone who isn't already hooked. 'Slump here for a thousand hours and something cool will happen.' 'Stare at this rock until the face of God appears.'”

Chastain believes that our time is precious, and that we forget that asking someone who is not surrounded in years of game nostalgia to invest hours in a game is a somewhat tall order. How can we invite people who have never been into our territory to come and join us? Short games, with high impact. The sort that Anthropy's Dys4ia is, the sort that Porpentine's Howling Dogsis, or Chastain's own Rat Chaos. And they cover diverse topics through interesting voices: Merritt Kopas' Positive Spaceis an educational game about sex that intertwines diagrams with pure, expressive feeling.

Twine games are the perfect medium for a quick fix: reading the first text is immediate, and if it doesn't create a sense of curiosity in you, you close the window and move on. There is no press 'Start' to ten minute cutscene; there doesn't need to be someone leaning over your shoulder saying, “Oh it'll take a while to get to the good bit”. You can immediately see what a Twine game is: it is text, and it wants to play with you, and the interface of hyperlinks is already second nature to you the internet denizen. If you aren't curious in the first few seconds about what will happen, it is easier to switch them off: you haven't paid £40 for it, and the only thing you needed to play it was a PC screen. The onus is on the game designer to plunge you into a world you immediately like, one that provokes your imagination, one that makes you want to explore. Every game designer can learn from scope reduction: be effective, in a tiny space.

Carachan1 [crossing bionic legs adorned with USB outlets]: Porpentine. Are you there? I want to ask you a question about CyberQueen.

Carachan1: Porpentine?

CONNECTION TERMINATED. THE SHIP WILL DETONATE IN T MINUS 5......4......3......2......

PC Gamer US Podcast #333 - No-scope Cornshot

Evan, Chuck, T.J. and Omri convene to collate this week's news, recently-released games, and take a moment to talk about an XCOM mod .

. Along the way, we talk about the League of Legends Season Two Championshipand surge in eSports popularity and raise the notion that 2012 is one of PC gaming's best years evar.

Download PC Gamer Podcast 333: No-scope Cornshot

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

Subscribe to the podcast RSS feed.

@ELahti(Evan Lahti)

@ChuckOnGames(Chuck Osborn)

@omripetitte(Omri Petitte)

@AsaTJ(T.J. Hafer)

@belsaas(Erik Belsaas, podcast producer)

Speed up stuttering XCOM 2 turns with the "Stop Wasting My Time" mod

Some game mods are purely cosmetic because, let's face it, we all like hats .

Stop Wasting My Time

. Some overhaul games entirely, in dramatic, sweeping fashion. And others do one small, specific, and incredibly useful thing that makes a game so much better that you wonder how you ever got along without it. The “ Stop Wasting My Time” mod for XCOM 2sounds like it's very much the latter of the three: It speeds up the game without messing with the experience, by simply eliminating most of the pauses that happen after certain actions take place.

Removed 1-3sec pause after shooting, throwing grenades, abilities, etc. Removed 1 sec pause after getting a kill Removed 2.75 sec pause after going into cover Increased unit movement speed by ~20% (This is much less than other mods, it doesn't break immersion by turning every unit into Sonic the Hedgehog) Removed slowdown of non-attacked enemies during overwatch slow-mo Increased the speed of the Avenger on the global map Reduced the fade-in time of the horrendously slow color picker

The mod maker, BlueRaja, says there are two pauses he can't remove because they're hard-coded into the game, one after a unit becomes panicked, and a second at the end of every turn. And while it sounds like a relatively trivial thing he's done, SWMT has earned itself five-stars across 276 ratings on the Steam Workshop.

Some users of the mod say it works perfectly, while others have run into technical issues related to keyboard controls, character voices, and even hangs. SWMT is still pretty new, and there may be compatibility issues with other mods, so as always you use it as your own risk; fortunately, BlueRaja seems very responsive to comments and committed to working out the bugs. I'd try it myself, but I don't have XCOM 2 yet, so if you give it a shot let us know how it goes. Other writers on the team will be field testing it this weekend. And if you're curious about the strange and wonderful world of mods but aren't sure where to begin, our handy beginner's guide will tell you everything you need to know.

