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Our Verdict
AI flaws and a limp campaign let down an otherwise-accomplished RTS revival.

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What Is It? Modern military RTS with an old-school sensibility.
Price: $45/£35
Release Date: Out now
Publisher: Focus Home Interactive
Developer: Eugen Systems
Multiplayer: Online, up to eight players
Link: Official site

Set during a near-future war, Act of Aggression is, nonetheless, a throwback—to Act of War, the mid-noughties RTS series that it succeeds, and to old-school base-building strategy games in general. Three factions—the UN-sponsored Chimera, the US Army, and a coalition of PMCs called the Cartel—battle over large maps to secure resources and assert military dominance. If you've missed heavy tanks and noodly electric guitar soundtracks—welcome home.

Command & Conquer: Generals is the obvious reference point, here, but Act of Aggression is very much its own game. Resources are distributed randomly across notably expansive maps, adding a speculative scouting phase to the start of every match that shapes your overall strategy. During this phase you construct refineries and set up supply lines, with each faction offering a slightly different set of parameters for handling conveyance, base expansion, power generation, and so on. It's a lot to take in, but if you've lamented the absence of this kind of RTS over the last few years then it's a difficulty curve you'll enjoy surmounting.

ActOfAggression 1

What follows is the drama of the match proper. An infantry battle might break out between garrisoned buildings for control of a bank which generates resources over time for the side that holds it. You might send a platoon of soldiers to capture downed enemy combatants for a bounty, or engage in a daring medivac mission to prevent the same from happening to your own troops. Tank columns roll through the countryside, helicopters clash in the air, jets soar in from off-map as each player approaches the point where they can deploy match-ending superweapons like nukes and long-range artillery. If you've played these types of games before you'll have an immediate sense of what units to expect and how they feel in combat: Act of Aggression doesn't offer anything particularly new in that regard, but there's pleasure in familiarity.

The campaign is a limp introduction to all of this, however. There are two sets of missions—one for Chimera, another for the Cartel—set in a homebrew Clancyverse that offers nothing you haven't seen in dozens of other modern warfare games. The writing and acting is poor and the game uses photography, news-report style visual effects and stock footage in place of cutscenes. Plot isn't very important to a game like this, but there's no C&C-style FMV scenery-chewing to motivate you, either.

The missions themselves follow an old, well-worn pattern. You start out ordering a gaggle of troops along a linear set of waypoints to learn the basics. The amount of freedom you're given increases with every mission until you start to approach full control. The issue is that, like in many older RTSes, your most dangerous foes are the scripted moments planned to occur as you hit checkpoints along the way. If you don't have the right force composition at these moments, you'll probably fail. This creates a frustrating trial-and-error dynamic where your first attempt is disproportionately hard (because you don't know what's coming) and your second is disproportionately easy (because you do.)

Performance and Settings

Reviewed on Intel Core i5 2500K, 16GB RAM, Nvidia GeForce GTX 970
Graphics options Window type, vsync, render reduction, shader/texture quality, texture anisotropy, shadow quality, model quality, tessellation, LOD transition, terrain and water quality, dynamic lighting and fx, HDR, motion blur, ambient occlusion, reflections, hardware instancing
Anti-aliasing 1X-8X MSAA
Remappable controls Yes

Act of Aggression ran well on a mixture of high and very high settings—steady 60fps with no noticable dips. I did hit a couple of problems when alt-tabbing, however, including the position of the mouse cursor falling out of sync with the game itself.

The game is at its best when every player adheres to the same set of rules and all of its systems are in play at once. For this reason I found skirmish matches to be a more entertaining way to learn Act of Aggression than the campaign. There are plenty of maps, varied options for AI difficulty and team composition, and lots of potential value in discovering all of these over time.

After several hours of one-on-one skirmishes, I thought I'd try something more challenging—a four player free-for-all. I wanted to see how the large maps and random placement of resources affected a more dynamic style of game. The match was interesting from the start: my initial location had lots of oil but little aluminium, so I opted for a low-tech build. Pushing out with large amounts of US infantry, I was able to cap a run of banks and fortify them with cheap MG emplacements. I waited for the moment when I'd run into resistance, fearing the high-tech arms that my missing aluminium supply might provide an enemy.

It wasn't to be. Eventually, I pushed out far enough to bump into my first enemy base. Three basic buildings were surrounded by a clump of infantry and light tanks, and that was it. As I was wiping them out, I realised that they hadn't built any resource extraction buildings. Then, as I encountered the other two factions, I discovered that they hadn't either. All of my early preparation was a complete waste of time, as none of the AI factions had done anything at all after their initial resources had run out. I like Act of Aggression and I'd be inclined to recommend it on the strength of skirmishes alone, but bugs like this mean I can't. I tried another FFA match without encountering the issue again, but the fact that it can happen at all is a disappointment.

ActOfAggression 2

The heart and future of the game will ultimately lie in multiplayer, which provides all of the options you remember: you can play against the AI, against each other, configure teams as you like and there's a ranked ladder if you'd like to take things more seriously. There's no LAN support, however, as all multiplayer is handled through online lobbies. Playing prior to the game's official release, it's tough to get a sense of how the scene will shake out—I had matches that came down to cheesy minute-zero building rushes (disappointing) and matches that played out over a full forty minutes with plenty of dramatic moments. As with any competitive game, I fully expect these experiences to shift as I become more experienced: these initial impressions represent the bottom of a long and often-unforgiving climb.

In order to get the most out of Act of Aggression you need to be able to put up with the campaign and the sometimes-severe rough edges. This isn't the complete package in the way that the old Westwood games were, or the way Blizzard's strategy games are. But moment to moment, in the little things that matter, it's a worthy successor to the games that inspired it.

The Verdict

Act of Aggression

AI flaws and a limp campaign let down an otherwise-accomplished RTS revival.

ABOUT THE AUTHOR Chris is the editor of PC Gamer Pro. After many years spent turning beautiful trees into magazines, he now oversees our online coverage of competitive gaming and esports.

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iPhone 5 Indie Game Sales – ‘Sword & Sworcery’, ‘Dynamite Jack’, And More!

One thing we can all celebrate during launches of new devices (whether we buy them or not) is the huge discounts we get from them.

One thing we can all celebrate during launches of new devices (whether we buy them or not) is the huge discounts we get from them. In the case of the iPhone 5 launch, not only are we seeing indie developers update their game for the iPhone 5, but they’re saving gamers a few dollars as well. For our brand new iPhone owners take a look at some of the games listed below. We even have reviews to go along with some of these to make your choices easier! Be sure to grab them while they last!

New Cartel faction revealed for Act of Aggression

Eugen Systems has unveiled the third and final faction in the upcoming RTS Act of Aggression , the private military company known as the Cartel.

, the private military company known as the Cartel. The Cartel has access to the most advanced technology on the planet, but is more resource-dependent than the US Armyand Chimera, and more difficult to play.

The Cartel tech tree will progress through two tiers, PMC, representing its legal front, and Black Ops, which covers its shadier operations. Its bases are major consumers of aluminum, while Cartel units require cash for their operational capabilities, but it can field soldiers to cover just about any role and has access to cutting-edge prototype technology, including stealth tech that can camouflage both units and buildings.

Eugen Systems also released ato the game today that adds a smooth zoom-out function, mouse wheel support, a new Free For All game mode, player status indicators in the chat window, and the addition of the Cartel army and AI in all difficulty levels. There are some known issues with the update, however, including improperly displaying Terminators and performance issues when the view is fully zoomed out.

Act of Aggression is set to launch on September 2, but immediate access to the beta is available in exchange for a preorder.

Bastion is coming to PC

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Moonshot Games Announces Third Eye Crime – Playable at PAX East

Moonshot Games, an indie development studio made up of 3 former Bungie employees, has partnered with indie game publisher Gameblyr in order to bring Third Eye Crime to PAX East 2014 this week as a playable demo, and eventually to the world as their first completed title.

The game promises to be a stealth puzzle game with a visual story based on Noir colors and styles. The game will be scored with a jazz soundtrack, and each piece of story will be told using comic strip elements and stylistic illustrations. The main character, Rothko, is a criminal with the ability to telepathically see where his enemies will move on a map. With this ability, he is not only able to avoid many of his enemies, but also misdirect them and send them to other parts of the map as he goes off to finish the heist and escape unharmed.

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Moonshot Games’ first attempt at a game, Fallen Frontier , turned out to be an overly ambitious project for the 3-staff team that hit a few publishing snags. The new partnership with Gameblyr, known for publishing the hit indie game Pathogen , is the first step in a potentially bright future for Third Eye Crime .

Act of Aggression preorder trailer nails down the launch date

The Act of Aggression preorder trailer released yesterday may not be quite as informative as the faction videos we've been treated to previously, but it does carry with it one very important bit of information: a proper launch date.

Act of Aggression will go live on Steamon September 2, a date that's not actually revealed in the trailer, but in the YouTube description. Publisher Focus Home Interactive also announced that prepurchases may now be made at a 15 percent off the regular price of $45/£35, and that gamers who lay down their money ahead of time will also be granted access to the multiplayer beta. The beta is expected to begin in mid-July, and will be updated with new content throughout the summer.

