Elite: Dangerous is Making the Jump to Xbox One

Fans of the Elite series rejoiced in 2013 as the third instalment of the series, Elite: Dangerous, was made a reality through an extremely successful Kickstarter campaign that made nearly £1.6 million.

was made a reality through an extremely successful Kickstarter campaign that made nearly £1.6 million. Backers and the public have played Elite: Dangerous for a number of months now and the game has so far been a rousing success. The game is a massive space sim where players control a pilot able to do virtually anything to get ahead in life, following the original ambitious promise of the developers. The game has been so successful, in fact that it’s caught Microsoft’s eye and is slated for an Xbox One release in 2015.

Soon console players will be able to spread across the galaxy with their friends and enemies through an age of interstellar war and galactic superpowers. Each player’s story influences and changes the evolving narrative, and humanity’s frontier will be reshaped through those very actions.

Elite: Dangerous for Xbox One is planned to launch in 2015. If you want to get in on the conversation, make sure to comment below! For further information and to subscribe to the Elite: Dangerous for Xbox One mailing list, visit the website.

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Our Verdict
A fun throwback to the feel of Dark Souls, but easier than wed hoped.

need to know

Price: $10/£8
Release date: Out now
Publisher: Namco Bandai Games
Developer: From Software
Multiplayer: Online Competitive and Co-Op
Link: Official Site

The first add-on for Dark Souls 2restored some of the original Dark Souls' legendary difficulty, but The Crown of the Old Iron King, part two of From Software's trilogy of DLC, doesn't follow suit. Instead, it evokes the sad, forgotten, wistful feeling I got in the first game's world. It's built to be explored, with lots of optional areas that branch off the DLC's main path, and that comes at the cost of difficulty.

The Crown of the Old Iron King refers to one of Dark Souls 2'smain bosses, and it explores the kingdom he ruled over. Since the Old Iron King was a creature consumed by fire, his world is a kingdom of ash and soot, and that ash is an ever-present reminder that the DLC's world is completely dead. It's a feeling that contrasts with the 'alive and growing' feel of Majula from the main game, and a throwback to the exploratory vibe that I loved in the first Dark Souls.

I love the use of fire and ash in Old Iron King. Its new enemies are bathed in it, from the massive guardians that spew fire from their sides as I roll past to the charred undead carrying barrels that explode when ignited. I used this to my advantage in a heavily-protected room, luring the barrel-wielders in and hitting them with fire arrows. The resulting explosion leveled the massive armored guardians in the room, who would have otherwise smashed me to mush. Later, in a dark, foreboding corridor, I encountered crawling Ashen soldiers who light themselves on fire and grab on to me before exploding—From's version of Mario's bob-ombs. The noise they make is unnerving.

I also spent much of my five hours clomping through ash fields, almost as pure as driven snow, or stomping on the crumbling remains of the kingdom's doomed inhabitants. Brume Tower, the main area, is covered in the stuff, hiding enemies until they're ready to ambush you or some of the DLC's many new items. It's a constant reminder that you're far too late to save this world, and a great throwback to the ultimate confrontation in Dark Souls. I loved the first game, and I got a nice nostalgia boost from exploring the ruins here.

That's important, because I had to focus on exploration to get the most of this new area. The path to the one required boss before you grab the crown is surprisingly straightforward—especially compared to Crown of the Sunken King. The other areas are tucked away, and while they're not required, they contain new items, spells, and weapons From has hidden away. That rewards playing methodically instead of rushing past enemies to get to the boss. The boss isn't the point this time around—the world is.

None of this changes the game dramatically: Crown of the Old Iron King still plays like Dark Souls 2, even if the focus is more on the area I'm exploring than the boss I'm trying to dodge. I like that these DLC packs reward faithful Dark Souls 2 players, not just with new challenges but with improved items and equipment. I wish the boss fights, and even the normal enemies, were a little tougher—Old Iron King feels far easier than Sunken King, which arrived alongside big balance changes to the combat—but just because pro players won't die repeatedly at fog gates doesn't mean they shouldn't play this. Treat it as a stroll down memory lane.

The Verdict

Dark Souls 2: Crown of the Old Iron King

A fun throwback to the feel of Dark Souls, but easier than wed hoped.

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Elite: Dangerous enters "standard" beta, is still quite pricey

If you have $75/£50 burning a hole in your pocket, and you're longing to try the belated sequel to a space simulation classic, today is the day your weirdly specific dream comes true.

Elite: Dangeroushas just entered its "standard beta" phase, which sees the price of entry lowered from an eye-watering $150 to a slightly less moist $75. This first standard beta phase comes with a clutch of updates and fixes, including "docking computer added" and "gas giant features dervived from stellar forge data" and "I have no idea what any of this means". The patch list is below.

Update: the beta has a trailer. It's quite fun.

Here's a big ol' list of new stuff that's been added for the standard beta, taken fromon the Elite: Dangerous forums.

Added Viper Added Imperial Fighter (AI only) Added Lakon Type 6 Added text chat Added voice comms Added missions Added fuel consumption Expanded playable bubble to 21 ly radius (@50 systems) Add support for friends management Allow matchmaking through jump to specific island Supercruise supports multiplayer Add RandomEvents to the current interdiction functionality. Random locations will now be spawned in front of the player while in supercruise For new bounties & fines, adding a "Local Security Office" to the contacts menu Added server moderated bounties vouchers Docking computer added Added trade route visualisation to galaxy map Add system connections based on fuel to galaxy map Added new paintjobs Gas giant features dervived from stellar forge data Chaff launcher stops scans and confuses tracking weapons but doesn't effect missiles Added new station variants Updated trade commodities Smuggler AI behaviours added Art updates for Orbis station Latest audio updates and balance pass Hauler art tweaks/updates Added new pilot animations Large Plasma Accelerator added Eagle art updates Added 'rich' station interior variant Added support for much larger accessible bubbles Fix up the last of the unsafe GOH use in ShipComponents Updated Sidewinder ship art Added beacons and associated traffic

It's quite a sizeable update, as you may have noticed—I'd imagine text chat, voice comms, matchmaking and friend management, and the increased range of the "playable bubble" are some of the ones existing beta testers will be most excited about. If you're wondering where Elite: Dangerous goes from here, the next stage is the full release, following by a range of expansion packs.

Elite Dangerous' final alpha phase landing May 15th, contains "over 400 billion star systems"

I'm no expert on numbers, like the guy out of Numb-three-ers , but even I know that 400 billion is a really big number.

, but even I know that 400 billion is a really big number. Like, really big. In addition to being the number of The Beast's second cousin, Alan, 400bn is also the number of star systems that will feature in Elite Dangerous' final alpha phase. Alpha 4 "genuinely contains over 400 billion star systems,” Frontier Developments state in the most recent newsletter, star systems that will “[move] correctly; spinning, orbiting each other in an incredible astronomical ballet.” Alpha 4 will go live on May 15th, if Frontier can stop waxing poetic about the wonders of space in the meantime.

"We are also modelling interstellar molecular clouds," Frontier continue, "and though some of the detail in these (particularly for nebulae) will come after Alpha 4, wherever you are, the 'night sky' is accurate. Beyond our galaxy, perhaps surprisingly we do still have a 'skydome' - but it is now a staggering 100,000 light years away, containing all the other galaxies, including the Magellanic Clouds."

Alpha 4 "sets you free in a 200 cubic light year volume of space in the Milky Way galaxy, far from Earth". You won't be able to fly to Earth, incidentally, but as you presumably live there, you're probably not too cut up about that.

On May 30th, as previously mentioned here, Elite: Dangerous will enter the first phase of its Premium Beta, which will ship to all backers who stumped for the appropriate reward tiers. The rest of us will have to wait until the end of the year, when Elite is set to be loosed upon the universe for real.

Thanks, Joystiq.

IGM Interviews (Part 3) – Dr Kelly Page & Matt Adams (Blast Theory)

In recent decades, social media has undergone a ‘Big Bang’ of sorts.

In recent decades, social media has undergone a ‘Big Bang’ of sorts. Websites like Myspace, Facebook, Tumblr, Pinterest and countless others have made an explosive entrance into our social lives, encouraging us to connect with friends, share our creative ideas, and communicate our innermost thoughts and desires. Humans are social creatures by nature, but how much are we really sharing with the world? Should there be a limit? And more importantly, who is watching us when we do?

In Part 1and Part 2of IGM’s Karen interview with Dr Kelly Page and Blast Theory’s Matt Adams, we discussed the creative birth of Karen , her development process, and the details on how exactly she was designed to psychologically profile us. In the final installment of our foray into Karen ‘s world, we look at the way gameplay is structured, her underlying message to the world, and the directions technology is heading in.

IGM: Karen is organized into ‘segments’ if you will, where you can only unlock or play certain episodes at certain times. Why did you opt for that organization?

Matt: This is something that we’ve played around with in the past. We made a massively multiplayer game for SMS a few years back. It was 24 days long, and organized into small ‘units.’ That gives it a very particular kind of presence. You know, it’s common to talk about people constantly multi-tasking and so on; lots of games for phones are designed to be played within 30 seconds or 30 minutes. That’s not to say people have an attenuated appetite for deeper experiences, given this trend of shows like Breaking Bad or Game of Thrones where you’re putting in tens or hundreds of hours into story worlds. So, for us it felt like we had an opportunity to do something where the interaction is quite short-each session is five minutes or so, and she’s in your world for at least a week or ten days. She really establishes herself as a presence within your life.

IGM: What was your personal experience with Karen ? Did you learn anything through becoming acquainted with her?

