Dragon's Dogma devs on bringing the 2012 RPG to PC

The intriguing, innovative RPG Dragon's Dogma will finally arrive on PC on January 15, but what does the game's sudden re-emergence mean for the series?

Dragons Dogma 1

The intriguing, innovative RPG Dragon's Dogma will finally arrive on PC on January 15, but what does the game's sudden re-emergence mean for the series? And how will the PC edition differ from the original console release? We put a few questions to DDDA producer, Minae Matsukawa, director Kento Kinoshita, and PC producer Jon Airhart.

PC Gamer: Between this release and Dragon’s Dogma Online, it seems like the series still means a lot to Capcom—where is Capcom at in terms of considering a sequel?

Matsukawa: Thanks for your interest in the series! The Dragon’s Dogma development team members often talk about the possibility of a sequel. We’d love to hear the opinions and feedback from players of the upcoming PC port of Dragon’s Dogma: Dark Arisen, as that will increase the chances that we can look into the possibility of continuing the series.

PC Gamer: Is the team that made the original game still together?

Matsukawa: Of course! The team from DDDA worked together in 2015 on Dragon’s Dogma Online, which was released for the Japanese market.

PC Gamer: For those who don’t know, what was the origin of Dragon’s Dogma’s development? What was the idea that drove development to begin with?

Kinoshita: It all started with an idea by the Hideaki Itsuno, the director of the original Dragon’s Dogma. He wanted to create a game with an online system that you could use asynchronously, like an internet forum rather than a live chat. His initial ‘pawn’ system concept was the starting point, and from there the open world of Dragon’s Dogma was fleshed out, and its fluid and flexible combat system.

PC Gamer: I remember people wondering if the pawn system would successfully replace a co-op partner at the time of release, but people really embraced it—why do you think that idea was so popular?

Kinoshita: Probably a big reason for the popularity of pawns is that we really wanted to design them so that they were always making the player’s game experience more enjoyable, whether they were lost in a dungeon, battling enemies or exploring towns. Giving pawns different voices and personalities was the way we made them feel special and unique.

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PC Gamer: The creature design always felt a little different to other fantasy games to me - what were the team’s influences in creating creatures for the game?

Kinoshita: We based the creature designs on the real-world legends and fairytales that most people are familiar with. Rather than taking that basis and making the creatures even more fantastical in order to make them impressive, we felt there was more value in giving players the feeling that these were real, living, breathing beasts. So, one of our key concepts was to give players around the world the chance to feel like they had genuinely encountered and taken on these mythical beasts that we all have in our collective consciousness. Our art directors and designers tried not to stray too far from the imagery found in ancient legends and iconography. In this direction, we were influenced by other works which take the same approach, such as Kento Miura’s Berserk , and Mike Mignola’s Hellboy .

PC Gamer: What was behind the decision to bring Dragon’s Dogma to PC now? Has something changed with the PC market since release that makes this the right time?

Jon: A PC version of Dragon’s Dogma: Dark Arisen is something we had been planning for some time. We know it’s been a long wait, but we’ve brought the right team together to create the version of Dragon’s Dogma: Dark Arisen that our PC fans deserve.

PC Gamer: It’s interesting, because recent Capcom remasters like Resident Evil made it to consoles, too—but this is PC-only. Why is PC such a good match for Dragon’s Dogma?

Jon: This is a game that already looks great on Xbox 360 and PS3, but increased draw distances and uncompressed textures on a powerful PC makes it look absolutely beautiful. It’s also a game that includes many elements inspired by classic RPGs released on the PC. Those reasons plus the requests from our fans make this a perfect fit for a PC release.

MacGuffin Releases Today, For Those Who Can Grab it

I hang around on the TV Tropes website a lot, learning different storytelling techniques and terms.

I hang around on the TV Tropes website a lot, learning different storytelling techniques and terms. One of my favorites has always been the MacGuffin – an object which is a particular plot point, usually needing to be collected by the hero and often coveted by the villain.

The folks at French developer Concrete Gamesclearly understand the importance of the MacGuffin, because they’ve made it the focus of their debut game. Inwhich launched this week, the player must find exactly that. The MacGuffin must be recovered at any cost; failure is not an option.

In an alternate reality, the player takes on the role of a thief, a proficient purloiner who is hired to recover the eponymous object from a nearby nuclear power plant. The plant is on the verge of exploding, so time is just a little bit crucial. It’s also a bit of a mystery, since the player doesn’t know who exactly has hired the thief – or what the all-important MacGuffin actually is . The only thing known about the outfit who hired the thief is that the contact person is called Richard. The thief is equipped with a smartphone, on which they communicate with Richard to receive instructions. The phone is also a source of amusement, as it comes with a free fact generator.

The game itself is described as “a first-person comedy adventure,” with jokes around every corner. As the story unfolds, the truth about the MacGuffin heist makes itself slowly apparent. In the process of revealing the underlying truth, the thief will hack computers, resolve puzzles, and explore strange places from a burning underground region to galactic space. The soundtrack includes “The MacGuffin: The Atomic Robbery Rap,” performed by Richard; the developers have made this particular track available independently of the game, and those curious enough may listen to it here.

MacGuffin is available to PC players using either Windows or Mac, and may be downloaded either from the game’s official websiteor from itch.io. The regular price is $2.99 USD, although to celebrate the game’s launch, it can be purchased at a 20% discount from either site. It is also currently up for consideration on Steam Greenlight, and was the second place winner for the Indie Games Jury Award at Stunfest 2015. Find out more about MacGuffin and Concrete Games by visiting their Facebook, Twitter, and YouTube.

Manipulate Puzzles in Membrain

It’s never fun getting stuck on a puzzle that seems impossible to solve.

It’s never fun getting stuck on a puzzle that seems impossible to solve. Try after try (after try) just leads to frustration, headaches, and rage quits, filled with some colorful language and a game that sits unplayed and lonely in a Steam library. That is, until today.

is a first-person puzzle platformer where the solution is in the hands of the player. Can’t cross a gap? Enter the level editing mode and place a block, jump pad, or any variety of solutions that the player can come up with. Much like a jigsaw puzzle, it is up to the players to figure out exactly what piece fits where and how to solve it based on their own style.

The edits players make to the level stay in place as they progress, and they’re slowly introduced to new mechanics and world-altering pieces. While players have the ability to use and place the mechanics anywhere they choose, there are a limited number of resources to spend, and each piece costs a different number of resources. It’s up to the player to find the correct solution within their number of available resources. During the game, players switch between the robots AANI and PROTO to solve the puzzles of the Membrain and find the secrets hidden in the world.

Mystic Penguin Games is based out of Scotland, and they began work on Membrain after graduating from University. The focus on the environment and vibrant colors was there from the very beginning of development, and the world-altering mechanic was what led them to Membrain. Created in Unreal Engine 4, Membrain will use various color schemes that will relate back to the mechanics to be used in that area.

will launch in early 2016 for PC, with other platforms to follow. Mystic Penguin Games is currently running a Steam Greenlight campaignfor their game. To learn more about Mystic Penguin games and to follow along with the games’ development, waddle like a penguin on over to their follow button on Twitter.

Three Lane Highway: what Gabe Newell's choice of Dota 2 hero really means

Welcome to Three Lane Highway, Chris' new weekly column about Dota 2.

Sand King is - like Lich, Axe, and, I like to think, Phoenix - a gentleman's hero. Characters with a lot of early and midgame potential are key to setting the pace of the match, and if your team is snowballing off the back of a few crucial early kills then it's likely that someone like Sand King was involved. Opting to play Sand King is a declaration that you are a team player; that you will buy wards and smoke; that first blood will be secured with a reliable two second stun and the sound - distant, like thunder - of somebody listening to Darude.

Sand King is a gentleman's hero. He's also a giant talking scorpion who sounds like somebody strapped a subwoofer to Vincent Price, but you take what you can get.

What does someone's favourite hero say about their preferences, values, or outlook? What does it mean that Sand King is Gabe Newell's personal pick? Moreover, what does all of this mean for Valve? I submit to you: it means something . It means stuff . It certainly doesn't mean nothing . The premise of this inaugural Dota 2 column has unshakable foundations. If you disagree, that's fine, good for you. Here is a review of a processor.

Let's get started, then. I am going to do this as a list, because (a) somebody told me that you loved lists and (b) I am lazy.


His lore

Sand King is the avatar of a magic, sentient desert. He isn't simply the king of sand - he is sand, trapped inside armour that happens to look a bit like a scorpion. His is a singular identity expressed by a much broader collective consciousness. To my mind this is a little like Gabe's relationship with Valve, and, more broadly, like Valve's relationship with the Steam community.

The concept of 'GabeN' is nothing more or less than the expression of the gaming community's sometimes ironic, sometimes earnest need for leadership - leadership that Valve traditionally withholds. Valve will always stress that they work to empower others, to solve short term problems, and to respond to the vast amounts of data they gather from the Steam community. They are a company without job titles, and they claim no titles for themselves.

