Alan Wake's Bright Falls

WHY I LOVE
America’s Pacific Northwest is one of the most beautiful places on the planet, but there’s also something haunting and mysterious about those dark woods and forested valleys.

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In Why I Love, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. Today, Andy savours Alan Wake's Lynchian influences.

America’s Pacific Northwest is one of the most beautiful places on the planet, but there’s also something haunting and mysterious about those dark woods and forested valleys. This landscape inspired David Lynch when he created supernatural soap opera Twin Peaks, and ultimately Finnish horror game Alan Wake.

Remedy’s love of Lynch has been apparent since the ‘Address Unknown’ theme park in Max Payne 2, but Wake is its most overt homage to his work. Like Twin Peaks, the game uses a place of stunning natural beauty to tell a grim, twisted horror story, and it’s this contrast that makes Bright Falls such an evocative setting.

You arrive by ferry, in a disarmingly peaceful introduction to the small town and its picturesque surroundings. The fir trees and foggy mountain peaks are realistic enough, but Remedy’s take on the geography is exaggerated. It’s almost a caricature of the region: what you imagine it looks like, rather than the reality. The valleys are a little too deep, the mountains a little too steep.

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Alan Wake began life as an open-world game, and there are still traces of it. The tallest mountain in the region can be seen from most places, which helps you keep track of where Wake’s journey is taking him. Brief driving sections let you travel long distances, giving you a limited taste of what the game could’ve been like had Remedy kept to its original vision. Access the game’s built-in free camera, pull back, and you’ll see that the whole world is always there, but that you’re confined to a relatively small corner of it.

Wake’s travels take him to the Oh Deer Diner, a homage to Twin Peaks’ Double R, and Cauldron Lake, which is based on Oregon’s stunning Crater Lake—seen recently in Jean-Marc VallĂ©e’s wonderful film Wild. Other landmarks include the historic Bright Falls Coal Mine, the Sparkling River Estates Trailer Park (most likely inspired by Twin Peaks’ equally rundown Fat Trout Trailer Park), and the Bright Falls Dam. It’s a quintessential slice of rural Americana, albeit one haunted by shadowy, murderous ghosts.

Remedy is based in Espoo, Finland, but the team spent a lot of time in the Pacific Northwest, taking reference photos and getting a feel for the geography and climate.

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“We drove about 2,000 miles around it for a period of almost two weeks,” says Saku Lehtinen, art director. “We went to places like Astoria, a very typical Pacific Northwestern coastal town, where the movie Ring was made. We went to North Bend, where Twin Peaks was filmed, which is just outside of Seattle. The story in Alan Wake has fantastic elements, but it has to be rooted in reality.”

“It’s a naturally exciting setting,” says writer Mikko Rautalahti. “It’s also something you don’t see in games a lot. We wanted wide open spaces instead of corridors and underground complexes. The nature there is beautiful and rich, but it’s also perfect for a horror game. Take those deep, dark woods, add something weird and horrible lurking there, and you’re all set.”

Remedy even went as far as using NASA star maps to make sure Bright Falls’s night sky was accurate. Night is a big part of Alan Wake, and you spend much of the game traipsing through foggy, moonlit forests. Remedy’s proprietary Alan Wake Engine is, even now, stunning to look at. The way the cold, pale moonlight shines through the swirling mist is really atmospheric. The weather effects are superb, with trees swaying in the wind and forks of jagged lightning lighting up the sky. Creating their own bespoke tech delayed the game for several years, but the results are still spectacular.

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Alan Wake is a flawed game. The handful of enemy types makes combat repetitive and frustrating, and it’s often stiflingly linear. But, for me, the setting makes up for its shortcomings. The Pacific Northwest is a place we rarely get to visit in videogames, and Remedy captured its essence perfectly. A sequel to Alan Wake was in the works, but was cancelled so the team could start work on Xbox One exclusive Quantum Break, so it’s unlikely, sadly, that we’ll ever visit Bright Falls again.

But with Twin Peaks returning to television screens in 2017, perhaps that would be the perfect time for Remedy to revisit its town and continue the story of troubled horror writer Alan Wake.

Crunch Time! is a Card Game About Making Video Games

Having been playing a lot of Netrunner lately, I enjoy a good board game where my whole job is sabotaging someone else’s work.

lately, I enjoy a good board game where my whole job is sabotaging someone else’s work. Still, hacking big corporations doesn’t interest me anywhere near as much as game development does. What goes on in making the games that I love has always fascinated me, so a card game that can combine video game development and screwing with another player’s hard work is something I need to get on board with. As such, I’m intrigued by David Teruel Ledesma’s funny game development card game, Crunch Time!

In the game, you want to release a video game before your opponent does. To do so, you have to complete your design, programming, art, sound, and testing using various worker cards. You can make these people work faster using other cards that enhance how quickly they go, and at the same time play cards like ‘Programming Bug’ or ‘Engine Crash’ to slow down your opponent’s work. The game has over one hundred cards, so there is some deep strategy beneath the silly flavor text on each card, and there are twenty-eight different projects that you can complete as well. Will Gods Vs Poets IV release on time, or will it be crushed under the sea of hype for fitness game Love Handles ? It all depends on how well you play.

The cards all have a neat comic book art style to them, looking awfully dynamic considering the tasks they’re supposed to communicate. I mean, Geoff Cramwheel is programing so hard on his card. You just know these people are working so powerfully hard to finish their game by the looks on their faces. If you want to join in and throw down on some card-based game development, you can purchase the game for $3.99 from the developer’s site. You can also toss down a Greenlight voteto help Ledesma out and get this informative, silly look at game development on Steam.

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GOG celebrate their fifth birthday with a build a bundle deal

Digital distribution store GOG is celebrating its fifth birthday, which is an impressive milestone for a service that sounds like it was named by somebody celebrating their first birthday.

Digital distribution store GOG is celebrating its fifth birthday, which is an impressive milestone for a service that sounds like it was named by somebody celebrating their first birthday. Rather than look to you expectantly, its owners have arranged their own party: a five week extravaganza of "promos, gifts, contests, and specials with a Grand Finale in the middle of October." The first is the Pick 5 Promo, letting your create a five-game bundle from the newer end of their catalogue.

The deal picks out 25 mostly-indie games, including psychedelic tunnel racer Dyad, turn-based zombie survival Zafehouse Diaries, and the Stephen King simulator Alan Wake, all around 80% off. The deal only works if you pick out five games, meaning the minimum overall price is $10, but, assuming you can find five games in the list that you don't already own, it's a potentially great deal.

As a separate bonus discount, you can also get System Shock 2 for $2.49 until tomorrow, 10 am BST.

The Pick 5 Promowill run until next week, September 16th.

It’s Raining Cats… Just Cats in Fort Meow

Fort Meow is a new pillow-fort-based puzzle adventure from developer Upper Class Walrus and publisher Surprise Attack Games (as also seen in IGM’s regular Screenshot Weekly segment).

segment). The game tells the story of a young girl named Nia, who goes to visit her grandparents. When Nia arrives, she finds her grandparent’s house empty; traveling up to their attic she finds her grandfather’s journal, only to be attacked by a horde of cats after beginning to read it.

Players must protect Nia from an onslaught of cats by building a fort out of furniture and items found around the house. Players can build their forts by using simple drag and drop controls. But beware, as the placement of the fort’s defenses can cause the entire structure to collapse. Players then explore the house to discover over 20 unique items, layering the fort with pillows, grandfather clocks, and more, while unraveling the mystery of what brought so many cats to the attic in the first place, and what Nia’s grandfather was hiding in the pages of his journal. Each item has independent physics and special attributes in order to defend against cats who have their own unique abilities.

Fort Meow is now available for iPadvia the App Store ($3.99 USD) and Windows PC via Steam( $7.99 USD). To learn more about the game, be sure to visit the official site.

King Lucas Needs Intrepid Knights to Find His Girls

King Lucas of Sausan once had a queen who bore him three daughters – Princesses Grace, Micaela, and Pia.

King Lucas of Sausan once had a queen who bore him three daughters – Princesses Grace, Micaela, and Pia. But then he had an affair with the Witch of Sausan, resulting in the birth of his fourth daughter Celandine. The queen, not being the sort to take this well, promptly divorced her husband and moved to another country. The king has the love of his daughters to console him, but his royal offspring tend to get lost inside his constantly shifting palace. Therefore, he often needs an intrepid knight to find whichever daughter is currently missing.

Welcome to, an upcoming adventure game from Spanish developer Devilish Games. Recently vetted on Steam Greenlight in very short time, King Lucas invites players to infiltrate the tumultuous royal household and search out one of the princesses.

The castle is made up of hundreds of interconnected, uniquely hand-designed rooms, the layout reconfigured with every playthrough. Since the queen left, the castle has turned dangerous; the rooms are filled with monsters and hazards. Along the way, the player can interact with personable NPCs, including King Lucas, his other daughters, assorted citizens of the realm, and the mysterious Witch of Sausan.