Dr Kelly Page: Well it was really funny because I was part of all the Beta tests, and I look at three things when I test: I look at the story design, I look at the experience designs, so from a usability perspective, and as a data scientist, I’m looking at the data designs. So how are we asking the questions, and what data is coming back in for us to play with? The first two tests were really difficult for me because I was looking at it through that lens of testing. But the first test-when I saw Karen , like I knew who the actress was, she read for us and she was fantastic, but when I saw her on screen, and this is where Blast Theory are phenomenal, right? The way they filmed this-you know the point of view, the angles, the richness of the video, and then Claire Cage. When you couple Blast Theory’s Nick and Matt’s expertise in filming and production with Claire Cage the actress, it just really worked.

I remember seeing the very first video and going, “Oh they nailed it!” You know, we still had work to do to develop it, but it was really great to see it come to life. And you need that. I’m a big believer that you can tell stories with data, and code, and statistics, just like we do words, and images and movement, right? Statisticians have been telling stories for years. But what’s quite interesting with Karen is we’re trying to combine that. So you’ve got the video and the images, and the richness of that, we’ve got the technical design, so coding, but then we’ve also got the data design at the back. We’re all thinking in different ways, so how do you get that to work? But Blast Theory are phenomenal with their film production and that level of personalization that they get in digital experiences.

Matt: Well I think we’ve always wrestled with trying to make strong stories and strong forms of interactions. The games industry is full of this, it’s gone on for decades, how to mix those two. And I’ve become increasingly convinced that the interaction has to exceed the story and look at conversation as a model.

IGM: What would you say Karen’s ultimate message is to the world and whoever interacts with her?

Dr Kelly Page: I think when you ask that question of Matt you’ll get a different response. I think each of us on the team came to the project with different ideas, which luckily work together. For me, I think Karen really raises questions around who you’re sharing certain information with, and what they’re doing with that information. As well as the slipperiness with how she does that. So that illusion as I was saying before-you know, she’s very conversational. And if you forget to have a session with her, she will send you a text message to go “Hey, what’s going on?” just like a friend or family would, or she’ll say “Hey I’m waiting for our session”. She schedules sessions, and you don’t get to control that, so that’s quite interesting where you’ll have a session with her and then at the end she says, “Let’s schedule our next session in three days time.” And you won’t hear from her for three days, and all of a sudden you’ll get a text message from her going “How are we doing? Are you ready for your session?”

So I think Karen for me, really there’s that message of starting to think about the strangers and the people we share with through digital technology, and how the design of that experience can influence our sharing. You know, Facebook is designed a certain way, to create a ‘stickiness’ in the system; it’s this notion where you get stuck in Facebook psychologically, emotionally, we have this love-hate relationship. We don’t want to be a member of Facebook, but we’ll miss out if we’re not, right? And that’s all wound up in this social design, data design, the experience design. So for me, Karen is really about raising those questions-What is going on here? Is she really profiling me? Does she really know what she’s doing? Or is this just a creative experience or is she collecting my data? To me, that’s what it’s about.

Karen really raises questions around who you’re sharing certain information with, and what they’re doing with that information. As well as the slipperiness with how she does that.

IGM: That makes a lot of sense considering Karen’s portrayal as a conversational, non-threatening, friendly person who isn’t associated with the government in any way. Or so it seems on the surface.

Dr Kelly: I think that comes back to your other question about why is she a woman, because when you think about the construction around data privacy, you know we talk about Big Brother . We don’t talk about Big Sister , do we? There’s a very masculine context of power. So Karen, she’s very personable, she’s very friendly, she’s quirky, you know she talks with her mouth full. That kind of stuff. She’s as human as we could make her so far.

Borderlands: The Pre-Sequel season pass and preorder bonus revealed

Gearbox has announced, to nobody's great surprise, that it plans to release four DLC packs for its upcoming shooter Borderlands: The Pre-Sequel .

. You will no doubt be just as shocked, which is to say not shocked at all, to learn that all four packs will be available collectively in a discounted Season Pass, and further, that if you preorder the game, you'll get some free bonus content.

The Borderlands: The Pre-Sequel DLC packs will sell for $10 each when they come available, but as has become common practice in the industry, they can also be purchased up front in a bundle for $30—ten bucks less than buying the individually. What exactly the DLC will bring to the party hasn't been revealed, but Gearbox said in the announcementthat they will include "new characters, challenges, missions, and experiences."

The studio also revealed that the Shock Drop Slaughter Pit is being offered as a Pre-Sequel preorder bonus. "Taking place in an old Dahl facility on Pandora's Moon, players will be TR4-NU, who once was one of Dahl's military recruiters until he went crazy," the description states. "TR4-NU is now hosting the Shock Drop Slaughter Pit and giving awesome loot to those who succeed against the moon's toughest enemies."

The Shock Drop Slaughter Pit will be released for purchase after the game comes out, for the benefit of those who opt not to preorder; however, it will not be included as part of the Borderlands: The Pre-Sequel Season Pass.

Borderlands: The Pre-Sequel launches on October 14.

Elite: Dangerous's trading systems detailed by Frontier

Andy's got you covered if you want to know about Elite: Dangerous's more exciting elements, like ship combat or Oculus implementation .

. But stick with me if you want juicy details about the real hot action. In a recent newsletter for the upcoming space sim, the development team have detailed the intricacies of trading. I'm breaking out into sweats just thinking about it.

"The rules are, of course, simple and universal," write Frontier, "buy goods cheaply, where they are made and there is plentiful supply, and then sell them where prices are high, in a location that has a high demand for your cargo. Of course that may be easier said than done because of people who have honed their combat skills and are not averse to a little piracy as they spot you travelling from A to B."

The economy is powered by commodity markets, of which thousands exist throughout the game's many star systems. Each system has its own economy—the developers list Agricultural, Industrial, Hi-tech, Extraction, Refining and Service as examples—and each main type can be further specialised through sub-economies. As most markets will only produce a few specialised commodities, players are encouraged to explore for rare goods and low prices.

"As in today's world, supply and demand drive prices," write Frontier. "Elite: Dangerous' galactic market uses a server-based background trading simulation as a foundation. Initial supply and demand levels are influenced via trading between local systems. In this way, markets are not isolated but affect their near neighbours; if there is an increase or decrease in the supply of a particular commodity it will have a knock on effect on the pricing in other local systems too, as traders (AI or player) rapidly level the prices a little based on supply and demand."

Markets can also be affected by players. The smaller the economy, the more an individual can impact upon it, but even larger financial systems can feel pressure from groups working in tandem.

The system is further complicated by governments. "The type of government in each system helps define the legality of individual goods in that particular market; ranging from anarchies where 'anything goes', to theocracies who have their own idiosyncratic strict proscriptions." This is perhaps the thing I'm most looking forward to. Trade, by itself, isn't the most exciting prospect, but instantly takes on a different meaning when it's part of a black market smuggling run.

You can read the developer's.

The Darkness II to be revealed in the next issue of games™

The Darkness II to be revealed in the next issue of games™ Announced 08 February, The Darkness II is 2K Games’ surprise sequel to its 2007 comic book adaptation FPS, The Darkness. While the first game was developed by the critically acclaimed Starbreeze Studios, The Darkness II has been passed to Digital Extremes, the developer best known for its work on Dark Sector. Digital Extremes is carving its

Wargame: Red Dragon gets free DLC, adds "full-length story campaign" set in the early 90s

Wargame: Red Dragon is set in an alternate 1980s where everyone's a bit more warry and Twin Peaks was probably never invented.

Wargame: Red Dragon is set in an alternate 1980s where everyone's a bit more warry and Twin Peaks was probably never invented. It sounds, obviously, like a bit of a horrible place, but one ripe for real-time strategy gaming. Eugen Systems clearly agree, as they've just expandedtheir wargame with a new, free chunk of downloadable content. The Second Korean War updates the action to 1992, adding "12 new units and an additional full-length story campaign".

Here's the setup, explaining why China, North Korea, the Soviet Union and the United Nations' coalitions will spend the campaign having a bit of a go at each other with missiles.

"In the all-new campaign, a coup against Mikhail Gorbachev succeeded in 1991, a year prior to the events of the narrative. The former guard succeeds Gorbachev, and restores Soviet order, bringing them closer to the communist leaders in Asia, as leaders in the West grow ever-distant from the Soviet super-power. After a year of friction, the entire Korean peninsula is at war as the Soviets and UN coalitions take their increasingly distancing ideologies onto the battlefield."

Those new units include the US Patriot missile system, the JH-7 Chinese anti-air defense system, and the USSR's Spetsnaz GRU infantry. From tonight, Red Dragon will be 50% cheaper on Steamfor the next few days.

Enemy Starfighter trailer shows deep-space dogfighting

It's been a while since we've had a proper Enemy Starfighter video and the latest trailer doesn't disappoint.

video and the latest trailer doesn't disappoint. The new footage puts you behind the stick of the game's interceptor starship for a series of hostile encounters in deep space.

In development since 2012, the space combat sim is being designed for compatibility with the Oculus Riftheadset and will also include larger, armada-sized fleet actions to plan and carry out, according to developer Marauder Interactive's website. But as we can see in the new video, the atmosphere that designer Mike Tipul is crafting looks like it will play out quite nicely outside of virtual reality, too.

Of course, Enemy Starfighter isn't the only space combat simin development at the moment, as cockpit-based shooters are actually enjoyingsomething of a development renaissancelately. But what the trailer above hints at, and what I hope to see when the game releases, is a hyper-focus on the combat encounter itself. That moment—when a target is just out of range and strategies run though my head—is for me the core experience of a space combat sim. As the enemies come into view I get to ask myself, "What are my chances?" and then try and carry out the mission as I imagine it. And from the looks of it at least, Enemy Starfighter is charting a similar course.