But the vast majority of human beings like and respect leadership - they want people to thank or blame, not philosophies. Hence GabeN, deliverer of cheap games and withholder of Half-Life 3. The sturdy but capricious ruler of PC gaming, a kingdom that is in reality comprised of innumerable, infinitesimally small and diffuse parts. A king, as it were, of sand.


His attributes

Sand King is a melee support hero and his primary attribute is strength. This places him in a class of character that also includes Earthshaker, Undying, Treant Protector and Omniknight. Strength supports are a little more gold-dependent than their intelligence counterparts due to their low mana and reliance on distance-closing items like Blink Dagger.

This suggests that even as Gabe is working to buy wards, smoke and courier upgrades for his team he must also be careful to find gold for himself. Risks are fine - even encouraged, when it comes to securing first blood - but these risks must be grounded in solid principles. Overextending for its own sake, dying and losing money is a disaster for Sand King. A good support wants to maximise efficiency for everybody . This means both moving constantly and moving reliably, and not everybody is able to balance the two. This mirrors Valve's own attitude to risk, particularly when it comes to tinkering with Steam. Wow, did it get hot in here? These analogies are on fire .

Strength heroes are the sturdiest characters in Dota 2 because they gain both hitpoints and damage with every point in their primary attribute. These are the two stats that really count, at the end of the day, because if you're dead it doesn't matter how big your mana pool is. Gabe's choice of a strength hero indicates that he believes that ideas, companies and people should be able to withstand attrition at a fundamental level. Dreaming big is great, but it needs to be backed up by proven durability.

The trade-off, however, is that tiny mana reserve. Gabe has powerful spells, but he has to use them at exactly the right time or not use them at all. A strength support hero is a continual presence, but action must be taken decisively. This is probably the best explanation for why Half-Life 3 is taking so long: Valve have run out of mana, they've been buying all the wards, and they haven't had time to save up for arcane boots. If you cared, you'd pool them some clarities.


His skills

Sand King is versatile, but the way his skills mesh with one another won't necessarily be apparent to a new player. Let's break them down one by one.

Burrowstrike is classic Valve. It's both a disable, a nuke, and - potentially - an escape, packing tonnes of utility for a modest mana cost. It is more or less effective depending on the skill of the user, but is fundamentally reliable in a way that makes it powerful in the hands of anybody. It can be the spearpoint of an assault or a way of following up on somebody else's initiation; a platform for capitalising on others' success or a means to experiment with new strategies. Burrowstrike is, in short, the Team Fortress 2 of Dota abilities.

Sand Storm is what happens if you use the word 'vision' or 'plan' in an interview with a senior Valve employee. A whirling shroud of avant-garde thinking appears, concealing the man or woman at its centre. Somebody will use the word 'feedback', and almost certainly also the word 'creators'. Then, 'network'. Well-meaning journalists, in this scenario, take anywhere from 25 to 100 damage per second. There's someone in there somewhere , you might think, as your naive writerly dreams erode and crumble. Why didn't I bring sentry wards?

Caustic Finale is an oddity. Some don't invest in it at all, because causing creeps to explode on death is a great way to screw up lane equilibrium. Use it right, however, and that 220 bonus damage at level four can be enough to turn a teamfight. Its inconsistency reflects Valve's work to empower Steam users: sometimes, they explode with creativity! Other times, they explode in a shower of ASCII dicks.

Epicenter . Two seconds of channeling followed by an earthquake that slows movement and attack speed and deals huge damage in a massive radius. You can't ignore it, and you can't escape it. It is a Steam Sale, a new game announcement, and a seasonal Dota event rolled into one. Pulled off perfectly, a good Epicenter shakes the enemy team apart and showers Valve's partners in assist gold. Let's all take a moment to think about serious business people tumbling around their boardrooms while a man bellows 'wombo combo', because that is a fun thing to think about. The problem with Epicenter is that is highly vulnerable to cancellation during the channeling phase. Here's looking at you, Ricochet 2.

It also requires Gabe to pick up a Blink Dagger, but that's no big deal. What's another knife?

Three Lane Highway is Chris' sometimes earnest, sometimes silly column about Dota 2. Originally a Tumblr blog, it's now part of PC Gamer proper.

Her Story Review – Stay a While and Listen

Indie games certainly never fail to mix up traditional gaming structures and genres, but I can’t say I’ve played anything similar to Her Story before.

before. The best way to put it is that it’s an experience. Her Story is a game that asks you to listen .

A woman was interviewed seven times by the police, and the tapes date back to 1994. A few years after that, the player has gained access to a database with the recordings, which are broken up into hundreds of clips. The woman’s husband has gone missing, and she doesn’t even know if he has run away, or is dead. The intense interviews done over a span of a week or two peer deeply into her personal life, her childhood, marriage, job, and personality. Could she have something to do with what happened to the husband?

The amount of clips sounds daunting, but many of them are shorter than a minute; some are even as brief as 15 seconds. The database is old-school, with an archaic framework that’s just been introduced to the police (i.e. digitization of data). As the gameplay entirely takes place in this computer interface, the player must view the clips to make sense of the story told by the woman. While the search function is a bit clunky, the terms entered are checked through the subtitles of all of the clips for easier access to information. Unwatched clips are marked, which turns out to be very important.

The beginning sets up the tone right away; the first word, already typed in the search bar, is “MURDER.” The clips all show the same woman (played by actress Viva Seifert – in the interest of avoiding spoilers, I won’t reveal the name of her in-game character). A middle-aged woman from the UK, she speaks with a strong British accent and displays a large range of emotions: Utter dismay and shock at being accused, a certain matter-of-fact attitude when retelling events and answering questions, and painful reveals of her intimate life are all part of the performance. She occasionally comes off a bit too forced in trying to be natural, but the game never committed the crime of boring me. Seifert inserts emotions into every line, making it obvious that the interviews were often strenuous on her psyche.

With a large blank slate and little direction, every little discovery feels momentous, even stumbling across the introductory clip where the character reveals her name (the game doesn’t otherwise give you such basic information). Following these breadcrumbs in the videos, I felt more like a detective than in many other games, which seem to limit investigative action to “press X near the highlighted spot.” While some clips make it a bit obvious – not that it’s a bad thing (like a clip that ends with “Have you met Diane?”) – it still feels compelling to pick up on new characters and begin searching for an entirely new topic.

One of the most interesting things is Her Story ‘s non-linear approach to finding out details. As I mentioned about discovering characters, there are about 60 featuring the main character’s husband’s name, but only five clips visible on-screen at a time. Rather than scrolling through dozens of clips, the player is invited to try different search terms. Even if one doesn’t find the clip that specifically introduces Diane, she’s mentioned several times in other videos, along with the main character’s husband and other people from the “supporting” cast. This simulated, very specific computer search limitation is actually what should keep any player sane in this game; if I were to type a very frequently occurring phrase that outputs 50 results, it would be fairly tedious to go through the whole list. Small batches are more digestible and keep me interested by leaving key words to look for, later.

Sifting through the smallest details in order to get to the juicy ones takes a fair amount of time and perseverance. Perseverance is especially important for when a trail runs cold, or when you’re looking at the screen and have run out of terms to search. When the names and other proper nouns run out, sometimes a generic word like “job” might get you on the right track, revealing more aspects of the woman’s intricate background.

Thankfully, there’s a little database checker which shows how many clips have been watched. The clips reveal a good variety of performances and sometimes even humorous situations. At one point, Seifert throws up, nauseated. At other times, she gets up, outraged, ready to leave. She spills her coffee. For many of these “special” situations, there are achievements, enhancing the feeling that out of over 100 clips, I’ve accomplished something by stumbling into an atypical one.

My thoughts on the case kept shifting and aligning like a rotating Rubik’s cube in my head. Seifert took me on a kaleidoscopic journey of the main character’s childhood dreams, certain obsessions with fairy tales, and her teenage adventures. Her attire and hair change with each interview, which not only helps with tracking the different occasions, but again shows her acting range. In addition to the old-looking videos, the computer interface has the distinctive glare and look of a CRT monitor. There are subtle buzzes of the florescent lights. These details add to the atmosphere and pull players into a different time and setting, even though it uses a small set of tools to do so. The applications on the desktop warmly remind me of the 1990s, when computers seemed very basic, but still extremely useful.

I purposely tried to be as vague as possible in the review as to not spoil anything, but in summation, Her Story drew me in with a unique, compelling experience. It’s a bit tough to keep the story straight at times, and it’s definitely the type of game where you should take notes, but I wouldn’t get intimidated over that. If you’re wondering if there’s any point to listening to Her Story , yes, there is, and it’s much more personal than it seems. This is one game not to judge hastily by its enigmatic trailer.

is out now on Steam (Windows and Mac) .

Pros

Unusual format that’s neatly pulled off A compelling story Unique and poignant

Cons

Easy to get stuck later on Potential information overload

Seven ways Human Fall Flat will make you smile

“Bob is a human.

