Tripwire's devs talk about research at the shooting range

Guns are serious business, and few developers approach them as reverently and enthusiastically as Tripwire, the dev team behind Red Orchestra 2, The Ball, and Killing Floor.

tripwireguns

Guns are serious business, and few developers approach them as reverently and enthusiastically as Tripwire, the dev team behind Red Orchestra 2, The Ball, and Killing Floor. Which is why they shoot as many as they can at the shooting range before putting them into their game. We had a quick chat with them to talk about what firearms are the most fun to shoot, what an MP 40 sounds like, and who has the best aim in real life.

This interview originally ran in PCG US 217.

PCG: Why is it important to record audio from real guns into your games?

Chris Rickwood, audio director: Authenticity is our top priority, along with creating gun sounds that are satisfying to shoot during gameplay. At the firing range, we set up an array of mics all surrounding the shooter. Some mics are set up within inches of the trigger of the gun to capture mechanical details of the sound, while others are pointed in different directions and distances to capture as many perspectives as possible.

How many guns did you personally fire at the range?

John Gibson, president: 10 Russian guns, eight German guns, and a few others as well.

What did some of the guns sound like?

JG: PPSh-41: Brrrrrrrrrrrrrrrrrdt! [Roll the Rs when you make the sound.]

MP 40: Pop, pop, pop—pop, pop, pop, pop!

Lahti 20 mm: BOOOOOM!!!! “Oh, @#$%!”

What's the biggest gun you've fired?

JG: We'd planned to fire a 14.5mm anti-tank rifle called the PTRS-41 at the recording session. But due to a mechanical failure, we had to use a 20mm Lahti anti-tank cannon instead. And let me tell you, it was impressive. Whenever it was fired, a huge con-cussion wave hit you, and 30 feet of dust kicked up around the cannon.

Did firing the real guns lead to any gameplay changes in Red Orchestra 2: Heroes of Stalingrad?

JG: Oh absolutely! The biggest gameplay change came in the form of the recoil. In the original game, we modeled way too much recoil on the submachine guns. And we actually had too little recoil on the bipod-mounted machine guns.

So, who has the best aim?

JG: I've been told that if ever there's a real zombie apocalypse the first place the guys in the office will come is my house. On our first trip to

the range to shoot automatic weapons, one of the guys was shooting a submachine gun at a target about 15 feet away. He blasts off an entire magazine while making this really tough face. When he was done, we looked at the target and he hadn't hit it at all. I don't want to name names, but I think I might have video of that hidden on my hard drive somewhere.

...

Jump to Section: Best Price Comments Pros Remarkable crash animations Impeccable Controls A great variety of races and modes Cons Slow load times EA soundtrack can be tiring Always wanting more Go to page: Page 1 Page 1 Page 2 When you start up a new racing game, what's the first thing to do? If the answer is crash the cars, then Burnout is the only game you need. With gameplay that encourages dangerous

Kingdom Come: Deliverance first-look: "Dungeons and no dragons" in Warhorse's open-world RPG

Under its leafy canopy, the wooded clearing has an earthy glow and a still, oppressive quiet.

Under its leafy canopy, the wooded clearing has an earthy glow and a still, oppressive quiet. It's a scene fit for motivational posters and pre-packaged Windows wallpapers, and it would be picturesque if it wasn't for the dirty, angry man with the broadsword. He stands up, hefts the weapon, and charges straight at me, looking for blood. My sword is already out, and my steel rises to meet his.

I'm watching a demo of Kingdom Come: Deliveranceas played by developer Daniel Vávra, and the game already looks impressive. The open-world, medieval RPG is ambitious, creating a live slice of medieval Europe full of sprawling cities, harried townspeople, and refugees fleeing civil unrest. Quests will be open-ended with multiple paths to completion, including non-violence, and Kingdom will be the rare medieval setting without even a hint of dragons, magic, or elves.

“Books and movies have changed,” Vávra says, showing me slides of '60s-era Adam West Batman against the gritty Christian Bale incarnation. "People have grown up, and their heroes have evolved with them." He flips to a nameless, generic fantasy setting featuring two busty women in strategically unwise armor, then to an image of Sean Bean from Game of Thrones.

This realism-first attitude produces a gorgeous countryside rooted in history and split into three acts, each with around 30 hours of gameplay. The map in act one is nine square kilometers, generated by satellite-modeled terrain in the same way that Arma 3's maps are derived from scans of real-world Greek islands. Development studio Warhorse, based in Prague, is so dedicated to a hard-reality version of events that they were, as Vávra tells it, spending too much time on research. Now they have an in-house historian.

The team's dedication to an immersive simulation extends to the array of side-quests and activities—it is an open-world game, after all, and you can ignore the orders of your liege lord and bolt off to the hills if you're not feeling particularly duty-bound. In rapid succession, a short trailer shows gameplay clips of hunting, purse-cutting, spelunking, weapon crafting, horse riding, layered and customizable clothing and armor, open-field battles, and siege assaults. Each NPC will have a daily routine that can be altered: if you kill a local barkeeper, his regular patrons will go elsewhere and talk about the sad fate of their friend. All of these variables are running in CryEngine, and Vávra says the game will lend itself to mods, and the team is hopeful that they'll support modders with at least some basic tools.

But in a lot of ways, the fortunes of Kingdom hang on the moment after swords slam together. It's fine to talk about the game's huge world and the political intrigue surrounding a kidnapped king, but all that work will be blunted if the first-person melee combat fails to shine. First-person swordfights are very hard to get right, a struggle so notorious in games design that author Neal Stephenson famously funded a Kickstarter just to fix it (and failed), resulting in the now-defunct Clang. Even first-person mainstays like Skyrimand Chivalry: Medieval Warfaresucceed in spite of their melee combat, rather than because of it.

Kingdom's melee combat is ambitiously deep. Enemies have five regions to target—the head, arms, and legs—and each area can be attacked with an up-, down-, left-, or right-side strike. The most impressive moment comes when Vávra points out that each strike and block begins as an animation, but becomes a procedurally generated, physics-based reaction as the sword hits something. Blades flex and bend, skittering against each other and bouncing away after a successful parry. When it works, it looks more like watching a renaissance fair duel than the insubstantial pre-rendered attack animations seen elsewhere.

Warhorse is working to self-publish the first act of Kingdom in late 2015. Warhorse is launching a Kickstarter campaign today looking for $500,000. In the next few months, they'll be releasing a test build featuring a small village to backers who pitch in $48 or more. This test village will be constantly updated and will include combat when they've smashed enough bugs to make the melee presentable.

The game has a long way to go before it's finished and some big technical hurdles to clear, but what I've seen already has me cautiously optimistic—bordering on stupidly excited. Check out Warhorse's Kickstarter campaign, and strap in for a long two years of eager anticipation.

PC Gamer US podcast 241 – Safeties Off

In response, we grabbed our Important Red Telephone and rung up two developers from an independent studio developing a PC-exclusive shooter.

A man from Microsoft said some funny thingsabout FPS players on PC earlier this week. Activision's CEO said some funnier things about independent developers.

In response, we grabbed our Important Red Telephone and rung up two developers from an independent studio developing a PC-exclusive shooter. John Gibson (President and, notably, a gun collector) and Alan Wilson (Vice President) from TripWire Interactive (creators of Killing Floor, Red Orchestra: Ostfront 41-45, and upcoming sequel Red Orchestra 2: Heroes of Stalingrad) join us to talk about the state of both scenes on the PC. We also check in on Chris' Civilization V binging and Evan's favorite mod.

Want to subscribe to us on iTunes? Follow these instructions to add the podcast to iTunes manually:

In iTunes, go to to the advanced menu and select “Subscribe to podcast” and copy and paste this URL into the box: http://www.pcgamer.com/feed/rss2/?cat=29038

Push OK, and that's it! The podcast will now auto-download whenever an episode is released.

Indie Intermission – ‘Lens’ Through The Looking Glass

Today’s game is a much longer experience that most of the games I bring you here, but with it being Friday this should see you well into the weekend which is always good.

Today’s game is Lens which was created as a student project. The group developing Lens contains over 20 different members, although Jason Judd Roth is the mastermind behind the idea.

Lens uses a unique world blending mechanic that allows you to look through the looking glass into another dimension which allows you to move objects between the two dimensions.

The concept is great and creates many unique puzzles that can be rather mind bending at times but overall they make for one interesting game. Considering the game is free the graphics are outstanding and paint two different rich, beautiful worlds that come together seamlessly.

Although the lens itself can get a little in the way from time to time overall the mechanics are solid and the ideas put into Lens actually help make it one hell of a game.

Average play time – 1 hour

In its current state Lens offers a fascinating multi-dimensional experience that brings about some new and exciting concepts I have rarely seen used before. Lens proves puzzle games can still be innovative and I hope the team continue to work and improve upon their already solid foundations.

Lens can be downloaded from the Official Websiteand if you would like to find out more about the team and the game their website holds all the answers.

If you are a developer with A fun indie game that can be played over a coffee break, we want to hear from you! Private message us on twitter @IndieGameMag or shoot us an email at editors@indiegamemag.com with the subject “Indie Intermission” and you could be our indie intermission pick of the day!