Kentucky Route Zero Act I released, get your magical realist adventure gaming here

Games Set in Caves are the new Games Not Set in Caves - I'm calling it now.

Games Set in Caves are the new Games Not Set in Caves - I'm calling it now. Between Knytt Underground, Double Fine's The Cave, Cavenaut, and probably a million other gloomy splelunking games, the humble hole in the ground has been getting a lot of love of late. We can now add I GF nominee Kentucky Route Zeroto the list. It's a beautiful adventure game about a "secret highway in the caves beneath Kentucky", and its first act has just been released for $7.

As to what kind of adventure game Kentucky is, you'll be pleased/unpleased to hear that it's "focused on characterization, atmosphere and storytelling rather than clever puzzles or challenges of skill", which suggests to me that it might be a bit like Superbrothers: Sword & Sworcery. However, being an episodic, five-act affair, we won't get to the bottom of Kentucky Route Zero until the remaining parts are released "over the next year or so". The optimistic among you can buy them all in one go, for $25, which will also bag you the accompanying soundtracks.

Here's a trailer. It's as cryptic as it is enigmatic, so it's very mysterious indeed.

Unity of Command dreams of a red Christmas with its Soviet-focused Red Turn DLC

We described Unity of Command as "Wargame of the Year material" back in March, and as the year draws to a close that's looking more and more likely.

back in March, and as the year draws to a close that's looking more and more likely. The cute unit graphics might lead you to believe this is more of a casual strategy game, but underneath the charming exterior lies the barely beating heart of a wargame. And it's one that's just received a major expansion. The Red Turn DLC offers, among other things, a huge new campaign focusing on the Soviets - full details lie suppressed beneath the break.

Set near the end of the Stalingrad campaign, Red Turn includes a "gigantic Soviet campaign featuring 17 scenarios", as well as "two standalone Axis scenarios", four PVP scenarios, and 39 new units including "Panther and T-34/85 armor". I don't know what that last one is, but my WWII-ignorant brain is now imagining the T-51b Power Armor from Fallout 3 and New Vegas - I'm probably way off the mark.

The Red Turn DLC is available from the Unity of Commandsite or from Steamfor $10/roughly £7.

XCOM 2 players have already killed 53 million aliens

The newly-opened XCOM 2 Global Overview stats page reveals some surprising, and even startling, numbers—foremost among them is that more than 4.4 million missions have been successfully executed by resurgent XCOM forces.

XCOM 2 stats

stats page reveals some surprising, and even startling, numbers—foremost among them is that more than 4.4 million missions have been successfully executed by resurgent XCOM forces. So why, then, has nobody been able to finish even one single game?

The flat zero “total game victories” is obviously a glitch in the system, but amusing in light of the huge number of victorious missions, nearly two-thirds of which were completed on the Veteran difficulty level. 53,375,646 (and counting) enemies have died as a result of resistance actions, Troopers being the most common kills and Codex the rarest. Rangers have scored the most kills, accounting for 27 percent of the body count, and rifles are the weapon of choice, also accounting for 27 percent of dead alien meat.

On the downside of the equation, 4,206,605 million XCOM soldiers have paid the ultimate price, the vast majority of them falling as a result of “collateral damage.” Only 23 percent of resistance fighters have been killed by direct enemy fire thus far—roughly half of them at the hands of Troopers—and a very disappointing two percent have been fragged by their fellow soldiers. Come on, guys, war is hell but watch where you're pointing that thing, okay?

(That works out to an average K/D ratio of about 12.6:1, by the way, which is actually quite good as long as you can stand the attrition.)