“Bob is a human. Just a human. No hero. Zero superpowers. Period,” is how comedic physics puzzle game Human Fall Flatdescribes its faceless, featureless lead character Bob. Which, to be brutally honest, is one hell of an understatement.

You see, Bob’s an unassuming builder who’s trapped in cycle of recurring dreams about falling. He can't die, per se, as plummeting off the edge of each playground simply returns him to the start of each level. Each stage of sleep mimics part of his “daily experience” and is adorned with traps and pitfalls and obstacles that must be overcome. But Bob’s got terrible balance. He’s awful at climbing, and he struggles to lift/push/pull/operate just about everything he lays his hands on—it’s remarkable he’s managed to sustain a job in construction if his dream self in any way mirrors his reality.

As such, guiding Bob around his open-ended puzzle-laden dreamscapes can be a taxing experience. That is, until the penny drops, you conquer the seemingly insurmountable challenge, and skip gleefully onto the next area or level. In these moments it’s wonderful—not to mention the fact Bob’s floppy animations, although purposefully cumbersome, are often hilarious. The following pointers should help keep that smile on your face.


1) Customise your uniform

In its most basic state, Bob’s appearance is pretty boring. His default Gang Beasts-meets-Morph-like getup is comprised of white overalls, a white cap, and, um, white everything, really. Human Fall Flat’s fairly basic customisation suite lets you paint your hero with a range of colours as you best see fit—and even lets you superimpose your own face onto your avatar via your webcam. As we’ve seen in the past, though, this often results in something that looks weird and creepy. Each to their own, I guess.


2) See the sights

Human Fall Flat’s cartoon-styled levels are not only easy on the eye, but are also open-ended and packed with loads of interactable tools and toys. It makes sense to explore each new stage in turn before jumping head-first into problem solving mode, as there’s often multiple routes to success. Maybe this will help me get there ? I asked myself on several occasions, and when a less obvious plan came together I felt immensely proud. What's more, you'll travel by rowing boat, speedboat, raft, train carriage and, ahem, catapult, among other modes of transport in order to reach your goals.


3) Master (yeah, right) the art of climbing

He might spend around 90 percent of his time clambering over boxes, castle turrets, canyon cliff faces and the likes, but Bob is absolutely terrible at climbing. With independently controlled arms (raised by the respective mouse/game pad shoulder buttons), hopping over even the smallest of ledges can prove challenging in the game’s early stages.

Once you learn that hoisting your limbs above your head prior to throwing yourself towards the top of a surface is key, though, is when things begin to fall into place. Sort of. Actually it’s still blooming difficult, but Bob’s awkward animations provide some genuinely laugh out loud moments—particularly when it all goes belly-up (sometimes literally), and you’re not too far from a checkpoint.


4) Avoid occupational hazards

With so many paths to victory combined with destructible environments, the above image is likely to happen more often that not. Bob is a health and safety inspector’s nightmare, and my insistence on failing to let go of the things I forced him to grip onto foiled my puzzling performance more times than I care to admit. If it wasn’t platforms falling on his head, it was drawbridges, or mattresses, or reels of cable, or industrial bins, or—the list is pretty exhaustive, I think you get the picture. I once forgot to let go of a windmill, though, and was treated to a lovely view of an entire medieval castle level. That was nice.


5) Or use them to your advantage

Then again, there are the times where manipulating the seemingly dangerous parts of environment can work in your favour. You might use fire extinguishers to burst through windows in order to reach otherwise inaccessible switches; you might choose to reach a high platform by precariously crafting a makeshift tower made of debris, instead of using the elevator which was there the entire time that you didn’t spot; you might even decide that Bob himself makes for better catapult ammo than rocks—it’s all up to you. Heck, there might not be an appropriate reason to swing from that wrecking ball in the image above besides the fact you're fond of Miley Cyrus. Again, each to their own. Whatever makes you happy.


6) Be a rock star

And why stop at Miley? Why not go full Sex Pistols, The Clash or the Dead Kennedys—or whichever contemporary punk band is considered cool these days—and smash up the place? Break the speakers! Wreck the furniture! Put a TV through a window! But, um, again—make sure you let go or you’ll wind up a couple of stories below, lying in a heap of shattered glass, clutching a flat screen television and feeling stupid. Rock and Roll!


7) Find time to relax

Let's not kid ourselves: no matter how good you are at cracking puzzles, picking yourself off the ground, dusting yourself down and starting again is something you’ll want to get familiar with in Human Fall Flat. While its eureka moments are second to none, the amount of trial and error that can—and often does—go into besting certain challenges can be quite infuriating.

While I feel like I’ve bonded with Bob in our journey through his dreams—he’s made me laugh on several occasions—a small part of me hates him. Why won’t you stand up straight? Why can’t you reach that ledge? Why won’t you let go of that goddamn TV? Okay, so that last one’s on me—which is why some chillout time is important for both you and him. Find a quiet spot and hit the T key. That makes Bob flop to the floor and ‘play dead’, which never failed to make me smile.

Human Fall Flat is out now for Windows, Mac and Linux on Steam and the Humble Store for £11.99/$14.99/€14.99.

How VR could change Dota 2 forever (but probably won't)

Three Lane Highway
Every week, Chris documents his complex ongoing relationship with Dota 2, Smite, and wizards in general.

Sniper

Virtual reality is coming. Again. It was coming in 2012, and then in many ways it came in 2012, but then it wandered off again, resurfaced in 2014, got sold to Facebook, vanished, and now it's back. Virtual reality! The announcement of HTC's Vivemarks a fresh beginning for both the wearable tech industry and the desperately optimistic tech op-ed industry.

It looks like a robot spider's face and sounds like an off-brand tropical juice drink that you might buy from a roadside van in the early hours of a Saturday morning. It will require you to carve out hitherto unheard-off leagues of floorspace, a volume of territory alien to anybody this side of North America's cavernous suburbs. It will smartly account for the possibility that you might wander into a bookshelf, but you will nontheless eventually wander into a bookshelf. None of this matters. Virtual reality is coming , and this time Valve are making it , and everything is going to be fine. You would walk into any number of bookshelves if it meant seeing Alyx Vance's face again.

What, though, does all of this mean for Dota 2? Valve's most popular game is also its most resistant to new technologies. Dota is a hard kernel of old-school PC design, rooted in the medium's past and utterly resistant to change. Its durability is key to its global appeal: you can play it on almost anything. It is Valve (and Steam's) ambassador to gaming markets that will be slower to adopt something as exorbitant as VR: Russia, South East Asia, South America.

Any application of VR to Dota 2 will always be a matter of luxury, not necessity. The game doesn't need it. But it could make use of it, and here is how.

Experience a replay in first person

You're never going to actually play Dota 2 in the first person. Even something simple, like changing your point-of-view using the minimap, wouldn't work. Dota 2's design piles complexity on top of the already-complex isometric RTS, and you can't just strip out those foundations and expect a playable game.

However! Going on a tour of the map in first person would work, and would be of interest to anybody who has ever wondered how their heroes actually experience that space. Extrapolate that out a little further and you've got a novel (if ultimately limited) new spectator mode. Witness your own best plays from the perspective of somebody who was hiding behind a nearby tree. Run into a bookshelf in your living room while trying to get the best possible angle on a pro teamfight.

Perhaps VR spectators could see each other inside the game, rendered as ghosts or perhaps as the little frogs and birds that already hop around the map. You could turn to the guy next to you and exclaim "did you see that? ", pointing excitedly at a dynamically-intercepted Roshan attempt and/or a nearby bookshelf. Imagine sharing the experience of live sport with other people within the game itself, feeling the swell of the crowd with every play and encountering, for the first time in a digital context, the uniquely immersive inconvenience of not being able to see very well.

Pretend that Dota 2 is a living board game

Imagine if you could project an entire Dota 2 match—running in real time—onto a flat surface, either simulated or in your actual house. Imagine peering over it, like a god or a terrarium owner, watching these little animated miniatures run about and cast magic spells and yell at each other.

Imagine tracing the course of the river with your finger, seeing where it tumbles off the edge of the map—off the edge of the table—and down to the floor below. Imagine catching the water in your cupped hands and casting it into the air, letting it rain down onto your virtual face, laughing and laughing.

I am stretching this because I suspect that virtual boardgame Dota would actually work. It is not, in and of itself, totally ridiculous, and therefore I would both like it to happen and find it to be of limited utility to this column.

Endure the terrifying life of a creep

Here's a better one: an on-rails melee combat game like those arcade games you sometimes find where you wave a foam bat (see also: 'sword') at skeletons until you run out of money or dignity. Imagine something like that, but you're an actual creep in an actual game of Dota 2. You spawn in a barracks and run with your little brothers and sisters down a long lane, mighty heroes striding to either side. You encounter vile enemy creeps coming in the opposite direction and—swing! swing!—begin to chop at them in immersive first person.

