Sunless Sea sails out to Kickstarter in search of rescue

The sea is a terrible place.

The sea is a terrible place. It's deadly, angry, and is basically filled with aliens. Why you'd want to go there is an absolute mystery. At least space is only passively trying to kill you. Its many collected horrors do make it a suitably atmospheric setting for a game, though. Sunless Sea takes the briny jerk, and uses it as the basis for exploratory adventure and survival. It's being made by the team behind Fallen London, and is now on Kickstarterlooking for backers.

The team cite roguelikes like FTL, and exploration sandboxes like Elite as influences. Judging from the choosable story elements, I'd say comparisons to Zafehouse Diarieswouldn't be too wide of the mark, either, although the top-down means the player is in direct control of their vessel. Survival will be a major focus, with supplies and fuel both in need of replenishing.

"Once you get beyond the trade lanes, the Sunless Sea is unexplored, and the map will change every time you play," the team write, explaining the procedural generation. "One time you might encounter a corsair's village in a forest of stalagmites, another you might come face to face with the vicious war trimarans of the New Khanate or the golden agents of the Dawn Machine."

Failbetter are looking for £60,000 to fund the game, and already they've raised over £20,000, despite only having been live for just over a day. Stretch goals, naturally, have also been planned.

Should it be funded, Sunless Sea is planned for May 2014.

Shepherd – Mars Needs Sheep’ – Just Updated And Free All Week

‘Shepherd – Mars Needs Sheep’ – Just Updated And Free All Week
Shepherd – Mars Needs Sheep !

! the Infinite State Games iOS title in which you protect your flock of sheep from a group of hungry aliens that want to nom them, was just updated. To celebrate, the game is free for this week only!

The new update includes

Total art update – Cuter aliens! Slicker upgrade screens! More cartoony backgrounds! Auto-camera – Now play the game without using tilt! More casual, more fun! Tighter gameplay – go from calm to panic in less than a minute! Gun overheat mechanic – deepens gameplay and encourages smart chaining Cooler sound effects – you’re gonna love the robot lady announcing your enormous chains New music! – a cooler tune in the championship mode

So, if you’re new to the game and would like to check it out, or if you’ve been trying to get your friends on the exploding sheep train, head over to the App Store! You can find more info about Infinite State Games on their website, Facebookand their Twitter account!

EVO 2016 was a huge moment for Street Fighter V

Last week, the UFC was sold for four billion dollars .

. That’s the same amount that Star Wars cost Disney. It’s an insane amount of money. When you consider that the Fertitta brothers bought the UFC as a failing enterprise fro two million dollars or so a decade ago, it’s an impressive turnaround.

It wasn’t always this way, however. Back when the UFC looked like it might fold, they did a reality show called The Ultimate Fighter. Due to the fact that reality TV was enjoying a boom period in America, it did well. The finale, where the top two fights were set to face off for a UFC contract, was shown on basic cable—not pay-per-view, as UFC had been in the past. At this point the UFC was a niche product, but this was going to be different. Anyone flicking through cable channels could stumble across this.

The stars aligned and the two lads in the final, Forrest Griffin and Stephan Bonnar, beat the hell out of one another for fifteen minutes in what is widely regarded as one of the best fights of all time. Casual viewers called up their friends and told them to watch. Over the course of the three round fight, viewer numbers went up and up. The UFC retained a lot of that viewership, and from that point onwards the company went from strength to strength. Now, it’s four billion dollars strong.

The Street Fighter V top 8 from EVO 2016 this past weekend was broadcast on ESPN 2, a channel that anyone in America can access. This is a channel that bars show on the screens, a channel that is associated with ‘real sports’, like the NBA and NFL. ESPN is part of American TV culture, the first stop when looking for sports on TV. This weekend was a big deal. This was Street Fighter’s coming out party.

It wasn’t looking good as the top 8 began to finalize towards the end of Saturday evening in Las Vegas. Most of the big name Japanese ‘legends’ had been knocked out. Tokido, Momochi, Mago and even Daigo Umehara had fallen. All of the European players had been eliminated. America’s supposed best hope, fighting game all-timer Justin Wong, had also dropped out early. In fact, the only American left in the tournament was Joe ‘L.I. Joe’ Ciaramelli, a player who wasn’t even on the Capcom Pro Tour leaderboard at this point and was about to face off against Kazunoku, the current reigning Capcom Cup winner. The upset, however, was on, and Joe managed to take his place—and the only American—in the top 8. You could hear Capcom and ESPN bosses breathing a sigh of relief.

L.I. Joe was the hero they needed. A well-spoken, intelligent and respectful competitor who clearly has considerable skill, he carries his fightstick in a bright pink backpack as a tribute to his late mother, who sadly died of cancer. ESPN decided to double down on Joe and fly his father in to attend the event. For those in the know, Joe had already far outdone expectations simply by making it to the top 8 alongside these elite players, but for the casual viewer, he couldn’t choke in the first match with all of this hype build up around his appearance. The match was against top Japanese Ken player, Eita.

This was a true test of skill for both competitors, a closely-fought battle where both players looked like they could win it at any point. It went right down to the final set, when Joe managed to pull off the win of his fighting game career on the biggest stage of them all. This is exactly what EVO’s TV debut needed. It was the Bonnar/Griffin of fighting games. It’s hard to imagine anyone watching this broadcast not getting into this fight. Hearing Mike Ross on ESPN shouting “he’s poppin’ off! He’s poppin’ off!” as Joe celebrated his win, the TV broadcast cutting to Joe’s father in the crowd losing his mind—this moment is likely to be remembered as a milestone in the growth of competitive fighting games.

Joe was eliminated by Yukadon in the next round, which knocked a bit of the wind out of the sails of the rest of the event. It wasn’t a wash: he was extremely competitive and delivered another moment that will be remembered for the longest time, when both LI Joe and his father were filmed with their heads in their handsdue to how tense the match had become. Joe’s elimination didn’t matter, however. He’d provided a hero that people both hardcore and casual viewers of the broadcast could get behind and then delivered a post-elimination interview that really put over the remaining competitors as worth sticking around to watch. And they really were—the night continued with some exceptional Street Fighter. Anyone who stuck around to see Infiltration come back from an early setback to defeat Fuudo in the Grand Finals would have had a hard time being unimpressed by the action.

We don’t know the ESPN viewer numbers yet: they could be horrible, for all we know. Even so, Capcom, EVO and ESPN themselves have done everything possible to make this event a success. They had a great commentary and announcer team, the action was exceptional and, in L.I. Joe and Infiltration, the event showcased two players that fans can get behind. This was fighting games Ultimate Fighter finale, and if those numbers turned out to have been strong then it’s going to be interesting to see how many of those viewers stick around.

Dota 2 and League of Legends are huge esports, but Street Fighter has major mainstream crossover potential due to the nature of the game and the fact that Ryu, Ken and pals have been part of pop culture for the longest time. It took the UFC a long time to grow to the point where it could be sold for that insane sum, but the TUF finale was the start. It’s hard to see EVO 2016 as any less of a catalyst.

Sunless Sea's first major update to shuffle maps; better combat on the way soon

Nautical exploration/survival/trading/adventure game Sunless Sea is about to receive its , which will be bolstered onto the game within the next few days.

, which will be bolstered onto the game within the next few days. It's a big one, adding the promised random map generation (or "map shuffling") upon the start of each new game, along with additional lands, randomised ship names and—crucially for a story-focused game such as this—extra words, bringing the word count in Sunless Sea to over 100,000. Devs Failbetter Games—them what did Fallen London—have also outlined their future update plans, and improved combat is chief among them.

On the topic of map shuffling, Failbetter say that "the Unterzee now feels properly uncertain on each new career. We've gone beyond what we originally said we'd do—not only is the map shuffled between each replay, but also you'll see variant forms of some tiles and islands. It's working smoothly and we've been careful about what gets shuffled where, but expect weird and wonderful balance stuff until it settles down".

Those extra lands will feature evocative names such as "Salt Lions, the Mangrove College and the Sea of Autumns", while it's now "much easier" to use the game's chart. After this update is deployed, Failbetter are going to double-down on the combat system, pushing the other planned updates back a month in order to get ship-to-ship combat up to snuff. Rewards have also been highlighted as an area that needs attention, and they're going to improve that one over time.

Andy Kelly enjoyed the "evocative writing and compelling exploration" in Sunless Sea's alpha version so much that he used those exact words in his reviewof the Early Accessversion on Steam. He wasn't so keen on the "ponderous combat", however, but thankfully it looks like that's going to be addressed soon.

Pocket Ninjas’ Review – A Slice and Dice Delight

‘Pocket Ninjas’ Review – A Slice and Dice Delight
What I love about touch screen controls, when they work accurately, is the ability to turn any game into something that can be picked up and played by anyone.

Halfbrick picked up on that simple idea with Fruit Ninja , a game where a swipe of the finger takes out fruit as it leaps across the screen. But as gamers, we all know that flying fruit isn’t a believable situation. We need something realistic, something with more bite and more action. Enter Pocket Ninjas .

Developers Cocky Culture have created a more mature, out there game in Pocket Ninjas, full of dismemberment and deadly weapons. Gone are the colourful fruits and flashy displays, replaced with a darker undertone of a ninja who’s home is under attack. It’s not as bloody or as violent as some modern day shooters, but you’ll be cutting apart whatever you see and that means plenty of blood will be spilt. Thankfully, Pocket Ninjas doesn’t focus its attention simply just on violence but on a more addictive and challenging style of game play.

Early enemy types can be taken down with one swipe as they fling themselves towards you, but that’s too easy. Not long after the first few waves, faster and tougher bad guys will appear that require a lot more than just one swipe or two. This is where Pocket Ninjas has its strength AND its weakness. Having so much variety in enemy types, from bombs and shoryukens to innocent bystanders and bonus point items, means there’s plenty to aim for. But that also leaves little in the way of strategy and at times the game can be rather frenetic, perhaps a little too much.

There’s three game modes, starting with Classic which gives you three lives and charges you the task of surviving as long as possible. You’ll have to play through classic mode a little first before the other two, arcade (a 60 second time limit and only one life) and shrunken showdown, where you must deflect the deadly spinning weapons as they come flying in towards you. I found that last mode the hardest, needing a little more timing and accuracy to bump up that high score.

The biggest killer in Pocket Ninjas isn’t the enemies, though. It’s slowdown, and unfortunately there’s a fair bit of it in places. Lag can break the flow of the action and has a tendency to become annoying, though the good news is it’s an issue that has improved with each update since release. I’m improving my accuracy and high score, but the trickier things get the more annoying said slowdown can become. I’m hoping that it may have just been the device I’m playing on, but my iPhone 4 with an up to date iOS 6 probably won’t make much of a difference.

