Tropico 5 pre-orders now available for swag-filled physical, discounted digital versions

You know that a publisher has faith in its game when it starts offering special editions with silly bonuses.

You know that a publisher has faith in its game when it starts offering special editions with silly bonuses. You may think of the Tropico games as a niche PC series, but this recently announced Tropico 5Limited Special Edition argues otherwise. It's not quite as silly as, for example, Wolfenstein: The New Order Panzerhund Editionthat includes everything but the actual game, but it tries.

If you pre-order a physical copy of The Tropico 5 Limited Special Edition you'll get a “snazzy” avatar costume for your El Presidente. Kalypso neglected to mention any further details about it, so for now we'll have to let our imaginations run wild with the “snazzy” adjective. The actually substantive addition here is another map for the game's sandbox mode called Bayo del Olfato (“Bay of Smell?” “The Smelly Bay?”). Finally, it wouldn't be a special edition without some physical swag, so it also includes an authentic Tropico passport.

If you're going digital, you can pre-purchase the game from Steamwith a 10 percent discount, which will also get you the Businessman avatar custom and the Isla de Vapor sandbox map.

If getting the best deal right now is all you care about, you can get Tropico 5 from the Kalypso Launcherfor a 15 percent discount, but keep in mind it won't have any Steamworks features. All of the versions will be available on the game's release date, May 23.

Kojima: Metal Gear Solid V could come to PC "if people want it"

Hideo Kojima, taker of excellent self-promotional images and overlord of all things Metal Gear Solid, has once again reiterated his desire to see the fifth full game in the MGS series appear on PC.

and overlord of all things Metal Gear Solid, has once again reiterated his desire to see the fifth full game in the MGS series appear on PC. Speaking about Metal Gear Solid V: The Phantom Pain with Gamepsotin Japan he said: "PC, that's my original background. I originally created PC games. A long time ago I didn't want to rely on platforms to release games, so if people want it, I cannot make a formal announcement, but that is definitely something that I would like to do."

Though The Phantom Pain isn't likely to appear on any format until well into 2015, it will be prefigured by Metal Gear Solid V: Ground Zeroes on 18 March for current and next-gen systems. From speaking with our console cousins who've played it, Ground Zeroes is a prologue/extended demo that provides Big Boss (Solid Snake's clone dad – note the eyepatch) with a stealth sandbox to tit about breaking guards' necks in, while also setting up the Phantom Pain's story (in typically oblique Kojima fashion).

As for the actual likelihood of The Phantom Pain appearing on PC, the prospects are enhanced by the fact that Metal Gear Rising: Revengeance, a spin-off developed by Platinum Games, arrived on PC in January. And our reviewer liked it a lot. It's also worth nothing that MGSV is being built on PC using Kojima Productions new proprietary Fox Engine, which was designed specifically to make scaling between platforms as simple as possible.

Kojima isn't just fronting about loving PC either. I interviewed him a few months before the release of Metal Gear Solid IV: Guns Of The Patriots during which he spoke about how much he admired the openness of the PC platform and said he hoped to develop for it again in the near future. That was 2008. *Taps watch*. So, do you want to play Metal Gear Solid V on PC or does the idea of a Phantom Pain sound too much like another night spent trawling Dr. Google for chilling info on brain parasites? Let us know below.

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Jump to Section: Best Price Comments Pros Huge well-balanced roster Good mix of online multiplayer modes Plays great when latency isn't a problem Cons Local multiplayer can be just as susceptible to latency issues as online play Some disappointing solo modes The magic of the Smash Bros. series can be condensed into one simple principle: whether you win or lose, you just want to keep playing. Even after

Tropico 5 trailer takes you through the eras

Haemimont Games, the fun-to-spell developer of Tropico 5, have released a new trailer offering a first look at their upcoming city-builder series.

Haemimont Games, the fun-to-spell developer of Tropico 5, have released a new trailer offering a first look at their upcoming city-builder series. Note that, while it's written Tropico, it's actually pronounced Trropicooooooo. In the world of El Presidente, the root of power comes from your ability to overly-extend vowels. Also from the ruthlessness to fix elections, imprison your enemies, and enact a program of state surveillance.

The trailer offers a quick glimpse at the new eras. While previous Tropico games were set during an indefinite Cold War, this sequel starts in colonial times and runs through to the modern age. As you progress through its four eras, you'll be able to research, build and upgrade new buildings, shifting the architecture of you city along the way.

While it otherwise looks quite similar to Tropico 3 and 4, Haemimont have imbued the game with a variety of clever features designed to test the player. Tropico's problem has always been how easy it was to settle into a comfortable routine. Once you'd learned a few of the game's tricks, you could happily get the basics in place, then begin the transition to tourism. This time, there are a vast number of potential dynamic roadblocks, forcing more improvisation and creativity.

For more details about the game, check out Tom's preview. Tropico 5 is due out this Summer.

New Mafia 3 teaser is all about the action

A trickle of new Mafia 3 footage has been let out ahead of its E3 showcase, and it's all about the action.

footage has been let out ahead of its E3 showcase, and it's all about the action. It's a well known fact that in between smoking cigars, playing poker and extorting money from local businessmen, your average mafioso is big into blowing up cars and jumping speedboats down sewer pipes.

We got our hands on an early build of Mafia 3in April, and it's clear Hangar 13 isn't planning to pull any punches in its recreation of 1968's New Orleans. You'll be able to see how far it's come when it hits the stage at E3 this weekend, Sunday 12, 5:30pm PT.

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.

Call of Duty: Ghosts system requirements released officially, 64 bit OS required

Nvidia put out some unofficial Call of Duty: Ghosts system specs a couple of weeks back suggesting that Infinity Ward's peppy manshooter would require a 64 bit OS, and they were right.

a couple of weeks back suggesting that Infinity Ward's peppy manshooter would require a 64 bit OS, and they were right. The Call Of Duty sitenow has the official specs, which adjusts the 50GB install to a 40GB one (lets face it, 30GB of that is hi-res dog), but retains the 6GB RAM requirement. Watch Dogs, another game designed to span the gap between current and 'next-gen' console hardware, needs similar tech.

We can expect system requirements to quickly jump up when we start seeing ports of games that target the PS4 and Xbone exclusively next year. Will the similarity of the new console hardware to PC architecture make for smoother ports? I can only hope. Meanwhile, get yer Call of Duty: Ghostssystem requirements right here.

OS: Windows 7 64-Bit / Windows 8 64-Bit

CPU: Intel® Core™ 2 Duo E8200 2.66 GHZ / AMD Phenom™ X3 8750 2.4 GHZ or better

Memory: 6 GB RAM

Hard Disk Space: 40 GB

Video: NVIDIA® GeForce® GTS 450 / ATI® Radeon™ HD 5870 or better

Sound: DirectX compatible sound card

DirectX®: DirectX® 11

Internet: Broadband Internet connection for Steam and Online Multiplayer.

Tropico 5 first look: guide a baby dictatorship from the colonial era to the modern age

Coups are delicate work.

Coups are delicate work. You've suckled from the teat of a mothering monarchy for decades and it's time to flip some tables, build some barricades and embrace autocracy. But do you have enough food to feed your populace? Can you hide the resentment and plotting of your plebs from your overlords long enough to grow an independent military? Welcome to Tropico 5, the dictatorship sim that lets you build a dubious paradise from scratch.

The latest entry in the Tropico series will now let you manage your country from its historical foundation in the colonial era, through World War II, through the Cold War and up to the present. As always, you'll have to run your city, keep your economy afloat, protect your citizens and squash resistance – dictators aren't fond of delegation. But you'll also have to move through the eras as a political loner, fighting for independence in a shifting sociopolitical climate.

Your constitution is a useful new way to keep yourself in power, and define the sort of country you want to run. What if only men were allowed to vote? Would that keep El Presidente in place? What if only party members were allowed to vote? You can be as brazen as you want if you've got your people under a tight screw. But as the world modernises and becomes more progressive, it becomes harder to hold onto extreme traits without alienating potential trade partners or even provoking military action. “We want to make the player adapt to changing situations. The world does not stay the same,” warns producer Bisser Dyankov.

This means you'll be making interesting decisions about allegiances. Will you sit down with Axis or Allied factions in World War II? Can you make it through the Cold War without being absorbed by an ambitious emerging superpower? You can research new skills that will improve your diplomatic abilities. If you'd rather be an isolationist police state, you can focus on creating a better economy so you're less reliant on trade. Or: resort to illegality. “This is still Tropico,” says Dyankov, “you should be able to embezzle anything.”

The change in timescale is a significant step outside of the comfort zone for a sim that's spent recent years iterating on its core management systems. It's still got the sunny look and tongue-in-cheek tone, but Tropico 5 is showing more ambition than its predecessors. A new combat system will add depth to conflicts and there's a fresh multiplayer mode that'll let you compete for resources with adjacent player-run dictatorships. The addition of multiple eras raises a succession question as well. How will you ensure that El Presidente junior steps into papa's big black boots? Clinging to power is a challenge.