The chaos of battle. The odds stacked against you. A tower at your back, a tower ahead. All of your kills are stolen by colourful characters with more power than you could ever hope to have. Then, as the battle looks won, as you surge forward, low on health but vitally, desperately alive, blooded in battle but never bowed, a shadow looms over you. You turn. There she is. Crystal Maiden. An ally, You think. She swings her staff: there is a bolt of blue light, and then there is nothing. Denied!

Try on cosmetic items before you buy them

Somebody once wrote a desperately optimistic op-ed about how we may one day use augmented reality technology to dress ourselves in the clothes we aspire to buy. I haven't actually read it: I assume that it exists. Nonetheless, I think this may form the basis of a fun addition to Dota 2's item store.

Imagine that you've got a modest sum of Steam-bucks to spend and you're not sure what to splash out on. At present you can preview new sets and you can cycle couriers through their various forms: you can rotate them and look at them and make a decision based on something as mundane as 'what the item actually looks like, on the character that it is designed for'. Yawn.

I'd like to try the items on myself: to be placed in a virtual store with a big mirror and parade around in the latest sets for my own amusement. I would like to attempt to wear some Broodmother armour and experience what it might be like to don Crystal Maiden's arcana cape, floating around with a dog and terrible frostbite. I'd like to try out Legion Commander's Arcana swords, and find out—once and for all—if it is actually possible to see anything when your eyes are on fire.

I'd like to pet the couriers before I buy one, and perhaps go for a ride on their flying variants. Having made my purchasing decision, I'd like to hand over virtual money to the shopkeeper himself, and take my items back to an actual Armory: this may, at last, provide a reason for me to interact with my shelves.

Stand in the player booths at The International

Let's assume that is possible to use a lot of combined camera feeds to place a virtual participant inside a different room in real time. Should this be the case, the natural next step is to give Dota 2 fans unprecedented access to the competitive scene. Valve have been slow to deliver their promise of International 2014 booth audio, so why not overcompensate with the technically unsound and deeply invasive application of VR?

Imagine how muted and awkward the players would feel, knowing that their every word and gesture was being picked apart by thousands of invisible, intangible spectators. Imagine hovering eerily behind your favourite players, listening to them alternately yell the words 'back' and 'nice'. Imagine seeing yourself as their equal despite staggering mounting evidence to the contrary. You think you know back-seat Dota? Not like this. Not like this.

Experience the life of the guy you're about to report

Let's get ambitious, here. Virtual reality could provide new perspectives on Dota 2—allow you to explore your hobby from a different angle. But what if it could make the community itself a better place? What if—and there are no bad ideas in this space, people, this is the future we're talking about—virtual reality could fix people .

I'm going to hypothesise a scenario. You are in a pub game. You are this ready to report somebody. Your mid has no gank. No gank at all! He has feed. For fuck's sake and so on. You type 'nooooooooooooob', and hold down the 'o' key just that little bit longer than you need to, grinding out your frustration like a pointless cigarette stub in the manky ashtray of your personality. You right click the player in question and select report.

But then! Your VR headset flips into a new mode. You are given a vision—a strange sensation, at first—of the same game from the reportee's perspective. You see, vividly, the lack of wards that meant that they could not realibly roam. You see that their opponent in mid was simply really good, better than you could deal with, and that they did their best but found themselves outmatched. I've been there too , you think.

Then, the headset takes you deeper. You see a scene from earlier the same day, because presumably everybody wears cameras on their faces all the time in the future or something. Your midlaner's boss is a total dick. There's a line at the bus stop. The post has been delivered to a neighbour. The pizza they were saving is missing from the fridge. The goldfish is dead.

All this, and all they wanted was a single good game of Dota. Instead, they got you—and all you did was add to the number of things they had to deal with that day. You are experiencing It's A Wonderful Life for the post-social age, if It's A Wonderful Life was a movie where Jimmy Stewart is repeatedly told to kill himself by a chorus of moronic teenagers. You do not get to descend the stairs to a town full of people who love you, in this scenario, but you may experience a moment of separation from the people whose lack of self-awareness, empathy or decency places them a few taxonomic rungs short of that sad, lost, incompetent baby sealwhose only recourse is to honk stupidly into a vast empty wilderness that it will never understand. This is, presently, the best that you can hope for.

You are abruptly returned to the report screen. Your finger hovers over the 'submit' button. You close the window. Crestfallen, contrite but wiser than you have ever been, you wander into a bookshelf.

To read more Three Lane Highway, click here.

Game Connection Europe 2014 Impressions – Machiavillain

As I wrap up my week of Game Connection Europe coverage, I wanted to close with yet another different style of gaming.

coverage, I wanted to close with yet another different style of gaming. I’ve covered the latest in Virtual Reality, showcased a social role-playing game driven entirely by user dialogue, taken a look at games that let you customize their stages, as well as the player characters, and previewed a unique variation on cooperative play. My final impression is of a game titled Machiavillain , the latest from Wild Factor, the developer behind the popular Freaking Meatbags RTS currently in Early Access. What makes Machiavillain stand out is that it’s a game that lets players assume the role of the villain, something that still doesn’t happen all too often in gaming.

Machiavillain is, at its heartless core, a parody of horror movies. It’s a simulation strategy game, akin to the likes of Prison Architect and Dungeon Keeper , with the caveat being that the villain is beholden to the silly rules of classic horror films. Those rules include never killing the dog, killing virgins last, and only being able to kill one “hero” at a time. (Unless, of course, two characters are engaged in nighttime acrobatics, in which case you’re free to “slaughter those degenerates.”) The general overview is simple enough: Players build their own manor, design the trap layout, then create monsters to stalk the heroes that inevitably find themselves drawn to the sinister dwelling.

The basic monsters that players start out with are zombies. These zombies have a few abilities, including hiding under a lampshade (which is surprisingly effective) and being able to bite heroes, thus recruiting them to the villains cause. From there, both heroes and the villain have upgraded character types that come into play as the game gets harder. On the heroic side, players will have to find new ways to kill football jocks, as their uniforms offer added protection, and eventually a fully armored swat team. To help bring down these more difficult do-gooders, the player can create werewolves, vampires, and other classic monster movie baddies. Each character type comes with their own unique abilities, so strategy, patience, and careful planning will play a crucial role in success.

As if finding ways to get the heroes alone wasn’t hard enough, players must also manage creature needs and incoming resources. Monsters get hungry and need sleep too, so some rooms of the manor will have to be dedicated to giving the zombies a place to rest, and curl up with a good brain. As victims are claimed, players can build a butcher table to, umm, re-purpose the corpses, using the remains as food for the zombies. This is just one example of how traps, items, and resource management play a role in the game.

To play up the parody aspect of the game, many of the items and characters will be themed after classic and modern horror titles. Players can looked forward to taking down heroes modeled after the Shaun of the Dead crew, for instance, with more to be included in the final version. The current plan is to have 20 different monster types to choose from, so there will be a lot of strategic variety in terms of abilities.

While Wild Factor’s previous game is still in Early Access, the plan for Machiavillain is to launch a Kickstarter campaign sometime in the near future; Wild Factor CEO Alexandre Lautié stated the campaign is likely to begin in February 2015, after Freaking Meatbags is out of Early Access. The game has been in development for three months so far, with Lautié handling the programming while enlisting the help of his girlfriend to do the artwork. (The rest of the team is working on another project.) If all goes well, the game is scheduled to release in Mid-2015 for Windows, with Mac and Linux versions on the horizon if there is enough interest in them. To learn more about Wild Factor, and to keep tabs on both Freaking Meatbags and Machiavillain , be sure to head on over to the developer’s website. You can also follow along on Twitterand Facebook, if you’d rather be sociable about it.

Devil Daggers is the most intense game you’ll play this weekend

I stopped playing Devil Daggers a few minutes ago and my heart is still racing.

Devil Daggers

Devil Daggers is a frantic game filled with absolute monstrosities that can kill you with a single touch. Gnashing skulls, floating cycloptic goliaths, burrowing centipede-like titans, and ten other of the foulest creatures imaginable await players in the game’s hellish arena.

Armed with a magical dagger, players must dodge the monsters and eliminate them as quickly as possible to avoid being overrun. Enemies come in predetermined waves so experienced players can plan their maneuverings based on past experience. By holding down a left-click players can send a single stream of daggers flying at the demons, and if aimed at their glowing red weak points, the stream is usually enough to quickly eliminate them. Right-clicks trigger a shotgun-like blast ability that is great for taking out enemies close together, but cannot be fired as rapidly as the stream of single daggers.

As of this time, I’ve barely lasted a full minute in Devil Daggers . I am actually quite proud of that, even though it’s not very long at all. I’ve seen other players survive for far longer thanks to the game’s built-in replay function that allows you to see other player’s best runs, and everyone else can see your own best run as well. The replay feature even has a separate listing that allows you to view friends’ best runs.

Devil Daggers is now available on Steam. Follow the game on Twitter: @devildaggers.

