Jasper Byrne's NEW GAME+ footage appears, includes semi-nude barbarian with a giant club

NEW GAME+ wasn't dead , it was only resting its pulse, and now the first footage of Lone Survivor developer Jasper Byrne's Zelda/Demon's Souls-inspired action RPG has emerged from the colourless fog, to show off the game's four-player Vs mode.

, it was only resting its pulse, and now the first footage of Lone Survivor developer Jasper Byrne's Zelda/Demon's Souls-inspired action RPG has emerged from the colourless fog, to show off the game's four-player Vs mode. Record by Jasper's brother Nick, and filmed at the London Indies night (hence the shakycam), the video shows three players battling it out as the Knight, Ranger and Barbarian classes. As with Demon's Souls, there's a hell of a lot of rolling involved, in a game that's come a long waysince it was legally declared dead back in November.

Some of the things not shown in this video include the demo's four-player co-op mode, or the more exploration-focused single-player campaign. Still, this is only our first glimpse of NEW GAME+ in action, and what is on display suggests a game with robust combat, distinct character classes, and - best of all - shrub deformation. I can't wait.

Kojima says Metal Gear Solid V on PC "not a priority," but could appear "sometime"

Even as a new generation of gaming consoles forces developers to stretch the meaning of multi-platform, it seems that the PC is still an afterthought for some of the most celebrated series in the industry.

Even as a new generation of gaming consoles forces developers to stretch the meaning of multi-platform, it seems that the PC is still an afterthought for some of the most celebrated series in the industry. In a new E3 interview with Gametrailers, Metal Gear Solid creator Hideo Kojima addressed the possible release of the upcoming Metal Gear Solid V: The Phantom Pain on PC.

"Of course we are developing on a PC, so we look forward to releasing something on the PC sometime," said Kojima through an interpreter. "But right now we don't have a release date. We aren't really looking to do that right now. That's not a priority. So, we are making it and we hope to put it out as well."

The new Metal Gear title is visually impressive and we already know that many of the classic characters from the cold-war mythology of Metal Gear will be making an appearance. I have a hard time believing this title would struggle to find an audience, should it eventually find itself released on the PC.

Thanks, PCGamesN.

For the latest from E3, check out our complete coverage.

Total War: Rome II footage shows orchestral soundtrack and bashing-things-with-hammers sound effects

A dev diary video released by Creative Assembly shows great behind-the-scenes footage of the sound design in the new Total War strategy game, Rome II .

. The Total War series has always had an emphasis on bigger worlds and more units on a battlefield at once, but it's neat to see the lengths they went to get really great sound.

In addition to a full orchestral score and the voice work of actor Mark Strong, the sound designers and foley artists spend hours smashing each other with car doors and bashing suits of armor with hammers. Jump to 4:58 in the video to see the foley sessions.

“I think believability is probably the main reason that we need to have good sound effects,” says Matt McCamley, senior sound designer for Creative Assembly. “You want people to feel like they're a general commanding an army, as opposed to someone playing a game.”

Sound design is one of those elements that can be easily overlooked in favor of cutting-edge graphics and gameplay. But when the sound isn't just right, it can really wreck a game. For a game with such devotion to historically accurate combat and physicality, it's nice to hear sound effects that are equally well-crafted.

Rome II will be released on September 3.

Lone Survivor dev hints at next game: "...it may be Zelda x Dark Souls"

Jasper Byrne, the sole developer behind atmospheric indie horror Lone Survivor , has revealed his next game on his website .

. Like Lone Survivor before it, the currently nameless (at least to us) project has gone through a number of different prototypes and art styles, but he appears to have settled on a gorgeous isometric viewpoint with detailed sprites, as evidenced by the picture above.

As with PC Gamer favourite Dark Souls, the game – seemingly a dungeon crawler – will feature two-handed combat and good old-fashioned rolling, plus a hooded mage character in some capacity. That's pretty much all we have to go on at the moment, but if it's anything like his previous games, it will be a cocktail of exquisite pixel art, thoughtful design, and catchy music (see the lovely Soul Brotherfor further proof).

It's fairly rare for a developer to be this open about the creation process, so the post is worth checking out to see the sorts of changes games go through before they end up on your PC. For example, the game originally resembled a more purpley Ultima Underworld – something that now obviously needs to exist. Jasper made a similar post detailing Lone Survivor's originsearlier in the year.

New Metal Gear Solid coming to PC

It was just a normal day on the internet when suddenly, without warning, an exclamation mark appeared above my head and a loud alert noise played out of nowhere.

Metal Gear Solid

It was just a normal day on the internet when suddenly, without warning, an exclamation mark appeared above my head and a loud alert noise played out of nowhere. Resisting a sudden urge to walk very slowly around the room looking for intruders, I headed straight here to post news that a new Metal Gear Solid game is in the works, and it'll be coming to PC.

A Konami GDC job ad, spotted by Joystiq, mentions that Kojima Productions are looking for "project engineers for the latest Metal Gear Solid targeted for high-end consoles and PC." The ad is also looking for engineers capable of developing "network gameplay functionality for online games," which obviously implies a multiplayer component. Beyond that, there are few details, but if it's anything like every other MGS game, it will be quite wonderfully mad.

Pre-order Total War: Rome 2 for 25% Off [Updated]

The Roman general Thrifticus once famously said that if you can lead an army to war for $15 less than the current advertised price on Steam, you would be a fool not to take advantage.

The Roman general Thrifticus once famously said that if you can lead an army to war for $15 less than the current advertised price on Steam, you would be a fool not to take advantage. Really, look it up. What do you mean "The Romans didn't use dollars?" Stop asking so many questions, jeez. Bottom line: You can pre-order a Steam copy of Rome II on StackSocial for $45. The historical accuracy of the preceding claims has no bearing on the deal.

The deal is available through July 15, and upon consulting the oracle, we've determined that you're not likely to be able to get the game this cheap again until it's been out a good long while. You'll need to create a StackSocial account really quick to complete the offer, but we promise, it's not one of those "Sign up for six credit cards and we'll send you an iPad" things. [We get a cut of each StackSocial sale, but you get your game at a quarter off the current price on Steam. Unlike the actual Roman era, everybody wins. - Ed.]

Also note, as per the terms of the offer, there can be no refunds. So make sure your system is up to specto run Rome II's epic battles before cashing in. This offer does not include the Greek City States pre-order DLC.

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Our Verdict
A smart, unembellished survival horror adventure which rewards patience and inspires introspection.

If I'm the titular “lone survivor,” why do I keep meeting strangers? Why don't our conversations make sense? And why does it seem so important that I befriend a cat?