Thankfully despite that down side, there’s plenty of upsides visually. This is a wonderful game to look at, there’s some neat little touches and although the colour palate is mainly reds and blacks, it’s all very clean and well presented. Your hero jumps and leaps across the screen, leaving a trail of body parts and reward markers. It’s all set within typical ninja related motifs, training dojos and bamboo houses with flying sushi, with a musical score that evokes memories of watching old Jackie Chan movies from the 80’s. Gotta love that.

Completing as many rounds in classic mode awards you coins, which can also be collecting by completing other objectives or simply finding them during the combat itself. These can be used to purchase upgrades, costumes, weapons and extra items that can really add to the style of the game. Some are cosmetic, but most provide extra slicing or power which in turn can increase your overall score. I chuckled at some of the pop culture references, like the yellow jumpsuit (Kill Bill) or the energy blade (Star Wars). Handier items such as health boosts and bombs to throw at enemies will certainly be of importance to those keen to break the high score record.

I’m really longing for more game modes now, perhaps a free mode that allows you the ability to just have fun without the worry of lives or clocks, or the ability for a player to decide what rules to play with (only certain enemy types, bombs off, etc). What’s here is great, but there isn’t too much to differentiate itself from the other slicer style games out there besides its presentation. That’s not a bad thing, but this is the kind of game that could really shake things up.

Pocket Ninjas isn’t your father’s Fruit Ninja . It’s competitive, challenging and addictive, plus the ability to build your own character out with upgrades and special weapons adds a little spice. Also, everyone loves stats, and there’s a ton of them in here to marvel at, such as the total weight of body parts you’ve cut up over the entire length of play. It raises a chuckle while also pushing you on for just one … more … game. I would have given this a higher score, if it weren’t for the lag, but I’ll return to the game at a later date and keep a close eye on future updates.

To pick up Pocket Ninjas visit the App Storetoday.

[review pros=”Great and refreshing level of presentation for the genre, well developed game play” cons=”Slowdown is a major pain, there’s still the opportunity to do more with future updates” score=83]

Sunless Sea's first major update to shuffle maps; better combat on the way soon

Nautical exploration/survival/trading/adventure game Sunless Sea is about to receive its , which will be bolstered onto the game within the next few days.

, which will be bolstered onto the game within the next few days. It's a big one, adding the promised random map generation (or "map shuffling") upon the start of each new game, along with additional lands, randomised ship names and—crucially for a story-focused game such as this—extra words, bringing the word count in Sunless Sea to over 100,000. Devs Failbetter Games—them what did Fallen London—have also outlined their future update plans, and improved combat is chief among them.

On the topic of map shuffling, Failbetter say that "the Unterzee now feels properly uncertain on each new career. We've gone beyond what we originally said we'd do—not only is the map shuffled between each replay, but also you'll see variant forms of some tiles and islands. It's working smoothly and we've been careful about what gets shuffled where, but expect weird and wonderful balance stuff until it settles down".

Those extra lands will feature evocative names such as "Salt Lions, the Mangrove College and the Sea of Autumns", while it's now "much easier" to use the game's chart. After this update is deployed, Failbetter are going to double-down on the combat system, pushing the other planned updates back a month in order to get ship-to-ship combat up to snuff. Rewards have also been highlighted as an area that needs attention, and they're going to improve that one over time.

Andy Kelly enjoyed the "evocative writing and compelling exploration" in Sunless Sea's alpha version so much that he used those exact words in his reviewof the Early Accessversion on Steam. He wasn't so keen on the "ponderous combat", however, but thankfully it looks like that's going to be addressed soon.

Silence Reigns Supreme in Whispered World 2

Shh, did you hear that?

Shh, did you hear that? Daedalic Entertainment has announced The Whispered World 2, the visually stunning follow-up to predecessor The Whispered World. This time around, Daedalic Entertainment has opted for a completely new 3D visual system, and in what is their first foray into next generation consoles, promises a new style of gameplay that is more intuitive and easier to learn.

silence gameplay

The story centers around Noah, a young boy who is on the verge of losing his sister Renie to the perils of war. When he does inevitably find himself alone in the world of Silence, he maintains the search for his sister, joining a group of rebels to fight against the false Queen in the process. According to Ulrich Wanitschke, game designer at Daedalic Entertainment, puzzles have been “designed to support the overall storyline, and carry it forward.” For players, this translates to different puzzle design and new game mechanics, including one-click controls. Both Sadwick the melancholy circus clown and Spot the caterpillar are set to make a triumphant return to an emotional adventure that is being described as “much more than a sequel.”

silence gameplay 2

The Whispered World 2 will be playable on Xbox One, PC, and Mac in early 2015. For more information, you can follow Daedalic Entertainment on Twitter, check out their FacebookPage, or stop by their website. What do you think about The Whispered World 2 ? How does it make you feel compared to the original game? Let us know in the comments.

Mythos: The Beginning’ Brings Classic Horror to Your Halloween

‘Mythos: The Beginning’ Brings Classic Horror to Your Halloween
Freshly launched on Steam in time to ramp up your Halloween scares, Mythos: The Beginning is the latest production from Dark Gaia Studios , solo creator of the One Night and Legionwood series of games.

series of games. Dark Gaia is a label for D. Robert Grixti, an Australian author of horror and science fiction, who has a particular love for the horror movies of the 1930s era; he describes this chilling adventure as “somewhere between Resident Evil, Fallout, and the Lovecraftian classic Shadow of the Comet .”

When you enter the world of Mythos , you will travel to the year 1934 and the great city of London, where you assume the mantle of a legendary paranormal investigator. A troubled man named Professor Blacktail comes to you for help; three of his students disappeared while investigating the infamous Harborough Asylum, and he would like you to discover what became of them. It sounds easy enough on the surface… but once you enter the abandoned asylum, you quickly discover that its sinister reputation is more than deserved. While you struggle to solve its mysteries, you must also fight for your own survival against the unearthly beings who now occupy its halls.

Rather than having you fit into the role of an established character, Mythos allows you to create your investigator from scratch. The game is a mix of survival horror and classic RPG gameplay, meaning that as you progress through the story, your character will gain skills and strengths to help him or her survive. Skills like ‘Persuade’ and ‘Occult Lore’ will enable you to uncover clues and advance the story. Opportunities also arise to purchase runes which upgrade your skills, making your character even stronger and more durable.

You’ll interact with other characters through dialogue trees and “old-school pen-and-paper style role playing” in an increasingly scary gothic horror adventure. Investigate every inch of your surroundings, and don’t overlook even the smallest possible clue. A turn-based fighting system allows you to do your best to thwart the zombies, demons, and otherworldly beasts who threaten your very existence; as the story continues, you’ll add other characters to your team to improve your odds. The game is fully voice-acted and includes a haunting soundtrack, so you can turn out the lights and become completely immersed in this frightening world.

Mythos: The Beginning is found on Steamor through BMT Micro, Inc.for $5.99 USD. You can also download a free trial version, letting you explore the first portion of the game world. Keep up with the latest from Dark Gaia Studios and D. Robert Grixti by following on Facebookand Twitter.

Editor’s Notebook: ‘Dead Cyborg’ A Free To Play Sci-Fi Adventure

A few weeks ago, I stumbled across Dead Cyborg , a first-person sci-fi adventure game that it’s developer, Endre “Endi” Barath, has released for free.

, a first-person sci-fi adventure game that it’s developer, Endre “Endi” Barath, has released for free. The game is episodic, and the story is told in three episodes, two of which have already been released. Barath urges players who enjoy Dead Cyborg to donate to support the series and keep the project afloat. If not enough is raised from the release of episode two, Dead Cyborg may not be completed with a third episode. This would be a shame because, from my experience with the first episode, the story is very interesting, and explores concepts that really make players stop and think.

“If the donations [do not] hit the goal this year, we are going to invest the money in our next game,” Barath says on Dead Cyborg’s Facebook page.

But according to a graphposted on the Dead Cyborg website, $2,900 of the set goal of $3,000 has been made from episode 2. While that won’t break any Kickstarter records, that’s still a good amount of money collected for a game which costs absolutely nothing to play and was developed using the free-to-use Blender engine. Barath is a one man development team, too, (he did all the coding, art, story writing, and designing the game’s various levels, on his own) so all of the money is going directly into his pocket.

I finished playing through the first episode, earlier tonight, and I must say, Dead Cyborg is a slow-paced game, —but that’s not necessarily a bad thing. The game is essentially a very visual science fiction text adventure. While Dead Cyborg is a surprisingly nice looking game for being developed by one person and released for free, the main attraction of Dead Cyborg is not flashy visuals, but the story which is simplistically told through holocubes scattered throughout the levels. See a holocube, walk over to it, activate it, and read the message. That is how the entire story is presented. The rusty, dilapidated environments serve as a means of explaining that the holocubes have been sitting there for a long time. A long, long, time. And something horrible has happened in the meantime.

Dead Cyborg starts in a rather cliche manner: the protagonist wakes up from some sort of hibernation, doesn’t remember a thing, and is the only human left around. Luckily for the protagonist, the previous inhabitants of wherever-he/she-is left holocubes containing notes, laying about. From that point on it is up to players to piece together exactly what happened and solve various environmental puzzles to progress through the game.

Do not let the music in the trailer fool you, you won’t hear anything like that within the game. Everything heard in Dead Cyborg is rooted in the environment. The hum of idling computer systems, the crackling of broken electrical wiring, and the whirring of large machinery still fully operational thanks to the slowly corroding worker drones still dutifully going about their duties WALL-E-like. The comparisons to a children’s animated feature film ends when you come across the first mutilated body, though.

Without ruining much of the story, the game presents players with robots asking questions that robots normally don’t ask. As far as episode one goes (I will probably start into episode two later this week), it’s only speculation at this point, but there were a number of times where I activated a holocube and found an entry like: “I think I have a soul. I don’t know why everyone assumes robots have no soul,” or, “Can robots sin? Pray? If there is a God, humans are not our creators after all.” What happened to the humans that triggered such a thought progression within the robots? Or, more interestingly, what did the robots do to the humans, once they started thinking of such things on there own?

If the anticipation is killing you, head on over to Dead Cyborg’s official websiteand download the two available episodes, completely free (but do remember to donate if you enjoyed the experience!). If you can spare the extra moments, Barath has put Dead Cyborg onto Steam Greenlight, for public judgement, so toss it a vote if you feel Dead Cyborg would be a great addition to the Steam catalog of games. Follow Dead Cyborg on Twitterto keep up with the game’s latest development news.

