Assassin's Creed 3 PC to have double and quadruple-res textures, DX11 features

Assassin's Creed 3 is arriving a bit late on PC, but according to comments from the Ubisoft team in a recent Reddit AMA , it'll come with some extra visual polish.

, it'll come with some extra visual polish. DirectX 11 features like tessellation will smooth out those polygons and we can look forward to textures that, in some cases, will be four times the resolution of the console versions.

Community developer "UbiGabe" also says that "when PC launches, it will include ALL of the console patches out at the time (so, that includes any patches we might be releasing in between now and PC launch). In addition, PC has a special patch designed to ensure that everything runs as smoothly as possible."

Textures will be "double-res in most cases, but quadruple in some," and there will be "some other shader improvements that will have an impact, but aren't all that sexy to enumerate in a reddit post." UbiGabe should drop us a line, NOTHING IS TOO UNSEXY FOR US.

But seriously, other important issues were raised during the Q&A, like the vital question "Do you think Connor would rather fight 100 duck-sized horses, or one horse-sized duck?" to which the predictable response was "I think Connor's speed and size would prove to be the difference maker in the battle against the mob of horse-ducks so I lean towards them."

This brilliant Assassin's Creed Kinect April Fool video also came up again, which is all the excuse I need to embed it on my forehead to amuse everyone I meet today. Also here:

PC Gamer UK Podcast: Episode 71 - Wordless Yelling

Apologies for the delay in getting this week's podcast to you, listeners.

Apologies for the delay in getting this week's podcast to you, listeners. We had a technical issue whereby Chris' voice was very very quiet. It took a long time before we realised what was wrong: we knew he was trying to tell us something, but, well, we had no idea what it was.

This week Chris, Rich and Tom Senior gather to discuss Dota 2, Dragon Age 2, Spec Ops: The Line, The Walking Dead games, Killing Floor, Endless Space and more, including the Steam charts and your questions from Twitter.

Tom would like to offer his sincere apologies to oboists everywhere. He doesn't mean a word he said. Really.

Download the MP3, subscribe, or find our older podcasts here.

Show notes:

Tom Francis goes hands-on with Dishonored. Chris' Rome 2 previewand video interviews. Our Minecraft server. The PCG Planetside 2 forums.

...

Jump to Section: Best Price Comments Pros Evocative paranormal atmosphere Superb attention to detail Play it cautious and the shooting issues dissolve Cons The shooting sucks May be too unforgiving for some A few naive design decisions Go to page: Page 1 Page 1 Page 2 You%26rsquo;re crouched in a corner clutching your AK-47 with both hands. You%26rsquo;re down to your last magazine. Five monsters are

Assassin's Creed 3 to feature microtransactions

Listings on the Xbox marketplace and the Playstation store reveal plans to sell in-game currency for real world money in Assassin's Creed 3, according to Eurogamer .

. The listings sell set amounts of "Erudito credits," which is thought to be the currency used in Assassin's Creed 3's multiplayer mode.

Worthplayingcaptured a shot of the sale page for a batch of credits with accompanying description. "Buying this pack will grant you 925 Erudito Credits ingame, allowing you to acquire some game items, disregarding your current level."

Listings on the Playstation storehave prices, too:

Assassin's Creed III 155 Erudito Pack – ($4.99) Assassin's Creed III 20 Erudito Pack – ($0.99) Assassin's Creed III 380 Erudito Pack – ($9.99) Assassin's Creed III 50 Erudito Pack – ($1.99) Assassin's Creed III 925 Erudito Pack – ($19.99)

Ubisoft haven't spoken about in-game microtransactions yet, but it's out tomorrow on consoles in the US, so we should see what we'll be able to buy with Erudito coins soon enough. Assassin's Creed 3 is due out on PC on November 20 in the US and November 23 in Europe.

Spec Ops: The Line multiplayer trailer reveals zip-lines, head stomping, and lots of sand

Remember the sandstorm chase scene in Mission: Impossible – Ghost Protocol?

Remember the sandstorm chase scene in Mission: Impossible – Ghost Protocol? Well, this isn't really like that, but Spec Ops: The Line's multiplayer does feature sandstorms in Dubai. Instead of Tom Cruise, however, you'll be joining up with "The Exiles" or "The Damned" to stomp on each other's faces.

Modern Warfare 3 and Ghost Recon comparisons will be made, but bits of the trailer, such as zip-line kicks, collapsing buildings, and sand traps, stand out. We're curious to see if they'll actually be tactically important, or just neat-looking set pieces. Check out the last Spec Ops trailerfor a look at the equally-brutal singleplayer, as well as our recent preview.

Nintendo NX: Everything there is to know about Nintendo's new console

Rarely has an unrevealed Nintendo console garnered such furious speculation in the run-up to its unveiling. Usually the masters of secrecy and surprise, Nintendo’s early announcement and discussion of the NX – albeit it in resolutely abstract terms – has since been met with a torrent of rumours and reports. And, in contrast to the usual, spurious rumour-mill outpourings, many of them tie together rather

Assassin's Creed 3 microtransactions "a shortcut to unlock game items"

"The Erudito Credits are a new way of unlocking content in Assassin's Creed 3's Multiplayer," Ubisoft told Eurogamer .

After the appearance of listings for in-game "Erudito Credits" yesterday, Ubisoft have confirmed that there will be microtransactions in Assassin's Creed 3.

. "People who have little time can use Erudito Credits as a shortcut to unlock game items from level 1 to 50 (excluding Prestige levels and relics rewards). This is not mandatory, all items sold in Erudito Credits are also available in Abstergo Credits and can be unlocked through normal progression like previous years."

Assassin's Creed 3 isn't the first full price game to contain optional microtransactions, boxes can be bought in Mass Effect 3's multiplayer mode to unlock new weapons and classes a bit quicker, though it's a bit of a lottery. It sounds as though this system will be a more straightforward 'pay for credits buy the item' deal though it won't be clear how expensive those upgrades are until the game goes live.

Assassin's Creed 3 goes on sale today on consoles in the US. It's out on November 20 in the US and November 23 in the UK on PC. The console launch means there is a new launch trailer, which is different from last week's launch trailer, in that it's longer in order to fit in more hitting with axes.

Spec Ops: The Line multiplayer trailer reveals zip-lines, head stomping, and lots of sand

Remember the sandstorm chase scene in Mission: Impossible – Ghost Protocol?

Remember the sandstorm chase scene in Mission: Impossible – Ghost Protocol? Well, this isn't really like that, but Spec Ops: The Line's multiplayer does feature sandstorms in Dubai. Instead of Tom Cruise, however, you'll be joining up with "The Exiles" or "The Damned" to stomp on each other's faces.

Modern Warfare 3 and Ghost Recon comparisons will be made, but bits of the trailer, such as zip-line kicks, collapsing buildings, and sand traps, stand out. We're curious to see if they'll actually be tactically important, or just neat-looking set pieces. Check out the last Spec Ops trailerfor a look at the equally-brutal singleplayer, as well as our recent preview.

The past and future of location based AR games like Pokemon Go

In just two weeks, Niantic Lab's Pokémon Go has lured huge masses of people into exploring their real world surroundings because they 'gotta catch 'em all.'
It's become a pop cultural phenomenon in a way that even the biggest blockbuster games rarely do.

While playing, people have found dead bodies, been caught out cheating, and more importantly, have used the experience to get meet people they'd have never encountered elsewhere.

In its short existence, Pokémon Go has more installs than Tinder, and more daily active users than Twitter. The game is a desperately neededhit for Nintendo, and sweet vindication for all of the investorsin developer Niantic.

It's also a watershed moment for location based games.

Games that take place out in the real world are not new. Geocachinghas invited players to find secret treasures hidden at real GPS coordinates since 2000.

The pioneering 2003 mobile phone game [right] , which used GPS to let people hunt for virtual treasure in real world locales, developed a devoted following in Japan. And the I Love Bees ARG continued the trend in 2004 by sending participants to GPS coordinates around the globe.

But the only precursor that became a mass phenomenon was Niantic's previous game Ingress . Released in 2012, the game touted itself as an augmented-reality MMOG, offering a sci-fi themed backstory focused around two warring factions.

The game required you to visit and capture various portals (areas of cultural significance, which are identical to locales of Pokestops and gyms in Niantic's latest release) in order to gain the upper hand.

No official numbers of active players have been made available, but Ingress has been downloaded by over 7 million users. That seemed like a large figure before Pokemon Go hit number one on the chartseven quicker than Clash Royale .

Pokémon Go uses the same location data as Ingress , and offers a lot of the same features. So what's made the difference? Why was this Nintendo-branded GPS game the first to conquer the world? To understand more about what has sparked such a broad interest in the game, we talked to some developers with extensive knowledge of location based games.


WHY WAS POKEMON GO THE FIRST LOCATION BASED GAME TO BREAK BIG?

"It's a perfect fit for real-world gameplay," explains Frank Lantz, director of the New York University Game Centerand inventor of Plundr , a location based game that turned wi-fi hotspots into islands to fight over.

Lantz suggests that Google's long-term investment in Niantic helped make Ingress a compelling location based experience.

Linking that robust structure to the brand awareness around the Pokemon franchise was a can't lose proposition. "There's a lot of cultural muscle doing the heavy lifting here," adds Lantz.

MMO pioneer, Raph Koster, who wrote a provocative Gamasutra blog post on the subject, sees it as natural progression for the franchise. "The previous games have always been about mobility," he notes. "There was the pedometer [bundled with Pokémon HeartGold and SoulSilver ]; the highly local trading and head to head play; stuff like Pokémon Dream Radar [a 3DS exclusive, with you chasing Pokémon through augmented reality]; and so on."

He also cites the pent up demand for a Pokémon game on smartphones, ensuring that enthusiasm was at fever pitch levels even before Pokémon Go 's launch.

A form of wish fulfilment also plays a valuable role here--the game literally lets you roam the earth finding and training pocket monsters, just like the characters in the cartoon and manga.

" Pokémon Go gives every kid and kid-at-heart the wish they had when they first journeyed into the world of Pokémon ," explains Tyler Fero of PerBlue, who worked on the location based MMO, Parallel Kingdom .