Ostensibly, Lone Survivor is a Silent Hill-inspired sidescroller with the standard survival horror trappings. You're in a city overrun by inside-out monsters, you collect and combine items to solve simple problems, and your best friends are a battery-sapping flashlight and a handgun with limited ammo. But it stands out, especially from recent Silent Hill games, with a clever psychological angle and a curious sense of style and wit.

The game is a chunky quilt of unstable pixels—it's as if you've got your nose up against a flickering cathode ray tube. Parsing the retro-nouveau look was straining at first (especially the giant pixel text), but I warmed up to it. The controls and mechanics are equally pared down, but grew on me a little less.

The awkwardness of projecting sidescrolling corridors onto an overhead map can cause spatial confusion, and, while lovely, the pixelated art occasionally disguises important doorways. These issues are mostly resolved by frequently checking the crude map, but monsters won't pause for you to plot your course. Teleportation mirrors often save the day by acting as checkpoints which limit accidental loss of progress.

All mirrors lead to a hub apartment from which you explore outward with cryptic directions from apparent hallucinations, collecting keys and tools, and avoiding near-sighted monsters by creeping along inset bits of wall. You can fight back, but you're no gunslinger: empty a clip and you'll auto-reload, forcing you to stand still, and possibly die. Get boxed in, and you'll struggle to switch between aiming left and right, and almost definitely die. Thankfully, dead monsters stay dead forever, but Lone Survivor is still a challenging five-to-eight hours.

Though necessary, the bare-bones combat is secondary to the game's more complex psychological themes. Early on you'll notice a heavy (and sometimes overbearing) focus on seemingly peripheral activities: what you eat, whether or not you take pills, how well you sleep, and how you interact with your hallucinations. Sleeping saves your progress, and taking pills triggers surreal dreams which can replenish supplies. Other than that, the decision to sleep well and cook warm meals is largely about whether or not you feel it's important.

I played most of my first run without even bothering to find a can opener, instead opting to pop pills and eat gross-tasting squid on a stick. Why bother cooking at the end of the world? I didn't realize it at first, but I was failing at the “try not to lose your mind” part.

You'll probably guess some of what's going on before you finish, but it's worth sticking around to see the game reveal its cleverness. Just don't rush. Lone Survivor stressed me out when I took it too fast, but when I relaxed, enjoyed the fantastic soundtrack, and played along with its themes, I was rewarded with something worth reflecting on, and a reason to play it again.

Lone Survivor is available DRM-free at http://www.lonesurvivor.co.uk/buy.html, and the original soundtrack is available to listen to and purchase on Bandcamp.

The Verdict

Lone Survivor

A smart, unembellished survival horror adventure which rewards patience and inspires introspection.

ABOUT THE AUTHOR As Executive Editor, Tyler spends a lot of time editing reviews and looking at spreadsheets, and whatever time is left over writing reviews. People joke that he doesn't like 90 percent of the games he plays, but he'll tell you he just has very discerning tastes.

We recommend By Zergnet

Will Hideo Kojima's Project Ogre come to the PC?

Hideo Kojima's much loved Metal Gear Solid series rarely appears on the PC, but there's a chance that his new project might get an airing on our beloved black boxes.

fox engine project ogre thumb

appears on the PC, but there's a chance that his new project might get an airing on our beloved black boxes. Dubbed “Project Ogre”, very little is known about the game, other than it's going to be an open-world adventure. As reported on 1UP, Kojima told CNNthat the new game will have, “A very wide entrance, a very open entrance,"

It will also be a step away from the blockbuster approach of the Metal Gear Solid, in favour of Skyrim-style exploration - albeit with a modern day setting, according to the screenshots. "Rather than making something very cinematic, [I plan to] make something very free," Kojima said.

The game is thought to run in Kojima's Fox engine, which 1UP reported on back in June. It's said to be multiplatform, and compatible with a PS3 controller, an Xbox controller, and - crucially - a mouse. Of course, the mouse could just be standing in for the Wii U's weird new controller, but it's more than likely that the game will arrive on the PC.

1UP also posted an image from Kojima's Twitterthat showed a Fox engine render of one of the game's programmers, allegedly put together in about an hour. Apparently it's also capable of translucent clothing and realistic dust particles. It seems like an impressive engine, with the screenshots recalling Far Cry 2's lush tropics. But we're not sure if Kojima will be able to let go of his more constrained, linear roots in console gaming.

Total War: Rome II video sails through the Battle of the Nile

Creative Assembly's Al Bickham and Joey Williams gather up their elephants in an attempt to show you how to tackle Total War: Rome II's historical Battle of the Nile scenario.

historical Battle of the Nile scenario. Watch on to learn how best to organise your units into a suicidal charge up a heavily defended hill. Or, if you're me, how to then wait patiently and subtly alter plans without resorting to ramping up the unit speed and letting the whole thing descend into slapstick chaos.

Total War: Rome II is due out September 3rd.

Triad Wars beta impressions: take Hong Kong by force

While many fans of 2012's Sleeping Dogs were hoping for a proper sequel, United Front Games and Square Enix have instead gone a different route with Triad Wars , a free-to-play multiplayer online action game currently in closed beta.

Triad Wars

, a free-to-play multiplayer online action game currently in closed beta. Like Sleeping Dogs, Triad Wars is set in Hong Kong, and challenges players to start as a common street thug and build up their own criminal empire, piece by piece, while competing with their rivals.

One of the first things you'll see in the Triad Wars beta is the suggestion that it's more fun to play with a controller. I'd actually go as far as saying you absolutely need a controller, especially for driving, which feels next to impossible on a keyboard. Shooting is probably easier with the mouse, but everything else from, combat to just running around, performs much better with a controller.

As a low-level thug, you begin by choosing one of three gangs to join, each focusing on a different criminal enterprise, like gambling, extortion, and counterfeiting. After a few introductory missions, you're given a cluster of buildings to serve as your base of operations. Initially, it's not much, but you can choose from a few types of moneymaking operations—cock fighting, card rooms, manufacturing knock-off merchandise—and slowly upgrade them as you play. You're also given goons to protect your turf, and they can be upgraded as well.

Triad Wars

Meanwhile, other players are doing the same. Knock them down a peg by invading their turf, smacking around their goons, and pummeling the boss (an AI-controlled version of another player). Raids are timed: you only have a couple of minutes to invade before the cops show up, though you can extend this by engaging in a couple of activities beforehand: shaking down a goon for info, snatching a rival's deliveries, or beating a small group of his thugs into the ground.