King Lucas aims to offer two gameplay modes. In solo mode, the knight searches through the castle for his lovely quarry. With each completed run, the castle grows larger and more complicated, all the way up to trying to find the princess in a labyrinth of more than a thousand rooms. The knight earns money to spend when visiting Faust the blacksmith, who provides assorted weapons and improvements; these can then be carried over into multiplayer mode. In multiplayer, players compete to be the first to find the missing princess. One princess, one winner – and anyone who dies along the way is out.

King Lucas is expected to launch on Steam in Q1 2016. It will be available for PC, Mac, and Linux, and is planned to have five different language options. Be the first to answer the king’s call when the quest begins by visiting the official Facebook, Twitter, and Steam community.

Alan Wake stars in the latest Humble Weekly Sale

Is it still a weekly sale if there hasn't been one for over a month?

Is it still a weekly sale if there hasn't been one for over a month? Does it matter when the upshot is a bunch of cheap games? Probably not. So instead of questioning their time-keeping, let's celebrate the fact that the Humble Weekly Salehas returned, and is providing a pay-what-you-want offer for Remedy's Alan Wakegames.

For the next week, you can choose your own amount for Alan Wake: Collector's Edition, containing the bonus episodes "The Writer", and "The Signal". You'll also get standalone DLC pack American Nightmare, and a bundle of videos, art and other bonuses - including "developer commentary videos, an illustrated PDF book, and the Alan Wake soundtrack."

Along with the bundle, Remedy have released a video of creative director Sam Lake (of Max Payne's face fame) explaining the unlikely, but still possible, future of Alan Wake. Watch to learn about the game's slow-burn, cult success; Remedy's next project, the Xbox One exclusive Quantum Break; and how the studio doesn't appear to own a camera that doesn't drift listlessly to the side as it films.

Dev Links: Branching Paths

“This is a slightly-edited re-post of a series that I’ve been writing in quiet isolation (which you get used to doing indie development) on my blog.

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Today’s Developer Linksinclude some great reads on the shifting industry, avoiding work-for-hire and the SCUMM engine.

Data-driven design with Unity 3d, Part 1 – Brainstorms, Initial Requirements.(#AltDevBlogADay)
“This is a slightly-edited re-post of a series that I’ve been writing in quiet isolation (which you get used to doing indie development) on my blog. Currently up to part 4 of the series, they have been received somewhat well by my small subset of beta testers, so might as well throw them out to the world at large ;}”

‘Everyone ran off to mobile and left the door unlocked for us’(Gamasutra)
“Just because there is a major shift going on in the industry, doesn’t mean that is the best direction for your studio. In fact, argued Thomas Was Alone’s Mike Bithell at Develop Conference this morning, these shifts can leave spaces wide open for indies to fill.”

Do you really need to take work-for-hire?(Gamasutra)
“For Dan Pinchbeck, creative director of The Chinese Room, work-for-hire was never an option: “It would be removing us from what we got into the games industry to do in the first place.””

The SCUMM Diary: Stories behind one of the greatest game engines ever made(Gamasutra)
“SCUMM might “just” be a video game engine — but it’s a video game engine that can elicit emotions nearly as strong as the games that it powers.”

How do you plan for your games?(Winter Wolves)
“As you probably know if you follow me, I’m working on several games at the same time. Often people (both other indie devs or simple players) approach me asking “why/how do you make it”? Well, first of all, it’s not really my choice. ”

Feedback Friday: Shark Rider 0.20(Arges Systems)
“On this version we have lots of small tweaks, and have finally started replacing the background elements with sprites that are close to the final ones. How does it look?”

The Video Game Kickstarter Report – Week of July 12, 2013(Zeboyd)

Solving the problem of art in video games(Independent Gaming)
“Sometimes I look at a gorgeous, well-drawn indie game and wish I could draw half as well. I’m sure all of you must have been through something similar. Especially when you’re stuck using the standard mouse and keyboard. Code can be done very effectively with these, but art? More often than not, the mouse has its limitations.”

Tricky Twists Ties Mobile Gamers Up In Knots

For a group game that leaves everyone laughing and possibly in need of a chiropractor, it’s hard to beat Twister™.

For a group game that leaves everyone laughing and possibly in need of a chiropractor, it’s hard to beat Twister™. However, it’s not always convenient to play – most people don’t carry it around with them, and sometimes space is limited.

Mobile Mesh Gamesaims to offer a solution with their debut game. The app is a variation on the base concept of the old family favorite, one which allows large groups to participate in a whole new way.

Gone is the era of four players attempting to put hands and feet on dots of four different colors. Tricky Twists has literally no limit to the number of players, so long as everyone is in the same room – it doesn’t even require an internet connection. One person is the host, who installs the app and sets up the game; the host inputs the names of players and assigns them colors. Once everyone has been added, the game begins.

The app randomly selects a player, who is given a color and a part of their body. Rather than just hands and feet, Tricky Twists also includes noses, chins, and other appendages which must be positioned to touch their smartphone whenever their color is selected. The challenge is to see how many twists can be created before everyone falls down.

Tricky Twists is a free app, available from both the App Storeand the Google Play Store. The cross-platform play allows everyone to participate regardless of which phone they have, or even if they don’t have one at all. As long as at least one person has the app and can host the game, the game works. Check out what else Mobile Mesh Games has planned via their Facebook, Twitter, YouTube, and Instagram.

Alan Wake to return in extra Ordinary game?

Coming firmly from the department where everything, including table salt, should be taken with a pinch of salt, Alan Wake writer Sam Lake has been on Twitter with this intriguing snippet:
It's all true.

It's all true. "It will happen again, in another town, a town called Ordinary."

What does he mean by this slightly clumsy piece of micro-prose? Well...

For starters, there's a link to what looks like an in-character blogor possible ARG starting point, complete with familiar names like Barbara and mentions of a Dark Place. Alan Wake's American Nightmare players with waaaaay too much time on their handswill also recognise the quote itself, which previously appeared in appropriate devil-taunting backwards form in this song.

A new Alan Wake game on the cards? Seems very likely, doesn't it? American Nightmare was at least an interesting spin on the world's most meta survival horror, and one that made it clear Remedy has plenty more ideas for their long-suffering writer hero. Hopefully, next time he returns to the land of conveniently placed flashlights and firearms, he'll land on PC at the same time as consoles.

Slightly old? Um. Uh... The letters JUN and JUL look very similar...? Bah! Here's a nice sweary video to make up for it.

Video: How developers can enhance sportsmanship in online games

"Our key mission is to make sportsmanship the path of least resistance, and we want to reward players for following that path." - Riot's Jeffrey Lin explains how the design of League of Legends subtly encourages positive player behavior.

Sooner or later, most online game developers have to tackle the problem of toxic player behavior. Riot's social systems lead designer Jeffrey Lin admirably addressed the issue in a recent talk, "Enhancing Sportsmanship in Online Games," given during GDC 2014.

During the presentation Lin discusses the lessons he and other Riot designers learned while trying to build a game that facilitates and encourages positive player interactions inside and outside of the game. Lin also presents findings from some recent studies on group dynamics and social psychology to show how different compositions of players can greatly affect the level of cooperation in a given multiplayer match.

It's a good talk, with actionable advice for any developer looking to design systems that enhance sportsmanship and good behavior in online games. We've taken the liberty of embedding the free video of "Enhancing Sportsmanship in Online Games" above, but you can also watch it hereon the GDC Vault.
About the GDC VaultIn addition to this presentation, the GDC Vaultoffers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

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

Gamasutra and GDC are sibling organizations under parent UBM Tech

Do the Corpse and Your Family Proud in Corpse of Discovery

Corpse of Discovery is a first-person exploration game that takes place in the vast unknown landscape of worlds scattered throughout space.

is a first-person exploration game that takes place in the vast unknown landscape of worlds scattered throughout space. Developed by Phosphor Games, the game provides players with procedurally-generated planetary landscapes, giving them a unique experience every time they step out of their base.

Corpse Burning

Players work for the Corpse, and are tasked with completing various objectives at hand like finding resources and mapping the planets, all while remaining determined, motivated and resilient as they work towards their ultimate goal: To return home to their family. The player on their first mission will have A.V.A, an “Assist Bot”, who will guide them in their journey and consistently remind them that they’re important to the Corpse.

The game features a “mature and deep narrative,” guiding players on a “thought-provoking exploration game, set in space, about life’s revelations, misguided expectations, disappointments and self-discovery.” The developer has stated that each planet has a “deep symbolic meaning, designed to signify differing life elements that the player is struggling with, ranging from defining their values to self-identity.”