Broken Age Review

Broken Age Review Perhaps the most high profile release of the early wave of Kickstarter games, Broken Age is Double Fine’s attempt to break away from the normal way of doing things. So it’s fitting that its story should focus on two characters trying to escape – one a mundane routine, the other a potentially fatal ritual. And yet at heart, it sees Tim Schafer return to familiar territory, namely the

Rising Storm gets free Armored Assault content update

Our 2013 multiplayer game of the year just got a little better.

just got a little better. Tripwire Interactive has been great about adding content to Rising Stormfor free after release, and today it did again with the Armored Assault: Free Content Pack. To celebrate, the game is only $5 until September 26.

The Armored Assault updated applies to both Rising Storm and Red Orchestra 2. It adds a new weapon, the German MG 42 light machine gun, which is a veteran unlock for the Axis MG class, and two new tanks. The first is the Russian T-70, a small, fast tank that can carry two players and a 45mm cannon. The second is the German Panzer III, which is a smaller version of the Panzer IV, armed with a 50mm cannon.

There also two new maps: the jungle-themed Kobura where the Japanese team attacks US defensive positions, and Tula Outskirts, a remake of a map from the original Red Orchestra. The Arad 2 map has also been updated to accommodate the new vehicles.

If you don't already own Rising Storm, it's on sale this week for $5, or 75% off its normal price. If the trailer above didn't convince you that you should have bought it already, Evan's reviewwill.

Xbox Live turns five

14th Nov 2007 Can you believe how much our little boy has grown? The years have just flown by. It seems just yesterday that Xbox Live was taking its fledgling stumbles into the online console gaming world, but half a decade of additions and refinemenents later, Microsoft’s community has grown into a nigh-legendary and highly influential modern institution of videogaming. There’s no doubt that cake

Battlefield 4 screenshots: maxed settings at 7680x1440 on LPC

Running Battlefield 4 at 1440p is impressive, but the Large Pixel Collider doesn't merely seek to impress.

doesn't merely seek to impress. It seeks to destroy all humans (maybe, we don't know what it's thinking about) and destroy all things less than miraculous . With a gurgle from its coolant tank, it commanded us to instead span three 2560x1440 displays and submerse our eyeballs in a gallon of 7680x1440 levelution.

These are the screenshots we managed to extract— they're cropped to fit this page, but give them a click to download the full 7680-pixel-wide images.

See what's inside the Large Pixel Collider, our own personal demigod of a PC.


Lancang Dam
Operation Locker
Golmud Railway
Dawnbreaker

Rising Storm's Game of the Year Edition update adds new maps, vehicles, game mode

As PC Gamer's 2013 Multiplayer Game of the Year , you surely already own Rising Storm if you have even a passing interest in multiplayer shooters.

if you have even a passing interest in multiplayer shooters. But maybe you've been feeling burnt out on the content that's been out since launch. Luckily, Tripwire Interactive and Anti Matter Games just announced Rising Storm's Game of the Year Edition, which includes a handful of new maps, vehicles, and even a new mode.

The new map from Tripwire itself is Maggot Hill, and features a new character set: Merrill's Marauders. In addition, three new community maps have been made official: Phosphate Plant and Otori Shima for Rising Storm, and Myshkovka River for Red Orchestra 2.

The Russian and German factions each got a new transport vehicle, and three maps (Barashka, Arad 2, and Rakowice) were reconfigured to accommodate them.

10 maps were also reconfigured to support a new mode called Search & Destroy, a single life game-type in which teams take turns attempting to destroy one of multiple objectives by planting an explosive.

If you already own the game, you'll get all of this new content for free, through a 8.5GB update you can download now. If you don't, Rising Storm will be free to try later this week on Steam, where it will go on sale for a limited time.

Burnout 3 slams into top slot

Official ELSPA Entertainment Top 20 Software Chart (all prices) - week ending 4 September 1 (NE) Burnout 3: Takedown (PS2, Xbox) 2 (1) Conflict Vietnam (PS2, Xbox, PC) 3 (2) ShellShock: Nam '67 (PS2, Xbox, PC) 4 (8) Second Sight (PS2, Xbox, Cube) 5 (3) Spider-Man 2 (PS2, Xbox, Cube, GBA) 6 (4) The Simpsons: Hit and Run (PS2, Xbox, Cube, PC) 7 (6) Driv3r (PS2, Xbox) 8 (7) Need for Speed Underground

Blood Bowl 2 screenshots introduce humanity's Reikland Reavers

There is only war.

There is only war. Except, sometimes there's sport. But when it comes to Games Workshop's single-minded Warhammer franchise, even that is basically just war. Cyanide Studios are working on a follow upto Blood Bowl, their turn-based fantasy football game. Now they've released the first screenshots Blood Bowl 2, confirming that it will take place in a rudimentary bowl and that, if the number of spikes on that ball are anything to go by, there will soon be blood.

Humanity's Reikland Reavers will be leading the charge as the stars of the singleplayer campaign. A "league" mode is also planned, giving you the chance to manage team, club and pitch.

Currently, Blood Bowl 2 has no announced release window.

Rising Storm "Banzai" community map-making competition winners announced

Rising Storm developer Tripwire Interactive has announced the winners in its community map-making competition.

developer Tripwire Interactive has announced the winners in its community map-making competition. The “Banzai” competition awarded $25,000 in prizes to its top five winners, with a cool ten grand going to Maik Dokter for the map Phosphate Plant, pictured above. Dokter also snagged the $7,500 second-place prize for the Eastern Front–inspired map Myshkova River.

The maps offer a variety of locations to enjoy the chaotic violence of our 2013 Multiplayer Game of the Year, including Phosphate Plant's burned-out industrial zone, the swampy marsh of Will Bullen's Kobura, the muddy pits of John Chalabi's Otori Shima, and the trap-infested jungle of Elliot Burgess's Kita Jima.

All of the competition winners and honorable mentions are now available on the Steam Workshop, with an official future release potentially in the works. The full list of winners, prizes, and honorable mentions is below. Congratulations to all the map-builders!

1st Place/Grand Prize ($10,000)

Maik Dokter (Phosphate Plant)

2nd Place ($7,500)

Maik Dokter (Myshkova River)

3rd Place ($5,000)

Will Bullen (Kobura)

4th Place ($2,500)

John Chalabi (Otori Shima)

5th Place ($1,000)

Elliot Burgess (Kita Jima)

Johan van Pelt (Bataan)

Elliot Burgess (Streets of Stalingrad)

Maik Dokter (Tula Outskirts)

Martin Palko (Sub Base)

...

Jump to Section: Best Price Comments Go to page: Page 1 Page 1 Page 2 The speed. Lord, the speed. Takedown could have the best environments yet seen in a racing title but you simply won't have time to notice them. The game's opening sections, even for seasoned Burnout aficionados, are utterly bewildering. There is a wealth of fresh information to take in - new road structures and a new driving dynamic

Chivalry: Deadliest Warrior announces full class lineup featuring pirates, vikings, and ninja

Chivalry: Deadliest Warrior, the expansion for Torn Banner's medieval deathmatch game based on Spike TV's historical "What if?" show, has opened the gates to reveal all of the warriors who will be entering the bloody fray.

Chivalry: Deadliest Warrior, the expansion for Torn Banner's medieval deathmatch game based on Spike TV's historical "What if?" show, has opened the gates to reveal all of the warriors who will be entering the bloody fray. Joining the Spartan and Samurai we got to see at PAX, you'll also be able to play as a viking, a pirate, a ninja, or a knight—the last of which is a sort of amalgam of the three classes from the original Chivalry.

In addition to the dozen or so historical weapons each warrior will be able to equip, each class also has a special ability of some sort. The viking can work himself into a berserker frenzy, with his weapon combo strikes getting faster and faster the longer the combo is maintained. The samurai, when switching weapons to any sword, will preform a deadly attack as part of the initial draw. The footsteps of a ninja make no sound, and they can execute an agile forward roll. The pirate can swill from a bottle of rum during a lull in battle to regain health.

Each warrior will also have a signature map. We got to fight it out on the Samurai and Spartan maps, depicting Japanese and Hellenic temple complexes, respectively. The Samurai map featured a section of destructible floor that gave way to a deadly pit, as well as accessible rooftops to fight on. The Spartan map featured a larger, circular abyss that totally wasn't at all inspired by any emissary-kicking scenes in major Hollywood action movies.

The planned gamemodes, supporting up to 64 players, include free-for-alls, duels, and team battles (with up to six teams) in which everyone on a team plays as the same warrior class. Moment-to-moment, the game plays very much like vanilla Chivalry, but the classes have very different playstyles. As a Spartan, it's very effective to stay behind your nigh-unbreakable bronze shield, darting in with an underhanded spear thrust when your opponent is recovering from an attack. The samurai is very much about positioning and setting yourself up for the death blow. The viking, as I demonstrated while playing against GamesRadar's Lorenzo Veloria, is just about running up to the other guy and slashing at him until he's moderately to very dead.

Some warriors, like the viking, seem to excel in one-on-one situations, while others, like the Spartan, feel like they would excel more in organized team warfare. We weren't able to try out the pirate or ninja in the preview build, but the concept of adding a nimble stealth character and a swashbuckler with a deadly, single-shot firearm to the mix is intriguing. Chivalry: Deadliest Warrior will leap into the arena some time this fall, with a beta going live soon.

Rising Storm mapping contest boasts $26,000 prize pool

We already love the maps in Rising Storm 's Pacific-themed map pool, but Tripwire doesn't think that's enough.

's Pacific-themed map pool, but Tripwire doesn't think that's enough. The developer is hosting a Rising Storm mapping contest with a $10,000 grand prize to get even more amazing maps added to the rotation.