Combat is enjoyable enough, and the punching and kicking feel pretty good, as does countering enemy attacks like Arkham's Batman: when an enemy shows a red outline you can tap a button to avoid the blow and return one of your own. There are also grappling moves, which are fun: grab a guy by the vest, push him over to a car, and slam his head in the door. Or, yank him over to a Dumpster and chuck him inside. With cops, countering is even more fun: as they try to slap cuffs on you, you can spin them around, cuff them , and kick them to the ground.

Triad Wars

Naturally, this being a free-to-play game, there's an in-game currency, gold, which can be earned in tiny amounts by completing objectives or in larger amounts by spending real-world cash. Gold can be spent on favor cards (which can also be earned by completing objectives), which give you temporary weapon unlocks, combat buffs, or other bonuses. You can also spend gold on vehicles and clothing. I bought a hat. It was all I could afford, even after a couple hours of playing.

With only a small section of the city map currently available, and only a handful of repetitive missions in the beta, there's an almost instant feeling of grinding that sets in. Every rival's base is identical, so even raids feel rote after just one or two. I can definitely sense some promise in Triad Wars, and I'd like to revisit it later, but it's just too early to pin any real hopes on it. It's free, though, so if you can get into the closed beta, I do recommend taking a look.

Triad Wars

Solid Snake's original voice actor won't play Metal Gear Solid 5

The man who was Metal Gear Solid’s Snake for 10 years, David Hayter, hasn’t played either of the most recent games in the series – after he was dropped from the title role.

Metal Gear Solid 5 Phantom Pain

Hayter hasn’t played MGS5 or precursor Ground Zeroes, and he explained his reasoning thusly on the Game Informerpodcast:

“I was so annoyed by the Metal Gear 5 debacle, and people said, 'are you gonna play the game?' Yeah. That'll be 60 hours of humiliation that I can't get to. I haven't played the latest two iterations because it's just too painful.”

Hayter said he found out he wouldn’t be employed for The Phantom Pain after asking about it during a chance meeting with casting and voice director of the game, Kris Zimmerman. Hayter explained: “She said, 'We're going forward, but it looks like they are going to try and replace you'. They tried to do that before, and it never worked.”

Said attempts at replacement happened in Metal Gear Solid 3, where Kojima offered the role of Snake to Kurt Russell, who declined. Kojima also required Hayter to re-audition for the role of Old Snake in Metal Gear Solid 4. Seems his role has never been nailed down.

“I've got no particular love for Kojima,” Hayter threw out there, “I don't feel any need to go back and work with him again.”

In total ‘this is my opinion as an aside’ fashion, I don’t find it too surprising Hayter was meant to be replaced before. Synonymous with Snake he might be, and a part of our shared gaming history he definitely is... but a good voice actor? Hammy, over-the-top, unintentionally hilarious? Sure.

But good ? I’m not so sure. Still would have been better than Kiefer’s half-role in MGS5, mind.

Empire: Total War opens up its multiplayer beta again

Because fighting AI just isn't the same as taking a sword to the face of a good friend, you know?

Because fighting AI just isn't the same as taking a sword to the face of a good friend, you know? Empire: Total War has opened its multiplayer campaign beta to testers again after a long three years—here's your chance to get back in on the action.

The multiplayer campaign was first added almost a year after release, way back in December 2009, though the doors have been barred for quite some time. A new page recently sprung up on the Empire: Total War website, though, once again welcoming beta registrants.

"Shortly after Empire: Total War was released, we added in an unsupported multiplayer campaign beta," says the sign-up page. "Not everyone was able to get hold of a key for this and the application process was eventually discontinued. In response to fan requests we are, for a limited time, offering the opportunity to apply for a key once more."

So head on over and drop your email address in the box. You'll be told that the team will "be in touch," but there's no word of when. If you receive your invite, let me know what the hell's going on in there—I want to know all about the three-year party that's been raging within Total War.

We have 10,000 Triad Wars closed beta keys to give away

Triad Wars , the successor (but not sequel) to Sleeping Dogs, is in closed beta , and United Front Games has kindly given us 10,000 beta keys to give away.

has kindly given us 10,000 beta keys to give away. Herah! Get a key, and you'll be running and driving around Hong Kong building a criminal empire—and punching. Lots of that, we expect.

To give as many readers as we can a fair chance at getting a key (and not just the people who happen upon this post first), we've set up a raffle. Fill out the form below, and on Wednesday at 2 pm PDT, 10,000 entrants will be randomly selected and emailed codes with instructions on how to redeem them. Good luck!

Metal Gear Solid's failure spectrum

Tom Francis is a former writer for PC Gamer and current game developer.

Metal Gear Solid V The Phantom Pain PC

Tom Francis is a former writer for PC Gamer and current game developer. He's been playing Metal Gear Solid 5: The Phantom Pain and writing up his thoughts on his personal website. We've been enjoying his musings and he agreed to let us share them with you here. You can follow the development of Tom's next game, Heat Signature, at its official site.

Being an outsider to the Metal Gear series, I was only cautiously optimistic about V. All I heard about the last one was that it had 90-minute cut-scenes. I watched enough of one of them on YouTube to determine that it was… not my cup of tea. Of V, I’d seen some fun stuff in videos, but I was half-assuming the story would barge in and ruin it.

Well, the story does barge in. But only for the intro and a few brief intrusions, spread out over the vast, ridiculous amount of time I’ve played the game for so far—at least thirty hours, I think. That’s a ridiculously tiny fraction, and the rest is extraordinarily good.

So many things about it are surprising or different or interesting and I want to write about all of them. So I think I’ll do that, one post at a time, starting with this:


MGS is extremely forgiving

When you can fail at something but still carry on playing, I call the range of states between perfect success and total failure a ‘failure spectrum’.

MGS V has most of the stealth genre’s most generous failsafes, plus an incredibly generous one of its own inserted at the crucial moment—Reflex Mode. The result is something like this:

• If a guard sees you, you get an ‘awareness’ indicator showing you where they are. If you reduce your visibility, that goes away completely and the guard won’t even investigate.

• If you stay in sight and/or make yourself more visible, the guard will very, very slowly come over to investigate. Even then, this alerts no-one else and doesn’t count against you in any score or performance metrics, and you don’t even have to move: going prone and using a ‘hide’ button makes you damn nearly invisible—I’ve had a guard stood 2 feet from me shining a torch directly on my body without spotting me in that mode.

• If they DO definitively see you and recognise you as an intruder, Reflex Mode puts the world in slowmo and you get a huuuuuuuuge amount of time to do something about it. Your view is snapped to the person who saw you, the yelp of recognition they make seems to be inaudible to other guards, and if you shoot them in the head with a quiet weapon (you start with two) in this ample time, no alert is triggered.