For more footage, be sure to check out Tipul's YouTube page here.

Strike Suit Zero’ Postmortem Discusses PayPal Problems And Steam Sale Mishap

‘Strike Suit Zero’ Postmortem Discusses PayPal Problems And Steam Sale Mishap
Last October, Born Ready Games launched a Kickstarter campaign to generate the revenue needed to finish up their space combat title, Strike Suit Zero .

. The campaign was successfully funded, collecting $174,804 and surpassing their $100,000 goal. On January 23rd, Strike Suit Zero was released. Since then there have been two DLC releases, modding tools implemented, and Oculus Rift support began last week. Today on Reddit, Born Ready Games posted a postmortem of the Kickstarter campaign.

The postmortem examined what went well with the campaign, and the difficulties that Born Ready Games were faced with.

One of the first difficulties Born Ready Games faced was with PayPal. “It went live way too late and was difficult to manage,” Born Ready Games says in the postmortem. “It was put together in a rush and nobody in the studio had proper experience with it. This was a missed opportunity and had we had it up and running earlier the impact on the overall campaign could have been much larger.” Utilizing a PayPal transaction method allows potential donors to pledge money from their PayPal account if an individual wishes to avoid using their credit card. The PayPal implementations came just three days before the Kickstarter campaign ended.

Another problem that arose was the pricing model that Born Ready Games used for Strike Suit Zero . As a funding reward, Born Ready Games offered backers the game at an “early-bird” price of $15, for the first 1,000 who chose the base retail tier. Once those 1,000 slots were filled, backers who wanted to pay for just the base game could only attain it at the $20 price tier, which was the price the game was planned to release for. As a light bonus for paying for the game before it came out, at retail price, Born Ready Games provided those $20-tier backers with Strike Suit Zero desktop/smartphone wallpapers.

However, when it came time to release Strike Suit Zero on Steam, Born Ready Games realized that the 20% discount that accompanies games on launch, would knock the base game down to $16, a dollar more than what they charged for the “early-bird” backers. The community, understandably, was a little upset over this. “…we got criticized by some backers,” the postmortem explains, “who were feeling that they were being punished when they had backed the project before anyone and should been treated better. It felt even more painful as they felt the game was almost ready before the campaign and would have launched without their support (they were wrong on this, but that was their perception).”

Luckily for Born Ready Games , it was not a total community mutiny. “There was also strong support from another part of the backer community which answered the criticism better than the studio could have and basically said they were fine with what happened with the pricing as “Kickstarter is about crowdfunding, not about pre-ordering projects on the cheap”.”

The postmortem goes on to list other challenges and unexpected difficulties that the developers faced. Things like t-shirt delays, ordering too many soundtrack CDs, and lack of stretch goals are discussed. On a positive note, there were some unexpected benefits the team encountered during the campaign: the developers discovered they had a great community manager and PR teams, the team got to see first-hand that the community wanted Strike Suit Zero to be a success as much as they did, and more.

Everything is broken down in the postmortem posted to Reddit. There are even some fancy chartsthat can be observed, if walls of text just are not your thing.

Visit Strike Suit Zero’s website, and follow the developers on Twitter.

Middle-Earth: Shadow of Mordor includes "exclusive" Orc Warband mission

Like many triple-A games these days, Middle-Earth: Shadow of Mordor will offer fans a "season pass," providing access to a future DLC releases at a discounted price.

will offer fans a "season pass," providing access to a future DLC releases at a discounted price. Among the coming content is a mission that will let players step into the ghostly boots of Cerebrimbor and an "exclusive" face-off against Sauron's best troops.

The season pass includes two new story-based missions: Lord of the Hunt, in which players will "discover hidden lairs, earn unique runes and face off against powerful monsters," and The Bright Lord, which as the title suggests puts the Elven wraith front-and-center in the battle against evil. Season passers will also get early access to the Trials of War leaderboard challenge, the "exclusive" Guardians of the Flaming Eye Orc Warband mission, and unspecified "future content," like runes, skins and whatever else bubbles up to the surface.

The Shadow of Mordor season pass is currently listed at $25 at GameStop, and I can't decide if that's a terrible price or not. It is a fair chunk of additional content, although precisely how much depends entirely on how generous WBIE is going to be with the "additional future add-on content." But it's also nearly half the price of the game itself, which in my eyes is a little hard to swallow for what is supposed to be bonus content.

I'm not entirely clear on whether the "exclusivity" of the Guardians of the Flaming Eye mission means that it will only be available to those who spring for the season pass, or if it's the squishier use of "exclusive" that's become popular with publishersthese days. GameStop also doesn't list a season pass for the PC version of the game, although the promotional image does carry the PC logo. We've reached out to Warner for clarification.

Elite: Dangerous leaves alpha May 30, gets shipped to Premium Beta backers

Elite: Dangerous is an exciting prospect.

Elite: Dangerous is an exciting prospect. It consumed Andy, who—since first experiencing its VR potential—has almost entirely abandoned reality. He was last spotted attempting a direct connection with Frontier's space sim, using a jury-rigged USB brain-jack and multiple tubes of pain relief cream.

Previously, the game was only available to those crowdfunding backers who'd parted with £200/$335. Now things get a little more complicated. As of today, the Pre-Premium Beta has started, providing £100 (approx. $168) backers access to a single player combat build. That runs until May 30th, when the game leaves alpha, and the full Premium Beta is shipped.

Before that, the alpha build will receive a fourth major module. The final phase, due sometime in May, will introduce trading and travel across a a 200 cubic light year volume of the Milky Way. It's a significant milestone for the game, introducing some of the economic systems that round out the space sandbox.

"Alpha phase 4 expands significantly," explains a press release sent out by Frontier, "with two modes of faster than light travel - in-system 'super-cruise' and between-system 'hyperspace'. The full Milky Way galactic map, containing some 400,000,000,000 star systems, will be present." Blimey.

If all this seems like an overly confusing way of doling out early access to a game, that's because of the strange organisational complications of multi-tiered crowdfunding. I do wonder the extent to which these staggered beta and alpha access phases are necessary. Is the draw of early exclusivity the prize that persuades people to spend big money on projects, or is it an extraneous reward next to the feeling of having secured the existence of the game in the first place?

Those of us who didn't spring for Elite: Dangerous higher tiers, the full release of the game is due sometime around the end of the year.

Old-School FPS Homage ‘Visorman’ Heading to Ouya

After the phenomenal Kickstarter success of Ouya, the $99 Android-powered games console, the main concern has been whether the device will attract sufficient developer support.

After the phenomenal Kickstarter success of Ouya, the $99 Android-powered games console, the main concern has been whether the device will attract sufficient developer support. Thankfully, as we gear up for the Summer release, such doubts have largely been put to bed. Unofficial Ouya hub ouyaforum.comhave compiled a list of all games coming to the forward-thinking console, as confirmed by the developers, and the total currently stands at a whopping 539.

Of this list, Polygon Gaming ‘s Visorman is one which particularly piques my interest. The game intends to capture the essence of early console FPS’ such as Goldeneye 64 and Perfect Dark , whilst showing some degree of scorn towards the prevalence of military shooters in today’s market. Visorman himself is very much designed in the mould of a 90s hero, as he is a Bond-esque superspy who wears a black visor over his eyes, the very antithesis of the gritty heroes we see today.

The game’s concept is simple — the titular Visorman is positioned as the saviour of old-school FPS design, gunning down generic army men in generic locations in order to find and destroy the ‘modern day formulas’ of AAA game design. Despite the over-familiar setting and enemy types, Peter Saunders of Polygon Gaming has been keen to stress that the game will still feel like a 90s homage. “The levels, playing out like retro titles such as Goldeneye , are inspired by the games of old,” he said.  “But they will be satirically placed in environments similar to popular games of today… Even the controls are alike to [an] FPS that you would play on a Nintendo 64.”

Peter is by no means alone in his nostalgia for early console FPS titles, as Goldeneye ‘s split-screen multiplayer is often cited as an example of gaming at its best. In fact, the power of local multiplayer is an element which Polygon Gaming intend to explore with Visorman, with plenty of Goldeneye -inspired split-screen game modes currently in development. Maybe it’s time to add an extra controller to your Ouya pre-order?

Just as a slight caveat, Polygon Gaming have stressed that the game is currently mid-development, meaning that the screenshots featured here are subject to subsequent improvements along the way. However, even as it stands right now, Visorman is shaping up to be a very promising Ouya title. To keep up with development, why not follow @PolygonGaming_on Twitter?

Electronic Arts hopes to hit $1 billion in DLC revenues this year

If you've ever wondered by major game publishers seem so hung up on post-release downloadable content , consider this your answer: Electronic Arts hopes that revenues from DLC will reach $1 billion this year.

hopes that revenues from DLC will reach $1 billion this year. That's right, one billion dollars.

The number came up in a recent Bloombergreport that was actually focused on Madden NFL 15, which was released in North America yesterday. An EA rep said the game, which isn't available on the PC, is expected to generate more than $350 million in revenue for the company through both retail sales and DLC.

Videogame sales at retail don't actually have very good profit margins—that's why GameStop has always been so focused on preowned games, extra warranties and accessories—but it's a different matter entirely when it comes to DLC. Of that $350 million in Madden revenue, $300 million is predicted to come from game sales and $50 million from DLC. But the DLC is particularly important because, as Longbow Research LLC Analyst James Hardiman put it, "The margins on Madden Ultimate Teamare through the roof."