Mafia 3 trailer is a virtual tour of New Bordeaux

Mafia 3 takes place in New Bordeaux, a fictional take on legendary New Orleans.

takes place in New Bordeaux, a fictional take on legendary New Orleans. There are clear benefits to creating fictional cities over real ones – real cities weren't designed for high speed car chases and shoot outs, after all – but it looks like 2K Czech has been careful to include all the bits of New Orleans you'd definitely want to explore in a game.

There are nine districts in New Bordeaux, and according to the studio spokespeople in the below video, they're all very different. There's the famous French Quarter – dotted with whiskey bars and jazz venues – as well as the wharf and docking districts, a large swamp area and The Hollow, which is the "very poor" area of the city.

The Mafia 3 release dateis October 7. Dave Houghton went hands-on with the game, and came away impressed. "Mafia III’s version of New-Orleans is evoked with both gloss and grit, a lazy, hazy, summertime heat permeating its streets just as bullets and foul-mouthed slurs fill the air," he wrote.

Call of Duty: Ghosts trailer prepares you for Extinction

From a game that contains ghosts , to a game that's called Ghosts... and contains aliens?

, to a game that's called Ghosts... and contains aliens? As predicted yesterday, Call of Duty: Ghostshas now officially trailed Extinction, with a two minute video showing glimpses of the series' "all new" four-player co-op mode. As you can tell from the gratuitous "BWAAAAARM" noise, the tone here is steely determination, ruminations on the nature of change, and acid spitting monstrosities. Essentially, the military equivalent of a pub night with the PCG team.

"Call of Duty: Ghosts introduces Extinction - an all-new 1-4 player cooperative game mode featuring a unique blend of fast-paced survival action, FPS base defence, scavenging and class levelling," explains the trailer's description. What makes it so new isn't exactly clear yet. Right now, it looks pretty similar to the Horde co-op mode that you played in every third-person action game released since 2008.

That said, Infinity Ward did a great job with Modern Warfare's co-op. The Spec Ops mode was consistently the best part of those games. Hopefully they have something similarly special lined up for this.

Call of Duty: Ghosts is due out on November 5th.

Tropico 5 announced: follow El Presidente through the ages

Kalypso have announced Tropico 5, the next game in the light-hearted banana republic dictatorship simulation series.

Kalypso have announced Tropico 5, the next game in the light-hearted banana republic dictatorship simulation series. Where Tropico 4 drew slight criticismfor being a marginal improvement over its predecessor, the sequel's plans are more wide-ranging. The game will feature multiple eras, with players taking El Presidente from the colonial 19th century, through to the future. Not that you'd know it from the announcement trailer, which is more concerned with showing the great dictator's creepy fascination with globes.

"The Eras - From the 19th century to the 21st, each era carries its own challenges and opportunities. Begin your reign during colonial times and advance your nation through the modern era and into the future! "The Dynasty – Each member of El Presidente's extended family is present on the island and may be appointed to key leadership positions, earning skills and experience in their assigned roles. "Research and Renovate - Advance your nation by discovering new buildings, technologies and resources. Transform your old buildings into modernized, hyper-efficient designs worthy of an economic superpower! "Advanced trade system and trade fleet - Amass a global trade fleet and use your ships to secure import/export trade routes to neighbouring islands and key nations. "Explore your island - Discover what lies beyond the fog of war. Send prospectors to look for new mineral and ore deposits, but be wary of hostile animals and native tribes. "All new art - All artwork is reworked to provide Tropico 5 with a distinct historic visual identity. Choose from over 100 unique buildings from each of the individual eras. "Cooperative and competitive multiplayer – Up to four players can build up their own cities and economies on any given island map. Players can share resources and citizens, or declare war on each other."

Tropico 5 is due out next year.

Here, have 20 minutes of Mafia 3 footage

Mafia 3 had me at that excellent 'story trailer' a few weeks back , but now 20 minutes of footage have appeared to remind me that, yes, I want to play this game.

, but now 20 minutes of footage have appeared to remind me that, yes, I want to play this game. I'm not that interested in the open world activities or combat, but 1960s Fake New Orleans is a place I very much want to explore.

Following on from last night's E3 trailer, IGN has 20 minutes of footage showing off a bit of everything, while era-authentic music blares incessantly over the top. It's great music, but it does get a bit wearying and incongruous after a while, so you might want to hit mute a few minutes in.

Mafia 3 is out October 7.

Fragments of Him Pieces Together Life After a Loved One’s Death

Fragments of Him is a story driven first-person game from the Netherlands-based indie developer SassyBot Studio.

is a story driven first-person game from the Netherlands-based indie developer SassyBot Studio. The story follows the lives of four individuals touched by the sudden death of Will, the game’s protagonist. Players must re-live the last moments of Will’s life and discover the memories of the people he left behind. People like Harry, Will’s boyfriend who comes home to an empty apartment filled with things that remind him of Will. Or Mary, a grandmother feeling alone and forsaken by a society that has so rapidly changed, she no longer recognizes it.

“We wanted to approach death as a topic in a way that is very uncommon for video games, but very present in the lives of many. What happens when you lose someone you loved suddenly, how do you manage to carry on? We think video games are an ideal medium to take players on such an emotional, human, and comforting journey” said Elwin Verploegen, co-founder of SassyBot.

Fragments of Him is set to release in 2016 for PC and Xbox One, with a release on Mac and Linux to follow. To learn more about the game, or to pre-order a copy, be sure to visit the official website. Alternatively, those interested can also find out more about SassyBot Studio by visiting their website, liking their page on Facebook, or following them on Twitter.

Mafia 3's driving model inspired by Bullitt

In the 1960s, car chases would break out every time you popped out to the grocers, or to pick the kids up from school, so I'm glad Mafia 3 isn't overlooking that aspect of '60s life in its quest for verisimilitude.

isn't overlooking that aspect of '60s life in its quest for verisimilitude. Following that barnstorming story trailercomes a less barnstormy video showing off how driving works in Mafia 3. It aims to be authentic, as expected, but not so authentic that you won't be able to engage in the odd Hollywood-style car chase now and again. Basically, get behind the wheel and you're Steve McQueen out of Bullitt. Man, how great is Bullitt? Forget Mafia 3, and have a watch of that famous car chase:

Readers: what's your favourite film car chase? I remember (Sly Stallone's best film that isn't Rocky) Cobra having a good one too:

Aliens: Colonial Marines' Escape multiplayer mode will make you flee for your life

The multiplayer portion of Gearbox's Aliens: Colonial Marines seeks to offer a good time for both the Marines, who should learn to avoid dank, dimly lit facilities, and the Aliens, who very much enjoy hunting down and eviscerating those Marines.

The multiplayer portion of Gearbox's Aliens: Colonial Marines seeks to offer a good time for both the Marines, who should learn to avoid dank, dimly lit facilities, and the Aliens, who very much enjoy hunting down and eviscerating those Marines. Today, publisher Sega announced a new mode called Escape. Just like it sounds, Escape challenges Marine players to an extraction point sprint as the Xenomorphs chomp at their heels with their acid-drooling mouth-in-mouth jaw things.

Sound familiar? Back in 2001, Monolith's Aliens vs. Predator 2 featured a multiplayer mode named "Evacuation" which featured the same cat-and-mouse gameplay for both Marine and Xenomorph teams. Colonial Marines' Escape echoes the same concept (sans Predator), with expected chokepoints, heroic last-stands, flailing alien appendages, and menacing motion-tracker ping noises.

The 4 vs. 4 mode also includes a few controllable Xenomorph variants with different properties. The Soldier touts durability and close-combat brutality, the Lurker ambushes with leaping pins and agile strikes, and the Spitter spews caustic goo as a stealthy marksman. The Marines, of course, pack the expected arsenal of heavy ordinance. Expect turrets, flamethrowers, heavy cannons, and a finger planted firmly on the sprint button.

Aliens: Colonial Marines releases February 12, 2013. Read our most recent previewfor more on its horror-soaked space violence.

Mafia 3 release date announced

Mafia 3 is no simple rehash of the Italian mobster theme.

is no simple rehash of the Italian mobster theme. From October 7, you'll be heading down to New Bordeaux—Hangar 13' take on 1968 New Oreleans—as Vietnam vet Lincoln Clay. The black mob who took him under their wing have been wiped out by the Mafia, and thus begins a good, honest revenge trip. Well, not honest—you're repurposing a crime empire as your own—but definitely a revenge trip.

The trailer hits the beats of the late '60s beautifully (get a load of those faces!), and it looks like Hangar 13 won't be afraid to dabble in fraught politics of race relations. The criminal underworld demands you balance the loyalties of Irish, Haitian and rebel Italian gangs. In our hands-on, Dave Houghton called it "the weight of real leadership."