There are numbers to see than just these—1,343,609 doors have been kicked in so far, for example—and the numbers are ticking up. (Even that "game victories" count will begin to rise sooner or later.) Want a head start on adding to the first batch of numbers, while staying out of the second? Have a look at our XCOM 2 build guide, with ideas for both specialist and hybrid characters who will be handy in a fight, right here.

Whoops—make that 4,217,061 XCOM soldiers lost. Let's be careful out there, people.

Valve offering Steam distribution deals for IGF 2013 finalists

Budding gamesmiths submit their homebrewed sweat-and-code for recognition and reward during each year's Independent Games Festival, but staying on gamers' radar after the competition's close can be challenging for these small teams.

Budding gamesmiths submit their homebrewed sweat-and-code for recognition and reward during each year's Independent Games Festival, but staying on gamers' radar after the competition's close can be challenging for these small teams. No more: In an announcementreleased today on the festival's official website, the organizers revealed Valve will offer Steam distribution deals to all finalists of each of the seven award categories. Yep, all of them.

Note the deal isn't automatically inked if an entrant makes it to the finals—they have to give the final nod to Valve to go ahead with including their works in Steam's gargantuan library. (Read: no-brainer.) The finalists for each category—the Seumas McNally Grand Prize, Excellence In Design, Excellence In Art, Excellence In Narrative, Technical Excellence, Excellence in Audio, and the Nuovo Award—will get announced in January before undergoing an awards ceremony at the Game Developers Conference in March.

Considering indie luminaries such as Portal predecessor Narbacular Drop, Minecraft, and Fez have won IGF accolades in the past, this is a definite win-win for all involved.

Deus Ex: Revision hits Steam later today

Nine months and two weeks ago , we said that Deus Ex: Revision would be done "in February", and boy, we were (and the mod's makers) way off.

Deus Ex Revision

would be done "in February", and boy, we were (and the mod's makers) way off. It's actually due out this very day: we'll be able to download Revision from Steam in just a few hours.

Deus Ex: Revision offers a visual and aural overhaul to one of the best games ever made, revamping the textures and soundtrack, and adding more detail the world. But it also makes tweaks to the level design, "aesthetic direction", and world-building, which are pretty bold changes to make to a classic game. Note that Revision will only 'officially' work with the Steam version of Deus Ex.

Interestingly, Square Enix and Eidos Montreal have given the free mod their blessing, going so far as to issue a press release bringing it to the world's attention. Revision's Steam linkisn't live yet (it will become active in a few hours), but until then here's a shiny launch trailer showing it off.

The first XCOM 2 mod is, of course, a Corgi Gun

XCOM 2 launched today, and so has the very first user-created mod: The ACORG-47 .

. It's a gun. But it's not just a gun. It's also a corgi.

That's right, a corgi, as in a deliciously cute little dog with its tongue lolling carelessly from its mouth. And if you think it's silly, well, you're not the only one. “I feel legit bad that this is the first XCOM 2 mod to be released,” the developer, JonTerp, wrote in the mod description.

Be that as it may, its leadoff position was immortalized on Twitter by the folks at Firaxis, and they don't seem bothered by it at all. And why would they be? Maybe it doesn't fit with the whole grim, end-of-the-world-as-we-know-it motif of XCOM 2, but on the other hand... So adorable! Oh yes he is! Who's a good boy? Who's a good boy? You are! Ye s you are!

Anyway.

XCOM 2 was designed from the start to be more moddable than its predecessor, with a proper suite of modding tools including a Visual Studio isolated shell app and the Unreal editor used to build the game, plus the script source code and an estimated 50GB of assets. That opens up whole realms of possibilities that just weren't available in Enemy Unknown, which can only be beneficial to the future of XCOM 2. Not that it isn't an outstanding game in its own right: Have a look at our XCOM 2 reviewto find out why.

Good boy!

Presenting the first user-created #XCOM2 mod. The ACORG-47! https://t.co/t4j4BGjpH7 pic.twitter.com/SXSx1w5jvX February 5, 2016

Independent Games Festival 2013 entries revealed

The Independent Games Festival , the longest running and best-known competition for coffee-shop developers, has just announced the list of games up for the 2013 Main Competition.