That's why the prediction that DLC could reach $1 billion this year is so significant: It represents a growing revenue stream that's far more profitable than conventional game sales. It's also an indication of just how important DLC has become to game publishers; as GamesIndustrypointed out, EA's total digital revenues broke the $1 billion mark in FY2012, whereas this prediction relates solely to extra content. Something to keep in mind the next time you're wondering why Dragon Age: Inquisition is shipping with a loot-focused multiplayer module.

Cosmonautica mixes trading, life sims and funky music in space

On a platform where Euro Truck Simulator 2 can be celebrated as a compelling mix of trade and A-roads, you don't need the romanticism of space to sell your economic simulation.

the romanticism of space to sell your economic simulation. Still, it doesn't hurt - especially when you're also simulating the close-quarters claustrophobia of your spaceship's crew. That's Cosmonautica's aim: a mixture of space management, trading and combat, that, if this trailer is anything to go by, is all backed up by some cheery tunes.

"Cosmonautica is about space, trading and a crew from hell," write developers Chasing Carrots. "We love trade/management-simulations and space-games like Elite II, Patrician or Transport Tycoon. But we also dig humor, characters and emergent stories. So we put in some personal touches like in the Sims."

As well as trading and crew management, players will also have to tackle ship-to-ship combat, and ground missions. The team also want to include public challenges: special scenarios that let you compete for a high-score.

Cosmonautica is only at the pre-alpha stage, with no release date announced. You can keep track of the project at the game's website.

Nokia Snake Creator Returns with Snake Rewind

Our older readers may remember the cult classic game found pre-loaded on all Nokia phones around 1998 simply known as Snake .

. One of the most addicting and timeless games about gathering food and growing longer has slithered back to smartphones with contributions from Taneli Armanto, the designer of the original Nokia version of Snake .

Armanto collaborated with Rumilus Design Ltd. to create Snake Rewind , a modern tribute with a plethora of new modes and functions. In addition to picking up regular fruit that extends the snake, new pickups vary up the gameplay. A detonating Fruit Bomb gathers some nearby fruit automatically, the Fruit Magnet power up makes collecting easier, and so on. All together, there are ten levels, each featuring its own music and distinct visuals. (The original was monochrome, with the only difference between levels being the maze layout.)

Additionally, there are special Missions to complete, a form of “daily quests” that award a currency to unlock more levels. The Missions range from collecting a specific number of points to collecting a few mystery boxes. Another modern feature is the ability to “rewind” the snake, essentially granting a second chance by paying Fruit. Competitive fans will also be happy to see there are leaderboards to compare scores.

Snake Rewind is coming to Android, iOS, and Windows mobile devices on May 14. It will be a free game with in-app purchases.

Did you play Snake on Nokia phones in the late 90s/early 2000s? Will you pick up Snake Rewind to see what it’s all about? Let us know in the comments below.

Ubisoft teases a new city for Watch Dogs DLC, says it's coming this fall

It looks like Watch Dogs may leave the Windy City behind when its first DLC release comes out this fall.

may leave the Windy City behind when its first DLC release comes out this fall. The official Twitteraccount recently teased a move to the green fields and blue skies of Camden, New Jersey, and then confirmed that new content is on the way.

"Our data indicates surveillance has become more prominent in high-crime areas_," it tweetedearlier this week. An image accompanying the tweet added, "The city of Camden, New Jersey had the highest crime rate in the US in 2012. A 24/7 surveillance program is now in effect_"

@FatalRift Coming this Fall! July 28, 2014

That's not actually true, according to Forbes, which doesn't even list it in the top ten, but that's not the point, either. The point is that it appears the game will hit the road at some point over the next few months, a timeline confirmed in response to a question about whether the tweet was teasing DLC. "Coming this Fall!" it tweeted.

Ubisoft hasn't officially announced that the DLC will go to Camden, but it's hardly the most subtle tease I've ever seen. Who's ready to go to New Jersey?

Elite: Dangerous hands-on: exhilarating dogfights and amazing VR

If you've ever watched a Star Wars space battle and thought, man, I want to be there, playing Elite: Dangerous with the Oculus Rift is as close as you can currently get.

If you've ever watched a Star Wars space battle and thought, man, I want to be there, playing Elite: Dangerous with the Oculus Rift is as close as you can currently get. Elite has always been prized as a freeform, open-world RPG, so I really wasn't expecting this Kickstarted update to be one of the most tactile, kinetic and convincing sims I've yet played. I've never flown a real spaceship, but playing this with a flight stick feels exactly how I imagined being in the cockpit of an X-Wing would be.

The alpha build I've been playing contains a series of disjointed combat scenarios. They teach you the basics of flying your ship, power management, stealth and targeting enemies. The sensation of being strapped to a chair in a chunk of metal floating in space is spot on. There's a palpable weight to your movement – especially when playing with a stick – and the sound design is superb, from the kerchunk of your weapon hardpoints activating, to the mechanised whir of your engines spinning up as you accelerate. Take damage, and your cockpit spits sparks and spews smoke; break your glass canopy, and all sound is sucked from the world except the wheeze of you breathing in your spacesuit.

And this is just when you're playing normally. Elite: Dangerous has full Oculus Rift support, and strapping on the VR headset elevates it to a whole new level. I've played a lot of Rift games, but this is easily the best in terms of feeling like you're actually in the game.

The cockpit is a fully realised 3D space. Functional holographic HUDs project from your dashboard, you can see your body if you look down and, beyond the top and side windows, the blackness of space. It's a remarkable sensation. The feeling of pushing on the stick and your heavy ship lurching forward as its thrusters fire is totally convincing, which makes weaving through an asteroid field and watching the huge rocks hurtle past an exhilarating experience.

Then you run into an enemy ship. After a long, hard dogfight, I feel exhausted. I take the Rift off, slump back in my chair and announce to the office: “That... was amazing.” As the music blares, your lasers sizzle and enemy ships whizz over your head, it evokes that same feeling you get while watching the Death Star assault in A New Hope, except you're there.

Suddenly the sparks and smoke in your cockpit as you take damage feel genuinely dangerous. The Rift actually helps with combat too. If an enemy craft whizzes over the top of your ship, you can follow them – by turning your actual head and looking out of the window – to see which direction they sped off in, and then realign yourself accordingly.

When I had the Rift, Elite and a flight stick set up in the office, everyone on the magazine wanted to have a go, and the reactions were all the same: a mixture of oooohs , aaaaahs and amazed swearing. “Well, I never want to play anything else ever again,” said Chris after his first attempt. Anyone with even a passing interest in science fiction will find the prospect of slipping into the pilot seat of a spaceship irresistible.

While the likes of Half-Life 2 and Skyrim are impressive using the Rift, they feel exactly like what they are: retrofit hacks of an existing game. Elite, however, feels handcrafted for the headset. The cockpit is the perfect shape to give you a genuine sense of depth and space. You're really in there.

The combat is reminiscent of a lot of space sims in that power management is a big feature – shields, engines and weapons can be allocated more or less juice The cockpit is one of the most convincing Rift experiences yet. The various weapons feel nicely distinct from one another. Follow engine trails to keep track of a fast-moving enemy ship. Take a beating and the cockpit sparks and smokes. depending on the situation. If you want to make a quick getaway, reroute all your power to the engines and hit the afterburner. If you're firing on an enemy with thick shields, reroute it to your lasers so they can fire for longer without overheating. It's that familiar 'space jousting' you're used to from space sims such as Wing Commander and X, but it feels so much more exciting and engaging when you're plugged into the Rift.

So the developers have nailed the ship controls and the combat, even at this early alpha stage, but we haven't seen the real meat of Elite: the open universe, the trading and the RPG elements. If they can marry this simulation with a deep, rich, explorable universe, this could be a Kickstarter comeback that's worth all the nostalgic fanfare.

Even without a Rift it's a fun, chunkily satisfying space combat sim, with that feeling of weight and responsiveness working just as well with a mouse and keyboard and your regular old eyeballs. But if there was ever a game to sell the concept of the Rift and why VR is going to be massive, this is it.

Indie Intermission – ‘86856527’ Another Cyberpunked Adventure

As always cyberpunk is a prominent theme, which I feel is in part due to the awesome Sci-Fi mixtures you are able to use in the gameplay and the rather interestingly named 86856527 show how interesting this theme can be.

Created by Mighty Vision, 86856527 is a strategic turn based almost board game like game in which you must move around the virtual world destroying viruses and hacking terminals in order to obtain resources for future use.

It’s a rather interesting game and one that at first glance seems very confusing , however after a little bit of trial and error you quickly begin to grasp the ideas here and start to actually progress through the game.

The graphics are quite basic which actually give the game a rather great retro feel which I feel just work so well with the overall theme and design of the game creating a very pleasing game.

Average play time – 15 minutes

86856527 may not always be the most transparent game ever with some of the dynamics appearing rather confusing, but luckily the developer posted a little bit of an introduction to the mechanics in their site which helps so much.

86856527 can be downloaded via the official siteand is well worth a go if you are interested in the puzzle, strategy turn based cyber punky games.

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

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Our Verdict
A whole new challenge for diehards, and a lot of content for your money.

need to know

Price : $10/£8, $25/£20 for Season Pass
Release date : Out now
Publisher : Bandai Namco
Developer : From Software
Multiplayer : Online co-op and PvP
Link : Official site

The biggest criticism leveled at Dark Souls 2was that it was too easy. Players who had spent hundreds of hours in the first game found that many of the same tactics worked in the sequel. Maybe you had to dodge left instead of right to get past the Pursuer's sweeping arc, but generally speaking, the old tricks still worked.