Mod of the week: The Long War for XCOM

MOD OF THE WEEK
In Mod of the Week, Chris LIvingston scours the world of user-created adventure for worthy downloads.

In Mod of the Week, Chris LIvingston scours the world of user-created adventure for worthy downloads. This week, the mod that makes the outstanding XCOM bigger and tougher.

"More, more, more," says the disco song, then asks: "How do you like it? How do you like it?" When it comes to XCOM: Enemy Unknown, the Long War moddefinitely adds more: more weapons, more tech, more options, more challenges, more campaign missions, and even more squad members. How do you like that?

Released last year, Long War was updated this month and its 14th beta adds some new fixes and features to a mod already bursting with new stuff. First and foremost, the mod invites you to struggle through a longer, harsher campaign, but provides you with some new options to endure the prolonged alien assault. Your squads start out with six slots, and it can be increased to eight through Officer Training School, and certain missions allow squads of ten or even twelve members.

XCOM

Mo' soldiers, mo' problems. While it's great to have extra hands on board, Long War introduces the idea of battle fatigue, meaning soldiers returning from combat missions will need a few days of rest to cope with all the turn-based scuttling, shooting, and shrieking in fear they've endured. You can send fatigued soldiers out on a fresh mission, but that will lead to an even longer (and mandatory) fatigue period when (if) they return. This means you'll need to establish a much bigger pool of soldiers and rotate them in and out of squads, adding a little extra strategy during mission planning. SHIV units don't incur fatigue, proving once again that robots are our betters, though they do require a lengthy repair time if they're damaged on a mission.

XCOM

There are eight soldier classes and eight MEC classes, not to mention some new guns to arm them with, including SMGs and sawed-off shotguns, along five tiers of weapons. A new feature is the ability of soldiers to "steady" their weapons as an action: this will give them improved aim on their next turn and is a handy alternative to overwatch. Explosives have been tweaked as well: instead of doing a fixed amount of damage, there's damage falloff the further the target is from the center of the blast.

XCOM

Research has also been overhauled. Essentially, it takes longer to perform and has some additional requirements. For example, you'll need multiple alien bodies to perform autopsies (I guess a control group is handy) and the interrogation of a species requires that you've already autopsied that species (I guess showing your subject what happened to the last guy might loosen a few of his tongues). It adds deeper tech trees as a reward, however: just take a look at this lengthy rundown. You're not the only one doing research, either: in Long War, the aliens are trying to learn some new tricks and techs as well, and slowing their progress is a priority.

XCOM

Access to psionics comes considerably earlier in the game, and the psionics tree has been expanded with new powers that can be unlocked by dissecting dead aliens or bracing living ones. There's a new system to promote and commission officers that replaces the medals system from Enemy Within, and officers can provide squad buffs during missions. The UFO interception game has been upgraded as well, with several new enemy ships and upgradable interceptors and individual pilots.

XCOM

There's more, more, more. I'd suggest checking out the wikito browse the hundreds of changes, large and small, that Long War makes. Again, this is still a beta, so I can only assume there's more to come.

I wish I could give you more of a personal take on some of the new material, but I am utter garbage at XCOM, let alone a longer and more difficult modded XCOM, so I did not make a lot of progress through the game, with the exception of generating an enormous pile of dead soldiers. At least I can tell you that installation-wise it's all very easy: the mod has an auto-installer, though it will overwrite game files and disable multiplayer entirely, so be warned. Stability-wise, I didn't experience any issues: the mod ran perfectly. You can grab the latest beta from Nexus Mods.

Secret Files Sam Peters Takes you Right to the Heart of Africa

Secret Files Sam Peters is the exciting new point-and-click installment in the Secret Files series, which takes us on a journey to Lake Bosumtwi, Ghana and asks us to solve an age old mystery.

series, which takes us on a journey to Lake Bosumtwi, Ghana and asks us to solve an age old mystery. Taking on the role of Sam Peters, who originally appeared in, players must hack their way through unruly wilderness, solve fiendish riddles, escape feisty jungle animals by daylight, while fighting demons by moonlight.

Also an interactive novella, Sam Peters begins with an intriguing premise: Alien DNA has been spotted within the genetic code of algae living inside Lake Bosumtwi, which could prove to be the story of a lifetime for heroine Sam. The game is filled to the brim with high quality visuals and exotic locales, creating a platform where scientific fact meets African mythology. Although previous titles in the series called PC home, Secret Files Sam Peters is transitioning to mobile devices with touch controls and an optimized user interface.

You can help Sam solve the mystery today by downloading the game from the App Store for just $2.99. For those who are keen on more information regarding the game, visit the Secret Files Facebookpage and the official game website, or follow developers Deep Silver on Twitter. What do you think about the game? Is getting a credible article on the front page of an esteemed science magazine really worth Sam’s life?

All the World’s a Stage in Knee Deep

When it comes to Prologue Games’ Knee Deep , Shakespeare’s quote “All the world’s a stage…” comes to mind.

Knee Deep 2

, Shakespeare’s quote “All the world’s a stage…” comes to mind. Players are transported to the town of Cypress Knee, Florida. A washed-up actor hangs himself while on location, and the cast is thrown into the spotlight of the investigation in this noir adventure set in three acts.

The game behaves like a play, and the player’s screen becomes a stage. Characters are shifted among scenes. Players will watch as set pieces are moved into place while music rises and falls from the orchestra pit. The story follows three different characters, a blogger, a reporter, and a private investigator. Players also engage in dynamic storytelling that depends on the choices and consequences of the player’s actions. Conversations evolve based on the player’s choice, so they’ll have to be mindful of critical decisions as they could lead to a breakthrough in the case or end up getting someone hurt.

Knee Deep ’s first two acts are available on Steamfor Windows PC, Mac, and Linux. The third and final act entitled Boomtown is set to release on March 8. To learn more about the game visit the official website. To learn more about the developer Prologue Games visit their website, Facebook, and Twitter.

Level edit your own massacres in Hotline Miami 2

The brains which designed the original levels in twitchcore top-down murder-'em-up Hotline Miami must have been fetid, broken, wrong places.

The brains which designed the original levels in twitchcore top-down murder-'em-up Hotline Miami must have been fetid, broken, wrong places. And now they can be your brains too. At E3 Dennaton Games has released a new trailer for the second, (and supposedly final, game in the series, Hotline Miami 2: Wrong Number, which shows how you can create and share your own levels. This is that…

The game's out later this year. I fully expect it to be completely horrific, and to only get worse once the community starts making stuff for it. Both are intended as compliments. We'll try to get a hands-on from the show floor over the next couple of days. Assuming we aren't beaten to death in the toilets. Because games journalism is no joke.

What's your favorite childhood gaming memory?

Hello, dear readers! GamesRadar has an awesome community and we love hearing from you. We love it so much, in fact, that we created a show just for you! Our Community Manager Greg Henninger is going to sit down every week and answer your burning questions. This week's questions come from our GR fans jtscool99, rainn'sgaydar, and Wade Smit. If you want to see your questions answered, just leave them below in the comments section!

The best pro gaming to watch this weekend

This might not be the busiest weekend in the esports calendar, but there's still enough to keep you occupied until Monday rolls around—including CS:GO finals in China, the ongoing spectacle of the North American League of Legends scene, and StarLadder's Dota debut in Los Angeles.

Photo credit: TaKeTV Media .

This might not be the busiest weekend in the esports calendar, but there's still enough to keep you occupied until Monday rolls around—including CS:GO finals in China, the ongoing spectacle of the North American League of Legends scene, and StarLadder's Dota debut in Los Angeles. If you're into Hearthstone or enjoyed the HomeStory StarCraft series, you'll definitely want to be tuning in to SeatStory Cup V.

League of Legends: NA Championship Series

LoL's regular season play steps it up to cover for what is otherwise a quiet weekend. You can catch top-tier play in North America starting at 21:00 CEST/12:00 PDT on both Saturday and Sunday, with four best-of-threes being played on each day. You can find more information on the matchups, schedule and livestream on lolesports.com.

Dota 2: StarLadder i-League StarSeries

The first StarSeries LAN in the USA takes place in Los Angeles this weekend with $300,000 on the line. This is a good chance to see a slate of top Dota 2 teams play ahead of the International in a couple of weeks. Play is ongoing today, and continues on Saturday starting at 09:30 PDT/18:30 CEST. The action starts on Sunday at 14:00 PDT/23:00 CEST with the grand final beginning at 17:00 PDT (or 02:00 CEST the following day in Europe). Find the livestream here.

Hearthstone: SeatStory Cup V

There are a number of top players taking part in SeatStory Cup V this weekend. It's the Hearthstone version of the legendary HomeStory series: a serious competition in relaxed surroundings, giving you a chance to see pro players in a different light. Play begins every day at 14:00 CEST/05:00PDT and you can find the livestream here.