Corpse Exploration

Corpse of Discovery is currently out now on Steamfor Windows PC. The game is currently priced at $13.49 USD (normally $14.99). To learn more about the game visit the official website. To learn more about the developer, Phosphor Games visit their website, like them on Facebook, or follow them on Twitter.

Slip into a beautiful nightmare with the Alan Wake Collector's Edition [Giveaway]

Sure, we might've gotten it a tad later, but clearly the definitive Alan Wake experience is on the PC.

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is on the PC. In fact, this surreal survival-horror game looks so good that we'd like to share it with you. Well, to be honest, we just don't want to be the only ones who have to go to sleep with the lights on after playing it. Read on to find out how you can snag yourself a free copy of Remedy Entertainment's cerebral thriller—the Collector's Edition, no less!

We've got ten CE Steam codes to give away, which will win you Alan Wake, the game's soundtrack, and both DLC plots entitled "The Signal" and "The Writer." To enter the giveaway, simply send an email to contests@pcgamer.com with “I want to win a trip to Bright Falls” in the subject line. We'll select ten lucky winners on Monday, March 5th to receive a copy of the game. Be sure to check back at pcgamer.com for our review of Alan Wake, and remember, friends don't let friends play XBLA games before they hit the PC.

Heroes Of Ruin review

Heroes Of Ruin review There are few games that play it safer than Heroes Of Ruin. So much so that even those looking for a most traditional of fantasy loot-’em-ups may well be surprised by the lengths to which it goes to conform to expectation. There are four character classes available, fitting the four different play styles typical to the genre. Vindicators are warrior types – sword swingers clad

Hands-On: ‘Dog Agility 3D’ – Dog Lovers Rejoice

Dog Agility 3D , developed by Dog Sport Apps , is a new game based on the internationally popular sport of dog agility.

, is a new game based on the internationally popular sport of dog agility. If you’re unfamiliar with dog agility, it is a dog sport in which a handler directs a dog through an obstacle course in a race for both time and accuracy.

In Dog Agility 3D you’ll be able to choose from 10 different dog breeds where you will then use the tilt functionality on your iOS or Android device to guide your dog through four different types of agility fields, and three different levels of difficulty in pursuit of qualifying runs and agility titles. What’s shocking is the fact that there are 340 courses overall, more than I can fathom.

I had the opportunity to go hands on with Agility Dogs and I found that each dog had their own stats based on Speed, Turning Ability, and Control. For instance, the beagle has the highest level of control, which I must say is pretty accurate as my real beagle cuts corners pretty well. The dogs can be upgraded further by completing the standard, jumper, snooker, and gambler courses through each of the three levels. Or if you’d like you can buy points via in-app purchases.

To pick up Dog Agility 3D visit Google Playor the App Storetoday. There’s lots of content packed in which makes it a good choice for dog lovers. Be sure to check out the embedded trailer and gallery below for a closer look at Dog Agility 3D . To keep up with Dog Sport Apps follow them on Twitterand Facebook.

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Comments
Our Verdict
It took its sweet time, but its still a genuinely skin-twitching survival game.

Oh, Alan, you made it. I suppose you'd better come in. On reflection, it was probably best that you didn't turn up for the Vista housewarming. I mean you were supposed to be the guest of honour, all that DirectX 10 hoo-hah, but truth be told it was a shit party. Anyway, we've both moved on, and... Alan, you've been working out. Did it just get hot in here, or are you a 14GB download? Let's go upstairs.

Alan Wake is a writer of metaphors as weak and overwrought as that. It's a story Remedy wrote about a writer's writing. It's a survival horror game in which the writer's first words are a love letter to Stephen King, the guy most boys read before realising Clive Barker had muckier sex bits. And it's a game that includes potted episodes of Night Springs, a Twilight Zone show, on TVs left on around the world. Is Alan Wake a parody of its genre, a parody of Remedy's own Norse pomp, or a loving homage to everything? In a stroke of unexpected genius, it works perfectly well as all three.

Alan Wake is, to coin a clichĂ©, a ripping yarn. Mystery, evil, and darkness, and a world whose shifting rules defy clear understanding, but still feel compellingly within reach. The excellent, tense combat is based on a simple author's premise – darkness versus light. This also drives the art direction, making the game feel more coherent and compelling than it may actually be.

The combat is based around your torch, and whatever other sources of light there may be, from a car's headlamps to a fireworks display. That's enough for the poltergeists, puddles and crows that'll attack you, but the humanoid enemies require bulleting to death, once you've burned away their protective shroud. Your torch can be boosted, dazzling your enemies and slowing them, but they're tricky buggers – the quicker, weaker tracksuit guys will try to flank you while you're dazzling their slower, knife-hurling brothers.

It's a back-tighteningly tense system, with atmospheric sound effects that chew on the nape of your neck. Managing multiple enemies, and monitoring your torch battery, can draw your attention away from ammo, and the one-at-a-time bullet reloading is another layer of authentic, fumbling horror. It's the combat equivalent of reaching the safe-house, and realising you don't know which key on the bunch opens the door. Your last line of defence is a well-timed dodge. Good luck with that, while you're soiling yourself.

Sometimes you have to run. Even this is stressful. The monsters can easily keep up with Alan, who has the Olympic abilities of a man who sits on his arse for a living. It's close to impossible to block attacks from behind. Maybe because the camera's too tight. Maybe because that's an inevitable side-effect of running away in blind panic. Thankfully, the checkpoints are generous, giving you a chance to try out different approaches without frustration.

It looks great, and the levels are designed cleverly to feel more explorable than they actually are, with secret corners full of manuscript pages (which are genuinely worth reading), ammo and pointlessly collectible coffee flasks. The oppressive, distorting mist lends a roiling air of hallucination to the fights. It's something, along with the shrouded creatures, that's difficult to do justice to with screenshots.

Remedy's influences are many, and explicitly made – King, Lynch, Hitchcock, Serling – and you'll doubtless spot more yourself. And the fact that Alan is a hack with writer's block gives the script an excuse for occasional triteness, clichĂ©, and self-indulgence. But any complaints pale in the shadows of this TV-fuelled, nerve-shredding joyride. And contrary to what you may have gathered from the console release years ago – this is not a game that's made for a comfortable sofa. It's a game to be played hunched over a keyboard and desk, with a set of headphones blocking out the outside world. Because that's exactly what Alan Wake is about.

The Verdict

Alan Wake

It took its sweet time, but its still a genuinely skin-twitching survival game.

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Alan Wake devs "delighted" with PC sales

As a PC port, Alan Wake was long-delayed, then cancelled .

Alan Wake PC

. Then uncancelled. Now it's out. And developers Remedy Entertainment couldn't be happier.

“Alan Wake on the PC has been something both us and the fans have wanted since the original Alan Wake was released” says Aki Jarvilehto, executive VP at Remedy. “It's been such a long journey and now that the game is finally out, it's very emotional to see such a positive fan reaction to it. We hold PC games very dear to our hearts at Remedy, so in a lot of ways, this feels like finding a lost child, you get to reconnect with something you love and cherish and want to spend more time with it in the future.”

That's quite the dramatic simile, Aki. But hmm... delighted ? Looking at Steam stats(at 11:15 AM PST, actually a fairly-populated time on Steam—although not necessarily when people are playing Alan Wake), the current daily peak for concurrent players of the game is just 2,012; comparable to the same stat for Deus Ex: HR, Dead Island, and Portal 2.

I guess that's good, right? According to Joystiq, it took just two days for Remedy to recoup its development and marketing costs for the port.

International readers: Get the Valve issue of games™ without waiting

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GTA 5 fills how many discs on PC?

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Alan Wake PC release date set for February, system requirements detailed

Alan Wake blog suggests that we'll be getting Alan Wake next month.

Alan Wake

suggests that we'll be getting Alan Wake next month. There's no mention of how much it'll cost, but Remedy have released the system requirements. They mention that they're "still finalising the optimisations and graphics scalability," so they could change a little before release.

The Q&A also mentions that Alan Wake will work with Nvision 3D, though you'll need a top end PC to harness the power of that extra dimension. There won't be a demo, either, but as previously mentioned, we won't have to mess around with Games for Windows Live either. Hooray for that!

OS: Windows XP, Windows Vista or Windows 7 PROCESSOR: A dual core processor is required: AMD: Athlon X2 2.8GHz Intel: Core 2 Duo 2GHz MEMORY: 2 GB HARD DRIVE: 8 GB VIDEO CARD: DirectX 10 compatible or later with 512MB RAM AMD: ATI Radeon 3650, 4450, 5550, 6450 or higher (per series) NVIDIA: GeForce 8600GT, 9500GT, GT120, GT430, GT520 (per series) SOUND CARD: DirectX 9.0c compatible INPUT: Mouse and keyboard, Xbox360 controller also supported

To run at maximum settings, with high level textures and the like, Remedy recommend a quad core CPU and "a top of the line graphics card."

