Blizzard isn't buying the IPL eSports tournament

Following IGN's sale to new publisher Ziff Davis, the IGN Pro League closed its curtains last week.

last week. For attendees, players, and teams, this was mighty inconvenient timing: IPL's March 28 event was cancelled, and along with it their plans for travel and competition. IGN is still looking for a buyer, and GameSpotsays a few anonymous sources had been pointing to Blizzard as a prospect, of all companies—which Blizzard is promptly denying in the same report.

"While we were fans of the IPL and disappointed to learn that it was coming to an end, we have no plans to take over operation of the IPL business or operate third-party eSports leagues," Blizzard's statement reads. "Our focus is on making great games and supporting our players. When it comes to eSports events, we generally prefer to work with experienced partners on the operations side while we focus on ensuring quality in terms of how our content is incorporated."

A Blizzard-owned IPL would indeed constitute a bizarre departure from the studio's hands-off approach to eSports. Third-party tournaments such as NASL and MLG enjoy Blizzard's support but not outright ownership. Not to mention that the presence of League of Legends and Shootmania Storm in the IPL doesn't jive with Blizzard's preference for focusing on its own game lineups in professional play.

If and when a prospective buyer steps forward, you'll know TJ will be all over it in his weekly eSports news roundup.

PC Gamer US Podcast #328 - PAXstravaganza!

Picking up the "Host Three PCG Podcasts" achievement, T.J. once again leads a party of daring journalist-adventurers into the deep and dank dungeons of the week's PC gaming goings-on.

Picking up the "Host Three PCG Podcasts" achievement, T.J. once again leads a party of daring journalist-adventurers into the deep and dank dungeons of the week's PC gaming goings-on. We talk the unforgettable moments of PAX (both the good, and the ones we wish were slightly more forgettable), the closure of City of Heroes, whether or not Steam should be catering to your sexy time fix, and how T.J. would like to punch story writer Sean Vanaman repeatedly in the abdomen so he can see how it feels to be on the receiving end of The Walking Dead Episode 3.

And that's just the tip of the iceberg on PC Gamer US Podcast 328: PAXstravaganza

The MERP petition can be found here.

The City of Heroes petition can be found here.

And T.J. singing, LIVE!

Have a question, comment, complaint, or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

Subscribe to the podcast RSS feed.

@logandecker(Logan Decker)

@tyler_wilde(Tyler Wilde)

@AsaTJ(T.J. Hafer)

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The Division is now serving up first-offense permabans too

Just a few days after instituting a policy of first-offense permanent bans for Rainbow Six Siege cheaters, Ubisoft has brought the same harsh penalty to The Division .

. The publisher said in today's Improving the Player Experienceblog post that a recent “intensive campaign” against cheaters resulted in actions being taken against more than 30,000 accounts, including 3800 permabans, but also led it to realize that more needed to be done.

“Following this campaign of suspensions and bans, it also became clear that while huge progress has been made in terms of cheat detection, our 14 days suspension on first offense policy has not been dissuasive enough,” Ubi wrote. “Judging from your feedback, and based on what we witnessed when cheaters came back to the game, we have now decided to push our policy one step further: We will now start applying permanent bans on first offense when players are caught using cheat engines and we will communicate clearly when new ban waves are taking place.”

Sure enough, The Division code of conductwas updated today, and under the “Cheating/Modding/Hacking” section, now includes the line, “Maximum penalty is permanent ban on first offense.” As with Rainbow Six Siege, the “maximum” modifier in there leaves open the possibility that lesser penalties could be imposed in some cases, but given that the code already allows for different types of punishment for different offenses—taking advantage of exploits, for example, will get you an account rollback and temporary suspension—it seems unlikely to be that Ubisoft would pull this club out of the bag if it didn't intend to hit people with it.

“We are committed to constantly improve your experience in the game, and this begins with ensuring a positive and fair environment free of noxious players willingly violating the rules,” Ubisoft wrote. “We will take all steps necessary to track down cheaters and make sure they cannot spoil your enjoyment of the game.”

Yeah, probably best to quit dicking around while you still can.

The PC Gaming Show returns to E3 on Monday June 13, featuring game announcements, updates to existing favourites, and conversation with top developers. You can find out what to expect here , and also book free tickets to attend in person at pcgamingshow.com . The PC Gaming Show will be broadcast live through twitch.tv/pcgamer from 11:30 am PT/2:30 pm ET/6:30 pm GMT, but be sure to tune in beforehand to check out The Steam Speedrun , in which one lucky winner will buy as many games as they can in three minutes.

Animated Heart of the Swarm intro shows adorable Zerg who just want to lick you

Humanity's unspeakable doom never looked so cute.

Humanity's unspeakable doom never looked so cute. StarCraft II: Heart of the Swarm burst out of its cocoon yesterday, and its intro cinematiccontinues a Blizzard tradition of setting the scene with gorgeous animations. CarbotAnimations' skillful hand-drawn replication of the intro's Zerg-on-Terran assault isn't as shiny, but if the derp-faced aliens and pudgy marines don't earn at least one giggle, then the Zergling vanquishing a soldier with a barrage of licks ought to. Now I'll feel bad whenever I blow up a Zerg base—all they wanted was cuddles.

You can find the rest of CarbotAnimations' shorts on YouTube.

City of Heroes is closing down

Veteran superhero MMO City of Hereos will be gone within the year.

Veteran superhero MMO City of Hereos will be gone within the year. "In a realignment of company focus and publishing support, NCsoft has made the decision to close Paragon Studios," writes Paragon community manager Andy Belford on the City of Heroes blog. "All recurring subscription billing and Paragon Market purchasing will be discontinued effective immediately."

The announcement was made on Friday, with a note of thanks to the developers and the fans for their dedication over the course of the past eight years. "The team here at Paragon deserves special praise for all that we have accomplished over the last 5+ years. These developers are some of the most creative and talented people in the gaming industry."

City of Heroes landed in America back in '04. The superhero setting and a kick-ass character creator got the plucky upstart noticed, but it was the community that made it a fun place to be. From The Pedant, who'd correct spelling errors in local chat, to the flying bunny man called Watership Doom, City of Heroes' skies were always full of fantastic characters. It will be sad to see it go.

It's fitting, then, that the final words of Paragon's farewell statement be directed at those heroes. "Thank you," writes Belford. "Thank you for your years of support. You've been with us every step of the way, sharing in our challenges, encouraging us to make City of Heroes better, more than everyone else thought it could be. We couldn't have come this far without you. I implore you all, focus on the good things of CoH and Paragon Studios. Don't dwell on the "how" or the "why", but rather join us in celebrating the legacy of an amazing partnership between the players and the development team.

"Thank you, and I'll see you in the skies, one last time."

The Division is now serving up first-offense permabans too

Just a few days after instituting a policy of first-offense permanent bans for Rainbow Six Siege cheaters, Ubisoft has brought the same harsh penalty to The Division .

. The publisher said in today's Improving the Player Experienceblog post that a recent “intensive campaign” against cheaters resulted in actions being taken against more than 30,000 accounts, including 3800 permabans, but also led it to realize that more needed to be done.

“Following this campaign of suspensions and bans, it also became clear that while huge progress has been made in terms of cheat detection, our 14 days suspension on first offense policy has not been dissuasive enough,” Ubi wrote. “Judging from your feedback, and based on what we witnessed when cheaters came back to the game, we have now decided to push our policy one step further: We will now start applying permanent bans on first offense when players are caught using cheat engines and we will communicate clearly when new ban waves are taking place.”

Sure enough, The Division code of conductwas updated today, and under the “Cheating/Modding/Hacking” section, now includes the line, “Maximum penalty is permanent ban on first offense.” As with Rainbow Six Siege, the “maximum” modifier in there leaves open the possibility that lesser penalties could be imposed in some cases, but given that the code already allows for different types of punishment for different offenses—taking advantage of exploits, for example, will get you an account rollback and temporary suspension—it seems unlikely to be that Ubisoft would pull this club out of the bag if it didn't intend to hit people with it.

“We are committed to constantly improve your experience in the game, and this begins with ensuring a positive and fair environment free of noxious players willingly violating the rules,” Ubisoft wrote. “We will take all steps necessary to track down cheaters and make sure they cannot spoil your enjoyment of the game.”

Yeah, probably best to quit dicking around while you still can.

The PC Gaming Show returns to E3 on Monday June 13, featuring game announcements, updates to existing favourites, and conversation with top developers. You can find out what to expect here , and also book free tickets to attend in person at pcgamingshow.com . The PC Gaming Show will be broadcast live through twitch.tv/pcgamer from 11:30 am PT/2:30 pm ET/6:30 pm GMT, but be sure to tune in beforehand to check out The Steam Speedrun , in which one lucky winner will buy as many games as they can in three minutes.