CSGO: Pro Gamer League 2016 Summer

This weekend is a little short on CS:GO, but you can still catch the finals of PGL 2016 in Wuhan on Sunday. The roster is primarily composed of Chinese teams with a handful of almost-top-tier western squads. The finals begin at 05:20 CEST on Sunday, which is 20:20 on Saturday night in the USA. Sadly there's no English stream for this event, but you can find the Chinese one on each match's HLTV.org page. Here's the final.

Hotline Miami 2 dev removes mock sexual assault scene from demo, "you get a bigger picture when you play the whole game"

Hotline Miami 2 developers Dennaton are reconsidering the game's mock sexual assault scene, and have removed it from their current preview build.

Hotline Miami 2 developers Dennaton are reconsidering the game's mock sexual assault scene, and have removed it from their current preview build. This is in response to a demo of the game, which received criticism - including from our preview- for a section in which the player's character goes to rape a woman, before a director calls cut, and the scene is revealed to be part of a film. In an interview with RPS, Dennaton's Dennis Wedin admits he doesn't want the scene to come across "just as provocative".

"We were really sad that some people were so affected by it, because maybe they had been through something like that of their own," Wedin said. "Maybe they had a terrible experience of their own that was triggered by the game. That was not intentional at all. We didn't add the scene just to be controversial. There is a meaning to these two characters. There's a lot more to them than just this scene.

"We removed it for the demo. We're going to work with it, see if we can fix it. You get a bigger picture when you play the whole game, which is lost in the demo of course."

Wedin goes on to describe some of the context around the scene, explaining that in the full game these two characters are explored in more detail, and that the victim is not the only woman in the game. "There's also gonna be playable female characters – a lot more of them in the final game."

When asked if the scene would appear in the final game, Wedin said, "we'll see."

"We're gonna see how people react to it when we test the whole game," he continued. "We'll get opinions and stuff like that. We'll see how we can present this in a good way. In a way that we want it to come across. Not just as provocative. That's not our meaning at all.

"I respect people's comments and the fact that people voiced them. That's how they feel. Our scene made them feel this way, so we have to think about why and if there's something we can do to make it better. I don't think it's right to just say, 'You're wrong. You're just looking at it wrong.' That's not the way to go."

The unthinking removal of challenging material would be devastating to games' ability to examine serious topics, so it's good to see Dennaton taking a thoughtful approach here. To state the obvious, our original preview was an honest reaction to the scene, not a call for censorship. Head through to the RPS interviewfor more discussion about Dennaton's initial thinking, and the context behind that controversial moment.

How Alien: Isolation can change the way you play games

This week, we're highlighting the top five titles in our Game of the Year 2014 list. Alien: Isolation ranks at #3 - and here's Lucas Sullivan's take on what makes it so awesome. I'll admit it: the only Alien movie I've seen involves Bill Paxton. Oh sure, I've picked up plenty about the legendary franchise from pop culture osmosis - facehuggers, chestbursters, how much everyone seems to despise Prometheus

How does new hero Ana fit into the Overwatch metagame?

When you think of a hero you might not think of a sixty year old one-eyed mother with a rifle, and that’s why you don’t work at Blizzard.

When you think of a hero you might not think of a sixty year old one-eyed mother with a rifle, and that’s why you don’t work at Blizzard. Less than two months after launch, this week Overwatch sees the introduction of a new hero, Ana. Missing her right eye and mother to the jetpack-wearing, rocket-slinging Pharah, Ana is bound to shake up the competitive Overwatch scene. She’s the breath of fresh air that support players were waiting for and an important addition to the game’s lore for everyone else. The question is: how does Ana’s arrival affect the way we play Overwatch?


Ana Amari, Egyptian bounty hunter

Ana has a few unique abilities. Her main weapon, Biotic Rifle , is a sniper rifle that does damage over time if you hit an enemy and does healing over time if you hit a teammate. Her sidearm, Sleep Dart , is a single-shot projectile that will put any enemy to sleep for five seconds or until that hero is damaged in some way. Ana’s Biotic Grenade is a projectile that can be used at an incredible range. When enemies are hit by her grenade, they can’t receive any healing for five seconds. Teammates caught in the Biotic Grenade’s blast instantly get healed for 100HP and receive bonus health from other healing abilities. Last but most definitely not least is Ana’s incredible ultimate ability, Nano Boost . It can be applied to a teammate to boost their movement speed, damage, and damage resistance. A Genji, Soldier: 76, Reaper or Winston with the Nano Boost buff will eat through an entire enemy team without looking back.


No one (wo)man should have all this power

Ana has a few game-changing abilities, so how do you best make use of all of this power? First off, you’re a support player who should be focused on keeping your team alive. Try getting into a position where it’s easy for you to see your team but hard for the opponent to see you.  During large team fights, this requires distance to make sure the opponent can’t easily take you out. If a Tracer or Genji get close to you, you’re going to get ripped apart and Ana can’t easily get away. Try using your Sleep Dart on opponents with their ultimate ability up and your Biotic Grenade on important targets that your team is going to try to kill. If the enemy is doing a lot of damage to all of your teammates, use your grenade to heal them quickly. You can throw the grenade from quite a range so don’t worry about needing to close the distance.

Your Biotic Rifle doesn’t only heal, it can also do damage, and quite a bit of damage at that. While healing should be your priority—you want to keep your team strong and healthy—you should be using Ana’s offensive abilities as well. Her sniper’s scope is very quick and, unlike Widowmaker, no charge up is required for her to do maximum damage. You’re going to most likely be aiming in the direction of the fight anyway, so you might as well try to get a couple shots into your enemies when nobody in your team requires healing.

Her ultimate, Nano Boost, is best combined with one of your offensive heroes’ ultimates. A Genji with Nano Boost and Zarya’s shield bubble is virtually impossible to kill and constitutes an ‘overpowered’ combination in any sense of the word. As Ana, it’s important to communicate well with your team. You need your teammates to know that you’re going to give them Nano Boost or they might realize it too late, putting them in a position where they can’t use it as well as they otherwise would.


What does she mean for the meta?

Ana is the first hero to be introduced after the launch of the game, so it’s not a surprise that there were high expectations for her. Combined with a rather stagnant metagame in the pro scene—where Mercy, Lucio, Reinhardt and Roadhog were simply required for a team to perform—places pressure on her design. Ana couldn’t be impactless, but she couldn’t be essential either. Unfortunately, the latter seems to be the case.
As it currently stands, Ana’s ultimate ability is in a state where any skilled offensive player blessed with it becomes unstoppable, unless—you guessed it—the opponent can use their Ana’s sleep dart to temporarily knock out the now stupidly-strong hero for the duration of the Nano Boost. This means that if one team has an Ana, the other team needs to have one as well.

In the tournaments that are already being played among the best players, we’ve seen team fights come down to who has the ultimate advantage a little too often. Generally, the team who can use two or more ultimate abilities at the same time will win a fight. With Ana, this just gets worse. Waiting for Ana and Soldier: 76 to both have their ultimate abilities up and then attempting to take a point is a perfect way to bust your opponent’s defenses without ever having to aim or think.

There are advantages to having Ana in the meta, however. For example, if you can use your sleep dart to take out an opponent’s Mercy, she might not be able to resurrect her team in time to affect a teamfight. This means that Mercy might not even appear in the new meta—after all, teams have a new healer with an ultimate that can turn fights around completely.


Old but not obsolete

Ana is now playable on the official Overwatch servers. While even professional players are divided when it comes to her role in the meta game, it’s clear she’s going to have a tremendous impact on both casual and competitive play. As we’ve seen in the past, it’s likely Blizzard will be tweaking Ana and other heroes until they’ve found her sweet spot, so enjoy slicing through an enemy team while you still can. Ana’s fate might be no different than that of her nemesis, Widowmaker, once the nerfs start raining from above.

Hotline Miami has been torrented to a "staggering level"

The hyper-stylish indie revenge/murder/pizza-parlour simulator Hotline Miami has sold 130,000 copies since it launched.

The hyper-stylish indie revenge/murder/pizza-parlour simulator Hotline Miami has sold 130,000 copies since it launched. But according to publisher Devolver Digital, it's also been pirated to "extraordinary levels".

In an interview with Eurogamer, Hotline's Project Manager at Devolver, Graeme Struthers, said, "It has been torrented to such a staggering level, and given the file size of it, I mean, you can't really be surprised, right? You could pass this thing around on the world's smallest memory stick."

That's not to say the team are angry about the piracy rate. Hotline's co-creator Jonatan "Cactus" Söderströmcomments on the game's torrents, asking uploaders to update the downloads for an upcoming patch, ensuring that people were at least playing the best version even if they weren't paying for it. He later clarified his position: "I don't really want people to pirate Hotline Miami, but I understand if they do. I've been broke the last couple of months. It sucks."

Struthers commented on the act, saying "that's what he's like. He just felt he didn't want people playing the buggy version of his game however they got it. He wanted them to get the patch. He basically said, 'I'm not going to criticise this, it's a fact of life. It would be nice if guys could find it within themselves to pay for it, but that's the world I'm in, so you know, you just have to take it for what it is.'"