Too Long; Didn’t Read: Dead Cyborg is a slow-paced sci-fi adventure game that is donation-funded. It looks good, sounds great, and sports an interesting story about robots questioning their existence following the mysterious annihilation of humans, of which you are the sole survivor.

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Our Verdict
The Devialet Phantom is the most potent audio speaker available.

For Unbelievable bass Goes extremely loud Maintains composure at any volume Many ways to connect

Against Processing lag when not using optical No analog inputs No Dolby Digital or DTS decoding (yet) 2 Phantoms required for stereo

Bulging eyes, gaping mouths, peers turning for double-takes, and sometimes even looks of confusion: That was our observation of facial reactions when testing Devialet’s Silver Phantoms in the office. Describing audio performance is difficult. Should I wax poetic about how something sounds? Words such as air, stage, warm, smooth, rich—they don’t really mean anything. So perhaps a good descriptor would instead be how people react when they hear it.

The Phantom's size definitely fools you

The Phantom is a speaker designed by French audio outlet Devialet. Haven’t heard of it? That’s OK, I hadn’t either. Unless you’re inside specific circles of the audiophile community, Devialet is a name few will recognize, but it’s revered for designing amplifiers for loudspeakers that go against conventional design principles.

About the size of two toasters, the Phantom looks anything but conventional— maybe more like an alien probe. But Devialet is adamant that despite its size, the Phantom can replace a hi-fi system costing $20,000 or more. And if you asked anyone who’s listened to the Phantoms, you might start believing so, too.

An explosive view of the Phantom

There are three main technologies in the Phantom: speaker active matching (SAM), analog-digital hybrid (ADH), and heart bass implosion (HBI).

Let’s start with SAM. Devialet measures movements of a speaker driver with lasers, then uses the information to mathematically map the driver. The result is speaker movement that’s precisely controlled, no matter what the volume is set to or what the audio content is. For Phantom, Devialet says it’s able to play at maximum volume without distortion and without loss of fidelity. In other words, the Phantom sounds awesome at all levels.

Measuring speakers with lasers

The onboard SAM controller monitors both the input waveform and compares that to the movement of the drivers at all times. In this way, the Phantom ensures that the drivers are doing exactly what's expected of them, nothing more, nothing less. SAM prevents the drivers from over excursion, while at the same time allowing them perform at their physical limits. Devialet says that the Phantom exhibits no perceivable distortion even at maximum levels and during my listening tests, I couldn't discern any distortion, even with heavy bass. SAM works.

Inside the Phantom

ADH is how the Phantom Silver delivers 3,000 watts of power. Using a combination of Class A and Class D amplifiers, the Phantom Silver can dish out 105 dB of sound pressure—enough to rock an entire nightclub. High-end speaker amps often employ Class A designs because the fidelity is high. The drawback is that Class A amps run hot due to inefficiency. This is where Class D amps come in—they’re highly efficient and powerful, but they lack fidelity. With ADH, Devialet combines both technologies to produce powerful—extremely loud—and clean audio.

Then we come to the final, and arguably most impressive technology: the HBI system. It’s the two fisheye drivers on either side of the Phantom, which are responsible for bass. And what glorious bass the Phantoms produce. Frequency response drills down to a mind-boggling 16Hz. In case you’re wondering, this is low—lower than most home theater subwoofers could ever dream of going. Humans can hear down to 20Hz, but the Phantom’s bass extension drills down to subsonic levels. Yes, you can feel the Phantoms.

“I’ve got a massive subwoofer with a 16-inch driver that can do that,” you say?

Great! Except, the Phantom is only 6 liters in volume—compare that with your monster 100-liter subwoofer. In case that didn't compute, the Phantom is small ! If you’ve got a smaller sub or large floor-standing speakers, the Phantom will punch a hole through the floor and bury them.

This is where we get to the head-scratching reactions of listeners. Everyone, and we mean everyone, gawks in awe as the Phantom plays. They ask questions such as, “How is that thing making that kind of sound?” Or simply, “What the *@#$?!”

The Phantoms simply defy conventional speaker design principles. To deliver really low frequency extension at good volumes, a speaker cabinet needs to contain volume because lots of air mass needs to be moved. This is precisely why subwoofers that have very low frequency responses need to be designed large. Forget the subwoofer that came with your PC desktop; those aren’t what I’d consider real subwoofers.

Yet the unthinkable happens. Despite its small size, the Phantom can compete with subwoofers that consume many times its volume.

There are 4 main drivers on a Phantom: a front facing high frequency driver, a mid-range ring driver (that surrounds the high frequency driver), and two bass drivers on the side. All 4 drivers are independently isolated from each other.

Setup

Setup is different depending on whether you have one more more Phantoms. If you just have one, the process is easy: plug the power cable in, connect to the Phantom via Bluetooth, and run Devialet's Spark app. From there, you can connect online services such as Spotify, Tidal, and other radio services.  You can use your PC to play music to the Phantom without a direct connection, but you'll need to install Spark. If you want to connect a Phantom directly up to something without going through Spark, you'll have to do so via optical Toslink.

A 1Gbit Ethernet port and an optical Toslink input hide behind the power cable

With two or more Phantoms, you have to buy Devialet's Dialog, which is a wireless hub that controls up to 24 Phantoms, and allow you to setup different spaces and speaker configurations. The Dialog also has an optical Toslink for direct input. Unfortunately, neither the Phantom or the Dialog has analog ins.

Devialet's Dialog module controls up to 24 Phantoms

Once everything is plugged in, the setup process is fairly straightforward and is one of the most intimate events I have ever come across. Yes, I said intimate.

Once Spark opens, the Phantoms are detected and you're instructed to place your hands on them to confirm connection. As you touch the Phantoms, the side woofers slowly pulse and you hear an audible click, letting you know the unit you just embraced is now connected. Spark then allows you to set up a pair of Phantoms in stereo (if you have 2), or setup different Phantoms in different rooms.

The optional Phantom remote

As an option, you can buy a physical remote from Devialet to control volume instead of using an app on your phone or PC. The remote pairs with the Phantoms in a similar fashion: walk up to any Phantom, and place the remote on its surface. A click is heard and the remote is paired. Smooth.

There are several ways to connect to the Phantoms: optical, Bluetooth, 1Gbit Ethernet, WiFi (2.4GHz and 5GHz), and power-line networking. Yes, the Phantoms can connect to a Dialog via power-line networking in case you're out of range of a wireless signal. It seems the engineers at Devialet thought things through.

Listening

The Phantoms sound good with all genres of music, as well as movies. The real test is playing tracks with deep bass. More often than not, when speakers are cranked up, the bass will wreak havoc on the rest of the audio spectrum. Mids become unclear and highs are drowned out. Not so with the Phantoms. Here, SAM works so well that we perceived no dips in frequency response. Without using expletives—and believe me, I want to—the Phantoms are simply jaw-dropping. Bass is supremely powerful, tight, controlled, and deliberate. I simply have never heard of bass this caliber from a speaker system so small.

Here's the thing: I have a SVSound 20-35 subwoofer. Those who know SVSound, know that the company makes monstrous subwoofers for home theater and music. The Phantom competes with my SVS. Easily. In fact, my home water-heater sized subwoofer can only respond down to 20 Hz (18 Hz if tuned). The Phantom can go lower than that.

At this point, you might be calling BS, and I wouldn't blame you—I did too in the beginning. All I can say now is Devialet has some serious technology at work here—innovative technology.

I played back various tracks and movies, including the beginning scene of 007: Spectre, which if you've seen, know it packs some serious dynamic range. At no point in time did the Phantoms low frequencies overshadowed mids or highs. Every detail remained clear. In music listening, I did notice that the Phantoms weren't as strong in the upper-bass to lower mid frequencies (between 135 Hz to 220 Hz) but it wasn't detrimental to the overall experience.

What about stereo imaging? The problem is, you need two Phantoms to produce stereo. You can buy one Phantom, which still sounds phenomenal and has no issues lling large rooms, but it’ll only operate in summed-mono mode. To get true stereo, you’ll also need to purchase Devialet’s Dialog and the extra Phantom.

Thankfully, I have two.

Initially, I thought just one Phantom was incredible. But two is on another level. Stereo separation with two Phantoms is very well handled, and imaging was as good as you can hope for. Sounds and voices that are supposed to be in the center, sound like they're coming from the center. The Phantoms are exceptional at convincing you there are multiple speakers in front of you, clearly placing instruments, effects, and voices where there are no speakers.

For a true surround setup, Devialet doesn't yet support Dolby or DTS  decoding. The company tells me that it's working on the feature, but did not give an estimated date. You could technically setup front, rears and center, but the process would be complicated and involve optical splitters and using an HDMI audio extractor.

So the Phantoms no doubt sound great with movies and music, but what about games?

Due to all the processing going on inside the Phantom, a slight lag is introduced. Initially, the Phantoms had quite a bit of lag but the company has reduced it down to a more manageable levels and for the most part is not apparent if you're directly connected via optical Toslink.

Games sound incredible. Explosions, gunshots, buildings collapsing, and other special effects sound true to life and room filling. Sometimes the sensation is just too much to take and I have to tone the volume down. Details remain clear, and imaging is excellent. If you want an end-game speaker system, the Phantoms are it.

There are two models: the vanilla Phantom, which is white, with 750 watts producing 99 dB, and the Silver Phantom. The Silver dishes out 3,000 watts at 105dB. Lest there be any doubt, 105dB is the legal limit for a club.

We’ve demoed the Phantoms to over 30 people now. All their reactions have been the same: mind-blown. The cost of this experience? $2,390 for one Silver Phantom, and double that for two, with an added $329 for the Dialog. Expensive? It depends on how you look at it. The audio performance from the Phantoms is right up there with fully decked out entertainment systems.

An instinctive reaction to Devialet's claims may be dismissive. But the company has garnered more than 50 awards in the last several years for its products. The technology in the Phantoms alone are covered by over 80 patents. Put it simply, there are no desktop speakers, monitors, or floor standing units that can touch the Phantoms given their size and performance ratio. Depending on how much you've invested in home theater equipment, the Phantoms can even be considered a bargain.

So, at just over $5,100, can the Phantoms replace our multi-thousand-dollar home theater system? For multi-channel movies? Not yet. But for everything else, nothing comes close.

The Verdict

Devialet Phantom review: this is my end-game

The Devialet Phantom is the most potent audio speaker available.