Sudoku meets Bejeweled with 5BY5

If you have already heard of Isotope 244 then you probably know they are pretty geared towards the action and strategy genre.

then you probably know they are pretty geared towards the action and strategy genre. Well, until now. The developers from Florida have switched things up a little bit with 5BY5, a puzzler for iOS released on February 27.

5BY5 acts as a sort of lovechild between Bejeweled and a Sudoku book. The aim of the game is to switch tiles around in order to match color groups that add up to five. The game gives you only 55 moves so make sure you calculate each of your actions carefully. If this doesn’t furrow your eyebrows enough then the game offers some extra game modes such as time trials. On top of that, gamers can also enjoy player-vs-player action with ‘MULTI’ mode where you will go head to head via the Gamer Center or in the ‘PASS’  mode, which acts as a local multiplayer.

This marriage of different games requires some significant brain power to truly master but if you are casually picking it up, the game teaches you its fundamentals well, quickly allowing some simple pick up and play action. The basic game is available for free, and gives you the classic game mode alongside the multiplayer, though the game offers some premium upgrade options such as more hints and undo’s as well as some aesthetic themes if you’re willing to pay for it.

You can pick up 5BY5 now for iOS on the Appstore.

Alan Wake to be self-published by Remedy, will use Steamworks - not GFWL

Beggars can't be choosers.

Alan Wake

Beggars can't be choosers. We're finally getting a chance to strike fear into Alan Wake's baddies with our mighty flashlight, so we should just-- aw, screw it. I'd really, really prefer that GFWL keeps its clumsy mitts off my favorite game hero whose name is a pun. I imagine most PC gamers feel the same.

And Remedy's listening. This time around, Microsoft's not in the picture, so neither is GFWL. Instead, Remedy's self-publishingthe game on Steam, which means it's officially kicking GFWL to the curb. We waited, and good things came. At this rate, I fully expect a PC port of Halo 3 that includes a full suit of Master Chief armor and keys to a real-life Warthog.

Announcing NERO, the Next-Generation Visual Novel

NERO is the name for an exciting debut project from a brand-new Italian studio, Storm In A Teacup.

is the name for an exciting debut project from a brand-new Italian studio, Storm In A Teacup. But this isn’t just any debut.

Industry veterans Alberto Belli and Carlo Ivo Alimo Bianchi are heading the project, which is to be a first-person video game driven by narrative and player choice, crafted with wondrous next-generation visuals. Belli, the executive director, has been in the industry for a while; both as a journalist and designer. Bianchi, the creative director, has a lot of major CG graphics work under his belt: the Harry Potter and Narnia movies, and games like Batman: Arkham Origins and Crysis 3 to name a few.

“We are extremely excited to bring our beloved project to the players. NERO contains our company vision itself for art direction and storytelling,” Belli said in a press statement. “The idea is to create a benchmark to represent our company, something that players can recognize every time a STC game is out.”

NERO ‘s gameplay focuses on making choices, revolving around “his choices, his feelings, his truth” and light puzzles.

“The narrative in NERO is so important that the games comes from more than 2 years of writing and imagining,” said Bianchi. “The puzzles themselves are connected with the narrative and the ending of the game. We want to make games with a strong storytelling backbone: there is no great product without a great story.”

The game will be showed behind closer doors at GDCin San Francisco, from March 17-21. Otherwise, keep an eye on IGM for more news as it is announced, as well as Storm In A Teacup’s website.

Alan Wake devs talk self-publishing and dodgy console ports

2012 looks like it's going to be the year of the bigger studios self-publishing games on the PC.

alan wake thumb

2012 looks like it's going to be the year of the bigger studios self-publishing games on the PC. Rebellion Studios have already told us their plans to omit a publisher for the PC edition of Sniper Elite V2. Now Alan Wake developers Remedy have discussed the intricacies of their self-publishing arrangementfor the PC version of the much-vaunted episodic Xbox 360 thriller.

Alan Wake was published on the Xbox 360 by Microsoft, so it seems a little odd that Remedy are publishing it themselves on the PC. We assumed that Microsoft's vested interest in PC gaming (after all, they make that Windows thing) would put them at the forefront of publishing it, just as they have with Fable 3.

Matias Myllyrinne - Remedy's chief executive officer - assures us that there's no bad blood between the two companies, though. Microsoft have given Remedy free reign when it comes to publishing the game. “We were thrilled when Microsoft gave us the freedom to pursue this opportunity,” says Myllyrinne.

Alan Wake was planned for the PC since its inception, but Microsoft infamously said that the game was better suited to a “couch experience”. Remedy beg to differ, saying that many gamers asked for a PC version. “So many people have reached out to us and asked to be able to play Alan Wake on the PC,” says Myllyrinne. “That's where our roots are - in PC gaming- starting with Death Rally and Max Payne one and two. So, of course, this is a great thing for us - sadly it took a little longer. But this is still something that is close to our hearts.”

The biggest concern about any console port onto the PC is that it's going to fall flat on its face, with low-resolution textures and poorly-mapped controls. Remedy is working hard to ensure it plays as smoothly on a keyboard and mouse as it does on an Xbox 360 controller. “The biggest things that we want to nail down are things like controls,” says Myllyrinne. “If this is not tuned to perfection, all the visuals are lost and the emotional touchstones are missed. A smooth camera and tight controls are crucial and some of the things that we need to look at from a different perspective when compared to a console game.”

Video: Is publishing dead?

"Tencent is the largest video game company in the world...this is what the new publishing business in the 21st century looks like, and nobody in the West is paying attention." - Mitch Lasky, Benchmark general partner, speaking at GDC 2014.

The business of game publishing is rapidly evolving, so it's worth watching venture capitalist and game industry veteran Mitch Lasky's GDC 2014 talk about the pros and cons of the competing next-generation publishing models: super-developers like Wargaming, social/chat networks like Facebook or Line, aggregators like Tencent, and more.

Lasky suggests that recent changes in the game industry have not eliminated the economic benefit of scale, that publishers can still offer something of value to developers, investors and everyone who purchases games.

We've taken the liberty of embedding the free video of "Is Publishing Dead?" above, but you can also watch it hereon the GDC Vault.
About the GDC VaultIn addition to this presentation, the GDC Vaultoffers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

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

Gamasutra and GDC are sibling organizations under parent UBM Tech

Edge names Valve developer of the year

Our sister publication Edge has named the winner of its first-ever developer awards, and--if you do much PC gaming--chances are it's one of your favorites, too. Out of 50 studios ranked for both technical and creative merit demonstrated over recent years, Valve took the cake. “Valve is named our number one because it is driving the future like no other developer," Edge editor Alex Wiltshire said.

Alan Wake PC confirmed, will arrive early next year

The sleuths who spotted Alan wake in Steam's registry files recently have been proved correct.

Alan Wake PC

The sleuths who spotted Alan wake in Steam's registry files recently have been proved correct. Remedy have confirmed that Alan Wake will finally be coming to PC by way of Steam. One screenshot of the PC version has been released with a watermark teasing an "early 2012" release. Thanks to Dan Grillfor the tip off. Here's that screenshot.

Dragon Age Producer Mark Darrah teases something on Twitter

Remember last month, when BioWare's Alistair McNally wandered around GDC wearing a t-shirt emblazoned with the studio's new IP, and nobody noticed ?

? It was the cruelest sort of tease, because it left open the possibility that somebody at GDC—surely somebody! —had caught him on film. Yet that appeared not to be the case, as no photographic evidence, as far as I know, has ever surfaced.

Now BioWare is at it again, this time in the form of a tweet from Dragon Age Executive Producer Mark Darrah, and more precisely the brief video it contains: A red-covered book, stamped with an image of a tower and a wolf's head. “What's this?” he asks, opening it. First, a black page, blank; then the EA logo, set between a stern-looking “Internal use only—Property of BioWare/EA.”

Oooh what's this?Oh sorry pic.twitter.com/8Nt95nnORr April 26, 2016

And then it closes. What could it be?

Based on the color, the font, the stone tower, and the fact that Darrah is the big dog on the Dragon Age franchise, the obvious assumption is that it's something new in that fantasy-RPG series. It might have something to do with the hypothetical Dragon Age Tactics game Darrah asked about in February. Or it might not! That's why they call it a tease, you know.

Whatever the case, Darrah is very sorry for getting people all wound up. You can tell, because earlier today he tweeted this:

I've gained a bunch of new followers today. I wonder why? pic.twitter.com/lkyA40H5r3 April 27, 2016

Behold! A visual record of 19 years of gaming success, failure and monumental error via every Edge cover ever made

Retrospect is a funny thing. In fact at times it's downright hilarious. Anyone who's ever re-watched a '70s or '80s science or technology show knows how brilliant it is to go over visions of the future from the past in order to bask in the ludicrous conviction of the guy who said we'd all have robot butlers by 1995. But at the same time, seeing the early stages of the events and inventions which eventually

Watch the Minecon 2012 indie lectures: Introversion, C418, Mode 7 and more

Minecon wasn't only about Minecraft.