, the longest running and best-known competition for coffee-shop developers, has just announced the list of games up for the 2013 Main Competition. A record-breaking 589 entrants have been selected, with a range of games that boggles the mind. There's something for everyone.

You probably just snarked at the screen and said: "Oh really? Is there a puzzle game based on the relation between regular expressions and finite state machines?" Well no-one likes a Grumpy Gus. And yes, there totally is.

There's no gaming-based regional holiday, but I'll confess to a Christmas-like thrill when the annual list arrives: this year's gathering will be full of known gems, like the limb-twisting Incredipedeand the malevolent Hotline Miami, as well as unknown and off-the-wall ideas like the handily titled Against The Wall, "a first-person puzzle-platformer set on the side of an infinite wall." Everyone likes walls!

The full listhas nearly 600 games to scroll through. Some are playable, some are just previewed, but all have been made with love and care. Hugs!

Deus Ex: Revision video shows remastered levels, teases "near future" release

This new Deus Ex: Revision video is the perfect encapsulation of the heroicly scrappy spirit of the modding community.

This new Deus Ex: Revision video is the perfect encapsulation of the heroicly scrappy spirit of the modding community. It's professionally created, contains interesting insights, and features an audio mix that muffles the majority of its narrator's speech. Still, while the words are are bonus, the real treat is a to see the souped up, gorgeously lit recreations at the heart of the game's "re-imagining".

The mod aims to bring a "tightly integrated aesthetic-oriented approach" to the original game, which—assuming I'm reading my high-faluting translator correctly—means it will make things look better. Okay, so it does go slightly further than that: with a new characters and details to be found. They're also planning a new soundtrack; a brave move considering the quality of the original.

The mod will also act as something of a bundle of some of the best Deus Ex enhancements. "We will be distributing New Vision, HDTP, Shifter, BioMod, improved UI scaling support, the Direct 3D 9 Renderer and a customized version of Kentie's game launcher with Revision," writes Björn Ehrby.

Originally planned for a May 12th release, the mod is being delayed by "another development". Despite this, Ehrby says "we still plan to finish production and launch in the near future".

The Sectopod and the Gatekeeper join the XCOM 2 cast

A pair of new alien enemies who will make your life miserable, the Sectopod and the Gatekeeper, have joined the XCOM 2 lineup.

lineup. And yes, you would be correct in pointing out that the first of the two isn't exactly “new,” as the massive, robotic Sectopod also appeared in XCOM: Enemy Unknown. But as bad as it was in that game—and make no mistake, it was nasty—the XCOM 2 version will be even worse.

2K described the new Sectopodas “quite advanced when compared to the initial Sectopods seen in the first war.” It's immune to fire, poison, and mental attacks, which means Psi Operatives will be useless against it, and it packs a mean punch with an automatically-triggered Lightning Field area attack, and the high-energy, long-range Wrath Cannon, which can penetrate multiple targets with a single shot.

The Sectopod can deploy in a “High Stance mode,” which will extend its height to a full two stories, giving it increased line-of-sight and range. It's also capable of “walking through any obstacle in its path,” including any buildings you might be trying to hide in.

The Gatekeeper is a different sort of enemy, and possibly even worse than the new and improved Sectopod. It can damage enemies with psionic rifts or its Fire Beam weapon, and if they're close enough it can touch them to drain their life, healing itself in the process. It can also resurrect multiple fallen units at once, and those zombie soldiers will continue to exist and fight even if the Gatekeeper itself is destroyed. And like some kind of space-turtle of doom, it can close itself up, limiting its offensive capabilities but also rendering it extremely resistant to damage.

Firaxis popped by the PC Gamer Show recently to give us an early look at XCOM 2, and we've got an in-depth preview of the textual sort that you can dig into here. XCOM 2 comes out on February 5.