• If you fail to take them out in this time, or someone else sees them die, the surviving guard will yell. Others in earshot will be alerted, but no-one beyond that at this stage. Your default weapon is rapid fire, accurate and silenced, and if you can take out everyone who heard before they have a chance to radio, the alert is contained.

• Even if you do give them time to radio, it will do nothing if you’ve already taken out their communications equipment.

• Even if they manage to radio for reinforcements, it’s easy to run away and they won’t give chase.

• Even if you don’t run away, it’s quite possible to kill everyone without taking a hit.

• Even if you take a hit, your health regenerates for free.

• Even if you get hit a LOT—even if you get hit by a mortar— you only go into a ‘wounded’ state that restricts your movement but still gives you a chance to take everyone out.

• If you fuck that up, yeah, you’re dead.

Listing it like that makes it sound absurd, but I really think this is one of the main reasons I and so many people end up having such a great time. Moving to these messier states creates stories of panic and improvisation, instead of frustrating game-overs. It’s the same reason it works in Invisible Inc [the following is a quote from Tom's Invisible Inc. piece]:

A big failure spectrum is good because a lot of the most emotional moments in a game happen on the cusp of failure. If you were this close to being seen, your escape is exhilarating. But if failure is a ‘game over’ screen, spending a lot of time on the cusp of failure means a lot of ‘game over’ screens. Each one interrupts your immersion and ends your investment in this current run. It pulls you out of the game, and you find yourself in a menu, then at a checkpoint or a savegame. Mentally acclimatising to how much of your story has been lost forces you to disengage from it, and you have to build up all that immersion again from scratch.

If failure isn’t game over, it’s still nail-biting when to come close to it. And when you do slip over the threshold, it’s just another development in the story you’re creating and living through.

This article was originally posted on pentadact.com.

Need more Metal Gear? Check out the rest of our coverageor read our review.

Tripwire VP: "Why would you stop people from modding your game?"

"Why would you stop people from modding your game?" he asked.

Speaking to PCGamesN, Tripwire Vice President Alan Wilson said the exclusion of modding tools from accessible genres -- most notably shooters -- is a choice they "really can't wrap our heads around."

"Why would you stop people from modding your game?" he asked. "Why would you prevent people from being creative with your material? Just look what [DayZ has] done for everyone concerned, for example. Arma 2 has been on the top-ten sales charts on Steam for about the last four months solid because of what one of their employees did for fun in his spare time."

Originally a team of spirited modders, Tripwire elevated to a full-fledged development studio after Red Orchestra took the grand prize in Epic's first Make Something Unreal contest. The standalone followup, Red Orchestra 2, gets its first expansionlater this year.

"Frankly, we can see zero downsides to allowing people tools and letting them mod a game," Wilson added. "I never understand why companies effectively block people from doing that stuff."

Meanwhile, DICE recently reiteratedthat the closed environment it has established in Battlefield 3 should remain that way, warning players not to use a mod which affects the game's color saturation.

Sleeping Dogs screenshots kick crims in the face

Last week Square Enix announced that they're bringing back True Crime under new name, Sleeping Dogs , not to be confused with the film in which Sam Neil tries to make peace between right wing factions in New Zealand.

Sleeping Dogs masterful kick

in which Sam Neil tries to make peace between right wing factions in New Zealand. This'll be set in Hong Kong instead, and instead of peace, there are meat cleavers. You'll be able to use these, along with a selection of guns and martial arts skills, to defend yourself against the criminal factions who want you dead. Failing that, fast cars and speedboats will be on hand to help you escape in the most dramatic possible manner. It's due out later this year, and will look a little bit like this.

PES 2016's seemingly shonky PC port gets a demo

Pro Evolution Soccer 2016 is, reportedly, great.

PES 2016

is, reportedly, great. Pro Evolution Soccer 2016's PC port is, reportedly, a load of balls. (And, as this is a football game, not in a good way.) Like last year's entry, it seems to have more in common with the last-gen, PS3 and 360 versions of PES 2016 than the shinier PS4 and Xbox One releases, and as you can imagine, the Steam pagehouses a load of negative reviews.

If you'd rather not spend 40 notes on an unnecessarily ugly footie game, you can now step gingerly onto the pitch with a demo of PES 2016, found on Steam here. It's possible to review demos on Steam, and again that page is chock-full of "mostly negative" missives, complaining about the nasty low-resolution assets, and the seemingly misleading screenshots plastered all over Steam. For some reason (possibly to save on the download size?), PES 2016's demo is locked to the 'Low' graphics setting—surely Konami would want to present their game in a good light?

There are seven teams available in the 1.5 gig download, plus a couple of stadia: Juventus Stadium and Arena Corinthians. Relatedly, Konami is reportedlystopping development of any big-budget game that isn't PES. Perhaps they could use the money to make better-looking PC versions of Pro Evo?

Ta, RPS.

Red Orchestra 2: Rising Storm gameplay trailer patrols the Pacific Theater

Tripwire's WWII shooter Red Orchestra 2 gets its first expansion, Rising Storm , later this year.

, later this year. Yesterday, the dev posted a new gameplay video which shows off the expansion's Pacific Theater hallmarks, including booby traps, flanking spawn bunkers, flamethrowers, and banzai charges, all set within iconic battles including Tarawa, Kwajalein, Saipan, and Iwo Jima.

Rising Storm is a Tripwire-backed mod which turned into a full collaborative effort between the studio and the modding team. The standalone expansion -- which Tripwire says includes RO2's original multiplayer content as a bonus -- focuses on the war's Pacific front and the fierce jungle scraps waged between American and Japanese forces.

Receiver available for free from Humble until 6PM BST

The free game klaxon is sounding.

The free game klaxon is sounding. Should you answer its call within the next seven hours, you'll get a free copy of Wolfire's Receiver. It's a procedurally generated cyberpunk gun sim—modelling a weapon's every available interaction. It's good, and you can get it for nothing from the Humble Store.

In Receiver, you track down a series of tapes across randomly generated levels. Between you and them are a number of autonomous threats, from sentry turrets to hovering patrol bots. No big deal, you just need to shoot them, right? Yeah, kind of.

Each separate weapon interaction is mapped to a different key. To reload, you don't just press 'R', but rather a series of keys to eject, discard and replace a magazine. Whereas in most games, guns are a magical conduit for a character's ability to murder up his foes, in Receiver, guns are just a machine to be operated.