Minecon wasn't only about Minecraft. Mojang were good enough to invite along the bright lights of the indie dev scene to give a series of inspiring, funny lectures, describing how they got into the business and what they've learnt along the way.

Taking to the stage in chronological order: Hello Games , purveyors of deceptively chirpy stunt-biking game Joe Danger; C418 , Minecraft's maestro of electronica; Introversion , creators of Uplink, Darwiniaand the tremendously tempting crowdfunded clink-sim, Prison Architect; Suspicious Developments , aka Tom Francis, aka maker of Gunpoint, aka PC Gamer writer, aka man sitting two metres two my right as I type this and looking rather dashing too, I might add; Mike Bithell , the dev behind clever platformer Thomas Was Alone; and Mode 7 , creators of simultaneous turnbased-tactics masterpiece Frozen Synapse.

Hit the jump for the videos of each talk, and watch out for our PCG-helmed indie dev round-table which we'll publish in the next few days.


Hello Games / Grant Duncan

Hello Games' supremely talented artist, Grant Duncan, takes the mic to talk about conjuring Pixar-like delight from pixels and polygons in Joe Danger (and also to tease Hello Games' next aesthetically divergent title, quite possibly coming to PC, currently going under the codename of Project Skyscraper).


C418 / Daniel Rosenfeld

The effervescent Daniel Rosenfeld, also known as C418, talks about the production of Minecraft's electronica score, game music in general, his album, and the soundtrack for the upcoming Minecraft documentary (teaser clip within) - all in some impressive technical detail. A must for electronica nerds and aspiring musicians.


Introversion / Mark Morris & Chris Delay

British indie-dev double-act, Mark Morris and Chris Delay discuss the long and bumpy road they've taken, from early hits Uplink and Darwinia, to the calamitous production of Multiwinia and the aborted Subversion. But - spoilers! - it has a happy ending with the hugely successful crowdfunding of clink-building sim Prison Architect.


Suspicious Developments / Tom Francis

PCGamer's very own tame indie developer, Tom Francis, discusses how being mean to games professionally has helped shape his development practices on Gunpoint, and how becoming a developer has changed his perception of the games he writes about.


Mike Bithell

The supremely affable creator of Thomas Was Alone discusses its origins as a rough-hewn Flash experiment and how the curiously emotive reaction to it - which saw players ascribe human thoughts to its simple cuboid avatars - snowballed into a project capable of attracting accolades and high-profile voice-actors.


Mode 7 / Paul Taylor

Paul Taylor, the co-director of Mode 7, who heroically multitasks as a musician and creator of hilariously terrible PowerPoint slides, tracks the company's evolution, from its early swordfighting game Determinance, to the terrific tactical tour-de-force which is Frozen Synapse.

Former Dragon Age Lead Writer David Gaider joins Beamdog

Former Dragon Age Lead Writer David Gaider announced his departure from BioWare a few weeks ago, saying that it was “time to move on to a new challenge.” Today that new challenge was revealed as Beamdog, the digital distribution platform, publisher, and developer that's currently working on a new Baldur's Gate .

David Gaider

“We're very pleased to welcome David Gaider to the company as our new creative director. Originally we advertised for the position of senior writer, but when David contacted Trent about the position, we upgraded the role,” Beamdog said. “David is well known for his design and writing work on Baldur’s Gate 2, Star Wars: Knights of the Old Republic, and Dragon Age: Origins. He brings 17 years of experience to our little team and we couldn't be happier to work with him. David will lead the writing team and direct new creative endeavors for the company.”

Gaider's long history at BioWare would make any new role noteworthy, but his move to Beamdog is especially interesting because of its work on Baldur's Gate: Siege of Dragonspear. Beamdog (and BioWare) co-founder Trent Oster said in December 2015 that it's “ content complete” and so Gaider won't have much impact on that game, but assuming that it sells reasonably well (and on the strength of the name alone, I'm guessing that it will), further releases in the series seem likely. And more Baldur's Gate, narratively helmed by one of the main guys behind Baldur's Gate 2, is a very exciting prospect.

Edge iPad Edition is out now - half price and fully revolutionary

Edge, the UK's most respected videogame magazine, is relaunching on Apple's NewsStand with a fully interactive (and rather beautiful) iPad Edition . Better still, this first issue in the revolutionary new format is on offer at half the normal price at just £1.99 / $2.99 / €2.49 until July 18. You may have tried the free iPad Sampler Edition a few weeks back, but this is the real deal. The new iPad

Prison Architect paid alpha released for good behaviour, new trailer and interview within

Interview by Quintin Smith
Introversion's gorgeous-looking sim Prison Architect is out now!

Introversion's gorgeous-looking sim Prison Architect is out now! Sort of. A range of Kickstarter-style rewards has been made available, with $30 getting you access to a current alpha of the game itself. The real question, of course, is whether this game is fit for a place among the law-abiding citizens of polite society. The answer to which is a lackadaisical “Probably not?” Not only is the alpha feature incomplete, it's also a bit buggy. The good news is, you'll be able to shape its development.

But why now? And what's their end goal with the game? The alpha announcement trailer and a big ol' interview with Mark Morris and Chris Delay await you after the jump.

PCG: Why is paid alpha the way to go for this project?

Mark Morris: There comes a period in... well, certainly any game that we've launched, where you're the furthest away from your previous source of income, which was the last game launch, and you're still a reasonable away from finishing the current project, and that's the point in the cycle where it's toughest for developers to continue.

So with all of our games in the past, except with Darwinia+, we've had to rush it out there rather than get it to the standard that we want it to. And we've made some pretty critical mistakes, the gesture system in Darwinia was a good example. We completely bollocksed up the control system in Multiwinia, and all sorts of major patches that should really have gone in on launch day.

So we knew that was coming up, and we looked at what was going on in the industry, with Kickstarter, Minecraft, Overgrowth, the Humble Bundle, and everything seemed to add up. We deal with this funding gap, but also engage with the hardcore fans to create a game where the development is much more driven by the community.

PCG: In another world, might you be calling this Prison Architect “alpha” the finished game?

MM: We're not quite there yet. We couldn't launch this game on Steam, for example. There's a lot of bug reports and it's not finished yet, but there's a lot of gameplay in there, and it's a lot of fun. But it's not fun to be had by people that just want to come along, sit down, and play the game with no interest in how it works.

PCG: People taking their food into the shower in the trailer makes me happy. It seems like such an aspirational lifestyle.

MM: Yeah!

PCG: Isn't $30 a little higher than normal for alpha or beta access?

MM: There are a couple of reasons for that. We've got a pretty close relationship with the Humble Bundle guys, and we were talking to them a lot about how they do things. Another is that we're more interested in a smaller number of players that are more engaged in what we're doing, than a huge audience that want to pay less. There's a quality bar we're putting in there.

Imagine the [alpha] went on sale for $10. This is all “ifs”, right? But imagine it goes on sale for $10 or $20, and people chose to buy it, and it doesn't work for them, and they say, “This is bollocks. I hate this. It's crap. It's broken. It doesn't work.”

PCG: What's the structure by which fans will be able to shape development of the game?

MM: We've got a forum that's up and running, we've also got a wiki, and probably the bulk of it will be going through those mechanisms. We also did an Ask Me Anything on Reddit for the last Humble Bundle, so we might do something like that. “We'll be available to chat for an hour, from now.” That sort of stuff. And if we think a fan's got a really good idea, then obviously just email.

We've not really written down a formalised idea for communication. We don't really have any idea how successful this is gonna be, so we're going to let it evolve and find the best way of doing things as we go forward.

PCG: Something you mention in the Alpha video is the inspiration of Dwarf Fortress. It seems to me like Prison Architect has more in common with that than with “theme” or “sim” games.

Chris Delay: I think that's fair. I got heavily addicted to Dwarf Fortress, and it took me a long time to get into that game. It's a really dreadful learning carve. One of the hardest games in the world to play, I think.

What I love about it the most is that it's the opposite end of the sprectrum to most game design projects. He doesn't really do any game design. A better name for it would be a Dwarf Fortress Simulator, in which you just happen to be able to have fun because it's an inherently fun scenario. I love that style of game design. It's the same game design we tried to use for Subversion, but ultimately failed because we couldn't find a core game that'd be fun to play on its own.

But we've applied the same thing to Prison Architect, with a detailed simulation of what's going on in your world, which results in amazing things. The bug reports that you mentioned, the guys going and eating in the shower block – those are the results of really complex systems interacting. There are rules that say prisoners need to sit on a bench when eating, and there are benches in the shower block, but there's a rule that says when they enter the shower they need to take their clothes off. It's not even technically a bug.