The competition held earlier this year for Red Orchestra 2yielded some amazing looking maps including the grand prize winning Winterwald. My personal favorite is Bridges of Druzhina, which looks looks like a re-imagining of D-Day with urban combat and bridges.

Think you have a chance of winning? Head on over to the official websiteto read up on the rules. If you're just interested in getting some killer new maps, try out some of the mapsfrom the Red Orchestra 2 competition.

The contest ends in November although Tripwire is giving mapmakers an opportunity to submit their maps in September for some early feedback.

Burnout 3: Scorching new shots

Burnout 3 ups the ante in this third instalment of the successful series with more horrific crashes, insane pile-ups and motorised mentalism than ever. Here are the latest screens of the beast in action showing what to expect when it goes seriously wrong. In short, pain. The game focuses more than ever on driving with vicious aggression, putting your virtual life on the line with every turn of the wheel while trying to take out all challengers. For an in-depth look under the bonnet of one of the most promising racers to be nearing the starting line, check out . Burnout 3 will be released on PS2 and Xbox in September Topics Racing Burnout 3: Takedown We recommend By Zergnet Load Comments

2013 in PC gaming: Rising Storm vs. Battlefield 4

Before running away for a few days to close out the year with champagne and a new XCOM campaign, Evan , Cory , and Tyler gathered to discuss how two of our favorite 64-player shooters created very different experiences this year.

Watch the whole five-video series on the PC Gamer YouTube channel, and subscribe to our YouTube channelfor more regular content, gameplay footage, and conversations.

Burnout 3

Check out this latest trailer and see what the fuss is all about: We'd bet our monthly wage packet that you've played one of the first two Burnout games. Then we'd bet Adam's wages for an entire year that you absolutely loved them, perhaps even more than any other racing game, ever. And who wouldn't? Driving at insanely fast speeds down the wrong side of six lane highways, causing bigger pile-ups than

Burnout 3

Takedown! Oh, it was close. Trading paint and shedding sparks, we were shoving and bumping the muscle car for nearly two hundred yards Nearly won, too - or at least, we would've done if that bus hadn't decided to change lanes at the last minute. SMASH! In most games this'd be the end. But then you spot it - the cheeky bastard is actually trying to navigate underneath your airborne chassis for bonus

Killing Floor 2 system requirements and Digital Deluxe Edition revealed

Tripwire Interactive has revealed the minimum and recommended system requirements for the upcoming Killing Floor 2 , and I think it's safe to say that it will come as pleasant news to anyone with a less-than-cutting-edge PC.

Killing Floor 2

, and I think it's safe to say that it will come as pleasant news to anyone with a less-than-cutting-edge PC. It also announced plans for a Digital Deluxe Edition of the game that will include various sorts of bonus content as well as a copy of the original Killing Floor. First things first:

Minimum System Requirements:

CPU: Core 2 Duo E8200 2.66GHz or Phenom II X2 545

GPU: GeForce GTS 250 or Radeon HD 4830

RAM: 3GB

OS: Win7 64

Recommended Hot Iron:

CPU: Core 2 Quad Q9550 2.83GHz or Phenom II X4 955

GPU: GeForce GTX 560 or Radeon HD 6950

RAM: 4GB

OS: Win7 64

As for the Killing Floor 2 Digital Deluxe Edition, it will sell for $39.99/£26.99/€36.99, compared to $29.99/₤19.99/€26.99 for the standard release, and come with the DJ Scully character, with a unique voice pack and set of face and body skins; the "Scullyphones" headphones, 3D Glasses, and Bowler Hat cosmetic items, each with selectable variants; a digital art book and soundtrack; and, as mentioned, a copy of Killing Floor. All of the extra content will be available for purchase separately at a later date.

Killing Floor 2 comes out on Steam Early Accesson April 21.

Car crash central: Burnout 3 screenshot overload

We ran the very only last week but we've uncovered a whole new batch of in-game shots - and already we can't wait for the game's September release. Instead of being confined to tracks in the US, as in Burnout 2, you'll now also be able to tear around Europe and the Far East, while there's a total of 50 cars to choose from. The gameplay's major change, though, is in the boost system. Now you race against

5 underrated player-created missions in City of Heroes

I love games that let players create their own content, and City of Heroes is currently experiencing a renaissance of player-made mission arcs, thanks to the switch to free-to-play rejuvenating the playerbase.

36 10

is currently experiencing a renaissance of player-made mission arcs, thanks to the switch to free-to-play rejuvenating the playerbase. Paragon Studios does a great job of highlighting top-quality story arcs that it comes across, but there are a lot of awesome adventures falling through the cracks. Here are my five personal favorites currently slipping under the radar. You can find all of them by visiting any of the Mission Architect headquarters in-game. By John Sollitto

This article initially ran in PCG US #217.

1. Doctor Geist and the Scientific Method

Time to finally use everything you learned in high school science class! As Dr. Geist's bitter new lab assistant, you use espionage and sabotage to destroy another scientist's reputation. The variety of map locations and the manic quest-giver (along with the sheer enjoyment earned from impersonating another character successfully) propelled me to replay this mission over and over again. It's a great introduction to the Mission Architect system for new players, and really shows off the potential for building creative stories, not just mindless kill-fests.

2. A Hero in Need...is a Friend Indeed!

Arc ID# 375018 | Creator Wrong Number | Level 5-14 | Play for The wicked fun boss fight

Interacting with iconic characters from CoH's lore is common fare for player-created missions, but this particular arc puts a big twist on helping Paragon City's Statesman. While it starts out as a mundane run-and-grab questline, it soon leads to an incredible battle with the Gamester, the evil trickster who plagues CoH's winter holiday events. Mission objectives are put together well, with misleading clues and comical dialog adding a lot of flair, and the final fight is drool-worthy eye-candy, thanks to the author's custom-designed NPCs.

3. Captain Skylark Shadowfancy and the Tomorrownauts of Today!

Arc ID# 337333 | Creator The Cheshire Cat | Level 30-40 | Play for Over-the-top boss battles

A maniac is threatening to blast Earth with a giant Fear Ray and it's up to you and the Tomorrownauts, a team of heroes dedicated to protecting the Earth for future generations, to take him out. You have to smash your way through a lot of robots and parasitic aliens—this arc is overflowing with bosses and vast, cavernous maps that you can easily get lost in. But marching side-by-side with Captain Skylark against the classic villain Baron Doomsday made me feel like I'd reached nerdvana. Reprogramming Doombots to give the Baron a taste of his own laser-rocket medicine is a fun break from the usual tank-and-spank boss fight.

4. By Any Other Name

Arc ID# 337333 | Creator The Cheshire Cat | Level 30-40 | Play for Over-the-top boss battles

Players are so used to fighting the Rikti (an elusive, aggressive alien race), that they'll be hesitant when one shows up to ask them for help at the start of this arc. But teaming up with this elite agent sets you on a great adventure across farmland, caves, and warehouses. Along the way, you'll battle a corrupted human and then collect resources across an entire map to restore her to her original state. If you do, she'll join you as a powerful ally in the final battle. More than any other arc I played, this one provides a unique experience by twisting the game's well-established lore on its head.

5. The Do-It-Yourself Casino Heist Project

Arc ID# 404549 | Creator Twoflower | Level 20-54 | Play for Shenanigans and clever dialog

Aided by your over-sexed assistant Goldie Digger, you gather a team to heist a prized diamond bust of Marilyn Monroe from the Golden Giza Casino. After extracting and shanghaiing the wacky members of your crew from hairy situations, you end up in a casino map and blast your way to the vault only to find a deadly surprise inside. The arc's campy dialog and playful feel is fantastic, but the heist gameplay is by far the highlight of the show. Skirmishing with casino guards, defending your safe-cracker as he does his thing, and getting out alive with your prize is perfect fun for any would-be Danny Oceans.

Tripwire: "It's a second golden age for PC gaming right now"

Before Tripwire left the PC Gamer Show set last week, we wanted to get their thoughts on how Steam has changed over the past decade.

set last week, we wanted to get their thoughts on how Steam has changed over the past decade. Being one of the first third-party developers to distribute on Steam when it released Red Orchestra: Ostfront 41-45in 2006 means that Tripwire has had one of the longest relationships with digital distribution on PC.

"I feel a little bad for newer independent developers coming out because it's not going to be as easy for them to get people's attention as it was for us," said Tripwire president John Gibson. "It's still possible to make it, it's just a little harder to get noticed."

Although it's a more crowded marketplace, Gibson sees Steam's growth as a chance to reach more people, not as competition. "When we put out Red Orchestra 1, I think concurrent player counts [across Steam] were like 1.2 million. And I think there was maybe 15 million people on Steam. Now they just hit 9 million peak concurrent players, there's over 80 million people. So I look at that not as I'm worrying about reaching people, but 'Wow, the audience has grown.'

lpc mouse

"In 2005 when we first started talking to Valve, everyone was beating the drum: 'PC gaming is dead, PC gaming is dead.' And now it's like, wow, 80 million people on Steam, it's this huge platform... I look at it as a huge opportunity. I think that's great. You've got emerging technologies like VR... maybe it's going to be the next big thing, maybe it's not, but it seems really exciting. It might be something that pushes PC gaming even to another level," said Gibson. "I think it's a second golden age for PC gaming right now."

Watch the interview excerpt in the video above.