As CEO of PerBlue, Justin Beck, puts it, "The game has really reignited a passion and interest in the genre, and we're excited for what that could mean for the industry as a whole."


CAN IT MAINTAIN THIS LEVEL OF INTEREST?

Historically, games that garner such attention so quickly end up crashing and burning. What are the odds of Pokémon Go facing a decline akin to Draw Something and Words with Friends ?

"If I had to predict, I would guess that the vast majority of players will move on after a week or two but there will be a smaller, but still significant, set of hardcore players that will play long-term," says Lantz.

Koster notes that timing is everything--it's summer now. Kids and students alike have more free time, and once school is back in session, numbers could tail off.

Jeremy Irish, CEO and co-founder of Geocaching.com, also notes that having plenty of free time is crucial to the success of the game. "To really engage in the game, you need to be actively moving to new areas to catch them all," he explains.

There's also the question of weather. People are more inclined to go outdoors during the summer months. As Lantz notes, "one of the reasons people like video games is because of couches," and they'll certainly seem more appealing come the rainy days.

One thing is clear: Pokémon Go needs to innovate in order to remain popular. In its current form, it's fairly shallow.

As Koster notes, in some ways the game is more shallow than regular Pokémon games, lacking an all-important trading mechanism that has helped drive the community in the past. Koster warns that "unless Niantic has richer gameplay waiting for an update, a lot of players may hit ceilings."

Irish believes that there are two fundamental issues surrounding Pokémon Go that may have an effect on other location based games -- user distraction and attractive nuisances. Numerous incidents have already been reported with players being so distracted by the game, that they've managed to walk into things...or get hit by cars.

That's also turned them into a form of nuisance for others within society. The game's system encourages large groups to gather around Pokémon gyms, no matter what time of day, causing alarm for others. "If they don't find ways to manage this behavior during gameplay they might end up seeing legislation restricting this activity in the future," explains Irish. (He notes that it could potentially affect Geocaching, too.)

"There seems to be very little impact that the players can have on the environment," says Rick Ernst, who worked on Augmented Reality games for Ogmento before moving to Riot. "The only means of adding or modifying content and locations right now  (aside from taking over gyms) is by submitting a form to Niantic."

"I would love to see games that explore more interesting, strategic uses of location," concurs Lantz.

Ernst notes that heavy players will likely reach the end of interesting content in only a few weeks or months at best. He maintains that while this new hit title isn't a fad, some work is needed to keep players keen in the long term. He adds that being available on a platform that's "easy to update" gives Niantic an advantage in keeping the content fresh.

Assassin's Creed 3 trailer kicks a man right in the balls

Console players will get their paws on Assassin's Creed 3 next week. We'll have to wait until November 20 in the US and November 23 in Europe, sadly, but you can absorb a 90 second montage of the action courtesy of the launch trailer, which features fighting on the high seas, some great big battle scenes, a bit of tragic back story and one particularly cruel groin kick.

Find out whether your rig will run AC3 with the help of these system requirementsand get a sense for how the sequel's shaping up with an account of some adventures in the wilderness in our Assassin's Creed 3 hands-on.

DayZ fan film is accurate, funny

I love how DayZ's early access foibles have been appropriated by its community.

I love how DayZ's early access foibles have been appropriated by its community. Take MiniDayZ, the fan-made, Bohemia supported retro demake. In that game, if you melee attack a wall you'll hear a bullet ricochet—just like in DayZ proper. There's no reason for that bug to be carried across, but, at the same time, it's so recognisably DayZ. There's every reason to carry it across.

Which brings us to FireFilms' excellent live action fan film. What initially looks to be serious and atmospheric instead turns into an entirely accurate representation of the DayZ experience—bugs and all.

Bik — Not A Ballpoint Pen

I can’t stress that point enough — Bik is about a young man whose parents apparently thought something with a phonetic similarity to a popular kind of pen would inevitably lead their child to greatness.

is about a young man whose parents apparently thought something with a phonetic similarity to a popular kind of pen would inevitably lead their child to greatness. That said… his parents may have been on to something.

Bik is out camping with friends when he is abducted by aliens. In order to escape, he befriends two alien mercenaries, gets away from his abductors, and begins his journey to find his way home. Bik is inspired by old point-and-click adventure games, with the developers at Zotnip citing King’s Quest, Manic Mansion, Monkey Island, and similar games as inspiration, and is a point-and-click game itself.

In Bik , you can journey across the galaxy, doing all manner of space-y things (not to be confused with Kevin Spacey things, which involve a lot more political intrigue), like: Making sandwiches, eating brownies, and arguing with robots you may or may not have annoyed. Oh, right, and you can pit your wits against hijackers, go on a dangerous mission to rescue a missing alien, and even screw up a giant corporate empire’s evil plot. But, y’know, brownies. How many games give you brownies? Not many. But the game not named after a pen does.

Now, of course, virtual brownies don’t make the game instantly good… but they certainly don’t make it worse. You can find more info about the game and the dev team on their website, and you can find out more about Bik itself on its website. Bik is being released July 15th for Windows, Mac, and Linux, with mobile ports to follow, and you can try out a demo of the game from its website.

Also, one of the aliens appears to have a bean for a head. Just saying.

Assassin's Creed 3 system requirements appear, render the American Revolution on 2GB RAM

Assassin's Creed 3 will squash the American Revolution onto 17GB of hard drive space according to the minimum system specs carried by Kotaku .

. That's a hefty chunk of data. Hopefully it's all made up of high resolution textures to make the PC edition shine. It won't run on XP, if you're still using that, but the rest of the requirements look nice and manageable.

The PC version is coming out a short while after the console edition on November 20 in the US and November 23 in Europe. Find out how it plays in our recent Assassin's Creed 3 hands-onaccount. Early indications suggest that it's going to be a very uncomfortable time for everyone wearing a red coat. At least the blood won't show.

Minimum system requirements

Supported OS: Windows Vista (SP2) / Windows 7 (SP1) / Windows 8 Processor: 2.66 GHz Intel Core2 Duo E6700 or 3.00 GHz AMD Athlon 64 X2 6000+ or better recommended RAM: 2 GB (4 GB recommended) Video Card: 512 MB DirectX 9.0c-compliant with Shader Model 4.0 or higher (see supported list)* Sound Card: DirectX 9.0c-compliant (5.1 surround sound recommended) DVD-ROM: Dual-layer drive Hard Drive Space: 17 GB Peripherals Supported: Windows-compatible keyboard, mouse, optional controller (Xbox 360 Controller for Windows recommended) Multiplayer: 256 kbps or faster broadband connection

AMD Radeon HD 3870 / 4000 / 5000 / 6000 / 7000 series or better

NVIDIA GeForce 8600 GT / 9 / 100 / 200 / 300 / 400 / 500 / 600 series or better

The week's highs and lows in PC gaming

Each Friday PC Gamer’s editors gather around the charred carcass of a once living being, and argue the best and worst of the week between mouthfuls.

Star Waaars

THE HIGHS

Samuel Roberts: Maybe I’ll play some Star Wars games this weekend

We’re not a film site so I won’t dwell on today’s trailer for Star Wars: Episode VII—The Force Awakens (which you have already watched and wasn’t it fun?), but it’s inspired me to explore the movies’ extraordinarily varied legacy of PC software. I roughly break down the videogames of Star Wars into three key eras: the arcade-y stretch that ran until the early ‘90s, the X-Wing/Dark Forces-driven golden age that ran right up until Episode I came out and the far more mixed modern era that yielded mostly nonsense, but a few highlights like Battlefrontand KOTOR. Put simply, that trailer made me want to destroy shit in a Millennium Falcon this weekend—so it’s going to have to be X-Wing: Alliance and a flight stick. But there’s loads of great Star Wars games on PC that I’m not even sure some people know are on PC. Did you know that the N64’s Rogue Squadron and Shadows of the Empire were quietly released on PC as well, for example? They’re rough by today’s standards, but the latter features my favourite interpretation of the Battle of Hoth and a brilliant two-stage boss fight with Boba Fett and Slave I involving a jet pack duel. Worth tracking down.

Shaun Prescott: Embracing busywork in Dragon Age: Inquisition

I’m loving Dragon Age: Inquisition. I know because the other night I caught myself fiddling around with weapon and armor upgrades for about two hours, weighing up the differences between pommels and metal types. Then I spent another half hour digging up Drakestone. Then, while I moseyed about the Hinterlands in search of Elfroot, a dragon turned up. I fled. Cocky ice mage Solas tried to show the dragon a thing or two but I had to tell him no. We’re not killing dragons right now, we’re collecting Elfroot. Kill dragons on your own time, Solas.

I don’t have much time to play games after work, so usually I play through them as quickly as possible. I leave the busywork and collectibles usually: they’re off-limits to me. That’s not the case with Dragon Age because it’s a beautiful world and I want to explore thoroughly. I’ve not wanted to just be in a place like this since Dark Souls. There are a bunch of reasons the apocalypse is nigh in Inquisition, but there’s also rings for grandmas to be found, and druffalo to be rounded up. The world can wait.

Dragon Age

Tim Clark: The real meaning of the holiday is double-screening DreamHack

Having only decamped to the Americas earlier this year my other half and I (plus our furry familiar) have no real connection to Thanksgiving, nor local family to spend it with. But do not weep for us, dear and constant reader, for we will still be giving thanks. And what we’ll be thankful for is the chance to blow four straight days on eating food and playing games, untroubled by the clarion call of family gatherings or, y’know, actual work.

My plans include no-lifing Dragon Age: Inquisition and Far Cry 4, while she plans to plunge back into Azeroth by way of the Draenor Collector’s Edition. Metaphorically I like to imagine this as being the equivalent of us wandering back into ‘Hamsterdram’, The Wire’s unregulated drugtopia zone, and saying: “Gimme all you got”. While our binge occurs, I’ll be watching DreamHack Winter play out on the second monitor. We previewed the CS:GO tournament here, but it’ll be the Hearthstone tournamentthat has my attention. L I F E C O A C H B O Y S.