Aliens: Colonial Marines' Escape multiplayer mode will make you flee for your life

The multiplayer portion of Gearbox's Aliens: Colonial Marines seeks to offer a good time for both the Marines, who should learn to avoid dank, dimly lit facilities, and the Aliens, who very much enjoy hunting down and eviscerating those Marines.

The multiplayer portion of Gearbox's Aliens: Colonial Marines seeks to offer a good time for both the Marines, who should learn to avoid dank, dimly lit facilities, and the Aliens, who very much enjoy hunting down and eviscerating those Marines. Today, publisher Sega announced a new mode called Escape. Just like it sounds, Escape challenges Marine players to an extraction point sprint as the Xenomorphs chomp at their heels with their acid-drooling mouth-in-mouth jaw things.

Sound familiar? Back in 2001, Monolith's Aliens vs. Predator 2 featured a multiplayer mode named "Evacuation" which featured the same cat-and-mouse gameplay for both Marine and Xenomorph teams. Colonial Marines' Escape echoes the same concept (sans Predator), with expected chokepoints, heroic last-stands, flailing alien appendages, and menacing motion-tracker ping noises.

The 4 vs. 4 mode also includes a few controllable Xenomorph variants with different properties. The Soldier touts durability and close-combat brutality, the Lurker ambushes with leaping pins and agile strikes, and the Spitter spews caustic goo as a stealthy marksman. The Marines, of course, pack the expected arsenal of heavy ordinance. Expect turrets, flamethrowers, heavy cannons, and a finger planted firmly on the sprint button.

Aliens: Colonial Marines releases February 12, 2013. Read our most recent previewfor more on its horror-soaked space violence.

Mafia 3 preorder link reveals April release date

As we noted in our Gamescom 2015 coverage , Mafia 3 will take the series in a different (and, I think, more interesting) direction than the previous games.

Mafia 3

will take the series in a different (and, I think, more interesting) direction than the previous games. It will be set in late-60s New Orleans and set players off as a black Vietnam veteran named Lincoln Clay, who goes to work for the mob after returning from the war but is ultimately betrayed by the Mafia. Now it's time for some payback!

Steamsays the game will be out in 2016, which as release dates go isn't the most useful bit of information I've ever run across. But an image from Best Buy posted on IGN, alongside Gamestop'sonline preorder link, give us a far more precise launch date of April 26.

The specificity of the date, and the fact that it's shared by two separate retailers, rather strongly suggests that it's legit. 2K declined to confirm it, however, saying only, “Mafia 3 will release in calendar 2016 during Take-Two Interactive's fiscal year 2017. No official release date has been announced at this time. It is common practice for retailers to list placeholder dates before an official release date has been announced due to the requirements of their operating systems."

That last bit is true, but those placeholders are most commonly the last day of the calendar year—as in this EB Gameslisting, for instance—and in case there was any question, April 26, 2016 does in fact fall within Take-Two's FY2017. We'll keep you posted.

Call of Duty: Ghosts launch trailer explodes into this week, game still a fortnight away

I get it, you're a busy person.

I get it, you're a busy person. You've not got the time to watch every video that comes your way. I'll save you some time, and describe Call of Duty: Ghosts' launch trailer in its entirety. "Explosions, explosions, explosions, explosions, FISH PHYSICS, explosions, dog, wolf, dog, space, space explosions." Just imagine all that with an Eminem song in the background and you're golden.

Alternatively, you can watch it.

If I'm reading this trailer correctly, Call of Duty: Ghosts will be a game about a nation being collectively haunted by exploding ghosts. Or combustergeists. Only the dog can save humanity, but does humanity deserve to be saved?

That, or it'll be another game about shooting folks between increasingly bombastic set-pieces. We'll find out when Call of Duty: Combustergeists is released on the 5th November.

E3 2011: Aliens: Colonial Marines screenshots are climbing out of their eggs

They mostly come at night, mostly, but it's early afternoon in the UK, and new screenshots for Gearbox's Aliens: Colonial Marines have just arrived.

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They mostly come at night, mostly, but it's early afternoon in the UK, and new screenshots for Gearbox's Aliens: Colonial Marines have just arrived. They show the co-operative shooter's glistening world, and remind us of two important things: wherever you go, there's an alien dangling behind your head, and they're coming out of the Goddamn walls, man. We'll bring you more information on the once-canned, now-alive game as soon as we've taken off and nuked the site from orbit. It's the only way to be sure.

Here's 12 minutes of Mafia 3 footage

Christmas is a time for family.

Mafia 3 top

Christmas is a time for family. Not your family, you understand, but the Italian Mafia 'family' featured in the likes of Mickey Blue Eyes and Analyse This. The Mafiaseries is the closest we'll get to experiencing life as Corky Romano, which makes it all the odder that the third game has you playing as a different organised crime syndicate: the 'Black Mob' operating out of New Orleans in the late 1960s.

You're Lincoln Clay, who I keep mistyping as 'Lincoln Lee' from Fringe, and you hate the Italian Mafia so much you decide to form a gang and whack them in their labonzas. This you'll already know if you've read Phil's preview from August, but now you can see the game with your eyes, and hear it with your ears, thanks to 12 minutes of footage that have just appeared online.

There's a bit of everything in there: driving, shooting, sneaking, atmosphere. New Orleans looks rich and lively in the way we've come to expect from this series.

Mafia 3 is out next year, and its cars are very eager to explode. (Ta, IGN.)

Call of Duty: Ghosts hands on - avenging canine companions in CoD's refocused multiplayer

Rest in peace, Corporal Bitey.

Rest in peace, Corporal Bitey. When I earned a five-kill killstreak in Call of Duty: Ghost'smultiplayer mode, I wasn't expecting you as my reward. Black Ops lets you summon packs of alsatians when you bag enough kills, it's true, but Ghosts lets you summon a canine pal all of your own.

Guard dogs function like mobile melee attacks, capable of downing enemies in a single lunge, and growling when enemies come near – that makes them perfect for defending one of the control points in Domination mode. The map I'm playing on, Whiteout, is a mid-size killing field with a snowy village one side and a half sunk, half-ice encased warship on the other, with an undulating series of snowbanks and tunnels linking the two. It's an immaculate slice of CoD map design, in that it encourages lots of circulating movement around a map composed of three discrete battlezones, and that means it's much harder to guard a control point when you haven't got a furry friend like Corporal Bitey (yes, I named him myself) watching your back. Sadly, dogs aren't as adept at hiding behind cover as humans – as I discover when Corp gives away my position and gets us sniped.

Guard dogs are one part of the transition of killstreaks away from aerial match - matchwinners towards ground-based augmentations and tools. The UAV's been swapped out for the Satcom, for instance, a radar system you manually place and defend, while drones float behind enemy players who probably would have been summoning choppers in Modern Warfare 3. These are smart tweaks, retaining a sense of reward while scaling back the number of matches that end up won from the skies.

Still, Ghosts doesn't reject all the changes that have overwhelmed CoD in recent years. The maps I play on could still be tweaked, but my sense is that spawning tends towards Black Ops 2 and Modern Warfare 3's hyper aggressive, movementencouraging model rather than CoD4's relatively more static battle lines. The notion that Ghosts opts for a fast-pace seems even more convincing when you consider that a new mode, Blitz, is effectively Capture The Flag curtailed. In Blitz, you score simply by running onto a capture point, which then teleports you back to base. It makes reckless banzai charges a valid strategy, and feels like CTF for gamers with minute attention spans.

Despite the post-apocalyptic themes, this isn't CoD stripped down. It's CoD refocused. Ghosts multiplayer hasn't quite abandoned half a decade of increasingly powerful killstreaks and ramped up pacing, but it does seem to have rediscovered its sense that combat should be about the men, and now women, on the ground. And, of course, their faithful hounds.

Crysis 2 Preview

Wheeee!

Crysis 2 jeep

Wheeee! The bit of Crysis 2's collapsed New York that I'm playing in has a makeshift slide – about 20 feet of wet, sloping concrete. If I sprint at it and duck, I launch my nanosuited mega-soldier into a high-speed bumslide. Hence the wheee.

There's an alien at the bottom, and he's blocking my path. The bastard, no one gets in the way of my bumslide. I'm going to kick him. I tap left mouse as I near the alien's lower body and boot his legs out from under him. Propelled by my strength-augmented shoes, he flies backwards, crumpling into a pile next to a wrecked bus. I should really go and make sure he's dead, but instead I run back around to the top of the slide. I combo'd a bumslide. Wheee!

It's about this point that I realise I'm actually saying “wheee!” out loud and three or four of Crytek Frankfurt's staff are milling around behind my PC, whispering to each other. One comes over. “Hey, so, that door over there is where you need to go.” I look at him with the pleading eyes of a man enjoying a bumslide, and he smiles wanly back at me. I go back to the top of the ramp one last time and “wheee!” under my breath.