StarCraft 2 dev discusses HotS campaign units: "I get to make everything overpowered"

Rich is in Paris seeing Heart of the Swarm, and has become conveniently stranded by a sudden snowstorm.

Rich is in Paris seeing Heart of the Swarm, and has become conveniently stranded by a sudden snowstorm. How convenient , Mr. "I can't control the weather, honest" McCormick. Still, it's given him the chance to grab up with Heart of the Swarm designer David Sung and Starcraft 2 game producer Tony Hsu for a chat about their core design ideas the new campaign.

Sung enthusiastically explains that "my advantage over David Kim (multiplayer balance designer), is I get to make everything overpowered. Some of the core design values I've brought are to make everything overpowered" he said. "Pray don't tell." Sorry, David. But what level of unrestrained murder are we talking about here? Banelings that FLY? Ha, that would be - wait, you DO have those?

"In the campaign we have upgrades that allow Banelings to roll towards the enemy, leap and drop right in the middle of a cluster of marines. In multiplayer that would be totally broken and people would be crying foul but in campaign the AI doesn't get an opinion." (Single tear rolls down AI marine's cheek).

What other mutations will players get to mess with? "By the end you can choose when your roaches kill something they pop out smaller roaches, or you can choose a different evolution that your roaches spew bile on these creatures and slow them down. They're both very very powerful options but it feels very different."

Zerg units change over the course of "evolution" missions that let you assimilate alien DNA and try out variations before settling on a customisation. This is a response to criticism players directed towards Wings of Liberty's unit upgrade trees.

"Wings of Liberty had a punishing system where people would feel like they needed to go on the internet and find out which upgrades to buy, or they felt really pressured to make these permanent choices very early without too much information.

"So part of that fit really well with the new Swarm feeling where they're undergoing mutations and evolutions and being very dynamic. We wanted to concentrate on making powerful choices but not make the player feel unsure about their choices."

But why are the filthy Zerg more fun to play than the glorious Terran forces?

Here's Tony Hsu: "Terran, it's a person, it's a mech, you've seen it before." (sound of a solitary Thor sobbing), "For Zerg the sky's the limit. What can you do with coming up with new creatures that are unique and exciting and being able to use that really inspires design.

"You create this gigantic monster with these awesome arms and you're like "What can we do with that? What are the type of things we could do to fit that art in?" It makes it exciting when you see something and you're like "I want that." I want to be that thing. That alone gets you to want to play and makes the unit all the cooler."

Sounds interesting, but I'm not sure anything will supplant my love for the Terran Firebats. They're big, red, and come with twin flamethrowers - just like a bat. What more could a commander want?

Our five favorite MMO meet-ups

I spent hundreds of hours with my guildmates last year, chatting online while downing dragons, super-villains, and other big bads.

I spent hundreds of hours with my guildmates last year, chatting online while downing dragons, super-villains, and other big bads. But every now and then, it's good for a team's morale to drop the daggers, get out of the house, and just hang out with each other.

More and more MMOs are hosting annual conventions to help their players do just that. But it's not just the games that make each convention different -- the theme, style, and length all vary as well.

From Iceland to Austin, Texas, PC Gamer attended five of the biggest MMO player conventions last year to see what each has to offer gamers. The results are below. Don't get too discouraged if you find you can't make it in person to your favorite on this list -– almost all of them provide free livestreams of the main events online.


5. The Old Republic Guild Summit

Where: Hotel in Austin, TX, USA

Who: 200 invited guild leaders

Main event: Presentations about upcoming features.

Food: Four free food trucks.

Best dev bonding moment: Playing Star Wars trivia in groups.

Overheard: “Man, sometimes you just have to admit how much cooler tech Star Trek has.”

Hours spent playing games: 0

Link: TOR official news

Party rating: 4/10


4. City of Heroes Player Summit

Where: Hotel in Palo Alto, CA, USA

Who: Approximately 100 players

Main event: Audience input on content design/tweaks.

Food: Free greasy finger food.

Best dev bonding moment: Playing board games and Dungeons & Dragons with CoH's lead developer as your enthusiastic DM.

Overheard: “Oh, man. I LOVE the mission you designed. Big fan!”

Hours spent playing games: 4

Link: City of Heroes official news

Party rating: 5/10


3. SOE Live

Where: Hotel in Las Vegas, NV, USA

Who: Several thousand players

Main event: Tons of panels for each game.

Food: Fancy banquet feast, Las Vegas buffets.

Best dev bonding moment: Calling their bluff on the poker table.

Overheard: “Hey, wanna see my EverQuest tattoo? It's pretty cool.”

Hours spent playing games: 10

Link: SOE Live

Party rating: 8/10


2. BlizzCon

Where: Convention center in Anaheim, CA, USA

When: October, usually, but Blizzard is skipping this year

Who: 26,000 players

Main event: Game-specific panels and pro tournaments.

Food: Convention food for purchase.

Best dev bonding moment: Watching Mike Morhaime rock his bass guitar on stage from the front row.

Overheard: “I just saw Gabe Newell playing Diablo III with regular people!”

Hours spent playing games: 10

Link: BlizzCon

Party rating: 8/10


1. EVE Online Fanfest

Where: Reykjavik, Iceland

Who: 1,000 players

Main event: Keynotes for each franchise.

Food: Meals/drinks for purchase.

Best dev bonding moment: Pounding drinks and lamb sandwiches during the massive dev-led pub crawl.

Overheard: “No! Don't wait; wake him up and launch the counter-attack now.” – EVE player on the phone outside the hall talking to his fleet's second in command back in the US.

Hours spent playing games: 10

Link: Fanfest 2013

Party rating:

This article originally appeared in issue 230 of PC Gamer US.

Watch Dogs 2 world premiere coming on Wednesday

Ubisoft has released what I'm pretty sure is the first official Watch Dogs 2 teaser, and more importantly, announced that the official world premiere will take place on June 8, almost a full week ahead of E3 .

The trailer itself doesn't reveal much, except that the man with the phone is far better with his thumbs than I am—I can barely make mine do what I want using both hands, when I'm looking directly at it. The real info will come at 6 pm CEST—that's noon ET, or 9 am PT—at watchdogs.com(where a clock is currently ticking down), presumably followed by a more significant infodump at E3. Stay tuned!

Scientific study of StarCraft 2 determines a winner in the three-way galactic conflict

The debate has raged, on Battle.net and around the counter at comic book stores, since '98: Terran, Zerg, or Protoss?

The debate has raged, on Battle.net and around the counter at comic book stores, since '98: Terran, Zerg, or Protoss? But finally, in the eyes of two researchers in Edinburgh, a conclusion has been reached. Science has spoken. And the winner is...

Terran! In your face!

Allow me to explain. The study, detailed in Wired, used a percolating model. It's the same sort of algorithm used to predict which bacteria will win when you introduce a bunch of asymmetrically-equipped colonies to a single environment. The six "colonies" used were created from analysis of hundreds of professional StarCraft II matches, and represented each race playing a couple of different strategies: Macro (Long Game/Economic) Terran, Micro (Fast Rush) Terran, Macro Zerg, Micro Zerg, Macro Protoss, and Micro Protoss.

Terran Micro came out on top, claiming the most territory in a simulated portion of the Milky Way that stood in for the fictitious Korprulu Sector. Chalk one up for Raynor's Raiders and their fast, hit-and-run tactics. Protoss Macro also did very well, while the Zerg in general proved surprisingly impotent. The full studyis freely available for your perusal, if you like colorful graphs and terms like "Mean Stellar Colonisation Occupancy."

To my fellow Terrans: Well done, and happy "I told you so"-ing.

City of Heroes' first player-designed costume hits the cash shop

Last month, I talked about how impressed I was that Paragon Studios let the players design so much new content at this year's Player Summit.

RetroGroup

that Paragon Studios let the players design so much new content at this year's Player Summit. My favorite was a new post-apocalyptic armor set that players dreamed up, voted on, and directed a concept artist to draft during the mini-convention.

Today, City of Heroes released the costume set from last year's player summit design session, the Retro Sci-fi kit, available for $5 in the game's cash shop. I had a quick chat with the devs to find out how close it is to the players' original design, and why it took so long.

PCG: What were the defining features players asked for in this set?

Eric Johnsen, Associate Producer: There was a large focus on the space suit aspect of the Costume Set. Honestly, the concept sheet ostensibly could have contained hundreds of great costume pieces, so we had to narrow it down to a fairly refined set of concepts. So we decided to go after the ring theme that was displayed in some of the concepts as well as some of the oft-requested backpack themes.