XCOM 2

XCOM 2

XCOM 2

XCOM 2

XCOM 2

XCOM 2

FTL is coming to Steam, Kickstarter campaign has five days left

The exciting spaceship command roguelike, FTL, will be getting Steam release.

The exciting spaceship command roguelike, FTL, will be getting Steam release. This is very good news for the developers, and it also means that players who have access to the beta build will be able to get the latest version of the game through Steam.

The Steam deal was mentioned in the latest developer diary above, spotted on Evil Avatar. FTL was one of the highlights of last year's submissions to the Independent Games Festival. As a ship's commander, you must jump from system to system in an unpredictable universe, commanding your crew and fixing your ship as it faces attack from enemy vessels, solar flares and fuel drought.

"Everyone who pre-ordered the game through Kickstarter can receive a Steam key in addition to the DRM free version," say the devs. "This also means that to take part in the beta you will need a free Steam account."

Frequent, violent, permanent death is a regular occurrence in FTL, but the frantic battle for survival that happens just before your inevitable demise is the really fun part. It's due out this year, and there's currently a Kickstarter campaign if you're interested in backing it.

Check out our FTL previewto find out why we're so excited by it, and fly by the official FTL sitefor more details.

O, delay! Beck's adventure in Mighty No. 9 pushed to spring 2016

Mega Man creator Keiji Inafune's Mighty No. 9 has been delayed again, this time just two weeks ahead of its previous February 9 release date. The sidescrolling shooter/platformer starring a blue-clad humanoid robot named Beck that shoots energy out of his arm cannon (yeah, the similarities are a little on the nose) was not given a new, specific release date in the on the game's Kickstarter page. Instead

XCOM 2 has native Steam Controller support

The wait is almost over.

XCOM 2 new tom screen 16

The wait is almost over. For most, there's still a couple of excruciating hours to go until XCOM 2 is launched (if you're in Australia, it's available now!), but according to our reviewit'll be worth the wait. In the lead up to the game's global release, a spokesperson for 2K has confirmedthe Steam Controller is natively supported.

It's apparently still in testing, but users are able to get early access as soon as the game goes live on Steam. Benefits include the ability to customize controls based on in-game situations, and a bunch of perks associated with the touch menus. Here's the full rundown, in 2K's words:

Use a different control scheme based on the in-game situation. Experience precise and responsive 1:1 camera controls using the touchpads in the Geoscape and the Tactical view. Instantly select your ability with the flexibility of the controller's Touch Menus.

Usage and feedback will be monitored, and the initial implementation may not be the last. Of course, configurations can be shared among Steam Controller users as well. Whether it's worth it or not is yet to be seen: Wes's early impressionsof the controller aren't too crash hot, but Valve is applying ongoing tweaks.

Space Hulk: Ascension Edition announced, a standalone follow-up to last year's strategy game

You can never have too many Space Hulks.

You can never have too many Space Hulks. If one of them is yer actual Hulk Hogan fighting bad guys on Mir, all the better, but for now we'll have to stick to titles based on Games Workshop's meaty sci-fi boardgame instead. Joining last year's Space Hulk, and some mystery future year's Space Hulk: Deathwing, is Full Control's standaloneapology for their poorly received strategy game of last year. Space Hulk Ascension Editionis an expansiony sequely do-over type thing that adds RPG elements and Ultramarines, beefy warriors who like long walks by the sea, killing, and the colour blue.

Let's look at a trailer, shall we?

For the videphobic, or those with really short memories, here's a summary: character/squad customisation, quite nice lighting effects, something about Genestealers and a release date. We can expect Space Hulk to ascend (like the name) in the fourth quarter of this year, AKA sometime in October, November or December. Let's take bets! 50 quatloos on...November?

There was nothing about Ascension's RPG shenanigans in the above video, but Full Control have us covered via the website. In their own words, "Space Hulk: Ascension Edition is a 3D, digital, turn based, strategy game, which recreates the classic board game experience, and adds new RPG style mechanics, new weapons and missions, new enemy types, an all-new chapter and loads of other new features to the single player and multiplayer experience".