Tom Senior: Steam saaaaale!

I haven’t bought anything in the Steam so far this week, which is most unusual. Am I ill? It might be too early to say, and I don’t want to jinx the magic, but I may have everything I want already. Maybe I own everything I need, and can now live the rest of my life free of want, and considerably wealthier for it. Maybe I should take a - ooooh, 50% off Endless Legend! Now that’s one worth buying if you like interesting strategy games about knights from space and stuff.

Tyler Wilde: Telltale’s latest tale

The first episode of Tales from the Borderlands is really good. In a little over two hours I came to like, and sort of even care about, its main characters—and these are characters in a universe I previously associated with sincere feelings such as “I want to shoot that” and “Oh, that’s wacky, eh?” And maybe that’s not totally fair to Borderlands, which I admit I’ve only really skimmed while mildly drunk, but Telltale got me interested in its universe with so much more efficiency than the main series ever has.

That’s great for Telltale, and also for Borderlands—I even want to finish playing Borderlands 2 before the next episode so I’m more familiar with the world. I probably won’t, because y’know, Dragon Age: Inquisition and Far Cry 4 need playing, but it matters that it inspired me, doesn’t it?

These Are the New MMOs You Should Be Playing


Massive Multiplayer Online (MMO) games are the best because you make new friends while fighting baddies.

The following article was written and brought to you by an IGM supporter. For more information email usand ask about becoming a supporter.

Massive Multiplayer Online (MMO) games are the best because you make new friends while fighting baddies. However, the same games can feel stale after a while. If you’re a gamer, the following MMOs are new ish , and they’re worth checking out. You can take your gaming experience to the next level by joining thousands of others in these new and indie MMOs.

The Secret World

Visit TheSecretWorld.comto experience this modern-day MMO. It isn’t your average MMO. There’s no classes or levels and yet the play is immersive, but in an entirely new way. Of course, the best elements are still present (assault rifles, chaos and magic), but it’s the new elements that set this MMO apart from others.

Expect regular updates, and character progression unlike anything you’ve experienced. Ooh plus there are secret societies to join, familiar locations (such as Tokyo, but it’s different in many ways than real-life Tokyo), and dramatic storylines.

Realm Zero

Realm Zero is an independently developed MMO that allows players to control the evolution of the game itself and its surroundings. There are monsters to spawn, territory zones, in-game player housing, and resource nodes to help you along. Although you do have complete control over how your character progresses, nothing is permanent in Realm Zero.

The most interesting aspect of this title is that you can construct your own virtual residence, and because you’ll be playing online with others perhaps one of your neighbors will become a new friend.

Novus Inceptio

Developed by a man from the Czech Republic, it’s amazing that Novus Inceptio has become so popular. Typically games this popular were developed by teams of designers, but Novus Inceptio crushes that stereotype.

The game is a survival sandbox game, and the objective is to create and maintain shared values. It’s a mix of fantasy, sci-fi, and post-apocalyptic genres.

Project Dogmat

Project Dogmat is different than the others…Because it includes vampires. The game is a mix of modern gothic punk and horror; it’s a dark allusion to the real world, and its appearance and history are somewhat similar to our world. In Project Dogmat you will encounter vampires, werewolves, ghosts, and more fantastical creatures. If you’re familiar with World of Darkness, this is a title that will please you.

Gloria Victis

Gloria Victishas low-fantasy elements, and mixes mythologies from the near East and medieval Europe. It’s an action-based game that includes progression systems, deep background, action combat, a sandbox crafting system, PVP, and a housing system.

Savage Lands

Savage Lands is the game for players who enjoying exploring. In the game, your character explores a world full of cold nights and slaughtering enemies (creatures). You need to gather resources, build shelters, and craft the weapons you need for survival. The goal is to stay alive (kinda like Minecraft, but with more motivation).

Savage Landsincludes the following features: Huge open world, custom built worlds, a robust crafting system, multiplayer gaming, and it can be played on Windows, Linux, Mac OS, and Steam OS.

Technological advancements continue to exceed expectations, which makes for better gaming. If you’re a MMO novice or veteran, these titles are new enough to catch your interest and keep it. Start with The Secret World, and play your way through all of these titles.

Assassin's Creed 3 multiplayer trailer drops moneybombs, breaks out huge hammers

A pirate throwing moneybombs to distract peasants makes sense, but why is the Carpenter carrying a huge hammer?

A pirate throwing moneybombs to distract peasants makes sense, but why is the Carpenter carrying a huge hammer? Has he stolen it from a blacksmith? Why is nobody stopping him from bludgeoning others' brains out in broad daylight? Assassin's Creed 3's multiplayer mode will be a vicious, stabby, smashy affair that's for sure. Ubisoft are hoping to spice things up with new game modes that'll have assassin's occupying glowing circles to take territory, and working together to hunt down NPC targets. See those game modes in action in the latest Assassin's Creed 3 trailer below.

Wargame: AirLand Battle trailer strategically mixes war room planning with RTS battling

It's a good job real generals aren't as callous as the average RTS player.

It's a good job real generals aren't as callous as the average RTS player. I still remember teenage afternoons spent surveying the battlefields of the early C&C games; sending squads of infantry to their death because they were, what? $100. Pocket change. Wargame: AirLand Battle is being a bit more respectful towards the cost of human life, with persistent units that follow across the Dynamic Campaign map that is the subject of this trailer.

I missed the original Wargame: European Escalation, and while my interest had been piqued by the impressively detailed screenshotsof this sequel, it wasn't until watching this video that the emergency red strategy phone started ringing in my head. Warmaps! Dynamic RTS skirmishes! Event cards! TACTICS!

The trailer's description explains the map in more detail:

"You will first handle in this campaign your army and your battle groups, on a huge strategic map representing Europe: ordering movements, asking for reinforcements, but also launching support strikes such as intelligence missions, special forces strikes, satellite spying, bombardment, tactical nuclear attacks, etc...

"When a zone is under attack and you need to defend it, or when you send your own battle groups to assault, you are thrown at the heart of the spectacular battles happening in real-time. Your army is persistent all along the campaign: your units and battle groups will earn experience, making them perform better with every battle they survive.... but keep in mind losses are definitive as well!"

Wargame: AirLand Battle is released next week, May 29th. For more, check out our preview.

Behind the scenes of Dangerous Golf

Behind the scenes of Dangerous Golf The inside story of how the founders of Criterion Games formed a new studio and began making Dangerous Golf How do you explain an idea like Dangerous Golf to a small team of game development veterans eager to start a new project? “I was like, ‘I don’t know, it’s probably a bit like Crash Mode, but with a golf ball. But it’s probably way more out there than that,

Assassin's Creed 3 hands-on: hunting Redcoats and throwing tea at the British in Boston

The two British soldiers guarding the riverbank don't know it, but there's an assassin in the water plotting their demise.

The two British soldiers guarding the riverbank don't know it, but there's an assassin in the water plotting their demise. I'd spotted the pair from half a mile away, while perched in a tree atop a cliff. It took less than five minutes to vault through the canopies, avoid a pair of fighting stags and cross the river under cover of a swathe of low reeds. Now I'm right behind them, wondering how to make the kill.

I've been wandering the wild frontier areas of Assassin's Creed 3 for about fifteen minutes. I've already shot a Racoon, fled a bear, discovered a rustic British tavern and dodged a marching platoon of redcoats. The forest feels huge. There's room to observe prey from the tree tops and plan an attack. For the first time in an Assassin's Creed game, I actually feel like an assassin.

The two guards are standing on a small wooden platform a few metres into the river, which has given me room to swim behind them. I could retreat to a treetop and kill them with my bow easily enough. I could hide in a stack of leaves and whistle one over to take him out silently. Instead, I decide to improvise.

I clamber out of the water right behind the man on the right. I stand at his shoulder dripping water for a few moments. He doesn't react. Oh. They must be friendly.

I take another step forward to say hello. The guard turns and screams wordlessly. He raises his musket, backs away and falls into the water. I never see him again.

His friend is more competent. He takes a couple of steps back and brings his musket to bear. A yellow icon appears above his head. Ah, that'll be the "I'm about to shoot your ass" icon. I charge him with my tomahawk. At a distance of about five feet, he shoots me in the leg. At a distance of two feet I activate Assassin's Creed 3's new "running assassination" ability and Connor slams the Tomahawk into the guard's midriff. It's over.

That couldn't have gone much worse. I loot the guard's corpse, throw it into the river and hope that there are no Templars in the bushes witnessing the debacle. The gunshot doesn't seem to have damaged me much, so I'm free to continue up the long trail towards Boston. I need to talk to a man about some tea.

I want to linger. The forest feels like fresh territory for Assassin's Creed. The new engine does a fine job of realising the dense foliage and haphazard layouts of the colonial wilderness, and its various elements cleverly mimic familiar scenic staples of former Creed games. Large bushes act much like hay bails, providing a place to hide and a position from which to stealthily assassinate passing soldiers. Cracks snaking up cliff faces signify useful climbing points and, much like convenient staircase box stacks in towns, splintered, half toppled tree trunks offer a quick route to an elevated plane. In a city, that means rooftops, in the wilderness, it's an organic canopy of twisting branches.

Associate producer Julien Laferriere refers to these signifying marks as a "clue code" for the player. It was one of the two major design challenges facing Ubisoft when they committed to woodland environments. The other was animation. Connor glides through the treetops with a grace that's both superhuman and somehow entirely believable. A revamped animation system was needed to make Connor's tree-skulking look realistic.

"We redid the climbing system because of the forest, to support more organic surfaces, and that translated into the cities," Laferriere explains. "We have a much smaller climbing grid so we can have differently placed elements on the façade of buildings. We booted up Brotherhood last week and the climbing had changed so much we didn't realise."

The wilderness zones feel like a test bed for new technology and ideas that may foreshadow greater changes for the series on the far side of the next-gen console divide. I didn't encounter any quest markers during my time in the forest, but there was always something happening. I'd have to take a long way around a glade on account of a family of bears, or I'd find animal tracks for Connor to examine. "A rabbit ate flowers here"a pop-up message informed me after one such stop. Connor is a freakishly good tracker.