I thought about this as I died—again—while playing Crown of the Sunken King, the first part of From Software's three-piece downloadable content set. My old tricks failed time and time again, forcing me to relearn enemy patterns and try new tactics. For Dark Souls diehards, that's a good thing, though you'll have to slog through some drab environments.

Sunken King adds a new item to your inventory: a dragon claw with a cryptic clue in its description. That item should lead you to the new content area, grafted onto the Black Gulch, behind where players fight The Rotten. That means you can't get into Sunken King until Dark Souls 2's halfway point, and even then, you might want to hold off until you have better gear. Use the dragon claw at the new altar beyond the Rotten's arena and you'll be brought to the new area. If you drop a summon sign here but don't own the DLC, you can still be summoned in as a phantom. Think of it as a demo.

The new content is split into three areas, starting with Shulva, the Sanctum City. I cross narrow ledges, activating platforms to reach areas, and spend more time jumping than in the base game. It never approaches platformer status, but I like the new emphasis on verticality. Enemies attack from above or below more frequently than before, and some of the best secrets in the early areas are discovered by trying to access rooms far above the ground. There are new environmental dangers here, too, and a better focus on puzzles and switches.

Sunken King's enemies are all brand new, too. The basic Sanctum Soldiers are so heavily-armored and tightly grouped that I quickly had to abandon my magic-based build for a sword-and-board approach so I could parry attacks and do more damage. There are insects that spit corrosive gas and are far easier to kill, and undead witches that are strong against dark damage. Massive, blind bipedal dragons guard a later bonfire, and take a tremendous amount of effort to kill. If I aggroed two at a time, one was guaranteed to chew on my bones.

A few of the new knights have movesets remarkably close to your own.

Fighting these new enemies was genuinely difficult. Sanctum Knights start off incorporeal, immune to physical damage quick to hack through you with their dual blades. It wasn't until I discovered how to make them substantial that I could take one more than one at a time, and any time I heard a new phantom baddie, I was genuinely fearful for my stash of souls.

A few of the new knights have movesets remarkably close to your own. Dodging, parrying, and blocking these warriors felt more like PvP duels than cutting down mindless zombies.

Sunken King includes two new boss battles (three if you count an optional group of NPCs). Both are more creative than many of the basic game's guardians, who were often melee-based and easy to dodge in the early game. I won't spoil either fight, but I will point out that there are two NPC summons for each fight, which helps even the odds, and one battle takes place in front of one of the most beautiful areas From has ever designed.

Unfortunately, that's one of only a few standout landmarks in Sunken King. Most of the content is played against grey, monochrome environments that wear down on you after repeated deaths. Aside from a few key moments, the drabness of these areas makes pushing through a slog. Early on, I was concerned that I wouldn't even want to continue to the end. Dark Souls 2 has few moments that drag, but there were points in Sunken King where the momentum slows to a crawl.

But I pushed through, and when the final boss was down—and the crown of the Sunken King sat upon my head—I had played through ten solid, satisfying hours of new Dark Souls. For the devoted, that's a hell of a deal, and there are still two more chunks of content incoming, with even better-looking environments and a few new lore details. Sunken King won't do anything to convince you to play Dark Souls 2 if you don't already love it, but stays consistently challenging for even veteran players.

The Verdict

Dark Souls 2

A whole new challenge for diehards, and a lot of content for your money.

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PC Gamer UK Podcast: Episode 80 - That's So Escort Mission

Chris, Marsh and Tom Senior discuss Darksiders 2, Little Inferno, Long Live the Queen, Super Hexagon, Far Cry 3 and much more.

Chris, Marsh and Tom Senior discuss Darksiders 2, Little Inferno, Long Live the Queen, Super Hexagon, Far Cry 3 and much more. Features at least two rants, the Steam charts, and your questions from Twitter.


Show notes: Marsh's Darksiders II review. Tom F's Far Cry 3 review. Long Live the Queen(borderline NSFW, or at the very least you'll get a funny look). Jenn Frank's Allow Natural Death. The #1reasonwhyand #1reasontobehashtags.
Awful if true answers: Darksiders II developers Vigil have not been closed.

Neil Gaiman’s Wayward Manor Coming to Haunt You this July

It’s creepy, and it’s crawly, and I swear you can hear Tim Burton laughing in the distance somewhere-but don’t be alarmed, this is exactly the type of feeling author Neil Gaiman’s puzzle solving adventure game Wayward Manor was designed to instill in us.

Gaiman, known for works such as Stardust, The Sandman, and Coraline , has joined forces with independent video game studio The Odd Gentlemen and Mobile game publishers Moonshark to whip up a thriller about a ghost who dwells on a Victorial Gothic Pastoral estate. You play the ghost, with the solid objective of scaring away any pesky intruders who attempt to invade your humble abode. The mechanics of the game are said to be more focused on player actions rather than the heavy cutscene approach, which Matt Korba, co-founder of The Odd Gentlemen, believes will increase overall player enjoyment. And probably fear. On a side note, while Scooby Doo and the gang may have consistently shown us how to unmask and defeat a multitude of villains, ghouls and spectres, it might just be a tad on the thrilling side to take a walk in the bad guy’s shoes.

Neil Gaiman’s Wayward Manor looks to be as eccentric as it is lovely. If you’re not afraid of the dark, you can pre-purchase the game right here,which will be available via Steamstarting on July 15 for PC, Mac, and tablets.

Update: Coraline was directed by Henry Selick, American stop motion director, producer and writer also known for his work on titles such as The Nightmare Before Christmas , and James and the Giant Peach.

Red Hood joins Batman: Arkham Knight as GameStop-exclusive preorder bonus DLC

GameStop has confirmed that the Red Hood will be offered as exclusive pre-order DLC for the upcoming Batman: Arkham Knight .

. This in itself is not surprising—GameStop teased the announcement yesterday with a pixelated but clearly red-capped image on Twitter—but it might just offer a hint about the true identity of the mysterious Arkham Knight.

The murderous vigilante Red Hood joins Harley Quinn as a playable character in Batman: Arkham Knight, provided you pony up for a preorder at your local GameStop. The retailer's Arkham Knight pagesays the bonus DLC will let gamers "play as the ruthless vigilante in the exclusive story pack," although details about the actual contents of the pack aren't revealed.

The Red Hoodhas been knocking around the Batman universe for years but was significant for most of them only as a vehicle for the creation of the Joker. He came into his own when Jason Toddassumed the mantle and turned him into a vaguely Batman-like vigilante—"vaguely" in the sense that the Red Hood has no problem with killing anyone he thinks needs it.

The addition of the character naturally leads to further speculation about the identity of the Arkham Knight, the new villain created by Rocksteady specifically for the game. Todd is number three on the list of " Six Mad Theories" about the Knight's alter-ego, and it's actually not a terrible fit; perhaps a bit "Inside Baseball" as these things go, since I'm guessing it's unlikely that most players of Arkham Knight will have sufficient knowledge of the character to recognize his significance, but certainly not beyond reason.

Oh, but it could be Hush, too. We'll find out next year.

PC Gamer UK Podcast: Episode 76 - An Incredible Amount of Forking

Graham, Rich, Chris and Tom F return after a long hiatus, discussing Little Inferno, XCOM, The Walking Dead, playing competitive games in order to relax, the ethics of teleportation, and what Worms says about you.

Ever wondered what we look like? Ever wondered what we look like to Marsh ? Well, wonder no more! Our brand new web editor has furnished us with the podcast caricatures that you see above. Look at our little faces. They are pretty much all the same, but: Rich, Graham, Chris, Tom, from left to right.


Show notes: The official site for Little Inferno. Chris' XCOM Ironman guideand Evan's review.

Show notes bonus round: 'AWFUL IF TRUE' ANSWERS REVEALED!

Post-show research has revealed that Borderlands 2's Season Pass does not include the Mechromancer DLC, Dishonored is currently at number two on the Steam Charts, and dogs are flammable.

Cube Escape: Arles Makes Art Out of Escaping

In October of 1888, Vincent Van Gogh paid a visit to the city of Arles, France, where he painted some of his most celebrated works.

In October of 1888, Vincent Van Gogh paid a visit to the city of Arles, France, where he painted some of his most celebrated works. These include The Café Terrace on the Place du Forum, Arles, at Night , which depicts a little eatery known today as the Café Van Gogh, as well as possibly his most recognizable piece, Starry Night Over the Rhone (or just Starry Night for short). This fruitful sojourn was the inspiration for the new escape game

The game is the newest offering from the folks at Rusty Lake, who are prolific developers of room escape and puzzle games. It’s the third installment in their well-receivedseries, and puts the player in the role of Vincent. He’s not identified by name, but his appearance is unmistakable – as is his art, which can be seen during the course of the adventure.

Vincent famously painted his bedroom in Arles, and it’s there that the story begins to unfold. Through point-and-click mechanics, the player will solve a number of puzzles to help him get out of his bedroom. Activities include reassembling fragmented pieces of Vincent’s art, gathering colors, and applying those colors to a canvas to recreate his work. Clicking on items, or tapping them on mobile devices, allows the player to interact with the environment, and an inventory holds found objects which form the solutions to certain parts of the mystery.

Like the other offerings from Rusty Lake, Cube Escape: Arles is free to play. PC gamers can try it on the webat the Rusty Lake website. Android users who have version 2.3 or higher can get it at the Google Play Store. Those of the Apple persuasion will find it in the App Store, where it has been optimized for iPhone 5 and is also available for the iPad and iPod Touch. It’s available in several languages, including English, French, Czech, Turkish, Japanese, and two forms of Chinese, and is recommended for players ages 12 and up. See what else is floating around in Rusty Lake by checking out their Facebook, Twitter, and YouTube.