If you've yet to pick up Hotline Miami, you can read why you should push that 130,000 sales total higher in Graham's review.

The Secret World review

The Secret World review Funcom isn’t the most prolific MMO developer – to date, it has two MMORPGs under its belt, Anarchy Online and Age Of Conan: Hyborian Adventures. But the Norwegian developer has been at it for over a decade now, weathering economic storms and evolving online communities  yet still staying competitive. We’d describe the build up to the release of The Secret World as ‘tentative

Video: Tips from Paradox on mixing history with game design

When you're making a video game about actual human history, it's tricky to find the right mix of historical accuracy and good game design.

At GDC 2016, Paradox Development Studio senior game designer Chris King ( Crusader Kings II, Europa Universalis IV, Victoria II ) spoke about some of the solutions his studio has come up with to bring history into your game, while at the same time ensuring the game itself is fun and compelling to play.

"Because if we went for perfect history, if you started a World War II game as Germany, you would always lose," King said. "This is not a huge amount of fun for players, but it's definitely 100 percent historical."

His talk about walking that fine line between fun and historical was well worth watching, and if you missed it in person you can now watch the whole thing for free via the official GDC YouTube channel.


About the GDC Vault

In addition to this presentation, the GDC Vaultand its new YouTube channeloffers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

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

Dear Esther release date and price announced

I'm not exactly sure what to call Dear Esther .

DearEsther2

. Is it a game? Is it an "interactive narrative experience"? Is it something else entirely? Your guess is as good as mine, but I do know one thing: It's pretty damn great. Originally a Half-Life 2 mod, the absolutely chilling exploration-focused adventure is being remade as a standalone game. Better still, Mirror's Edge level designer Robert Briscoe has taken a running leap onto the project, which ought to give the game's hauntingly beautiful island even more personality.

According to the maybe-not-a-game's official blog, it's releasing on, er, Valentine's Day 2012. Because nothing says smooches and other insipidly cute couple-y things like complete physical and mental isolation . So that's fun. You'll be able to pick it up for the piggy-bank-friendly price of $9.99 as well, so it's pretty much a no-brainer - if only to experience a game that's totally unlike anything else you've ever played. If you're interested, definitely check out Dear Esther's official website.

Pokémon X & Y: New Gameplay Video Released

Pokémon X & Y: New Gameplay Video Released Clauncher, Skrelp, and Talonflame are three new Pokémon introduced in Pokémon X & Y. The latest trailer also highlights Sky Battles and Hoard Battles, that’ll feature heavily in the sequel. Pokémon X & Y is due out on the Nintendo 3DS on 12 October this year.

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Our Verdict
Lovely Planet Arcade is a fast, challenging deconstruction of old school FPS design that can be frustrating, but makes up for it with heaps of charm.

Need to know

What is it? A cute, minimalist puzzle shooter without vertical aim.
Price: $6 / £4.79
Publisher: tinyBuild Games
Developer: QUICKTEQUILA
Reviewed on: Windows 10, i7-6700K, 16GB RAM, GeForce GTX 980 Ti
Multiplayer: None
Link: Steam

I have never been so angry at a pile of shapes. The greenman is two spheres on top of one another wearing a silly red triangle hat. His empty white eyes stare out at nothing, but I know he wants me dead. Raising a cannon, he fires a red sphere my way. I waddle-juke left. He fires another. Waddle-juke right. Knee-high red blobs block my way, so I reach terminal waddle and heave myself over them, flying a foot above the ground with the grace of a kicked pig. I feel like I should be out of breath, but I picture greenman’s Joan’s Fabrics clearance bin shade of hell and with an exasperated cough from my shotgun (I call it my cloudstick), I send him on his way.

That was my 15th or so attempt to take down this particular greenman, because before I could get to him, I had to collect some coins, shoot a couple bombs out of the air, and jump-shoot over the shields of a few cowardly greenies before they shot me. One bad swing of my mouse, one poorly timed misfire meant death by greenie—they’re quick—or that I wouldn’t make it to the bombs before they hit the ground. Nothing waits for you in Lovely Planet Arcade, a time attack first-person shooter that ditches y-axis aim to focus on puzzling and precision. Failure is inherent and frustrating, so shore up some patience, because Lovely Planet Arcade just wants to teach you sick tricks and make you feel nice.


Don’t look down (or up)

The basic goal in Lovely Planet Arcade is to eliminate all the greenmen in a level as quickly as possible. Up to three stars are awarded for fast runs, which require near perfect execution to achieve. You can jump (barely), shooting is hitscan based and limited to the x-axis, and movement is slow. Arcade is nothing like its predecessor, Lovely Planet, where you could leap through the air with ease and the y-axis was a canvas on which I left-clicked works of art with slowly sailing projectiles—our editor-in-chief calls it “Cup-Quake.”

Arcade is a restrained experience where the thrill of acceleration is sacrificed for the thrill of executing prescriptive shooting challenges with nearly zero room for error and as quickly as possible. The toolset is much more limited, but stretched and tested in ways I couldn’t have expected. If Lovely Planet was jazz, Lovely Planet Arcade is a classical composition. Mistakes can’t be corrected, and shooter virtuoso is determined by adherence to an specific line of tricks rather than reactive creativity. Discovering and using those shooter-tricks is the challenge.

The learning process reminds me of how I used to feel trying to kickflip down a small set of stairs on a skateboard. It’s a clearly segmented process: learn to skateboard, learn to kickflip, learn to jump stairs, and combine.

Lovely Planet Arcade starts off with just the skateboard: shoot the greenmen before they shoot you, and do it fast. Later stages add the kickflip: shoot the greenmen, fast, but every other one has a shield you need to jump to hit. And later on, the stairs: shoot the greenmen, jump for shields, but now do it while flying across the map by shooting the men with spirals on their belly—pop one and time freezes for a second before they pull you in like magnet. Tricks continue to layer: jump before you pop a spiral man so when you fly over you’ll still be elevated, and while flying, turn 90 degrees to the right and get ready to fire. There’s a shielded greenman waiting, so if you’re not elevated and second late on the trigger, he’ll shoot first.

New concepts feel impenetrable at first—discovering Act 4’s ‘twist’ was disheartening—but Lovely Planet Arcade is as caring as it is cruel. I didn’t mind repeating levels over and over because they’re so short and restarting is instant, which makes cheap shots somewhat endearing. A sneaky greenman tucked away in a corner that pegs me from behind isn’t a slap to the face, but a playful elbow nudge. Gotcha!

You sure did, damn you.


Cloud strife

Levels employ the same tricks you’ve learned, but in new ways throughout. It can be a matter of poking at every corner of a stage with every tool in the bag until inspiration hits, but once I figure out what I’m supposed to do, the challenge becomes execution. Any window of opportunity or time wasted will mean a greenman shoots or a bomb hits the ground, so the short buffer between shots and jumps means actions have to be 100-percent intentional. Each level has a rhythm, and a single mistake means starting again, but after innumerable attempts, nailing a particularly difficult sequence makes me feel like the most talented person alive—until the next level, and so on.

Some left me stumped and excessively frustrated through poor signposting, but I haven’t lost sleep over a few stinkers out of over 100. So long as you complete a certain amount of each Act’s levels, you can move on to the next, and it’s easy to linger in Lovely Planet Arcade’s joyful construction paper world.

The entire look breaks its back to curb any frustration. Sure, the greenmen are a bit sinister, but they’re dopey bulbous snowmen, and the levels are colorful domestic playsets floating in a sunny-skied void. It looks like a five-year-old dictated the art direction to a design professional, resulting in a clean and colorful embodiment of joy, all backed by a bubbly soundtrack that wouldn’t feel out of place in a modern Nintendo game. It’s nice to play a shooter that tries so hard to lighten the mood.

Arcade’s grimmer inspirations, Doom and Wolfenstein, are mostly static, unchanging worlds, whose reward comes from trial and error, the rote memorization of mazelike arenas, and the satisfaction of using the right tool at the right time, quickly. They're about getting to know a space and its rules well enough to make it non-threatening and fun. Lovely Planet Arcade consists of similar design boiled down to a candy-coated snackable version, problems and elations included, albeit in tinier, richer doses. It lacks the acceleration and vertical thrills of other shooters, and I’m not dying to go back and beat my times, but Lovely Planet Arcade cleans up and contorts FPS design in a pure, playful package.

The Verdict

Lovely Planet Arcade

Lovely Planet Arcade is a fast, challenging deconstruction of old school FPS design that can be frustrating, but makes up for it with heaps of charm.

ABOUT THE AUTHOR At only 11-years-old, James took apart his parents’ computer and couldn’t figure out how to put it back together again. As an Associate Editor, he’s embarked on a dangerous quest to solve Video Games. Wish him luck.

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The story of Dear Esther

During the summer of 2008, a Half-Life 2 mod changed the way I thought about games.