PCG: What major changes did the art team make beyond what the players asked for?

EJ: Probably the biggest additions to the set were the different material variations we were able to introduce as we went through development of the set. The concept dealt largely with shapes and general concepts, but didn't hinge heavily on the materials used or the addition of various treatments such as glowing variations and the like. We also made some additions in terms of taking various accents like the rings and simply changing the orientation or placement of them to get different looks.

PCG: What other outside sources influenced the design?

EJ: Obviously we drew a lot of inspiration from classic black and white sci-fi movies. Cheryl Austin, the character artist who turned David Nakayama's concept art into 3D reality, is a big fan of the classic black and white movies, so this set was right in her wheelhouse.

PCG: At this year's player summit, the players helped design a post-apocalyptic costume design. Will players need to wait a year for that to be implemented into the game?

EJ: We'd like to get a quicker turnaround on the player summit Costume Set this time around. The last time we did it we honestly didn't know how enthusiastic the reaction would be to the idea of a player influenced Costume Set. Our release schedules are set pretty well in advance, so finding a slot for Retro Sci-fi necessitated a later release schedule.

PCG: Is a year typical development time for costume designs?

EJ: Not at all, our turnaround time on a Costume Set from beginning to end is relatively quick, getting a window for release is another matter since we're usually planned out several months in advance. For the upcoming Post-Apocalyptic Costume Set (name pending), we were better prepared for the demand and player enthusiasm and had a release window already penciled in for this upcoming Costume Set.

PCG: What's your personal favorite piece of the new Retro Sci-fi costume set?

EJ: The Jetpacks, I don't know why, but they just really seem to capture the spirit of the set and the source material in my mind.

City of Heroes is free-to-play, and you can download the game client on CoH's official site.

Watch Dogs 2 is official, coming in November

Ubisoft has finally, officially announced that Watch Dogs 2 will be out on November 15.

will be out on November 15. The new game will star a new character, Marcus Holloway, a young, brilliant hacker who joins Dedsec to help fight corruption in the San Francisco Bay Area after he's accused of a crime he didn't commit.

Ubisoft said Holloway will be a different sort of character than Aiden Pearce, the hero of the original Watch Dogs: More expressive, handy in a fight, and far better at parkour. More significantly, he'll be able to hack every character in the game rather than just pre-selected targets, as well as cars and most of the city's electronics, and will even acquire the ability to perform mass hacks. Different toys, like an RC jumper with an extending arm and a quad-copter drone, will enable Holloway to complete his tasks quietly and elegantly, but a noisier approach, with guns and gusto, is always on the table.

“In Watch_Dogs 2, we’re excited to give players a captivating storyline with engaging characters that offers deeper, more meaningful hacking options, a greater variety of gadgets and weapons and a brand new seamless multiplayer experience that will appeal to fans of the original Watch_Dogs as well as players new to the brand,” Senior Producer Dominc Guay said.

Watch Dogs 2 will be available in three editions—Deluxe, Gold, and Collector's—and preordering any of them will also get you a bonus mission, Zodiac Killer, which will unlock an exclusive outfit when completed. Ubisoft also officially released the Watch Dogs 2 reveal trailer that leaked yesterday, and a Marcus Holloway intro video, both of which you can check out below.

The PC Gaming Show returns to E3 on Monday June 13, featuring game announcements, updates to existing favourites, and conversation with top developers. You can find out what to expect here , and also book free tickets to attend in person at pcgamingshow.com . The PC Gaming Show will be broadcast live through twitch.tv/pcgamer from 11:30 am PT/2:30 pm ET/6:30 pm GMT, but be sure to tune in beforehand to check out The Steam Speedrun , in which one lucky winner will buy as many games as they can in three minutes.

IPL6 eSports tournament officially cancelled - refunds available for ticket holders

IGN have announced that their major eSports tournament, the IGN Pro League, has been cancelled ahead of the planned IPL6 event.

IGN have announced that their major eSports tournament, the IGN Pro League, has been cancelled ahead of the planned IPL6 event. The tournament, scheduled to kick off March 28th, would have featured pro teams competing for prizes in League of Legends, Starcraft 2and ShootMania: Storm. In an official statement, IGN state the growth of the eSports environment as cause for the IPL's cancellation.

"When we launched IPL two years ago, the eSports landscape was very different with far fewer events than we have now. Now there are more tournaments than ever before competing for people's time and attention, so we're no longer in a position to commit the resources required to run another major independent event.

"You should also know that we are working on finding a new home for the IPL team and IGN will continue to broadcast partner tournaments in the future."

Full refunds are to be offered to anyone with tickets to IPL6, or reservations for The Cosmopolitan of Las Vegas, where it was due to be held.

"The past two years have been incredible, and we thank every one of the millions of people who tuned in to our events and coverage over that time. Your support has been tremendous and we could not have done this without you. We went from $5,000 online StarCraft 2 tournaments to one of the world's best and largest eSports events."

City of Heroes Dev Diary: Life after Statesman — the aftermath of a major lore change

PC Gamer routinely features Developer Diaries: tales of what goes on behind-the-scenes in the development studios making your favorite games.

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PC Gamer routinely features Developer Diaries: tales of what goes on behind-the-scenes in the development studios making your favorite games. In this entry, City of Heroes' lead designer Matt "Positron" Miller and content designer Sean "Dr. Aeon" McCann talk about the huge ramifications of killing off their games' main character in the last update, and all the things that one death changed. Let us know what you'd like to see developers discuss in future diaries in the comments.

When we first made the decision to kill off Statesman, who's arguably the most iconic character in City of Heroes, we knew that it would change the game world forever. Implementing that major lore change would be a monumental effort to pull off. MMOs are living things, and you can't make radical lore changes lightly. When you kill off a major character, you need to rewrite a ton of content, since missions, tasks, and events no longer can reference the deceased as if he or she were still alive. In this case, we were be dealing with the one-two punch of killing off both Statesman and Sister Psyche—characters that'd been with the game since its inception and who were embedded in the game's lore.


Rule #1: The consequences have to count

Sean "Dr. Aeon” McCann, the content designer in charge of implementing the missions that revealed the death of these two characters, insisted that if we were going to do all of this work, the characters involved needed to be dead dead, not just "comic book" dead. It wouldn't be fair to the players to build the suspense of Statesman's and Sister Psyche's deaths only to have them return a few months later. If we did that, we'd be telling our players that we were writing a game story where there would never be true consequences, and that was definitely not our goal.


Rule #2: The devil's in the details

Reknitting the game lore wasn't an easy task. Some things players experience still happen chronologically before Statesman and Sister Psyche die, such as the destruction of Galaxy City. We decided that both characters should remain in that content (although we did have a plan to pull them from there as well, if that would make it cleaner). Elsewhere, we altered missions so that they'd work without intervention by these two deceased heroes. Sometimes this meant only making a subtle text change by removing a reference. In other cases, we had to make a dramatic shift and carefully and logically replace Statesman or Sister Psyche with someone else.


Rule #3: Players' love of the game will shape lasting lore changes

Originally we'd picked Back Alley Brawler to become the owner of the Statesman Task Force (a special series of missions given to players by Statesman). Back Alley Brawler was a player favorite, and we frequently get requests to give him a more prominent role. Back Alley Brawler recently lost his home in the game, both metaphorically and physically, with the destruction of Galaxy City, so putting him in charge of the Task Force would have given him a new purpose.

However, after the changes went to beta, players spoke out that they wanted Ms. Liberty to be the new owner of that Task Force. It would "keep it in the family," since she is Statesman's granddaughter. She also had more of a game lore connection to Lord Recluse, who is the primary Villain antagonist in what was the Statesman Task Force. So for now, Back Alley Brawler has to wait for his day in the sun.

Before the request to switch out the Task Forcer quest-giver from Back Alley Brawler to Ms. Liberty could even get to his desk, Dr. Aeon had already read the player forums, agreed with the player suggestions, and switched the contact to Ms. Liberty. But Ms. Liberty has a prominent place in the game as a touchstone NPC for new players in Atlas Park. We didn't want to remove Ms. Liberty from Atlas Park (we could already hear the outcry from players who had already posited that possibility), so we decided to let her remain there, coexisting in multiple locations in the game.


Rule #4: Change reveals new possibilities

Because we'd also killed off Sister Psyche, we had to replace her role as Task Force quest-giver in the game, too. We decided that Penelope Yin, a character introduced several years ago as the world's most powerful psychic, would take Sister Psyche's place in the Freedom Phalanx. Penelope would also give out her own Task Force. This decision revealed growth possibilities for her character, and players will see more about Penelope Yin's developing career in the Freedom Phalanx in Signature Story Arc #2.