Act of Aggression was announced last yearas an old-school RTS follow-up to developer Eugen Systems' Act of War and WargameRTS franchises. It will feature resource collection, base building, and three unique, rock-paper-scissors-style factions fighting for dominance in the near future: The tough, lumbering US Army, the versatile, high-tech UNO task force Chimera, and the Cartel, "a shadowy organization gathering together political men, arms magnates, [and] military decision-makers," who secretly wield the power of numerous private military companies. The Cartel doesn't have its own swanky trailer yet, but more information about them can be had at eugensystems.com.

Game of the Month, July 2011

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11 Bit Announces ‘Anomaly Korea’ And Other New Titles

Still remember Anomaly: Warzone Earth ?

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[youtube http://www.youtube.com/watch?v=mXNXutJA0NM&w=540]

Other than Anomaly Korea , 11 Bit also revealed Sleepwalker’s Journey , a platformer and a puzzle game, and Funky Smugglers , a funk music-themed game about sneaking banned and weird items past the TSA at the airports. Both games take a far more casual approach and seem to be well-catered to smartphone control, though they are coming to PC and Mac as well. It’s an irony to Anomaly Korea , though: its predecessor was originally made for PC and got more content, but a listing for the platform is missing. But this is IGM Mobile, and that seems to be of little concern for us, in any case.

It’s five days to Gamescom and 11 bit are heating the event fast. All the three games are expected to debut very soon over there, as we look forward to more coverage in the coming days. Stay tuned on IGM Mobile for updates, and meanwhile, enjoy some funk music from Funky Smugglers . If you want to hear more about this and other 11 Bit projects, you can find more information on their official website.

Act of Aggression gameplay revealed in pre-alpha trailer

Eugen Systems has released a pre-alpha gameplay trailer for Act of Aggression, the near-future RTS it announced last year .

. The studio says the game will hearken back to the "golden era" of the genre, with base building, resource management, mass unit production, and three competing factions with unique abilities and technology.

Two of the game's factions appear in the trailer: The US Army, a "brute force of veterans," tough and battle-hardened but saddled with current-gen technology, and the stealthy, secretive Cartel, which has access to the latest military prototypes but isn't as well suited for a stand-up fight. The third faction, the UNO-funded Chimera, is a more well-rounded force: "You can mold their units through upgrades into specific roles," Eugen said, "or leave them as a jack-of-all-trades."

Act of Aggression will feature large maps and supply lines, but will be a "much more intimate" experience than the Wargame titles— European Escalation, AirLand Battle, and Red Dragon—that have taken up Eugen's time over the past few years. A release date hasn't been announced, but it's expected to be out this spring, following a "VIP multiplayer beta" that will take place sometime in the next few months.

...

Jump to Section: Best Price Comments Pros Satisfying hack-and-slash combat Tons of weapons and customization Beautiful art style and soundtrack Cons Falling off ledges So-so story No multiplayer Bastion's presentation is beautiful. Its vibrant watercolor art style and melodic soundtrack make its appeal immediately apparent. It's not just window dressing either – Bastion has all the trappings of a superb

New Act of Aggression trailer showcases the Chimera

Eugen System has released a new Act of Aggression faction trailer, this one examining the Chimera, a UNO-funded "versatile global task force" designed to handle any situation.

faction trailer, this one examining the Chimera, a UNO-funded "versatile global task force" designed to handle any situation. Unlike the US Army, which we looked at in April, the Chimera is a very high-tech and adaptable outfit, but its innovative technology is heavily dependent on cash flow, which forces it to move aggressively to take and defend banks.

In fact, the Chimera appears to be the complete opposite of the US Army in many ways. Its headquarters also acts as a power reserve, making it very difficult to shut down unit production, and its units can be upgraded to highly specialized offensive and defensive functionality. It also makes heavy use of infantry in combat roles, relying on UAVs for exploration purposes. But as a jack of all trades, it's a master of none.

"Chimera units and defensive buildings are the most versatile ones of all factions, usually upgraded with several weapon systems allowing them to engage any kind of target, or combining very effective attack and defense equipments," the gameplay overviewexplains. "But versatility usually comes at the price of never being the best in any field."

Act of Aggressionis a "traditional" three-faction RTS being developed by Eugen Systems, the studio behind the Wargame and Act of War RTS series. It's set to launch in September.

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Giving power to the people can be a dangerous prospect - especially when those people are a game's community. There's always a chance they'll be completely unhinged. Luckily for Eugen Systems, when they turned to their fans to get feedback on Wargame: Airland Battle, they instead received a collection of features that could drastically improve the already topreal-time strategy. Those features have now been implemented, and released for free in the Vox Populi DLC pack.

Wargame: European Escalation's Conquest mode has been re-introduced, and will let players fight battles requiring them to hold territory, rather than annihilating opposition forces. The mode has been introduced as an option for multiplayer and AI games, and will work across all existing maps.

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Vox Populi is out now, and should automatically download the next time you launch the game.

Bastion launch trailer kicks off Summer of Arcade

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Warlock Defense’ Review – No Amount Of Magic Can Fix This Game

‘Warlock Defense’ Review – No Amount Of Magic Can Fix This Game
Bloons TD , Geodefenes , Fieldrunners : the list of tower defense games on the iOS goes on and on.

: the list of tower defense games on the iOS goes on and on.  With so many titles, you might think it would be pretty difficult to make a bad tower defense game, let alone one capable of standing out from the crowd. Warlock Defense , the newest project from Trigger Games , manages to do both of those things.

One thing needs to be made clear: Warlock Defense is not just another sheep in the flock.  It tries to innovate with a very unique feature that hasn’t been seen in too many tower defense games before.  More on the specifics later in the review, but just know that attempting to innovate is a double-edged sword.  While you may be able to launch yourself into the ranks of the revolutionary elite, it can also turn you into that guy who tried to improve workplace productivity by duct taping rockets to your coworkers’ office chairs.  Sure, your intentions are good, but at the end of the day, when the idea fails and ruins everything, everyone will think yo deserve to be fired.

For the most part, Warlock Defense is pretty straightforward.  There’s a field, and while bad guys stream from the left, you try to keep them from reaching the right by constructing defensive towers.  As you kill more enemies, you can build more towers.  “Alright,” I thought.  “I’ll just build a few mazes of death and breeze through the campaign.”  The idea didn’t strike me as odd.  After all, that’s how I’ve played every tower defense game in the history of ever.  The game didn’t like that approach though.  It had different plans for me.

“You can start with three low-tier towers,” I imagine Warlock Defense said.  “And if you place them in just the right way, you can kill a third of the enemies in the first few waves.”  I’m not a fan of being bossed around by my leisurely activities, but what choice did I have?  After no fewer than seven tries, I managed to meet the game’s demands for the first wave: place all three of your starting towers as close as possible in a vertical line.  After I’d taken down a few invaders (and let a few more slip by my defenses) I had enough points to buy a new tower or to upgrade an existing one, and things got infinitely more complicated.  If I buy a new tower, where should I put it?  If I upgrade one, which one should I choose?  Again, though there are a lot of choices, there are very few correct choices.  I chose to build a new tower and extend my vertical line, which the game seemed to be pleased with as it killed a few more enemies.  A few seconds later I realized I may have misread the game’s emotions however, because before I could build another tower the game was over.

It was then that I realized the game really, really wanted me to make use of its unique spell casting system.  When I then tried to incorporate spells into my defense, however, I couldn’t figure the mechanics out for the life of me.  When you drag a spell onto the field, it creates a special tower, though what these towers do I have no idea.  I had to imagine that they had something to do with the screen that popped up whenever I merely tapped a spell as opposed to dragging it: a dark screen dominated by a series of circles which allows you to doodle in sparkly blue magic.  The other thing that happens when you tap a spell is that a design appears above it.  Being the veritable genius that I am, I knew that I had to draw the design that appeared above the spell on the screen with the dark circles.  But no matter how many times I drew a design, no matter what spell it was for, nothing ever happened.

Entirely confounded, I took to the instruction page to learn what I was missing.  This is what I came up with:

“To cast a spell during the game you have loaded before, to load a spell click on one of three chosen for that game and go into conspiracy mode.  In this mode you will play as the spell.  Each spell has a form and will only be charged if you play correctly.”

What?  What I gathered from this was that spell towers will only work if you do well enough on conspiracy mode (which I assume to be the sparkly doodling screen).  Despite getting that far, no matter how many times I drew a spell’s “form”, nothing happened.  This means one of two things.  Either Warlock Defense thinks I’m the worst artist in history, or the game is broken.  I’m not too sure that I like either of those options.

Essentially, all of this means that Warlock Defense wants you to play a very specific way which requires you to fully understand its features and employ them effectively.  At the same time, the game gives you next to no information about these features, likening it to a schoolyard bully.  Either you play by its ridiculously convoluted, clear-as-mud rules or it punches you in the mouth until you give up entirely. I’m not a fan of a game that holds your hand, quite the contrary, but if you want to try something that you think is new and cool, you need to make sure that people will know how to use it with a well designed tutorial.