Dwarf Fortress has had the same problems for years on end, but also never managed to solve its user interface and accessibility problems. [Prison Architect] is heavily influenced by Dwarf Fortress but much more accessible, and then by constraining it to prisons – which are such a rich, thematic area anyway – it creates a really interesting world. In Dwarf Fortress, you're building an army and fending off repeated attacks. In Prison Architect, you've got this really weird scenario where there's base building, and there's army building, but there's no enemy army. It's all within.

PCG: Are you pursuing Dwarf Fortress' powder keg gameplay? The more you build, the more unstable your holdings get?

CD: There's two sides to Prison Architect. There's the Story side, then there's Sandbox. The Story mode is objective-based levels, one after another, that teach you the game and give you, hopefully, a fun experience. At the moment, Sandbox mode is that you start on a fixed plot of land which is initially large and empty, but every morning, at 8am, more prisoners are delivered. And every now and then you get a random event where you get, like, 20 in one day. But they just keep coming. It's like a pressure cooker. Eventually, the overcrowding will be just too great, and you lose control.

That said, it's still an alpha. I think that pressure cooker is a good motivator for sandbox mode, but it might end up as one particular game mode.

PCG: How did the polaroid-style cutscenes come about? It seems like you're trying to make your prisoners sympathetic.

CD: In the first chapter, definitely. Every film you've ever seen about prisoners lives or dies by how much you care about the prisoners themselves. And prisoners often are very fascinating people who've led very different lives. Originally, Prison Architect was just a sandbox, but we realised pretty early on that since we were dealing with something as emotive, and potentially political and prisons, we'd have to deal with some of these issues... we couldn't have made Prison Architect as an abstract game.

MM: If we're brutally honest, we hadn't really given it a lot of thought until we announced Prison Architect, and the first builds and videos were going out, and we realised what a contentious issue prisons are. Especially to people in the States. I think they have a very different view on incarceration than we do in the UK... We're not trying to stamp down on our own views of prisons and incarceration, but we want to make an accurate-ish model where you can explore punishment vs. rehabilitation, those sorts of things. Learning quite quickly that we didn't have an understanding of all this, we reached out to quite a prevalent rehabilitated prisoner and currently serving prison officers to talk to them about whether there was anything ridiculous in our game.

We're not trying to make a serious model for the Home Office. It's a game. But it's also an interesting and in-depth project.

PCG: Is it set in an American prison?

MM: It's not! We try to be quite careful around that. Obviously the orange jumpsuits and the capital punishment imply it's a US prison, and a lot of the language is US derived, there's no particular time or place Prison Architect is set in. Probably as the development goes on we'll throw in more British cultural theming, to make it a little more ambiguous.

PCG: So, in summary- You guys have stumbled upon something unwittingly huge, and you want the money and time to do it justice.

MM: Exactly. We want systems that are fun to play, but that are also a nod to particular issues. A great example is the Prison-Industrial Complex. One side of that says that prisoners should be put to work and pay for their crimes. The other says that it's slave labour, the human race is better than that, and that in getting prisoners to bash out number plates we actually undermine the wider economy.

At the moment, within Prison Architect, there's no ability for the prisoners to work. To put that in there, we'll need AI routines for the prisoners to understand how to produce work, and workshops, which need inputs and outputs and resources. So we have to write that system, but we have to do it in the context of this broader moral issue... We've got this list of systems that we want to go through and implement, that are fun, engaging and that ask interesting questions.

PCG: Wow. I think people might have imagined the game would be focused more on preventing escapes.

MM: That's interesting too. We have an embryonic escape system in there, and escaping and tunneling out is going to be quite an important part. What we don't understand right now is how strong to push that. If you suddenly find out all your prisoners are tunneling out, all the time--

CD: It's a tower defense game.

MM: It's a different game, yeah. At the moment we've got this system where when someone's just come in, and they're doing 10 years for murder or whatever, they're going to try and escape. But if a prisoner's relatively happy and they're due for parole, they're not going to get involved in escape plans.

But these are problems that are almost impossible to tackle on paper. You can only balance them when everything's done. We need all of these things in place. Then there's the actual juggling act to ensure the game's fun.

PCG: Finally, after watching that alpha video- all the prisoners armed with drills? Really?

CD: Yeah! Prisoners can be carrying something, but it's hidden. So they can be carrying a knife, but you can't see it. It's just a bit of data. In that case it got corrupted, and everyone ended up with the drill that the workmen usually carry. They don't have a clue what to do with them, mind you.

Prison Architect early access, and a host of other rewards, can be purchased here: www.introversion.co.uk/prisonarchitect

Dragon Age lead writer David Gaider moves on to something new

David Gaider , the lead writer on Dragon Age games from Origins to Inquisition —that is to say, all of them—has announced that he's leaving the series to work on a new BioWare project.

Dragon Age Inquisition

"So a bit of news: I have decided leave Dragon Age and move onto a new, upcoming BioWare project (which I can't discuss)," Gaider tweetedearlier this afternoon. "While it's hard to leave Dragon Age behind, 10 years is a long time to work on any one project. I decided it was time for something new."

Dragon Age wasn't Gaider's only contribution to the BioWare oeuvre. He also served as the lead writer on the Neverwinter Nights expansions Shadows of Undrentide and Hordes of the Underdark, and worked as a designer on Baldur's Gate 2: Shadows of Amn and the Throne of Bhaal expansion, and Star Wars: Knights of the Old Republic.

Taking his place at the helm will be BioWare veteran Patrick Weekes, who's no slouch in the fiction-crafting department either: He has writing credits on all the Mass Effectgames and expansions, as well as Dragon Age: Inquisition. "I'm honored to be continuing the Dragon Age story that @davidgaider set in motion, and I look forward to adding a lot of sexy unicorns now," Weekes tweeted.

Neither Gaider nor BioWare have offered any hint as to what this mysterious new project might be, but given that he's made the announcement about the move, I'd expect something to be revealed fairly soon. We'll keep you posted.

The Humble Bundle for Android now playing

Up to four games for Android, PC, Mac, and Linux are on offer in the latest Humble Bundle collection, which the charitable video game organization is calling its most “cross-platformiest bundle ever”. Available now where fine Humble Bundles are sold (hint: its website ), the Humble Bundle for Android stars 11 bit studios' reverse tower defense game, Anomaly: Warzone Earth ; Hemisphere Games' amoeba

Introversion's new game is Prison Architect

Recently Introversion's Chris Delay announced that their emergent bank heist sim, Subversion was on hold , and that an entirely new project was in development for submission to this year's Independent Games Festival.

Prison Architect

, and that an entirely new project was in development for submission to this year's Independent Games Festival. They've just sent word that their next game will be called Prison Architect. As the title suggests, it's a game in which you “build and manage a maximum security prison.” The first screenshot, of sorts, is above. There's no more information just yet, but from the first image alone, it looks as though it has a different vibe to Introversion's traditional neon blue universes.

When Chris wrote about Introversion's new game in the IV blog, he said "I could see most of the core game design straight away. I could see how much of the tech that we'd designed for Subversion was directly applicable, if properly turned on its head." So instead of breaking into a high security building, we're stopping others from breaking out. Intriguing. We can't wait to see more.

Dragon Age Keep: the definitive guide to every choice

As Phil notes in his review , Dragon Age: Inquisition's massive scope is matched by the complicated and sometimes overwhelming ways in that it interacts with pre-existing Dragon Age canon.

HeaderImage

, Dragon Age: Inquisition's massive scope is matched by the complicated and sometimes overwhelming ways in that it interacts with pre-existing Dragon Age canon. I've been playing it too, and even with a thorough knowledge of the previous games - and having read all of the novels and comics - it takes a little work to hold Thedas' complicated history in your head all at once.

This is particularly true if you're just getting to grips with Dragon Age Keep. Rather than import saves directly from previous games, BioWare have opted to allow you to configure a world state via an online application. This helps you to resolve plot holes, ensure that every decision is registered correctly, and even change a few if you're not happy with how things went. That said, configuring Keep with a fuzzy memory of Dragon Age isn't easy. For that reason, we've put together this extensive guide to every decision it asks you to make.

Needless to say, this is going to be a long article and it will involve heavy spoilers for Dragon Age: Origins, Dragon Age 2, and their DLC, but no spoilers for Inquisition itself . The hope is that it'll help you establish your world state just-so in time for Inquisition's release, whether that means reminding yourself about decisions you made back in 2009 or configuring a new save file based on the Warden or Champion you have in your head.

If you'd prefer to receive the guide as a video - or even just listen to it like a podcast - you can find that right here:

Skip to specific games by following the links below.

This guide follows the approximate ordering of the choices in Keep itself, not the narrative arc of the games. That said, the order of the tiles is a little arbitrary and sometimes it'll be necessary to jump from topic to topic.