Rule #5: Challenge old assumptions

Beyond reweaving the storylines of continuity, Statesman's death also has an impact throughout the game's future stories. Statesman embodied strength, good, and morality in Paragon City. His forceful presence alone was enough to deter crime. With Statesman gone, villains all over the world can start enacting their plans. One problem we used to have to solve in writing stories was explaining why Statesman wasn't handling the issue, or in the case of villains, why Statesman wasn't pounding at a particular player villain's door. With Statesman out of the equation, we can explore more stories for low-level characters and give a narrative that revolves more heavily around the player's character.

These changed story constraints don't just affect lower-level characters. Higher-level characters and Incarnates (City of Heroes' cosmic-level super-powered heroes and villains) are also greatly affected. With Statesman gone, Incarnate Heroes have to step up to face threats that they may never have known about while Statesman was the proverbial cork in the bottle. Villains can now attempt (and maybe get away with) things that they never could before because Statesman is gone.


Rule #6: Do the right thing and renew the game

The storyline of City of Heroes has changed forever with the death of Statesman and Sister Psyche because we stayed committed to our goal: Our super-powered hero and villain stories should have lasting consequences, both to the players and to the game lore overall. We've been trying to move our story forward so that it has a bigger focus on players. The deaths of these two characters will help serve as a catalyst for hero and villain storylines in the future. We're all very excited about where the story of City of Heroes will go from here.

Vivendi edges closer to Ubisoft with hostile Gameloft takeover

Multimedia conglomerate Vivendi has succeeded in its hostile takeover of mobile game publisher Gameloft.

Multimedia conglomerate Vivendi has succeeded in its hostile takeover of mobile game publisher Gameloft. The acquisition, confirmed by Bloomberg, is noteworthy because, as the Globe and Mailreported in February, it's the first step in a more ambitious gambit involving Ubisoft: Both companies are owned by the Guillemot family, which recently sought (and apparently failed to gain) the support of Canadian investorsas part of its effort to fend off Vivendi's advances.

Vivendi now controls about 56 percent of Gameloft's voting shares, according to the report, which also says that current CEO Michel Guillemot—brother to Ubisoft boss Yves—now intends to resign.  With Gameloft bagged, Liberium Capital analysts said the "most obvious next step" is that Vivendi will turn its full attention to Ubisoft, which is where things get a little more relevant to us.

Vivendi used to own Activision, until a multi-billion-dollar deal a few years ago brought the relationship to a close. But as the Gameloft board of directors noted in its rejectionof the initial buyout offer, the Activision experience demonstrates that Vivendi “does not have any specific know-how in the videogame industry.”

“The recent sale of Activision by Vivendi illustrates its lack of strategic vision in the long term in the gaming industry,” it said. “Moreover, the unfavorable trend of revenues and profitability of Activision over the last years during which the group was held by Vivendi illustrates its lack of knowledge of value creation levers in the gaming industry.”

That wording was obviously intended to sway Gameloft shareholders, but it does accurately reflect the fact that not all that terribly long ago, Vivendi had control of the biggest, most money-in-the-bank publisher in the business, and didn't know what to do with it. That leads to two obvious questions: Why does Vivendi want back into the business it just got out of (and with a lesser player), and can an it do any better this time—especially if it ends up with a Ubisoft lacking much of its top talent?

Vivendi is expected to appoint a majority of directors to Gameloft's board at the annual shareholders meeting later this month. Ubisoft's next shareholder meeting is slated for September; I would expect to see more sparks fly as it grows closer. Prepare whatever passes for popcorn on investor conference calls.

Starcraft Universe mod now available on Battle.net

Starcraft Universe , the RPG mod for Starcraft II, has been released through Battle.net. It's singleplayer only while the team test their ambitious project - so doesn't yet live up to the original World of Starcraft title that once raised the hackles of Blizzard's legal team - but future updates promise Raid-style multiplayer dungeon crawling for five to ten players.

The mod offers custom maps, eight classes, character customisation, voice acting, custom physics and vehicle combat. It's a great display of the versatility of Starcraft II's mod tools. Trailer below.

You can find Starcraft Universe in SC2's Arcade menu. Just search for "Starcraft Universe RPG" and it should pop up.

Thanks, Kotaku.

What's next for the PC's biggest series

There are so many games!

Gta5

There are so many games! We’ve reviewed over 25since the year started, and we can hardly be comprehensive--hundreds more have already released. It’s a downpour, which isn’t a complaint, but while we talk about Firewatchand XCOM 2and one of our new favorite metroidvanias, it’s easy to lose track of games that are further off. What’s been delayed? Who’s doing episodic games now? Which lead writer went where?

As we approach the big spring releases and summer announcements, we’ve revisited the news from the past year to give you status reports on the PC’s most popular series. We left out series we don’t expect regular releases from—no one’s clamoring for Team Fortress 3—to focus on confirmed, or at least expected, new games coming within the next few years. Here’s where they all stand as of now.


Action and stealth
Assassin’s Creed

Starting with Assassin’s Creed II in 2009, there’s been a new one every year—until now. Ubisoft is finally taking a year off (from the main series, at least) while it works on 2017’s Assassin’s Creed game, which we don’t know much about just yet.

We’ve heard rumors, though. A few years ago there were rumblings that Assassin’s Creed 3 would head to Egypt, and that claim has reemerged for AC 2017. Kotaku reportsthat internet rumors and its own sources have said we’re heading to Africa, which would be unsurprising—we’ve done Jerusalem, Florence, Rome, Boston, and Paris, and that isn’t even the full list. Why not Cairo? It wasn’t true last time, but we’d bet on it this time (though maybe only a dollar).

In the meantime, Ubisoft may be releasing Watch Dogs 2 this year, and we’ve heard rumors that it will be set in San Francisco. Get ready to hack some cable cars and disrupt the tourist transportation industry.

Assassin s Creed Black Flag


Arkham series

With Arkham Knight behind us (and surrounded by smouldering debris), the Arkham trilogy is over. But Batman games are not. Of course they’re not. It’s Batman. Speaking with the PlayStation Blog, Warner Bros’ Ames Kirshen said, “We don’t have anything to talk about at this time, but the possibilities are endless with a character as dynamic and beloved as Batman.” Batman games forever.

Batman Arkham Knight Face


Far Cry

Far Cry is sticking with the yearly release schedule for now, and next up is Far Cry Primal, which came as a surprise: now we’re a cave dude speaking a made-up prehistoric language and throwing spears instead of shooting bullets. With some concerns about the combat, but a general sense of optimism, we’ve written and voiced a few takes on what we’ve played so far: first Sam gave it a go, then Tim and Shaun went clubbing. As for next year’s Far Cry, assuming another is coming, we haven’t heard anything just yet.

Far Cry Primal Caro 2


Grand Theft Auto

Rockstar is notoriously tight-lipped, but we have to imagine that Grand Theft Auto VI is being made. It was five years between GTAIV’s release in 2008 and GTAV’s console release in 2013, so we don’t expect to hear anything until around 2018, or even later. There are some rumors floating around, but they’re pretty thin, like that it’ll have a bigger map. What a scoop!

Hopefully this time we won’t have to wait two more years for the PC version. While we wait, though, we expect to hear about something else from Rockstar. We're certain they haven't simply forgotten that Red Dead Redemption was their biggest hit next to GTA—not that we’d mind playing Bully 2, either.

Gta 5 1


Hitman

The hitman is going to be hitting men once again on March 11. Surprisingly, the new Hitman (just called Hitman) will be episodic, starting with a Paris location. Later, in April, we’ll jet to Italy, and then Morocco in May, followed by Japan closer to the end of the year. It’ll be $60 for the whole deal, or $15 for the prologue mission and Paris location and $10 each for subsequent additions.

The unusual release plan notwithstanding, we’re pretty into new Hitman so far. Ben Griffin said it was “a return to old Hitman values” in our last preview—basically, you’re thrown into a location and given the tools sneak or murder your way through it how you please, which is just what we hoped. We’re going to be trying out the beta soon, so we’ll have more impressions from that, followed by our review of the first location in March.

HITMAN Paris Screenshot 01


Tomb Raider

Rise of the Tomb Raider was made with help from an Xbox One exclusivity deal, and then released up against Fallout 4—two facts that don’t make it look like a priority series for Square Enix. We quite liked the PC version, though, and Crystal Dynamics has spent the past 10 years making Tomb Raider games, so it’d be surprising if Lara rose now only to fall off a ledge.

A few years ago we also heard that Crystal Dynamics was also working on something new, though. What ever happened to that? We might find out this year, and either way, count on another Tomb Raider game in our not-so-distant future.