This is all very unfortunate, because when you first boot up the game, a feeling of epicness will just wash over you like a warm wave in the Caribbean.  As the intro fades in from black, a powerful timpani kicks off a score worthy of John Williams, and you can practically see the battle unfolding.  Then a hand-drawn scene appears: some sort of robotic fire stegosaur leads a caravan of nasty-looking monsters, followed closely by an obese version of Gollum.  As a dragon soars above, a volcano crowned by lightning belches molten earth down onto the scorched land.  It’s an incredible scene that you could mistake for something out of Lord of the Rings (if you didn’t know anything about Lord of the Rings ).

Of course, because Warlock Defense is, apparently, out to be as bad a game as it can, the epic intro has its downside.  No matter how great something is, if you beat people over the head with it enough, people withit enough, it’ll devolve into annoying garbage.  Just ask Jeff, the bartender at the local Irish pub near my school in New Jersey.  He liked Call Me Maybe well enough when it first came out, but after two weeks of listening to drunk college girls sing the song off key, he hated it so much he felt the need to ramble to my friends and I for half an hour about all the things wrong with it (though to be fair, he made up for it by buying us a round).  Just like Jeff with Call Me Maybe , you’re going to get sick and tired of the opening sequence of Warlock Defense , which feels the need to run in its 15 second entirety every time the game starts.  And trust me, Warlock Defense is never going to buy you a shot.

Going back to that last point, that fifteen second run time for the opening sequence is an issue in and of itself. Fifteen seconds might not seem like much, but it’s enough to turn the game from a pick-up-and-play tower defense fix to a real investment of time.  If you’re playing on your commute to work, and you’ve only got a minute long ride on the shuttle from Grand Central to Times Square, that’s a quarter of your ride just getting to the main menu.  Add to this the fact that the game doesn’t just let you pick up where you left off, but makes you navigate a series of menus, and you may be better off not starting up the game at all, which is a killer for what is supposed to be a mobile experience.

The long and short of it is this: Warlock Defense is broken.  It wants you to play a very specific way, but doesn’t tell you how.  It leaves no margin for error, instead opting for a “screw you” level of difficulty on even the easiest setting.  It’s monotonous, time-consuming, and seeing what the gameplay has to offer after getting your hopes up with the intro is soul-crushingly depressing. Warlock Defense is that one kid from kindergarten who came from a one-child home and is used to getting his way, no matter how ridiculous it may be.  If you don’t play by his rules, he doesn’t want you to play with him at all.  So don’t.

You can pick up Warlock Defense from the App Storefor $1.99 and learn more about Trigger Games on their official website.

[review pros=”At least TRIES to be interesting” cons=”Unclear gameplay mechanics, Broken difficulty, Long and repetitive intro, Gives player no freedom, Sense of disappointment after epic buildup” score=”25″]

The games of July 2011

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App Store Update: November 27 – ‘Burrito Bison’, ‘Huebrix’, + More

With hundreds of new apps making their debut,  being updated, or dropping in price on the App Store everyday, it can be hard to keep up with the latest mobile indie games.

With hundreds of new apps making their debut,  being updated, or dropping in price on the App Store everyday, it can be hard to keep up with the latest mobile indie games. We’ve sorted through them so you don’t have to. Here’s the latest in mobile indie games on iOS.

Price Drops

Bitter Sam – ( Free)

Sam was already down in the dumps before he got kidnapped. Now he’s in the clutches of a scientist working (supposedly) to save the world who needs Sam to explore the depths below his lab. Each crystal that Sam collects brings him closer to freedom and a shot at a brighter future, but he needs your help to survive!

Burrito Bison – ( Free)

Burrito Bison is a fun launching game with an original twist. Launch Burrito Bison as far as you can and squish gummy bears until you gain enough speed to smash doors and escape the dreadful Candy Land! You will have the ability to use awesome power-ups such as a rocket, glider, pogo, chili pepper rage and other items to help you defeat the evil gummies!

Fish Heroes – ( Free)

Meet Mr. Puffer, Mr. Whale, the quirky Octopus and other Fish Heroes who have set sail to save the smaller fish from being canned by the Shark Mafia! This 3D physics action-puzzler will test your skills, aim and logic in a mesmerizing ocean environment. Have the Fish Heroes diving against Shark mafiosos and knock them out directly or find the linchpin that will get their defensive structure collapsing on them. Utilize the amazing 3D capabilities to find the weakest spot and finish each level with a 3-star rating.

HUEBRIX – ( Free)

HUEBRIX brings the “Puzzle” back to Puzzle Games. This game will test your visual, spatial and logical senses. Solve Levels by dragging paths from blocks to fill out the puzzle grid. However, the blocks only give you paths of a specified length. Special blocks determine the orientation of paths, acting as clues and challenges at the same time. If you have bitten off more than you can chew, then our intelligent Hint System will give you a hint closest to your solution.

X-Runner – ( Free)

The HIT 3D running game comes to app store now! A space journey that challenges both your vision and imagination! Partake in this exhilarating runner game to feel the ultimate speed and challenge your agility! Try to avoid the barriers,go through the magic tunnel, jump over the space bridge… X runner is on the go!

Wargame: Airland Battle listens to the people, brings free DLC adding new maps and co-op

Giving power to the people can be a dangerous prospect - especially when those people are a game's community.

Giving power to the people can be a dangerous prospect - especially when those people are a game's community. There's always a chance they'll be completely unhinged. Luckily for Eugen Systems, when they turned to their fans to get feedback on Wargame: Airland Battle, they instead received a collection of features that could drastically improve the already topreal-time strategy. Those features have now been implemented, and released for free in the Vox Populi DLC pack.

Wargame: European Escalation's Conquest mode has been re-introduced, and will let players fight battles requiring them to hold territory, rather than annihilating opposition forces. The mode has been introduced as an option for multiplayer and AI games, and will work across all existing maps.

For those wanting to pair up with a friend for a good old-fashioned comp-stomp, the Campaign mode now supports co-op, as well as versus play. You're also now able to select the nationality and equipment of enemy AI for skirmishes. Finally, the game has been expanded with 24 new units and 5 new maps.

Vox Populi is out now, and should automatically download the next time you launch the game.

Jump to Section:Best Price

Comments
Our Verdict
Wargame AirLand Battle is European Escalation escalated: more Cold War kit, more tactical tension and more replayability.

RAF Tornados wheel like hungry buzzards while a line of British Army Centurions pushes northward, pulverising everything in its path. Another chunk of Denmark is on the verge of liberation when the bottom left corner of the mini-map suddenly contracts a bad case of the measles.

There are Soviet T-55s and BMPs running amok in my rear echelons! My foe has used a wiggly coast road to bypass my carefully placed defences. I'm about to congratulate him on his canniness when I remember I've been playing solo for the last hour. Eugen's latest Cold War RTS features an unusually artful artificial adversary.


"My foe has used a wiggly coast road to bypass my defences"

Eugene – as I like to call him – loves to attack from unexpected directions, understands the importance of recon and air cover, and isn't afraid to turn coy when the situation warrants it. The sly devil will even use smoke shells to cover threats. Together with a visionary overhaul of the campaign system, he is evidence that the French devs care as much about their solitary customers as their sociable ones. Those familiar with Wargame: European Escalation, the minor masterpiece that was AirLand's predecessor, won't be surprised to hear that this is another fast-moving tactics game focused on manoeuvre and territorial control rather than base building, resource gathering and tech-tree clambering.

Your watch towers are keen-eyed scout cars and helos. Your HQs are the tracked or wheeled command vehicles necessary for seizing map zones. Strongpoints are the villages, towns and thickets occupied during an advance. Depending on game mode, victories can be achieved by eliminating enemies, capturing a set number of map zones or destroying all hostile HQs.

In the new Scandinavian dynamic campaigns, all battles end rather abruptly at the 20-minute mark. The tight time limits seem restrictive until you realise that outright wins are rarely essential. Because campaigns run for up to 20 days and involve turn-based strategy map conquest, draws and defeats are delays and setbacks rather than exasperating cues to replay scripted scenarios. That East German battlegroup in Malmo might have survived 1,200 seconds of breathless British belligerence, but it has lost ground and weakened. Tomorrow you can have another bash.


"Multiplayer feels honed and brimming with possibilities."

Embellishing the high-level strategy map decision-making are interesting Europa Universal is - style event dialogues – should I transfer my Screamin' Eagles battlegroup to off-map South Korea, in the hope it persuades Kim Il-sung to stay out of the European war? – and a tempting array of strategic instruments. The same territory-linked Political Points that fund the deployment of new battlegroups also pay for pre-combat actions like recon sorties, naval bombardments and tactical nuclear strikes.

Like the singleplayer, multiplayer feels honed and brimming with possibilities – the handiwork of an experienced studio at the top of their game. Participate in one of the large team matches and you'll find that inexperience is no obstacle to fun.