At one point a procession of redcoats marched past, guarding a wagon full of supplies. An objective marker popped up inviting me to kill the troops and loot the wagon. I parked my horse further down the road and ambushed them from a nearby leaf pile. The guards fell quickly, and I made away with some meat and a fine sabre dropped by the redcoat officer.

Boston, by contrast, felt much more familiar. You can visit elevated viewpoints to reveal local side quests and points of interest. Main objective markers hover above cutscene trigger, ready to propel Connor into the next stage of the story. If you run afoul of the authorities, you can reduce your notoriety by bribing town criers and tearing down wanted posters. This is the Assassin's Creed you know well.

Connor's long term target in Boston is a man making moves to sell the land upon which his people live. In the short term, there's plenty of unrest to deal with. It's 1773 and Boston's streets crackle with unresolved tension. Protesters are in the streets in force, loudly decrying the influence of the East India Company. Tax collectors tussle with disgruntled citizens and marching redcoats pass through Boston's wide open thoroughfares, menacing citizens who look as though they're about to launch into a full-scale riot.

In terms of scale, young Boston can't hope to stand up to the spectacle of Rome and Constantinople. Its landmarks can't match the coliseum for grandeur, but it feels spacious, rugged and busy. As Laferriere notes, "Boston itself at the time was a pretty big – it was bustling, there were famous landmarks that you can still find today like the Faneuil Hall and the churches."

Much of Brotherhood was about restoring Rome to its former glory, which was established long before Ezio's arrival. Assassin's Creed 3's story is set in the formative years of an emerging superpower. Ubisoft hope that the defining events surrounding the American revolution will infuse AC3's smaller townships with enough drama to make up for the lack of staggering monuments. "Instead of witnessing the glories of the past, as in Rome, you get to live the events as they happen."

It's fun to watch Assassin's Creed weave its paranoid assassin vs. Templar plot around historical figures and events. After half an hour in Boston I found myself running around a cargo ship, throwing boxes of tea into the dark port waters as British soldiers charged up the gangplanks. Traditional depictions of the Boston tea party neglect to show the hooded assassin diving off the ship's rigging with an axe. More's the pity. Connor's a spectacular fighter.

Altair fought like a snake, killing in a single deadly blow. Ezio was a dancer, outwitting opponents with shimmering swordplay. Connor is like a bear. A bear with an axe. He uses his weapons to bludgeon his way past enemy defences. Sometimes he'll use his off-hand knife to land distraction blows ahead of a fatal Tomahawk strike. Sometimes he'll use his Tomahawk to land distraction blows that let him get behind and break their neck . He's the series' most dangerous fighter yet.

You need a tougher hero in an era of gunpowder. Muskets are everywhere. In large fights, some opponents will back out of range and form a gun line several metres away. The camera pulls back moments before they fire, giving you a chance to activate a contextual "use meat shield" ability. This lets Connor grab a nearby enemy and spin him into a hostage grab a moment before the line fires, filling the hapless guard with shot. It takes a minute or so for redcoats to reload. More than enough time for Connor to dash past their bayonets and forcefully deny a second volley.

This is the most current Assassin's Creed yet, in terms of setting and engine tech. That big number "3" seems to demand some great step forward for the series, but this is no leap of faith. Part of me wants Assassin's Creed to go wild and embrace the experimental spirit of those forest areas, but it's a lengthy series with many expectant fans. "It's a matter of balancing what fans like and innovation. That's our take on it," says Laferriere. "The forest is purely new, purely fresh. How can we apply that strategy to the city as well by not completely changing everything?"

Assassin's Creed 3 is out on PC on November 20 in the US and November 23 in Europe.

Play magazine goes next-gen

Play magazine goes next-gen PS4 is finally here and with a next-gen makeover of the magazine and a relaunched web presence at play-mag.co.uk, Play is ready to meet the needs of PS4 gamers everywhere. Every aspect of the magazine has been overhauled to bring it in line with the glorious next-gen feel of PlayStation 4 – additional elements focus on the brand new features and modes only possible on next

Arslan: The Warriors of Legend review

Arslan: The Warriors of Legend review [Reviewed on PS4] Chances are you’ve never heard of Arslan, and that’s a shame. He’s the star of a recent Japanese anime series that’s really rather good – and so it should be since it’s the work of Hiromu Arakawa, renowned creator of the brilliant Fullmetal Alchemist. And now developer Omega Force, following on from its stellar tie-ins with the Zelda, One Piece

Ubisoft renounces always-on DRM for PC - Assassin's Creed 3 confirmed playable offline

In interview with Rock Paper Shotgun , Stephanie Perotti, Ubisoft's worldwide director for online games, has said that the company has decided to remove the need for a permanent connection to play its PC titles.

In fact, she claims the decision was made way back in June, after which point Ubi's singleplayer games have only required a one-time activation upon install.

Ubisoft's approach to DRM has been widely lambasted by gamers, partly because of the inconvenience for the consumer, but mostly because it often didn't seem to work, dropping connection to the server mid-game, booting you out and erasing progress. And now, finally, it seems Ubisoft have heeded this wail of despair, with Perotti explicitly confirming that the singleplayer component of Assassin's Creed 3 will not require any online connection.

She also suggests Ubisoft will be doing more to get their games onto PC quicker - so good news all round. We've got a man in the field, chinwagging with Ubi bigwigs as we speak, so we'll be bringing you more news on Ubisoft's plans for PC, and specifically their intentions with uPlay, very soon.

Wargame: AirLand Battle trailer explains deck system, adds gratuitous explosions

How To Trailer, Lesson #38: If you're attempting to explain an interesting, tactically satisfying, but visually dry strategy system, be sure to liven things up with an exciting non-sequitur to rock music-backed cuts of explosions and military hardware.

Congratulations, Wargame: AirLand Battle! You have passed this lesson with flying colours.

It helps when the strategy title in question looks this good. Squint, and you could easily be fooled into thinking the follow-up to European Escalation was direct control third-person action, rather than the real-time military management it actually is.

Hardly a surprise that developer Eugen Systems have been showing off their international roster of war through a series of beautiful screenshots, many of which you can browse here. Alternatively, check out our previewto see how that visual flair is complimenting an improved set of systems for the sequel.

And if the above twenty seconds of action wasn't enough, here's a previous trailer full of planes flying about:

Oxenfree review

Oxenfree review [Reviewed on PC] A group of teenagers dice with the paranormal during an island vacation gone wrong in this thriller adventure, but Oxenfree is as much about relationships as it is about ghosts and ghouls. It attempts to tug at your heart strings with richly developed characters, but despite a moody atmosphere and fantastic voice performances, it falls short of being truly memorable

Assassin's Creed 3 multiplayer to tell ongoing story with monthly challenges

Ubisoft designers have told CVG that Assassin's Creed 3's multiplayer mode will take a more prominent storytelling role than its predecessors.

that Assassin's Creed 3's multiplayer mode will take a more prominent storytelling role than its predecessors. The ongoing tale will be told through a series of monthly challenges that can be completed to unlock "new content."

"The multiplayer is so big today that it's already a game on its own. We've been given the right to develop the Abstergo storyline since the beginning, which is a big responsibility," game director Damien Kieken told CVG. Abstergo is the company behind the Animus, the magical techno-chair that lets users access inhabit genetic memories. It looks as though the technology has been made public as an entertainment device in Assassin's Creed 3, for nefarious reasons, no doubt.

According to a disembodied voice in a recent trailer, "Abstergo Entertainment will give you insights on the company's future initiatives by granting you access to files and information on products that will soon hit the market." These dossiers could be a useful storytelling device, but according to Kieken we can look forward to more than a few files over the coming year.

"As you progress in the game and level up your character, you access these files and videos. Every month you'll have new challenges to unlock new content that will continue the storyline throughout the year," he said.

This chimes with a Gamestop employee memo picked up by Kotaku, which mentions a Call of Duty Elite/Battlefield Premium style season pass.

"we are currently in the process of creating a complementary development team that will begin working on post-launch episodic content," said the note. "We know you're familiar with the "Season Pass" concept and, beginning shortly, we'll start to take pre-orders of our very own."

Assassin's Creed 3 will arrive on PC on November 20 in the US, and November 23 in the UK. Would you put down money for a multiplayer season pass?

Wargame: AirLand Battle launches end of the month; new screens reveal Dynamic Campaign

Focus Home Interactive have dropped the launch date for Cold War strategy sequel Wargame: AirLand Battle.

Focus Home Interactive have dropped the launch date for Cold War strategy sequel Wargame: AirLand Battle. The follow up to European Escalation is due to airdrop into the UK's internet LZ on May 31st. In preparation, eyes only battle plans have been released, showing the game's in-depth Dynamic Campaign mode, which will let you order troops and deploy strikes across Europe.

"When a zone is under attack and you need to defend it, or when you send your own battle groups to assault, you are thrown at the heart of the spectacular battles happening in real-time," promises the announcement. "Your army is persistent all along the campaign: your units and battle groups will earn experience, making them perform better with every battle they survive."

You'll also have the chance to play the full campaign in multiplayer, pitting your expanding and upgrading armies against another competitor. See screenshots of the Dynamic Campaign map below.

Deadly Premonition was released five years ago this month. This cult classic is an open world survival

horror game interlaced with generous helpings of tongue-in-cheek humor and utter lunacy. Several members of the development team at Access Games contributed to this postmortem, which ran in the August 2010 issue of Game Developer Magazine. We are please to reprint it for the first time ever online. Thanks to all of the developers who contributed: lead level artist Wataru Nishide, lead programmer Hideki Kataoka, programmer Yutaka Ohkawa, art director Hitoshi Okamoto, planner and audio manager Keiji Teranishi,  and, of course, the game's writer and director, Hidetaka "SWERY" Suehiro.

Deadly Premonition

****

This project began in the early fall of 2004. Looking back, it was more than five and a half years ago. After we released Spy Fiction in late 2003, Access Games wasn’t lucky enough to have the opportunity to work on another original title, and we wasted nearly a year deciding what our next game would be.