Rise of the Tomb Raider header


RPGs
Dark Souls

With the impending release of Dark Souls 3 in April, it seems we’re about to run out of bonfires for good. Wes saysit looks on track to be as dense and interconnected as the original, but the familiarity of the formula meant the magic was beginning to wane. There are still plenty of changes to look forward to in Dark Souls 3; combat feels quicker and more varied thanks to the addition of Battlearts, a step towards the aggressive Souls’ cousin, Bloodborne. Enemies change stances and behaviors on the fly. The visuals are a huge step up, and if it’s optimized well for the PC, it’ll look extra dark and soulsy.

But even FromSoftware President Hidetaka Miyazaki knows the Souls series is running out of steam. He told GameSpot"I don't think it'd be the right choice to continue indefinitely creating Souls and Bloodborne games. I'm considering Dark Souls 3 to be the big closure on the series.” It may be a hard truth to swallow for fans, but at least Dark Souls comics are on the waybefore Dark Souls 3 hits. Sit close to the fire, friends. This may be it.

New Dark Souls 3 7


Deus Ex

Deus Ex: Mankind Divided is out August 23, and it’s got us in a cheerful mood. Tom Senior said it could be the best Deus Ex yet, and he isn’t one for hyperbole. We also had a nice chat with lead writer Mary DeMarle, who talked about her views on transhumanism and how the end of Human Revolution leads into the new story.

As for the future of the series, there’s little doubt we’ll see more. While also pitching in with whatever Crystal Dynamics is up to next—Eidos Montreal helped with Rise of the Tomb Raider—we expect it’ll be working on more Deus Ex for the foreseeable future. It’s a prestigious series for Square Enix, and Mankind Divided is also a showcase for the new Dawn Engine, which they’ll want to get lots of use out of.

Deus Ex Mankind Divided


Diablo

Last year we noticed that Blizzard was hiring an art directorfor an unannounced project—except, directly under ‘unannounced project,’ the job listing said ‘DIABLO.’ So that’s a bit of a hint, but no guarantee that Blizzard is working on a new Diablo. We don’t see why they wouldn’t be, though—it’s been almost four years since Diablo 3 released, and while Blizzard plugs away at Hearthstone and Overwatch it could very well be dungeon designing as well. That’s unfortunately all we know for now, but it wouldn’t be a big surprise to see an announcement this year or next.

Diablo 3


Dragon Age

Last year, BioWare’s Mike Laidlaw said thatthey’re “not sure what's next” for the Dragon Age series, though they’ve probably got some idea by now, as we speculate that the next Dragon Age is scheduled to fill the gap between the next two Mass Effect games—so a 2017 or 2018 release. The last Dragon Age: Inquisition DLC contains some hints about where the story is going, but we won’t spoil any of that.

One development of note: The series’ lead writer, David Gaider, left BioWarelast month. Gaider has been at BioWare for a long time, all the way back to Baldur's Gate 2: Shadows of Amn. It’s hard to say what to make of it: a fresh lead may turn out to be a boon for the series as much as we’re sure Gaider’s experience with the universe will be missed.

Dragon Age Inquisition Trespasser


The Elder Scrolls

The announcement of the next Elder Scrolls could happen as soon as this year’s E3. We haven’t heard anything, but it’s a reasonable prediction.

Last year, Bethesda surprised us with Fallout 4 seven years after it developed Fallout 3. When we get to E3 this year, it’ll have been about six years since Skyrim released. It’s about time for a countdown clock and teaser with swelling choral music, isn’t it? Seems probable. If not this year, we expect a new single-player Elder Scrolls to be announced before the end of 2017. If Bethesda follows its Fallout strategy, it’ll be playable within a few months after being revealed, too.

Skyrim 2


Fallout

With Fallout 4 DLCstill on the way, it’s too early to speculate much about a sequel. We do know that, if given the chance, Obsidian would be up for taking another crack at the series. It makes plenty of sense for Bethesda to have Obsidian build another in-between game like New Vegas while it works on whatever Fallout 5 is going to look like, so fingers crossed for that.

Fallout 4


Final Fantasy

Square Enix seems set on eventually porting the entire Final Fantasy back catalogue to every platform available, including the PC, which is fine by us (although we’d prefer if they didn’t make them so ugly. New games aren’t quite a sure thing, but we’ve seen a few signs that a PC release is likely for Final Fantasy XV. And the Final Fantasy VII remake is coming to PS4 first, but a multi-platform release seems inevitable, especially as Square Enix works more with western technology. Kingdom Hearts 3 is using Unreal Engine 4, after all.

The big question is when these games will come out. We look forward to playing Final Fantasy XV in 2030, and the Final Fantasy VII remake shortly after.

Final Fantasy Xv


Mass Effect

Mass Effect: Andromeda will supposedly release before the end of the year. We tend toward skepticism when it comes to release dates announced as far out as this one—lots of games announced for the ‘holiday’ release window get pushed into February of the next year—but EA often hits deadlines. There have been a few exceptions recently, though: Battlefield Hardline was originally meant to release in 2014, but ended up coming out last year, and Need for Speed was recently delayed on PC.

Whether or not it makes it out this year, it’s happening, and so far we know that it’s taking us to the Andromeda galaxy and may involve settlement building. During last year’s E3, we pored over the trailer and rumorsto suss out any other details we could, and there’s quite a bit there. We expect to see a lot more at this year’s E3, followed by a marketing blitz if it’s really meant to be out around December.

In other Mass Effect news, a few days ago we got confirmationthat Andromeda’s lead writer, Chris Schlerf, has left BioWare to work at Bungie. We imagine that much of the story is already in place, so we’re not sure it’s any cause for concern. We do wonder still what’s next after Andromeda, though it’d be shocking if it weren’t the start of another trilogy, given that save game transfers are such a core part of the original trilogy. The heck are they going to call the sequel, though? Mass Effect: Andromeda 2? Mass Effect: Aquarius Dwarf Galaxy? Andromeda 2: A Mass Effect Story?

Mass Effect Andromeda


The Witcher

Geralt’s trilogy is over with The Witcher 3, but that doesn’t mean CD Projekt isn’t going to return to the universe. “The franchise will continue,” according toCD Projekt Red CEO Adam Kicinski. For the next year, CD Projekt has said it’s focusing on support and expansions for The Witcher 3, though we also heard that it has a bigger team working on Cyberpunk. Our guess is that we’ll be playing Cyberpunk 2077 in the winter of 2017, a nice round 60 years before it takes place, and then start hearing about The Witcher again in 2018.

Geralt in the tub

On the next page, shooters and strategy games...

StarCraft II: Heart of the Swarm video shows matchmaking features for beginners and veterans

I don't know about the more experienced commanders out there, but my fun in StarCraft II relies a lot on whether or not I'm satisfied with the feng shui of my barracks placement relative to my base's refinery.

I don't know about the more experienced commanders out there, but my fun in StarCraft II relies a lot on whether or not I'm satisfied with the feng shui of my barracks placement relative to my base's refinery. Such a quirk usually doesn't bode well for me against humans, but I may find enough time and space to fuss over the spiritual alignment of my buildings in peace in Heart of the Swarm's new Training and Versus AI modes.

Part of Blizzard's intention in its redesign of matchmaking is striking a balance between catering to grizzled StarCraft II warhorses and helping fledgling players grasp the fundamentals. In Swarm, Versus AI mode now automatically picks what difficulty is right for me after I complete initial placement matches. Training gets even more basic, showing players the ropes of basic army and base construction techniques.

Unranked mode sets up matches against similarly skilled players sans the added pressure of ladder standings. Ranked play remains as it did in Wings of Liberty—competitive, aggressive, and something I'm deathly afraid of stepping foot in.

Hear more of Blizzard Community Manager Kevin "Cloaken" Johnson, the narrator in the video above, in last week's walkthroughof the changes Heart of the Swarm is making to StarCraft II's social features. StarCraft II's second coming is coming March 12.

Players design new armor, power set, and zone revamp at City of Heroes Summit

I was really impressed by how highly player input was valued at Paragon Studios' City of Heroes Player Summit last month.

post apoc

last month. I've been to player summits for every major MMO out there and all of them have been primarily focused on the developers telling the players what's coming next--except for this one.

In Palo Alto, California, 100 players sat in a room with developers and were given the opportunity to pitch their ideas for new armor styles, a new power set, and a complete zone revamp. The developers and players then spent hours working together to pick their favorite options and flesh them out to be built into the game.

For each category, everyone in attendance was encouraged to write down their idea with a brief description. The developers then went through the whole stack and picked their 10-15 favorites and asked the player who wrote it down to come up to the mic and explain it and answer questions from the devs about it. From there, the list would be wittled down to a single choice that the group when then design together, with an open mic for players to come up and give input.