I decide to try it his way for a while, and move into the next section. Crysis 2's New York is more organic than I'd expected: water flows from broken pipes to form makeshift rivers, grass and trees jut up from under the concrete. The fallen masonry has carved a path that enables freeform firefights – a choke point, followed by a wider area, corralled into another choke. Crytek call these sections 'action bubbles'. It's a formula the Halo series has experimented with to much success, but it doesn't immediately tally with the first Crysis's open manmurdering environs.

Past one doorway, and there's an alien with his back to me. I can't see how he didn't hear all that bumsliding commotion, but he seems oblivious to my presence – most likely because I've engaged my nanosuit's cloak and am now completely invisible. I've got a few options. I can empty a magazine into the base of his spine, but that's boring. I can move closer and snap his neck with one swift motion, but I'm saving that treat for later. Or I can punch a burnt-out car so hard that it lifts off and twats into his back, then hurl this trolley I'm holding squarely at his armoured skull. Did I mention I picked up a trolley? I was cradling it during the bumslides.

Guess which one I did? As the trolley bounced off my foe's head, it made a small clang. Turning round, I saw the Crytek guys. They were whispering again.

Crysis made you feel like an angry extension of the island you were dropped onto. The nanosuit was the star – letting players rise from the sea or the forest like a vengeful, invisible god and smash the teeth out of any ill-fated Koreans who happened to be milling about. Crysis 2 takes this empowerment, keeps it, and hones it. Five nanosuit powers have become two and a half: strength and cloak being the alternate states it can flip to, while speed is a sprint key and an increased jump. All drain your suit's energy, but combining something like cloak and speed means you get a limited window of invisible mid-air fun before you're dry on juice and visible again.

At the moment, the window to use suit energy successfully is tight. I found myself misjudging distances, flipping to cloak mode and launching myself at full speed towards a flock of enemies who hadn't seen me yet, only to fizzle into visibility a few feet from their position and face their combined fire. Waltzing into a combined onslaught felt imprecise, so much light and sound thunking into my suit's visor that I couldn't see an exit, let alone plan a defensive stand. Part of me wants unlimited energy to dick about in peace. I put this to Crytek's CEO, Cervat Yerli. “There was a version of that game about a year ago where we dropped energy to see what happened, but it felt wrong. We tried solutions to counter having infinite stealth – like if you run it flickers slightly – but there were still drawbacks.”

The increased vulnerability made me plan my rampages before engaging. To compensate and encourage that kind of behaviour, Crytek have introduced a tactical assessment mode. 'Magic goggles', essentially, the assessment view can be flipped on to note targets and track them as they move around the map and behind cover. After an acclimatisation period, it made my sprees much more focused and efficient – by the time I'd removed my armour-enhanced hands from the throat of one foe, I was already spinning to face my next target, rifle raised.

The tactical assessment view opens up another layer to the game, as Cervat explains. “The scan you get back makes three or four recommendations. You can mark the recommendations and they usually show you a way of taking advantage of a path you might not have chosen.” I tried this out on my fourth attempt at the first action bubble I played. On previous runthroughs, I'd gone for close-range firefights, but with a sweep of the tactical assessment view, I clocked a sniper rifle away from the action. Engaging cloak, I whizzed past a set of dimwitted aliens and hopped up to the ledge it was on. Shouldering it and hunkering down behind cover, I swept the field one last time to get a bead on my targets before pop-pop-popping three headshots off to kill them all without dirtying my nice new nanosuit.

This action bubble was one of the largest I played, yet thanks to the highrise architecture it felt tighter and closer to a standard FPS than Crysis's expansive setting. I asked Cervat if the games were comparable in level size. “In metres, they're going to be smaller, but they're about the same because we're pushing the height. Crysis was a sandbox, but it was a 2D game: you're just walking left, right, forward, back, and sometimes you jump. Crysis 2 is a voluminous experience.”

The switch brings its own challenges for the development team. “That requires awesome AI to take advantage of the volume, that traverses the buildings and jumps between different levels. It took 18 months to get an AI we're happy with that can follow you in 3D, and isn't scripted.”

My own playtime with the game didn't allow me to really push the enemy AI, but I did enjoy their realistic line of sight: my standard reaction to getting shot at was to duck behind a box, and pop my head quickly round one side, before turning cloak mode on and rushing round the other to blindside my confused opponents. If I could get a bumslide involved in the process, all the better. Seeing their confused alien faces staring at where I last was instead of tracking my ghost was reassuring – definitely a refreshing change from Crysis' omnipotent magic-men who shot you in the head from their perches on the moon.

The series' alien obsession continues into the second game, despite a less than favourable reaction to their floaty appearance in Crysis. This time around they're humanoid, and their armoured heads are topped off with fleshy dreadlocks, making them look like a Predator. When they move, they gallumph around the map, limbs jiggling – making them look like a Predator after a few pints when his favourite song comes on. There's currently a connection missing in close-range battles between player and aliens. Their armour dispels a lot of damage from your puny human guns, which makes gunfights into extended hosing sessions, repeated until the requisite squishy bit is exposed and the game tells them to fall over. It should be stated that this kind of thing is subject to heavy balance tweaks as the game progresses, but in eschewing foes as human as the first game's panicked Koreans, it's hard to feel truly connected to scraps.

Crytek are pushing that connection this time around, leaning so heavily on the game's story that they hired a proper book writer and everything. Richard Morgan – sci-fi author and the project's story lead – explained his take on Crysis 2's plot. “We're looking for a reboot as far as the console market's concerned. At the same time, we've got this history with the PC, and a set of fans we don't want to let down.” How do you do that, then? “The trick is to create enough stuff that goes back to the original game so fans will recognise it, go 'ah!' when they see it.” Not that Crysis had any particular resonance as a narrative experience – Richard charitably describes the plot as 'flimsy'.

But Crysis 2's main character is constantly clad head to toe in a buttockhuggingly tight suit packed with tiny friendly robots. I asked Richard how you make a man who looks like the inside of a bicep into a character. “The suit isn't a problem, because that's the FPS dynamic. You have to reflect everything back onto the NPCs. It was very important to me to have reactions from the NPCs to this guy in the suit, so you can see the questions they raise.” Crysis 2 seems keen to tell its story by reflection and osmosis, rather than stamping it in cutscenes, and that extends to the architecture. Graffiti around a choke point made reference to 'them' lying about where the game's alien invaders originate from. Intrigue! Delicious intrigue.

The 'series reboot' that Richard Morgan mentioned has been reflected in Crysis 2's multiplayer. It's been beefed up and farmed out to Crytek UK – the team who used to be Free Radical, the developers of multiplayer console shooter extraordinaire, TimeSplitters. That legacy shows. A short interlude – this is the bit where people who like to use words such as 'consoleification' should probably put this magazine down and start running around the room with their arms waving. For those still reading, I'll put it out there now: Crysis 2's multiplayer is already sharp and well polished, if completely different to the first game's cursory multiplayer addition.

Like the singleplayer level structure, multiplayer feels like Halo. Each player, as well as the standard suit armour/speed/ cloak suit skills, gets to choose two perks and two weapons, varying builds from sprinting shotgun bastard to invisible sniper bastard and all bastards in between. Despite the fact I was playing three-month old code, guns already felt right – the armour suit mode offered enough protection to make it noticeably worth using, even against heavy weaponry.

The game's Crash Site mode works like a king of the hill match, intertwined with the series' fiction: an alien drop pod whirrs around the map, hocking up gobs of alien junk that your team has to stand next to for a short time for some reason. Fancying myself a dab hand with a sniper class, I took cover behind a crate overlooking one of these objectives. With a corridor viewpoint and invisibility on tap, I was able to squeeze off killshots before rippling into the dark – until one of my opponents hurled himself from the top of a parking garage, fist-first, onto my exposed head. His ground-pound smushed me into the concrete, the perfect deployment of a multiplayer special skill.

Crysis 2 feels like what you'd get if someone explained the first Crysis when heavily sedated. The freedom and lethality of the first game are there in spirit, but they're given a more focused approach: Crysis 2 is much more driven, a sharpened point to Crysis's slug. The problem with following such a seminal title is the weight of expectation. My advice is to drop that weight, and just enjoy Crysis 2's bumsliding ride.

Mafia 3: a violent tale of family in a sumptuous city

The life of an Italian mafioso has been well documented, in film and in games.

MafiaIII Retaliation

The life of an Italian mafioso has been well documented, in film and in games. There's a well-worn template for the rags-to-riches story of a young hopeful struggling with the internal wranglings of organised crime. Mafia 3 is different. It's set in a reimagined version of New Orleans in the late-'60s, and casts the Italian Mafia as the primary antagonists. You play as Lincoln Clay, a black Vietnam veteran who, on returning to the US, finds work with the black mob. It's here that Clay—an orphan—finds the family he's been searching for.

Mafia 3 isn't about Clay's rise. It's about what happens after his fall. His sense of belonging is cut short when his adoptive family are betrayed by the Italian mob. In Mafia 3, Clay is building his own family, and he's taking them to war against the Italians.

Mafia 3 isn't about Clay's rise. It's about what happens after his fall.