While the player that memorises the stats of all 800+ unit types will inevitably enjoy an advantage, a bit of commonsense goes an awfully long way here: recon diligently, and don't advance without some form of anti-air capability close at hand. AirLand's survival secrets are simply the survival secrets of 20th century ground warfare.

Expect to pay: £30 Release: Out now Developer: Eugen Systems Publisher: Focus Home Interactive Multiplayer: Up to 20 players Link: www.wargame-ab.com

The Verdict

Wargame: Airland Battle

Wargame AirLand Battle is European Escalation escalated: more Cold War kit, more tactical tension and more replayability.

We recommend By Zergnet

The games of July 2011

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SNK Fighter-inspired Pocket Rumble Coming to PC & Neo Geo Pocket Color

Cardboard Robot Games recently launched the Kickstarter campaign for Pocket Rumble , a 2D fighting game inspired by its retro counterpart.

, a 2D fighting game inspired by its retro counterpart. Specifically, Cardboard Robot Games references SNK fighters for the Neo Geo Pocket.

Pocket Rumble will feature 8 unique characters at launch, with several that can be unlocked through gameplay and/or by reaching certain stretch goals within the campaign. The game will also feature special, secret bosses that cross-over from other indie games. These will not-so-secretly include:

Kick from Divekick Fencer from Nidhogg Dust from Dust: An Elysian Tail The Kid from I Wanna Be the Guy Candy Man from Lethal League Joy from Joylancer Wryn from Bleed Ace from Aces Wild

Pocket Rumble will also feature mod-support, allowing players to create characters, modify existing ones, and change the rules of gameplay in dramatic ways. The game will use minimal controls in order to put newcomers and veterans of the genre on the same playing field. The developers choice in this regard is to allow players to focus on strategy and reading their opponents instead of ultimate combos, memorizing moves, and other aspects of certain fighting games that newcomers might find overwhelming.

Pocket Rumble will be released for PC, and will be specially ported to Neo Geo Pocket Color as well, albeit in a reduced capacity. Cardboard Robot Games promises to develop versions for several other platforms depending on what stretch goals are reached, starting with Mac and Linux, and reaching towards PS Vita and the 3DS. Gamers can learn more by following the game on Twitterand supporting it on Steam Greenlight, and can also pledge to the Kickstarter campaignuntil Dec 9, 2014.

Wargame: AirLand Battle trailer celebrates launch with explosions and rock

If you've been following Wargame: AirLand Battle, the RTS follow-up to Wargame: European Escalation, you'll be aware of its attempt to imbue the strategy formula with a deep, persistent deck system and a versatile dynamic campaign .

. But now the game has released, which means its time to throw out the subtelty, crank up the rock, and do a launch trailer.

The RTS Bomb is back?

If that excitable montage of action left you wanting more information, the description expands on how Eugen have improved the sequel:

"Wargame AirLand Battle offers vast, rich content: even more spectacular battles on bigger, more varied maps with impressive landscapes, over 800 ultra-detailed combat units of all kind to create your own armies, an innovative and fascinating dynamic campaign, and a comprehensive multiplayer mode in which up to 20 players can battle simultaneously."

For more on AirLand Battle, check out our preview.

Super Meat Boy finally coming to PS4 (and it'll be free on PS Plus)

Just when you thought your thumbs were safe from the spinning blades, fiendish platformer Super Meat Boy is coming to PS4 and PS Vita later this year. Plus, you won't even have an excuse not to drive yourself mad with repetitive strain injury as the game will be free on PS Plus on launch. In the announcement on the PlayStation Blog , Team Meat's co-founder (writing in third person because indie) Tommy

New Wargame: AirLand Battle screenshots show star-spangled awesome of American forces

Imagining a scenario where the Cold War turned very, very hot, the game impressed Craig when he previewed it with its depth of detail and simplified command mechanics.

Screenshots for the upcoming Wargame: AirLand Battle continue to trickle out of development, and this time they show off the hardware of the American troops.

with its depth of detail and simplified command mechanics. The flat landscapes of the previous Wargame title, European Escalation , have given way to rolling hills to better utilize squadrons of fighter jets and helicopters.

We've previously seen the French forces , and the American setup follows the same format: rows and rows of '80s-tastic military vehicles crammed together like they're showing off for a visiting general.

What stands out about these screens is the sheer quality of detail—not that you'll really have time to zoom in and try to peer through the cockpit glass to check out Goose's mustache. When the RTS battles in this game really kick off, there promises to be plenty of chaos.

Wargame: AirLand Battle is due out this spring.

Video: connecting emotionally in PlayStation's Doki-Doki Universe

"We wanted to touch on some sweeter emotions, the kind that make you tear up and smile at the same time, not what you usually find in the games biz." In this free GDC Vault video from GDC Next 2013, HumaNature Studios ' Greg Johnson ( Starflight, ToeJam & Earl ) discusses how this PS3, PS4, and PS Vita game's interactive story and world were crafted for emotional connectivity, in the talk " Doki

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Tech

Diablo 3 Patch 1.04 interview with Jay Wilson and Andrew Chambers

Diablo 3's 1.04 patch is rolling out onto live servers today, bringing with it 100 new levels of advancement , big buffs to legendary items , and an angelic host of class buffs.

, and an angelic host of class buffs. I got a chance to chat up Blizzard about the philosophy behind the changes in this patch and going forward, and why it's okay for Diablo's heroes to be overpowered.

PC Gamer: Most of your balance changes, you're kind of taking the approach of leaving everything that's overpowered, and making everything else just as overpowered. Which isn't how it works, usually, in a game like World of Warcraft or StarCraft 2.

Jay Wilson, Game Director: I think Diablo is a very different game than World of Warcraft or StarCraft 2. It's a lot more of the player against the world, and a lot of the goal of the game is to make sure that the player feels awesome. So, as a game, we're a lot less concerned that the player be perfectly balanced against the environment. We're kind of okay if the players run roughshod over the monsters. We don't want the game to be unchallenging, but, you know, being a little overpowered is kinda what Diablo's always been about.

And it was our plan, even before the game came out. We said, hey, you know, when the game comes out, we're probably gonna catch a bunch of stuff that we think is really exploitative and bad. Just some things you can't see until the game goes live. And we're probably gonna jump on those really quick and try and fix them. But overall, our philosophy is gonna be: try to bring everything up to a higher level rather than balance through nerfs.

Andrew Chambers, Senior Game Designer: I mean at the end of the day, a fallen grunt doesn't go home after being beaten up by a player and complain to his wife about it or something. You know, "Oh man, there was this barbarian and he just crushed me with Hammer of the Ancients, and I couldn't do anything!"

JW: And even if they do, you know, they're demons. We're not really sympathetic to their plight.

PCG: Invulnerable minions, you mentioned, is getting the axe. I actually tried to give them my own axe many times and they didn't ever seem to want to take it. What do you think was the core flaw with that particular affix, and when did you know you were just going to have to pull the plug on it?

AC: So, some of the philosophy behind the monster affix is: when a player first encounters it, to be challenged by it and find it really hard to overcome. And then, as they keep on playing and get better gear, as they understand their class more, that they'll eventually overcome that affix. Invulnerable minions doesn't work that way. When you first encounter it, it's really hard . And then when you encounter it for the 800th time, even though you've upgraded your character with a whole bunch of gear, it's still really hard . It just doesn't scale well with the rest of the game, so it just doesn't fit. It's a frustration point we just don't need players to experience.

PCG: So, the buffs to Legendary items, I mean, looking at the previews you guys have put out it's looking like straight 30 or 40 percent DPS increases in some cases. With a change that big, I kind of have to ask: Why weren't legendaries this powerful, or at least closer to this powerful, when the game came out?

JW: There are a couple factors in there. One of them was, when we were making the original game and it was all internal, the environment that we were tuning the game in--even the environment that the entire company was playing, and the environment that went out with the beta--it didn't represent, kinda, the live environment. A lot of times, before you can go live and literally have millions of people playing the game, you're somewhat guessing.

Some of our legendaries felt really good ... but there were a couple things that we were worried about being overpowered that we were too conservative on. And it really kind of made the legendaries feel bad. And those were things like our approach to handling weapons. So a lot of the weapons didn't have the DPS that they really should have. Before we released the game, we were really thinking, 'A weapon's a lot more than just its DPS.' It sounds retarded to say that now. Like, really? No, weapons are only DPS! And we kind of knew that, but we didn't put the right amount of weight on it.

There were just some things like that, that once you get it into the live environment, they catch you off-guard. And that was one of them. But it's really worth mentioning that, primarily because a lot of the legendary weapons weren't good, or there were a lot of legendaries that weren't pushed out to max item level, it really became [in the community], 'All legendaries are terrible.' When, really, in actuality, there were a lot of really good legendaries. But there were still some missing. And I think that last piece was kind of putting in things that made legendaries, not better than other items, but different from other items. And that was just a misstep on our part. We really should have that in to begin with, but we didn't, and we're fixing it now.