ABOUT THE AUTHOR Tuan is the Editor-in-Chief of Maximum PC, and loves all things tech. He's been building PCs and ruffling feathers in the industry for 20 years, and isn't afraid to call out bad products and services. In fact, it's very common to hear the words "this is shit" escape his lips. If you want to know if something is "Kick-Ass" or not, email or tweet him.

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Microsoft E3 2012 press conference GR livestream: Monday June, 4 - 9:30 am PT

Ready to find out what the new Gears of War is about? Interested in the future of the Xbox 360 (and maybe the Xbox 720)? Well, you're already here, so we're going to assume the answer is a resounding "yes." Swing back around on Monday June, 4 at 9:30 am PT as we livestream the press conference so you won't miss a single beat - because if you're anything like us, you don't want to miss any beats. We hate missing beats.

Indie Game Trailers for Thursday October 10th

If you have an indie game trailer you’d like to be featured, email Tom at tom@indiegamemag(dot)com.

Featuring: The Ball of Cthulhu, Project Velyria, Creeper World 3, and Dustforce.

Animating Rey, BB-8, And Kylo Ren For Lego Star Wars: The Force Awakens

For Game Informer's March cover story on Lego Star Wars: The Force Awakens , we visited developer TT Fusion in Wilmslow, England to get a sneak peak at how the team is putting the game together.

, we visited developer TT Fusion in Wilmslow, England to get a sneak peak at how the team is putting the game together. Previously working on animated films such as Corpse Bride , TT Fusion's head of animation Matt Palmer has been working on Lego games for nine years now and knows a thing or two about bringing Lego characters to life. We spoke to Palmer about the process of Lego-ifying and animating the characters from Star Wars: The Force Awakens .

Watch the video below to learn how the team at TT Fusion is bringing characters like Rey, BB-8, and Kylo Ren to life in the next Lego game.

Click on the banner below to enter our hub of exclusive content that will be rolling out throughout the month.

Ubisoft E3 2012 press conference official livestream: Monday June, 4 at 3pm PT

The hits just keep on coming. After an already-packed morning of announcements, the team at Ubisoft are taking the stage to blow our minds with reveals for their quality stable of franchises. We're already stoked for games like Far Cry 3 and Assassin's Creed III - but the potential for awesome announcements is endless, from Rayman to Rainbow 6, or - dare we say it - Beyond Good and Evil 2. Also, ShootMania looks sweet. Check it out, then leave a comment sharing which announcement you're most excited about!

Safely Guide a Fish Through a Spiky Swim

Canadian-based development team Prairie West Software have released Spiky Swim for free on iOS and Android as of Thursday, August 20.

for free on iOS and Android as of Thursday, August 20. The casual strategy game may invoke strong memories of the 2013 hit Flappy Birds, with its play style and addictive concept.

The game is set underwater where players take control of a blue fish, trying to collect as many gold coins as possible without touching the array of colorful obstacles that fill the level. The top and bottom portions are permanently fixed with deadly spikes, while the sides randomly populate after each new turn. Players must bounce the fish between each side of the screen in order to survive the round.

Spiky Swim gives players a series of additional boosts to help them survive along the way. Power-ups include spike halt, lightning zap, shrink, multi-fish, hardhat, bubble shield, nuke, and laser. Players can also unlock a series of new characters within the Fish Market, all equipped with special attributes, through collecting the randomly generated coins that are scattered throughout the level.

Pre-loaded in the game is the option to choose from six different languages: English, Deutsch, Spanish, French, Italian, and Dutch. For more information about Spiky Swim , visit the title’s official website, or follow them on Twitter.

The making of Gwent

I’ve never been so singularly obsessed with a minigame as I am with Gwent, The Witcher 3: Wild Hunt’s delightfully clever in-game card battler.

Gwent 1

I’ve never been so singularly obsessed with a minigame as I am with Gwent, The Witcher 3: Wild Hunt’s delightfully clever in-game card battler. Despite a simple point-based, best-of-three structure, it’s richly tactical—with an elegant ruleset that, for all its depth, never feels overwrought. It sits so naturally inside the game’s world that you’d be forgiven for thinking it was a major part of The Witcher 3’s development. That, it turns out, was not the case.

Gwent was created by a small group within The Witcher 3’s development team. “[We] had to implement the game as well as work on some other areas of Wild Hunt,” says Damien Monnier, senior gameplay designer. In previous Witcher games, Geralt could wind down with a few rounds of Dice Poker—a relatively simple minigame that transposed poker hands onto dice rolls. “We wanted to try something new,” says Monnier. “Wild Hunt was a way for us to push all other aspects of our previous titles to the max—from storytelling to gameplay, the quality of quests and the art. It just didn’t feel right to bring back a game that we felt we could not really improve on.”

The Gwent team’s ambition caused difficulties, however. “Very early on,” Monnier says, “we agreed that if we were going to do something, it really had to be fun and on the same level as the rest of the game.” However, CD Projekt RED hadn’t budgeted for a minigame of that size, meaning much of Gwent was created and polished during the core team’s spare time. This was no small undertaking. At launch, The Witcher 3 had 195 unique Gwent cards, all of which needed prototyping, designing and testing.

“A producer usually says something like: ‘And you need how many cards and concepts done?!’” Monnier says. “‘Who is going to draw all this?!’” Luckily, Gwent’s creators were able to enlist help from others within The Witcher 3’s development team. “Anyone who could help played the prototype with us and was on board instantly. We got help from our art crew, and even from the marketing department, who helped with UI design. It really was a massive team effort.”

Gwent 5

Lead UI programmer Jason Slama recalls the moment he realised Gwent was worth the extra work. “The first thing I did was play the paper prototype that had already been made,” he says. “After about two matches, I started seeing its potential as a great game and began drafting a plan that would enable us to fit it in our tight schedules. We were all so busy just trying to get the main game done—I’m still super impressed with the results we achieved. We had some great people from all disciplines chip in and it wouldn’t have been possible without their support.”

At the most basic level, Gwent is a game about playing cards to create a higher score value than your opponent. It’s also a game about bluffing—attempting to trick your opponent into overcommitting to a hand, thus exposing a flaw in their composition or, even better, leaving them with fewer cards for subsequent hands.

After about two matches, I started seeing its potential as a great game.

Beyond that, though, there’s an excellent tactical breadth that emerges through special cards and abilities, and the way these can be combined. If your opponent plays a spy to your board, for instance, you’ll receive that card’s points, but they’ll draw an additional two cards to their hand—a potentially powerful advantage. But by using a Decoy, you can recall and replay the card, giving your opponent the points, but taking two cards to your own hand. It’s elegant intricacies like this that make Gwent such a wonderfully enjoyable distraction.

“The prototype phase was done with [CD Projekt RED business development manager] Rafał Jaki, who is a massive card player and my boardgame sidekick,” Monnier says. “We would bounce card ideas [off each other] and the rule was if you have to explain it twice, then it’s probably too complicated.” Abilities that made the cut, such as Tight Bond—‘when there is another copy of this card on the board, their values are doubled’—have a simple, easy to parse effect. “The thing about Gwent is mostly bluffing and card management between rounds,” Monnier says. “The abilities are layered over that.”

Electronic Arts E3 2012 press conference official livestream Monday at 1pm PT

Bookmark this page and tune in Monday, June 4 at 1pm PST to watch the EA Games press conference from E3 2012. Battlefield, Dead Space 3, Crysis 3, Medal of Honor, all the latest and greatest news for EA's biggest franchises will be right here. Mark you calendars people!

Succumb to the Magic of Drop Shadow

In graphic design, a drop shadow refers to the inclusion of a shadow behind an image, creating the illusion that the image is raised.

refers to the inclusion of a shadow behind an image, creating the illusion that the image is raised. But in Drop Shadow , an abstract game of pluses and minuses, the game’s circular, shadowy protagonist has a very different story to tell.

Drop Shadow is currently being developed by UK based software developer and magician, Matt Leatherbarrow, who is also known for, an app that allows users to perform professional magic tricks at the touch of a button. Presented as a game of skill, strategy and timing, Drop Shadow challenges players to guide a circular drop-shadow through a field of plus and minus dots and collect as many points as possible. A point is earned for each ‘Plus Dot’ you run into, but is taken away if you make contact with a ‘Minus Dot’. There are also several bonus dots including the Heart Dot, which restores a full shadow, a Shield Dot that creates a temporary barrier around the harmful Minus Dots, and lastly, the terrifying Skull Dot – an instant ‘game over’.

Drop Shadow is governed by a simple left-to-right swiping gesture, and supports single digit gameplay. It boasts endless, uniquely designed levels and is expected for release on iOS devices in the near future. You can stay up to date on the game’s progress by following the developer on Twitter.

What do you think about Drop Shadow ? Does its mathematical appearance belie a complex underlying narrative? Share your thoughts below.

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Sony E3 2012 press conference GR livestream: Monday, June 4 at 6pm PT

Very ready for more Vita news? Perspiring over PlayStation 3? Motivated for more Move news? Okay, we're done with the alliterations. Point is, you're excited to see what Sony has in store for the rest of 2012 and beyond, no? Our E3 livestream of the Sony Press Conference kicks off here, so make sure you're tuned in at 6pm Pacific Daylight Time to get the lowdown!

Real Cricket 2014 — Not an Insect Simulator

Just figured I’d clear that up right away, since we have such games as Goat Simulator making the rounds now.

Real Cricket 2014 is being made by Nautilus Mobile, a company known primarily for Song of Swords. In addition, one of the developers currently with the company is known for Ultimate Cricket 2011, which may explain in part why they have decided to create a slightly more modern Cricket game for mobile devices.

Real Cricket 2014 aims to launch Cricket straight into your pocket — and, by extension, into the palm of your hand — by recreating the Cricket experience in ways that other mobile adaptations of the game have not. Unfortunately, I know as much about Cricket as I do Brockian Ultra Cricket, so even had I played the game, I would not be able to give you a nuanced description of the game in comparison to a real match.

That said, I did do some research, and based on the reactions in the beta forum, the game is doing an admirable job of replicating one of India’s favorite pastimes. Should you happen to know more about Cricket than me, you can check out their Facebook page here, and track the game’s progress. For those of you who are already doing so, and simply want to know when it’s coming out, then don’t worry: According to Nautilus Mobile, they should be launching the game within a week or two, aiming for somewhere around the 15th or 17th of March.

Screenshot courtesy of McVindia.

The story of Warframe: how a game no publisher wanted found 26 million players

In early 2013, Digital Extremes finally released the free-to-play space-ninja shooter it had wanted to make for over 13 years, but that doesn’t mean it was a happy time for the studio.