Head over to the Humble Storeto get your free copy. Once redeemed, the game can optionally be activated through Steam.

What is there to do in Phantom Pain besides playing Phantom Pain?

With 15 hours spent on Metal Gear Solid: The Phantom Pain, I'm sitting at a whopping 6% complete, which tells me I'd need a Fulton balloon the size of the Hindenburg to lift all the content out of this game.

Mgs

Need more Metal Gear? Check out the rest of our coverageor read our review.

With 15 hours spent on Metal Gear Solid: The Phantom Pain, I'm sitting at a whopping 6% complete, which tells me I'd need a Fulton balloon the size of the Hindenburg to lift all the content out of this game. Naturally, I'm forced to ask the obvious question: besides a couple hundred hours of stealth, combat, base management, and story beats I can't even begin to understand, what else is there to do?

I consider myself something of an expert in playing games without really playing them. Ignoring all the stuff you're supposed to be doing in favor of finding something else is my jam. I spent ten weeks avoiding adventure in Skyrim(and one year, played Santa), I hitchhiked through GTA 5 Online, and I built a metropolis in Cities: Skylines but only left room for a single houseso I could spy on the family. With its huge open world, I figured I could easily spend an evening playing Phantom Pain, not do anything useful or mission-related, and still have fun.

After my chopper dropped me off to the usual strains of "Weird Science," I set a distant waypoint and headed toward it. Getting to any given spot on the map is hard, of course: if you've played you know how the mountains restrict most of your travel to keep you on or near the road, and to avoid outposts you usually have to de-horse and stealth past. Apart from encountering a single truck, however, nothing else happened on the road in over an hour of riding and walking. Considering I recently played Mad Max, where you can't drive a few yards without running into random drivers, friendly wastelanders, or glimpses of something potentially interesting on the horizon, Phantom Pain's open world was already feeling a little empty.

Mgspoop

I left the road whenever I could to scour the landscape for something else to do. I collected the flowers I saw, which is fun in that it makes a cool 'schweep' noise but not super -cool because I don't personally get to do any crafting with them. I found one or two diamonds. I tested my horse to see if he could hear me tell him to poop from really far away, and learned that he can. What a good horse! I chased down some donkeys, as part of the effort to remove animals from the warzone, despite the fact that there only seems to be war in the zone when I'm around. Rather than use my dart gun, which feels like the typical misson-based tool for animal capture, I instead tried riding over them with my horse to stun them. It's harder, but it works, though I wouldn't really call it a fun activity. I'd call it 'unnecessarily being a jerk to donkeys'.

I found almost no buildings or houses on the map that aren't part of an enemy camp or outpost, which is disappointing. What's more enjoyable than rooting around in dwellings and homes and stealing everything you can carry and smashing everything else? I found one little hut a good distance from anything else, so I popped in to investigate. Inside the tiny hut was a chair and a wooden box. A mystery box in an abandoned house? Score! Wait. Deduct that score. The box wouldn't open. I even shot the clasp. In my frustration, I emptied a clip into the chair. It didn't break or splinter. Come on, video game! You can't even give me the satisfaction of furniture destruction?

Mgs

We're not looking so great on environmental storytelling, either. When there aren't big, exciting things happening, a little something in the scenery can give a glimpse of a larger world, the history of a place. During a couple hours of exploring I came upon one downed helicopter, four or five burned out trucks, and a single tire in the road.

It doesn't really paint a picture. Maybe throw in some vultures dining on a charred corpse or a skeletal hand clutching a locket. I'd even settle for some of video games' finest heavy-handed graffiti at this point. This is a country so supposedly warn-torn that every single non-combatant has fled and donkeys need to be trampled into unconsciousness and airlifted out... but I'm just not feeling it.

Mgs

Speaking of which, I think it's disappointing that there seem to be no civilians at all. Nobody stayed behind? Not even one farmer who refused to leave behind his mystery box and his invulnerable chair? I guess there are only two kinds of NPCs in Phantom Pain: those who will kill you on sight and those who love you so much they're thrilled to be choked unconscious and wedgied into the heavens. I'm not asking for much, I just want someone besides donkeys to run over with my horse.

I even started disliking one of the few dynamic events the game has. Sandstorms that randomly arrive during an infiltration are great, sometimes blowing in just in time to cover an escape, sometimes screwing up a well-planned attack. Sandstorms that arrive while you're riding around doing nothing are not fun at all, since you basically just have to wait for them to pass before you can resume doing nothing. Also, don't try to extract stunned donkeys during a sandstorm. They don't make it.

Mgs

Later, I came across a massive area filled with ruins. After exploring and climbing everything, and finding absolutely nothing, I figured it was probably a stage for a story encounter I haven't reached yet (this has been confirmed for me). I also realized it probably wouldn't have been that hard for the developers to put a diamond or a skeleton or a bullet-proof chair or something up on those damn ruins, just to reward any proactive snoops for exploring the map ahead of schedule.

After spending a good while fruitlessly Lara Crofting around the ruins, I decided to call it quits. There's just nothing to do in this game besides enjoying dozens and dozens of hours of missions, side-ops, stealth, combat, tension, destruction, base-building, resource management, and mystery.

Not a damn thing.

Mgs

Killing Floor gets Steam Workshop support, Red Orchestra 2 Steam Workshop support incoming

Excellent co-op kill-o-geddon Killing Floor now has Steam Workshop support, letting fans share maps, mods and weapons.

support, letting fans share maps, mods and weapons. The most popular mods include a version of Killing Floor that uses Doom 2 assets, a map set in hell, a version of classic Counter-Strike mod, Gun Game and a scythe. That's a pretty good cross-section of the sort of bonus extras we can expect from Killing Floor's active modding community.

Red Orchestra 2 will be getting Steam Workshop support soon as well. To celebrate, a Tripwire Steam bundlehas been on sale all weekend at 66% off. There's still seven hours left on the deal, which includes Killing Floor (and all DLC character packs), Red Orchestra 2, Red Orchestra: Ostfront 41-45, The Ball and Dwarfs!?

Receiver now on Steam - realistic gun sim in a cyberpunk world

Guns, hey?

Guns, hey? Ridiculously simple to operate, I've always thought. Just hold down the left mouse button for a unstoppable spray of bullets, laser beams, plasma, or physics. So why Receiverfeels the need to complicate things is a mystery. Supposedly Wolfire's shooter - originally created for the 7-day FPS Challenge, and now available through Steam- attempts to map each function of a handgun to make it closer resemble real life. Wait, WHAT?! You mean to tell me that guns aren't fictional? Even the BFG? Why would anybody build that?