Next page: Dragon Age: Origins, Warden, Companions

Test Chamber — Exploring World of Warcraft's Pre-Legion Patch

World of Warcraft's upcoming Legion expansion will be landing at the end of next month on August 30, but a big patch featuring new transmogrification mechanics and massive changes to many class skills and talents has gone live, giving players a chance to dip in the water to see what they may want to swim with before everyone is scrambling for levels and raid gear.

Join Daniel Tack and Andy McNamara in this episode of Test Chamber as they take a brief look through talents and skills (everything has been reset) and talk about some of the new things coming to Legion. While there wasn't really time to play with any of the skills at length (I actually went back after this and actually learned how to use Outlaw moves, I swear), it's an interesting quick look at things to come.

Stick with us for more Legion coverage as we move into launch to check out some of the new features with some actual playtime under our belts!

Introversion submitting new game to IGF, Subversion on hold

Chris Delay of Introversion has just posted a surprising blog entry on the Introversion site .

Subversion

. "A few hours ago I submitted Introversion's latest game to the IGF 2012," he writes. "This game was NOT Subversion."

Subversion is the game that the creators of Uplink, Defcon and Darwinia have been working on for the last few years. They've shown tech demos here and there, revealing an incredibly ambitious project in which players must rob bank vaults in procedurally generated cities. It's gorgeous, exciting, and now on hold for the foreseeable future.

Delay says that the project lost momentum when they showed a demo at the World Of Love conference in London. "Internally we had come to realise that somewhere along the 6 years of part-time development, we had lost our way. We couldn't even remember what sort of game it was supposed to be anymore," he writes.

"We'd ended up with a game that looked and sounded brilliant, classic Introversion with its blue wireframe and sinister faceless characters. But there was a massive gaping hole where you would normally see a “core game”. We'd tried and tried to fill that hole with ambitious tech and experimental systems, but you couldn't escape it."

August last year, Delay went on holiday, and came back with an idea for a new game, writing it into a ten page document on a freshly bought notepad on the flight home. "That was when the next game idea arrived. This new idea was fully formed, just like DEFCON, just like Uplink. I could see most of the core game design straight away. I could see how much of the tech that we'd designed for Subversion was directly applicable, if properly turned on its head. And within an hour or two, I'd made up my mind," he says.

"And like that, the decision that should have been incredibly difficult was made. We don't have the manpower to do multiple projects, so it was one game or the other, and I had no trouble convincing Mark and Tom which way I wanted to go."

Delay says that Subversion hasn't exactly been cancelled, but we shouldn't expect to hear anything about it anytime soon. "Without a core game it's all a worthless distraction, and I will NEVER again spend so long making tech for a game without having a solid core game in place first," writes Delay. "Subversion needs a total rethink from top to bottom, and some long standing sacred cows need slaughtering."

Which raises an exciting new question. What is Introversion's new game?

Listen to Bioware's GaymerX panels on romance and inclusiveness

The second GaymerX—the LGBTQ-oriented gaming convention—took place last weekend.

The second GaymerX—the LGBTQ-oriented gaming convention—took place last weekend. In addition to workshops, parties and more Pokemon-themed competitions than you would think possible, the event also featured a number of guest speakers. Among them, Bioware's David Gaider, Jessica Merizan, Robyn ThĂ©berge, Karin Weekes and Patrick Weekes—who participated in two panels: "Building a Better Romance" and "Freaking out the Neighbours". Bioware have now uploaded the audio from both talks to YouTube.

Here's Building a Better Romance, described as, "a discussion of how romances came to be in BioWare games."

The second talk, Freaking out the Neighbours, focuses on representation, inclusiveness, and the negative reactions such topics can provoke. "What is 'good representation' in games and why would anyone be opposed to it?" asks the talk's description. "Considering the romance elements in BioWare games, we've heard it all, and it's worth discussing where some of these feelings come from and how it's possible for a developer to be inclusive in a way we can feel good about."

Each talk is just under an hour, but they're both interesting topics—and ones that reveal a lot about Bioware's approach and thinking.

Regency Solitaire Transports You Back in Time

Grey Alien Games ‘ recently released Regency Solitaire mashes up a Regency-era romantic adventure with, well, solitaire.

mashes up a Regency-era romantic adventure with, well, solitaire. The player travels to the year 1812 and takes on the role of Bella, the eldest daughter of an English family of some prominence and fortune. Bella has the typical aspirations for a young woman in her time period and circumstance; she longs to win the affections of a handsome suitor, and would particularly like that handsome suitor to be the eligible and dashing Lord Henry Worthington. But unluckily for Bella, her brother Edward is a nincompoop, and foolishly gambles away the family riches. Now she faces the prospect of an arranged marriage to her very unappealing neighbor, Mr. Bleakley, unless she can engineer a reversal of fortune and restore the family’s reputation.

The gameplay involves a variety of different styles of solitaire, set against a beautifully animated series of backdrops. As you progress through the story’s 20 chapters, you’ll travel to many of the major hotspots of Regency England, including Bath, Brighton, and of course London. Players are challenged to conquer each of the game’s 180 levels while listening to the classical soundtrack, trying their hand at a variety of card games. During the adventure, players will interact with many characters and improve the interior design of Bella’s family home, including the ballroom and her bedroom, in order to unlock additional features. More than thirty additional upgrades are available for purchase.

Available for both PC and Mac, Regency Solitaire can currently be purchased at RegencySolitaire.comfor just $9.99 USD (£6.99, €7.99) . It’s been a top download at iWin.com since its launch at the beginning of the month, and will soon be available from other gaming sites such as BigFishGames.com. Those interested can keep tabs on what’s next for Grey Alien Games by visiting their Facebook page.

Fract trailer: a first-person puzzle game that looks like a neon Darwinia

Fract is a first-person puzzle game with that looks like a cross between Darwinia and a Daft Punk video.

Fract is a first-person puzzle game with that looks like a cross between Darwinia and a Daft Punk video. The puzzles are pretty simple - twisting knobs or pushing buttons to match patterns - but it looks stunning and the world responds in ways that makes solving those puzzles extremely rewarding.

The game isn't finished yet, but you can download a beta for Windows or Mac from the Fractsite. Or skip below for more screenshots.

Dragon Age: Inquisition trailer introduces grumpy elf, bullish Qunari

I'm probably the only one, but I'm getting a serious Suikoden vibe from Dragon Age: Inquisition, which has already supplied us with one E3 trailer , an interview with its creative director, the news that it will have 40 "major" endings and more.

and more. What we can we possibly learn from this latest video? Well, we can learn a titbit or two about Inquisition's various companions, which include a Grey Warden (no, not that Grey Warden), a dour-faced elf, and a map that magically draws itself. See the lot after the break.

The above trailer focuses on Blackguard (the curiously named Grey Warden warrior), Sera (a moody Elf archer), Iron Bull (a Qunari mercenary and non-literal bull), and Vivienne, a mage with a pointy helmet and shiny face, who the video hints may have a hidden agenda. We do, however, get a glimpse of (presumably) the whole darn Inquisition at the start and end of the video - and boy do they look like a cheery lot.

This is what reminds me of Suikoden, Konami's classic political JRPG, which was all about recruiting your own private army. This side of Inquisition appeals to me quite a bit, and while I hope those characters up there are all a dab hand in combat, it would be pretty neat to be able to recruit chefs and merchants and the like to your cause as well.

Dragon Age: Inquisition is out this October.

Dynamite Jack’ Explodes Onto The iPad

‘Dynamite Jack’ Explodes Onto The iPad
If anyone can think of a more fun way to spend several hours of your summer than using bombs in a stealth game to escape aliens, I’m all ears.

If anyone can think of a more fun way to spend several hours of your summer than using bombs in a stealth game to escape aliens, I’m all ears. But it sounds pretty good to me, so I’m excited to tell you about a soon-to-be new addition to the iPad marketplace— Dynamite Jack .

Some of you may have heard about this game before on IGM (or somewhere less awesome) because it debuted as a PC/Mac game. But the developers have brought the party to mobile, and Dynamite Jack is slotted to launch on the App Store June 28 th. As aforementioned, the game will launch for the iPad, and only on the iPad. It will not be iPod Touch or iPhone compatible. (Sorry guys—but you can still nab it in its original form hereor on Steam!)

For those of you who have not been graced with knowledge about this game, allow me to shed a little light on the subject. Dynamite Jack follows a Space Marine who was captured on the battlefield and forced to work in the mines for an alien race. But alas for them, he has escaped! You must help this hero make it to safety by utilizing an interesting mix of stealth and bombs. This unlikely union of tactics will be your ally through 28 levels to the surface of the mine and freedom.