In early 2013, Digital Extremes finally released the free-to-play space-ninja shooter it had wanted to make for over 13 years, but that doesn’t mean it was a happy time for the studio. Every publisher with an opportunity to back Warframe had passed, and most even said outright it would fail. With no investors and a couple of other subpar launches around the same time, employees were laid off and morale was low, but the game was being made.

Almost four years after players first got their hands on it, you won't see a Warframe booth at PAX or E3, or ads on billboards. You won't find reams of op-eds about it on mainstream gaming sites—not like similar games such as Destiny, at least. What you will see is weekly updates and patches, and a regular spot among the top 15 most played games on Steam by concurrent players. With 26 million registered users worldwide, Warframe is one of the most popular free-to-play games available. Digital Extremes did what no one thought it could, and the naysayers are now coming to them for advice.

The idea for Warframe existed as early as 2000, though back then the project was called Dark Sector. According to its firs t press relea sein February of 2000, the goal was to merge "the intense action elements of Unreal: Tournament with the scope and character evolution of a persistent online universe." It didn't happen, and the Dark Sector that released in 2008 was something altogether different—and according to an interview with Giant Bo mb, the message from publishers was clear: don't do sci-fi. But Digital Extremes never forgot about the original concept.

This concept trailer for Dark Sector from 2004 looks more like Warframe than the actual Dark Sector game released in 2008.

Before Warframe, Digital Extremes was a ‘work for hire’ studio being contracted out by larger developers. It was partnered with Epic Games (then Epic MegaGames) to make the very first Unreal, working on the series through Unreal Tournament 2004. It worked on the first BioShock and developed the multiplayer for BioShock 2. One of the last games Digital Extremes made before starting work on Warframe was The Darkness 2, which creative director Steve Sinclair describes as “a bit of a swan song for us in the old world of ‘You’re a work for hire studio.’”

“You’re not an employee within some publisher beast,” Sinclair continued, “You’re work for hire, and you’re disposable.” Digital Extremes studio GM Sheldon Carter lead the Darkness 2 team and echoed the frustration of not having full control. “I work on Darkness 2 for three years with nothing except for a few publisher people and QA guys looking at it,” he said, “and then it comes out, and it’s polarizing but there’s nothing you can really do about it. You just have to let it sit there and watch it rot.”


You will fail

So when Digital Extremes decided to give the original Dark Sector concept another shot with a new name in early 2012, it was a project filled with passion. “We had one month to make a prototype because James [Schmalz], the owner of the company, was going to GDC to show it [to publishers],” said Sinclair, “Holy shit, were we ever proud of it.” They went all out on that first prototype, even getting the netcode and infrastructure working just to show they could pull it off. They set up meetings with companies he describes as “the most powerful in the free-to-play world” in 2012 and began to shop Warframe around.

“We were just kicked in the ass repeatedly. ‘This is gonna fail, this is gonna fail.’ It was an absolute crisis of faith.”

Steve Sinclair, creative director

Not a single publisher said yes. Most of them said outright that the game was doomed to fail. In many cases, the pitch meetings were over before they could even start. Sinclair told me about a meeting they had set up during GDC, saying it once again all came down to Warframe’s theme. “The executives walk in and say ‘I can’t wait to see what you have today, this is great,’” he recalled, “and they turn, see the screen and see sci-fi, and it’s ‘riiiiiip’ goes the record needle and ‘oh it’s too bad it’s sci-fi,’ and the meeting was over.”

But they kept trying, next going to Korea. Sinclair wouldn’t say exactly who, but he took a meeting with “the creator of the largest free to play game in the world, and I’m not talking about League [of Legends].” He showed a now expanded prototype of Warframe, and despite the publisher being impressed with its graphics, the answer was the same: “You will fail.”

“Western game companies can’t make free-to-play because they don’t update them,” they said, according to Sinclair. “Because they spend way too much time making the graphics good, and they spend way too much time making a type of game that can’t grow and evolve.”

“That was his opinion, that we were absolutely going to fail because we looked too good, and we wouldn’t be able to sustain a game like that. And then he left.” At this point, Warframe was out of suitors. “We were just kicked in the ass repeatedly. ‘This is gonna fail, this is gonna fail.’ It was an absolute crisis of faith.” Sinclair even remembers at one point thinking, “This was a mistake, we’re doomed.” But Digital Extremes didn’t give up, and decided to continue developing Warframe without a publisher—a move Sinclair said “was definitely a Hail Mary.”

“[James] had a lot of faith in the people working on it,” Carter said. “He was willing to risk, and when you have someone who has enough foresight, or trusts the people who are working on it enough to let them spend his money pursuing something that a few people have said is going to fail because he believes in them or he believes in what’s happening ...he believed in it, so he let it keep going.” Without any outside funding, Digital Extremes had to lay off staff to make the game. “It was all-in on Warframe,” Sinclair said, “and it was dark days.”

“It was a fight for survival."

Steve Sinclair, creative director

“We were laying people off who had worked here a long time who we loved,” said Carter, describing the time as “the worst days of the company.” Digital Extremes found even more trouble after its Star Trek game released in early 2013 and was critically panned. "Star Trek almost ruined us," said VP of publishing Meridith Braun. Digital Extremes later told me it let 48 of their roughly 180 person staff go around the time Warframe entered open beta in March and Star Trek shipped in April.

“It was a fight for survival, it really was,” said Sinclair. “I remember even dark places where I was, where we needed to buy servers and people wanted to get the better servers because concurrent counts were rising. And I was just screaming at people, ‘Get the cheap shit, because we just laid people off and it’s not like we’re going to spend beyond our means here.’ Well-intentioned people on both sides, but it was very nerve-racking.”

But there was good news: Warframe's Founder’s Packages—early buy-ins for dedicated fans—were selling. A small but passionate community was forming, and once the ball started rolling, it never stopped. Despite being repeatedly told they were going to fail, Sinclair said they never felt like they had made the wrong choice once they committed, partly because of that founder support. “That initial surge gave us the energy to say ‘OK, we’re going to do this,’ and that let us go all-in.” Even with the supposedly doomed sci-fi theme, Warframe was finding its audience.


Learning from rejection

Some of the credit for its success might actually go to the publishers who rejected it. Because they were so blunt with their doomsaying, Warframe was able to avoid its prophetic failure. Digital Extremes had the largest free-to-play developers in the world telling them exactly what they shouldn’t do, and Sinclair said they used that to their advantage. “We broke it down, ‘Why are we going to fail?’” he recalled, “and that became part of the early foundation of the game, which is why you see a game with procedural levels, which is why you see a game with a lot of permutations and a lot systems that work together.”

The original design still had procedural levels, but called for story or quest missions to occasionally have static, hand-crafted maps. That idea was thrown out after being told in Korea that they wouldn’t be able to update their game fast enough. “I’m glad that happened,” Sinclair said, “because otherwise we would have done things differently. We would have moved slower.” And he’s right to be glad, because a massive part of the reason Warframe is still growing almost four years later is how frequently Digital Extremes updates the game.

“The status quo is so seductive. 'Just let it go. Just keep adding guns and don’t change a thing.'”

Steve Sinclair, creative director

Carter explained that the most recent update was actually broken into three pieces to allow players to get some of the new content quicker. “We had this grand ambition for it,” he said, “and we realized that to realize the grand ambition of it was going to take two or three months.” Two or three months for a large update would be blazing fast for some other games out there, but in Warframe’s world of weekly patches and frequent changes, it’s a lifetime. Digital Extremes has an in-house sound studio and its own motion capture room, and many of the voice actors are employees at the company, allowing the team to record VO as late as the day before it’s being put into the game.

And it’s not just about adding more content. “That’s another lesson we learned from those people we talked to that said ‘you’re going to fail’,” said Sinclair, “they were saying ‘you’ll stagnate. You won’t evolve, you won’t innovate.’” Last year Digital Extremes did a complete rework of Warframe’s movement system affectionately known as Parkour 2.0. Just last week it completely redesigned the star chart and mission select screen, giving it a clearer progression path. With even fundamental game mechanics in flux, I asked Sinclair if he was ever worried about alienating current players.

“That is the every day conversation,” Sinclair said. “The status quo is so seductive. 'Just let it go. Just keep adding guns and don’t change a thing.'” But Carter expressed that it’s important not to get too comfortable. “Let’s just redo the whole star chart and change how people flow through the entire game,” he said, “and that’s going to alienate a lot of people, but then they’re going to get mastery over it and they’re going to love it.” Sinclair continued by saying that “deep in the core of Warframe is this idea that change is good, even though it’s painful for some of our players.”

While at TennoCon, Warframe’s first dedicated convention, I spoke to many of the game’s most passionate fans. I asked why they’re still playing after so many years, and ‘frequency of updates’ was one of most consistent answers I got.

Now Digital Extremes has grown back up to a 260-person company, even hiring back some of the people let go in 2013. Despite what the publishers said, Warframe is still on the rise. “We hear from those [publishers] now," Sinclair said, "and they’re saying ‘can you help us figure out Western free-to-play?’ Because for some reason we figured it out on accident, and they want to know how.”

But even while asking for advice, Carter said those same publishers treat Warframe like a bubble just waiting to burst. “It was almost like they thought we were at the top of the graph, and now we’re going to bottom," Carter explained, "and we always just keep going further up.” Digital Extremes indicated that Warframe hits roughly 100,000 peak concurrent players across all platforms each day, and that those numbers aren't dwindling. Sinclair described the game’s growth as sort of a staircase pattern, saying “every major update breaks [a record]” compared to their previous highs.


A rogue success story

Despite its large player base, Warframe's success remains low-key. A lot of people haven’t even heard of the game nearly four years later, and Digital Extremes recognizes that. “I think we are a little bit frustrated by how well known the game is here and there,” Sinclair said, and Carter agreed, adding, “We all think the game can break through and break out bigger, because we have the same feeling. We have this great game and we have tons of people playing it and loving it, yet it doesn’t feel like it’s registered yet to the greater community.”

“Warframe is in a constant state of renovation. There are downsides to that.”

Steve Sinclair, creative director

For one, Digital Extremes doesn’t do much large-scale marketing for the game, possibly a symptom of the frugal origins of Warframe’s development. For example, they held a panelat this year’s PAX East but didn’t actually have a booth on the floor like many of the game’s competitors. “If we had a big booth, would that make it seem like we’re more real?” Carter asked. “But that flies in the face of what Steve was talking about before, which is we’re not going to spend money there, we’re going to put everything we can into the game.” Carter pointed out that “maybe that’s changing,” citing a Warframe cartoonthey announced last weekend, but Sinclair says “those trade-offs have been agonizing.”

