Football Manager 2013 hands-on, or feet-on, with Sports Interactive's streamlined sim

Football, to paraphrase the great Bill Shankly, may be more important than life and death, but sadly such inconveniences tend to get in the way of the digital version.

Football, to paraphrase the great Bill Shankly, may be more important than life and death, but sadly such inconveniences tend to get in the way of the digital version. In recent years I've found myself drifting away from Sports Interactive's series as it grows steadily more complex – and with it, more time-consuming.

This season's headline feature, the stripped-back Classic mode, feels made for me: I can whizz through a season in half the time, ignoring peripheral concerns and concentrating on buying players, picking my team and sending them out to do me proud. Crucially, it still feels like FM: convenient, rather than compromised.

I start the preview version by taking the reins at Man City. It feels strange: the point of FM is the realisation of the eternal fan complaint, “I could do a better job”. In the past, picking City gave you the chance to exceed low expectations, but no longer being the underdog brings pressures of a different kind. Still, a £100m transfer budget? Not the worst problem to have.

I follow my scout's instructions and sign Fulham's Bryan Ruiz. Ruiz arrives on a temporary visa – at which point a little shopping trolley appears at the bottom-right, allowing me to pay real-world cash to abolish work permits. That might sit uneasily with FM veterans – although it'll never show up in Sim mode, paying to remove inconvenient design decisions, even those based on reality, never feels satisfying. The option to top up my transfer budget appears next, and more options turn up later in the campaign.

The pace is palpably quicker. You can even hit an Instant Result button, which puts match day responsibilities in the hands of your management team. I regret it the one time I try this – a match I'd comfortably won on a different save ends up a 2-1 bum-squeaker. Players and tactical selections are erratic, and one of my team is sent off, failing to understand the concept of a friendly by scissoring his opponent in a vicious touchline lunge.

That incident does, however, highlight the superior animation and match engine. It's still awkward at times – player positioning is immaculate, but the ball takes some bizarre bounces, while players will shuffle sideways like crabs. Yet it's more satisfying to see your striker slam one into the top corner than in the overhead view, and even with some kinks to iron out it's a marked improvement on last year.

Sim mode, meanwhile, now allows you to get moody in press conferences. You can be timid, deadpan or aggressive as you praise or berate rivals or players. And it's as authentic as ever: here, Balotelli turned up for the first day of training with whiplash, claiming he'd got it from a fall at home. Perhaps the bookies should consider revising those 7-2 title odds.

Developer: Sports Interactive

Publisher: Sega

Link: www.footballmanager.com

Release: winter 2012

We played Terraria's 1.3 update a day early

We saw new biomes like the Underground Desert, new events like Slime Rain, and new items and weapons like the yo-yo!

The livestream is over, but you can watch a VOD of the whole thing right here.

We saw new biomes like the Underground Desert, new events like Slime Rain, and new items and weapons like the yo-yo! 1.3 is a huge update, even if a lot of the additions and changes are more subtle, like tweaked world generation. And Expert Mode is a severe kick in the pants. Even basic zombies can kill you in two hits, so it's much harder to get a foothold at the start of the game. I am looking forward to exploring the late game when the patch goes live tomorrow, if I can make it that far.

Original: Tomorrow, Terrariawill get its third massive update since it launched in 2011. Once again, the game will be getting a free content drop that adds hundreds of items, new enemies, new modes, updated graphics and sound, and a very long list of more.

We will be livestreaming the 1.3 update to Terraria in its brand new "Expert Mode" today from 2-5pm PDT, ahead of its official release tomorrow. Come watch as we find as much new stuff as we can (and there is a lot) while some of the devs from Re-Logic hang out in Twitch chat. You can watch on the embed above, or right here on our Twitch channel.

Going Swimmingly: ‘Ecofish’ Now Available On The App Store

Eclipse Games have released their eco-worried puzzle game, Ecofish , on to the App Store with other mobile versions coming soon.

The amount of games that address issues with pollution are countless so here’s another one to add to the pile. Eclipse Games’ most recent title, Ecofish , is a fairly predictable tale – oil spill in ocean, fishes go crazy and you play as the one fish who is unaffected by it all and makes it its task to clean up this mess.

What I like about Ecofish is that it was actually intended as a port of Eclipse’s previous title, Lightfish. That game had the same gameplay but with Ecofish they have obviously tweaked it for touch screen control and added new art and soundtrack. It took five months for the transformation to take place, but the more friendly look of Ecofish is worth it I think.

In case you didn’t know, Ecofish has you capturing parts of the screen in order to reclaim back the beauty of the ocean. You do this by leaving the safety of the level’s border and drawing a line into the oil spillage and returning back to the border. Yeah it’s not that easy to explain but there is a trailer below that will help you out with that better than I can.

Currently, Ecofish is available on the App Store for $1.99but Android and Windows Phone 7 versions will hopefully be with us by late April or early May, other platforms may follow after that.

More information on Ecofish can be found on the game’s official website.

Football Manager 2013 release date announced, pre-orders come with beta access

Attention, ballfoot fans!

Attention, ballfoot fans! Get out the iron and flatten out those touchline suits. The latest iteration of Football Manager will go live on Steam at one minute past midnight on November 02, and you can get in two weeks early if you pre-order from one of these places.

That's according to an announcement post on the Football Manager 2012 site, which explains that the beta version "will be very close to the final game." It'll include "FM, classic mode & challenges," but no network game. Beta saves will be compatible with the full game when it's released.

You can hear about this year's updates, and the new classic mode, from the ever-affable Miles Jacobson in our Football Manager 2013 interview. If you'd rather get the goods via your eyes have a look at the Football Manager 2013 announcement video.

20 Best Android Games

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20 games every Android user should play
While nothing can ever replace gaming with a keyboard and mouse on a killer rig, mobile games can be a godsend while you're in a waiting room, if, you’ve got the right games.


While nothing can ever replace gaming with a keyboard and mouse on a killer rig, mobile games can be a godsend while you're in a waiting room, if, you’ve got the right games. Fortunately, we’ve compiled a list of the 20 bestgames. They range from Grand Theft Auto: San Andreas to Dots, Kami, and games like Space Team. There’s something for everyone, and many of the games are available for free.

Do you have a favorite Android game? Let us know in the comments below!

20. Dead Trigger 2: Someone had to do it. Zombies are on every platform imaginable and Dead Trigger 2 is one of the best zombie shooters on Android. You’ll push through levels, killing hordes of zombies in a game that looks pretty good for a mobile game. It’s also filled with unlockables, which helps, since the game gets a little repetitive. It's not perfect, but it's hard to complain about a free game—even if it has in-app purchases.

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19. Tiny Thief: Point-and-click adventures are all the rage. Tiny Thief is a mobile point-and-click that is charming, fun, and engaging. It’s a bit too easy at times, but it’s a cute game that pretty much anyone can enjoy. It’s probably as far from Angry Birds as Rovio could get, but it’s a polished experience that works perfectly on a phone or tablet. It’s $3 with a stripped down, lite version available.

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Ingress is one of the most daunting Android games of all time. It’s hard to get into, hard to play, and hard to explain. Despite all this, it’s still an amazing experience that everyone should at least try. It’s an augmented reality game by Google that’s actually worth playing. You walk around the real world collecting energy to use to fight against or for the Enlightened and Resistance. Oh, and it’s completely free.

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17. Kingdom Rush Frontiers: Kingdom Rush has been the tower defense game of choice for many a mobile gamer. Kingdom Rush Frontiers follows in its footsteps and it’s still a stellar tower defense game. It doesn’t break any new ground aside from some minor changes, but it’s worth picking up over the original since they’re the same price. $1 and you’ve got a traditional tower defense game that’ll keep you coming back for a long time.