If the setting defies expectation, so too does what new developer Hangar 13 is doing with the Mafia template. Where past games have featured an open-world city as the backdrop to a linear campaign, Mafia 3 has what the developers call a "true open world." It's not yet clear how open or emergent it will be, but—in the press demo I was shown—I got to see how the city plays a part in Clay's war.

In the demo, Clay's mission is to take control of a Mafia-owned drug den. No easy task in its own right, but Clay doesn't yet know where it is. Following a tip that dealers are operating in a local cemetery, he pays a visit hoping to shake loose some information. On his way, I see New Orleans wrought in stuning detail. The excellent lighting creates a dark, smoky atmosphere punctuated by vibrant bursts of light from signs and store fronts. It looks humid, somehow, and feels totally different from the overly familiar aesthetic of New York or LA.

MafiaIII CisternShootout 01

After some brief cover-based stealthing, Clay finds the dealers and transitions into some cover-based shooting—For all that it does do differently, Mafia 3 is still a third-person action game. The dealer runs, and the ensuing chase ends when Clay jumps in his car. Again, Mafia 3 doesn't reinvent the genre. Clay drives erratically to scare the dealer into revealing the location of his drug den. It's a familiar scenario, but one enhanced by Creedence Clearwater Revival's Fortunate Son playing on the radio.

What I hear of the demo's soundtrack is a best-of playlist of the era's most iconic songs. In the short presentation, I also catch The Rolling Stones, The Kinks and Sam & Dave. It feels dismissive to say that a game's music is one of its most exciting features, but the soundtrack works to highlight the sense of a specific time and place. Post-Vietnam New Orleans is packed with detail; everything from the cemetery's eclectic collection of burnouts and hippies, to the moment, earlier in the demo, where Clay is given the choice to intervene as a cop harasses a black man in the street. Mafia 3 is a crime story, but one that appears to be grounded in its period setting.

With the dealer successfully terrorised, Clay learns that the drug den is hidden under a nearby jazz club. He's given the option to kill or spare his new informant. "Can't trust a snitch," he states bluntly, before shooting the dealer in the head and kicking him from the car. Clay's predilection for violence is seen throughout the demo, most notably during the stealth section that leads to the underground den. The player will have the choice to enter in multiple ways: calling in muscle to storm the club, taking a boat into the underground water network, or—as I'm shown—sneaking around the back.

MafiaIII joyride

Reaching a thug undetected gives Clay the chance to perform an instant takedown. In this instance, that means taking a kitchen knife to the soon-to-be-ex guard's face and chest. I'm almost taken aback by the brutality. It will be interesting to learn more about Clay's motivations and see how this is framed in the full game.

Clay clears out the den with the help of a Magnum and shotgun. Both weapons feel powerful and impressive. A single shot won't necessarily kill an enemy, but it will incapacitate them—giving Clay the choice to move in for a melee takedown. After a lengthy shootout, the mob are relieved of their drug den.

Captured territory can be divvied up between Clay's three lieutenants, one of whom is Mafia 2's main character Vito. These characters play an important part of the story, but you can also use their special ablities in the open world. They can bribe cops, supply weapons and provide muscle. They also help to defend the territory they own against Mafia retaliation. The demo finishes as the Mafia sends some goons after Clay, which attracts the attention of the police. It culminates in an explosive firefight outside a cinema where Clay's grenade launcher makes short work of the cop cars.

Mafia 3 is one of the most promising new games being shown at Gamescom. I've still got a lot of questions, but I'm hopeful that its new developers know what they're doing. Hangar 13 has found a great way to rejuvenate the series, but it still feels like a Mafia game. We've seen the tale of the Italian Mafia told many times over. Now it's time to let someone else start a family.

GoldenEye: Source v4.2 released, adds AI bots for you to shoot

http://youtu.be/YQRKlQox-OQ
GoldenEye: Source is one of the best of this group.

Mod-homages and remakes are a favorite template of PC gaming's terrific species of tireless gnomes. Black Mesa: Source. Star Trek in Homeworld 2. MechWarrior in Crysis. Star Wars in like, everything.

is one of the best of this group. It shows incredible reverence for its ( "Don't say it, don't say it..." ) source material ( ugh ) while implementing choice changes that respectfully modernize a classic multiplayer FPS. GE:S' trouble, unfortunately, has been a sparse population. The devs have solved this by adding bot support alongside some other improvements in version 4.2. Here they are:

BOTS - full featured running on Python AI Team radar colors and standardized blip colors Loading screen images with tips Overhead Team icons Full-screen help display for advanced scenarios Brand new character selection screen Recoded Capture The Key focusing on teamplay New Ourumov model Gamemode customizable weaponset selections Create server menu for easier LAN and single play Python enhanced for custom scripting Over 50 music tracks from 3 talented artists Overhauled Runway, Caverns, Facility, Backzone and classic maps

Click to download GoldenEye: Source's latest version.

Mafia 3 is set in 1968 New Orleans, first video and screens released

Mafia 3 will cast you as Lincoln Clay, a gangster in 1968 New Orleans seeking revenge for a mob attack on his family.

Mafia 3 will cast you as Lincoln Clay, a gangster in 1968 New Orleans seeking revenge for a mob attack on his family. Clay is a Vietnam veteran with a violent streak, and you can exercise that freely in an open world city ruled by opposing gangs.

As with previous Mafia games, the city serves as a backdrop to a tight linear story that sees Clay attacking gangster hideouts to work his way up to the big boss. As you take over new properties, you can hand them off to your gangland pals, including Vito from Mafia 2 Our friends at GamesRadarhave seen it, and praise its ambiance and use of late '60s pop culture—expect classics from Hendrix and The Rolling Stones as you cruise around New Orleans' bustling streets.

It's remarkably violent, too. Clay can smash opponents with third-person takedowns and clear rooms with a huge revolver. Enemy gang members can be captured, interrogated and then killed or spared depending on your mood. Your decisions will supposedly be reflected by the changing city as the story progresses.

We'll know more as 2K drip-drop information over the course of Gamescom. For now here are a few screenshots showing off the city. What an exciting time and place to set a game.

MafiaIII Cemetary

MafiaIII CisternShootout 01

MafiaIII CisternShootout 02

MafiaIII downtown

MafiaIII FrenchWard

MafiaIII Harrassment

MafiaIII joyride

MafiaIII Retaliation

Call of Duty: Ghosts system requirements posted by Nvidia

Well, that didn't take long.

Well, that didn't take long. Activision's support Twitter account has just confirmed that these specs are not official.

@SolomonNE2 No tech specs for min requirements have been released yet, sorry! We'll update when we have more info. ^LM October 9, 2013

Original story follows below.

While it's not official, the likely PC requirements for Call of Duty: Ghosts have been posted on Nvidia's website. The minimum requirements are pretty friendly to those without giant rigs, but a slight step up from previous CoDs given the transition to new console hardware.

According to Nvidia, Call of Duty: Ghosts' helicopter-crashing dog antics(and other things) will require at least the following specs to run fluidly:

OS: Windows 7 64-Bit / Windows 8 64-Bit CPU: Intel Core 2 Duo E8200 2.66 GHZ / AMD Phenom X3 8750 2.4 GHZ or better RAM: 6 GB RAM HDD: 50 GB HD space Video: NVIDIA GeForce GTX 550 Ti / ATI Radeon HD 5870 or better Sound: DirectX Compatible Sound Card DirectX: 11 Internet: Broadband connection and service required for Multiplayer Connectivity. Internet connection required for activation.

Nvidia also "recommends" a GeForce GTX 780, but that's an extreme jump from a GTX 550 Ti. Unless of course you already have one. In which case, go for it, Mr./Ms. Badass—it is possible that the game scales well between mid-range and high-end.

For comparison's sake, these specs are similar to the minimum requirements that Ubisoft's Watch Dogs will reportedly require, except for the crazy 50 gigs of space.

Ghosts comes out on PC November 5, apparently with dedicated serversthis time. We've contacted Activision to confirm whether or not Nvidia's post represents the official system requirements.

PCG Plays: GoldenEye Source

In this edition of PC Gamer Plays , we've harnessed the mystical powers of moving pictures to showcase one of our favorite mods: GoldenEye: Source .

. Check out the introduction above to set the stage, then find out why the remake comes so highly recommended in the following videos, which include a black tie duel against the mod's developers (spoiler: they're really good).

What is GoldenEye: Source?

Practice Round - The Man with the Golden Gun

PC Gamer vs. The Developers

Necropolis gets four-player co-op and a March launch date

Harebrained Schemes, the studio known for resurrecting Shadowrun and, more recently, Battletech , announced the stylish, action-focused roguelike Necropolis in late 2014.

Necropolis

in late 2014. It's maintained a relatively low profile since then, avoiding even the bounteous money-fields of Kickstarter, but today the studio revealed that it will launch on Steam on March 17, and even better, that it will support co-op multiplayer for up to four treasure-hungry spelunkers.