Of course, it’s possible we only received the chance to make such an uncommon game because we had so long to charge our batteries. The creativity that built up over so many months was about to explode, looking for an outlet to express itself. Our energy found an explosive release in the form of Marvelous Entertainment, and crystallized into what became Deadly Premonition .

The process was logical, and you might say that we set out to follow a standard development course. But that course turned out to be more precipitous than we could have imagined, and it was, quite literally, a bloody few years. Numerous obstacles stood in our way: unclear nextgen console specs, the decision to go multi-platform, and the threat of project cancellation. It was all we could do to stand up to the hardships and remain steadfast in our implicit faith that the game would eventually be completed.

In the end, I learned that true effort is always rewarded. After pushing this project through, we found a gratifying reception waiting for us in a distant, foreign land.



>> What Went Right

1] CHARACTER BUILDING AND BACKSTORY (ESPECIALLY YORK AND ZACH)SWERY (director) & Hitoshi Okamoto (art director)

We believe our greatest success in Deadly Premonition was the establishment of our main character. Many different types of protagonists have been created – and loved – in the history of videogames, so our primary mission was to devise a type of hero that had never existed before. Deadly Premonition is essentially a mystery, and although quality peripheral characters are crucial in good mysteries, the main haracter is especially important. I believe players pick up on the fact that while York may appear very handsome, he’s a true eccentric inside. York speaks his mind with no regard for the feelings of those around him while constantly muttering to himself … In other circumstances, it would be no surprise if players grew to dislike him, wondering “Who the hell is Zach?” [York has a second personality, named Zach, living within his mind. There is a strong argument to be made for Zach being “the player.” – ed.]

Yet everyone who plays the game seems to love him. Why? Perhaps it’s because players recognize that he’s extremely charming and reliable – a friend worthy of admiration. Of course, we don’t think we gained that recognition for free. There’s an important device at work: the invention of the “Zach as Player” relationship. Agent York pursues his murder investigation in Greenvale, the player munches popcorn in his living room, and Zach is the bridge between them.

You might say that the character we were aiming for is established the moment York and the player become true friends, joined through the conduit of Zach. Agent York is a character who only springs into existence with the assistance of the person playing the game … and that turned out to be exactly the new type of hero we were after.

We knew going in that a character created with the exclusion of the player just wouldn’t work. Please show York the same love you’ve given countless other video game characters before him. That’s all we – and he- can ask.


2] STORY AND WORLDBUILDING (BOTH INITIALLY TOO EXTREME) – SWERY
We spent as much time polishing our storyline and worldview as we did our protagonist. During early development, our setting was much more urban and cynical than the final product. The presentation was also more violent, and decidedly more extreme; I think the one-year gap between original projects may have turned our thoughts toward violence. Our final world came together only after several iterations, and the overcoming of multiple near-cancellations. For the story, I kept as much sense of reality as possible while embellishing it with a somewhat dreamlike milieu. As a result, I believe the sections depicted as eality have a dreamlike feeling, and likewise, the actual dreams are given a sense of realism- we were able to smear the boundary line. There are very few video games so particular about depicting such things, and I think Deadly Premonition may have become a unique example among them.


"One might expect some talk about fabulous play control or revolutionary graphics. I can’t say either of those were particular successes in Deadly Premonition"

A realistic setting was also completely necessary for bringing this story to life. To build it, I posited three “reals:” “real time,” “real scale,” and “real life.” Implementing these with our limited budget and resources proved to be extremely difficult, but despite a great deal of resistance (even from within the team!), I felt these three concepts were essential.

First, to reproduce our five-square-mile town, we visited America for data collection, using measures to determine the width of roads, billboards, and railroad crossings. Second, to depict 24-hour time spans, we calculated weather patterns and the angle of the sun by giving our fictional town a real-world latitude. Finally, we wrote extremely detailed profiles for the townspeople (blood types, birthdays, favorite foods, favorite music, people they disliked, what age they were when they had their first kiss, etc.). While not necessary for the game proper, these were used to create individual 24-hour activity patterns for each character.

For example, when the punctual character Thomas rises in the morning, he goes to the toilet, washes his face, and brushes his teeth. If you have a moment while playing, try spying on his apartment- you’ll actually see Thomas performing these actions. Despite not appearing anywhere in the game, we even set the hourly wage for the A&G Diner (about $3.50 per hour, and $25-$30 per day, depending on tips). And, of course, every street in Greenvale has its own name. For a project as rash as this-replicating an entire rural American town from inside Japan- details like these were very important.

These factors layer and combine to form the town of Greenvale, and imbue Deadly Premonition with a sense of reality. This approach is particular to our team, and I wouldn’t necessarily recommend it to other developers … but should you get the chance, why not give it a try?

3] DISTINCTIVE MUSIC – Keiji Teranishi (planner)
Music was another focus in Deadly Premonition , and I feel our success in this area was worth the effort. The soundtrack served to further bolster our unique story and world; it may even strike a mood never before heard in games. Our unusual score owes a great deal to our success in helping the composers appreciate the unique aesthetic behind the game. We showed them countless design documents, played music we thought would fit, and sometimes even hummed song ideas – efforts that resulted in the musicians’ understanding of the work.

Doing our utmost to convey the game’s aesthetic caused the town of Greenvale to take shape in the minds of our sound team. By the time its citizens began living their daily lives inside our composers’ heads, the melodies of Greenvale were created almost automatically … or so it seemed to me! As proof, I submit “Life Is Beautiful,” a memorable whistling tune that conjures up the feel of a peaceful country stroll, and “York And Zach,” a song that plays during monologues representing the mysterious image of our hero. Both initial demos were given the okay almost immediately, and both were easily worked into the game. I can think of no other songs that match the worldview of Deadly Premonition so perfectly.

Several other tracks, however, were created only through much trial and error. Particularly difficult were “Red Tree,” a theme representing madness heard in the Red Room at the outset of the game, and “Miss Stiletto Heels,” Carol’s song, which might be considered Deadly Premonition ’s second theme. We were extremely specific about our orders for these tracks – not only for the arrangements, sound levels, and effects, but also aspects as minute as the timing of hi-hats within single bars! The lunatic improvisational section in “Red Tree” also went through numerous takes with different instruments and arrangements before being judged complete.

In the end, I believe Deadly Premonition ’s music succeeded in adding depth to our unique world and characters. If I were a greedy man, I might say that having a few more tracks would have made it even better!

4] CASTING AND VOICEOVER – Keiji Teranishi
I feel that the voice work in Deadly Premonition was even more successful than the music. We spent two weeks recording at WebTone Studios, which was in San Jose at the time (the studio has since relocated to Los Angeles). Over 6,000 total lines needed to be recorded, including pre-loaded and streaming samples. That meant we had to get approximately 500 lines in the can every day. Two weeks may seem like a long time, but Access Games is located in Japan, so it was absolutely imperative we lock down everything required in the time allotted. The pressure was extraordinary.
We spent those two weeks completely sequestered in the studio … but like Agent York himself, we were also becoming familiar with a new town as we shuttled back and forth from our hotel. These experiences proved invaluable after returning to Japan, so one might say the San Jose trip allowed us to kill two birds with one stone.

Before recording began, we showed our actors images of the characters to help create their roles. Although we recorded only after explaining in detail other aspects like the general tone, personalities, and family relationships (Greenvale is full of eccentrics with more than a few quirks), directing the performances turned out to be quite a task. When he had difficulty getting his point across, SWERY occasionally gave direct instructions by getting in the booth and performing lines himself.

Among all our fine voices, one actor performed his role exactly as we imagined … and perhaps even better: Mr. Jeff Kramer as York. Jeff brought even greater depth and style to the lead role than Access Games had envisioned, for which we are deeply grateful. Despite having only five days to record some 3,000 lines (he was the lead, after all!), Jeff presented us with a truly brilliant performance.

Of course, each of the actors portraying Greenvale’s vibrant characters – George, Emily, Thomas and the rest – turned in wonderful performances. If the fans who play Deadly Premonition get a sense that our characters might be real people living their lives somewhere, then our casting was indeed a success.

5] OUR LOVE AND PASSION FOR DEADLY PREMONITION – SWERY
In trying to compile “Five Rights,” one might expect some talk about fabulous play control or revolutionary graphics. I can’t say either of those were particular successes in Deadly Premonition , so I don’t think such topics would be appropriate for our fifth “Right.”

After much internal debate, I came to the conclusion that Deadly Premonition ’s greatest “Right” is the fact that we poured our love into the game. That really says it all, so I’m going to use this space to touch on a few aspects we were particularly obsessive about. I hope this text gives you some idea of how much we cared about our game, and indeed how wasteful some of our efforts may have seemed.

Side Missions. I was insistent that the content of our side missions always draw upon aspects of the NPCs’ personalities, thus adding further depth to the world of the game. We built the missions so that players who pursued them might learn more about the personalities and lives of our characters – aspects not revealed in the main story. Observation And York’s Monologues. Examining certain items in Deadly Premonition (products in stores, posters on walls, objects inside NPCs’ houses) will reveal messages unrelated to the main story, written from the perspective of York speaking to Zach. We created these messages with an emphasis on the question, “If York were actually investigating this object, what sort of impressions would his peculiar sensibility elicit?” For players who want to get the most out of the game, these insights serve to engender further sympathy with York. Coffee Fortunes. Coffee is a major factor in the main story, but we also included a feature that allows players to view York’s “coffee fortunes” whenever they wished. Like a line in the main story says (“my coffee warned me about it”), we added these interactive “warnings” to bring an extra bit of depth to the concept. Turn Signals And In-Car Navigation. Although they have no bearing on the game itself, turn signals can be activated on every car. And have you noticed that the car navigation systems are actually functional, and synced to the HUD’s automap? Features like these may seem extraneous, but I truly believe they accentuate the game’s sense of reality. Conversation While Driving. Deadly Premonition' s game area is five miles square, so a lot of time is spent traveling in cars. What happens on long drives with someone in the passenger seat? Conversation-though not many games have done it. Incorporating the chat feature brought extra realism to these sections of the game. Zach’s presence is also given a chance to shine, as he ceases to become a simple internal monologue and actually enables Agent York’s conversation with the player. The Greenvale Map. If you look very closely at the full map of Greenvale displayed inthe menu screen, you might notice that the town is shaped like Kaysen’s dog, Willie. Willie adds a small accent to the story by appearing with Kaysen, but he is in fact an extremely important character with an intense, unrevealed backstory. We didn’t have a chance to expand on Willie in the main plot, so we secretly concealed a hint in the form of the town map for those who are truly perceptive.