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16. Call of Duty: Strike Team: The last thing we thought we wanted was another Call of Duty game. Oddly enough, Call of Duty: Strike Team is one of the best first-person shooters you can get on an Android device. Controls feel good and the game mixes some top-down strategy with straight-up shooting. If you can get past the steep $7 price, it’s well worth your time.

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15. Star Command: If managing a starship sounds like fun to you, Star Command is as good as it gets. It’s a lot like FTL, but in a more mobile-friendly package. Buttons are large and easy to press, and even managing the small crew members isn’t too difficult. The gameplay gets a bit stale, and the story isn’t all that compelling, but it’s a fun game and pretty much the only experience of its kind on Android. Get it for $3.

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14. Eufloria HD: Real-time strategy doesn’t always translate to non-PC platforms. Eufloria HD is an exception. It’s a simple game with some surprising complexity. You’ll explore space, conquer asteroids, and grow your army of biomechanical seeds—literally. Each level is a map of asteroids and your job is to conquer them all. Give the demo a try before dropping $5, because it’s a unique game that not everyone will enjoy.

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13. Terraria: Everyone knows what Terraria is and its sidescrolling Minecraft-esque gameplay hasn’t changed in the mobile version. The virtual controls work well and the predictive controls make mining for minerals or placing blocks easier than you’d think—precise control is just a tap away. All of the crafting and construction from the PC game is here. It’s only $5, with a demo available if you’d like to try before you buy.

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12. Badland: Combine Jetpack Joyride and Limbo and you’ve got Badland. It’s an atmospheric sidescrolling platformer that puts you in control of a furry forest creature in a world where everything is covered in shadows. Tapping the screen pushes you further up while gravity constantly pulls you down. Moving through the levels involves plenty of creative physics puzzles. It’s free and it’s even got split-screen local multiplayer.

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11. Rayman Fiesta Run: Endless runners aren’t as popular as they once were. Rayman Fiesta Run mixes things up by combining endless runner mechanics with classic Rayman platforming. You’ll progress through levels unlocking new characters and encountering a wide variety of locales with plenty of new mechanics along the way. This is endless running made more fun. Grab it for $3.

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10. Rymdkapsel: Tower defense meets base building in Rymdkapsel. It started as a PlayStation Mobile game and has made its way to Android. It’s simple, sparse, and a little slow, but it’s a completely unique take on mobile real-time strategy. You don’t build armies or attack anything, but you do collect resources and establish defenses in a game that’s one-part Tetris, one-part StarCraft, and one-part tower defense. It’s available for $4.

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9. Clash of Clans: If you’re not a fan of freemium games, stay clear of Clash of Clans. You build buildings, raise armies, and attack other players to increase your standing on the leaderboards. The only problem is that everything takes time and the only way to speed it up is to use gems. Despite the annoying business model, the game is incredibly addictive. Should you spend two hours upgrading that barracks or the gold mine?

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8. Plants vs. Zombies 2: The hit tower defense game is back with a mobile-only sequel. This time around it’s free-to-play and has in-app purchases instead of a base cost for the full game. Thankfully, the microtransactions are completely optional. Traverse across the new world map unlocking keys and stars to purchase new worlds and plants.

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7. FIFA 14: There’s not much to say about FIFA 14. It’s a soccer game. It’s made by EA. Oh, and it’s pretty damn amazing. This is the best sports game available on the Play Store. Our main problem with it is the freemium business model. You’ll get a couple game modes when you first download the game, but if you want access to extra modes like Tournaments or Manager Mode, you’ll have to pony up $5. Either way, it’s a great game for soccer fans.

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6. Space Team: Space Team's a free game that only really makes sense once you play it. It’s a local-only multiplayer game that pits you and your friends against the dangers of space travel. Each player has control over a different control panel and set of instructions. Everyone relays their instructions to the rest of the team in the hopes that the person with the correct controls can complete the tasks before time runs out.

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5. The Room: There’s something almost tangible about the puzzles in The Room. They involve spinning dials, inserting keys, and looking for cleverly hidden clues. Each level is an adventure with a new room to explore. Puzzle solutions make you feel like a genius, and that’s a good thing. Anyone with even a passing interest in puzzle games shouldn’t bat an eye at the $2 price tag.

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4. Blip Blup: Blip Blup is available for free, but it'll cost $2 to get the final pack of puzzles and to remove the ads. Your job is to fill every tile with color while spending as few moves as possible. It’s a lot harder than you think because the “pulses” of color expand in all directions. It’s hard to explain the nuances of the system, but the in-game tutorial does well and ramps up the difficulty at a nice pace.

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2. Dots: Puzzle games will probably always be a mobile mainstay. They’re easy to pick up and—usually—endlessly replayable. Connect colored dots to earn points in a variety of timed, move-restricted, and unlimited modes. It may sound boring, but it’s an endlessly addicting game that’s surprisingly strategic. This is a great game for bus stops and for late-night insomnia. It’s available for free, but the Endless mode is locked behind a $2 paywall.

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1. Grand Theft Auto- San Andreas: Virtual joystick control isn’t the best, but it’s hard to argue with Grand Theft Auto in the palm of your hand. San Andreas was a huge hit when it first came out, and it’s still a heavy hitter. The game’s the same as the console version and runs surprisingly well on Android. $7 might sound like a lot, but this great port is worth every penny—especially if you’ve got a controller for your phone.

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The Wolf Among Us 4K gallery

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Terraria player builds in-game binary-to-decimal calculator

There have been some incredible computers built in Minecraft using redstone circuitry, but comparatively fewer in its 2D counterpart Terraria .That’s probably because although Terraria includes wiring mechanics it doesn’t have a built-in creative mode, which makes this sort of work a pretty hardcore pursuit.

.That’s probably because although Terraria includes wiring mechanics it doesn’t have a built-in creative mode, which makes this sort of work a pretty hardcore pursuit. But not impossible, as YouTuber Joe Pricehas proved. Price has built a working binary calculator in the game, which can automatically convert binary into decimals and display the results on screen.

Creating the contraption required using a glitch called ‘hoiking’. Introduced in Terraria’s 1.2 patch, a ‘hoik’ is a series of sloped blocks which pushes players, NPCs, and items through solid areas almost instantaneously. If a game object is on or inside a sloped block it gets forced towards the top of the slant. So, by lining up multiple slopes, you can force a player from one block into the next, shoving them along at an incredibly fast pace.

Using hoiks, Price is able to push NPCs down pre-built paths and place buttons for them to hit along the way. The button inputs are interpreted as binary, which he can then convert to decimals, and… Well, it’s about here that I stop grasping how any of it works, but the results are undeniably impressive. Hoiks! Maths! Burn the witch!

Check the calculator out in the video above. (Special thanks to ZeroGravitas on the Terraria forums for his detailed guideon the history of hoiks.)

Bloodborne weapons guide

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Jump to Section: Best Price Comments Pros Flying around as a bat swarm is hugely fun UGC cutscenes are a cool addition Easy-to-find collectibles mean easy Trophies Cons Collectibles are maybe a little TOO easy to find Unlocking all powers means playing lots of UGC Over pretty quickly Go to page: Page 1 Page 1 Page 2 Horror-themed Halloween DLC is a trend we can really get behind, especially when they

Battlefield 1 will have dynamic weather, giant vehicles

According to today's EA Play demonstration, Battlefield 1 will introduce dynamic weather to the series.

According to today's EA Play demonstration, Battlefield 1 will introduce dynamic weather to the series. The same map might have clear skies, fog, or rain, changing visibility and audio and presumably mucking up your strategies. It'll also have some giant vehicles—airships, armored trains, and battleships—and "intuitive destruction." Watch the new trailer above, and if you get here in time, EA is currently livestreaming 64-player gameplay.