First bumper-bending Burnout 3 shots

Here are the very first screenshots of Burnout 3 for PS2 and Xbox, now published by software giant EA (it was formerly published by Acclaim). The first two titles were enthusiastically embraced by the gaming press and gamers alike and this latest instalment promises more of the same. Burnout took the novel step of making the inevitable in a driving game - crashing - a major feature by slowing it down

City of Heroes issue 23 will bring the Praetorian War to an end

City of Heroes is preparing to launch their latest big content update.

City of Heroes

City of Heroes is preparing to launch their latest big content update. Issue 23, which will be called 'Where Shadows Lie' will bring an end to the dramatic Praetorian War storyline, which has already claimed the live of City of Heroes' signature crime fighter Statesman, pictured above (centre). The war will be resolved in a new mission called the Magisterium Incarnate trial, which promises to give players the chance to end the threat of Emperor Cole, whose lieutenants they've spent the last few updates battling.

Issue 23 will also bring a new zone, called Night Ward, a mystical prison described as being 'trapped between the land of the living and the world of the dead', which features new enemies like the mysterious Drudges and the terrifying Black Knights. There will be some convenience updates too. Starting with Issue 23, free players will be able to join Super Groups (the City of Heroes version of guilds) and use looking for group chat, which they were previously barred from doing.

Finally paying players will get new benefits, with two new costume sets and the new 'Hybrid Incarnate' power tree, which will open extra power options to level 50 players, letting them diversify their characters with new powers, or specialise them further in their given role

For the full run down of what the update will include, check out the City of Heroes website.

Here's how Killing Floor 2 plays on its hardest difficulty

We've got some final videos from our Killing Floor 2 LAN with Tripwire.

LAN with Tripwire. The first is one of our attempts at Hell on Earth difficulty, KF2's hardest setting, on the Paris map. And below, we wanted to share a video from a single perspective on Biotics Lab (on Normal difficulty), which we didn't see yesterday in our full match video.

Electronic Arts to publish Burnout 3 this year

Burnout 3 will be published later this year by Electronic Arts for PS2, Xbox and Gamecube, it has been revealed. The previous two games in the superb arcade-racer series were released by Acclaim but it was widely known that developers Criterion weren't contracted to them for a third game. Best known for their spectacular crashes and sheer street racing thrills, the previous Burnouts both met critical

Survive a Nuclear Blast in City of Heroes’ next Incarnate Trial, The Magisterium

In most MMORPGs, your beefy max-level character can take on some monstrous enemies and withstand a serious beating—but have you ever survived a nuclear blast?

nuclearblast

In most MMORPGs, your beefy max-level character can take on some monstrous enemies and withstand a serious beating—but have you ever survived a nuclear blast? City of Heroes is giving players the opportunity to test their staying power against atomic explosions in an epic finale against Tyrant—the main antagonist of the Going Rogue expansion—in the upcoming Incarnate Trial, The Magisterium.

First, let's talk about why we need to take this guy out. Tyrant is the evil version of the game's überhero Statesman. He rules over Praetorian Earth, a parallel-dimension where he's practically worshiped as a king for defeating an army of invading horrors. The Well of the Furies, a not-so-nice sounding place where all Incarnates draw their power from, has chosen Tyrant as its champion. As a hero character, I simply cannot let that stand—this jerk's going down.

Luckily, the Dream Doctor feels the same way. Best known for saving kidnapped children in the 30s and founding the Midnight Squad, one of Paragon City's top superhero organizations, I was feeling pretty confident with him on our side. We entered The Magisterium, where an assault on Tyrant's tower was already taking place. As soldiers and members of resistance cells fled from the battle, we're sent in to defeat Tyrant's army, then his lieutenants, and ultimately take down Tyrant himself.

Like all of CoH's Incarnate Trials, this one scales to the number of players present (12-24 for this one), and our group is first tasked with defeating 250 enemies in front of the looming tower before us. The enemies are incredibly numerous: condensed into tight packs but still spread out over a large area. Our group started by rushing into a pocket of them and I quickly found myself surrounded by opponents, with plenty more waiting in the distance, giving the impression of being outnumbered in a large-scale battle.

When we'd finally decimated most of the outside army, the gauntlet boss fight began. It's a three-boss wrecking crew of Shadow Hunter, Nega Pendragon, and Chimera. You have to deal with all three at once, but your best bet is to focus on taking one down at a time. We chose to take on Shadow Hunter first, and had the manpower to off-tank Nega Pendragon, but we couldn't do anything about Chimera, leaving him to rain down arrows onto the group until we fought him last. The fights had some fun mechanics, such as the Shadow Hunter switching to his arcane form when he reached 40% health, making him look like a canine Anubis with ancient markings all over. More deadly however, was the fact that Nega Pendragon's power has grown with each attack (whoops, should've taken him down first), and when he finally died, he unleashed a massive wave of power through his sword Excalibur on anyone unlucky enough to be in its way. When Chimera was the only one left, he began teleporting all around the tower, making us constantly chase him until he was defeated.

Just when we thought we were safe, Black Swan, one of Tyrant's last lieutenants, appeared and used the Quills of Jocas on the group to siphon away our Incarnate power. She then opened up portals to Shadow Earth and called in enemies to help her kill us. In summary, she's a total jerk. We focused on taking down the portals first, to stop the flow of adds coming at us. Then, as we held the Black Swan at bay, we started gathering the Quills of Jocas scattered around the area. Just as we're starting to feel confident about our chances, the big bad Tyrant himself shows up and detonates a nuclear bomb in a last-ditch effort to take us out. Because we're awesome superheroes, we survived the blast, although it wounded us pretty bad. We healed ourselves as quickly as possible so we'd be ready to take on Tyrant.

As expected, a nuclear blast drastically changes the environment. The air fills with embers and smoke and we were suddenly standing in a giant crater surrounded by the rubble of nearby buildings. Tyrant's still there, though, and he summons wells of light that boost his power. Luckily, the Quills of Jocas we picked up earlier can destroy them to prevent his power from growing. One of the most interesting parts of the encounter is that death isn't the end. If and when you die, you're transported to the Dream Doctor's realm and must defeat the wards he places to get back into the fight. As Tyrant's health drops, his connection to the Well of the Furies severs more and more, transforming him into a weaker version of himself until you ultimately take him down.

The Trial took about 30 minutes to complete. It's not as difficult or intricate as the endgame raids I've played in World of Warcraft and Star Wars: The Old Republic recently, but City of Heroes has never been about tough, crazy mechanics with harsh punishment for positioning your character in the wrong way. Incarnate Trials are about making players feel as powerful as superheroes, and taking a nuclear blast to the face in The Magisterium definitely accomplished that. Issue 23: Where the Shadows Lie, which includes this Incarnate Trial, doesn't have a release date yet, but The Magisterium is available on CoH's test serversright now.

Watch a full match playthrough of Killing Floor 2

Yesterday's PC Gamer Show featured our first-in-the-world hands-on with Killing Floor 2 alongside our interview with two of the people making it, Tripwire's John Gibson and Bill Munk.

featured our first-in-the-world hands-on with Killing Floor 2 alongside our interview with two of the people making it, Tripwire's John Gibson and Bill Munk. Today, we're sharing a full, seven-wave match of Killing Floor 2 on normal difficulty from that session that includes our in-game voice chatter, rendered in glorious 60fps.

Our video jumps between three different perspectives to show as much of the different weapons and perksas possible. Watch until the end for a clue about the identity of one of Killing Floor 2's bosses. If you need more, come back tomorrow for another two KF2 videos—one of our Hell On Earth difficulty round, and another of the Biotics Lab map from a single perspective.

Who's playing

KFTester1 - Evan Lahti(Commando)
KFTester2 - Wes Fenlon(Berserker)
KFTester3 - John Gibson(Field Medic)
KFTester4 - Bill Munk(Commando)
KFTester5 - Lucas Sullivan(Support)
KFTester6 - Mike Schmitt(Berserker)

Top 7… Sports Games Nerds Actually Like

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City of Heroes Dev Diary: Designing Darkness Control

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

darkness thumb

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' Senior Systems Designer Phil “Synapse” Zeleski talks about designing the new Darkness Control power set. Let us know what you'd like to see developers discuss in future diaries in the comments.

The Darkness Control Power Set is a new primary Power Set choice for Controllers and Dominators that allows you to tap into the powers of the Netherworld to terrorize and possess your foes. This unique theme gives Darkness Control a few very unique powers, which I'll talk about in more depth below.

When our players think of darkness-based powers, their minds are likely to conjure up the entangling black tentacles that are the trademark looks of the Dark Blast and Dark Melee power sets. But we didn't want to copy that directly, and decided to go a different route with Darkness Control. Adding a new darkness-themed power set felt like the perfect opportunity to redefine some of those visual themes (established in Dark Blast and Dark Melee) that we felt were a bit dated. So instead, the Darkness Control Power Set uses swirling shadows and inky dark energy, as opposed to tentacles, as the core of the visual theme for the set.

Darkness Control biggest strength is bringing a breadth of control tools into a singular Power Set. Masters of it will be able to hold, immobilize, confuse, disorient, and terrorize their foes. This means you have a tool for nearly every situation. This wide variety of options comes at a cost though. Because few of your powers have the same control type, stacking effects on your target is trickier than it is with some other sets that focus on a fewer number of control types.

Some examples of Darkness Control's CC: a quick recharging single-target confuse, two hold powers, two immobilize powers, two very special pet powers, a player-based area of effect disorient, and a large cone terrorize power. As you can see, that's plenty of tools to lockdown your foes and aid your team. Combined with the haunting Shade pets and the towering, vicious Umbral Beast and it's a brutal lineup of powers with a lot of versatility.