Receiver lets you operate a Colt 1911 pistol, S&W Model 10 "Victory" revolver, and Glock 17, all with a basic approximation of their real functions. What isn't based in reality is any other part of the game: it's procedurally generated, filled with flying taser drones and set in a Matrix-like alternate reality in which the word "Mindkill" is a thing.

In celebration of the Steam release, Receiver is reduced by 20% to £3.19 until May 6th. Videos below:

Become a Metal Gear expert before The Phantom Pain comes out

Metal Gear Solid is a consistently great stealth action series, but it’s best known for Hideo Kojima’s bonkers creative direction.

Big Boss is looking rough and robotic in The Phantom Pain

Need more Metal Gear? Check out the rest of our coverageor read our review.

Metal Gear Solid is a consistently great stealth action series, but it’s best known for Hideo Kojima’s bonkers creative direction. It’s a decades long socio-political drama about nuclear powers, magical realism disguised as pseudoscience, relationship problems, ninjas, military and government conspiracy, mullets, and death. The franchise spans 12 games, not including spin-offs and iterative releases, and the canon timeline covers 100 years of alternate world history. To put it lightly, there’s a lot to know. Not knowing won’t leave you treading water during Metal Gear Solid 5: The Phantom Pain, but it sure doesn’t hurt having a loose idea of where the Metal Gear north star lies while playing any game in series.

Rather than writing yet another Metal Gear story recap, I’ll point you toward some of the best that are already out there, with a wide range of time commitments and depth. You’ll also get my personal take on what I think happened in each game, which is still enough to enjoy the series on its most basic level. Metal Gear may have a dense narrative—I’ve read and watched recaps at least once a year and still have trouble—but its inherent absurdity and hard-to-follow story are part of its fascinations. I don’t really care about the minutiae of Kojima’s nuclear character drama, but I do care about the puzzling sincerity with which it’s all expressed. Put the notebook away and just let whatever sticks, stick. This is Metal Gear, gaming’s spaghetti on the wall.

A massive warning: Spoilers for the entire Metal Gear series (except MGS5) beyond this point.

All dates refer to when events transpired in the Metal Gear timeline.


Series overviews (1918 - MGS3, supporting info through 2018)

Most of what I point to comes from these Metal Gear deep dives. I recommend at least giving the timeline a read before spending too much time watching anything. Build yourself some scaffolding before you start to construct a beautiful, useless Metal Gear castle in your mind.

Metal Gear Timeline: This self-explanatory website is a great summary of everything that happens in the 100 years (!) of Metal Gear so far from 1918 to 2018, on and off screen (excluding the events of The Phantom Pain, of course).

Metal Gear Wiki: I mean, it’s a wiki. Folks have crowdsourced everything there is to crowdsource about Metal Gear here. Just be warned, that means some Phantom Pain spoilers have likely found their way in there. Might be one to visit after finishing MGS5.

A beginner’s guide to Metal Gear Solid V: PC Gamer’s own Andy Kelly made a guide a few months back to ease people into Ground Zeroes, and it’s still helpful today. He covers only the necessary characters and events in a frugal space, so give it a shot whether you’re short on time or not.

GamesRadar+ Metal Gear story summary: David Roberts put together a convenient way of reviewing the story over on our sister site. The format is slick, gives me study guide vibes and college flashbacks. The Phantom Pain is our final exam. Study buddies?

KefkaProduction’s Metal Gear Movies:If you don’t have the systems to play the older Metal Gear games, don’t have much time to play them anyway, but still want the closest approximation to doing so, then KefkaProduction’s ‘movies’ are the way to go. They leave all important story beats intact and edit down extended gameplay sequences to quick montages.

Metal Gear Scanlon - Giant Bomb: Game recognize game. It’s locked behind a subscription, but I think Metal Gear Scanlon might be my favorite way to watch full length playthroughs of the MGS series. Both sides of the MGS player coin are represented: One is Dan Ryckert, the child at heart who wholly embraces MGS absurdity and acts as the story cipher for Drew Scanlon, a newcomer to the series and Dan’s foil. There’s something voyeuristic to watching Drew bear witness to MGS’ convoluted mechanics and narrative for the first time. But stick with the series. In MGS, he’s cursing and frustrated, but by MGS4, he seems to be a total convert.

Head to the next page to find specific resources for each Metal Gear game.

PC Gamer US Podcast #317 - Bosses From Hell

This week Josh, Evan, Tyler and T.J. talk about what it means for Diablo 3 to be the PC's fastest-selling game as we do some critiquing of its bosses and item drops balancing.

This week Josh, Evan, Tyler and T.J. talk about what it means for Diablo 3 to be the PC's fastest-selling game as we do some critiquing of its bosses and item drops balancing. We also touch on the TOR layoffs, leaked information that sheds light on Bungie's development of a massively multiplayer-style sci-fantasy, over-hyphenated action-shooterfor the PC, and RO2's new patch. At 55:00, Evan shares a tale from Day Z.

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

Subscribe to the podcast RSS feed.

@elahti(Evan Lahti)

@jaugustine(Josh Augustine)

@tyler_wilde(Tyler Wilde)

Asatj(T.J. Hafer)

belsaas(Erik Belsaas, podcast producer)

Fifth set of Steam Greenlight games greenlit: Anodyne, Distance, Organ Trail, and more

Valve has announced the fifth set of games to be promoted from Steam Greenlight to Steam distribution.

to be promoted from Steam Greenlight to Steam distribution. The service gives everyone with a game and $100 the chance to earn a Steam distribution deal—so far, 76 games have been greenlit, and 16 of those have been completed and released on Steam. The latest batch is below:

Surgeon Simulator 2013 will make a fantastic addition to the seemingly endless cavalcade of [MLG] Pro simulation videos. [Update: by "will make a fantastic addition" I clearly meant that someone already made one last month, which is like a year in internet time.]

While these developers should be proud of their accomplishment, Valve doesn't seem too proud of Greenlight: Gabe Newell recently called the experiment"a bottleneck rather than a way for people to communicate choice." He wants to go further, doing away with "artificial shelf space scarcity" entirely. We game in exciting times.

Prepare the perfect Ground Zeroes save file for Metal Gear Solid 5

When Metal Gear Solid 5 is released on September 1st, you’ll be able to transfer your Ground Zeroes save file.

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is released on September 1st, you’ll be able to transfer your Ground Zeroes save file. Konami has been vague about what exactly will carry over, but Kojima confirmed in March that the rewards would include Snake’s sneaking suit, Mother Base staff, and the ability to return to Camp Omega.