Terraria offers new treats, no tricks, in Halloween update

People prepare for the night of ghosts and goblins in different ways.

People prepare for the night of ghosts and goblins in different ways. Some go trick-or-treating, while others get so drunk they start believing they are their costume. Only a select few lock themselves away to craft free Halloween updates for their games, and it turns out Terraria'sdevelopers happen belong in the latter group.

Terraria's “Halloween event” update fills your biome with Halloween-themed pets, costume paintings, gear, and friendly NPCs to sell you those items. Here's hoping they don't use your hard-earned cash to egg the impenetrable fortress you spent hours refurbishing. Slain monsters will also drop goodie bags containing “fun surprises” that hopefully won't include mini bottles of toothpaste or, ugh, pencils. People who give those away on Halloween are the true monsters.

There's also a “Pumpkin Moon Event” that can be triggered in hard mode. Developer Redigit was light on the details, but made the thing sound like a survival mode where you stave off waves of enemies. The more waves you survive, the better the spoils. The Halloween event lasts until Nov. 10, probably to let you recover from whatever candy coma you fall into.

There are also a bunch of non-Halloween themed bug fixes and balances. I found the most adorable one was “Mice can no longer spawn in hell.” That's just my personal pick. Feel free to check out the full listand make your own decisions. Or, you could just tinker around while munching on your sugary-dessert of choice—preferably in a soundproof chamber where no doorbell can reach you.

CD Projekt comes out on top at The Game Awards

CD Projekt Red managed to beat out other notable nominees for developer of the year, including Bethesda Softworks ( Fallout 4 ), Kojima Productions ( Metal Gear Solid V: The Phantom Pain ), From Software ( Bloodborne ), and Nintendo ( Super Mario Maker ).

The Witcher 3: Wild Hunt developer CD Projekt Red came away with the developer of the year and game of the year awards at The Game Awardslast night.

The Witcher 3, released in May this year, won both game of the year and best role-playing game.

Other notable recipients included Her Story for best narrative (written and directed by Sam Barlow), Rocket League from Psyonix for best sports/racing game and best indie game, and Nintendo’s Splatoon for best shooter.

See the whole list of winnersat Entertainment Weekly.

Dying Light 5K screenshot gallery

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Terraria 2 announced, creator wants to include "infinite worlds"

Listen, Terraria fans.

Listen, Terraria fans. I don't want to rush you, but that giant patchyou received a few days ago? You might not have the eternity to enjoy it that you previously assumed. Terraria's creator, Andrew 'Redigit' Spinks, has revealed that he's working on a sequel to the side-scrolling craft-'em-up, and despite some core similarities to the first game, he's teasing "infinite worlds" to be explored.

"I'm super excited about starting Terraria 2," Spinks told RPS. "It's a ways out, but it's gonna have a lot in common with the original. It's gonna be quite different as well. I really want to expand on the whole Terraria universe.

"There's a lot of stuff I'm locked into with Terraria. The way loot works, the way character progression works. In Terraria 2, I really want to have infinite worlds so you're not just stuck to one world. You can travel anywhere. I want more biome diversity in that, too. There's a lot of stuff [I want to add and change]."

Not that development on Terraria: The First has finished just yet. While Spinks isn't planning anything on the scale of 1.2, he does want to finish the endgame progression within the next couple of months, as well as work on a possible Halloween update.

You can read the full interview over at RPS.

Bloodborne attire guide

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Terraria 1.2 trailer dishes out some wizardry and witchcraft

Terraria developer Andrew Spinks announced last week that the 1.2 update will be ready (and free) on Steam on October 1, while promising a new trailer would soon be in our midst.

that the 1.2 update will be ready (and free) on Steam on October 1, while promising a new trailer would soon be in our midst. This is that trailer.

It's a little tough to find out exactly what the new update's bringing to the expertly-crafted table, what with barrage of spells whizzing over our heads, though people should expect new equipment, enemies, furniture, biomes, spells, character menus—I could go on and on, but we'd be well into October by the time I finished the list. Trust me— it's a lot of stuff.

Given that the folks at Re-Logic have been working on 1.2 since the start of 2013, I'm curious if this will actually be Terraria's final update. You don't often see updates of this magnitude coming out a full two years after a game's release. I'm not complaining, mind you, but Re-Logic mentioned an “even better project”back before the 1.2 update was even announced, which makes me suspect something's lying in wait on the back-burner. It's just something to chew on while you sift through all the different touches Re-Logic has added to Terraria's already dense world.

Battlefield 1 devs reveal weapon changes

"The weapons of Battlefield 1 are a bit more specialized," lead weapon designer Julian Schimek says.

Alongside a tiny teaser for Battlefield 1's multiplayer mode, DICE has revealed how its weapons will differ from those of Battlefields gone by.

are a bit more specialized," lead weapon designer Julian Schimek says. "To get the most out of them, you have to be aware of their strengths and weaknesses, and use the right one in the right situation. Putting your weapon to good use will feel more rewarding than ever before."

I'm certainly looking for more distinguishing features than were present among Battlefield 4's sprawling collection. In Battlefield 1, weapons will fall into six categories: shotguns, SMGs, LMG, semi-automatics, side-arms and sniper rifles.

Save the date - A new #Battlefield 1 trailer is coming on June 12. Subscribe now: https://t.co/aOafTo3ukLhttps://t.co/KgRCDccYZd June 6, 2016

Intriguingly, DICE has increased bullet velocity across all weapon classes: "This speeds things up and makes the gunplay feel more authentic." It'll have its opponents, though. Sure it makes sense for WW1 to be brutal, but Battlefield's exaggerated bullet physics are a large part of what makes shooting fun. Bullet drop and drag will return, but how they'll be affected by the change remains to be seen.

If the appearance of "sniper rifles" in that list caught your eye, DICE is once again attempting to rejig the role of snipers on the battlefield.

"The biggest change is that you will actually be the most effective when you stay at the right distance to your target. It's not all about being as far away as possible."

I did think that was the aim (if not the reality) of sniping in every Battlefield, but there you go.

As to weapon customisation, DICE has heard the pleas of everybody baffled by 4's endless cratesof muzzles, grips and sights.

"Battlefield 1 utilizes pre-set Loadouts for each weapon—you're  still able to customize your weapons to make sure they work with your playstyle, but in a more focused way.

"Maybe you want a shotgun that packs a little more punch? Or maybe you'd rather one that trades stability for accuracy? The different weapon Pre-Sets should help you out. Some have up to three, giving you different ways to play with the same weapons. You're able to customize them as well, changing the zoom levels, reticles, and more."

Most importantly, we will be able to equip a bayonet and charge our enemies down. You can find the full Q&A here.

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.

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Our Verdict
A quality 4K panel, with a great price and some neat extras.

It might seem pretty weird calling a £600 / $650 monitor 'the budget option' but that's exactly what the Asus PB287Q is in the burgeoning 4K space. When the first 4K screens I tested cost six times as much you can probably see why I might get a bit excited about a 'cheap' 4K display hitting my testbench. This is the first realistically affordable monitor I've checked out, rocking that full 3840x2160 native resolution, and it's lovely. I had my worries, but Asus has put together a 4K screen that can claim bargain status without looking anything like a budget monitor. How have they managed this feat when others are into four figure price tags?

It's all down to the choice of panel Asus have chosen to drop into this 28-inch monitor. Where the first 4K screen I checked out from Asus was the PQ321QE, with a 32-inch IGZO IPS display, the PB287Q comes with a 27-inch TN panel. And unlike a few of the early 4K TN adopters out there, this Asus screen is fully capable of running its 4K resolution at a full 60Hz.