But luckily for all of us bomb-crazed sneaks, the game does not end with 28 levels. The game has a Map Editor with which to invent your own diabolical, alien-infested deathtraps levels! These user-created maps can then be shared with the community, to be played by anyone and everyone. Every map (including community-created ones) also has its own Speed Run Leaderboard, so thrilling escapes can continue indefinitely! The developers have even kindly created a tutorial for the Map Editor, which can be viewed below:

If anyone here makes a map, feel free to tell us about it in the comments so we can all share in the awesomeness!

Here's what we're playing this weekend, how about you?

The picture - the header of our Thief review from 1999 - may be a bit of a giveaway, but why not?

The picture - the header of our Thief review from 1999 - may be a bit of a giveaway, but why not? It's Friday, after all. We can indulge in a little bit of misty-eyed nostalgia without fear of our bosses asking us why we're staring wistfully into space and making bow and arrow and mimicking guard-clubbing animations over and over again. That's the sort of freedom only the weekend can bring. Here's what we're planning to play between now and Monday, but what will you indulge in?

We like to live on the cutting edge here at PC Gamer, so this weekend Phil will be playing a bright new thing from Looking Glass called Thief: The Dark Project. Apparently it has these things called polygons and features lots of emergent crime and - wait - it's not 1998? Oh well, that's okay, Phil's planning to modernise it with the NewDark patch, which should help it run on his fancy pants modern computer box (it's not even beige!). He likes stealth. He likes crime, but he's never played the original Thief, so it should be an interesting education. Will cudgelling those broad, sharp-shouldered guards prove as interesting in a post-Dishonored/Deus Ex: Human Revolution world? We'll see.

Rich, meanwhile, is still playing Rogue Legacy from last week, but is also planning to dip back into Dota 2 to relax. Okay, maybe not relax. to hone his sense of focus in a highly competitive arena, which is Rich's equivalent of a summer break, really. Dota 2 fans can look forward to a proper release for Dota 2 in the coming month or so. The release itself is largely symbolic given the number of invites swimming around players' Steam inboxes, but it might come with a significant update and new heroes. Beyond that, there's The International 3. I'm determined to learn enough about Dota 2 before then to understand what is going on. I'd like to get in on the cheers and excitement triggered by plays like these:

I was lucky enough to review Saints Row: The Third, and liked it very much indeed, which is why I'm excited that Chris is going to give it a go this weekend. He's played the (very funny) opening hours, but there's so much yet to discover, the laser-shooting VTOL jets, that whole section set inside a computer, the bit with the tiger. After just a few hours, you have more toys than Batman, and the city is yours to boss. It's a riotous little power fantasy, elevated by a lust for silliness and a sense of abandon that, for some reason, reminds me of Dead Rising. I'm pretty sure there wasn't a penis bat in Dead Rising, though. FOR SHAME.

Graham will spend the weekend peering over a fine glass of port, listening to Tchaikovsky and calmly taking over the world with art in Civilization V: Brave New World. The second expansion, due out next week, adds new cultural victory conditions, and lets you use great artists in more interesting ways. If he doesn't come back to work in a top hat and start lecturing us on renaissance values then I will be surprised, and just a little bit disappointed.

Apparently it's going to be gloriously sunny here over the weekend, to which I say NO. I demand RAIN and TRENCH COATS. Evocative sci-fi adventure game Gemini Rue will answer the call, giving my mouse pointer control over the fate and actions of a hardboiled space-detective and an imprisoned amnesiac. Will our jump-suited captive regain his memories? Will our coated friend escape the clutches of the sinister Boryokudan? Will I ever master the fiddly cover-based gun combat system? Don't look at me, I'm only a few hours in. I might just stand in one of those beautifully drawn streets and listen to the rain for a while instead.

That's us, but how do you plan to escape the sunshine this weekend?

Sniper Elite 3 review

Sniper Elite 3 review 4 To a certain breed of FPS enthusiast, Nazi footsoldiers are the crème de la crème of NPC aggressors. Whenever too many shooters plant their narrative feet in either the present day or the not-too-distant future, it isn’t too difficult to find small pockets of fanatics lobbying online for an imminent return to the 1940s. Nazis are the ultimate unambiguous enemy; history’s quintessential

Ghosts ‘n Goblins Tribute Game Now Available For Free

The developers at Radin Games recently released their third project, titled Eternum .

. Available on Windows devices as of April 21, Eternum is a completely free downloadable game, and was created over an 18 month period.

Inspired by classic titles like Bomb Jack and Ghosts ’n Goblins , Eternum puts players in control of an aged warrior as he plunges into the depths of dangerous dungeons in search of eternal youth. The arcade style action platformer acts as a tribute and “sequel” to Ghosts’n Goblins in that the main character, Sir Arthur, has aged to the point of losing most everything he loved and treasured. Desperate to regain the glory and strength he had during his youth, Sir Arthur descended into the subterranean kingdom of Samarnath, in search of a remedy to his plight.

Plenty of monsters lurk in the dark depths of Samarnath, but Sir Arthur is determined to find the 5 magical orbs that when combined, will provide the bearer eternal youth. The title features about an hour of total playtime, 25 separate levels, retro 16-bit graphics, secret levels, and special boss fights. The sound effects and music were provided by The Wardenclyffe. Additional trailers and images are available from the official Eternum website, along with the direct download.

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Our Verdict
An exciting, surprising and thought-provoking adventure rendered in a beautiful art style.

An exciting, surprising and thought-provoking adventure rendered in a beautiful art style. Gemini Rue earns respect.

Boryokudan syndicate agents watch my every move as I relinquish my weapon and enter the futuristic criminal lair. In a dank room, the mob boss smugly reclines behind his desk. “I know everybody in this city, and I don't know you,” he begins. Over the course of our meeting (a culmination of carefully-chosen dialog options), I win his trust, convince him that I'm a crooked cop (a lie) and agree to find the Boryokudan's missing drug shipment in exchange for information on Center 7, the off-world criminal reconditioning facility holding my brother. There isn't a lot of tension to this exchange—it can only play out one way—but the rich atmosphere and minimalist art style lets my imagination fill in the blanks with personal fears while brilliant sound design and thrilling sci-fi storytelling keeps me engrossed in a way I've never experienced in a point-and-click adventure game.

Dead set on fulfilling every detective fantasy you've ever had, Gemini Rue is chock full of hard-boiled drama. One moment I'm in a shootout, hopping fences and shooting locks to escape danger; the next, I'm reading strangers' mail to track down a lead. And when I click a portrait icon in the corner of my screen, and I'm instantly whisked halfway across the galaxy into Gemini's concurrent storyline, told from the perspective of another character who must escape the Center 7 detention facility. Switching characters at will is a blessing when a puzzle has you stumped, and M. Night Shyamalan could learn a thing or two from the resulting narrative twist.

Pixel hunt

Most times, Rue's low-res but beautiful art style aggressively tugs on your nostalgic heartstrings. Other times, those dastardly fat pixels are the bane of your existence, obscuring what should be easy solutions. Case in point: in one scene I'm trapped, with my hands bound and feet dangling. The only thing that's missing is a death laser inching towards my crotch and a cackling super villain—that, and something to cut these ropes with before I'm murdered to death! Of course, I could use my feet to grab the tile shard I need to free myself, I just can't distinguish it from the rest of the pixelated jumble of junk that clutters the floor.

The only other major gripe I can level against Rue is its save system. During several stretches of gameplay, you inexplicably can't save, and there's no indication when you're entering a no-save zone.

It's redeemed, though, by its mature narrative, which I wouldn't be embarrassed to describe aloud in public—it questions human nature and what defines a person, rather than dwelling on cartoon humor or boobs. Rue is a gem for treating us like adults, and it's an experience that any adventure gamer should be proud to add to their collection.

The Verdict

Gemini Rue

An exciting, surprising and thought-provoking adventure rendered in a beautiful art style. Gemini Rue earns respect.

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Rumour: Prototype 2 to be announced this weekend

The appearance of a series of clues makes it very likely indeed that this weekend's Spike TV Video Game Awards will see the announcement of Prototype 2.

Prototype

Murder your Makeris the teaser site in question. It appeared after a series of images shown in the VGA teaser trailers hinted at an infected uprising similar to the one that occurred in the original Prototype. Now a short video has appeared on Murder Your Maker showing footage from Prototype, strongly suggesting that the announcement this weekend will reveal a sequel.

The first game was a psychotic open world brawler in which you played Alex Mercer, a hoodie wearing madman whose powers enabled him to fly, spear enemies with tentacles and form parts of his body into devastating weapons. In a quest to cure his amnesia he would go looking for important people, and then eat them to gain their memories. Prototypewas completely nuts. Hopefully a sequel will give us more of the same tank-hurling carnage.

Prototype 2 isn't the only game being teased at this year's VGAs. Bioware are also expected to announce a new game. Think you can guess what it is? Check out the series of cluesthat have been released so far.

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