Dear Esther 1

During the summer of 2008, a Half-Life 2 mod changed the way I thought about games. Developed as part of a research project at the University of Portsmouth, Dear Esther featured no shooting and no puzzles. Instead, it simply presented a Hebridean island for you to explore, and an unusual story of motorways and science experiments that fell into place as you did so.

Almost three years later, that humble mod has been signed by Valve for a full, standalone commercial release on Steam. It's been rebuilt in its entirety by Robert Briscoe, one of the team behind the stark and strikingly memorable environments of Mirror's Edge. And it's stunning. The Source Engine – now more than six years old – has never looked so beautiful.

I've played through a good chunk of the second take on Dear Esther, and it's shaping up to be even more fascinating than the original. But almost as interesting as Esther's story is the story of the game itself, and how it came to find itself on the cusp of a commercial release.

The Dear Esther concept began in 2007, emerging from a research question proposed by Dr Dan Pinchbeck of Portsmouth University. Pinchbeck wanted to see what would happen were a game to focus purely on storytelling, to the exclusion of more traditional interactive elements. He also wanted to see how people would react if a closed reading of that story were near enough impossible to reach.

“Esther is basically about ambiguity,” he explains. “It came from this idea that you could do more with storytelling in games if you stopped worrying about everything making sense and adding up, and that when you read a book or watch a film, you are filling in a lot of those details yourself. Games are like films in that regard: you have these cardboard cutout sets and no one worries about that – we focus on the front, not the back. So we can apply a similar thing to story, and stop giving as much away.”

Funded by a grant from the Arts & Humanities Research Council, Pinchbeck and his team set about creating a Half-Life 2 mod to explore his ideas. In Dear Esther, you play an unseen, nameless protagonist, wandering through the mist, triggering randomised audio clips of letters being read aloud to a woman named Esther. It's not clear who she is, nor how you and she are related. But as you make your way towards the island's peak, a haunting story begins to clunk together.

“Grief, loss, guilt, faith, illness,” says Pinchbeck, when I ask about his interpretation of the Dear Esther story. “Cheerful stuff. But it's also – and this is really important to me – about love and hope and redemption, and how people cling to each other in the face of a brutal, uncaring world.”

Dubbed 'an interactive ghost story', Dear Esther is never overtly scary. Instead, it builds atmosphere and an emotional weight. The audio clips tell you about the island's history while simultaneously documenting a terrible accident back home in England. But it's also a character story. You learn of a syphilitic shepherd, an explorer whose infected injury sent him insane, and a man destroyed by guilt after a fatal car accident. They blur together. Depending on how you read it, they might not even be three separate people at all.

The island itself is no less intriguing. Phosphorescent paint splashed on walls. Chemical equations etched into the sides of a cavern. Enormous chunks cut out of a cliff face in perfectly straight lines. Bible verses scrawled all over the island, and a flashing radio tower omnipresent in your view.

Exploring a spectrum of moods within the medium of games is something Pinchbeck takes very seriously.

“It's important that we all keep pushing at the potential emotional range of gaming and how subtle we can make a player's emotional journey,” he says. “What I hope about Esther is that although it is fairly dark, there are subtle tones to that: an ebb and flow that makes it an interesting journey that we can all recognise, rather than just us standing there hitting the player with the tragedy hammer until they give in.”

But right at the centre of Esther's story is the idea that there's no absolute interpretation of the themes at play. Pinchbeck expected that this may turn players off, leaving people bored and unfulfilled. He was spectacularly wrong. Instead, Dear Esther became an indie darling, downloaded more than 60,000 times, enthused about by the gaming press, and honoured with an international award.

A year later, fresh from a stint on Mirror's Edge, a level designer showed up.

After an exhausting couple of years working in Sweden, Robert Briscoe returned to the UK, having decided to take some time out to recuperate. He'd originally planned to use this time to work on a small prototype he'd been tinkering with – a zombie-filled survival horror mod built in the Source Engine. But then came an attack of the undead, as wave upon wave of brainmunchers saturated the PC games market. Not wanting his idea to be lost in the crowd, Briscoe put his project on hold.

This left him with a year or so to burn. Searching for ideas, he turned to the premier mod site ModDB for inspiration – and stumbled upon an unassuming little release called Dear Esther.

“It was the inspiration I'd been looking for,” he recalls. “A simple, highly original idea which was singularly focused on telling a story through the environment. It stuck in my mind for days afterwards, and although I toyed with the idea of translating Dear Esther's core mechanics to my own designs, I couldn't shake the feeling that there was so much untapped potential in the original, if only for a proper coat of paint and a more polished design.”

For Briscoe, Dear Esther's main weakness was the island itself. The story was fascinating, the ideas great, but the island worked against the game: players were getting lost, or stuck, or bored.

“One of the most common complaints about the original was the tediousness of trudging through the simplistic landscape between audio cues and landmarks, which made exploring rather unrewarding,” he says. “To be fair, it wasn't really a failing of the design per se, but a shortcoming of the Source engine and how it handles large outdoor environments.”

Having worked with Source for over five years, Briscoe had a few tricks up his sleeve to bring the concept to life. “It allowed me to create a much more rich and detailed world than ever attempted before in the engine,” he explains, “which encourages and rewards exploration with the incentive of uncovering small clues and details about the history of the island, its inhabitants and our protagonist.”

The remake pushes the Source Engine to places it's never been before. Realistic waterfalls cascade down the walls of extraordinary caverns, gleaming bright blue in the phosphorescent light. Outside, foliage sways and leaves blow in the breeze, as the moon forms a striking reflection on the eerily calm ocean. The picture painted by Dear Esther is as vivid as any in gaming.

“The visuals are going to have a massive effect on how immersive the island is, and that's really important,” says Dr Pinchbeck, who afforded Briscoe a great deal of freedom while rebuilding his game. “There's a lot of subtle stuff going on in there, and what's really cool is how Rob has responded to the original version and put his own spin on stuff. I sent him pages of notes, and I've been looking at alphas and feeding back, but right up until the deal with Valve happened it was mainly Rob's gig.”

It was quickly obvious that this was going to be more than a simple graphics overhaul. With his level design techniques, Briscoe had transformed the world of Dear Esther into something remarkable: a game whose world was its primary character, and where every landmark told its own story. “There's quite a bit more focus on exploration, properly rewarding the player for leaving the obvious path,” says Pinchbeck. “And the great thing about going indie is that we've been able to do all of that – to make it more than just a visual overhaul.”

Until fairly recently, the Dear Esther remake was still set to be released as a free Source mod. But that changed when Pinchbeck and Briscoe decided to approach Valve with the view to licensing their engine to release a fully fledged indie game. Valve were impressed. They agreed, and signed Esther as a Steam exclusive.

It was Pinchbeck who originally suggested the idea. “My reasoning behind it was that Rob was creating something so extraordinary, it deserved a wider audience than we could give it as a mod,” he explains. “I love the mod scene, but it is limited in terms of reach.”

Pinchbeck had another agenda in mind, as well. Esther was originally created as part of a research project at the University of Portsmouth, and one of that project's pillars was that its games should function as actual, playable titles that the community could respond to.

“I think games researchers have this amazing opportunity to explore high-risk areas of game design, and we have almost an obligation to run with ideas and push them as far as we can. We started off saying 'will this work as a game?' and the answer was pretty resolutely 'yes'. So the next question is, 'what happens if you commercialise that?'”

If it works, then in theory Pinchbeck and co could find themselves in a position where they can fund their next experiment with their earnings from the last one. “Which is massive,” he says. “We're doing something that has actual, absolute relevance to the industry, and we're proving it has value – not in some obscure journal, but out there, in the marketplace.”

It will be interesting to see how the wider gaming community reacts to Dear Esther. It's slow, uneventful and pondering, and only an hour long. Robert Briscoe has struggled to describe Dear Esther during the 18 months he's been working on the remake. “I often find myself avoiding the word 'game',” he says, “preferring to describe it as more of an experience or story. I always want to ask people if they've ever stared at a painting and wondered what the story was behind it, or imagined being able to transport themselves through that small window into the world and explore it. Most people connect with this.”

For Pinchbeck, this indicates a newfound maturity in gaming. “I think we've been in an amazing period of creative expansion in games for a couple of years, and that ranges right from really left-field independent titles to mainstream AAAs. There are so many great titles and developers out there, and some really experimental work finding a place in the market. Games get a lot of stick for being derivative, but the reality is that it's one of the most amazing mediums on the planet in terms of the audience actively demanding innovation, and being happy to fund that themselves.”

Perhaps the most interesting comments come from composer and sound designer Jessica Curry. She's currently in the process of re-orchestrating Esther's entire soundtrack: as Briscoe has done with the environments, Curry is rebuilding the audio from the ground up.

“I'm not a gamer, or from that world at all,” she says. “So I've always seen it as a piece of digital, interactive art. Dan sees it as a game, but neither of us really think you have to make the distinction. For me, art is about an experience which touches people deeply. I really think, and hope, that Dear Esther achieves that.”

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