“People will be able to return to Camp Omega in The Phantom Pain,” he told Geoff Keighley in a Gamescom video interview. “There’s actually something of a big feature involved, which has never been done in the games industry before. I can’t go into detail about it, but I think when you experience it for yourselves you’ll be surprised. It’s something that’s only possible through video games.”

Intriguing! What could he mean? Kojima also revealed that any prisoners of war you rescued in Ground Zeroes will become staff in your Mother Base. So with the game just a week away, it might be worth returning to GZ and extracting any POWs or VIPs you missed. Here’s where you can find them, and in which missions.

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Ground ZeroesExtractions 7

As well as Paz and Chico—who you need to extract to finish the mission—there are four POWs locked up in the cells area. Pick the locks to free them. There’s also a prisoner about to be executed in the refugee camp near where you start the mission. Head there after you rescue Chico. If you’re too slow he’ll be killed.


Eliminate the Renegade ThreatExtractions 4

There are two POWs in the cells area. Again, pick the locks to free them. You can also extract The Eye (Glaz) and The Finger (Palitz) by helicopter instead of assassinating them. They should be useful additions to your combat team.

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Intel Operative RescueExtractions 1

This is the mission where you have to protect and extract series creator Hideo Kojima. He was recruitable as Mother Base staff in Peace Walker, so it seems likely he’ll return in The Phantom Pain—hopefully with an equally high intel rank.


Classified Intel AcquisitionExtractions 5

There are two undercover agents in this mission. The first is the main target, whose photo is on your iDroid. The second is a bald soldier who can be found near where Paz was held in Ground Zeroes, or patrolling the camp. Make sure you interrogate the bald guy first to unlock a secret tape. Finally, there are three POWs in the cells area.


Destroy the Anti-Air EmplacementsExtractions 4

There are three POWs in the cells, and another where Paz was located in Ground Zeroes. Extracting these guys can be tricky as, throughout this mission, the camp is constantly on alert. But you do get an achievement for your troubles at least.

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So that’s 21 people in total you can extract, which should give you a head start in MGS5 when it’s time to start building Snake’s new Mother Base. You can extract regular soldiers too, but it’s unknown whether they will appear. Look for the 'save data upload' option on GZ's main menu to ensure your progress is carried over.

We'll have a review of Metal Gear Solid 5 as soon as Konami send us PC code, but the response so far—based on reviews of the console version—has been overwhelmingly positive. If this will be your first Metal Gear and you're confused about the plot, don't worry: here's our guide to the basicsof the story so far.

You can see MGS5's Mother Base in action below.

Red Orchestra 2 free content pack adding "Action" and "Classic" modes, new map, laundry list of improvements

"One of the things we learned from the fans after the release was that many of them thought the game was too hardcore, not hardcore enough, or just not enough like the original game," Tripwire President John Gibson says in the video above.

"One of the things we learned from the fans after the release was that many of them thought the game was too hardcore, not hardcore enough, or just not enough like the original game," Tripwire President John Gibson says in the video above. Most developers absorb an array of contradictory feedback after a game launches, and observing that strange soup of commingled praise and hatred while you decide how to react to it isn't something I envy about game development.

Red Orchestra 2's GOTY Edition Free Content Pack represents Tripwire's response to player feedback, and it seems like a truly comprehensive update to a game we already love. To kick off the roll-out of the update later this week, Red Orchestra 2 will also be free to play on Steam this weekend, beginning on Thursday.


What's in the update? Mamayev Kurgan, a new multiplayer map lined with bunkers and trenches "'Action' mode - Featuring a crosshair, easier aiming and toned down recoil, reduced damage and open access to a wide range of weaponry Action mode is the perfect first step for players into the world of Red Orchestra." "'Classic' mode blends the gameplay innovations of the new game with the tactical and edgy gameplay of the original giving the fans of the first game exactly what they want." Vehicle improvements, including a toning-down of AI tank accuracy Machineguns are now "easier to use," according to Tripwire Performance improvements, including revamp of dynamic shadows, changes to UI rendering, map optimizations, and more Optional client-side hit detection Refinement of spawn-on-squad leader, spawn protection, overtime, and Lockdown

Red Orchestra 2 will be free to play on Steam beginning at 10 AM PST on Thursday, May 24 until Sunday, May 27.

Kentucky Route Zero Act 4 is nearly done

Kentucky Route Zero developer Cardboard Computer has tweeted to say that "Act IV is almost done!

Kentucky Route Zero

to say that "Act IV is almost done! Excited to share it soon". That was followed by another Tweet of the screenshot above, seemingly from Act IV, which is definitely actually happening!

This is good news. Earlier this year the team had to Tweet to assuage fans desperate to immerse themselves in the next stage of the brooding magical realist adventure game.

So, for total clarity: KRZ Act 4 is not abandoned, canceled, a "scam," a performance art piece(?), or anything else but a work-in-progress. August 2, 2015

The first episode of the five-part series was released in February 2013. Episode three was released in May 2014.The development pace matches the slow-burn feel of the series. By the accounts of those of us that have played them so far, the acts have been worth the wait so far. Personally I'm saving acts II - V for a continuous playthrough on a wintry day.

The week's highs and lows in PC gaming

THE HIGHS
Samuel Roberts: Metal Gear rocks on PC
This week I saw Metal Gear Solid: Ground Zeroes running at 4K on Andy Kelly’s PC, while he was reviewing the excellent port for us.

for us. Look, the framerate might’ve been a bit rubbish running on his GTX 970, but just for the detail on Snake and the weather effects it was worth it. Konami’s price point for the game at $20/£17 was very well-judged, I think, and to sell Ground Zeroes for even less as part of the opening of the Steam sale is even better. I picked up Ground Zeroes and Revengeance for under $20 this week. If this is Konami’s way of doubling down on its commitment to PC, I commend them. A fantastic port, and the promise of The Phantom Pain next year—all we need now is a simultaneous release with the console versions, as well as ports of the older games, and Metal Gear’s home will be on PC from now on.

Chris Livingston: Farming Stimulator
While I suspect Facebook won't buy it for $2 billion, it's still nice to see another niche gaming gizmo appear: plans for a Farming Simulator controllerare in the works. It'll feature a steering wheel-turning knob and a side panel with a loader control stick and programmable buttons. Some virtual farmers out there are going to be very excited.

As a fan of oddball sim games, I hope to see more speciality controllers in the future. I definitely could have used a specialized controller when I pretended to be a San Francisco bus driver, maybe something with a ticket dispenser built into the dash and a defogger switch. When I was a tow truck driverit would have been nice to have had a controller with a few levers on it, or at least a dedicated switch for calling my insurance agent. And, when I made the poor decision to to run a circus, I definitely could have used a custom controller with a single button that read "Do Not Run A Circus" on it. Coulda pressed it immediately and played something else.