PCG: Are there any plans to make changes to the rare tier to kind of fill in the power gap that was left from buffing legendaries?

AC: These [legendaries] pull from the same sort of stats as a standard rare most of the time, but they just tend to be exemplary of what the best could possibly be. So there actually are, maybe, even rares out there with the same or similar DPS numbers. But the key here is that, like Maximus has the same or similar DPS as another two-handed sword... but that other two-handed sword doesn't summon a freaking demon.

PCG: You guys are obviously tracking a lot of metrics, and a big one you've been talking about is the popularity of a skill. Like, in the Demon Hunter update you talked about concerns with Hungering Arrow and Elemental Arrow being overused. But how do you guys go about distinguishing whether a skill is overused just because people like it. Like, hey, I want to be an archer, so obviously those are the two skills I'm gonna use... and being popular because it's mechanically the best choice.

JW: Really, you do that by playing the game. There are certainly skills that we looked at and said, 'Well, this skill is under-utilized.' But then we also thought, 'Yeah, but that skill is for a very specific build.' Like, if you're gonna be a battlemage wizard, there are definitely certain skills that you're gonna use. And if you're not gonna be a battlemage wizard, you know, you're not gonna use those skills. So those skills are going to be a minority of skills used, but they don't necessarily need buffs.

So what you look at is: are there viable builds out there? Are people actually playing builds that are viable and fun with these skills? And then you look at a skill that gets a lot of use, like the two you mentioned ... and that makes a lot of sense to me. On my demon hunter, I do use both of those skills, not because they're overpowered, but because I like the direct fire nature of them. They make me feel like what the class is all about. And so we try to take that into account.

PCG: The Paragon system, that's obviously a pretty big deal. What would you guys say is the power difference, in terms of just character stats and assuming identical gear, between a fresh level 60 player and a Paragon 100 level 60 player?

JW: What was it, about an item slot and a half?

AC: Yeah, it's about one item slot to two, depending on which slot you [compare it to.] It's a fairly significant bump for players to get up to Paragon 100. You'll definitely see an increase to your overall DPS, your block value, your armor...

PCG: And does it affect normal and hardcore characters exactly the same way?

AC: Yes.

PCG: Have there been concerns at all about how the Paragon system might interact with future regular level cap increases, like with expansion-type stuff?

JW: A little bit. I mean, it was definitely one of the things we discussed when we discussed the system. We had to decide whether we wanted to add attribute points to it or not. And at the end of the day, we kind of feel like we already have a difficulty problem. We have a difference in our community about... there are some people who think Inferno is too hard. There are some people who think it's not hard enough, or it's just fine. And those groups of people are never going to see eye-to-eye. It's not like the "real" players are all saying it's fine and the "noobs" are saying it should be easier. We have a lot of hardcore players who are saying this is too hard, and it's not fun.

So I feel like we have a difficulty issue that we need to address, and I think we can address. I'm not gonna say how because we're still thinking and talking about it. I think if we can address that, it kind of solves a lot of issues we have with other areas and how we tune the game. So, long story short, yes. But I think we can compensate for it. I'm not too worried about, like, in the future if we raise the level cap or we release an expansion. I think we can account for it.

AC: We were probably actually going to have that problem anyway. We have players who just hit level 60, right, and they're just stepping into Act I Inferno. And their gear is equivalent to that. And then we have other players who are farming Act IV, and there is a pretty distinct disparity between the item levels of those players. So, you know, we would have that issue anyway. It wasn't really worth saying, 'No, we won't add any attribute points.' It's also, like, next year's Andrew's problem.

[Both laugh.]

JW: Yeah, it's easier when you're like, 'We'll totally fix that later!'

PCG: Before we wrap things up, what would you guys say is the most ridiculous Inferno Act IV build you've seen around the office that maybe wasn't viable before 1.04, but will be very effective after 1.04?

AC: A pet witch doctor. It doesn't seem like it should be that ridiculous, but the way the game was kind of tuned before, it was actually really hard. You know, now a player can play a pet witch doctor in Act IV Inferno and it's actually really viable.

JW: A barbarian that doesn't have five defensive skills.

AC: [Laughs.]

PCG: That's the one I'm looking forward to trying, yeah.

JW: Although, you know, I will say that I think 1.04... we've made some efforts to address difficulty, which mostly will make the game a bit easier, but overall I don't think it addresses the difficulty problem. Which is what I got at before: we have two groups of players, and they're both right. The players that want a game that's more challenging, or they want the game to stay challenging... they're not wrong. That's what they want, and they're OK to want that. And then there are players who don't see Diablo as that style of game.

So that's a problem we need to address, and I don't think 1.04 is quite going to address it at this point. But I think we can, in the future.

PCG: Thanks for talking to us!

Both: Thanks!

Skywind mod trailer covers the expanse of West Gash

Where next in Skywind's ongoing tour of a Skyrim-built Morrowind?

Where next in Skywind's ongoing tour of a Skyrim-built Morrowind? It's West Gash; home of cliffs, canyons, hot springs and ruins.

If you've thus far managed to miss the mod, its aim is to recreate—even redesign—the entirety of Morrowind in Skyrim's younger engine. Quests, NPCs, and environments will all be brought over, although it's the latter that the most recent trailers have focused in on.

Previously, the mod's official video archivist has previewed Bitter Coast. You can keep an eye on the official channelfor more.

Thanks, RPS.

Diablo 3 Patch 1.05 interview with Jay Wilson and Wyatt Cheng

Frankly, a lot of us are playing that other game this weekend.

this weekend. But I say you can't have too many ARPGs in your life, and thus ventured toward Sanctuary once again to discuss Diablo 3's upcoming 1.05 patch with Blizzard's Jay Wilson and Wyatt Cheng. They gave us the run-down on the upcoming Monster Power adjustable difficulty system, how common collaboration is between the different teams at Blizzard, and all manner of other hellish topics.

PC Gamer: You guys did a blog entry about the crowd control changes in 1.05 - what abilities that no one ever uses now are going to really shine the most after the patch?

Wyatt Cheng, Senior Technical Game Designer: I would say Blinding Flash would probably be a big one on the Monk. A lot of people use Blinding Flash, so I know I'm kind of cheating. But I think everyone uses Blinding Flash because there's a secondary rune on it that adds to your damage. A lot of people don't really use Blinding Flash for the CC so much as the damage, and that's why I think it's going to hit the most.

For [a counter-example], let's take Ground Stomp. For a lot of people who took Ground Stomp off their bar, they'd have to go out of their way to try it out. But I think when the patch first goes live, all of the Monks who have Blinding Flash in their bar are going to hit it for the damage buff, then realize it's actually doing a whole bunch of CC, too.

You also mentioned in that entry talking with the Warcraft and StarCraft guys about the game. I'm curious to know how often this happens, and if you have any specific examples of decisions you made for Diablo based on their feedback, or decisions they made because of something you guys suggested.

Jay Wilson, Game Director: We talk a lot about each other's projects. Like, we all play each other's games, and especially our design culture is very cross-team oriented. So, the game directors for all the projects - we go out to lunch together once a week. We actually meet at least one other time in a more formal capacity. And that's just to talk about games and what everybody's doing.

I, particularly, gave a lot of feedback on the pet battles system that's going into [World of Warcraft expansion] Mists of Pandaria. They gave us a lot of feedback on game tuning and how to handle, kind of, in-game content and reward systems.

WC: I would say that the degree of collaboration is very high. A lot of it, like Jay has alluded to, is formal, recurring meetings with the other directors ... There's also a lot of social interaction that can happen, too, informally. I get e-mails or IMs from people on the other teams, or I'll ask them for their opinions.

We also try to open up communication a little bit. So, sometimes if I'm working on a change, I'll cc them on an e-mail so they can kind of listen in, so to speak. And 90 percent of the time, they won't say anything. But if they see something that seems out of line, then they'll chime in.

I'd say that happens almost on a daily basis.

You guys have also been talking a lot about damage mitigation tuning lately. Kind of a theme we've seen in every Diablo III patch so far is these huge numbers on any change you make, in terms of percentage. I like to say, whereas other games might tune things by cutting off fingers, you guys seem like you'd rather cut off an arm. Or add extra arms, as the case has more often been. What's the reasoning behind that approach?

WC: I think Jay has something he wants to say, but I'll jump in.

JW: (Laughs) You can speak about this as well as I can.

WC: I would say that, from the community perception, I absolutely understand that, often, whenever we make a change, it ends up being a huge change. The truth is that, for every change we make, there are like nine or ten more changes that we thought about making. But if something's only 10 percent off, we have to ask ourselves, given that it's a live game and people are playing, do we really need to make this change at all?

So if it's such a small change, and I'll use Frenzy as an example - this is a really small example, but it illustrates the point well. I personally think that Frenzy generates a little bit more life on hit than it should. Whatever, you know? (Laughs) If players are getting 10 percent, 15 percent more life on hit, I don't think it's really worth- every time you make a change, there's an implicit cost of having made the change at all.