>> What Went Wrong

1] MEMORY ALLOCATION AND PROCESSING SPEED – Wataru Nishide (lead level artist) & J’s Kataoka (lead programmer)
Deadly Premonition was our first stab at next-generation development, so we began the project astounded by the vast amount of RAM available- much more than any previous consumer hardware had offered.Astonishment gave rise to overconfidence, and eventually to the worst-case scenario: our data management became sloppy.

Attempting to work on memory allocation in such a state was very dangerous, but we went into production unaware of the risk. The result was a constant struggle with remaining RAM. This was glaringly evident with the motion data in particular-it ended up occupying a truly massive chunk of memory, which led to system restructuring further down the line.

In addition, we set far too many objects in our outdoor scenes, and could not process them all effectively. Dealing with trees and shrubs was especially trying. With that said, cutting too many objects would have reduced the object density of our expansive outdoor map to unacceptable levels, so we had to keep both the optimization of code and the appearance of our world constantly in mind.

Similarly, we had entirely too many points of collision enabled, which became a primary factor in processor bottlenecking. This required scrupulous massaging of collision data right up to the end of the project. Lighting and shadows (which we will go into more detail about below) had a huge impact on our cycles as well. Our model forced us to do constant optimization throughout all our code, which led to a huge loss of working time.

Many other similar issues can be cited: our water ripple effect, refraction effects, and reflections in mirrors. We do think memory management on this project was an exceptionally useful learning experience, but from the perspective of development, it must be considered a failure. When considering the impact memory allocation has on a game, it goes without saying that this aspect was one of the least successful on the entire project.

2] LIGHTING AND SHADOW PROCESSING – Wataru Nishide & J’s Kataoka
Since this project allowed the use of pixel shaders, we experimented with various types of lighting- specifically, real-time processes like flat lighting, point lights, and spot lights. Unfortunately, we were a bit overzealous with our lighting calculations which resulted in severe processing bottlenecks.

Even worse, we based our data formats on the assumption that we would be implementing these different lighting techniques as is, so there were absolutely no lighting effects done with textures; this had a huge impact on later code revisions.

Point and spot lights take a heavy toll on graphics rendering, yet brightly lit interiors like the diner had been built with dozens of them. It wasn’t just a question of adjusting the positioningor number of lights; the situation escalated to the point that we had to modify our original resources.

Dealing with shadows brought similar hardships. The process of implementing shadows for flat lighting outdoors, point lights indoors, and spot lights used at other specific locations soon became a mighty battle with CPU cycles. A spectacular amount of objects in the vast outdoor areas needed to cast shadows, and because there was little in the way of surface obstructions, the shadows had to appear exceedingly sharp and tight. However, generating such sharp shadows required an enormous amount of VRAM, which simultaneously caused our performance to drop significantly.

A great deal of labor was then expended on repetitive testing and adjustment of various shadowing techniques: perspective shadow maps, light space perspective shadow maps, and cascaded light space perspective shadow maps.

In the end, we were not only forced to compromise on the sharp shadows we wanted, but the s ituation degenerated to the point that we had to modify almost all our resources. Indoor shadows, too, would be processed redundantly several times if an object were lit by multiple light sources, which also led to serious speed drops.

In addition, we faced similar consequences with the self-shadowing on our characters. Selfshadowing can be highly noticeable onscreen, so we strove to render it attractively. Of course, the more high quality our self-shadows became, the more cycles and VRAM were consumed, so we had to work within a delicate balance using jitter textures and the like.

These aspects of game development are commonplace today, but at the time, they were tremendously difficult for us. We simply did not have the proper technical know-how yet.

3] USING THE PHYSICS ENGINE – Yutaka Ohkawa (programming support)
At the beginning of development, I was convinced that implementing a physics engine (NVIDIA’s PhysX) would allow us to build an exciting, never-before-seen world. It was indeed a great boon to the project, driving the behavior of vehicles, the interaction of objects, and even the fluttering of hair.

PhysX did allow us a glimpse into a new world. However, the use of a physics engine was not all positive. After incorporating too many realistic physics behaviors into the world of our game, we often found ourselves at their mercy. Game worlds require not-infrequent “cheating,” but physics behavior is brutally honest. In situations where we had to implement convenient cheats-bending the behavior of a character’s prop in a demo scene, or forcing vehicles to navigate properly, for example- physics behavior would conflict.


"I have no intention of criticizing a game I obsessed about deeply, and poured my soul into. Those were good things, in fact. However, managing team motivation so that such games can actually be realized is equally important."

During development, physics behaviors would often be at odds with what we were expecting, so adjusting the parameters to make things look right was rough indeed. This was especially true for characters, whose physics behavior would change any time their motion data was altered. As a result, even parts of the game that had already been approved would immediately break after motion tweaking. The problems manifested in gameplay, of course, but also in demo scenes; the process of correcting them ended up depleting a tremendous amount of time.

The processing load for physics operations also proved to be much higher than expected, which was another large miscalculation on our part. Because we originally had everything that could possibly be displayed with a physics engine running through PhysX- hair, clothing, even fishing rods- we failed to produce an enjoyable gameplay environment. In our zeal to pursue individually moving objects, I might say we lost sight of the overall processing picture.

To maintain frame rate, it became necessary to optimize; we reduced PhysX actors and adjusted computational loads for each scene individually. However, this made an adversary out of the game’s key eature “freedom” as we had to consider an enormous number of variables when making the adjustments. This process was not quick, and when combined with the aforementioned physics behavior tweaks, it consumed even more of our time and energy.

Physics behavior can certainly bring dynamic expression to game worlds, but we learned that it isn’t necessary for everything. Determining exactly when to deploy it is of the utmost importance.

4] SOUND EFFECTS AND SURROUND SOUND – Keiji Teranishi
As I stated above, the music and voice acting in Deadly Premonition went very well, but I cannot say the same for our sound effects or 5.1 surround sound. With nextgeneration hardware, we knew sound specs would improve alongside the graphics. The increase in breadth of expression was attractive, but we were incapable of bringing out the full potential of the hardware at the time.

What was the source of this failure? Although there were quality issues with our original sound resources, the biggest problem lies with the fact that Access Games has no sound department. Because we entrust all audio aspects of our games to an outside partner, there is little technical knowledge of sound within the company, which made it tough for us to provide satisfactory quality control. Having turned a blind eye to the problem, we missed the opportunity to try and compensate for the lack of manpower assigned to these issues.

Of course, it goes without saying that many development teams lacking sound departments release games with high quality audio. We should have studied and discussed such games, asking ourselves how we might incorporate their quality sound into our product. Indeed, we should have been closely considering measures to amend our faults. Instead, we put everything into the voice and music, which effectively reduced the priority of the sound effects. This is something I deeply regret.

And why is that? All audio produced by a game is important-music,sound effects, and voice. Only when the three come together as one can we truly speak of a game’s “sound.”
Looking back, I think something could have been done about the schedule/manpower issue and other problems before they became too unwieldy. Avoiding the creation of problems is certainly an important factor in game development. But this project reminded me that when problems already exist- or loom on the horizon- the ability to work as a team and find the best solutions is even more essential.

5] SCHEDULE MANAGEMENT AND MOTIVATION – SWERY

I would say that the final and greatest “Wrong” on Deadly Premonition was schedule management. The ideal director is supposed to be able to handle both game quality and project progress, but that was a very difficult proposition for me at the time.

I regret forcing my development team to work longer and harder than was necessary. It may be true that the lack of technical expertise covered above contributed to schedule delays, but as the man surveying the entire scene, the greatest responsibility lies with me.

I have no intention of criticizing a game I obsessed about deeply, and poured my soul into. Those were good things, in fact. However, managing team motivation so that such games can actually be realized is equally important.

On this project, I worked myself to the bone, single-mindedly absorbed in production to the point of blindness, unable to see the people around me- which may be why Deadly Premonition has such a strong sense of “authorship.” In the future, however, I want to forge a game production path in which both schedule and motivation management are properly implemented.

I ALMOST FORGOT THE MOST BASIC OF FACTS!

» Somehow we overcame a prolonged production schedule, near-cancellation, and countless other hardships to get Deadly Premonition into gamers’ hands. Through the process of producing this game, I learned: never give up. It sounds so obvious, but the meaning is simple: even though you may believe in what you must do, nothing will come to fruition until you actually do it. Deadly Premonition may not have been a huge financial success, but what may be more important is that it was a work that allowed our staff to grow, strengthen their bonds, and better our relationships with all the companies involved. This is not the goal, but the starting line; now, we embark on our next stage in game development.

York: “Say, Zach. What do you suppose is waiting for us on the road ahead? No, don’t answer that … Hardships are part and parcel of life. They’re what lets us appreciate the good times. Isn’t that right, Zach?”

And that’s it. I love you all!

Assassin's Creed 3 designer: "A lot of games have been ruined by easy modes"

Assassin's Creed 3 Lead Designer Alex Hutchinson recently spoke with Edge about the inclusion of difficulty levels in games and the apparent harm they cause in providing players ample challenge, claiming, "A lot of games have been ruined by easy modes."
"If you have a cover shooter and you switch it to easy and you don't have to use cover, you kind of broke your game," he said.

"If you have a cover shooter and you switch it to easy and you don't have to use cover, you kind of broke your game," he said. "It's like if I picked up a book and it said, 'Do you want the easy version or the complicated version?' [Game designers] can simplify the language, you know; we can make it two syllables."

Lead Gameplay Designer Steven Masters also explained that his team conducts heavy playtesting when determining the success and failure rates of players during combat, escaping, and high- and low-profile assassinations. "We're not trying to make a brutally difficult game, so we go through all the playtest data and make sure it works," Masters said.