Troubled MMO The Secret World drops the subscription model

This means that anyone who purchases (or has already purchased) the Funcom game will receive all of its content without having to sign up to pay a monthly fee.

Following a disappointing launch earlier this year, and troubling times for its developer Funcom, MMORPG The Secret World has dropped its monthly subscription model.



However, a monthly $14.99 'Membership' fee option is available to those who want to access some extras, including the ability to gain experience faster, and bonus points and items. Any current subscribers to the game are automatically transferred to this 'Membership' scheme.

The Secret World has had a rocky existenceup to this point, with developer Funcom saying back in August that it plans to switch to smaller online games in future, after the MMO only managed to secure 200,000 subscribers.

The company also brought in a new game director in September, in a bid to expand and enhance the original release through post-launch content.

Of course, the move follows the decline and subsequent switch to free-to-playfor the Star Wars: The Old Republic MMO earlier this year.

The fall of the MMO subscription was quite clearly one of the major trends that defined 2012for video games, and the fate of the The Secret World subscription model simply throws more water on this dying fire.

Tomorrow Corporation's Little Inferno is hot off the assembly line

Tomorrow Corporation's follow-up to their tremendous World of Goo has been quietly smouldering away for a few years now, but we can finally 'kindle its bonfire' right now , as the game's available to purchase from the official site for $15.

for $15. If you prefer things a little more 'Steamy', the game will set Valve's online store 'ablaze' and other fire puns at around 6pm. This PC release coincides with Little Inferno'slaunch on Wii U, but if you've pre-ordered the game you'll have had access to the beta version for a little while now, putting you one-up on those guys and their shiny new console.

So... how is it? Not having had the pleasure, we're still a bit perplexedas to what the game involves, although we do know that it revolves around a fireplace. A fireplace that you feed objects to, Little Shop of Horrors-style. The gameplay trailer, below, doesn't so much clear matters up as throw a hedgehog onto the bonfire, something that's not definitely recommended unless you've run out of sausages.

Steel Diver review

Steel Diver review It’s fairly common knowledge by now that Steel Diver began life as a Nintendo DS tech demo, originally shown at E3 2004. But even if you weren’t aware of that fact, the evidence is right there on screen for all to see. Which isn’t a sly suggestion that Steel Diver is outdated in any way, more that its design evokes the same sense of bold experimentation that defined the first optimistic

Dark Souls 2 patch 1.08 removes health items during PvP

A massive Dark Souls 2 patch has just gone live, and along with a long list of changes and refinements comes the news that “Health Recovery Items can no longer be used during any PvP”.

patch has just gone live, and along with a long list of changes and refinements comes the news that “Health Recovery Items can no longer be used during any PvP”. What this means is that you can't chug Estus mid duel, which is a change the Dark Souls 2 community has been requesting for a long time. After all, a duel should be an honorable fight to the death, right? Right.

The update notes are as long as my arm. A huge selection of weapons have been buffed, a small selection have been handicapped, while a selection of armor sets now have increased durability but lower defense. Judging by the list it looks like no build will go unaffected, albeit in potentially unnoticeable ways.

Check out the full patch notes below. Maybe prepare a cup of tea first, because there's a lot to digest. It comes just in time for the release of the first Dark Souls 2 DLC pack, which you can read about how to access here.

Bug fixes, changes and refinements:

Fixed abnormal amounts of damage being caused by certain weapons An upper limit has been set to the number of Souls a player can earn when fighting off invading players Fixed the phenomenon where the player is not able to talk to Licia of Lindeldt Fixed the progression-stopping phenomenon at Heide's Tower when the host falls off right before the Dragonrider Boss Fight Fixed the phenomenon in Majula where the door does not open even after moved by Licia of Lindeldt Fixed the progression-stopping phenomenon when the player talks to Laddersmith Gilligan in Earthen Peak Fixed the phenomenon when the poison pond does not disappear when the windmill is burned down and immobilized Fixed the phenomenon when that the poison pond returns after the windmill is burned down and immobilized, and the player is summoned into another world as a Blue Savior then returned to their own world Fixed the loading screen issue when you lose a deathmatch in the Undead Purgatory Fixed the issue where saved data cannot be reloaded if the game is shut down right after the player is caught by the Darksucker, in an oil puddle in Black Gulch Fixed the phenomenon where items do not disappear from inventory if they are thrown away while they are also being used Fixed the ability to use parry while back-stepping Fixed the ability to use parry while invincible Fixed the phenomenon where the player floats in the air if attacked while hanging onto a rope Fixed the phenomenon in Brightstone Cove Tseldora when the Duke's Dear Freja stops moving after defeating a summoned player in a NG+ playthrough Fixed the phenomenon where the Tseldora Den Key cannot be acquired after the confrontational event between Mild-mannered Pate and Creighton the Wanderer in Brightstone Cove Tseldora Fixed the phenomenon where sound effects volume does not comply with the optional settings during the fight with the Looking Glass Knight Fixed the jumping shortcut at the Shrine of Winter Fixed the phenomenon where a summoning signature can be written near a bonfire in Belfry Sol Approach Fixed the phenomenon where the floor trap in the Iron Keep is displayed differently on host and client worlds during multi-play Fixed the phenomenon where the resume point is different from where the game was forced-quit after the player died Fixed the issue where the selected message for deletion is not deleted, but a different message is deleted Fixed the Halberd weapons sound effects that sometimes do not play when the weapon is swung Adjusted the sound made when the Silver Eagle Kite Shield is hit Fixed the issue where the player holding thrusting swords in both hands can cause continuous damage until the opponent's stamina runs out Fixed the phenomenon where the player dual-wields whips and only the Right-hand weapon hits the enemy Adjustments were made so players can get out of the continuous attacks from Syan's Halberd Adjustments were made so players can get out of the continuous attacks from a player who is dual-wielding with a Straight Sword and with the Red Rust Sword in their left hand Defender Greatsword can be enchanted Fixed the phenomenon where a heavy attack while holding Pate's Spear with both hands produces only one hit Adjusted the Strong Attack of the Spider's Silk when Dual-Wielding Lucerne Strong Attack will penetrate shields Adjusted the attack element type for the King's Ultra Greatsword Adjusted the attack element type for the Drakekeeper's Warpick Corrected the description of the attack type for the Archdrake Mace Corrected the description of the attack type for Drakekeeper's Warpick Fixed the Symbol Markings of "Galib, God of Disease" and "Caitha, Goddess of Tears" on the Name-Engraved Ring Fixed the issue where the Information text sometimes does not display properly Correction to the amount of damage inflicted against other players and enemies Shortened the amount of time stunned when taking damage from multiple attacks

Adjustments that will be made with Regulation 1.08 (all following changes):

Health Recovery Items can no longer be used during any PvP Increased the matching range for users in online play Over-all balance adjustments made to weapons, armors, accessories and spells

Description of the modifications made to the main components and spells:

Increased the durability and lowered the defense levels of the following armor sets (Helm, Armor, Gauntlets, Leggings) Steel Armor Set Havel's Armor Set Gyrm Warrior Armor Set Ironclad Armor Set Old Ironclad Armor Set Smelter Demon Armor Set Alonne Knight Armor Set Vengarl's Armor Set Mastodon Armor Set Rusted Mastodon Armor Set Old Knight Armor Set Drakekeeper Armor Set Velstadt's Armor Set Looking Glass Armor Set Imperious Armor Set Dragonrider Armor Set Infantry Axe Decreased the amount of attack power of the following weapons Drangleic Sword Defender Greatsword Large Club (Strong Attack only) Pickaxe (Strong Attack only) Great Club (Strong Attack only) Gyrm Great Hammer (Strong Attack only) Increased the status values of the following weapons Shotel Monastery Scimitar Curved Dragon Greatsword Chaos Blade Flamberge Key to the Embedded Drangleic Sword Defender Greatsword Greatsword Hand Axe Infantry Axe Butcher's Knife Giant Stone Axe Gyrm Greataxe Morning Star Reinforced Club Craftsman's Hammer Blacksmith's Hammer Gyrm Great Hammer Spear Winged Spear Pike Partizan Stone Soldier Spear Spitfire Spear Channeler's Trident Gargoyle Bident Full Moon Sickle Helix Halberd Blue Knight's Halberd Old Knight Halberd Work Hook Decreased the durability of the Defender Greatsword and Watcher Greatsword Increased the enchantment statistics Defender Greatsword and Watcher Greatsword Increased the weight of the Defender Greatsword Decrease the weight of the Butcher's Knife and Old Knight Halberd Status value added to the Handmaid's Ladle Decrease the amount of damage for the following weapons Malformed Skull (Strong Attack only) Giant Warrior Club (Strong Attack only) Old Knight Hammer (Strong Attack only) Drakekeeper's Great Hammer (Strong Attack only) oDragon Tooth (Strong Attack only) Malformed Shell (Strong Attack only) Archdrake Mace (Strong Attack only) Channeler's Trident (Strong Attack and Dual-wielding) Helix Halberd (Strong Attack and Dual-wielding) Drakekeeper's Warpick (Strong Attack and Dual-wielding) Increased the amount of self-inflicted damage when using the Chaos Blade Adjusted the hit detection for the Scythe of Want (Strong Attack only) Increased the physical cut rate of the Shield Crossbow Changes were made to the point of explosion and Blast area of the Old Sun Ring Changes made to the effect of the Gower's Ring of Protection - does not negate damage anymore, will reduce damage received Improvements made to the penetrability of Soul Speak and Crystal Soul Spear Improvements made to the tracking of the following Spells, Hexes, Pyromancy and Miracles Soul Bolt Soul Shower Shockwave Soul Spear Barrage Blinding Bolt Perseverance Caressing Prayer Heavenly Thunder Fireball Fire Orb Great Fireball Great Chaos Fireball Lingering Flame Dark Orb Dark Hail Resonant Soul Decreased the amount of stamina consumed for the following Spells, Hexes, Pyromancy and Miracles Soul Bolt Soul Shower Fire Orb Great Fireball Great Chaos Fireball Lingering Flame Iron Flesh Increased spell usage for the following Spell and Miracle Cast Light Unveil Improvements to the durability damage for the following Spells Shockwave Soul Spear Barrage Decrease the number of multi-hits to the following Spells, Hexes and Pyromancy Soul Vortex Firestorm Fire Tempest Chaos Storm Scraps of Life Lifedrain Patch Darkstorm Decrease the attack power of the following Miracle Blinding Bolt Decreased the number of attunement slots required for the following Miracle and Pyromancy Unveil Immolation Decrease the number of uses for the following Miracles and Hexes Lightning Spear Great Lightning Spear Sunlight Spear Emit Force Soul Appease Great Resonant Soul Profound Still Increase the damage for the following Miracle through correction to status values Lightning Spear Great Lightning Spear Sunlight Spear Emit Force Increase the hit radius for the Miracle Force Increase the effectiveness of the following Pyromancy and Hex Iron Flesh Whisper of Despair (duration and effect) Decrease the self-inflicted damage of Immolation Increase the speed of chanting the following Hexes Repel Twisted Barricade Decrease to the amount of durability damage done from Dark Hail Increase the attacking power of Great Resonant Soul Decrease character mobility while using the following items Amber Herb Twilight Herb Wilted Dusk Herb