People have to be familiar. People that aren't reading Internet posts and patch notes won't know that their character changed. There's the cost of having left the game for three months or four months and coming back. Because Diablo is very much the kind of game that you will, you know- for example, Borderlands 2 is coming out, right? So a lot of people will go off, they'll play Borderlands 2. And in two months, maybe they'll say, "Hey, Borderlands 2 is fun, but I'm gonna go back and play some more Diablo."

We want to make sure the game isn't changing on you when you do come back, a lot. So there's always a cost associated with making any change at all. So, as a general rule, if a change that we feel- the number change is not at least 15 to 25 percent, we don't even bother making it. And that's the 90 percent of changes that don't even see the light of day.

JW: I'd say that's pretty accurate. I'd also throw out that I think, with all Blizzard games, you tend to see more radical changes closer to ship. 'Cause we ship the game, and then we get it into the hands of a whole bunch of players, and they teach us things.

And because we're not going anywhere, because we support our games so much, we kinda feel okay that, if something's really wrong, we'll change it pretty radically. You know? With Diablo 3, one of our big goals was to provide a lot of build diversity. That was very important to us.

So a lot of times we would look at, say, skills that were being under-utilized. We felt like, you can't do a five percent or a 10 percent change and suddenly turn people turn people around on a skill that they don't like. Sometimes, you've gotta make a bigger change to make it more impactful. So, you know, as we've learned more about the game, we try not to be afraid to make big changes when we feel that they're necessary.

That being said, I'd like us to reach a place where our changes are more incremental. But I do think, as Wyatt mentioned, we don't want the game to change too much. So you want to make sure that when you do make a change, they're profound enough that people can notice. The flip-side of that is, you don't want to make too many of those, because then exactly that problem happens.

WC: And I could probably refine my previous statement in that, Jay is totally right. The early parts are sometimes tougher, because you're learning a lot more about your game. I said that a 15 percent change, you don't always make. But in retrospect, there are quite a few changes that are in the five to 15 percent region.

A lot of times, there's also [the issue of] a buff vs. a nerf. So if we decide to do a five percent buff, yeah, the game changed, but no one minds. And if we think something's off by only five percent, maybe we can make that change safely. There are no hard and fast rules, obviously. It's half art and half science, but that's definitely a factor. The psychology of it.

How many levels are going to be available for Monster Power?

WC: Currently it's 10.

And you've said Level 0 will be less difficult than the game is now, but will be giving you the same amount of rewards as you're getting now?

JW: Yeah, more or less. That changes based on the difficulty you're in, and even in Inferno, the act that you're in. So, at Act 3 of Inferno, you'll probably need to set Monster Power to level two or three for it to feel as difficult as it is currently, but you'll actually get better rewards for that.

So, if you put it at Monster Power zero, the game will actually be easier than it is right now, and no less rewarding.

And, is this all unlocked right away, right when the patch hits, for everybody?

WC: Yep.

How will it affect the distribution of items? Like, can you find item level 63 stuff in earlier acts if you crank up Monster Power?

WC: You can get item level 63 stuff in all acts of Inferno when Monster Power is on. The moment you go into Inferno with any kind of Monster Power, all monsters become level 63, and they can now all drop item level 63 stuff the same way that Act III and Act IV Inferno do now. However, cranking up Monster Power beyond MP1 does not further increase your chance of getting 63 stuff.

Are there any new achievements planned for, like, the guy who beats Inferno by himself on Monster Power eight? Or anything like that?

WC: No, and I'm super glad that you asked. Because part of the messaging we're trying to get out to people - and this is a challenge on our side, of how we communicate this - is we don't want Monster Power to feel like a mountain you have to climb. And we feel like if we had an achievement for it, people would be like, "Oh, I like to collect achievements, I guess I have to go and do this thing."

It's very much, different people like to play different ways. If you like building your character to tank lots of damage and slog through, and feel very triumphant, and get rewards for doing so: great. If you'd rather build, for example, a glass cannon, turn the difficulty down a little bit. And maybe you're not getting as much per monster, you're killing twice as fast. So, more power to you.

And because it's really dependent on the player style, the gear level, the amount of challenge that you want, we don't want people to think that they have to do it.

JW: Yeah, I mean, one of the things that I think is really interesting- let's say that you start the game off and you turn Monster Power all the way down, but you kind of wish the drop rates were a little higher pre-1.05. Because we've certainly seen that comment from some people. The thing is, you're going to be killing a lot faster now. And killing faster is the equivalent of higher drop rates.

And for some people, killing faster is way more fun. I have friends who say, "You know, I really like taking my Act 3 Inferno into late Hell difficulty, because I just get to stomp stuff and it's really fun. But it doesn't give me good rewards." Well, now you can go to a place that gives you good rewards and get to stomp stuff. And if you prefer something a little more challenging, you crank it up.

But it's really important to us that that not be the goal. With Diablo 2, a lot of players never knew that Players 8 [a command that increased the difficulty] existed, and perfectly enjoyed the game. We want to make sure that, with Monster Power, they feel the same thing. It's just an option for how you want to play.

How much difference would you say there is in difficulty between Monster Power zero and Monster Power 10?

WC: I guess, there's different types of difficulty, is probably how I would start that. Right? There's the number of monsters, there's the affixes. But more importantly is the difficulty coming because I'm being one-shot by the smallest creature in the entire game? Or is it difficult because I'm always hitting the enrage timer?

For Monster Power in Diablo 3, what we decided was that Diablo 3 is very much an efficiency game. Players are always asking themselves, "How much loot am I getting per hour?" That's a little bit of a dry way to reduce it. But I think that's kind of always going on in the back of your mind.

So what we decided is, you can turn Monster Power to 10, and you might even beat it the day it comes out, but it might have taken, I don't know, three hours to kill Diablo. So you conclude after that, "Okay, I did it. But it wasn't very efficient, and it wasn't very fun. So I'm going to turn the Monster Power back down. Not so much because it was challenging, but because it wasn't efficient."

That's the real metagame, right? Everyone has their route, everyone has their run. That's what we're focused on.

JW: Yeah, so if you crank it up ... we're not saying you're gonna walk into Inferno and a skeleton's gonna one-shot you. Depending on where your gear is, that might happen. But, you know, the goal there is to challenge players to find efficiency, not necessarily kill the crap out of them.

So, the last time I talked to you guys, Jay, you were very open about saying that 1.04 was not going to really fix the difficulty issue. Do you feel like Monster Power is that fix, or is there still more distance to cover after 1.05?

JW: I feel that Monster Power is that fix. That's kind of what we were hinting at, because we knew we wanted to do this for 1.05. Because you have two groups of players. You have players who think the game is too hard, and you have players who think the game is just fine or too easy.

It's been our anecdotal observation that more people think it's too hard than not, but it's hard for us to even know that. You know, it's always the squeaky wheel that... complains. (Laughs.) So, it could be that everybody thinks the game is too easy, and we just haven't heard from those people. So the point of this system is to put that more in the hands of the players, and they can decide how they prefer to play.

And as we mentioned earlier, that's one of the reasons it's so important to us that we don't, say, link achievements to this. Because as soon as we do that, it's not up the players how they play anymore. They all have to be in whatever Monster Power they have to be in to get the achievement that they want.

Does Monster Power stack with the monster health modifiers for the number of people in your group.

WC: Yes, it does. It's also worth noting that the magic find and gold find can go above the 300% cap.

You said you aren't going to talk a lot about Infernal Machine so players can discover it for themselves, but it sounds like the unlock process for that will be something like getting to Magic Brony Land [Ed: Whimsyshire]

JW: It's similar. I'd say it's probably a little easier. [Whimsyshire]'s probably a little bit more hidden. And there's a little bit more to it, but it's similar.

WC: Run around to a bunch of different places and beat stuff up.

And does Infernal Machine unlock totally new bosses, or is it just harder versions of existing ones.

JW: They're not completely new bosses. They're not exactly harder versions of existing ones. We didn't go in and say, "Let's add all new bosses!" But we also didn't just go in and crank up an existing boss. We tried to come up with unique ways to make some new versions of existing bosses.

How many encounters are there to possibly unlock?

JW: I don't think we should say. It's not a ton. There's a few different encounters.

Thanks again to Jay and Wyatt for talking to us. Patch 1.05's notes have already appeared on the forums, and it should be crashing through a cathedral ceiling near you before long.

Games invade Google Street View

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Skywind trailer shows coasts, creatures and clutter

When we last caught up with Skywind, it was for its second official development diary .

. But as interesting as the internal workings of this Skyrim mod team are, I'm more interested in the results—a full recreation of Morrowind in Bethesda's latest engine. You can see how far the team have come in this new trailer, which not only provides long and sweeping shots of its alien locations, but also gives a look at the creatures and clutter that will populate the renewed world.

Skywind currently isn't available to the public, but, as announced at the end of the trailer, a "public developer alpha release" will be coming soon. What's a public developer alpha release? Good question, and one that the mod's makers aren't answering—saying only that "it will be revealed in time".

For more on Skywind, check out last months Daedric ruin-focused "Remnants" trailer, embedded below.