In my own words, "that sounds kinda neat". What the above boils down to is a new chapter of Space Marines, entitled Ultramarines (or Onedownfromhypermarines), XP, skills and terminator customisation, three new campaigns, and more variation when it comes to the Genestealer enemies. It's certainly a nice list of features, if a slightly surprising one after its predecessor's, which was more slavish to the original Games Workshop game.

In other news, Space Hulk: Deathwing is apparently still alive, according to a recent trailer at least. Worryingly, nearly a year after its announcement, there's still nary a hint of a screenshot or in-game footage, but you can watch a short video of some guys killing some enemies below.

Mighty No. 9 beefs up its mode selection ahead of Feb. 9 launch

Mighty No. 9 from Mega Man creator Keiji Inafune and development studio Comcept will make its debut on Xbox 360, Xbox One, PS3, PS4, PS Vita, Wii U, 3DS, and PC come February 9. But today, you get to see what's coming with new footage of three extra modes in the game. There's Boss Rush, which has you taking on the game's toughest enemies back-to-back; Challenge, which will force you to become the best

XCOM 2 has native Steam Controller support

The wait is almost over.

XCOM 2 new tom screen 16

The wait is almost over. For most, there's still a couple of excruciating hours to go until XCOM 2 is launched (if you're in Australia, it's available now!), but according to our reviewit'll be worth the wait. In the lead up to the game's global release, a spokesperson for 2K has confirmedthe Steam Controller is natively supported.

It's apparently still in testing, but users are able to get early access as soon as the game goes live on Steam. Benefits include the ability to customize controls based on in-game situations, and a bunch of perks associated with the touch menus. Here's the full rundown, in 2K's words:

Use a different control scheme based on the in-game situation. Experience precise and responsive 1:1 camera controls using the touchpads in the Geoscape and the Tactical view. Instantly select your ability with the flexibility of the controller's Touch Menus.

Usage and feedback will be monitored, and the initial implementation may not be the last. Of course, configurations can be shared among Steam Controller users as well. Whether it's worth it or not is yet to be seen: Wes's early impressionsof the controller aren't too crash hot, but Valve is applying ongoing tweaks.

Space Hulk: Deathwing announced; is a first-person shooter

The floodgates have opened, and Warhammer licences are swarming through the industry like Tyranids.

The floodgates have opened, and Warhammer licences are swarming through the industry like Tyranids. We've already breached one Space Hulk, but now another has been sighted on the long-range scanners. Space Hulk: Deathwing has just just been announced; turning the tactical board game experience into an Unreal Engine 4-based first-person shooter from the makers of the bizarre and impenetrableE.Y.E: Divine Cybermancy. Weird, right? Maybe the announcement teaser vid can clarify a few things.

Nope!

"Players take on the role of a Space Marine from one of the most secret and most feared Space Marine Companies: the Deathwing from the Dark Angels. Strap on your Terminator armour and equip the emblematic weaponry of the Space Marines to overcome the threats awaiting you in the Space Hulk."

Nope!

The website? You guessed it...

No word yet on platforms or release dates. Or much else, for that matter. Speculate away!

Mighty No. 9 is a Mega Man speedrunner's dream

If you've never seen a good old fashioned Mega Man speed run then hit pause on this and check out one of the many, many runs hosted by Awesome Games Done Quick . Speed running is a recent phenomenon in which players try to finish a game as quickly as possible, often employing extraordinary feats of dexterity, glitches, and other exploits the developers never intended. The Mega Man franchise - with

10 things we've learned from the full build of XCOM 2

When we got our hands on XCOM 2 last month, we weren't shy about how much fun it was.

XCOM 2 Psi Op

last month, we weren't shy about how much fun it was. Now that I've spent an extended amount of time with the full build, I'm happy to say that those first impressions weren't far off. XCOM 2is really good, and improves on much of what made Enemy Unknown great. Unfortunately, some of the things I enjoyed in my initial demo—like hacking—didn't hold up as well over time.