Dungeons 2 hands-on: An ambitious Dungeon Keeper substitute

Dungeons 2 has a pretty straightforward sales pitch: If you're a fan of Dungeon Keeper, it can't be much worse than the free-to-play atrocity EA put out on mobile earlier this year.

Dungeons 2 4

Admittedly, that's a pretty low bar, and Dungeons 2 is mostly just trying to the same notes. To it's credit, it doesn't stop there.

If you haven't played Dungeon Keeper or the first Dungeons, it's basically a management sim in the vein of Sim City or, more accurately, Sim Tower (my personal sim obsession), but you're tasked with managing an underground dungeon instead of an ideal city. Instead of optimizing the flow of traffic and building factories that provide jobs, you're carving out earth underground on a square-based grid and building breweries to keep your goblins and orcs drunk and happy.

They want something to drink, someone to fight, and other needs you can check by clicking on them. If they get too bored, they'll start killing each other. You pay for improvements with gold you find in the rock while expanding your dungeons, which you'll eventually have to store in treasure rooms.

Dungeons 2 1

I got to play Dungeons 2 for a short time, and I immediately fell into that satisfying busy work I love about management sims. I made sure to carve out new rooms to best take advantage of the space, designated the purpose of the room by laying down different tilesets, then built the devices that allow me to grow and optimize further: A brewery for more beer, which allows me to recruit more units, or in the workshop tileset, a machine that allows me to build traps.

The traps are meant for the invading goody two-shoes Alliance heroes, which will make their way from the entrance of your dungeon to your throne. If they manage to destroy it, you'll lose.

Putting down explosives chests and spike traps feels a lot like a very limited tower defense game, but the fact that placement is rather simplistic didn't bother me because the real, entertaining challenge was in building the economy that funds the traps. It plays almost as if the management elements of Sim City had a combat-oriented endgame, a balance I thought Black and White 2 struck well, and haven't seen much of since.

Another thing we don't see as much of anymore is real-time strategy games, and Dungeons 2 tries to tackle that genre as well in a second, overworld layer. Once you've recruited some orcs, you can send them out of the dungeon to start wreaking havoc. A nice touch to illustrate your evil influence is that as you defeat certain strongholds, the saccharine sweet, lush Alliance territory transforms into a scorched, hellish landscape.

Dungeons2 keyartwork


Evil is good

I'm also intrigued by the relationship between the overworld layer and the dungeon layer. Sometimes, you'll have to venture out, fight your way through alliance defenses to recruit a new unit types, or enter another dungeon and gain an item to upgrade your own. In the level I saw, the player had to reach a different dungeon in order to gain a mana crystal, which can then be installed in your dungeon, opening a whole new branch of magic-based units and abilities.

However, while the dungeon layer seems like a competent tribute to Dungeon Keeper, the overworld, RTS gameplay felt underdeveloped. All I could do is tell my units where to go, who to swing their weapons at, and watch which life bar dwindled faster. Some of the AI pathing also seemed finicky, but this was still an early build. Either way, Dungeons 2 will have to introduce way more unit types and strategies, or, alternatively, limit the overworld exploration to short bursts before it becomes boring.

Even if it does, at the moment, it still creates some idiosyncrasies. Inside the dungeon layer, as is traditional in management sims, you don't have direct control over units. The units have needs, and you can mark what section you want carved out, where to place tiles sets and items, etc, but you can't order a specific orc move to a specific location. Counter-intuitively, your evil hand cursor could pick an orc up by the shirt collar and drop him in a certain location (which, with ragdoll physics, is good for a dumb laugh) but once he's there he'll just go about his business.

Dungeons 2 3

This is annoying because, at least in the demo I played, the orcs weren't smart enough to attack Alliance intruders. I had to manually pick up one up and put him next to the enemy, which seems like an unnecessary hassle. It's doubly annoying because you do have direct RTS-type unit control in the overworld, where orcs are also smart enough to automatically attack nearby enemies. For some reason, they don't in the dungeon.

That being said, I think part of the reason players were so incensed by that free-to-play, mobile Dungeon Keeper is that we're so ready for another one of those. I know I am. Dungeons 2 feels like that type of game, and it gets a lot of things right. It looks great, like an even goofier Warcraft 3 made with 2014 technology. The basic worker units, Snotlings, look about as stupid and silly as you'd expect, and you can slap them around to make them work faster. And while I didn't get to see how the management aspect will hold up over the long term, what little I played of it made me want to play more.

Former BioWare Employees Join Forces for Classic RPG Mooncrest

Boasting a team of BioWare alumni and pen-and-paper veterans, Mooncrest ’s announcement reads more like a love-letter to Bioware’s old-school RPGs – taking inspiration from classics like Neverwinter Nights and Jade Empire – promising a character-driven story featuring a pair of mismatched heroines, Souls -style tactical combat, and challenging puzzles.

KeyArt

The game shares its name with the fantastical city at the heart of the story, which both of the protagonists call home. The player character is an idealistic yet ultimately naive paladin named Sera, who has just completed her training and is ready to set out into the world for the first time. She is soon joined by Pirotase, a street-smart outcast whose chaotic personality seems set to clash brilliantly with Sera’s noble ideals.

Regardless of their differences, Pirotase becomes Sera’s companion for the entirety of the game; true to the BioWare-inspired style of storytelling, the narrative will be revealed through the player’s interactions both with her and the other characters who populate the world of Nocturne. The gameplay is set to feature a challenging mix of real-time tactical combat and adventure game-style logic puzzles, both intended to provide a gaming experience that “tests the player on several different levels.”

Whilst Mooncrest is still in the early stages of development, KnightMayor has already provided a lot of information on the official website, including a Q&A with two of their artists about conceptualizing Mooncrest and its characters. You can also follow KnightMayor’s Twitteror Facebookto keep up with the latest developments.

How to access Dark Souls 2's new DLC in-game

If we've learned anything from our time in Dark Souls 2 , it's that the game doesn't hold your hand for anything.

, it's that the game doesn't hold your hand for anything. Its first DLC, Crown of the Sunken King, is no exception. Unlike Borderlands 2or Fallout: New Vegas, where installing new addons immediately give you a new quest and a map marker, Crown of the Sunken King simply puts a mysterious item in your inventory and leaves you with a cryptic clue. If you're stumped on what the new item means, or how to get into your newest challenge, we can help.

As soon as you start up your game, you'll notice a new item has been added to the “Keys” section of your inventory. The Dragon Talon, in the form of its vague description, tells you about a locked door in Black Gulch, and that's exactly where you should head.

Travel to the “Hidden Chamber” bonfire in Black Gulch (assuming you unlocked it, otherwise you'll have to navigate through Black Gulch's poisonous towers). When you arrive, break the pots in front of you and leave the chamber, then take a right. If you just want to run through, make sure to bring some Poison Moss or poison-resist gear along.

Head down the path towards the burning area, which you should recognize as the Boss arena of The Rotten. If you haven't defeated The Rotten yet, now's a good time. You can't access the gate to the DLC content without defeating the boss.

Go towards the patch of fire on the back wall that is directly across from where you entered. There is a small, dark opening behind it, accessible to the right of the flames. Light a torch and go on through.

You will soon be at the post-Rotten Primal Bonfire, but behind it is now an elaborate altar surrounded by pillars and four, large tablets. You can read the tablets, but when you examine the center altar, you will be transported to the start of the DLC area.

Summoning signs can be dropped by anyone in this room, allowing people who don't own the DLC to join those who do. But If you aren't interested in help, head for the large door on the far side of the room and, thanks to the Dragon Talon, unlock it. Now all you need to do is go through the statue-lined cave and you will find yourself in Shulva, the Sanctum City.

Crown of the Sunken King is the first of three DLC packs for Dark Souls 2, and costs $10 alone, or $25 for the Season Pass. Sunken King features three completely new areas with two new boss fights.