If you get a sense of unease at the very mention of TN panels, that's understandable. They're known for their shonky viewing angles and dodgy contrast and colour reproduction, but these 4K TN panels are unlike any others I've ever tested. I'm not going to say that you can't tell the difference—sat cheek-by-jowl with an IPS 4K screen it's immediately obvious which has the premium panel sitting inside it. And out of the box the PB287Q's colours do look a little washed out, but with a little tweaking of the OSD you can alleviate most of those problems.

Traditionally TN panels suffer poor viewing angles, but in those stakes the Asus doesn't fare badly at all. The horizontal viewing angles are impeccable and only the vertical gives me any pause. Viewing angles falter when you're looking up at the screen, but Asus has included a fully height-adjustable stand, so that never becomes an issue.

There are other 4K monitors coming out at this price, all using TN displays, and indeed there are some which are even cheaper. Asus' panel is a full 10-bit variant, where others are using 8-bit, and frame rate control, to get to the same 1.07 billion colour palette. And Asus also pack in some extra features, such as low blue light and flicker-free technologies to avoid punishing your eyes during long gaming sessions.

So while it's definitely a bargain in 4K terms, the PB287Q is still a thoroughly feature-rich option. My only concern, and the thing that's stopping this impressive panel from getting the coveted Editor's Choice award are those slightly washed out colours. After the vibrant hues I've become used to in my lowly 2560x1440 display it seems like a slightly retrograde step, but that's all that would give me pause.

Well, that and the fact you need a great deal of horsepower to get your games running smoothly at this razor sharp resolution, but that's not really Asus' fault. And they will sell you a GTX Titan Z or Ares III if you need some help.

As an upgrade from pretty much any 1080p panel this PB287Q would make an excellent option, especially for the money they're asking for it, just make sure you've got the space on your desktop before taking the plunge.

The Verdict

Asus PB287Q 4k monitor

A quality 4K panel, with a great price and some neat extras.

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Terraria 1.2 update released, tweaks almost every part of the game

The sun is brighter!

The sun is brighter! The sky is smoother! The werewolf form has been buffed! These are just three of the changes you'll find when you next log into Terraria. The full change listfor the update, which has been in development for over nine months, is huge and covers nearly every part of the game. Want new hairstyles? You've got them. Want to be able to paint any solid tile or item? You can do that. Want to be asked if you want to use UPnP to automatically port-forward when hosting multiplayer? That's strange, but you will be. There are other, more dramatic changes too.

Bug Fixes

You can no longer craft items or money by placing items in the trash. You can no longer sell your gold to NPC's Music box/chest duping no longer works Bunnies/Goldfish spawned from statues no longer drop money during a Bloodmoon Equipping items to the social slot in German no longer crashes the game The game will no longer create a random password during multiplayer world generation You can now reforge in all languages Active blocks will no longer become inactive with a chest on them Fixed a bug that would cause a suitable house to be unsuitable Fixed a lot of bugs that were not listed

Mechanics and Gameplay

Enemies now have a health bar There is now a map, mini map, and overlay that only shows tiles the brightest they have ever been The map can be toggled using tab, m, or through the map icons “M” has been remapped for the map feature “J” is now the default button for mana use There is now an extended crafting menu that will show everything you can craft Some items now stack to 999 Character slots have been increased to 1,000 World slots have been increased to 1,000 The starting female cloths have been modified There are several new hairstyles Character creation has been remodeled Chest sizes have been doubled Your inventory space has been increased by 10 You no longer need to jump to ascend single blocks The hammer is now used for creating slopes, halftiles, and breaking walls only The axe is now only used for chopping down trees and giant mushrooms Pickaxes will now remove blocks, placeable objects, and items such as Life Crystals and chests You can now paint any solid tile or item Dye slots have been added You will now start with 10 mana You can now craft early game magic robes and staves Bricks, wood, stone and glass all now blend together Mana Crystals only require 5 fallen stars to craft, down from 10 If water touches a halftile it will create a waterfall Your world has a chance to get alternative ore as a replacement for copper, iron, silver, and gold Your world has a chance to have a replacement for the Corruption Your world has a chance to get alternative ores as a replacement for Cobalt, Mythril, and Adamantite Your world has a rare chance to have a pyramid or living tree spawn during world generation each containing their own loot table There is a new hardmode jungle temple There are now beehives that can be found in the jungle There are now several new backgrounds and tree variations your world has a chance to generate Water will now change color based on the biome you are in and depth underground Ropes are now found early game and can be used to craft rope coils for traversing the world Chains can now be placed and used as a rope mechanism Mushroom grass/seeds can now grow and spread above ground There are now 3 colors for wires Actuators can be used to make any solid tile active and inactive There is 1 new liquid type that can be found in the Jungle There are several new fountains that will change the color of water when they are place nearby Pearlstone bricks no longer spread hallow Rain and blizzards have been added There is a new snow biome with unique treasures and items for normal and hardmode Enemies no longer trigger underground pressure plates There are new pressure plates that can only be triggered by certain things such as the player, enemies, or both Clowns will no longer blow up tiles There are several new buffs and debuffs There are now mini Capture the Gem addition to the game. You can craft large gems that draw a gem icon above the player holding the gem and if the player is killed the gem will be dropped next to their corpse There are 2 new hardmode events Werewolf form has been buffed and can take place every night Broken armor debuff only lasts 2 minutes, down from 5 You now use a pickaxe to remove armor from a mannequin Players no longer take double damage in pvp Items of the same type will now stack when next to each other When using a gravitation potion your world will invert rather than your character You can no longer become invincible when touching fire blocks Increased speed at which you can buy stacks of things

Graphical Changes

The sun is now brighter Midnight is now darker The sky has a smooth gradient There are several items that have had graphical upgrades such as gems, colored torches, minishark, muramasa, aqua scepter,

starfury, ect..

There are now stalagmites, icecicles, moss, plants, rocks, and other "piles" added to enhance the environment There are several new mini caves that can be found with unique backgrounds Each biome will now have chests and pots with unique graphics The dungeon now has 3 unique textures/colors and furniture Hell houses have been remodeled Floating islands have been remodeled Each biome will now have unique textures and wood types: Corruption: Ebonwood Jungle: Rich Mahogany Crimson: Shadewood Hallow: Pearlwood Each brick now has its own unique texture Each brick wall now has its own unique texture Torches are now animated and can be placed on walls Common enemies such as demon eyes, skeletons, and zombies have all been given graphical variations There are several new tombstones All objects in the game that sparkle will now sparkle with a corresponding color

Puppy Break

Recipes/Items

In total there are over 1,000 new items There are 10 new ores There are 4 new wood types There are 31 new brick types You can now imbue melee weapons There are several new arrow and bullet types There are several new crafting stations There are several new wands used for crafting new bricks and brick walls You can now craft bricks, walls, and furniture out of several new materials: Slime, Bone, Mushroom, Living wood, Flesh, Silt, and many more! You can now craft Jester Arrows There are 12 new wing types There are several new vanity sets There are a lot of new rare drops added to enemies You can now craft stained glass There is an item in hardmode that allows you to change biomes There is an item in hardmode that allows you to increase your max health There are 29 new tinker combinations Several new items have been added to the game that are used for crafting dyes Starfury now acts as a melee weapon and has had its damaged increased Aqua Scepter has been redesigned and does slightly more damage for less mana Water bolt has been redesigned and does slightly more damage Vilethorn does more damage and uses less mana Magic Daggers have been buffed All of the old classic armors can be found as rare drops and have the same stats as their current counterparts and count towards set bonuses Items that were called dyes previously for crafting have been changed to thread Chests now have larger loot tables You can now make picks instead of drills and axes instead of chainsaws in late game tiers Increased the drop rate of souls There are over 50 paintings that can be collected randomly throughout the world Jungle armor no longer requires gems The amount of meteorite required for crafting has been decreased Meteorite armor has more defense and does more damage Silt and slush can be extracted into useful materials, items, and money Each boss has a rare chance to drop a placeable boss trophy Hooks can now be crafted out of gems Depth meter is no longer craftable Stars can now be crafted with bottles to make a new light source Floating island chests no longer require a key Gems and bars can be placed Items made from hellstone now require less hellstone