Here are the 10 most significant things I've found—good and bad—from my time with XCOM 2 so far...


The "Overwatch" camera helps showcase how pretty it looks

XCOM: Enemy Unknown wasn’t a bad looking game, but the sequel is noticeably prettier. And you can see that improvement best during the firing animations and the overwatch sequences. Having multiple people trigger Overwatch at once will cause the camera to zoom in, slow down, and cinematically pan between each person firing. This isn’t a new feature, but getting so close to the characters really shows off the new lighting and improved textures. It’s also one of the best moments to admire that new Dundee hat you just put on your Sharpshooter.


Character customization is way more detailed than it needs to be

I sped up about 15 minutes of customizing a rookie soldier for the GIF playing above, just to give you an idea of how deep it goes. But that video doesn’t even touch on personality, voice, armor patterns, tattoos, scars, and all the other armor and decorative pieces that only unlock as you promote each soldier. I was initially disappointed by the available “face props” being limited to bandanas and glasses—but once I leveled some soldiers up, they gained access to eye patches, piercings, cigars, and more.

The character customization is way overboard given how often you’ll see these units up close, but I love everything about it. It lets you really build personal connections with these otherwise randomly generated fighters. I have favorites on my squad, people I’m excited to see grow, and one dude who I genuinely hate (bad attitude, dumb face), but he accidentally got a bunch of kills and became one of my strongest soldiers so now I have to use him. Man, he sucks—but the important part is that he's not bland.

We'll have an extended video taking an in-depth look at the character creation later this week.


The little details dotted around the world are fantastic

Firaxis has talked up the randomization of its maps quite a bit, but some of my favorite parts of each map are the added detail on top of that randomization. The faces you see on the orange, holographic billboard things next to my soldier are the faces of my best soldiers—I know, because I spent a long time customizing them. It’s a little touch, but dropping into a stealth rescue mission and seeing what are essentially wanted posters for your custom characters all over the city goes a long way to building your relationship with both those characters and the world. I also found my soldiers hanging out around my base, talking in the bar, working out, and just relaxing. It made putting care into their creation that much more worth it. That being said...


There are still bugs in this version

Granted, none of them were disastrous (and Firaxis does have another month to iron stuff out before launch) but I was surprised by the frequency with which I encountered bugs. Fortunately, the majority weren’t detrimental to gameplay, but awkward and jumpy animations were pretty commonplace—as seen in the GIF above where my Sharpshooter took a few seconds longer than expected to line-up his Overwatch shot. My favorite part of the this video is actually the background action. My soldier and the enemies are moving in slow motion, while a scared citizen and flapping birds are moving at full speed around them.

But there was a time when I couldn’t perform an action I wanted to (luckily just opening a door) because the button was unresponsive, and I found myself locked on the promotion screen once as well. Like I said, I haven’t seen anything game-breaking yet, but I hope Firaxis can squish some of these problems, because they are blemishes on what is otherwise a very polished experience.

Update: And right after I write this article, I encountered a bug that really screwed with my gameplay experience. I was "spinning the globe", waiting for research to finish, a facility to build, and some soldiers to recover, when I noticed the globe spun past the deadline for all of them and kept on spinning. The research and building was "paused" and my best soldier somehow had -7 days left in her recovery. Once I stopped spinning, I was presented with a mission and everything completed after that was done—but I lost a couple of potentially vital game days and then still couldn't use that soldier in the mission. I am really hoping these problems with the preview build get sorted out because, unlike the video above, that's the type of bug you can't laugh off.


Cars and walls blow up, fire spreads and damages buildings

I find myself thinking about positioning and movement very differently in XCOM 2, primarily because now you can blast through walls. Prisoner trapped in a defended building? Don’t use the front door, make your own! Destructibility has been scaled up to a large degree, and it significantly changes your relationship with the terrain. If you blow up a section of a building it will catch fire, and that fire will slowly spread each turn, destroying pieces of wall and floor along the way. The actions you take have more impact on the world around you, and it can be used as an advantage for both you and your enemies.