Designing and implementing the Darkness Control power set had some unique challenges for us on the dev team. First, I really wanted to do something different both visually and mechanically, but I didn't want to throw Dominators and Controllers for a loop. Instead of building a new mechanic where the player builds up power through Combo Levels or some similar mechanic (like Street Justice or Staff Fighting), I decided to introduce new mechanics with some unusual powers.

The power Haunt summons a pair of Shades to harass and terrorize a target. Shadow Field is a location-based debuff that also has an initial hold. The Umbra Beast is visually very different from anything we've done before for a control set pet before. Implementing Darkness Control essentially required us to port Dark Miasma for Controllers and Dark Assault for Dominators. Because of this, Issue 22: Death Incarnate will feature not just Darkness Control, but also Darkness Affinity (Dark Miasma for Controllers) and Dark Assault. All three Power Sets are free for VIPs and will be available in the Paragon Market for Premium players.

To learn more about Darkness Control and the rest Issue 22: Death Incarnate, you can visit City of Heroes' Facebook pageor the official website.

Dreamfall Chapters begins its longest journey with over $1.5 million

The final hours of Red Thread's Kickstarter campaign for Dreamfall Chapters tolled yesterday, and the results show an impressive victory for Ragnar Tørnquist's indie studio.

for Dreamfall Chapters tolled yesterday, and the results show an impressive victory for Ragnar Tørnquist's indie studio. Backers plunked down a total of $1,538,425 to finance the return to Stark and Arcadia, making it the tenth most-financed video game Kickstarter project.

"Now it's our turn to deliver," Tørnquist writes in the first post-campaign update. "This is not just our game now. It's yours, too. And we're going to share it with you the best we can. Oh, there will be mysteries because mysteries are still important. But we asked you to join us on this journey, and we're staying true to our word. This is a journey we take together."

Red Thread plans to soon scoot the community over to a new Dreamfall Chapters forum hub which "we can all be proud of, where we can be honest and open, inclusive and gracious." The digital dough was enough to meet eight of the developer's stretch goals, including the restoration of cut content, Mac and Linux support, and more voice work. The amount came just short of funding a sequel after Chapters, but Red Thread hopes to " some day still be able to tell this story."

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City of Heroes Dev Diary: Balancing story and combat in Bloody Bay

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

bloody thumb

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' World Designer Cord “Think Tank” Carney talks about their design goals of the Drowning in Blood trial, and how they tried to balance story and combat inside. Let us know what you'd like to see developers discuss in future diaries in the comments.

One of the new trials being introduced in the Issue 22:Death Incarnate update for City of Heroes is a new level 15-30 trial called Drowning in Blood. Taking place in Bloody Bay, a small island town torn apart by decades of warfare, this trial is designed to be fun, quick content for players level 15 and above. In addition to more tangible rewards, players who finish the trial also get some answers to questions recently risen in the ongoing game lore, such as hints at what "The Coming Storm," a major catastrophe that has been predicted to come, will be.

Drowning in Blood prominently features the Shivans, a faction that CoH will be familiar with, who are remnants of meteorites that crashed to Earth over twenty years ago. Players first encountered these extraterrestrial menaces when City of Villains launched in 2005. When we launched City of Heroes Freedom, we introduced a second faction of the Shivans, who have a different visual appearance. These new Shivan have fallen under sway of Battalion, a mysterious intergalactic threat seemingly intent on conquering Earth. Drowning in Blood tells the story of these two distinct factions of Shivans and defines their roles in The Coming Storm.

For those familiar with our first introductory trial, Death From Below, the format of Drowning in Blood will be comfortably similar. Death From Below helped shape of the Freedom experience for many new and returning players, and has definitely influenced our design for Drowning in Blood. Players can use the Team Up Teleporter to group up and enter the trial automatically. Once inside, we want the experience to be fast-paced and forgiving as you're threaded through the old landscape of Bloody Bay, fighting Shivans, deranged Freakshow, and the mystical Circle of Thorns. We felt that Death From Below was an overwhelming success in that it engaged players as soon as they got into the game and allowed them to experience the group dynamics that make City of Heroes so enjoyable. We built Drowning in Blood to be the next step in that experience.

Although Drowning in Blood takes place in Bloody Bay, a PvP zone, it's neither a co-op nor a PvP experience. Heroes and Villains each have their own, separate versions of the Trial, each with their own unique characters and story interactions. Players will be greeted by either Arachnos or Longbow and can choose how they wish to proceed in taking back the island. They'll be given opportunities to genuinely help the people who still call Bloody Bay home, or betray those who trust you. Although many of the objectives are the same between the two versions, the tone is very different, and the characters you meet and how you can interact with them is distinct. We hope to see players want to experience both versions of the event.

Story-wise, we definitely have a lot to tell about The Coming Storm in the game overall and we couldn't pass up this opportunity to further the storyline. At the same time, we felt it was important that the players enjoy a fast-paced combat experience, and we didn't want story to interrupt the action. Throughout the event, players will encounter a variety of characters, each with unique perspectives on events and interesting information concerning the Shivans. Players are encouraged, but not required, to take the time to stop and chat so that they get the full scope of the story. For the speedsters, most of the characters will show up again at the very end of the trial to give you another opportunity to hear their stories.

And now to the rewards: players who successfully complete Drowning in Blood will be rewarded with a variety of useful buffs to damage, health, accuracy or defense. These buffs will stick with you until level 30, making you more powerful as you level. We hope you enjoy Drowning in Blood. It's a continuance of the stories and experiences that we kicked off with Freedom and the destruction of Galaxy City, and it foreshadows much of what is to come in future issues.

To learn more about Drowning in Blood and the rest Issue 22: Death Incarnate, you can visit City of Heroes' Facebook pageor the official website.

Dreamfall Chapters' first episode releasing October 21st

Well there you go.

Well there you go. It's not a very exciting video, but it might be a little informative, if you haven't been following the game before now. As with the previous titles, Chapters takes place across the twin realms of Stark and Arcadia, a sci-fi metropolis and a magicky fantasy land, respectively.

Here's a more interesting look at Reborn, the first part of Dreamfall's grand return:

Guitar Hero II to include "Halo Mjolnir" theme song

A rumor coming straight out of the Official Xbox Magazine suggests that gamers will be able to download and rock out to the "Halo Theme Mjolnir Mix," which greets you when you fire up Halo 2 . The opening guitar in the theme was recorded by seven-string guitar virtuoso Steve Vai. We've put in a few calls to the right people but they couldn't help us either way. But seeing as though a Spartan featured as an unlockable character in Dead or Alive 4 , we reckon there's every chance of this happening. We officially want Guitar Hero II on Xbox 360 even more than ever. After all, not everyone has the equipment and talent to rock out to Halo without a little help. February 27, 2007 Topics Shooter Family Halo 2 Halo 3 Guitar Hero II We recommend By Zergnet Load Comments

Dreamfall Chapters hits Kickstarter target. Stretch goals and pensive monkey revealed

More than 14,000 backers have helped the Dreamfall Chapters kickstarter campaign sail past the $850,000 target with 19 days left on the clock.

More than 14,000 backers have helped the Dreamfall Chapters kickstarter campaign sail past the $850,000 target with 19 days left on the clock. "Now it's OUR time to deliver," Red Thread said in the celebratory. "We promise to make the best game we can possibly make, one that lives up to your expectations and the legacy of The Longest Journey saga. A game that we can all be proud of."

And there was much rejoicing among fans of The Longest Journey, which could get even longer if the money-drive hits its stretch goals. They've already hit the $900k mark, which means there will be editions for Mac and Linux players. At $950k The Loremaster will be added, which will give players access to a wealth of extra details about the world. At the magical $1m mark Red Thread will make "A Longer Journey," which will be revealed along with more videos, screenshots and locations in the coming weeks.

I know what you're thinking. "What's all this about a monkey, then?" He's a Mangoyy, a new magical species you'll meet on your journey, "contemptuously called 'makak' by those who would reduce them to mere animals." Is that why he looks so sad?

Guitar Hero II wireless controller planned for 360

Guitar Hero II 's associate producer Ted Lange has told IGN that the developer plans to release a wireless controller for the Xbox 360 version "rather shortly." Apparently he said a wire is currently needed to make it work. Seeing as though we can send men to the moon, surely a wireless X-plorer isn't totally out of the question. ABOVE: You think this death rocker could be this insanely hardcore with a stupid wired guitar? Lange also promised the 360 game will feature the most downloadable content "anyone has ever seen in a game to this date." Fingers crossed we won't have to pay for it all though. Guitar Hero II on Xbox 360 should be available around April. February 15, 2006 Topics Family Guitar Hero II We recommend By Zergnet Load Comments

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Our Verdict
The combat and final mission are weak, but the story strands that bind it all together are excitingly unique to each player.

You called it Alpha Protocol ? Really? With a name that bland, Obsidian may as well have titled their spy-RPG Beige Patrol . For an audience coming straight from another Splinter Cell, Alpha Protocol's anonymity doesn't help it stand out.

But then, like the espionage operatives it depicts, standing out, guns blazing, isn't Alpha Protocol's thing. This is a roleplaying game, so resolutely tied to its system of numbers, statistics and perks that the blandest of names even has a little sub-heading: 'the espionage RPG.'

Against the quickfire combat of Sam Fisher's deniable adventures, the action side of Alpha Protocol is clunky; but when married so closely to hard numbers and dialogue choices, Obsidian's adventure becomes a tense, subtle story.