NPCs

There are 8 new friendly npcs There are 4 new bosses There are over 100 new enemies Friendly npcs will sell different items depending on certain conditions such as time of day or biome they are living in Hardmode bosses have a chance to spawn on their own to help players progress through the game Current hardmode bosses now do slightly less damage and have had their health decreased There is a rare spawn mini boss that can be found during blizzards in the above ground ice biome There are over 15 new pets that can be found in chests and dropped rarely off enemies Early hardmode enemies now do less damage and have less health/defense. Skeletron can now be summoned and has a small loot table

Music

There are 15 new tracks for the game, 3 of which are from the console version of the game Day theme 2 will loop into day theme 1 to add variation above ground Desert, ocean, glowing mushrooms, dungeon, and space all have their own tracks now Ice biome has an above and below ground track

Performance/Miscellaneous

The game now only loads assets when needed, reducing the amount of RAM used Optimized tile data to reduce RAM usage There game will now ask you if you want to use UPnP to automatically port-forward when hosting multiplayer

Battlefield 1 will have a server browser

Server Browser confirmed.

Electronic Arts has confirmed that its upcoming First World War FPS Battlefield 1will have a server browser.

Server Browser confirmed. https://t.co/QFD8huHMAz May 10, 2016

That's the whole story, really: Yes, there will be a browser. Other details, such as how it will work—whether it will be accessible from the game or through the Battlelog platform—weren't revealed, nor was the existence (or lack thereof) of support for dedicated servers.

Nonetheless, it's a good bit of news—if expected—and one we'll certainly be hearing more about ahead of the game's launch in October, quite likely at the pre-E3 EA Playconference on June 21. In the meantime, don't miss our writeupof the recent Battlefield 1 preview event in London.

Thanks, IGN.

Jump to Section:Best Price

Comments
Our Verdict
A quality 4K panel, with a great price and some neat extras.

It might seem pretty weird calling a £600 / $650 monitor 'the budget option' but that's exactly what the Asus PB287Q is in the burgeoning 4K space. When the first 4K screens I tested cost six times as much you can probably see why I might get a bit excited about a 'cheap' 4K display hitting my testbench. This is the first realistically affordable monitor I've checked out, rocking that full 3840x2160 native resolution, and it's lovely. I had my worries, but Asus has put together a 4K screen that can claim bargain status without looking anything like a budget monitor. How have they managed this feat when others are into four figure price tags?

It's all down to the choice of panel Asus have chosen to drop into this 28-inch monitor. Where the first 4K screen I checked out from Asus was the PQ321QE, with a 32-inch IGZO IPS display, the PB287Q comes with a 27-inch TN panel. And unlike a few of the early 4K TN adopters out there, this Asus screen is fully capable of running its 4K resolution at a full 60Hz.

If you get a sense of unease at the very mention of TN panels, that's understandable. They're known for their shonky viewing angles and dodgy contrast and colour reproduction, but these 4K TN panels are unlike any others I've ever tested. I'm not going to say that you can't tell the difference—sat cheek-by-jowl with an IPS 4K screen it's immediately obvious which has the premium panel sitting inside it. And out of the box the PB287Q's colours do look a little washed out, but with a little tweaking of the OSD you can alleviate most of those problems.

Traditionally TN panels suffer poor viewing angles, but in those stakes the Asus doesn't fare badly at all. The horizontal viewing angles are impeccable and only the vertical gives me any pause. Viewing angles falter when you're looking up at the screen, but Asus has included a fully height-adjustable stand, so that never becomes an issue.

There are other 4K monitors coming out at this price, all using TN displays, and indeed there are some which are even cheaper. Asus' panel is a full 10-bit variant, where others are using 8-bit, and frame rate control, to get to the same 1.07 billion colour palette. And Asus also pack in some extra features, such as low blue light and flicker-free technologies to avoid punishing your eyes during long gaming sessions.

So while it's definitely a bargain in 4K terms, the PB287Q is still a thoroughly feature-rich option. My only concern, and the thing that's stopping this impressive panel from getting the coveted Editor's Choice award are those slightly washed out colours. After the vibrant hues I've become used to in my lowly 2560x1440 display it seems like a slightly retrograde step, but that's all that would give me pause.

Well, that and the fact you need a great deal of horsepower to get your games running smoothly at this razor sharp resolution, but that's not really Asus' fault. And they will sell you a GTX Titan Z or Ares III if you need some help.

As an upgrade from pretty much any 1080p panel this PB287Q would make an excellent option, especially for the money they're asking for it, just make sure you've got the space on your desktop before taking the plunge.

The Verdict

Asus PB287Q 4k monitor

A quality 4K panel, with a great price and some neat extras.

We recommend By Zergnet

Power Pets’ Review – An Attempt At A Retro RPG

‘Power Pets’ Review – An Attempt At A Retro RPG
Power Pets tried so hard to be a good old-fashioned RPG’s of yesteryear, but at some point in development the developer must have forgotten what it truly meant.

tried so hard to be a good old-fashioned RPG’s of yesteryear, but at some point in development the developer must have forgotten what it truly meant.  The game looks fantastic and just like a 16-bit game.  It made me nostalgic for games from years ago.  Although in reality, that is not what makes a great RPG, but what does make a great one though begins with the story. Power Pets has a story, however ludicrous it might be, the premise is that an evil menace has turned everyone’s pets into monsters and it is the player’s problem to stop them all.  What this leads to is a disjointed story that makes no sense, in the long run.  I mean, why not just get new pets or even, what was the thing that caused the change in the first place? There is also a professor, somewhere in the story, that the player will receive texts from periodically.  The texts tend to deal with glowing rocks and are filled with miscellaneous information.

There are 3 locales but they all really feel the same.  There is the woods, cave, and abandoned mines.  The only real difference slight appearance changes.  They all play the same way, meaning that they are similar to short corridor experiences with branching paths.

Granted the levels get comprehensive, twisting and dangerous, but all this does is lead to the Power Pet ‘s biggest problem, combat. Rather than a fulfilling combat system, the game provides a system that makes it feel as though the developer completely forgot what was fun about classic RPG’s.

The players simply waits for a bar to fill and the longer the player waits the more powerful the attack will become.  Attacks are unlocked at a seemingly random pace, I mean, I got them when I found a certain rock but then again I am not really sure.  The player starts out with a simple fireball attack and there really is not a reason to ever expand past that attack. The next best one was a lighting strike, but some of the others attacks were fireballs spinning around the player or a type of shield.  The problem with those attacks is while they are helpful, but for them to be effective, the player must wait for the shield to get as powerful as possible and then switch to an actual attack which usually lead to the shield being drained by the time the attack was ready to be unleashed.

Another problem is the lack of an upgrade system.  The attacks do in fact get more powerful throughout the game as noted by a little number next to the power but these upgrades also seem to come without rhythm or reason.  Whenever an attack’s number increased, I would try to figure out what I did so I could repeat, but could find nothing I would not have normally done.  It would have been nice to have experience points which could then be invested into attacks the player thought were worthwhile.  There are also the problems of upon a player’s death, all the monsters will respawn. That lead to be a grind, just to get back to where a player was when they died.  It is also quite difficult to tell in the beginning whether or not a game was actually saved.  (Hint:  The game can be left at anytime and it will remember where the player was.)  All that being said, the game is fun and a great time waster as the campaign is actually quite long.