Post-Apocalyptic armor set

The players decided that they wanted a post-apocalyptic armor set in the game, and took turns walking up to the microphone to suggest specific costume pieces or overall looks that they thought should be incorporated. During the entire process, one of the dev team's artists was on stage with a tablet, drawing everything suggested and asking the player that suggested it for input or advice on tweaking it.

Of course, the dev team didn't take every idea exactly as it was suggested, but they were able to work with almost every idea tossed their way.

Some of the big words tossed out during this process were: Assymetrical, metal stitched into leather, bike chains, dead tires, mesh shirts, piercings, broadsword, chainsaw, baseball bats, and tattoos.

Below is the final drawing whipped up by the artist on the fly during the panel. This is currently guiding the developer's design of the in-game armor set, but, of course, the final version will likely incorporate a lot of these ideas in new ways and add some of the dev's other ideas as well.


Radiation Armor power set

The City of Heroes players in attendance must've been pining for Fallout's destroyed-world setting during the summit: they're follow-up selection was Radiation Armor as the next power set to be added to their game. There were a lot of really cool ideas suggested, though, including my two personal favorites: air and cyborg power arms.

Players pitched a lot of really gross ideas for the radiation-themed set (how many times can one character vomit green goo, people?), and almost all of them got fleshed out as if they'd be built into the power set, with designers up front guiding the discussion to make sure it had all the usual tools in its arsenal.

We met up with Powers Designer Phil “Synapse” Zeleski to see how the designs for the Radiation Power Set are coming along. Here's the list of powers as they stand now:

Half Life — Toggle: Self, +Res(Lethal, Smash, Toxic)

Design Notes: It makes sense that a character wrapped in irradiated metal should have a high amount of resistance to lethal, smashing and toxic damage.

Gamma Boost — Auto: Self, +Regen, +Recovery, +Special

Design Notes: The goal with this power is to give you what type of regeneration or recovery you need most at any given time. The scale of the bonuses change depending on your current health level: while health is high your regeneration bonus is very low, but your recovery bonus is very high. Conversely, the lower your health gets the greater the regeneration bonus, but the lower your recovery bonus.

Proton Armor — Toggle: Self +Res(Energy, Fire, Cold, Negative, Slow, Endurance Drain)

Design Notes: Energy damage resistance should be high, while the other resistances are moderate.

Fallout Shelter — Toggle: Self +Res(Hold, Knockdown, Immobilize, Disorient, Sleep, Psi, Toxic)

Design Notes: This is the set's status shield. It will also grant a small amount of resistance against Psionic and Toxic damage.

Radiation Therapy — Self, +HP, Foe –Regen

Design Notes: Very useful when tanking large groups, this power grants you a small amount of HP for each nearby foe you hit. Affected foes have their regeneration rate significantly reduced for a short time.

Beta Decay — Toggle: Foe Taunt, -DMG, Self +Rech

Design Notes: This power reduces the damage of nearby foes and grants you a recharge bonus per nearby foe up to a maximum of 10 foes. Beta Decay will also taunt nearby foes.

Particle Shielding — Self, +Absorb over Time, +Regen

Design Notes: This power will constantly apply a small amount of damage absorption every few seconds for its duration. Additionally, for the duration of the power you also gain a high amount of regeneration.

Ground Zero — PBAoE, High DMG(Energy/Toxic), Self Rez, Special

Design Notes: This power will deal a high amount of damage to nearby foes. You can also use this power to revive yourself if you have been defeated. Ground Zero has a very long recharge time.

Meltdown — Self, +Res(All), +Recovery, +Dmg, Foe –To Hit

Designer's Notes: The big one: when activated, nearby foes will have their chance to hit significantly reduced for a short time and you will gain a good amount of resistance to all damage types, a large recovery bonus and a sizeable damage bonus for a short time. When this power wears off you'll lose a minor amount of HP and Endurance.


Kings Row Zone Revamp

The zone revamp panel was the most interesting to me because the developers responded to every suggestion, explaining why or why not they would want to incorporate that into an MMO's zone. It gave a lot of good insight into the process, and gave players plenty of opportunity to vent about areas of the game they really didn't like--while encouraging them to also think about reasonable solutions that might fix their issues with it.

We met up with Lead Developer Matt “Positron” Miller to find out what he took away from the panel, and what the team plans to do with the player feedback they recieved there. His response:

"We are actually in the process of doing revamps to a couple zones, using the same guidelines we gave the players, and we got some great insights into what our players' expectations are. I think it's fair to say that we have, at one time or another, considered revamps for many of the zones in the game. The limiting factors come down to prioritization of resources. What does improving Zone A get us over Zone B? When we came up with the idea for a panel on revamping zones we knew that the players would likely have many of the same ideas and inspirations that we did.

"One thing I think threw players for a loop was the question 'Would you change the level range?' Almost eveyone said no, but as we dug deeper during the panel we found that the players were pretty flexible with this answer, which is a relief to us. Being handcuffed to a specific level range (especially one where there is an abundance of content already) isn't always ideal. It does ramp up the 'who moved my cheese' factor to a zone revamp, which we are always aware of, but in the end we can adjust the levels of zones to create a better flow and more interesting things to do across all levels.

As for which zone is getting looked at because of that panel, there are several, but that list definitely includes King's Row. As I mentioned, at least one that was talked about [at the convention] was already on the schedule (and being worked on as we speak), but there are some great ideas that we want to delve into further for Issues 26 and beyond."

Stop making horrible console ports - a guide

Broken menus, wonky mouse controls, single figure framerates - this is the familiar story of PC gaming prowess held back by consoles.

Broken menus, wonky mouse controls, single figure framerates - this is the familiar story of PC gaming prowess held back by consoles. We understand why it happens: console-land was where the majority of sales were, and thus the focus of development. But that reasoning has never seemed, well, reasonable: a trashy console port can knock a chunk off your Metacritic rating, sour a huge potential audience against you forever and lose you loads of sales on a platform that can be extremely lucrative if only you know how to approach it.

It's really not that hard or expensive. After all, a pair of talented modders managed to make Dark Souls' PC version immeasurably better within the space of an evening, and while devs might not want to spend resources making hi-res assets just for PC, there's plenty of really basic stuff that can be done to not totally fuck up a game. Which, given the amount of time, love and money spent on these creations, is surely something that would please the developers and publishers as much as their beleaguered PC audience.

We've thrown together a list of tips, common foibles and fixes - add your own in the comments!

Accessible settings

PC configurations are as many and varied as the gamers that own them. A PC game has to account for this with its range of settings. Have these options accessible in-game, and don't require the player to drop back to the main menu to change them. Definitely don't put them in a separate trainer which forces you to restart the entire damn game. (Hi there, Binary Domain.)

Resolution

For the love of Baal, let us change the resolution. And definitely let us change the resolution before embarking on a lengthy unskippable opening cinematic in enforced default shatto-vision. (I'm looking at you, Max Payne 3 - or trying to, anyway.) Better still, autodetect the native resolution!

Key-bindings

Let us at them. Particularly if, for whatever reason, you've decided to give charge of your keyboard inputs to someone who has never actually seen or used a keyboard before. How do you reach the main menu in Binary Domain? Oh, that's right, it's Enter. Of course. Then, when in the menus, you press space to select and F to go back. Obviously, in-game, F is the interact key - except when interact is space. Argh. Incidentally, Enter is not the PC's equivalent of the gamepad's A button - it's the furthest you can get from both hands in normal FPS control mode. So don't make it the compulsory key to dismiss pop-up messages.

Gamepads

Some games are designed for and best suit a gamepad. That's cool. But for games which might easily be controlled by either a gamepad or a traditional PC set-up, please autodetect which system is currently under use. Most games seem pretty good at this now, but there are still some stragglers.

Framerate

Let those framerates soar free into the vast open skies of PC gaming wonderment. Also, let us fiddle with things like V-sync - with the vast array of PC hardware set-ups possible it is unlikely you will have guessed how to best optimise your game's performance for any one PC. Why wreck your hard work with dropped or torn frames when you could just trust players to tweak the game to perfection.

Field of View

PC gamers typically sit closer to their screens than console gamers and this changes the effect of a limited FOV. Unless you are setting out specifically to discomfit and sicken the player, offering the ability to adjust FOV will only make people like you. You do want to be liked, right?

Alt-tab

If your game cannot do this, you are probably going to Hell, where you'll be forced to troubleshoot for irascible Windows ME users for the rest of eternity. Sorry about that.