Another reason for Warframe’s lack of widespread interest could be its high barrier to entry. A lot of criticism has been focused on the new player experience, which Sinclair admits they prioritize less than making content for current players. “It’s kind of why the new user experience of Warframe kinda sucks,” he said, “because every update it’s like well, we have our players—what can we do to engage them now? Do I worry about the marketing that’s going to pull in the new users and that first hour that they have?” Sinclair went on to say that they “just want to make [Warframe] more interesting,” but that the strategy does make the game harder to learn.

Warframe recently got a new PvP mode called Lunaro, essentially a ball sport played with the game's movement mechanics.

As more is added, the complexity of different systems interacting with each other increases. “Warframe is in a constant state of renovation,” Sinclair said. “We always want to make it feel like you can play this game in 2012 or you can play it in 2016. It’s still going to be relevant, it’s still going to feel modern. It’s going to still feel like we care about it every day. It’s not abandoned. That comes with those downsides.” Sinclair also explained that they do retire certain features as they go stale, but both he and Carter admitted even they can’t remember all the stuff they’ve added to Warframe at this point.

Digital Extremes’ focus on the very things people said couldn’t be done is, for the most part, what’s made Warframe so successful. It looks gorgeous, it kept the sci-fi theme—ironically, a setting that's all the rage right now—and when somebody said they would never be able to update it fast enough, they overcompensated by making the entire game about updates. In a way, Warframe has been designed as a frame for whatever new type of weapon or system designers such as Sinclair and Carter can think to throw into it.

I asked if there would ever be a Warframe 2, and they both smiled. “That’s our joke, man,” Sinclair said. “We always joke about that. This is our Warframe 2 and Warframe 3 and Warframe 4 and all those things. There’s probably some marketing angle to be tempted to do what you’re talking about, but I don’t think so.”

Nintendo E3 2012 press conference GR livestream: Tuesday, June 5 - 9am PT

Nintendo's E3 press conference is a always a special day for fans of the publisher, as the company unveils it's biggest upcoming titles for the first time. This year Nintendo will be pushing hard for Wii U, its new home console out this year, with launch games and other details on show. Plus, expect fresh info on the biggest 3DS games, and maybe even news on some of the final DS and Wii software. Stay tuned to the stream below and feel free to join the conversation in our chat! Topics E3 e3-video We recommend By Zergnet Load Comments

Born from a game jam, Hotline Trail is Zen in a browser

They’re the brainchildren of independent developer Przemysław Sikorski, better known as rezoner , who quickly built the Hotline Trail prototype during the 0h game jam and has since expanded it into a surprisingly immersive browser game.

Hotline Trail bears a passing resemblance to that other 'Hotline' game, but don’t let the neon-soaked similarities fool you -- Trail ’s endless riders are here to cruise, not bruise.



The 0h game jam, for those who missed it, is a pan-Atlantic hustle to see who can make a game in zero hours -- that is, who can build a working prototype in the pre-dawn hour before our clocks roll back due to Daylight Savings Time.

This is where Hotline Trail started, as a hot mess of bits and pieces of Przemyslaw’s other games -- the riders were actually cars at first, built using modified versions of the achievement graphicsfrom qbqbqb, while the basic design evolved from his earlier game experiment pointless. The influence of Dennaton Games' Hotline Miamiis much clearer in the prototypePrzemyslaw submitted to the 0h game jam -- play it and you can hear it in the pounding bass soundtrack, see it in the "You left the road and got beaten to death" message that flashes whenever you slip off the track.

The latest version of Hotline Trail -- the name is a reference to Przemyslaw’s current fascination with playing-- is a far more comforting experience. The soundtrack has evolved into a relaxing blend of '80s electronica composed by Przemyslaw himself in FLStudio, and every round starts with a grandfatherly narrator encouraging you to play your best. The graphics are still little more than artful smudges on a black background, but Przemyslaw says that's kind of the point.

"I am not a good pixel artist, so I use a lot of stains and shapes to create a metaphor of what I want to see," Przemyslaw told Gamasutra via email. "If I manage to get players immersed, they will see what I see despite [the game] looking nothing like that."

Sure enough, it’s a little world that's deceptively easy to lose yourself in, but limited enough that you aren’t likely to spend more than 5-10 minutes of your day there.

The ride doesn’t stop here for rezoner -- Przemyslaw has already sunk 50 hours of work into the current version of Hotline Trail , and he’s hoping to continue building the project into something like a minimalist, randomly-generated Grand Theft Auto game that takes place entirely on the road. You can see an early mockup of what that might look like here.

From All Ghillied Up to No Russian, the making of Call of Duty's most famous levels

We call them first-person shooters, but “first-person follower” would be just as apt.

This article was originally published in PC Gamer issue 293 . For more quality articles about all things PC gaming, you can subscribe now in the UK and the US .

We call them first-person shooters, but “first-person follower” would be just as apt. If there’s one thing every Call of Duty campaign has in common—other than military acronyms and cutscene pyrotechnics—it’s an AI personality who escorts you through the level, booting down doors and wrestling the odd guard to the floor. These characters can be more annoyance than accomplice, especially when they oblige you to digest some plot development before you can move on. At worst, they feel like personifications of Call of Duty’s legendary unwillingness to cede real agency to the player.

Is there a place alongside more obviously choice-driven, open-ended games such as Metal Gear Solid V for campaign design that merely asks you to keep up? Do we have anything left to learn from the likes of Modern Warfare’s Soap MacTavish? As regards the work of Mohammad Alavi, at least, the answer is yes. Now employed at Respawn Entertainment, a developer formed by Infinity Ward co-founders Vince Zampella and Jason West after their seismic bust-up with Activision in 2010, Alavi is the designer behind two of the most acclaimed missions in Call of Duty history: Modern Warfare’s sublimely paced and reactive All Ghillied Up, and Modern Warfare 2’s extraordinarily disturbing No Russian.

Alavi’s creations represent the Call of Duty campaign at its most thoughtful (though arguably No Russian is a different case), especially in terms of how they explore the role of an AI companion. I spoke to him about their construction, how Call of Duty and the FPS have changed since he first began work at Infinity Ward, and whether the traditional singleplayer campaign has a future in the age of Destiny.

Before Alavi became involved with Call of Duty he was all set to enter the medical profession. While at school he had produced mods for shooters such as Duke Nukem 3D, ranging from the basic—a level modelled on the Alavi family home—to larger-scale collaborations such as the original Natural Selection for Half-Life. But he had given little thought to game design as a vocation, until one of his mods was featured in an issue of PC Gamer.

The publicity inspired Alavi to apply for a course at Florida’s Full Sail University (he had, in fact, already been accepted by a medical school, but chose not to inform his parents of this). After graduating, he applied for a programming job at the up-and-coming Infinity Ward, which had just completed development of the very first Call of Duty. He wasn’t successful, but Infinity Ward’s management were impressed enough by Alavi’s mods to offer him a level design position on Call of Duty 2.

The so-called AAA games industry has changed enormously since Alavi made his debut. Team sizes have rocketed—the original Call of Duty was the work of fewer than 30 people, while 2015’s Call of Duty: Black Ops 3 was the work of around 400—and it’s no longer entirely feasible for an individual employee to operate across several disciplines. “When I started in 2004, I made textures, models, FX and sound FX,” Alavi recalls. “I did final art and lighting for levels. I wrote all kinds of systems as well as gameplay scripts. Plus, I designed and scripted levels. Fast-forward 12 years and I do one thing: I design and script cinematic gameplay. I’ve become a specialist in this particular area.

It’s hard to ignore how complex making games has become. The technology, the art, the design... it’s all advanced to such a degree.

“I might be oversimplifying my role, but it’s hard to ignore how complex making games has become. The technology, the art, the design... it’s all advanced to such a degree, that I feel one can’t help but deep-dive into a particular area of game development in order to be successful.”

This is a regrettable transition in some ways, because Alavi’s finest creations stem from his willingness to forage beyond his official role—typically without the knowledge of his superiors. Step forward All Ghillied Up, Call of Duty’s first sustained attempt at ‘true’ stealth, and evidence that engaging choices are possible within a campaign that’s all about travelling from A to B.

It’s the calm that throws you. Even by the standards of subsequent games, Modern Warfare is dizzying—a coruscating carnival of tank raids and AC-130 bombardments, shellshock and broken glass. But it also has a playable flashback set in post-meltdown Chernobyl that opens amid overgrown fields and woodland, wind hissing through the stalks. “Too much radiation. We’ll have to go around,” remarks a voiceover the radio. Then, a clump of vegetation in the foreground stands up and reveals itself to be your ghillie-suited CO, Captain MacMillan. It’s a masterful introduction, setting the tone while almost casually illustrating the mechanics of staying hidden.

Born from study of Half-Life and the Metal Gear Solid games, All Ghillied Up marked the first time in Call of Duty that NPCs were capable of the behaviours we associate with stealth in series such as Splinter Cell. They react differently to the player depending on the distance and angle, rather than switching from passive to hostile the second you enter a certain viewing range. Lie prone in the grass and a guard might stroll right by, oblivious—a coding feat used to great dramatic effect when you and MacMillan have to crawl through a group of APCs and infantry. It’s one of the few moments in CoD when enemies actually inspire fear, rather than aggression. Soldiers loom against the sky, caterpillar treads thunder to either side and the slightest movement could be your doom.

None of this would have happened had Alavi not put his fledgling programming abilities to the test, writing a huge quantity of code in secrecy while designing the level. “The biggest challenge was that I’m not an AI programmer,” he says. “I’ve learned a lot about finite state machines and writing complex compartmentalised systems, but at the time I didn’t know what I was doing. Arguably, I still don’t.

“In a perfect world I would be an expert systems programmer as well as a designer. But my two options were to either describe my design goals to our AI programmer, who was swamped and wouldn’t have had the time to give me all my features, or to write it myself and deal with the consequences of inexperience. I chose the latter. Anyone who’s seen the code internally knows it’s garbage, but to the end user it did exactly what I wanted it to do, and I didn’t have to compromise on the feel of the gameplay.”

On the surface All Ghillied Up feels like just another corridor mission, and there are certainly elements that evoke CoD at its most restrictive—pockets of radiation to keep you from straying too far, a talkative companion whose death spells game over. But the level’s greatest trick is that it’s open to improvisation. The patrolling helicopter is primarily there for ambience, but if you keep your eyes peeled there’s a way of shooting it down. Rather than sneaking by infantry, you can pick them off with a scope, weave in among them with a silenced pistol, or go loud with automatic weapons lifted from the fallen. There’s a touch of Metal Gear Solid V to how much choice AGU crams into a limited span.