For more information on Power Pets visit their official website. The iOS version can be found at the App Storefor the  iPhone for $1.99.

[review pros=”Retro look, easy to play, great time waster” cons=”No upgrade system, lacking combat, repetitive nature”  score=70]

First Amplitude trailer shows team battles

Remember back when Harmonix Kickstarted a new Amplitude game? Now we have unequivocal proof that the studio didn't take all the cash and flee the country, thanks to this very first gameplay trailer... not that we had any reason to think Harmonix did (I would). Anyway, the trailer's just a minute long, but it gives you a good look and listen at how much progress Harmonix has made on the PS4 version

12 New Indie Games To Check Out This Week

What a jam-packed week of releases!

What a jam-packed week of releases! This feels like the first really busy release week of the year so far. The standout release this week is, of course, Red Hook Studios’ highly-anticipated release of Darkest Dungeon , but there are a bunch of other fantastic releases too! Check them all out below and of course you can always reach out to us at editors@indiegamemag.comif your game recently released and you would like to see it featured next week.


Darkest Dungeon

Darkest Dungeon

“Darkest Dungeon is a challenging gothic roguelike turn-based RPG about the psychological stresses of adventuring. Recruit, train, and lead a team of flawed heroes against unimaginable horrors, stress, famine, disease, and the ever-encroaching dark. Can you keep your heroes together when all hope is lost?”

Now available on Steam.


A Boy And His Blob

boy and blob

“When Blobolonia is threatened by an evil Emperor, the blob comes to Earth looking for help. Instead, he finds a young boy. Help the blob dethrone the evil Emperor that’s terrorizing Blobolonia and establish a friendship with the blob that will last a lifetime.”

Now available on Steam.


The Bug Butcher

Bug Butcher

“A fast paced action shooter inspired by the arcade classic Super Pang! Use a wide selection of weapons and powerups to tear through increasingly challenging levels.”

Now available on Steam.


Super Awesome RPG

Super Awesome RPG is an anime-themed tactical RPG, with a card game-style combat system wherein actions come from what equipment your heroes wear, and executing attacks is done through a one-thumb scratch-card like mechanic, designed for playing on the go.”

Super Awesome RPG is set to release January 20th for Android and iOS devices.


The Deadly Tower of Monsters

tower of monsters

“Fire up your ray guns, crystal swords, and laser whips, and get ready for thrills and chills! With three incredible movie stars playing out decidedly B-level sci-fi exploits, Dick Starspeed, Scarlet Nova, and Robot will have you ready to jump off the side of the tower—right into adventure!”

Available now on Steam.


Six Sides of the World

“ Inspired by Portal and Super Mario Galaxy, Six Sides of the world is a mix of puzzle and adventure set on the faces of cubic planets. You have to think, understand the mechanics of the levels, explore, avoid hazards, solve the puzzles and find a way out to the next level. “

Now available on Steam.


Monday Night Monsters

Monday Night Monsters

“A new arcade sports games with both tactics and live arcade action, fusing the gameplay of both American Football and Handball.”

Monday Night Monsters is set to release on January 20th for iOS devices.


Oxenfree

oxenfree

“Oxenfree is a supernatural thriller about a group of friends who unwittingly open a ghostly rift. You are Alex, and you’ve just brought your new stepbrother Jonas to an overnight island party gone horribly wrong.”

Now available on Steam.


Echoes of Aetheria

Echoes of Aetheria

“Two nations finally achieve peace, marked by a momentous royal wedding. But just as they seal it with a kiss, a group of soldiers sabotage the wedding and kidnap the bride! Follow the story of Lucian, Ingrid, and Soha, as they uncover the secrets of the conspiracy and expose the true villains!”

Now available on Steam.


Rainimals

“Rainimals is an addictive arcade game where colourful creatures with emotion, weather-related power-ups, infinitely challenging levels, and quick-reflexes are the order of the day. Navigate your way through wave after wave of robots raining from the sky and go on a unique journey to discover why Rainimals takes the phrase “It’s raining cats and dogs” to a whole new level!”

Coming January 21st for Android and iOS devices.


ULTRAFLOW 2

“ULTRAFLOW 2 is a unique one-finger mobile game that combines the gameplay of air hockey, mini-golf and breakout in a chill and minimalist experience. With only one finger, throw the ball, hit a wall and find a way to reach the end. You have a limited number of bounces to complete each level. Based on puzzle and arcade principles, ULTRAFLOW 2 is all about dexterity and fun.”

Available now for Androidand coming soon for iOS and Windows Phone.


The Ice Bound Concordance Mystery

“A new “Mystery” trailer celebrates the impending launch of the winner of the 2014 IndieCade award for “Best Story/World Design,” The Ice-Bound Concordance. Driven by cutting-edge interactive narrative technology, the game needs the help of a physical printed book to complete the story, The Ice-Bound Compendium. This full-color 80-page art book drives the game forward as pages are recognized and modified with augmented reality.”

Available January 21st for iOSand Windows.

Game music of the day: Amplitude's David Bowie and Freezepop

Welcome to GamesRadar's daily blast of all things pertaining to the ever-growing field of game music. Each post will introduce new sounds, games, composers and fan-made remixes of gaming's greatest aural achievements. May 13, 2010 Game: Amplitude (2003) Song: Everyone Says Hi Composer: David Bowie and Tony Visconti I bag on the tired "Ch-ch-ch-changes" headline all the time. After all, just because

Jotun Review: Impressive to Mortals and Gods Alike

Jotun is a hand-drawn action and exploration game developed by Thunder Lotus Games; it’s also one that IGM has been following closely since the Kickstarter campaign in 2014.

campaign in 2014. The premise is a simple one: Thora, a Viking who died ingloriously, is sent to Norse purgatory to prove herself to the gods in order to enter Valhalla. The journey itself is fairly short, but the challenge factor is high, giving Jotun a leg up where it might otherwise feel a bit light on content; with the visuals factored in, Jotun is quite an impressive game.

The story begins with  Thora being told that she must defeat a series of jotun (Norse gods) in order to prove herself worthy to enter Valhalla. The player is then dropped in front of Yggdrasil, a giant tree that, in Norse mythology, connects the nine worlds to each other. A network of roots, poisonous mushrooms, and blue healing flowers await the player as they run through to activate three Dis (guardian spirits) in order to gain access to The Void within Yggdrasil, where the journey truly begins. The first enemy faced is Draugr, a guardian of The Barrow Mound; players should enjoy the lower-level challenge he presents while they can, because it only gets more difficult from there on out.

Before I get into the nitty-gritty of the gods and other worlds, a bit more about Jotun ‘s mechanics and gameplay is in order. Thora’s only weapon is a large hand-axe, which she wields using two attack styles. The first is a basic attack (X on a 360 controller), and the second is a special attack, which takes longer but deals quite a bit more damage (Y). Throughout the levels where Thora must collect runes to unlock jotun, she comes across special abilities by a number of Norse beings, including Loki, Thor, Frigg, Freya, Odin, and Heimdall. These abilities can be unlocked using the controller’s bumpers to select, then B to use. Further, Idunn’s apples are scattered throughout levels, and each apple gives a boost to the player’s total available HP. Careful observation of an enemy’s attack pattern is needed in order to utilize these skills effectively, as wasting them can mean a quick death.

After defeating Draugr, players are faced with Jera, the Nature jotun. Jera isn’t messing around – she slams her fists into the ground to try to smash Thora, emits a cloud of poison from which there is no escape, and calls forth a small army of root tentacles to help her smack the player down. I spent an embarrassingly long amount of time trying to discern her patterns enough to defeat her. Given that only one rune is gathered in The Barrow Mound, and that Draugr was somewhat easy, having Jera be the first introduction to Jotun ‘s true colors is appropriate, somehow, as it sets the tone for the rest of the game. That tone can be summed up as, “don’t get too comfortable, mortal.”