Stepping into the super-sneaky stealth shoes of agent Michael Thornton, as a proof of my skills I was tasked with escaping from the facilities my new employers, Alpha Protocol, called home. AP's remit is the USA's dirty work, and as a group they're free to be liquidated at will.Once acquainted with the team, it's off to Saudi Arabia for Thornton's first proper assignment. With a jumbo jet swatted from the sky by American missiles, apparently pilfered by terrorist group Al-Samad, Alpha Protocol sails close to the wind of believable modern topics. Big business is firmly in the game's sniper scope – fake hypercorporation Halbech is a constant in Thornton's quests: the weapons contractor that made the planewrecking rockets in the first place. Similarities to real companies like Halliburton are obviously no coincidence, and Halbech's influence throughout the world is, with an eye to spoilers, less than benign.

Come at the game like a pure shooter and Alpha Protocol is simplistic. Weapons have their own quirks: line up a pistol shot, and after a moment the reticule will turn red, giving a critical hit. Yank out a shotgun and you'll get a bonus for clearing a room, successive buckshot twatting foes with more force each blast. The problem is, such is the innate RPG-itude of the game, it's all too easy to mentally superimpose little numbers ticking away over your foe's heads.


Missfire

Considering the game takes pains to introduce your Thornton as a prodigy, it's confusing to work out quite why his myopia hasn't been diagnosed correctly on one of his company physicals. My Mike was a pistol specialist, having deliberately ramped up his shooting hand to off targets quickly. Great at 15 feet, where a headshot meant goodnight goon, but beyond that and he had the aim of a standard Bond henchman.There is some good in the floaty combat: an impressive weapon customisation system will, if the right elements are combined, let you upgrade guns and armour. Sidearms have four slots in which to cram technology – either bought from the 'Clearinghouse' black market or nabbed on-mission – and these make a notable difference to a weapon's handling. Body armour can be purchased and then lined with various gadgets, boosts, or armour plates: want to be the spy world's Rambo? You can purchase clanky soldier armour, and stuff it full of ceramic pads to deflect bullets aimed for your vitals. I went a different route, pocketing a silencer for my handgun early on, and combining it with futuristic stealth armour that muffled any loud movements.Theoretically I had no protection against gunned-up guards who spotted me; realistically, my gameplan meant they never would. Thornton's background is selectable, the choice between soldier, spy or techy informing how far you can progress in certain skills. Plumping for the spy lifestyle, I had my action points pre-spent on the skills that'd assist in my chosen approach, filling the stealth and close-combat areas of Thornton's character sheet.


Party piece

Some skills are selected via a radial menu, lasting a short period when activated. Combine a few powerful ones and you feel like the incontrovertible badass an international man of mystery should be. My absolute favourite abilty, born of pumping my action points (obtained by levelling up, which is in turn accomplished with experience points) into pistol-slinging, is the 'chain shot'. It slows time to a crawl to allow me to line up a series of snap-shots. Once the timer ticks down to zero, Thornton fires, dropping an entire room of goons in a heartbeat. Used sparingly, it's a moment that leaves you clapping for more. Lean on it – or other powerful skills – too heavily though, and it's worryingly easy to get into gamebreaking territory. I wangled the game to let me off some of the beefier bosses before they'd even finished their taunts, turning invisible before walking up to them and plugging them in the head.

[MPU]These bosses are a confused presence in Alpha Protocol. The game quickly splits into three locales – Rome, Taipei and Moscow – and they feel like they've been developed by three separate teams. Rome is all grey haired men and believable targets, while Moscow has surprise appearances by mafia major-domos who've wandered off-set from Metal Gear Solid. Trying to square a tense, low-key cafe discussion in a Roman cafe with a break-in at a tracksuitwearing, coke-snorting superhuman disco fan's neon mansion in Moscow is tough, given the general gravitas of the central plot, with its themes of patriotism and betrayal.

A few characters came close to breaking the game's spell, but the central cast is quite strong. Any game depicting a shadowy world of anonymous grey-haired men has its work cut out trying to make those men anything other than grey, but Alpha Protocol's operatives, doubleagents and mercenaries present unique fronts. Thornton keeps dossiers on each, repositories of incidental information about their background, but also handy tips to keeping them on-side. Knowing whether a contact likes you to engage them with a direct offer or banter first usually elicits a better response than pissing them off; on the other hand, the game is at pains to suggest you deliberately stay on the bad side of some of those you run into, to approach missions in a different way.


The spies of life

This choice is Alpha Protocol's core strength. Several missions offer you two black and white options and make you live with the consequences. Dialogue choices, too, kick you down different paths, invisible game voodoo closing off and opening further options as you either tell a counter-agent how you're going to kill him, or join his side. Conversational options sometimes feel unexplained, oneword descriptions like 'suave' are not enough to plot what your Thornton will say. But at least tense dialogue standoffs give you blunter descriptions: the consequence of selecting the “fuck off” option is not hard to discern.

The way you approach a mission affects your standing in other areas: throughout the meat of the game, I kept a low, non-lethal profile, killing a grand total of three people before reaching the final mission (which, reminiscent of Obsidian's previous work on KotOR 2 , is rushed and shonky, forcing you to face waves of baddies who can magically spot you). Rocking up in a new safehouse, I was met by many contacts, each of whom referenced my awesome hideability. By telling you that the region's super-spy only noted you'd turned up on his turf after you presented yourself to him, the game makes you feel like an actual espionager. Of course, go in guns blazing and you'll be spotted, your conversations changing accordingly.

Either way, you're left with mucky hands at the end of the game. The choices Mike's forced to make aren't plotted against any kind of good/evil scale and there's no real way to 'ace' the game: any way you slice it, people get hurt, things explode, bad shit goes down. A news report plays over the final credits, detailing the publiceye- view of the events you've been involved in, piecing together the outside perspective and showing your actions – however noble in your eyes – as seen by the wider world.

A playthrough of Alpha Protocol is an intensely personal thing, implicating you in believable events that take their cue from current issues and poking away until you confide what you'd do in that situation. Even with clunky gunplay and an artistic blandness, Alpha Protocol's spy simulator envelops the player in a story that feels entirely of their own creation, and is all the more compelling for it.

The Verdict

Alpha Protocol

The combat and final mission are weak, but the story strands that bind it all together are excitingly unique to each player.

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Dreamfall Chapters gameplay trailer travels to the neon-lit streets of cyberpunk Europolis

Red Thread's Dreamfall Chapters Kickstarter campaign has done an impressive job stirring up anticipation for the next tale in The Longest Journey's saga, passing the $1 million mark to achieve promised stretch goals for added lore, Mac and Linux support, and solemn-looking monkeys .

. With more support needed to drum up an additional $1 million in extra funding, Director Ragnar Tørnquist and Writer Dag Scheve host a brief in-game tour of the brooding cyberpunk city in a new gameplay trailer.

"Europolis is the dark heart of Europe," Tørnquist says. "Gone are the days of economic growth and prosperity. Europe has become a dystopian, urban-industrial wasteland. Europolis is a cyberpunk vision of the future—dark, crime-ridden alleys, neon signs, seedy nightclubs, and opium-den-like dream factories where people go to escape their dreary realities." Well, there goes my summer vacation plans.

The city spans the former countries of Poland, Germany, the Czech Republic, Belgium, and the Netherlands as part of Stark, an alternate depiction of near-future, techno-dense Earth and the counterpart to Arcadia, a fantasy plane of magic and nature.

It's as cyberpunk as a city gets—boulevards of neon jungles, sheets of rain, and gloomy pedestrians huddled beneath umbrellas for a strong Blade Runner vibe. A Vangelis synth track would feel right at home in Europolis' metro-noir, but the warbles of the trailer's ambiance suggests Red Thread has the city's atmosphere well in hand leading to Dreamfall Chapter's planned November 2014 release.

RedOctane on Guitar Hero III: "We need to be trusted"

Speaking on episode 53 of the Official Xbox Magazine podcast , Guitar Hero II associate producer Ted Lange and lead guitarist Marcus Henderson implored fans not to assume the worst for Guitar Hero III just because of a change in developers. "More than anything, I would say, just... we need to be trusted," said Lange. "We really do know what we’re doing." Adds Henderson: "There is no way to ruin this

Far Cry 2 and Dreamfall: The Longest Journey arrive on Good Old Games

Dreamfall: The Longest Journey and Far Cry 2 have more in common than you might think.

Dreamfall Far Cry 3

Dreamfall: The Longest Journey and Far Cry 2 have more in common than you might think. They're both cult games, and they're both capable of inspiring lengthy, loving tirades from their devotees. If you've never played them, you can now pick them up DRM-free from Good Old Games. Far Cry 2 Fortune's Edition- which includes extra weapons and vehicles - is available for $9.99, and Dreamfall: The Longest Journeyis $14.99.

Far Cry 2 is an open-world shooter set in Africa, with a bunch of ambitious interoperating mechanics that can create some spectacular stories: explosions that set whole areas of grassland on fire, or last-minute rescues by randomly-picked AI companions. It's got its problems, certainly - the overly-aggressive, super-accurate enemy forces can grate after a while - but we gave it 94% back in PCG 193 for a reason. The sequel, Far Cry 3, is taking things in a more traditional, story-driven direction.

Dreamfall is a multi-protagonist adventure game by Ragnar Tørnquist and Funcom, who are now working on The Secret World. It's a sequel to The Longest Journey, but playing the first game isn't necessary to enjoy it. Its stealth sequences let the side down, but otherwise it's a beautifully designed adventure. We gave it 77% in PCG 173.