Unlike most roguelikes, Necropolis will feature a proper combat system based on timing and animation, so you'll need to learn enemy attack patterns and employ both heavy and light attacks in order to triumph over your enemies. Monsters will exist within an “ecology of threats,” exhibiting predator and prey behavior that you'll (maybe) be able to take advantage of, and naturally, the deeper into the dungeon you go, the worse things will get. On the upside, you'll be able to upgrade your avatar with magical elixirs, items of power, runes, ward, and spells.

The game won't stray too far from one core aspect of roguelikes, however, which is that you will almost certainly die, often and badly. When you do, everything changes, and you'll start over again from the top. Get it right, or die trying.

Necropolis preorders will be available on Steam on February 2. More information about Harebrained's “procedural death labyrinth“ can be found at necropolisgame.com.

Call of Duty: Ghosts' campaign trailer has a bit where a dog pulls a man out of a helicopter

...And other cool things.

...And other cool things. Or absurd things. Or downright silly things? I can't even tell any more. Years of bombast, monotone pathos, and deep bass rumbles have left me unable to judge the emotional timbre that a trailer is aiming for. This Call of Duty: Ghoststrailer has spacemen shooting each other in space, a sniper doing sniping at a ninety degree angle, and Riley, the mo-capped dog, jumping onto a helicopter to drag out one of its passengers. Possible reactions include involuntary laughter, involuntary eye-rolling, or involuntary fist-pumping. Find out which you make, below.

Ladies and gentleman, that was a video game trailer.

Call of Duty: Ghosts is out November 5th. Just imagine that, but more of it.

PC Gamer Digital Episode 4 now available!

Has it already been a month since the first episode of PC Gamer Digital debuted?

Freakshow 2011 10 13 10 52 34 15

Has it already been a month since the first episode of PC Gamer Digital debuted? Time flies when you're breaking into police stations in Deus Ex: Human Revolution, exploring the floating city of BioShock Infinite, and exposing the shocking truth about helicopters in Arma 2—and that barely scratches the surface of where we've been.

PC Gamer Digital Episode 4keeps up the pace. In this week's edition, you'll crash-land in the world of WildStar for a 360-degree interactive preview of the upcoming MMO, hear Ken Levine and other top developers sound off on what makes PC gamers unique, join us as we test our classic-shooter skills against the developers of GoldenEye: Source, and much more.

If you're new to PC Gamer Digital, you really have to try its original hands-on experiences for yourself to know what it is, so grab the free base applicationon Steam and check out the included episode. And once you have, we'd absolutely love to hear what you think, so if you have any comments or suggestions, please feel free to e-mail pcgdfeedback@pcgamer.comand speak your mind.

Here's more about what you'll find in Episode 4...

WildStar – GameView Interactive Preview

Explore Carbine Studios' upcoming MMO in this panoramic recreation of one of WildStar's starting areas on the planet Nexus. Guide your own tour of the perilous Northern Wilds, or follow Associate Editor Josh Augustine's commentary for a step-by-step walkthrough of the game's explosive first moments.

PCG Plays: GoldenEye Source

GoldenEye Source is a total-conversion Half-Life 2 mod which recreates the spirit and feel of classic N64 shooter GoldenEye 007 with lovingly recreated maps, weapons, and modes. It may be one of the most faithful remakes on the PC, so we put the spotlight on it by challenging the developers to a round of team deathmatch in Casino Royale.

Ask! What Makes PC Gamers Different?

We asked six of our favorite developers what sets PC gamers apart from console gamers. See what Irrational's Ken Levine, id Software's Tim Willits, and other game industry luminaries had to say. Their answers may surprise you!

Playlist: Classic Shooters

PC Gamer's editors stand behind the old-school FPSes they still play today, and they're not what you might expect. See which five games made it to their must-play lists and compare your own collection. Is your favorite on the list?

Note: Erroneous image fixed! (Additional note: "erroneous" is a funny word.)

High-Res Texture Packs – Direct Quality Comparison

In this interactive slider gallery, compare the effects of popular high resolution texture packs for Dragon Age II, Fallout 3, Minecraft, and more to see exactly how they'll affect your games' visuals, which ones you can live without, and which you absolutely must have.

MechWarrior creator talks Microsoft's relationship with PC gaming, new game

Jordan Weisman's been making games for longer than almost anyone.

He's had a hand in almost all aspects of game development over his 35-year career, one that's spanned tabletop, ARGs, and digital games. Weisman is best known as the creator of FASA, and with it, Shadowrun and BattleTech. But he's also a veteran of Microsoft, serving there as creative director of Microsoft Games from 1998 to 2002, when he oversaw the launch of the original Xbox. He's contributed to game education programs, co-founding the Center for Serious Playat the University of Washington. And he was CEO of WizKids, best known for its HeroClix miniatures game.

Lately, Weisman has been running Harebrained Schemes, the studio behind the recent Shadowrun RPGs, Necropolis, and the upcoming BattleTechturn-based strategy game.

I had the opportunity to speak to Weisman at PAXlast weekend, not only to get an update on Harebrained Schemes' projects but to get his perspective on Microsoft's most recent forayback into PC gaming, and what it means to be an independent studio in the midst of a PC gaming boom.


On the blessings and challenges of being an indie dev

"It's the best of times, worst of times," says Weisman. "The access for independent developers to bring their games out to market is unparalleled. That's fantastic, right? The ability to get help in bringing those games to market through venues like crowdfunding is fantastic. And the tools that you need to create games have dropped in price so dramatically over the past decade and become so much more accessible."

"Now, the downside to all that is, there's a lot more product in the marketplace. And so your ability to make noise is hard. You really have to work, as an independent, as much on your community development as you do on your software development. It's something you've got to take really seriously. To be able to break out from a huge amount of content that's coming out."

Mechwarrior 2


On Harebrained's next project, BattleTech

"I'm really psyched. I made mech games for a long time, starting with the original BattleTech board game, and the BattleTech Centers, and then the MechWarrior series, the MechCommander series. But it's been, I'm embarrassed to say, 19 years since I've made a mech game," said Weisman. "I'm really excited to make another one now, I really want to dive back in and go back to the real roots of the game."

"The ability to take that universe and now do that in a modern tactical game where we can get into even more depth than we did in the old days as a pen-and-paper but make it fluid and fast playing so you're focusing on the strategy, not on the mechanics. But the mechanics are really deep there, great differentiation of the mechs and of the mechwarriors, deep skill trees for them."

"If you look at Shadowrun, Shadowrun's an RPG with a really strong tactical game underneath it. This is flipped, [BattleTech] is going to be a tactical game with a lot of really great storytelling underneath it. One of the things that I've been sad about in some of our Mech games over the years [is that] they haven't been really well situated within the universe, they haven't brought the story of the universe out to the forefront and that's something we're determined to do with this title."


On Microsoft's return to PC gaming

"I think what I've seen over the years is there's a bit of a cyclical nature, right? 'We're in PC games, we're out of PC games, we're back in PC games,' I think some of that is responsive to the market. There was a belief for a while that PC games were going to go away, that consoles were going to rule everything. I think we've seen that not pan out."

"There was a belief for a while that PC games were going to go away, that consoles were going to rule everything. I think we've seen that not pan out."

"I also think that they're starting to really embrace a larger vision about games, not just about platforms. The original games group [at Microsoft] was designed as a way to promote Windows, as everything at Microsoft is, it was about promoting Windows. But it's really moved past that, and I think Phil [Spencer]'s really doing a great job of looking at a bigger agenda that's really more fan oriented than it is platform oriented. And I think that's very exciting."

Little Alchemy Transmutes a Big Update

The cult browser game Little Alchemy is in for a major rehash from Polish creator Jakub Koziol.

is in for a major rehash from Polish creator Jakub Koziol. The game about mixing elements to form more interesting new ones is arriving today in rehashed form for iOS, Android, and the web.

In Little Alchemy , you start out with the four basic elements; earth, wind, water, and fire. You can begin mixing them making new ones, and in turn opening up more permutations and possibilities. Water and fire make steam, which is then mixed to create geyser. Earth and air make dust, which mixed with fire creates gunpowder, and so on, until around 500 combinations are solved.

Koziol’s been working on the game ever since starting it as a little experiment in 2010. As the web browser version gained traction, in 2012 he released an update for the web along with mobile counterparts for iOS and Android. This newly-minted alchemy tool box has prettier icons, cross-platform gameplay, progress sync across devices, and upcoming support updates.

The web version of the game can be enjoyed here. Otherwise, you can take it with you in your pocket for free from the iTunes Storeor Google Play.

Little Alchemy is also bubbling on Steam Greenlight, where you can vote for its distribution. Koziol wants to make the Steam release even more complete, with sound, music, hidden Easter eggs, and controller support, alongside a release on Windows, Mac, and Linux.

GoldenEye: Source released

After five years of work, GoldenEye: Source is finally out of beta and free for everyone to download and play.