From Jera, players are given access to The Void, where they can select the next region they’d like to conquer from the remaining four worlds: Cave, Winter, Storm, and Fire. In each world, there are two runes that must be obtained, and each rune lies in its own level. Each level has a unique mechanic to make it challenging, such as root slides in The Roots of Yggdrasil that must be navigated with the use of elevators to backtrack. Not all of the roots lead to the same place, and a lot of this backtracking is sometimes necessary to obtain items. The Nine Rivers level features high winds that will damage Thora if she is unable to find shelter. Featured mythical beings in the nine worlds include Jormundgandr (Midgard Serpent), Vethrfolnir (falcon of Yggdrasil), and Nidhogg (dragon trapped in Yggdrasil’s roots). One thing I can say for Thunder Lotus is that they did their research, and the result is a multi-faceted world where if the player takes the time to explore the worlds properly, a rich tapestry of stories is revealed.

The music in Jotun is appropriately epic, resembling some of the best movie soundtracks of the past two decades. Drums provide a fighting rhythm, with what sounds like a kantele providing the melody. A backdrop of stringed instruments gives tension to the fights and adventures. The soundtrack, composed by Max LL, is available as a separate purchase, and I would highly recommend it to those who enjoy the music of the game’s trailer. The game sounds themselves are what one would expect, but just because they’re common doesn’t make them ordinary. They’re well-timed, and give great feedback at times when Thora might not be visible (which is true for a number of jotun battles). The muted game is very pretty, with hand-animated sequences and watercolor backgrounds; the unmuted game is gorgeous. The soundtrack is basically gilding the lily, but I’m not complaining.

The main draw of Jotun are the battles with the jotun themselves. Jera (Nature), Fé (Cave), Isa (Winter), Hagalaz (Storm), and Kaunan (Fire) each have unique attacks and patterns that seem designed to throw the player off their guard. Each jotun has a basic attack, a secondary special attack, and a devastating attack that usually involves conjuring of some sort. In the order listed (which is the order suggested by the developers for this review), each jotun is progressively more difficult, and the gathering of runes begins to feel like a reprieve from a constant battering. It took me a minimum of three deaths to figure out the patterns of each boss, as I would get a little further each time, and these patterns span the entire length of the jotun’s HP. The game requires a large amount of patience, and as I mentioned in the opening, sometimes the worlds themselves feel a bit empty compared to the jotun; this is not unwelcome.

Fé, the Cave jotun, carries a large shield to carry out her main attack, which is to slam her shield into the ground to attempt to smash Thora, while also calling an army of dwarves to her side to aid in the assault. When she screams, the dwarves begin to chase Thora, and at one point I had so many after me that I panicked and ran into a corner, which is not an advisable strategy. As a tip, she can throw her shield in a ranged attack, which often takes out a number of the dwarves. Isa, the Storm jotun, relies on a charging attack, which can make avoiding him very difficult. He breathes a whirlwind of icy air, and as the battle continues, storm winds increase to blow Thora around the arena, making avoidance and attacking quite difficult.

Hagala, the Storm jotun, calls on lightning strikes to electrocute Thora, while sending out a beam of lightning in front of her to discourage front attacks. She also teleports, and with each progressive hit, can activate one of 5 power sources that emit small static charges that cause damage to Thora over time. Hagala nearly made me ragequit – she can be defeated, but prepare for a lot of frustration. The final jotun, Kanuan (Fire), felt like a combination of Jera and Fé, with striking attacks (using the Ragnarök Blade), thunderous calling of meteor showers, and the creation of fissures in the ground which make navigation very difficult. Dodging was used liberally with him, and this battle was, by far, the longest I completed.

Finally, after the five jotun are defeated, Thora is challenged by Odin himself. He makes liberal use of Gugnir, his spear, by throwing it at Thora often. When his HP begins to drain, he becomes enraged, summoning even more Gugnir spears, which must be dodged in order to avoid damage. For the purposes of the review, I fought Odin, but failed spectacularly to impress him. Again, it’s not impossible – but Odin is a challenge unlike any other in the game. I have a feeling there are some folks out there who will enjoy it, immensely.

Overall, Jotun is a well-designed game with very few flaws. Thora’s base speed, only increased by a short ability, was an issue, as exploration seemed to drag a bit in certain areas; boss battles were made just that much more difficult because timing is so imperative, and Thora can only go so quickly. Her powerful attack has the same effect, being so slow as to demand precision with use, else the opportunity to strike would pass. Aside from that (and perhaps because of it), Jotun ‘s challenge level offers the kind of difficulty not often seen in games, today, as bosses are typically seen as a stepping stone to the end. In Jotun , the boss battles are the point, and that point is made quite soundly.

Pick up Jotun , released today for Windows, Mac, and Linux, on Steamfor $13.49 USD until October 3, when the price will return to $14.99. The soundtrack is available as DLC for $8.99 USD for the same period of time (regular price $9.99).

To keep up-to-date with both Jotun and Thunder Lotus Games, follow the team on Twitter, or “like” their page on Facebook.

Pros

Hand-drawn/painted art is gorgeous Soundtrack is divine Boss battles steal the show

Cons

Thora’s speed feels cumbersome

Inks turns pinball into a canvas for gorgeous abstract art

Pull Quotes - "I wanted the levels to look like they could be printed and hung on the wall."
“We realized we could take the gracefulness of the game and pare it down, not only stripping back the graphics to something elegant but taking the gameplay back to its core.”
State of Play ’s latest iOS release, INKS , is a creative and beautiful twist on a standard pinball game.

, is a creative and beautiful twist on a standard pinball game. Rather than have the player hit bumpers and pads and targets, you use the ball to smash into pockets of paint, and watch them explode into beautiful flourishes of color. The ball then leaves a trail as it ricochets around the table.

At the end of each level, you’re presented with a thumbnail of your artistic creation to preserve for posterity...or share with your friends. It’s a clever take on a familiar genre, and immediately feels more tactile and distinctive than the average pinball game.

Creating a distinctive aesthetic is an important but challenging part of creating any game. Capturing the right style can make the difference when it comes to the emotions a game can invoke. Throughout its time as an iOS developer, the State of Play team has done a successful job of creating experiences that look truly delightful.

Its first puzzle adventure game, Lume , was made entirely out of paper and card, and the studio that would go on to win a BAFTA for Artistic Achievement for its work on Lumino City . INKS is quite a departure, veering away from the company’s usual route of puzzle adventure games.

Gamasutra talked to State of Play co-founder, Luke Whittaker, to find out more about how the idea came about and what was involved in creating its unique look.


GOING BACK TO BASICS

The idea for INKS has been around since the development team worked on Lumino City . The team created a real pinball table for one of the puzzles in the game, using wood, paper, and miniature lights.

“We had so much fun making and playing it, that it kickstarted an interest in pinball,” explained Whittaker.

The team visited their local arcade bar - The Four Quartersin Peckham, London - as well as attended the national pinball championships for research. Their weekly ‘Google Fridays’ collaborative event led to experimenting with different game themes and devising the basic concept for INKS .

“We realized that real pinball tables are insanely hard and stressful. Especially as you’re sinking money into it,” noted Whittaker. “They basically start you on ‘hard’ mode from the off, because you can’t just make a simple table and add to it mid-game.”

As the team realized, there’s nothing intrinsically complicated about a ball and two flippers, but decades of pinball table design has meant that the game has switched from the simplicity of old fashioned tables to much more convoluted experiences that can detract from the purist experience.