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Alpha Protocol 2 is not going to happen

There will be no Alpha Protocol 2.

There will be no Alpha Protocol 2. "We won't be doing a sequel," Sega West president Mike Hayes told C&VG yesterday, citing poor sales as the reason.

He also reckons that a game's Metascore directly affects sales. "Let's speak very commercially; the game hasn't sold what we've expected. You know this whole thing with Metacritic where you have to be in the high 70s to mid-80s minimum - well, with RPGs you have got to be in the late 80s." Curious.

Rich gave Alpha Protocol an 81, while it racked up a Metascore of 73. You can't argue with bad sales, I suppose, but it's a real shame they won't be expending any effort to improve upon the formula.

[ CVGvia RPS]

Incredipede's terrifying leg-monster shuffles menacingly onto Steam today

After winning over Greenlight with its many legs and its creepy, singular eye, Incredipede has finally arrived on Steam [UPDATE: Here it is ].

]. Or it will in a bit, presumably when the Americas wake up and are mentally prepared to deal with the Cthulhian monstrosities you can conjure up in this ungodly creature-building game. I mean, just look at that thing up there. I don't know whether to put it out of its misery or hide under the covers until it goes away. In addition to adding a bunch of new features (details below), the Steam version of Incredipede will launch with a sale, knocking $5 off the typical asking price.

If you're still unsure what the Hell Incredipede is, say it three times in the mirror and it will crawl out of your medicine cupboard. Alternatively, have a read of Tom's (the other Tom - no, the other Tom)'s preview, or direct your eyeball to the steamy launch trailer, below. This Steam version adds 60 additional levels (which form the new Normal difficulty), two-handed creatures, and 'weird achievements' - which will be "real life achievements", apparently. The interesting thing about this is th- No. No no no no. Send help I said its name three times .

Ratchet & Clank: HD Collection confirmed and dated by Sony

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Alpha Protocol is cheap on Steam if you like fun, branching spy stories

Once upon a time a studio called Obsidian combined Jack Bauer's angry fists, James Bond's repertoire of one-liners and Jason Bourne's dead-eyed stare into a superspy Megazord called agent Michael Thornton.

Once upon a time a studio called Obsidian combined Jack Bauer's angry fists, James Bond's repertoire of one-liners and Jason Bourne's dead-eyed stare into a superspy Megazord called agent Michael Thornton. Michael traveled the world, engaging in rubbish stealth/action sections and talking to spy movie caricatures about conspiracies, initiating branching dialogues that could change the adventure's entire narrative direction. Michael Thornton today lives happily in the memories of the few who played and enjoyed Alpha Protocol, and can rest easy knowing that he starred in one of the most reactive RPG storylines around. He still looks really silly when you leave him hanging in the middle of a conversation choice.

Alpha Protocol is just £2.50 / $3.75 this week- a price point that should make it easy to overlook the dodgy action bits and enjoy the dialogue and decision-making. There's a choice of combat styles, and I'd recommend going down the extremely powerful stealth pistols skill tree. That'll let you breeze through the action scenes without too much swearing. Here is a video, so you know what you're in for.

And Michael "Mike. Mike. Michael" Thornton's theme tune for you.

Incredipede free for Linux users, 50% off for less open-source operating systems

Animal creation puzzler Incredipede is holding an "Open Source Appreciation week", in which Linux users are being rewarded with a free copy of the game.

Animal creation puzzler Incredipede is holding an "Open Source Appreciation week", in which Linux users are being rewarded with a free copy of the game. As users of the open-source OS crawl, roll and sproing away with their newly gifted present, there's no need for other platform users to feel abandoned. You're being given a not insignificant 50% off, instead.

"I'm making it free because Linux users are such strong supporters of indie games and because I like Linux, and the philosophy behind it so much," writes the game's creator Colin Northway. In addition, a portion of the week's Humble Store salesare being donated to the open source projects FlashDevelopand Box2D- both of which were instrumental in the creation of the game.

To claim your free copy, head to this pageof the Incredipede site. There you'll also find instructions for the game's optimum set-up - a side-effect of the lack of Linux support from the decidedly closed-source Adobe Air.

If you've not heard of Incredipede, this trailer should fill you in on what to expect:

The best guns in Ratchet & Clank history

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PC Gamer US August issue

The time to stick with the prod is over.

The time to stick with the prod is over. The new Deus Ex is our cover this month, and it's sleek, shiny, and doesn't mind breaking a few eggs - a little like PC Gamer, then. We've got a huge six-page preview for your conspiracy-hungry eyeballs, packed with gorgeous screens, honest impressions, and enlightening quotes from the daring developers at Eidos Montreal.

But if bionic shades don't grab you, how about MMOs you can play with your kids? Josh has found nine free worlds you can enter with urchins in tow. We've reviewed Alpha Protocol, Split/Second, and The Sims 3: Ambitions, and we've played three new missions of the Starcraft II: Wings of Liberty singleplayer campaign. We've even written about what they were like! We're thinking of calling it a "pre-viewing" of the game. Tell us what you think.

We've had to endure much, you and I, but soon there will be order again. Speaking of order, you can click here to order a subscriptionto the mag. Or if you're already a subscriber, click here to login to your customer account, to change your details, deliver address, etc.

Incredipede interview: how lizards and subways inspired the bohemian globetrotting devs

Two years ago, Colin Northway - the extravagantly-bearded , globetrotting creator of Incredipede - sold everything he owned except for a backpack, some clothes and a laptop, and got on a plane with his wife and a plan: to travel the world making indie games.

Since then, he's been to Turkey, Czech Republic, Italy, Malta, Scotland, Paris, British Columbia Canada, Honduras, Costa Rica, BC (again), Tokyo, The Philippines, Hong Kong, Greece, Scotland (again), and France.

I caught up with Northway to ask about the inspiration for creature-constructing puzzle-game Incredipede, how travelling helps him make better games, and how to stay productive while working within a stone's throw of a tropical beach. You can read more about the game in our Incredipede preview, vote for it on Incredipede's Steam Greenlight page, and even pre-order it at Incredipede.com.

Hello Colin, where on the planet are you right now, and where are you going next?

I am in Vienna, Austria, staying with a friend who is part of the indie studio Broken Rules. They made And Yet it Moves and are working on Chasing Aurora. His cats are chasing each other around the room knocking over his young son's toys and books.

From here we will fly to Vancouver Island on the west coast of Canada. My wife Sarah and I both grew up in British Columbia and like to spend a few months in the summer there. In the summer it is the most beautiful place in the world. We'll go to PAX and to Orcajam, a game jam held every year on the island.

You're about to release Incredipede. Tell us a little about it.

Incredipede is a game about life and feet. All animals are made with bones and muscles. Just bones and muscles can create a huge variety of movement and a huge variety of creatures. Incredipede takes the vast creativity of the natural world and gives it to you to play with. It lets you get your hands sticky with the raw wet strings of life.

From a more mechanical, game-design point of view Incredipede gives you a simple, small tool-set and challenges you to overcome various obstacles. What's the perfect creature to push over a tree? Or scamper across lava? Or climb a cliff? Or swing through the canopy? First you design the creature out of bones and muscles then you control her as she overcomes whatever obstacle she's been dealt.

Where did the inspiration for the game come from?

The idea could only have come from the jungle. Sarah and I lived in Honduras for two months in a house slung out over the water at the end of a terrible dirt road. We were surrounded (and occasionally invaded) by the natural world and creatures of all sorts. Fish swam underneath us as hummingbirds visited our balcony, baby boa constrictors and land crabs crawled through the yard, and ants invaded our kitchen. Not to mention the lizards and manta-rays and cuttlefish.

It's impossible not to marvel at the ingenuity of life and with so much of it around Incredipede was inevitable. To give myself (and other people) the chance to play in that world was fantastically enticing. I actually credit this lizard with the game idea.

What is it about travelling that informs your game ideas?

When you're traveling you're always being confronted with new ideas and all art is made of new ideas. Novel input, novel output.

But in game design there are lots of problems to solve. One of the most important for Incredipede is the controls. How do players actually build creatures? What do they click on? Incredipede is very original and I had to design the interface from scratch. Tokyo was the perfect place for this. You don't want to base your interface design on a jungle, jungles are confusing places. Tokyo on the other hand is meticulously designed for human use.

Tokyo has a great subway system but it's very complicated. There are a lot of lines. But one line, the Yamanote line, is a simple ring around the city. Instead of spending forever studying maps and optimising paths we just took the Yamanote line. It got everywhere eventually.

One of the biggest breakthroughs in Incredipede was how you build muscles. At first you could put a muscle anywhere and it felt like this gave you a lot of freedom. But sometimes freedom is free doom. In this game there are really only two options for each muscle. Either the muscle pushes the limb left or it pushes it right. Now when you build a muscle you choose between these two options instead of a world of possibilities that are all identical. Which is just like we use the Tokyo subway system.

The plot of the game is inspired by the differences in wealth we've seen around the world. The labor history of Scotland was really inspiring (my family is from Scotland). It's easy to forget that those huge castles everyone loves represent a gross imbalance of wealth between the few lords and their teeming subjects. I hope the game manages to echo a little bit of the bravery and effort of the struggle to overturn that imbalance.

It must be tough to make games while travelling around. Do you find yourself getting distracted by your surroundings?