Menus

PCs typically come equipped with a mouse - the perfect device with which to gaily skip through menus. Please make use of it. Do not make us scroll through a gazillion options when a single click would do. Relatedly, make your menus pay attention to where the cursor actually IS. Console ports, like many carnivorous predators, seem to only sense movement. So you often see the wrong menu option highlighted and have to wiggle the cursor a bit to make it notice where you're actually pointing.

Mouse support

Mice are not thumbsticks. This should be quickly apparent from their different shape. Do not duplicate the analogue stick deadzone with your mouse acceleration. (Got that, Dead Space?) Also do not impose momentum on mouse movements. My world stops spinning when my mouse stops, not a few seconds later, Syndicate. And don't use autotargeting systems based on the assumption that there are 8 degrees in a circle.

Social media integration

No.

Games for Windows Live

Don't do it. You may think that we PC gamers object to GfwL because we are a prickly bunch who resent having to install yet another wedge of corporate molestation replete with its own superfluous achievements system, fragmentary friends-lists, cross-promotional guff, easily lost log-in details and so on - particularly when we are already so well served by Steam. All that might be true of Origin or uPlay, but it doesn't come close to describing the genuine horror of GfwL, which remains one of the most ill-conceived and poorly executed pieces of software it is possible to install on your PC. It's hideously designed, hugely unergonomic, painfully slow, intrusive and prone to complete failure in every single aspect of its operation. It's just unbelievably terrible.

DRM

Piracy sucks. We know. However, the solution should never be to periodically lose players' saves, punt them to desktop mid-game or prevent them from playing the game altogether.

Hi-res textures

Now, we're not asking you to create an entirely new assets pipeline for the PC alone, but in many instances textures are created first at high resolution then scaled down to fit onto the itty-bitty consoles. You can make use of those on PC, you know.

We salute your ongoing commitment to PC gamers by releasing fixes after launch. But don't leave it until then to make your game playable. Don't leave it until launch day, even. There are good business reasons for this: reviewers will be playing your undercooked code; you'll burn your earliest purchasers and most loyal customers; you'll lose momentum building a community among players (particularly key if your game has an online component); people will be more likely to pirate your game if they think it's not worth the risk of an actual purchase.

Any more? Add them in the comments.

StarCraft II pre-Heart of the Swarm patch coming early next week

Blizzard is preparing to deploy the 2.0.4 patch for StarCraft II: Wings of Liberty, the last major patch before Heart of the Swarm, which will implement many of the changes teased for the expansion.

Blizzard is preparing to deploy the 2.0.4 patch for StarCraft II: Wings of Liberty, the last major patch before Heart of the Swarm, which will implement many of the changes teased for the expansion. A new interface, the new training modes, and the new replay features will all become available. Basically, everything except the new campaign, the new XP system, and the actual HotS multiplayer units will be included. Read on for specifics.

An all-new user interface with new menu screens. The launch of in-game Clans and Groups. New Replay features, such as Watch with Others and Take Command. A multitude of Editor improvements. New matchmaking options: Training Mode, Vs. AI Mode, and Unranked Play. All-new AI Options, including AI Communication. Players Near You, so you can find other StarCraft II players on your local network. New customizable Observer UI.

The patch is set to go out "in a few days," which would mean sometime early next week. If you're still not sure what to expect, have a look at our previews of the new interfaceand the new matchmaking tools.

Battling through time, Minotaurs, and casino safes in City of Heroes' new movie-themed event

I love seasonal content in MMOs--it's usually a bit tongue-in-cheek and focused on fun, rather than serious progression.

coh thumb

I love seasonal content in MMOs--it's usually a bit tongue-in-cheek and focused on fun, rather than serious progression. The next wave of seasonal content coming to City of Heroesis just that, sending players to battle in a time-traveling gladiator arena and pull off a casino heist.

Players start in a movie theater where you can purchase goodies from the clockwork concession stand workers or laugh at the nerds dressed in warrior garb lined outside the door for the Time Gladiators movie. Of course, being a nerd myself, I opted to cut in line and jump right into the movie theater--and that's when things got interesting.


Time Gladiators

The bulk of the Summer Blockbuster Event's content take place inside of these movies: mini-adventures that you and three others play through for some sweet prizes and a change of pace from the usual tasks facing super heroes and villains. As soon as we entered the Time Gladiators, a giant minotaur was chasing us down while some callous romans cheered from the stands above. We were able to dispatch the upright bully pretty quickly, and suddenly the crowd wasn't so callous.

The arena has a great "favor" mechanic that rewards you for doing cool things like downing bosses, scoring big crits and battling waves of ninjas. Oh did I forget to mention that immediately following the Minotaur fight, we were assaulted by countless ninjas pouring from the gates around the arena?

If you can take out 75 ninjas before the next phase, your group will earn crazy amounts of favor from the crowd, which—if raised high enough—unlocks a secret boss and bonus rewards. We weren't quite up to the challenge, although Lead Designer Matt Miller consoled us by assuring us that no one on the dev team has been able to take down all 75 without cheating.

While we bashed ninjas, a wild west gunslinger named Frank "Hunnerd Yard" McCain snuck up behind us and started blasting us away with his dual pistols while his dogs used our spandex-covered appendages as chew toys. Despite Miller's pleas to not kill the dogs, someone on our team did, causing a huge wolf named Killer to burst into the arena and maul us liberally. The fight was never very challenging, but it was fun.

Just in case your knowledge of history is a little shaky and you see no problem with Minotaurs, wild west outlaws and ninjas fighting side by side, the final boss is a series of giant robots programmed for your destruction. They had a few clever mechanics that kept me on my toes, but the fights are not designed to be a challenge to high-level players. Tn fact, Time Gladiators is designed to be completed by characters between levels 15 and 50 in under ten minutes. That's a huge level range and couldn't have been easy to balance, but makes it wonderful mindless fun for the summer.


Casino Heist

The second movie feature you play through is Casino Heist, which Miller refers to as Ocean's Four. Players start the adventure by picking one of the four roles on the posters outside the theater--Grifter, Hacker, Thief, and Hitter. This one was even easier than Time Gladiators--each player is shipped into a separate part of the casino and given explicit instructions about their jobs. As the Thief, I was tossed up in the owner's office to search for valuables while the Grifter stalled him on the floor below and the Hitter intercepted his phone call (between bat swings on thugs) to confirm the Grifters supposed identity.

After that, you're sent to your crew's warehouse where you have to battle goons swarming in, the number of which is dependent on how well you did on the first phase of the mission. If you stumbled in front of cameras or didn't convince the owner that you were clean, you're going to have a lot more thugs knocking down your door.

Then it flashes back to the operation again. This time, I was tasked with sneaking through ventilation shafts and navigating laser security fields on my way to the big vault. I got lost in the vents and ended up almost messing up the whole job, but Miller helped me navigate over voice chat and make my way to the vault. I was freaking out--I didn't want to be "that guy" for my team--but it ends up that there's really no way to fail this mission. No matter what you do, your team will progress--you'll just have more thugs to fight in the warehouse.

After taking down a couple bosses in the warehouse, including a secretary that turned out to be a ninja and a lounge singer with violent tendencies, we collected our loot and called it a day. Both adventures were simple and clearly meant to be a change of pace for players more than anything else. And the new set gear, Overwhelming Force, is a nice perk for running the event multiple times while it's live. There's no lockout or cooldown timer on the content--you can run it as often as you like.

The Summer BlockBuster Event will be hitting City of Heroes' live servers on July 10, but you can play through it now on the test server. You can also watch my livestreams of Time Gladiatorsand Casino Heistif you're too lazy to download it yourself.

Max Payne 3 gameplay video: maxed settings at 2560x1440 on LPC

The Large Pixel Collider —if you haven't already been introduced to it through the faint but ominous humming that now haunts your dreams—is the most powerful gaming PC we've ever built.

—if you haven't already been introduced to it through the faint but ominous humming that now haunts your dreams—is the most powerful gaming PC we've ever built. With four Nvidia GTX Titans and an irresponsible surplus of everything else, we're using the LPC to capture gameplay footage of supreme quality, with ambitions to go beyond 4K and into a resolution super-realm populated by beings of pure light energy.

Today, the LPC has instructed us to revisit one of 2012's best-looking games: Max Payne 3. It's Rockstar's best technological achievement on PC, and despite being a little over a year-and-a-half old, Max's unchecked alcoholism is gorgeous at 1440p.

Previously, the LPC has captured video of Arma 3and Metro: Last Light, and screenshots of Battlefield 4at a ridiculous 7680x1440.

Other projects in the works include super-modded tours of Skyrim and Grand Theft Auto IV, Crysis 3 at max settings, and more. Feel free to make suggestions in the comments—the LPC sees and hears all.