Whittaker explained, “we realized we could take the gracefulness of the game and pare it down, not only stripping back the graphics to something elegant but taking the gameplay back to its core.”


CAPTURING THE RIGHT STYLE

That could have been a fairly uninspired experience, but it’s State of Play’s use of paint that has made INKS stand out more prominently. Besides the clear comparisons that can be made to Jackson Pollock’s work, inspiration came from many artistic sources. Whittaker credits Matisse’s Cut-Outs, and the minimalism of Bauhaus graphic design as instrumental in forming INKS ’ look. Spanish painter, Joan Miró’s surrealist paintings also played a role in the team’s approach to providing the levels with more personality.

From a game design perspective, it’s Bridget Riley’s Op art that directly influenced the design of the ‘black holes’ of the game - traps that pull the ball into them.

“I wanted to create something which simultaneously looked like something you wanted to avoid, something which looked like it pulled towards the center, and yet I also wanted it to look good and be in keeping with the style,” explained Whittaker. “The concentric chevron rings seemed to answer all the questions. They even have the weird op-art effect where if you stare at them, they seem to be rotating even though they’re static.”

Whittaker was also inspired by a piece of artworkby Sam Van Doorn - a drawing machine constructed from an old pinball machine - with INKS reflecting some of that style.


PUTTING IT ALL TOGETHER

Originally, the game was going to be more mechanical in layout, with the inner workings of the table laid bare. The thinking here was that when hitting the wall is such a common event in pinball, why not make doing so one of the rewards? That led to a number of pockets of paint being placed around the outskirts of each table, encouraging players to experiment rather than focus too strongly on hitting the paint-filled bumpers.

Each time you hit a paint pocket, a splash of paint explodes outwards onto the table. None of the splashes are pre-rendered. That means each hit reflects the force and angle in which the ball has hit it, leading to an unique look every time.

Such fluidity means that if the ink hits a bumper or other barrier, the flow is interrupted and it has to find a way around it. A hard hit forces ink to travel further outwards due to the pressure.

To create the effect, early concept sketches were conducted in a simple yet effective fashion. “By dropping ink onto paper and watching what happened,” explained Whittaker.

Concept art was then developed on an iPad Pro with an Apple Pencil, allowing Whittaker to blend watercolors over a template. Paint was then dragged around to demonstrate how the ball would change while going through it. Splashes were created using shaders in Unity, before developer, Daniel Fountain, tackled the physics required to get the feel of the ball in motion just right.

Fountain spent a long time experimenting with modeling how paper responds to ink. The team had to consider how ink moves and lays itself down in patterns. They also looked at how drops fly through the air and land, along with how paper reacts to becoming wet. Fountain created virtual paper which gets wetter whenever a splash lands, adjusting the ink so that it flowed more heavily in those areas until it dried.

“I wanted the levels to look like they could be printed and hung on the wall,” said Whittaker, “It’s basically about making it a beautiful experience for people.”

Dark Souls Arena mod lets you duke it out as the bosses

If you've ever dreamt of seeing Ornstein and Smough settle their differences with sword and hammer, then this forthcoming Dark Souls mod will please you.

mod will please you. Dubbed Arena Mod, it allows players to control each of the RPG's many and varied bosses in custom arena scenarios. Yes, that means you will theoretically be able to sic Sif onto Ceaseless Discharge. I can't imagine how that would work, but I look forward to finding out.

The mod is in development now by DaTeHaCKs, and is expected to release this September. According to the YouTube description, it's not just bosses you'll be able to control: all enemy characters will be playable, while the mod will also add some fixes to the camera and movesets, presumably to make controlling them a little easier to handle.

Sounds like a good way to pass the time as we await more news on Dark Souls 3, which Wes was lucky enough to see in action at E3.

République’ Announced For 2013 By Camouflaj And Logan

‘République’ Announced For 2013 By Camouflaj And Logan
What’s better than hearing about an Indie studio beginning work on a cool new game?

What’s better than hearing about an Indie studio beginning work on a cool new game? Hearing that two Indie studios are working on a cool new game together! Brace yourselves for the intense impact of République , a game currently under development by two collaborators; Camouflaj and Logan. The game is to be an interesting new breed— a stealth game that has you giving instructions to the protagonist, Hope, rather than actually controlling her.  Your job is to help her escape her dystopian society in one piece after she initially calls you on an illicit phone and begs for your assistance. This already interesting setup is supplemented with several other intriguing details.

The game may be stealthy and co-produced by Camouflaj, but you can’t allow that fool you into thinking it’s anything like Metal Gear . For starters, République has a strict no-killing rule. (Yes, it’s actually going to make you think. No more “shoot anything that moves” escape tactics for you!) The game also employs a highly immersive and emotional storyline. The developers intended it to have a large impact on players and stick with them, which they say is why they chose a mobile platform for the game. As Ryan Payton, one of the developers from Camouflaj, stated in an interview on Game Informer, “I like that the story will always be with you, and I’m excited about what storytelling experiences that opens up for us.”

The developers aren’t cutting any corners with République , including great graphics, full-fledged cinematic cutscenes, and full voiceovers. Setting all that up is very ambitious though, and going to take some money to do. Luckily, Kickstarter is around for just this purpose. If you’re interested or want to learn more about their project, check out their campaignand maybe even pledge a few bucks. The game is to be released for the iPad, iPhone, and iPod Touch in 2013, assuming everything goes according to plan. Here’s hoping this great-looking project turns out as nice as it looks!

Dark Souls 3 isn't the last in the series, but is a "turning point"

From president, and Lord Gwyn incarnate Hidetaka Miyazaki has clarified what was meant by mention of Dark Souls 3 being the "final episode" of the series.

Dark Souls 3 SS 004

Dark Souls 3 being the "final episode" of the series. It won't be the last in the series, he said in a roundtable E3 interview, but it will mark a "turning point", with future games potentially embracing settings other than the medieval era. (Of course, Bloodborne already did this, but it's not clear if From consider it part of the same series.)

Eurogamerwere there to hear Miyazaki's comments:

"First of all, this is not the final product for the Dark Souls series. However, I believe it's the turning point for the Dark Souls series. First of all, Dark Souls has a really unique worldview. It's not a good idea, continuously releasing titles for this series because of that factor. And this will probably be the turning point of From Software as a whole - it's the last project we started working on before I became president. It's basically From Software, they started working on this project when it was an older generation. So it's a turning point. It'll be a turning point, but it's not final."

When asked where Dark Souls or future Souls games could be heading in the future, Miyazaki said the following:

"From Software is well known not only for the fantasy game, but they've been creating the sci-fi mech game Armored Core and also some Japanese-style games, like the ninja games. So I may introduce a new direction in those genres or themes that From Software has worked on in the past in new, future titles. However, there are so many things that I want to work on, and I'm actually not communicating anything at this moment, so don't call me a liar if they don't happen!"

After so many fantasy RPGs, it makes sense for From to turn their attentions back to their neglected Armored Core series, or even to something like Tenchu. He didn't explicitly tease the possibility of Armored Souls, or of Even Darker Souls: Stealth Assassins, but those would obviously be very exciting things.

Miyazaki also revealed that he has a co-director for Dark Souls 3: Isamu Okano, who directed Kinect mech game Steel Battalion: Heavy Armor. He'll be handling the day to day duties, Eurogamer say, while Miyazaki will be responsible for DS3's world-building.

If you were wondering when the game started development, or how many staff it shares with Bloodborne, Miyazaki has you covered there too:

"The development timeframe of Bloodborne and Dark Souls overlapped by a year. But none of the team swapped over - just me. Some visual designers have also worked on both titles, though. That's an exception."

Thanks, Eurogamer.

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