Diablo 3 gets major changes, "no one will remember if the game is late, only if it's great"

If you thought Diablo 3 was polished up and ready for release, think again.

Diablo 3 war is hell in hell

If you thought Diablo 3 was polished up and ready for release, think again. Game director Jay Wilson has posted a long list of big changes Blizzard are planning for the beta, some of which involve major overhauls of the character stats system. Wilson recognises the frustration of fans that have been waiting for Diablo 3 for years, but insists that the changes will be worth it.

"We've been called out for messing around with systems too much, that the game is good as-is and we should just release it," he says on the Diablo 3 blog. "I think that's a fair argument to make, but I also think it's incorrect. No one will remember if the game is late, only if it's great."

We've played it and it already feels great, but Blizzard are looking to streamline every game system so that there are no unnecessary stats, NPCs and abilities left. That means they'll be making a few controversial decisions along the way. "we're going to be iterating on designs we've had in place for a long time, making changes to systems you've spent a lot of time theorycrafting, and removing features you may have come to associate with the core of the experience," says Wilson.

Entire character attributes will be disappearing from Diablo 3. Wilson lists them on the Diablo 3 blog. "We're dropping Defense, Attack, and Precision as attributes, Armor is taking over for what Defense used to provide, +Physical Resist will take over for Armor, and +Chance to Crit will fill in for Precision." It's a big change that will "have far reaching requirements to re-itemize and balance the game."

Blizzard hope that the streamlined stats system will let players identify and discard junk items much quicker. Certain stats will be essential to each class making it easier to pick out relevant treasure from the heaps of loot monsters will be dropping.

Scrolls of identify, formerly used to discover the magical properties of special items, will soon be gone forever. You'll now be able to identify loot by right clicking on it. Town portal scrolls will become an ability instead of an item, and devices like the Cauldron of Jordan and the Nephalem Cube will be removed. These are currently used to salvage and sell loot, but with the addition of the Stone of Recall, Blizzard reckon it's easier for players to go back to town to do their item admin.

The Mystic will also be removed. Most of her duties have been passed onto the Blacksmith and the Jeweler. Her job is to enchant items, but the dev team felt that enhancement wasn't interesting enough in its current state. "Enhancement was really just the socket and gem system with a different name, and it would prolong the release of the game even further to go back to the drawing board and differentiate it." Wilson mentions that Blizzard will look into reintroducing the Mystic at a later time.

There's plenty left to do, then, which probably means we'll have to wait a bit longer for Diablo 3. We'll have to wait and see if these changes improve the game, and whether we'll remember the long, long wait for Diablo 3's release.

If video games were... candy bars?

If our Photoshop attempts are anything to go by, there's a huge market of untapped potential just waiting for some entrepreneur to take a lucrative bite. Just try not to dribble on the keyboard, alright? Pika-Chew Super Mario Galaxy Viva Peanuta Assassin's Greed Cadbury Creme Eggman Soul Cali-bar Ridged Raisin Milky Wii Zombies Ate My Wafers Got any more? Let us know your ideas for videogame chocolate delights in the comments and if we like them enough, we just might do a follow-up article. 18 Aug, 2009 Check out our game character Pokedex Did they really think no-one would notice? 16 games just crying out for a Photoshop job

Morrowind getting an engine overhaul through OpenMW

A new game engine could mean an even longer life for The Elder Scrolls III: Morrowind .

. The engine-replacement project—known as OpenMW—isn't complete yet, but the group of developers working to modernize the now-classic 2002 RPG is nearing the finish line, according to a newfrom the team.

There's been a lot of interest in recent years in the idea of a better-looking, smoother-runningMorrowind, and numerous groups of interested developers have banded together to make their own particular vision a reality. For OpenMW, the main goal appears to be getting a more moddable edition of the game into the hands of players, while also making Morrowind more compatible with advances in computer hardware that have taken place since 2002. And for the relentless tinkerers, OpenMW also comes pairedwith its own editing tool called OpenCS.

And to be clear, OpenMW isn't itself a mod, but rather a new piece of software that makes use of Morrowind's original art assets and game data, according to information on OpenMW's official website. You need to have purchased and installed the game already to make use of the new game engine, which currently exists as version 0.30.0. Downloads for the six-year-old, open-source project are available here, and you can check out the new video below with news on the development team's progress and its plans for the future.

Diablo III feature: Blizzard's plans to satisfy their fanbase and still deliver a fresh experience

Waiting in the lobby of Blizzard's Irvine headquarters, I was overcome by nostalgic reverence.

Waiting in the lobby of Blizzard's Irvine headquarters, I was overcome by nostalgic reverence. Where most businesses have a mountain of months-old magazines, Blizzard has a museum. It was nothing too extravagant, mind you, but the frames lining the walls were like windows to my childhood. Each piece of classic Diablo art conjured up fond memories of the franchise that's marking its 15th birthday this November.

It wasn't always this way, however. Blizzard certainly didn't begin its existence as a gaming giant responsible for both this generation's Dungeons & Dragons and the game that has become South Korea's national sport. Over the years, the company has seen both growth spurts and growing pains, both successes and, er, whatever Warcraft Adventures was. Many incredibly talented people have come and gone.

This is the environment Diablo III has evolved in. To track its development is to see a balancing act made all the more precarious by countless shifts and upheavals. One thing, however, has always remained constant: fandom. I'm not just referring to Diablo's near-militant community—Diablo's story is one of diehard dedication on both sides of the table. Most of the original Diablo team, you see, is now gone. In its place is a band of folks who grew up playing Diablo and Diablo II as fans, just like you or I. Now they're shaping the franchise's present and future, but—thanks to that ridiculously passionate community—they're also trying their damndest to avoid losing sight of the past.

“When we started, we really inherited this big scary game,” explained game director Jay Wilson. “There are very few of us who actually worked on the previous Diablo games, so a lot of us came at it more as fans. When you're building something that you didn't originate, the struggle that you have is, how do you remain true to it while also being true to your own creative nature? If you make something, you can't just copy. You have to infuse it with your own personality, your own interests, your own opinions, your own desires. If you don't, then it will be soulless.”

It almost seems fitting—a game about, you know, the devil that sells its own soul. Sorry, though, Satan: this just isn't your day.

In the beginning

Everybody's had those first moments with a new game that really define the entire experience. Diablo III's origins, then, lie not in some linear extension of the original Diablo's creative vision, but in those player-driven experiences. Hearing Wilson describe his love affair with the first Diablo drove that point home.

“It was when I bought Warcraft II,” he said. “On the back of the CD case they had an ad for Diablo. It had a picture of the warrior with his sword and shield, standing in front of the church door with the red light streaming out of it. That image was so compelling to me that I wanted to play that game. I didn't even know what it was and I wanted to play it. I remember, back then there was so little information. You just didn't know a lot about games before they came out. So to have an image so compel me, I always remember that.

“The day I installed it, I told my wife 'You need to leave the house, because it's Diablo time now.' 'Diablo' spoken in hushed tones. And it was all the classic moments: the first encounter with the butcher, the first encounter with the Skeleton King, the first time a hundred goatmen come running at you and you manage to survive by the skin of your teeth. The first time you griefed somebody who was your teammate. There are all those great moments that I think everyone had.”

Hindsight, however, stops being 20/20 when rose-tinted glasses are involved. For Wilson and the rest of Diablo III's development team, avoiding that trap is the biggest challenge. When is it appropriate to give diehard fans precisely what they want? And—perhaps more importantly—when do you fire back with a stern “No”?

“The first [change in Diablo II] was the expansion of the world,” said Wilson, giving an example. “The fact that they took the world beyond Gothic dungeons—that opened up the world. It guaranteed that Diablo wouldn't be a one-note franchise. What's interesting is at the time, that was just as controversial as when we started showing off Diablo III and people grumbled about the art. Most don't remember that people did the exact same grumbling about Diablo II the first time they saw the deserts. It's important to push the boundaries a little bit, or it becomes too small to hold your interest for very long.”

Similarly, some of Diablo II's craftier players even managed to create their own non-gold-based economic system and a series of unspoken rules governing things like PvP. A miniature culture arose, and many players had a very personal stake in it. Naturally, things like Diablo III's auction house and always-online requirement strike these fans as utter blasphemy. Those same fans, however, fail to remember precisely why they had to carve out their own makeshift online society in the first place.

Wilson explained, “The truth is, the player-based economy developed to overcome what was essentially a flaw in the game. When we look back on those things, we look back on them with fondness. 'Like, wow, remember how screwed up that was that we had to use Stone of Jordans to trade for stuff?' We forget that the start of that sentence was 'Remember how screwed up that was?' I don't think the community was defined by those things. I think you have a very small group of people who have fond memories and think that those specific memories were more defining for Diablo than they actually were.”

Don't call it Diablo 2.5

Wilson and Co. have a vision. It's not like they don't know what they're doing. So what exactly then is the hold-up? Why didn't the figurative Horadric Cube spit this thing out years ago? Well, for all Diablo's click-click-click straightforwardness, its development process has been anything but. And no one ever said this was the first Diablo III.