See what's inside the Large Pixel Collider, our own personal demigod of a PC, and find out just how much it cost to build.

StarCraft II: Heart of the Swarm trailer previews main menu changes, social features

Considering its hive-minded nature, it's appropriate that Blizzard wants the Zerg-flavored expansion to StarCraft II to grow and iterate on the game's community communication systems.

Considering its hive-minded nature, it's appropriate that Blizzard wants the Zerg-flavored expansion to StarCraft II to grow and iterate on the game's community communication systems. In an overview video, Community Manager Kevin "Cloaken" Johnson walks through the expansion's simplified main menu, a couple new social-oriented features, and the previously revealed clan support.

As the dreadlocked Kerrigan continually flexes with psionic energy in the background, Johnson shows the one-click navigation to custom games and quick access to chat channels and joined groups. Making its video debut is Blizzard's Players Near You feature which notifies you whenever another player on your local network hops into Swarm.

StarCraft II: Heart of the Swarm cancels burrow on March 12. Intern/part-time Zerg empress T.J. Hafer recently got some claws-on timewith a few campaign missions.

Random loot packs are the best-selling item in free-to-play City of Heroes

When Paragon Studios introduced grab bags filled with random loot called Super Packs to City of Heroes' cash shop back in February, the players flipped out.

coh intro

to City of Heroes' cash shop back in February, the players flipped out. Their outrage flowed into forums and blogs everywhere and it was clear that most of them hated the idea. But Paragon carried on, insisting that the players would change their minds.

Three months later, Paragon announced that they are now the best-selling item in the game's cash shop and a complete success.

The news was announced last week at the City of Heroes Player Summitin Palo Alto, CA. As I walked around the event and talked with the players, it seemed like almost all of them really had changed their tune on Super Packs as Paragon had predicted. A few still booed at the news of their selling well, but most were happily talking about what they'd gotten in the packs they purchased.

Some smarter people than me took the number of Super Packs sold so far (600,000) and calculated out an estimate of exactly what has been doled outto the playerbase for their collective $600,000 investment. Each pack costs $1 on the store and contains five cards, which can be clicked on to watch them flip over and reveal the prizes on the other side. Rewards range from temporary XP boosts to exclusive costume sets only found inside these random packs.

Last month on the site, I talked about DC Universe Online adding random loot elementsand compared it to similar gambling-style mechanics in other free-to-play MMOs. Do you like the thrill of buying random rewards, or would you rather know exactly what you're getting upfront?

The Most Annoying Gaming Cliche of the Year 2012: Escaping Burning Buildings

If I have to endure another level in which I must escape from a burning building on the verge of collapse, I'll set fire to my house.

If I have to endure another level in which I must escape from a burning building on the verge of collapse, I'll set fire to my house. I'll collapse through the floor, tumble twelve feet onto my back, crawl at tedious pace through a low section, traverse a room that's entirely on fire apart from a narrow path of miraculously not-on-fire floorspace and then climb a series of conveniently collapsed roof beams to safety.

"Phew!" I'll think, "I'd have been in a spot of bother there if I hadn't played through pretty much the same section in Black Ops 2, Max Payne 3, Far Cry 3, Medal of Honor: Warfighter and twice in Assassin's Creed 3 this year."

It's not the fire that's annoying. Things tend to catch fire a lot in videogames. No, it's the feeling that there are mission designers worldwide calling their set-pieces from the same playbook. You could tear out the pages, laminate them and resell the package as an Action Adventure Videogame Construction Kit. Shuffle the cards and lay them out in a row for an instant framework.

Let's have a go with the modern military shooter edition: escape a burning building - sniper section - flee a helicopter - warehouse section - fire at pursuers from the back of a truck - breach and clear - press X to kill prominent antagonist.

This section felt particularly incongruous when it interrupted the terrific free-roaming violence of Far Cry 3, especially considering the fact that Far Cry 3 has a fantastic dynamic fire effects built into the engine. The "escape from burning building" sequences that emerge naturally from Far Cry 3's systems are much, much better than the scripted sequence written into their early story mission.

But not all games aspire to create a dynamic open world, and nor should they. But in a dedicated, scripted action game there's an even greater need for new set-pieces and fresh settings.

Take Bulletstorm, whose opening sections dramatically undersold its capacity for bonkers theatrics. Sure, it had a "fire at pursuers from the back of a truck" bit, but in Bulletstorm's case the pursuer was a colossal red doom-wheel that careered about the landscape blowing up pipelines and threatening to stomp the player into a smear at any moment. If action games are determined to be rollercoasters, we're sorely in need of some new twists.

Blizzard: bringing eSports onto TV will appeal to mainstream audience

StarCraft II Lead Producer Chris Sigaty has both an epic mane of hair and quite strong opinions on the future of eSports.

and quite strong opinions on the future of eSports. In an interview with Eurogamer, he insisted eSports "absolutely can" emerge as a powerful component of American mainstream media, and he suggested a possible winning format for that accomplishment lies in reality show style TV programs.

"Ultimately, what needs to happen from my perspective for eSports to take that next step or hit the tipping point is the realization by advertisers that it does have the viability of other sports, that it's worth putting the same sorts of investments they do into other sports into this," Sigaty said. "I feel we've been extremely close. It's done much better than I had hoped with StarCraft II, but there's still an additional tip that can happen."

Sigaty cited The Ultimate Fighter, shown on the FX channel, as an example of drawing attention to a niche sport by recording the social dynamic of a professional team living and training under one roof. "Getting these fighters together in a house and watching them learning their martial arts and trials they have to go through to get to their fight, to make it to number one, that sort of programming, people would eat it up about a pro-gamer and StarCraft II or whatever," he explained.

I can definitely see the allure of tuning into a show where pro teams settle dishwashing duty drama with League of Legends skirmishes. But eSports as a whole has a lot more going for it beyond the personal lives of players. Here are a few more reasonswhy you should get into gaming's competitive scene.

Walk in a Dream World with Dreaming Sarah

The freshly-released 2D adventure game Dreaming Sarah is a single player exploration title that finds players wandering an odd dream realm.

is a single player exploration title that finds players wandering an odd dream realm. Some may make comparisons to the cult hit Yume Nikki , that gained a following with its strange, unique rendering of the dream world. In Dreaming Sarah , the protagonist, Sarah, is in a coma after an unnamed accident. In order to get back to reality, her dream self wanders the weird lands of the dream world, searching for a way to wake up. Much of the gameplay is based on exploring the dream world and taking in the sights. Through the course of the game, players will be deciphering level art, gawking at strange creatures, and trying to validate why there are items like a necklace that turns Sarah into a fish.

There’s a diverse cast of characters, and many puzzles to break up the otherwise general objective of walking around and taking in the sights. Asteristic Game Studiohas included several items, both equippable and collectible, as part of the adventure; these range from an umbrella that lets Sarah float around to a magnifying glass that scales up her size. The characters and items aren’t the only notable aspects, but stringing the experience together is the original soundtrack by Anthony Septim. Some of the tracks are slightly reminiscent of Silent Hill 3 , with moody melodies and overlaying light drum kits.

Dreaming Sarah is available now on Steam, Desura, itch.io, Splitplay, and Indiegamestandfor $5.99 USD.

PC Gamer community screenshots of the year

Project Cars
by Darkdeus
Project Cars may secretly be the best looking game of the year.

Project Cars may secretly be the best looking game of the year. It's only playable for Project Cars team membersat the moment, but there's no shortage of gorgeous screenshots for the rest of us to gawp at. Efforts like this one from Darkdeus demonstrate how much closer racing games come to photorealism than other genres. Humans are safely hidden behind reflective windscreens, which makes it easier for racing games to navigate the uncanny valleyand deliver sublime shots like this.

Street Fighter V will allow PC and PS4 players to beat each other up

Last Friday, Capcom surprised everyone by unexpectedly rolling our a reveal trailer for Street Fighter V.

Street Fighter V

for Street Fighter V. Then, slightly less unexpectedly, they bundled it back in—most likely subjecting the employee who had accidentally published the trailer to a subsequent trial by Hadouken.

The game is now officially announced, and we've learned a few more details with it. Well, one main detail: Street Fighter V will offer cross-platform play between PC and PS4. That means you can theoretically punch your way through every SFV owner, regardless of what platform they're playing on.

Sounds great, assuming the netcode is up to the task. Cross-platform play has traditionally been a shonky mess for shooters, but fighting games seem far more suited to the task.

We're still pretty short on other details about the sequel. There's no release date as yet, so instead here's a picture of Ryu doing a kick so powerful that ink squirts out of his foot or something.

Sf5

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