The challenge Assassin's Creed 3 brings, like its predecessors, is optional objectives filled during assassinations. "We can put a lot of constraints in like 'don't take any damage' or 'assassinate the target without being detected,'" Masters said.

Hutchinson's blunt comments seem to emphasize the player's power to add additional (and optional) challenge as they see fit. As a helpless completionist, I know only the most perfectly executed kills will satisfy me, even if they involve stabbing 20 marksmen with their own muskets or clotheslining Boston's mayor for those optional objectives.

Sad chopper enjoys lonely hillside hike in Wargame: Airland Battle screenshots

What's an Airland, and how does one battle there?

What's an Airland, and how does one battle there? Those must be among the primary thoughts of the forlorn warcopter flywalking on the skyfield above. Airland Battle is certainly more memorable than the first game's handle, Wargame: European Escalation - an excellent and oft-overlooked RTS (here's our Wargame: European Escalation review).

Wargame recreates expansive modern military conflicts with great detail, which Eugen Systems seem extremely keen to show off judging from the super-zoomed screenshots below. In-game you can pull out and manipulate your forces across great swathes of terrain.

Airland battle is due out this Spring. With this, Company of Heroes 2, StarCraft 2: Heart of the Swarm and Rome 2, 2013 will be a terrific year for strategy gamers.

Ten years ago, the most mind-bending action platformer ever devised was released. Psychonauts , which

let players explore the mindscapes of an array of bizarre characters, featured some of the most inspired writing and level design in the history of the medium. Caroline Esmurdoc, who was the executive producer on the game, provided a detailed postmortem for the August 2005 issue of GDMag. To celebrate the game's tenth anniversary, we're running that entire article online for the first time ever. Enjoy! (Just beware of the Milkman...) GAME DATA
RELEASE DATE April 2005
PUBLISHER Majesco Entertainment
GENRE Third-Person Action/Adventure/ Platformer
PLATFORMS Xbox; later ported to PC (internally), and PS2 (by Budcat Creations)
PROJECT BUDGET $11.8 million
PROJECT LENGTH 4.5 years
LINES OF CODE Game: 166,781 lines in 381 files in C++.

Classic Postmortem: Double Fine's Psychonauts

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Game: 166,781 lines in 381 files in C++. Game Script: 332,650 lines in 2,433 files in Lua. Tools: 81,260 lines in 445 files in C++/C#; 11,318 lines in 51 files in Python.
PEAK TEAM SIZE 42 full-time developers, 5 contractors.
HARDWARE USED Xbox dev kit, Dual Xeon 2.66 GHz, 1GB RAM, Nvidia GeForce 6800GT
SOFTWARE USED Maya, Photoshop, Premiere, Lua, Python, Emacs, Visual SlickEdit, XACT authoring tools, Perforce, Visual Studio.Net, MoinMoin Wiki, Bugzilla, Bink Video SDK, Microsoft Xbox XDK

Double Fine was born to develop original, genre-defining games based on the imaginative outpourings from the mind of its founder, Tim Schafer—the first of which was Psychonauts . Double Fine did many things right, such as boundlessly tolerating creative risk and exploiting the strengths of the company in its product. But the company also suffered perilous setbacks that threatened its survival. With no precedent to guide us through the problems that arose, we relied on our prior experiences and a collective desire to be successful. Some times, however, our successes during the game’s production seemed like they could be defined as “repeatedly snatching victory from the jaws of certain defeat.”

In 2001, during the dot-com boom, the only San Francisco work space we could afford was a warehouse on Clara Street. There was a rough and ready start-up vibe to the place; it was really great for parties, and big enough that we could actually drive our cars into the warehouse and park next to our desks.

But the neighborhood was not the safest. Cars were broken into repeatedly. One night, a woman from the transient hotel next door jumped out a fifth floor window and landed on our roof, breaking her leg and knocking a hole in our ceiling. Another day, there was a dead body in the doorway across the street, apparently the victim of an overdose. Inside, there was no heat (space heaters would blow the circuit breakers). Rats made themselves comfortable in our offices, and even worse, on rainy days the sewers under the office would expel through the latrines, onto the floors, and through the halls. What started as punk-rock charm soon became depressing, disgusting, and dangerous.

By July 2003, office space had become affordable again—outrageously cheap, in fact. So we packed up and moved into our current climate-controlled, industrial, loft-like space.

As if deplorable office conditions weren’t enough, we also faced impossible deadlines. One early publisher milestone required that we demonstrate multi-pass effects before the renderer was completed. In another case, it was only after a milestone had been submitted that we learned of content that was required before the delivery would be approved and a payment released. Eventually, our schedule began to slip as well.

Just prior to our office move, we amended our publishing agreement to move out the ship date. The new contract stipulated that within three months we hire a producer and develop a build of the game that demonstrated the fun factor of the finished product—or risk cancellation. I joined the team as executive producer in the middle of this trial in the summer of 2003.

With new management in place, and everyone focused on one game section for three intense do-or-die months, the Black Velvetopia level emerged as one of the most innovative expressions of the Psychonauts gameplay experience. It was well received by our publisher who renewed its green-light decision. We spent the next several months developing multiple levels of the game concurrently at an unprecedented pace.

In February 2004, at what seemed to be our peak productivity, a time when we felt most confident about shipping on schedule, Microsoft decided to discontinue its development of Psychonauts . Microsoft had funded years of mistakes, course corrections, and learning curves, but it drew the line at underwriting the remaining game development now that Double Fine was finally on track. When Ed Fries departed Microsoft, the new management seemed to think that we were expensive and late. The assessment was accurate, though it did not reflect the progress we were finally making toward shipping the game and recovering the development investment.

It took all of our savings, careful money management, and a little help from our friends to survive the cancellation. We continued to work hard on milestone builds, though we had no publisher to submit them to. Tim and I focused on securing new funding.

Psychonauts was met with resistance from some publishers and faced internal political struggles in getting green-lighted by others. It was a demoralizing time, compounded by the stress of being completely honest with the team while still motivating them to continue to meet scheduled deadlines. After several trying months, and with our coffers running dry, we prepared the team for the worst. Though it was hard for them to hold out hope, they continued to toil. Our determination finally paid off. In July 2004, Majesco offered us a publishing deal.

The new publishing terms meant foregoing additional planned hires without the benefit of scaling back the design. The convergence of these factors led to the most insane crunch I have ever witnessed. We all worked ourselves beyond what was reasonable and humane—yet the team remained loyal and steadfast. In March 2005, Psychonauts went gold. We had managed to dodge a hundred bullets without compromising the quality of the game, losing ownership of the company, or missing a single day of payroll. Through a series of setbacks and disappointments that would have decimated other groups, the Double Fine crew displayed an unshakable spirit, resulting in the creation of one of the most cohesive teams I’ve ever seen. Solidarity like that is not something that can be recruited, but only forged in fire. It is because of them (and their patient, tolerant, and supportive families) that I can write this postmortem.


WHAT WENT RIGHT

1) STRONG GAME VISION AND UNCOMPROMISING QUALITY
Since the company’s inception, Tim had an idea to make a psychic action/adventure game whose levels were located in a character’s mind, locales where the surreal visuals would immerse players in the mental state and back story of that character.

In his inimitable style, Tim crafted a storyline that weaved together the relationships between a collection of psychic children and their camp leaders with the minds of the misfits, monsters, and madmen that held the clues to saving the world from total annihilation. The environments were fantastical, the characters were memorable, the gameplay was inspired. The use of psychic powers as the tools by which the player progressed in the world was an innovative and uncontrived scheme in these settings. Each piece of the high concept fit together to make a cohesive whole, which survived intact through the project’s entire development.

An oft-uttered mantra at Double Fine is “God is in the details.” Psychonauts is a shining example of a game that got the details right. So many design ideas that at first seemed like they’d be insignificant to the player—or elements that would be easy to cut if time ran out, or other things not worth the performance or memory hit—turned out to be the features that make Psychonauts so appealing and memorable. Each detail presents itself as a beautiful little discovery, and collectively, they make the game much deeper. Details are one of the hallmarks of a Tim Schafer title, and Psychonauts is no exception.

2) RASM
Early in development, a strike team called RASM was formed. RASM stands for Raz Action Status Meeting, but eventually it meant something more concrete: a concentrated collection of team members tasked with ensuring that the main character’s core movements and actions felt exactly right.

RASM was successful because of the composition of the strike team and the frequency with which the meetings were held. The cross-functional group included at least one participant from each discipline on the team. At RASM , the designer described how he would use the action element in the level. The animator discussed how to exaggerate the character’s movement. The programmer demonstrated new functionality and tweaked the implementation in response to group feedback at the meeting. A test level containing each of the action elements was created to assess the look and feel of each movement. Each bi-weekly meeting was dedicated to one action element, with some movements requiring multiple discussions. Over the course of development, Raz’s full complement of core movements emerged. The feel of the main character is important in any game genre, but is especially important in a platformer. The RASM team did character movement in Psychonauts especially right.

3) TOOLS, TOOLS, TOOLS
Three noteworthy tools had profound effect on the development of Psychonauts .

Dougie and the Debug Interface. We chose to use an off-theshelf scripting environment to write much of the high-level game code, wanting fast feedback without having to compile the game and an easy debug interface where we could enter commands and inspect in-game object states. We selected Lua for its small memory footprint, fast performance, and flexible environment that allowed us to add features such as class inheritance and cooperative multi-threading without digging deep into the language runtime. We wrote a remote native debugger, Dougie (named after a neighborhood homeless conspiracy theorist we befriended), to be able to inspect and use the features we wrote on top of the Lua language. In addition to traditional debugging features (e.g. break points, single stepping, and stepping over functions), we added object watch windows, profiling tools, hot script reloading, custom scripting buttons, and a command line console interface to the game. We wrote the platform-agnostic Debug Interface to standardize the user interface and facilitate the extraction of debug information, allowing automated control of the game by other proprietary tools and the flexibility to embed connections to it in other third-party tools, such as Maya, Python, and Emacs. It was fortuitous that we developed such powerful tools even before we knew just how much of the game we would be custom crafting in Lua.