Spending more time in a place is the key to being productive. If you only spend a week or two in any one place you end up being incredibly distracted the whole time because there's this big exciting new place outside! Given a few months you can pace yourself and get into a rhythm. Sometimes you can even be more productive while traveling.

If you rent apartments/houses by the month you can get good rates and in some countries you can get great rates. Our house in Greece cost a third of what our San Francisco apartment had cost us. As long as you don't criss-cross too many oceans during the year you can keep airfares under control. We're not rich, we just have itchy feet.

What are the best places to work?

Abandoned stretches of coastline. Hands down. We get a lot more work done in Costa Rica or Thailand than in Vancouver or Istanbul. Big cities are filled with distractions. Especially if you have good friends there. If you live beside a beach in the middle of nowhere there isn't much to do but go for long thoughtful walks and write code. If you can walk out your front door and spend a few hours surfing or snorkeling you'll be calm and focused for the rest of the day.

It's surprising that the places we get the most work done are also the most beautiful and also the cheapest but it's true.

Do you ever have trouble getting power and internet access?

Mobile phones have changed the world. The way they've changed the world for your average European or Canadian is nothing compared to how they've changed poorer tropical countries where there were no landlines.

Small cities in the tropics bristle with cellphone towers and every one of them is radiating a decent, affordable, 3G connection. You aren't going to be streaming Youtube or getting headshots in Counter-Strike but you can slurp the knowledge you need and stay in communication with team-mates and the world.

Power is often flaky but provides a good excuse to go outside and do something fun.

There are indie developers dotted all around the world, have you ever visited them?

We like to meet other independent game authors while we travel. Istanbul has a really friendly indie community who invited us in. We had a blast with them and attended the first ever Istanbul Game Jam. We sung karaoke in Tokyo with Indies and even attended an indie rice tasting with an indie gamer. We've also met indies in France, Athens, and Hong Kong. They're all great people and having a local connection makes travel ten times more fun.

Have you ever managed to persuade anyone to join you on your travels?

We're always trying to convince our friends to come with us. Ron Carmel (World of Goo) and his wife Arlie came with us for two months to the Philippines. We've also shared the road with Nathan Vella (Capybara games), Mike Boxleiter (Solipskier, Fig. 8), Aaron Isaksen (AppAbove games), Marc ten Bosch (Miegakure) and the Broken Rules guys (And Yet it Moves, Chasing Aurora).

I think we've planted a seed. People really like it when they try it. Selling all your stuff and ditching your apartment feels like a big step and people are hesitant to do it. But as we prove it can work and people start to get a taste for it I hope we'll have more companions drifting around the earth writing games with us.

If I had Minecraft money I would buy a sunny little island somewhere and dedicate it to the production and the producers of games. People would come and spend a few months being inspired by nature and by the other people there. We would all be artists in residence in paradise. I think a lot of really good games would come out of a place like that, and we're always looking for the perfect island.

Jade's camera in Beyond Good and Evil is more powerful than any weapon

While the mere mention of Beyond Good & Evil is enough to make some fans teary-eyed, it won’t be memories of the game’s searing mechanical innovation getting them emotional. After all, Michel Ancel’s beloved action-adventure can seem conservative once you pick it apart. Its structure is borrowed from Zelda, for instance, while its stealth sections reuse plenty of ideas from Metal Gear Solid before

PC Gamer UK July issue - Shogun 2: Total War

Our improbably sexy new issue is now being flung at subscribers, stocked on store shelves, and fired at you with a cannon of free postage if you buy it from our online shop .

. The cover is a mega-exclusive: the announcement and first details of Shogun 2: Total War, the next in everyone's favourite wargame series.

As well as a six page preview of that, we've got a huge feature on Deus Ex: Human Revolution, formerly Deus Ex 3. Tom got to see it in action in Montreal, and interview all the key people involved with it to find out if they really get Deus Ex. Incredibly, they do, and the game is looking far more exciting than any of us expected.

We've also got a feature on how to be good at every game, a review of Obsidian's spy RPG Alpha Protocol, and a face-off between Medal of Honor and Call of Duty: Black Ops. Buy it immediately.

Incredipede creeps onto Steam next week

Creature creating puzzle game Incredipede is finally preparing for a Steam launch.

Creature creating puzzle game Incredipede is finally preparing for a Steam launch. There's a new trailer, plus details of the added extras being packed into this updated version. So here's your challenge: can you craft an animal with enough limbs and muscles to scroll down and see them? What's that? You've already evolved a perfectly good finger for the task? Good enough, I guess.

"60 more levels in a new "Normal" difficulty: these levels will be easier than the original ones which are being moved into the "Hard" difficulty. "Two-handed creatures: Incredipede 1.0 has muscles that you can control with your left hand. 1.5 also has muscles that you can control with your right hand. Now you could remake QWOP. "Weird Achievements: I don't like achievements, so instead of typical achievements I'm doing "real life achievements" where people go outside and play with bugs and creatures. This is a way to extend the ideas in Incredipede outside of the computer monitor."

Hopefully those "real life achievements" won't extend the ideas of Incredipede too far. I don't think nature's limbs are quite as configurable outside of the game.

Incredipede's Steam release will spring into life on March 18th. To see some of the freaks of nature made possible with the game, check out Tom Francis' impressions here.

Alternatively, you can trial the game in your browser here.

Beyond Good & Evil Game Club Episode 1: To Black Isle and back again

Here you go! The first episode of GamesRadar's Game Club for Beyond Good & Evil is live. If you don't know what GamesRadar's Game Club is, you can find out more here , but if you just want the quick pitch, here it is: we're playing Beyond Good & Evil in chunks and talking about what we played every week. It's a book club, except for games. GamesRadar's Game Club: Beyond Good & Evil Episode 1 As a reminder

Incredipede: first look at the unsettling and beautiful creature constructor

This preview originally appeared in issue 244 of PC Gamer UK
"Incredipede is a game about life and feet,” explains Colin Northway.

"Incredipede is a game about life and feet,” explains Colin Northway. He's the nomadic creator of a genuine god game – a mash-up between Spore and World of Goo, where you design creatures that jump, climb, shove, swing, dance, or just jiggle their way to the end of the level.

You start with a blinking eye, named Quozzle. By clicking and dragging, you add hairy, bristle-covered limbs to his torso one at time. Then you hook them up with muscles, which fire alternately, creating movement. Once you think your creation is complete, you can unleash your Frankenstein's monster on the world.

What happens next will depend on how well you've designed your Quozzle. In a perfect world, he'll shamble on over to the level's exit, but more often than not he'll fall to his death, be burnt

up in a pool of bubbling lava, or in the most heartbreaking of cases, just get stuck pushing up against an obstacle relentlessly, forever.

Northway is the indie developer behind Fantastic Contraption – a physics puzzler where you construct elaborate machines. Two years ago, he sold off everything he owned except for some clothes, a backpack and a laptop, and set off with his wife to see the world and make games – which he's been doing ever since. That means he gets to say things like “the design process involved many long kayak trips in Honduras, long beach walks in Costa Rica and discussions in Tokyo cafes”.

The game changed dramatically during that time. When Quozzle was born in the swamps of Honduras, he had a nervous system and a brain, as well as muscles and bone. However that proved confusing, so his brain and nerves were chopped out and the knee-like joints swapped for shoulder-like ones that can rotate 360 degrees.

“That makes all kind of interesting motions possible, especially when you have a few attached together rotating in different directions,” Northway said.

He decided early on that the game would share aesthetics with the Victorian biology textbooks created by explorers venturing around the world. “Imagine getting hold of one of these books in 1860. What if some wayward uncle had left you a book about a mysterious island somewhere where creatures could change their shape? I bet in 1860 you'd believe it.”

That distinctive look was created by Thomas Shahan. “I asked him to do a title screen for the game and he spent days examining medieval and Renaissance book covers before doing his drawing,” said Northway. “The result is so beautiful I'm seriously considering having some kind of special edition book covers printed.”

Incredipede isn't far from finished. “We're intending to launch on PC hopefully by the end of October,” says Northway. “Travelling while writing games isn't as hard as you might think.”

Beyond Good & Evil Game Club Episode 0: Introducing Game Club

Hi everyone. Just a reminder: the first episode of GamesRadar's Game Club will go live at the end of the week. If you want to keep up, that means you should play through the first dungeon (Black Isle) and then stop. We'll be posting Episode 1's article a bit early so you can start the discussion then, we just wanted to remind you of the date. Don't know what we're talking about? Well, here's the original

Send More People! The Weekend Warriors Jam Is This Weekend

This coming weekend sees Send More People putting on a rather unconventional jam with the Weekend Warriors jam.

jam. The whole idea of this event is to encourage indie developers to just live stream development of their own game, it really is that simple with the grand prize just being a more complete game and a weekend well spent.

It’s a novel idea and is somewhat of a step back from the hyper competitive game jams we have seen over the past few years and focuses less about inspiration and constrains, but more about just doing. It will no doubt help many developers by allowing them to set their own goals and actually be forced to work towards them, with it being streamed the incentive is there.

The idea comes of the back of many indie developers developing in their spare time, often over the weekends. This event is somewhat of a homage to this notation, and from the looks of it a damn good one.

Send More People are literally asking the internet to send them more people for this event trying to make it something a little different. It does not matter how far along on a game you are, or your chosen method of streaming. All that matters is you send the guys your link and they will get it up.

Currently the event has a few developers including; Diado Gaming, Adam Long, U1zev and of course Send More People . For more information on how to get involved in this gaming social jam be sure to check the Send More People siteand sign up for it yourself.

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