Item drops are really good, and force you to go where you don’t want to

When you kill an enemy, they have a chance of dropping materials, weapon mods, and other items that are valuable. The catch is, they only stick around to be picked-up for three turns, and odds are they won’t be in a spot you want to be in. So, on the fly, you’ve got to figure out a way to safely get to that place in the next three turns or miss out on some really good loot.

For example, the ‘Advanced Stock’ weapon mod I picked up in the GIF above makes a soldier's weapon deal two damage to enemies they miss, giving a regular gun a small degree of guaranteed damage. At this early point in the game, finding a random drop like that can be incredibly influential. But if picking up the items means putting yourself in a bad position, at what point does it stop being worth it? Item drops are like spontaneous secondary objectives during a mission, and they do a great job of forcing you out of your comfort zone.

Unfortunately, not all the choices the game presents are so nuanced.


Hacking is neat, but I’m not sure it’s fun.

I currently have a love-hate relationship with the hacking, because it’s a cool spin on the standard combat mechanics, but the risk rarely feels worth the reward. Mainly because the punishment for a failed hack is often really bad, so I never feel comfortable trying unless the odds are squarely on my side.

This differs from simply firing a gun, because the downside of missing is ‘you don’t deal any damage’ (a problem that’s actually solved by the “Stock” weapon mod), whereas the downside for failing a hack is usually empowering the thing you were trying to shutdown. So, while a missed shot can be planned around with proper tactics, a robot suddenly getting increased stats instead of being powered down is much tougher to legislate for.

So while I like the extra options hacking provides, I’m not entirely sold on the system yet. Maybe a highly promoted specialist can make it worth it, but I largely ignored it in favor of just shooting the hackable thing until later in the game.


Making an unexpected wrong move can be exhilarating

In the GIF above, I nearly soiled myself when I sent my Sharpshooter onto that roof. I could have sworn that the remaining enemies were on the street outside the building. Instead, I found myself staring down a mech with my long-range character. Worrisome.

But those moments are just as exciting and tense as taking a well thought out shot. If everything in the game went according to plan it would get stale quick, and XCOM 2 seems to do a better job of challenging your expectations as to where enemies might have set up camp. And this goes double for the game’s incredibly difficult Blacksite missions, which can see patrols of enemies wander into already in-progress fights, foiling whatever plans you had.

Navigating a map is more dangerous than ever, which makes the addition of a turn timer in some missions a stressful but welcome feature. Slow and steady will help you succeed, but not if the extraction chopper is going to leave without you four turns from now. Sometimes you have to risk a surprising giant robot or two to get the job done.


Picking off the little guys is extremely satisfying

There are a lot of generic Advent soldiers with three health at the start of the game, just within reach to one-hit-kill. Of course, they’re still threats, but they aren’t hard to deal with. But I love the little guys in this game, mainly because they’re so satisfying to kill. Making them pop like blood-filled pinatas never seems to get old.


Mod support is going to rock

XCOM 2 launcher screen

My Stormtrooper

Click the arrows to enlarge.

This one isn’t even a GIF, it’s just a screenshot of the launcher window. Why? Because even now, when only a select few have access to the game, a “Steam Workshop” button is right below the ‘play’ button. I didn’t have any doubts about Firaxis’ hope of making XCOM 2 endlessly and easily moddable, but seeing that button on the launcher so long before release gave me a huge amount of faith that they really are doing it.

It also got my mind racing about all the different mods that I want to be using RIGHT AWAY. You can see my mod-less attempt at turning a rookie into a Stormtrooper in the boxout, the idea being to bring an army of clones into every battle. And while unlockable pieces like a full helmet will help make my trooper look better, I just know that someone is going to put actual Stormtrooper armor into the game, and I’m almost more excited for that than the actual launch at this point.

XCOM 2 is out February 5th. Until then, check out our coverage so far.

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