Automated Build Process. Our automated build process (ABP) made a build of all SKUs of the game along with some of our tools. The ABP released automated builds at least daily, freeing the programmers from having to build and post versions of the game for the team regularly. It ran a test build in a clean environment based only on code that was checked into source control, provided immediate feedback to the programmers about changes included in the build, and reported any compile errors that resulted from the build (which were fixed immediately). The ABP saved countless hours of programmer time, especially as the team size expanded.

Cutscene Editor. Psychonauts has a colossal number of ingame cutscenes. Prior to the creation of this tool, the Gameplay Programmers (GPPs) would hand-craft each of the cutscenes. Needing a less cumbersome approach, we created the Cutscene Editor, which made scene creation much easier. The Cutscene Editor displayed a visual timeline, divided into columns of dialog lines and setup/cleanup sections, as well as rows of “actors” for each scene. In each actor, you could place an action at a specific time to play animations, place and orient a camera or actor, set actor properties, or even call Lua functions. Placement information could be read directly from the game running on the Xbox, and the cutscene could be previewed at any time. The Cutscene Editor rightfully put control of the scripting in the hands of the programmers and put control of the cinematography in the hands of the animators—and it saved countless hours or work.

'

4) ART DIRECTION AND HUMOR
Psychonauts reviews consistently praise the art direction and the humor, which is a gratifying reflection of the priorities and strengths of the company. Tim recruited artist Scott Campbell after seeing his work at an art show. Scott’s drawings had a subtle and understated cartoony look, something never seen before in games. Scott drew hundreds of loose, 2D sketches for Psychonauts , which our modelers turned into beautiful 3D geometry.

Many factors contribute to the success of the humor in Psychonauts —the art, the animations, the voice acting and, of course, the dialog. Tim wrote most of the dialog in the game himself, but enlisted the help of Erik Wolpaw (www.OldManMurray.com) for much of the script. The collaboration between the two was so successful that it’s nearly impossible to tell which of them wrote any one of the more than 8,000 lines of dialogue.

The script was brought to life by dozens of extremely talented voice actors. Animators hand-crafted scores of animations for the characters, conveying the humor of the dialog in the expressiveness of their movements. It’s rewarding to read players’ reactions to the characters and dialog in online forums, some even using game characters as avatars and game quotes as signature files. To us, that means we did the art and humor right.

5) HIRING SMART: GAMEPLAY PROGRAMMERS AND THE TEST DEPARTMENT
Originally, we staffed a team of level designers to script the game events, believing the scripting burden was simply a matter of placing some triggers. We soon learned that to make the unique cinematic experiences come to life, much more scripting was required. It wasn’t long before the level designers spent entire days bogged down in Lua. Though tech-savvy, they were not programmers. The code they generated was complex, buggy, and ultimately unusable. So, eight gameplay programmers were hired to rewrite the entire Lua side of the game from scratch. Staffed with experienced industry programmers and fresh college graduates from Computer Science departments, this group was one of our most critical (and overworked) ones, contributing profoundly to the design and quality of the game.

We founded an internal test department to shift the burden of stabilization away from the development team. Due to the highly dynamic codebase and limited reuse of scripted elements, continual regression was necessary to ensure that new features did not break existing code.

The ever-increasing game size, however, made it unreasonable for us to play through the entire game to test each change prior to check-in. We needed ongoing testing with up-to-the-minute assets but had no funds with which to hire a test team in light of our cancellation.

Undeterred, we put out a call for volunteers on our web site. And they came, friends and strangers, all willing to commit unpaid hours to the Psychonauts testing cause. The immediate and lasting benefits of an internal volunteer test team were so positive that we hired a full-time test department as soon as we signed with Majesco. Though few developers house an internal test team, we never felt having one was an indulgence. The test efforts led to consistently stable builds and greatly influenced our shipping product.


WHAT WENT WRONG

1) WHO OWNS THE LEVELS?
Since no one wanted to compromise gameplay or visuals, we developed a levelsharing system. A level designer would design the world, lay down action paths, and script game events, and an artist would build additional world mesh around that design. This process failed miserably.

Over time, we decided that only artists would create visual geometry, causing resentment among the level designers. Complicating matters and heightening tensions, the level designers and artists both worked in the same software and tools, causing work to be overwritten and leaving levels in unworkable states. Consequently, the levels created were not quite up to par, and they could never exceed a first-pass implementation state.

With no producer on staff, Tim’s demanding corporate responsibilities left him little time to handle the emerging problem effectively. Working independently, the level designers produced concepts that Tim ultimately rejected, causing a rift between them. In time, they stopped communicating effectively.

In 2003, on the bloodiest day in company history, the level design department was put to rest, and all but one of the designers were let go. Unaware that the situation between the groups had gotten to this point, the abrupt departure of the designers left the team shaken. The sole remaining designer, Erik Robson, was made lead and was put in charge of the artists in a newly created World Builder department responsible for both the design and the visuals, leaving the scripting to the gameplay programmers. Regardless of the upside that eventually resulted from the reorganization, the level ownership issue was not handled gracefully as it unfolded, and the messy departure of the level designers remains one of the biggest blemishes in Double Fine’s history.

2) DIFFERING DEVELOPMENT STRATEGIES LEADING TO SCHEDULE OVERRUNS
Psychonauts ’ scheduling problems began early in development. During pre-production, our publisher requested volumes of documentation and a fun, polished unit of gameplay that would provide immediate payoff. However, the documents and demos were primarily created for the purposes of shepherding the project through the green-light process at the publisher. Neither one facilitated our creative process, nor did either help us understand the game at a deeper level ourselves. Pre-production should have been able to accomplish both goals: solidify the design and technology, and mitigate any outstanding risks through the creation of a vertical slice of gameplay.

Years later, after our cancellation and in our last few months of development, we finally created a rough, full game walkthrough. From it, we learned that we needed to rework fundamental areas of the game. Our fragmented understanding of the global game design and miscommunication with our publisher about what the game really needed led to schedule overruns by wide margins. The game slipped twice—in mid 2002 by six months, and in early 2003 by 16 months. It wasn’t until we prioritized the interactive walkthrough and global feature design that a realistic schedule could be created, though it remained heavily desire-driven.

3) A CRUSHING CRUNCH
A game design document was initially created, but the design continued to grow over time. Those evolved specs were memorialized only in email threads, loosely collected documents, notebooks, napkins, and whiteboards. As company business took up more of Tim’s time, and without a producer to ensure task reallocation, the game design document quickly became stale. Regardless, launching level construction was essential, so we devised a schedule wherein we would design and build somewhere between two and five levels to a playable state every eight weeks.

Rework was usually required to bring earlier levels into compliance with global design elements that were developed later. Additionally, I opted to maintain previously developed levels alongside the creation of new levels, increasing our per milestone load. It wasn’t long before milestone Fridays lasted all night and into the weekend. Developing a PC version ourselves and supporting the development of a PlayStation 2 version on the same schedule (expertly handled by our talented friends at Budcat Creations) complicated the already impossibly tight schedule.

The floating design, the failure to cut content, schedule underestimation, additional SKUs, and an immovable final deadline caused build requirements to pile up faster than team members were able to service them, resulting in massive overtime. The team was forced into a multi-month crunch to complete the game by the ship date, on the heels of over a year of aggressive development. Though the game was technically in development for four-and-a-half years, it was actually developed in less than two. We learned some painful lessons as a result, but now, we place a high value on process, constraints, rapid iteration, and agile development practices to home in on the essential fun factor of the high concept as early as possible.

4) CREATIVE DIRECTOR BOTTLENECK
For several years, in addition to designing and writing, Tim was president, producer, office manager, human resources, CFO, COO, and webmaster. He was slow to staff these positions because he felt the people in those roles would be inventing the corporate culture, and he wanted that culture to be something special. Viewing those responsibilities as too important to delegate, he tried to do it all himself, at a great cost to the game’s early development.

This single team member over-tasking created a tight bottleneck for multiple disciplines. Tim’s contributions were required for continued progress in the game design, art and animation approvals, and programming feature specs, yet he would start to miss meetings to deal with one emergency or another. Eventually, an associate producer handled the HR and office management responsibilities, but Tim was still doing too much: recruiting, budgeting, scheduling, managing the publisher, in addition to directing game development. He was simply stretched too thin without a producer. After three desperate years in this schizophrenic role, Tim hired me to manage the project and the business operations. As soon as he did, Psychonauts was back on track.

5) LARGE TEAM MANAGEMENT
While our leads were very senior, few had significant hands-on experience managing and growing a large group of people. As is a common but often detrimental practice, we made our most senior team members the leads on the project. As a result, their valuable direct contributions to the game were diminished by the time they spent managing ever-growing teams.

To add to their leadership challenges, some leads managed largely green teams, resulting in critical workflow chokepoints. This learning curve took its toll in the project schedule. The leads had difficulty breaking down the loosely-defined scope of work into constituent parts and ascribing reasonable time estimates to those tasks. As the development pace quickened near the end of the project, the leads collectively took on more tasks, at the expense of their management. Because of the lean budget at the end of the project, additional production resources could not be hired to alleviate the scheduling and tracking burden on the leads.

The trial-by-fire ultimately made the leads stronger, but the stress took its toll, and many of those individuals elected to take scaled back or non-leadership positions moving forward.


PSYCHO, YES, BUT STILL DOUBLE FINE

Shipping Double Fine’s inaugural game was an exercise in fierce determination, passion, and perseverance. By a purely Machiavellian standard, we were resoundingly successful. The result is a beautiful and fun interactive experience published on multiple platforms to a unanimously appreciative reception by the press and fans.

By any other metric, we had a rough time of it. We learned much from our experience on Psychonauts —most importantly, to never give up. Even when we lost our publisher, or when we ran years longer than expected, or when we had to navigate around sewage to get to our desks, we never gave up.

Double Fine had its share of growing pains, but we got the chance to express ourselves creatively in ways we never had before and develop a new company culture of our own. We have become more mature, cohesive, and smarter as a company—one that can’t wait to apply its hard-learned lessons to its next project.

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