E3 Press Conference Mad Libs!

E3 is the coolest time to be a gamer. Nintendo, Sony, and Microsoft all have their own press conferences where they reveal new games, consoles, and giant, brain-melting announcements. Though for as fun as it is, it's also fairly formulaic - every presenter, every year, falls back on the same few gags and quotes. That's why we decided to turn their press conferences into Mad Libs! We've made one for

Design a T-shirt for IGM – Get Paid!

Are you artistically inclined?

Are you artistically inclined? Are you a clever caption creator? Do you keep up with current events in the gaming industry? If so, put those talents to good use with IGM’s new initiative, and make some money for having fun! As you may already know, IGM is partnered with Teespringto promote and support indie game crowdfunding efforts. (Such as the recently successful Freedom Planet campaign, based on our May cover story.) We figure, while we’re supporting all these indies, perhaps we can gather a bit of support from the community as well. So here’s the plan:

We want to run a series of micro campaigns every few months. (Or, ideally, as often as possible.) By “micro campaign,” we mean Teespring campaigns with very low goals (in the range of 15-25 shirts). The idea here is less about making money, and more about coming up with quirky, silly designs that the community would enjoy picking up. The point of the low goal is that even if these niche or “inside joke”-esque designs only appeal to a few people, the campaign still gets funded, and folks get to pick up a limited edition shirt.

For starters, we’d like to run our first campaign about the recent “Women are too hard to animate” shenanigans, and that’s where the community comes in. If you come up with a clever slogan, or submit great artwork for the front of the shirt, we just might select your design! If so, you’ll get a flat percentage of the profits we make from the campaign. That percentage will be 20%. That’s right, you get 20% of whatever profits IGM brings in from the campaign!  (Money will be sent via Paypal, and you can see right on the campaign page how many shirts were sold. But we’ll also work closely with you, so you know exactly how much we make per shirt.) Any money left over will be put into a project budget so we can improve and expand IGM. (For more on how we plan to do that, stay tuned for my August issue editorial, when the Mag goes on sale August 1.)

To submit an idea for a shirt, a caption for the WATHTA shirt, or a graphic to feature, please send an email to vparisi@indiegamemag.com , with the Subject Line: “ Teespring Micro Campaign ” and I’ll be sure to get back to you as soon as possible. If we get a high volume of submissions, I’ll post a list of the team’s favorite designs/captions, and then leave it up to the community to decide which one we go with. I think this will be a really fun way to work alongside the community, while having a bit of fun designing great shirts.

Sony E3 2012 predictions

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Garbage Day – Taking Out the Trash Forever

Few concepts are as loved or as often used as that of time travel, probably because we all have that one thing we’d like to go back and fix.

Few concepts are as loved or as often used as that of time travel, probably because we all have that one thing we’d like to go back and fix. Or twelve things. Garbage Day , a new game from Lithuanian developer Svajūnas Žemaitis, is throwing its hat into the ring… over, and over, and over again.

The central conceit is much like that of the movie “Groundhog Day,” or, in gaming terms, like The Legend of Zelda: Majora’s Mask: For whatever reason, the player’s character is stuck on the same day, and if they die, they simply wake back up in their bed on the morning of that same day. The good news is, much like with Majora’s Mask , players get to keep any information they’ve collected. Unlike Majora’s Mask, players of Garbage Day can watch VHS tapes, eat cereal, and hack up innocents with a sword.

Garbage Day is a sandbox game, and apparently does its best to make sure players know they are free to do what they want – hence the dynamic body destruction – and therefore free to explore the world as they see fit. And, naturally, the point of the game is to try to find a way out of the endless temporal loop.

Garbage Day is up on Steam Greenlight now, where you can vote for it if you want to see more of the game. The developer, Mr. Žemaitis, does not appear to have a website, but you can reach him through Twitterif you want to talk to him about his clearly extremely realistic body-destruction physics.

Miyamoto On Breath Of The Wild's Innovations And Zelda's Future

Amidst the chaos of E3 2016 , Game Informer's Ben Reeves got a chance to sit down with Zelda's creator Shigeru Miyamoto.

, Game Informer's Ben Reeves got a chance to sit down with Zelda's creator Shigeru Miyamoto. We were really impressed by our time playing The Legend of Zelda: Breath of the Wildand wanted to speak with Miyamoto about the franchise's new direction. Our interview covers the reasons behind opening up the game's structure, Miyamoto's conflicted thoughts on hunting animals in a Nintendo game, and the challenges of developing a new Legend of Zelda game for the console.

Watch the interview with Miyamoto below to learn more about The Legend of Zelda: Breath of the Wild.

Nintendo E3 2012 predictions

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Garbage Day – Taking Out the Trash Forever

Few concepts are as loved or as often used as that of time travel, probably because we all have that one thing we’d like to go back and fix.

Few concepts are as loved or as often used as that of time travel, probably because we all have that one thing we’d like to go back and fix. Or twelve things. Garbage Day , a new game from Lithuanian developer Svajūnas Žemaitis, is throwing its hat into the ring… over, and over, and over again.

The central conceit is much like that of the movie “Groundhog Day,” or, in gaming terms, like The Legend of Zelda: Majora’s Mask: For whatever reason, the player’s character is stuck on the same day, and if they die, they simply wake back up in their bed on the morning of that same day. The good news is, much like with Majora’s Mask , players get to keep any information they’ve collected. Unlike Majora’s Mask, players of Garbage Day can watch VHS tapes, eat cereal, and hack up innocents with a sword.

Garbage Day is a sandbox game, and apparently does its best to make sure players know they are free to do what they want – hence the dynamic body destruction – and therefore free to explore the world as they see fit. And, naturally, the point of the game is to try to find a way out of the endless temporal loop.

Garbage Day is up on Steam Greenlight now, where you can vote for it if you want to see more of the game. The developer, Mr. Žemaitis, does not appear to have a website, but you can reach him through Twitterif you want to talk to him about his clearly extremely realistic body-destruction physics.

The Sports Desk – The E3 Wrap-Up Edition & Dangerous Golf Afterwords

E3 has come and gone, and my colleague Matt Bertz and I had the chance to get our hands on a number of the upcoming sports games (FYI, some like NBA 2K17 weren't there).

E3 has come and gone, and my colleague Matt Bertz and I had the chance to get our hands on a number of the upcoming sports games (FYI, some like NBA 2K17 weren't there). While there is plenty more info to come about all these titles, the show gave us a good idea of their main features and what to expect going forward. Me, Bertz, and fellow sports fanatic Kim Wallace chat about what we've seen.

Kato: One of the main things I noticed about this year's show was how much depth we're getting with a lot of these games. FIFA is adding The Journey story mode (shown above). Forza Horizon 3 is letting users make their own events. The Golf Club 2 now includes a full career mode and single/multiplayer golf societies. Even series like NHL and F1 that have previously dropped the ball in terms of features are bulking up.

Bertz: Yeah, it's nice to see the sports labels get a little more ambitious after largely playing it safe as they gained their footing on the PS4 and Xbox One. Comparing this generation to previous ones, you can tell the lack of competition has somewhat stifled the creative drive to try new things. It seems most of the development in the past few years has been more focused on refining gameplay and shoring up deficiencies, so new features like The Journey and Steep's build-your-own extreme adventure approach to snow sports were most welcome.

K: What single feature impressed you the most?

B: I'm probably most excited about the changes coming to NHL 17's EASHL. Giving players the ability to customize jerseys, build their teams' home arenas, and play with new classes should help make the mode more of a destination. We had a lot of fun grouping up last year, and with these changes I could foresee myself spending even more time in the mode.

K: For me, I think it's Forza Horizon 3's festival and race builder. Making races and challenges has been done before in titles like Burnout Paradise, but I'm really excited in how the whole creation aspect feeds into the festival itself. Speaking of features, what did you think of FIFA's story mode, The Journey?

B: Even though it has its failings, I'm a huge fan of NBA 2K's MyCareer mode, so it excites me to see another sports game venture into storytelling. Interactive entertainment is powerful because it can take people places they otherwise don't have access to, and modes like this give players a glimpse into the life of a star athlete. Should it capture the locker room dynamic, the complications that come along with celebrity status, and the cutthroat nature of the sports business, it could be a riveting experience. These developers don't have a rich history of storytelling, so there may be road bumps in this first year, but even if this year fails I hope they stick with it in subsequent years.

Kim: Let me preface this by saying I wasn't at E3 this year to get hands-on with any of these games, but I'm a big fan of FIFA. I love how NBA 2K has integrated an RPG story mode, and I'm happy FIFA is finally doing something similar. Do I expect it to go without a hitch? I'm sure there will be growing pains, especially with its inception, but I'm happy that EA is at least trying to get this off the ground. I like that it's telling its own story by giving you a scripted player. As much as I love NBA 2K, there has always been some dissonance between your created avatar and the story it's trying to tell. I'm curious how much choice will actually be in The Journey and how long it will actually be, but boy do I love a mode that captures the drama of sports. This is also a good move to bring in players who maybe haven't played the series in a while.

K: Yeah, I agree. I'm not expecting it to jump out of the gate this first year. I fully expect it to evolve as time goes on. You bring up NBA 2K's MyCareer mode, and I believe – but don't have confirmation – that the two will be different in that The Journey doesn't seem to have all the customization options in terms of animations and gear that MyCareer does. Maybe EA will announce that later, but it just doesn't have that vibe to it. I'm fine with that for this year because I want them to nail that story, and as we all know there's a fine line there. The more you let players have control, the less the storytellers have to tell the story they've envisioned.

K: What was your overall favorite sports game at the show?

Bertz: I only got my hands on the EA Sports games, so I don't have a full picture, but I came away from E3 thinking Madden is in a really good position. The changes EA Tiburon made to gap logic, zone coverage, the running game, special teams, and defending deep balls all have me high on the prospects of this year's edition. I also love the approach the team is taking to broadcast commentary. Upping the amount of recorded hours from 40 with Phil Simms and Jim Nantz to 400 with Charles Davis and Brandon Gaudin should cut down on the repetition and breath new life into the presentation.

K: Madden's commentary sounds like a small thing, but when I heard it in this year's game, I was very impressed and immediately appreciated the difference it made from previous outings. Madden's definitely up there for me as my sports game of the show, but I give the slightest of nudges to Pro Evolution Soccer 2017. Like Madden they've addressed some specific fan complaints, such as shoring up the defensive channels and the keepers, and I'm really excited to mess around more with the new tactics. There's a lot to fiddle with, but after three or four games I was already starting to get comfortable with a few of them. I'm also hoping the new deadline day focus and budget tweaks add some juice to the Master League career mode.
On the flip side, while I'm glad that none of the games I saw were actual poor, I'm disappointed that we're going to have to wait for an overhaul of Madden's franchise mode – specifically the mode's approach to draft and free agency. They've chosen to concentrate on more accessibility and tweaking the gameplanning, and there's nothing wrong with that, but I wish the effort was put elsewhere. Anything you'd categorize as a disappointment this year?