Omerta: City of Gangsters getting a free update today

The number of much-needed soup kitchens and speakeasies has plummeted, and now the City of Gangsters wants you back to do your thing in this bad town.

The number of much-needed soup kitchens and speakeasies has plummeted, and now the City of Gangsters wants you back to do your thing in this bad town. A free update's making its way to the game today, fleshing out both the tactical and tycoon aspects. Check out this trailer for some gameplay from the updated version, or to get your foot tappin' to some ragtime—whichever grabs your fancy.

Starting today, launching Omerta: City of Gangsters will trigger an automatic download of the new update, which aims to overhaul the interface and cover mechanics. Additionally, there are new sandbox game modes, new gangs to swindle in the single-player campaign, new multiplayer maps, and not-so-new-but-newly-updated multiplayer modes. Rival gangs will now be a little less passive, making more of an effort to defend their distilleries and laundrettes—while muscling in on yours.

In our review, we found Haemimont's stab at organized crime well-conceptualized but simplistically executed. Hopefully this update means no more being headshotted by an infuriatingly colorfully-dressed man through thick cement pillars, letting us rob our damn banks without distraction.

Indie Links Round-Up: Smashing Idea

“On Saturday night one warehouse in downtown Phoenix was overrun with independent games, developers and players, backlit by bumpin’ live music and an array of food and drinks.

Dungeon_Smasher

Today’s Indie Linksinclude coverage on The Swapper, Dungeon Smash and Snowden’s Leaks: The Game.

Made in Phoenix indie game night was a cool party in a hot warehouse(Joystiq)
“On Saturday night one warehouse in downtown Phoenix was overrun with independent games, developers and players, backlit by bumpin’ live music and an array of food and drinks. It was the first Made in Phoenix: Indie Game Demo Night presented by local indie game incubator, Game CoLab.”

The Joystiq Indie Pitch: Dungeon Smash(Joystiq)
“Dungeon Smash is about being a heroic champion, surviving insurmountable odds, rescuing the princesses, vengeance, love, duty, lust for power, forgiveness and bringing peace to the kingdoms.”

The Swapper Review: Impossible Soul(Polygon)
“The Swapper is the first puzzle game that’s had me questioning its puzzles after they’ve been solved. The handful of hours it takes to explore the mysterious rooms of an abandoned ship on the outskirts of space are mentally taxing, no doubt. But more of my time has been lost post-credits chewing on grander universal riddles. In a medium that’s often straightforward to a fault, The Swapper is a game brainy enough to admit that it doesn’t have all the solutions.”

Hobo Cat With A Chainsaw(Kotaku)
“This is CATDAMMIT! It’s about a cat, described by the devs as “a milkoholic hobo”. His milk was spilled, so now he has a chainsaw, and he is destroying everything.”

Untitled(Kotaku) “Aaron Hernandez might not make it back in time for the next Madden, but if you want to play a topical video game (not about a crack-smoking mayor), try Snowden’s Leaks: The Game. It was made by Dutch developers in 72 hours. No, it won’t report your high scores to the NSA.”

Impressions: Card Hunter Beta(RPS)
“Ah, that’s the stuff. I couldn’t have wished for anything more stabilising during a week when the games industry seems of the verge of eating itself. A game about games, a game where all this came from, a game about the purity and the silliness of escapism, a game about boardgames, card games and pen and paper roleplaying games. Console scenesters might have their Monster Hunter; on PC, we have Card Hunter. Card Hunter, I heart you.”

Kickstarter Katchup – June 30th 2013(RPS)
“Last week I was at Rezzed instead of looking at Kickstarter pages but I’ve made up for it by spending most of today browsing through projects. Thoughts of Kickstarter’s purpose have been hanging in the air (on twitter and in chatrooms that I frequent) and I have been pondering how I see the site. I have backed projects knowing that I’m essentially pre-ordering something that I assume will be released and will be as expected, based on the team’s previous work and a comfortable place in a familiar genre. But I mostly back smaller projects that I want to support and to play because they are different, risky and challenging. There’s a great deal of innovation among the nostalgia.”

Two buttons combine to make One Finger Death Punch a thrill on XBLIG, PC(IndieGames.com)
“Let’s be honest here: Silver Dollar Games is a developer with a wildly diverse catalog. They’ve made a name for themselves on XBLIG by releasing game after game at a breakneck pace, seeming to use every idea from every brainstorming session the team may have had. With that in mind, I was skeptical about One Finger Death Punch before I started playing. Despite it winning Microsoft’s Dream.Build.Play competition in 2012, I was still worried this one would be more like No Luca No than something of quality. Those worries melted away quickly once I got into the combat, though. Silver Dollar has put together a thoroughly enjoyable and unique little game here.”

Titanfall 'Dig Site' map to feature in Frontier's Edge pack; screenshots and details released

In much the same way they did with the Expedition DLC pack , Respawn is drip feeding details on the second Titanfall map add-on.

, Respawn is drip feeding details on the second Titanfall map add-on. Entitled Frontier's Edge, the three maps will feature 'Dig Site' among them, which Respawn has detailed in a new.

"Surrounded by sheer rock walls that offer natural protection against air assault, the site becomes a bloody ground war characterized by titan skirmishes over subtle elevation changes in the terrain, and a mix of short and medium-range engagements for pilots," the post reads.

"Titans patrol the narrow pathways between the industrial processing buildings while pilots leap overhead, and an imposing rock saw the size of an overturned office building looms over the site providing cover and high ground for pilots."

Hopefully Frontier's Edge improves on its predecessor, which PC Gamer's Ben Griffin found to be lacking. "Two great maps and a poor one make Expedition an over-expensive proposition," he wrote.

The other two Frontier's Edge maps, Haven and Export, are still a mystery, as is the release date. Check out the screenshots above and below.

New Tropico 4 DLC brings Voodoo to your island

The exploration of alternative, bordering-on-insane healthcare remedies wasn't something I was expecting in Tropico 4 any time soon, but that's exactly what's happening with the next DLC, "Voodoo." Basically, conventional healthcare has become so poor thanks to your incompetence, Mr Dictator, that an angry sorceress has stormed over from Soviet Russia to teach you a lesson.

incompetence, Mr Dictator, that an angry sorceress has stormed over from Soviet Russia to teach you a lesson. Possibly with a rubber-chicken-with-a-pulley-in-the-middle, but also with the whole curse thing she's unleashed upon your island.

You've gotta appreciate the humor Haemimont brings to the big bad world of dictatorship. I'm not sure how it'll work, but the Voodoo DLC includes a new mission that tasks you with creating a voodoo doll—of yourself, no less—to contain the curse. And that sounds rather morbid, which is probably why a luxury new tourist attraction's been thrown into the package, too—a "Voodoo Manor" will sure keep those camera-toting beach-goers occupied! Finally, there are a couple of new things for your avatar—you can dress up in a witchdoctor outfit, just like Fidel Castro did, or equip yourself with a trait that makes it so your whiny, disease-ridden citizens don't demand healthcare as much.

The third DLC for one of the more likeable recent city-building sims, Voodoo is on Steamfor five bucks. I'm always keen to watch El Presidente squirm as his nation is threatened—and there is no better excuse to enter the jungle again, I say.

Indie Intermission Sunday Round Up: Pixel Perfect

Hello and welcome to the end of the week and with it comes my round up of free online games.

Hello and welcome to the end of the week and with it comes my round up of free online games. This week has yielded yet more awesome little titles covering a broad range of different styles.

As always clicking the title will take you to my piece on the game, and clicking the image will take you to the game page directly, enjoy.

DARF is an interesting little platformer with some puzzle elements. Although the puzzles are rather straightforward it is often the execution that causes the biggest problem making you much more frustrated at your own short comings rather than that of the game.

AVGM is a social commentary about the video game industry highlighting the direction many “social” games have gone and it manages this so elegantly. Although it is difficult to claim this really is a game the experiance that you get is well worth it, but will you beable to reach the end?

Clean Asia! is a manic minimalistic  bullet hell shooter that has you fighting your way through three unique Asian areas in light of an alien attack. The game is brutility hard form the get go but with some great design choices it is also a great deal of fun.

A Rabbit Fable is a point and click adventure game in which you must navigate around this weird and strange world as you go on your quest to reassemble your gift and get into the garden.

Microscopia is a beautifully simple yet well thought out little puzzler in which you must move your bacterium to the centre point. It’s a game that gets into its own stride very quickly, creating fun challenges from almost the outset.

It has been one great week and I’ve covered some fantastic games spanning several genres. As always this week has had some very talented developers featured and I hope to find more awesome games for the next week. Enjoy your Sunday and because to return tomorrow for another Indie Intermission.

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

Battlefield 4 Dragon's Teeth trailer is 30 seconds of compressed explosive action

This trailer for Battlefield 4's forthcoming Dragon's Teeth DLC might only be 30 seconds long, but only around 10 of those seconds have been wasted showing logos or release dates—the rest is riddled with gunfire and explosions and a bit where a train carriage is knocked clean off a track.

This trailer for Battlefield 4's forthcoming Dragon's Teeth DLC might only be 30 seconds long, but only around 10 of those seconds have been wasted showing logos or release dates—the rest is riddled with gunfire and explosions and a bit where a train carriage is knocked clean off a track. (Yes, there is a small explosion resulting from that.) Also pictured: the ballistic shields that will be added in the content pack, along with liberal use of speedboats and quad bikes.

Dragon's Teeth, you'll remember, adds four new maps—Lumphini Garden, Propaganda, Pearl Market and Sunken Dragon— to the game, along with additional equipment and a new game mode entitled Chain Link. It's releasing July 15th for Battlefield Premium members, and two weeks later on July 29th for everyone else.

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