GoldenEye Source

After five years of work, GoldenEye: Source is finally out of beta and free for everyone to download and play. This Half Life 2 mod brings a multiplayer adaptation of the famous Nintendo 64 shooter GoldenEye to the Source engine, complete with the most famous locations, characters and weapons from the original.

Familiar locations like Facility and Complex have all been rebuilt in high definition to work with Valve's Source engine. There are 22 maps to fight on with 11 characters split between MI6 and Janus forces. There's no single player component at the moment, but GoldenEye's famous multiplayer has been recreated from the ground up, with recreations of many of the original weapons, including the always slightly rubbish Klobb sub-machineguns and the deadly Golden Gun.

For a full overview, check out the GoldenEye: Source ModDB page. The mod can be downloaded right here. You'll need a copy of Half Life 2 to run it.

[via Kotaku]

Shadowrun Returns developer announces "diabolical dungeon delve" Necropolis

Having found success with Shadowrun Returns and its follow-up, Shadowrun: Dragonfall , developer Harebrained Schemes is moving on to something completely different: an action-focused roguelike called Necropolis.

Necropolis

called Necropolis. The hook is that its combat is based on timing and animation rather than straight-up numbers, and the dungeon is designed to shift and change as you play.

The setup is about as complex as most roguelikes, albeit with a slight twist. The powerful mage Abraxis created and then withdrew into a great underground labyrinth. But unlike most deep, dark tombs, this one actually welcomes adventurers, so that the malevolent intelligence within can kill them and use their spirits and reanimated corpses to power its traps and patrol its corridors.

Combat will take place from the third-person perspective, and is intended to require effective timing and combos rather than stats and button-mashing. The dungeon layout itself will change with every playthrough, which is fairly standard stuff for a roguelike, but will also shift during play. Monsters will "interrelate" with one another, something players will be able to exploit to their benefit, and of course there will be potions, magical books, and other dungeon-appropriate bric-a-brac to collect.

The art style looks pretty fantastic, although I'm a little less enthusiastic about the promise of "self-aware dark comedy," delivered by way of "a liberal sprinkling of dark humor, playing specifically on the tropes of early 1980s D&D." But it's obviously way too early in the process to judge that or any other aspect of the game, which isn't expected to be ready until sometime in 2016, and very minor trepidation about potential un-funniness notwithstanding, I do like what I've seen so far. See it for yourself at Necropolisgame.com. (And enjoy a couple of screens below.)

Necropolis

Necropolis

Screenshot Weekly – Lenna’s Inception, OTTTD, Taita

Welcome back to Screenshot Weekly !

! Every Tuesday, IGM brings you exclusive early looks at upcoming games in various stages of development. The featured image introducing each game will always be original, and made especially for IGM, so you’ll see them for the first time right here! Without further ado, let’s take a look at this week’s screenshots (remember to click the pictures to appreciate them in all their fully-sized glory):

Lenna’s Inception

Lenna’s Inception is a procedurally generated action adventure title stylized to invoke a sense of Game Boy-era nostalgia. After an archangel kidnaps her child-prodigy students, Lenna embarks on a journey to rescue them, stumbling across a much more sinister plot along the way. The game features 8 dungeons to explore, taking inspiration from The Legend of Zelda , Metroidvania titles, and roguelikes. Solo developer Tom Coxon has been working on the project for two years now, and is targeting a Beta access release on Desura and itch.io along with a Greenlight campaign sometime over the next few months. A full release is planned for the end of the year.

OTTTD

A six-month-old team based in Sydney Australia, SMG Studio is currently working on OTTTD (Which is a stylized acronym for Over The Top Tower Defense). In case you’re wondering just how over the top this tower defense game is, I’ve been guaranteed that this is the ONLY game that includes a knife-wielding, motorcycle-riding octopus. The story is described as Starship Troopers meets Stargate meets Spaceballs , and the gameplay blends RTS and RPG elements with the typical tower defense formula to create what the team refers to as a TDRTSRPG. The game will initially launch with three distinct worlds and over 35 story missions, with additional content planned. More, equally ridiculous information about OTTTD can be found on Twitterand Facebook.

Taita

Taita: The Popular Rebellion of 1814 is based on Venezuela’s War of Independence. More specifically, the game focuses on the point in 1814 when the Liberation Army came up against the threat of Jose Tomas Boves. Developed by solo dev studio Otrora Interactivo as an instructional aid for history classes, Taita is described as a defense game with RPG elements. Spread out across 9 levels, players will discover action, strategy elements, and most importantly, historic significance as they help Simon Bolivar and the Liberation Army defend against waves of attackers. Taita is scheduled to release later this year, to commemorate the 200-year mark of the Popular Rebellion.

That’s it for this week’s Screenshot Weekly . Be sure to come back next week to see more exclusive looks of the latest indie games in development! Let us know in the comments section what upcoming indie games you’d like to see featured in a future installment. As for any indie developers who would like to see their screenshots featured in an upcoming segment, feel free to send an email to IGM at editors@indiegamemag.com with the Subject Line: “Screenshot Weekly”. Or, if you’d like to be part of our Magazine’s Screenshot Monthly segment, include that in the email as well!

The complete list of PC Gamer's game servers

Here at PC Gamer we like to play PC games.

Here at PC Gamer we like to play PC games. Sometimes, we even like to play them with other people. That's why we've got a huge lineup of game servers hosted by GameServersand Multiplay. Feel free to hop on whenever, or join us on Community Friday or during our other random events.


US Servers
CS:GO Arms Race

The in-game matchmaking system only lets 10 players duke it out in Arms Race. Our server has room for 24 players with the latest and greatest custom Arms Race-compatible maps from the Steam Workshop.


CS:GO Classic Casual

Our very first community events took place on the server we like to call: The Psychedelic Den of Map Experimentation. Try out some of the best maps available on the Steam workshop in our 24-player, 128 tick server.


Rising Storm

Join the Axis or Allies as we battle it out on PCG's Rising Storm server. Territories mode is the name of the game with our soon-to-be ranked server.


Battlefield 3

Vehicle enthusiasts can drive around in our 64-player Battlefield 3 server. Watch out for mortars!


DayZ

Part of the public hive, our DayZ server is a great place for you to scavenge for loot, meet new friends, or hunt down some bandit scum.


Minecraft

A 32-player Minecraft server with the Tekkit Classic mod installed. Download the Tekkit client before jumping on to play!


Team Fortress 2

Show off your hats and other accessories on the PCG TF2 server. We're running the official maplist with support for 24 players.


Left 4 Dead 2

If you're looking for a reliable dedicated server for your co-op zombie escapades, look no further than the PCG 8-man Left 4 Dead 2 server. Pick your favorite flavor of L4D2 and murder some zombies.


Unreal Tournament 2004

A staple of the PCG offices, now you too can join in on the fun with our 32-player UT2K4 server.


GoldenEye: Source

If it wasn't already clear, PCG loves mods. In fact, we love them so much that we've set up a 16 player GoldenEye: Source server for you guys to play on.


Natural Selection 2

For whatever reason there's a 10-slot maximum on our Natural Selection 2 server. We like to think that this encourages teamwork.


Killing Floor

Another co-op zombie classic, jump into our 6-player Killing Floor server to play with other PCG community members.


UK Servers
Bad Company 2

The latest patch rebuilt this team-based shooter from top to bottom, so jump in and experience the sexy new balance.


Left 4 Dead 2

Valve are running a series of weekly 'mutations' that change the server rules. Chainsaws for all Survivors!


Team Fortress 2

The TF2 server is our pride and joy - it isn't going anywhere. People seem to get item drops there at an impressive rate, probably because it's well-trafficked. Join our server and reap the rewards!


Counter-Strike: Source

Shoot things in our expansive, 64-player CS:S server.

Want to see us host something on our servers? Make a suggestion in our forums.

Necropolis delayed until summer

Necropolis , Harebrained Schemes' beautiful, procedurally generated Souls-alike, has been pushed all the way back from next month to summer.

Necropolis

to summer. Studio head Mitch Gitelman himself took to the Steam community forums to announce the delay as a result of the devs' decision to launch simultaneously on PC and consoles.

"While I hate to slip our release date," Gitelman says, "I know from experience that doing a console release right adds a significant amount of dev work. It’s work that had to start right away (because consoles require a lot more lead-time for certification) but we didn’t want the console work to shift our focus away from launching on PC. So we believe this is absolutely the right decision, and that the additional time will make for an even better NECROPOLIS for consoles AND for PC."

There also a sense that Harebrained Schemes would like a bit more time to get the word out about Necropolis, and this certainly does the trick. It's a pity, and I wonder how far off completion Necropolis could have been given it's original release date, but if it comes out better than it would have done otherwise we can take solace in that.

Evolve's "Observer Mode" revealed in new gameplay video

Evolve will soon offer an Observer Mode that will enable a sixth player to join the game, track the action from multiple perspectives, and livestream matches, complete with commentary.

will soon offer an Observer Mode that will enable a sixth player to join the game, track the action from multiple perspectives, and livestream matches, complete with commentary. The new mode will be added as a free update to the game, on all platforms.