B: I was surprised to see the NHL series is still stubbornly clinging to its forgiving player ratings; pretty much every player in the NHL is still rated 80 or above. This series struggles with player differentiation, and I would like to see it spend more time working to make a true star feel much different than a fourth liner fighting for minutes. I also noticed there weren't too many new authentic player face scans.

Kim: NHL has the biggest hurdles to overcome and the most to improve upon. It's largely behind other sports games in terms of innovation, which is to be expected as it doesn't have as large as a staff as FIFA or Madden. Still, I've grown frustrated by a lot of the gameplay, so I'm hoping for not only improvements, but the new elements to make it feel new and exciting. I'd love to see more realistic hitting and better A.I. awareness. I'm hoping that net battles give the gameplay some oomph and new strategy. I worry a bit about this element as I've found the A.I. is often overpowered in hitting, but as long as it's implemented fairly when you're playing against real players that's all I care about. Jostling in front of the net is such a big part of the game, so it's a smart move on NHL 17 to capitalize on it. I'm also hoping My Pro and Franchise modes receive some type of overhaul. They've both become so stale. The drafting and morale system especially need tweaking. I didn't see much hope for both modes, but at this point I'm more concerned with the gameplay feeling better.

B: On the Madden front, the one thing I've been requesting for years is formation substitutions, and they still aren't in the game. I would love to be able to design my nickel/dime packages and move receivers around the field in specific formations outside of a live game so I don't have to scramble between menus while the play clock is running.

In case you missed last week's Sports Desk – where I gave my hands-on impressions of EA Sports' games at E3 – here it is.

THE DANGEROUS GOLF AFTERWORDS

I grilled Chris Roberts, Phil Maguire, and Fiona Sperry from developer Three Fields Entertainment about some of the decisions they made during development, what they're working on fixing, and what's next for the company.

Why can't you steer the camera on the tee shot? Can you talk about the team's decision on this?
Chris Roberts: We never really felt we were making a golf title. There were lots of reasons why we didn't play golf games. We wanted to try and simplify things as much as possible. So that's why there aren't a choice of clubs, or a three-click swing mechanic or anything like that. The game starts off with things as simple as possible and then the player unlocks abilities like Pistol Putt and Pistol Tee as they complete the World Tours in the game. Pistol Tee lets the player move the camera around on the Tee and fire the Ball as if it's being fired from a gun.
We don't follow the ball off the Tee shot because we want the player to see what they have smashed, and see any chain reactions that they have caused. This approach also shows the player the bigger picture of where they are in the hole layout itself.

Were alternate control methods for the Smashbreaker considered? Why did the team choose the one they did?
CR: We've always liked games that feature twin stick controls. That goes back to playing games like SmashTV in the Arcades, to Geometry Wars on the Xbox 360, but also going back to driving the Warthog in the first Halo game. They're not for everyone, but we find them strangely appealing. Both real-life golf and golf video games share one thing in common – and that's a sense of precision. You have to precisely hit this ball and put it in a very precise place. But that didn't work for the flaming exploding ball of fire we call the Smashbreaker. Controlling this is like trying to tame a wild animal, and we deliberately wanted the player to feel as if they are on the edge of control. It's a really delicate balance, but we're quite proud of it. To be good at the game, you have to be successful in three areas: the opening tee-off, the Smashbreaker AND the putt. We wanted a game where it's fun for both novice and expert players alike. But also, we think that a lot of gaming is way too serious at the moment. So we quite like the fact that you might be really, really hard trying to hit that jar of pickles or smash that toilet, but then miss and have it all go a bit wrong. You can then try and make a save with a huge trick shot.

There are hints and a control map, but did the team consider putting in a dedicated tutorial?
CR: Yes we did consider it, but during the early playlists we did, no one seemed to struggle with how to play. In hindsight, that was a mistake. We're rectifying that by adding an introductory video tutorial sequence. This is coming in our first update.

Are the physics or outcome for some situations fudged? For example, on putts it seems like the ball generally wants to find the hole. Can you talk about any behind-the-curtain determinations when it comes to how the ball bounces around?
Phil Maguire: Dangerous Golf runs one of the most complex pure physics simulations out there. It's why there hasn't been any games made like this so far, that allow you to play with thousands of dynamic objects in a game world. It's very CPU intensive and works the consoles very, very hard indeed. In putting, we based this around making trick shots on a pool table. There you can hit a hard solid ball very hard and bounce it off the wooden rails. The same thing happens in our game. We hit the ball FAR, far harder than in the Tee Off, and we've made the walls and floor objects to provide a high bounce. This lets the ball deflect at a good angle and allow multiple ricochets to happen. Putting just wasn't fun when we weren't upping the power of the ball. It's fun to make a trick shot and it's all about judging the angles. We've set things up to allow great trick shots rather than do as much as we can to not let them happen.

What patches are you currently working on, and can you talk about any things you'd like to patch/update in the future?
Fiona Sperry: It's really important to us that we support our customers and provide them with timely updates with features that they want. We're just finishing our first update. We listened to our customers and got to work on the most requested features.
Instant Restart – This is the most requested feature. Our game is a high score-based game, and people want the ability to hit restart and get immediately back into the action and have another go. It involved reengineering a lot of things but we've managed to pull it off. We hope that this is a game changer. All credit to our amazing engineers Paul and Vealy who took this challenge head-on and worked speedily to make it happen.
Keyboard and Mouse support on PC – We should have had this ready for launch. We did not. It was a mistake. This has now been implemented and is already live on the Steam and Humble stores.
Control changes – we heard a few things here that we could act on:

1. Camera – People wanted a more responsive camera, one that cut to the ball much more quickly from the tee, and which could not get stuck inside the ball. We've addressed that and made a bunch of changes there. 2. Smashwave – People also commented that sometimes all of the rubble from the destruction was obscuring visibility when putting. We've added a new feature that we call SmashWave. This provides the ability to send out a small shockwave from the ball which clears anything nearby your ball. We think a few players at the recent U.S. Open would have liked to use that! 3. Improved Button Mapping – We know that dual stick controls can be challenging, especially when having to use both triggers. We've added the option for players to switch to using a single button to drop into putting. We've tested this extensively, and we're confident it will remove the problem that some players have experienced of dropping into putting accidentally – usually when on the path to setting a massive high score! 4. Smash Landing Improvements – Players asked for more predictability when smash landing onto buckets, trolleys, and jacks. We now display an onscreen prompt when you're in range.

Those address the top requests we've had from our players. We've also made a lot of small fixes and fixed some smaller bugs as well. Thanks to all those who gave us feedback. We were listening and it helped to guide us along the way. Overall the stability stats we receive from both Sony and Microsoft were very good. We've also tightened up how trophies and achievements are reported to avoid issues caused by players who lose internet connectivity.
Finally, we know that there are a lot of folks out there who are fans of our previous work. We also heard a lot of people wanting a clearer tutorial to help them understand the different abilities that are unlocked during World Tour play. So we've called an old friend of our to help us explain everything.

Are you planning to have any DLC? If so, will it be free or paid?
FS : We're a small indie team, and currently we have no additional content in the works for the game. However, we love hearing feedback from our players. If there is enough demand, then this is something we'd be open to considering. So please keep that coming either via Twitter or our Facebook page.

Have you begun work or thinking about the team's next project? Will it still be a spiritual successor to Burnout? Any plans for revisiting Black in some way?
FS: We are waiting to begin work on our next game, and we think that making a spiritual successor to Burnout could be fun. However, being a small indie studio we're entirely dependent on Dangerous Golf being successful so that we can continue doing what we all love, which is making games! So if the fans can support us by buying the game, then this is something we want to make.

A COUPLE OF YOUR QUESTIONS FROM E3...

From Frib On Fire
Q: The coolest part about Fight Night's story mode is that the story actually affected how you had to play. And the worst part about 2K16's story mode was that the story seemed completely independent from what you did on the field. Where on the spectrum should we expect FIFA's The Journey?

A: I think your gameplay is going to be taken more into account and be the foundation of how Alex Hunter is treated by the club(s), so less like both.
I've only played a sliver of The Journey, but my prediction having talked to the developers is that you will have decisions to make about your career at certain crossroads, but I bet these will only occur from time to time. More of your decisions will take place during conversations and interviews, which determine your personality. But, that's just my prediction.

From Lane
Q: Any new leagues, international teams, or divisions for Pro Evolution Soccer 2017?

A: Any announcements on this kind of information will come later. The developer has announced, however, that any fan-made kits can now be imported via a simple USB file on the PS4 (sorry, not for the Xbox One). This greatly simplifies the process of last year.

THE TICKER

F1 2016 Returns With Renewed Vigor
Codemasters' recent F1 games have been fine in the driving department, but lacked features. This year the game has bolstered its career mode significantly. My favorite part is how you influence R&D for your team. By completing challenges during the pre-race segments during the race weekend, like practice and qualifying, you gain R&D points that apply to various car and team upgrades. Moreover, there's always a rivalry to consider, whether that's being the #1 driver on your team or out on the track. Finally, the presentation adds some luster, whether in the paddock or via your career interface.

Infinite Air's World Builder Is Impressive, But The Tricks Are A Question Mark
The snowboarding game from HB Studios, the makers of The Golf Club 2, is remarkable for its generation of mountains and the ability to create events and runs at any time. However, the physics-based trick system doesn't feel as smooth as it does when simply carving down the mountain. In my brief hands-on time with the title, some landings were muddled with the ragdoll physics, and while performing the tricks themselves is easy, I need more time with the title to see how consistently they can be initiated and landed.

GT Sport Is Playable At E3
I attended a presentation for the game with the creator himself, Kazunori Yamauchi, but it was the same one he gave in Londonin May. I asked him, however, if GT Sport was different than an eventual GT 7 and if GT Sport's competition focus would carry over to GT 7 when it came out. Yamauchi replied that people naturally think that GT Sport is a stop-gap title when in fact it has just as much content as a normal, numbered Gran Turismo game.
I played a demo of the title featuring some arcade mode races, and while it felt as good as previous titles, the graphics really stood out. I don't know if the beautiful Scapes photo mode has anything to do with it, but once again the series has raised the bar.

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