“The [first version of Diablo III] that I saw was trapped in the exact place that I was concerned about us not going; it didn't feel like much of an evolution from Diablo II,” Wilson admitted. “I think there was more concern about being 'true to Diablo' than there was about being fresh and interesting. There was a lot of really good stuff in it, though. A lot of it did go into the current Diablo III in one way or another. There was some great monster design. There was a boss fight in the old build that we've struggled to get as good as it was in that build. But it lacked that high-level feel of identity. People would look at it and say that it felt like Diablo 2.5. That's not the Blizzard way.”

So then, what is the Blizzard way? What makes Diablo III tick? Truth be told, the development team didn't even know—at first. The best way to learn, however, is by doing, so do they did. The end result? Diablo III finally took on a life of its own.

“One of the biggest moments was when we developed the wizard,” said Wilson. “The wizard really gave us some opportunities to be really out there in a way that we hadn't been with the barbarian. We just started to do all these crazy ideas that were based more in classic pen-and-paper role-playing games, and also played into over-the-top kills and combat that the team liked from fighting games and first-person shooters. It was a time when we got to fuse those things together, and it was the first time that the personality of the team made something that felt like Diablo, but also felt really unique.

When we got to take that class and put it in front of the company, that was the first point where the company as a whole looked at the game and said, 'OK, you guys have figured it out now. You're not just exploring what Diablo's going to be; you've figured it out.'”

And then it was smooth sailing off into a warm sunset, right? If only. Game development is never a cakewalk, and that goes double when you're walking the almost impossibly fine line the Diablo team is. What ultimately mattered most was picking a direction and sticking to it—come hell, high water, or incredibly tempting ideas based on X-Men comics.

“Early on, we actually even explored concepts—this is going to sound crazy—like if the demon hunter could climb on the barbarian's shoulders and shoot from there,” enthused senior technical game designer Wyatt Cheng. “Or you have that classic image of Colossus throwing Wolverine, what is it, the Fastball Special? So what if the barbarian could pick up the monk and throw the monk? Each of those things that we implemented would've been something that a designer and an artist thought of and would look super awesome, but that everyone would have to do. You'd be limited by what we came up with.”

Ultimately, then, that's what—according to the team—defines the franchise above all else. Other games throw in the kitchen sink without a second thought because, hell, why wouldn't you do that? Who doesn't love sinks? Meanwhile, Diablo slices and dices its perfectly sized portion of action with hours-long meetings.

“I spent probably four hours discussing with a programmer what happens when I have Magic Missile on my left mouse button, Arcane Orb on my right mouse button, and Wave of Force in my hot bar, and I hit all three at the same time, and then I keep hitting Magic Missile and I keep hitting Wave of Force, but Wave of Force is now in cooldown,” rattled off Cheng, barely stopping to breathe. “To spend four hours discussing something so minute—and we have hundreds of those types of discussions—is ultimately what polish is all about.

“We love crafting our game. It doesn't get tedious for us, because different isn't better, better is better. If we take an idea that's been done before, but it's buried in some mud and dust and we crack off the mud and we dust it off, you have a diamond, right? It doesn't really have value until it's that shining diamond.”

Shine on, you crazy demon

There's finally a light at the end of the tunnel. Though it may feel like you still have an eternity-long wait ahead of you, early 2012 is just around the corner. For both creators and fans alike, it's been a positively nail-biting process, but for Blizzard, the launch of a game is only the beginning. In some form or another, Diablo III will probably live long enough to see the actual End Times.

“We intend to support this game for years and years and years. As long as people are playing it and buying it, we're going to be supporting it,” said senior producer Alex Mayberry. “I think all things are on the table. We are going to have updates, we will have patches, we'll fix bugs. I don't know exactly what model we're going to use yet and how deep we're going to go on those updates. I doubt that we would go as far as World of Warcraft does with some of their content, but that all remains to be seen. Step one, let's get the prime game out and we'll figure that stuff out soon.”

In spite of Mayberry's words, though, Blizzard has already got a few rather gigantic ideas percolating around in its collective noggin. For one, the developer's done everything short of announcing that there will be a console adaptation of the series. Unless it pulls another StarCraft: Ghost, it's only a matter of time. That said, the franchise hasn't forgotten its heritage.

Mayberry explained, “We are still experimenting in that space. We're going to make sure that, as we progress with this experiment, we maintain what Diablo is. So yeah, I don't see it changing our focus. I just see it adding. It's [another] medium that we can put the game on. We want to give console players the Diablo experience as well. But our leading platform is always the PC.”

Meanwhile on PC, Diablo III's always-online multiplayer focus and auction house aren't exactly subtle about their main inspiration. So then, the perhaps multi-billion-dollar question: Is a Diablo MMO the next giant leap for Blizzard's not-so-small hack-n-slash?

“I don't think the world of Diablo II is diverse or varied enough to support, say, an MMO,” Wilson said. “And we don't currently have plans for an MMO in the Diablo world, but my goal was that at the end of Diablo III, if that was something that we wanted to do, we'd feel like the world now could support it. I can say that the team really loves the Diablo universe, and it would be nice if whatever game we decide we want to make next, we decided was appropriate for that universe. It could be an MMO, it could be an RTS, it could be a third-person action game, it could be any variety of different things.

“I think the worst curse that can happen to a game universe is that it becomes so associated with a certain game type that the universe itself and the game are indistinguishable from each other,” Wilson continued. “What we'd really like is to feel that the Diablo universe is diverse and interesting enough that you could put a whole bunch of different kinds of games in it—that the universe itself would live as its own entity. That's what we're more interested in. If we're going to keep this universe, let's make it a universe where we can do almost anything we want.”

These games are not what you think they are

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Morrowind Rebirth mod 2.7 update improves textures, adds new areas and items

Tamriel's ashy homeland of the Dark Elves is the source for many a Elder Scrolls hero's first memories—exploring ancient Dwemer ruins, sticking a spear into Dagoth Ur, or cursing the very words "cliff racer"—so it's small wonder a number of large-scale mods focus on overhauling the 2002 RPG.

Tamriel's ashy homeland of the Dark Elves is the source for many a Elder Scrolls hero's first memories—exploring ancient Dwemer ruins, sticking a spear into Dagoth Ur, or cursing the very words "cliff racer"—so it's small wonder a number of large-scale mods focus on overhauling the 2002 RPG. The massive Skywindeffort is certainly exciting to look forward to, but some older projects are still steaming along quite nicely. Morrowind Rebirthhas been around for a few years, and its latest update adds new areas to the game's already massive world.

Like other revamp mods, Rebirth builds upon the core game with a pile of small tweaks and upgrades noticeable pretty much everywhere. Bandits and the odd cultist roam roadways and trails, a familiar furnish to random encounters transported from newer Elder Scrolls games. Cities have far more citizens and travelers roaming around, and the buildings themselves have sharper textures replacing the older, smudgier visuals. More enemy types appear for vanquishing and looting, most of them hailing from Daedric or undead planes (it isn't an Elder Scrolls game without Draugr!). New and customized weapons and armor also await your possession, and many of them are nicely detailed motifs of Tamriel's various races such as Imperial, Nord, and Argonian.

I'm glad the changes don't go overboard with completely stripping away and replacing everything, but what it does change is a worthy alternative to the stock experience, and it's different enough to merit another adventure through Vvardenfell once more. Grab it off Mod DB, but take note: you'll probably have to start fresh if you're planning on jumping into an old save game with this mod switched on to avoid odd bugs.

Blizzard's Diablo 3 experiments: “Oh, this feels even better with direct control”

Everyone knows what classic Diablo plays like, but Blizzard has never been afraid to experiment.

diablo 3

Everyone knows what classic Diablo plays like, but Blizzard has never been afraid to experiment. Part of that process for Diablo 3 involved looking at different control systems - up to and including seeing how the action would work with an Xbox 360 controller, or how its demon-slaying might play on consoles.

Yes. Diablo 3. On an Xbox controller. Read on to find out how Diablo 3's game director feels about that.

"We don't see ourselves as a PC developer – we see ourselves as a game developer. It's just that the games that we wanted to make suit the PC platform," game director Jay Wilson told us. "We don't believe you can make a Starcraft style RTS and make it Blizzard great on a console. We do believe you could make an RTS that would be on a console, but we would have (to have) that idea, and that spark and that passion to make it.

"One of the reasons why we're exploring the idea of a console version of Diablo 3 because we feel that the controls and the style of the game lend itself to a console. With some of our early experiments in putting a direct control scheme into the game via a 360-like analogue controller, I've been 'Oh this feels even better, with direct control...'"

Don't panic though. This doesn't mean Diablo 3 itself is giving up its classic mouse controls, a la Dungeon Siege 3. It does speak to the chance of other versions further down the road though, which could even benefit the PC. "I can pretty much guarantee that if we decide to do a console version that we will look to support a pad on the PC," says Wilson. "But initially with release I don't think we'll be ready."

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