Observers will be able to switch seamlessly between the Hunters and the Monster, and rotate the camera 360 degrees in order to view the battle from any angle. Turtle Rock has also created a special HUD for the new mode that can display details like survival odds, perks in use, and a minimap overlay, or that can be switched off completely for a more spectator-friendly view.

The addition of the new mode isn't surprising—Evolve is getting its own ESL Go4 tournamentseries this year, and accessible livestreaming functionality is mandatory if it's going to succeed as an e-sport. Speaking of which, you'll be able to see the Observer Mode in action this Friday during the Evolve ESL Pro-Am tournament, which will be broadcast live from PAX East on Twitch.

A release date for Observer Mode hasn't been announced, but Turtle Rock said it's "coming soon."

The cost of eSports: Unknown Worlds breaks down Natural Selection 2 World Championship budget

The Natural Selection 2 World Championship tournament played out in Cologne, Germany a couple of weeks ago, and the whole event was broadcast live over Twitch complete with lights, commentators, and prize money.

World Championship tournament played out in Cologne, Germany a couple of weeks ago, and the whole event was broadcast live over Twitch complete with lights, commentators, and prize money. The spectacle will be familiar to anyone who follows eSports, but now developer Unknown Worlds has shared with PC Gamer a detailed breakdown of what that event cost to put on and how that cash was used.

The semi-final and final rounds of the world championship tournament took place in Germany after Natural Selection 2 fans donated $30,000 to a travel fund through GoFundMe. This money went directly to flying the competing teams to Germany, paying for their hotel rooms and team shirts, and the winners' prize money.

Unknown Worlds broke the costs down further, revealing that the event cost a total of $67,443 to put on. Sponsors and donations paid for roughly half of that amount, and Unknown Worlds brought in the rest. For their trouble, the world championship became the first Natural Selection 2 event to generate direct revenue for the company. Over 80,000 people watched the stream online.

“Events like this are why we make games: To bring people together, to create shared experiences, and make special moments that extend out of the game world and into the real,” Unknown Worlds PR rep Hugh Jeremy told PC Gamer. “We hope that by sharing this information, we can help other developers and player communities create their own events, and maybe throw us some feedback too!”

Natural Selection 2 is an exceptional multiplayer shooterthat you should check outif you haven't already. If you liked the tournament highlights, you can watch the full championship round, and other matches as well, on Twitch.

Call of Duty: Black Ops 2 die rise guide & walkthrough

ZOMBIE GUIDES BLACK OPS 2: TRANZIT GUIDE & WALKTHROUGH UPRISING DLC: MOB OF THE DEAD GUIDE & WALKTHROUGH VENGEANCE DLC: BURIED GUIDE & WALKTHROUGH The second zombies mode for Call of Duty: Black Ops II , “Die Rise” takes the 4 players from TranZit and removes them from the farm town to a crumbled skyscraper. Die Rise is easily one of the more confusing maps available. It combines tight corridors with

99 Bricks Wizard Academy – Tower Over Others

Okay, okay, let’s get this out of the way right off the bat: I’ve got ninety-nine problems, but a brick ain’t one.

Okay, okay, let’s get this out of the way right off the bat: I’ve got ninety-nine problems, but a brick ain’t one. Good? Good.

99 Bricks Wizard Academy is a new mobile game from developers WeirdBeard, and it focuses on making sure the players are the best wizards they can be. To this end,  you’ll need to acquire a few tools of the trade: A magical staff, a wizard’s robe, and, naturally, the tallest, most intimidating tower you can build. Tower-building is the name of the game, and you use some oddly familiar bricks to make as solid a tower as you can manage. Fight first against your poor understanding of physics, with only your old Tetris skills and occasional level-ups keeping your tower from toppling more dramatically than a certain Italian tower that has nothing to do with pizza. Once you’ve mastered your own skill (or realized that you have none, like I probably will), you can fight off other wizards who want only to see your tower go down in flames — or at least just go down. Other wizards will cast spells and toss enemies at you, which you will have to combat with your own tetrominosand arsenal of spells.

99 Bricks Wizard Academy is coming in just three weeks – June 3rd – to iPhone and iPad, so if hilarious tetromino-based tower-building madness sounds like your cup of tea, you should keep an eye out for it. Those interested in learning a bit more about the game can visit the game’s website here, and those interested in learning more about the developer can visit WeirdBeard’s website here.

Unknown Worlds resumes Natural Selection 2 development

Released in 2012, Natural Selection 2 pits a squad of heavily-armed human marines against a horde of alien invaders.

Natural Selection 2

pits a squad of heavily-armed human marines against a horde of alien invaders. It's first and foremost a shooter, but it incorporates RTS elements that, as we said in our very positive review, are what "ties it all together." A couple of years after it came out, developer Unknown Worlds turned control of the game's future development over to a small team made up of members of the NS2 community, so it could focus exclusively on Subnautica. Earlier today, however, the studio took the reins back, saying that it's time to "try something new."

"Unknown Worlds is getting back in to Natural Selection development. We have hired a small group of community members to reform an in-house development team," Hugh Jeremy of Unknown Worlds (who, by the way, has a very nice rig) wrote on the Natural Selection 2 site. "We are going to try some crazy stuff. We want NS2 to be huge."

An announcementthat had been prepared yesterday turned out to be "pretty shit," as Jeremy put it, but then ended up slipping out anyway, leading to excitement, confusion, and anger. To address those concerns and answer as many questions as possible, he provided links to four separate posts including a Q&Aabout the studio's return to the game and a more detailed explanation of how the new team will work.

Eight members of the Community Development Team that took over NS2 in 2014 have been hired on as the new, official development team, although all but one are working part time. The CDT itself "will no longer operate in the same structure that it formerly did," but members of the community will still be encouraged to create and share new content for the game. "This time around, with renewed funding from Unknown Worlds, we hope to be able to fiscally compensate people proportionally to the work contributed," Amanda "Rantology" Diaz explained. "This means that anyone will be able to contribute something to the game and, if accepted, be rewarded for it."

Naturally, not everyone is entirely happy with the situation. One well-known CDT member, Mendasp, posted a long messageon the Unknown Worlds forums explaining that he will no longer be working on Natural Selection 2 or the NS2+ mod, not because he was left off the team but for what he sees as poor treatment of himself and others in the community.

"I, and the other people that weren’t contacted, deserved to know these kind of plans so we could make our choices based on it, especially considering other people that aren’t part of this team knew," he wrote. "If this was done fully knowing the impact I don’t know, but I can tell you, from my side, that this feels like I was taken advantage of, and it’s quite awful to be in such a situation."

But Jeremy said the studio has "no secrets," and suggested that the problem right now is not a lack of clarity, but a lack of certainty. "There's nothing Unknown Worlds knows that we don't want the NS2 community to know," he wrote. "The decision to return to NS2 is a big, complex, nuanced one. It is hard to describe it all in a single email, blog post, or phone call. It’s even harder to convey the idea that Unknown Worlds doesn’t have all the answers, and that not having an answer is ok."

Thanks, Blues.

Call of Duty: Black Ops 2 tranzit guide

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Death Inc’ Not Just Another Day At The Office

‘Death Inc’ Not Just Another Day At The Office
Yesterday saw Ambient Studios , a new indie studio comprised of numerous video game veterans of Media Molecule announce their first Kickstarter project, Death Inc .

Taking a great deal of influence from the late great Bullfrog Productions Ambient aim to bring back everything that made these games great. It’s kind of odd to have been waiting for a new Bullfrog game all these years and after 14 years they all seem to be coming at once. It must just be now that people who played Dungeon Keeper and Theme Hospital are craving for more of this comedic goodness.

I do relish the whole bringing back of all things Bullfrog as this studio was the biggest influence on my childhood and dearly love their games and miss them greatly.

Death Inc sends you back to 1660 England, the country was suffering greatly from the Black Death and in Death Inc you are only going to make things worse (it’s good to be bad). Death Inc is a very tongue in cheek humoured kind of game that – again like Bullfrog – can take such difficult matters and tackle them sensitively, and with a whole truckload of humour.

Death Inc combines God sim, RTS, and Business sim into a whole new and exciting game with its own unique gameplay. You will be charged with infecting as many people as possible to allow them to join your horde and take over the world. Not a small feat I know, not even for a Reaper.

Death Inc seems to embody everything a Bullfrog game was and with its new cartoony style I can’t help but feel this is exactly how a modern day Bullfrog game would look like.

Ambient Studios are looking to raise £300,000 ($473,000 approx) to complete the project and from the way it already looks and sound it should be a winner. If you where a fan of Bullfrog in the late ’90s then Death Inc may very well be the game for you.

To back Death Inc head to the Kickstarter pageand find out more. If you would like to read up on Ambient Studios their official siteholds a treasure trove of information.

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