Final Fantasy Slide

Wes Fenlon: Durante rules on Final Fantasy XIII
Whenever I can get Durante to lend his expert analysis to PC Gamer, I consider it a good week. I loved his critique of Final Fantasy XIII and XIII-2, because it highlighted the performance issues of the ports and actually explained what causes those issues. His analysis of Dark Souls 2earlier this year explained why that game was a great PC port, and it warmed my heart to see From Software learn so much, and so quickly, after the first terrible Dark Souls port. The FFXIII games perform more poorly than Dark Souls 2, and offer far fewer options.

I hope that by pointing out these issues, publishers like Square Enix will see that PC players care about options and performance and expect a certain level of quality that's worth investing a bit more time and effort to achieve. Valkyria Chronicles outperformed Sega's expectations in just a few days on Steam, and you can bet it wouldn't have sold as well if it hadn't been a fantastic PC port.

Andy Chalk: Larian Goes to Canada
Larian Studios dropped some unexpected news on Thursday: It's opening a new office in Quebec City. That's a big step for a small studio from Belgium, but one it's able, and in a way forced, to take thanks to the success of Divinity: Original Sin. The hit RPG was an ambitious undertaking but studio boss Swen Vincke has his sights set even higher, saying in a blog post that his goal is to create increasingly "dense, highly interactive worlds" that offer a level of freedom approaching that of pencil-and-paper RPGs.

I've been a Larian fan for years, and so I can't help but feel some amount of sympathetic trepidation at the prospect of such a big, bold move. But I also admire Vincke's determination to seize the opportunity that's presented itself, and to be perfectly honest I love the whole "little guy wins big" angle of its success. Larian is my kind of studio, making my kind of game, so it's exciting on a personal level to see that resonate with such a large audience.

Notch Mansion Slide

Tom Marks: They see Notch rollin’, they hatin’
I don’t care what any of you think, all y’all are haters anyway. When I heard that Notch, creator of Minecraft and newly made billionaire after sellingto Microsoft, had bought a $70 million dollar mansion in Beverly Hills out from under Jay-Z and Beyonce I was absolutely ecstatic. That’s incredible. That’s the most amazing and hilarious piece of news I’ve possibly ever heard. Who cares if it’s over-priced, over-sized, and overseas? The dude has $1.7 billion dollars and, until this moment, has been nothing but humble.

Ok, technically it’s $1.63 billion now, but even when he was only a plain ol’ multimillionaire he wasn’t flaunting it. Just look at his rigfrom four months ago. Notch bottled lightning with the success of Minecraft, and then made all the right decisions to keep that success rolling. He made his own fortune and has actively tried to stay out of the limelight since.

He’s only a celebrity because the internet liked him and the character they made him out to be. I, for one, wish him very well and hope he’s happy in his giant mansion with his giant candy wall. Do I hope uses some of that money for good? Sure, but it’s his money and nobody is allowed to judge him for what he spends it on. Also, now that he’s in LA, I am eagerly awaiting Notch photo bombing the paparazzi and the surely inevitable reality show.

Tim Clark: Is this seat taken?
Hopefully you’ve been enjoying the hardware guides we’ve been postingsince the site relaunched. There are plenty more planned for the new year, including some substantial rig-building stuff. In the meantime, though, I’ve been testing chairs for a couple of weeks. We’ve written about standing desksand why sitting can be pretty bad for yourecently, but I’ll be damned if my butt is going to go unsupported by conventional furniture. So I’ve been looking for the best chairs at a variety of prices, with an emphasis on comfort and support over extended sessions. (Though do try to have an hourly stretch. Yes, yes, I know, I’m not the boss of you…) So far one seat feels close to revelatory. Which is to say my back no longer hurts like Satan is trying to insert a USB stick into my spine the wrong way up. The full results will be published in mid-January, but I think it’s safe to say the chair isn’t over yet.

Red Orchestra 2 free to play until Sunday, massive patch deployed

The Steam fairies are ferrying an updated version of Red Orchestra 2 to PCs today.

The Steam fairies are ferrying an updated version of Red Orchestra 2 to PCs today. This is RO2's " GOTY Content Pack," a free patch that includes a new map and a heap of fixes. To commemorate the occasion, Tripwire has sent along a grim bit of video that you can watch above. Bunkers! Ditches! These are the places you'll die.

GDC 2015: Shadow of Mordor wins Game of the Year

Middle Earth: Shadow of Mordor came away from last night's 15th annual Game Developers Choice Awards ceremony having nabbed the top honor of Game of the Year.

MiddleearthShadowofMordor

came away from last night's 15th annual Game Developers Choice Awards ceremony having nabbed the top honor of Game of the Year. Monolith Production's open-world action RPG won out over Bayonetta 2, Destiny, Hearthstone, and Alien: Isolation.

A few of those games still took away awards, however. Blizzard Entertainment's digital card game Hearthstonereceived the Best Design Award, and stealth horror game Alien: Isolation, from developer The Creative Assembly, came away with the Best Audio Award. Best Narrative was given to indie adventure game Kentucky Route Zero, Act 3. The Audience Award went to space simulation Elite: Dangerousfrom Frontier Developments.

Game designer Brenda Romero received The Ambassador Award for her continued work, now three decades worth, in the games industry. The Pioneer Award was given to David Braben for his work on the Elite series, and Hironobu Sakaguchi, creator of the Final Fantasy series, was given a Lifetime Achievement Award.

Metal Gear Solid V: Ground Zeroes gets neat first-person mod

Metal Gear Solid V: Ground Zeroes is not an FPS.

Ground Zeroes FPS

Metal Gear Solid V: Ground Zeroes is not an FPS. Or rather, it wasn't an FPS, but thanks to an enterprising modderover on Nexus Mods it now sorta is. As you might imagine, converting a third-person stealth-'em-up into a first-person one is something that requires a bit of effort, but it seems to work better than I thought it would, even if I suspect the lack of peripheral awareness will be something of a problem. You can see a video below of the mod in action, or grab it for yourself here.

If you're going to install the mod, remember to backup your game files, and be aware that there are currently a few bugs. Notably: "things vanish when you go near them", Snake has a bit of an invisibility problem, and "pistol animations don't work well like the primary weapon ones". Still, it's an impressive piece of work.

This isn't the first time someone's made a first-person mod for a third-person game. Someone also did the same for Dark Souls, although as there are no guns involved that one didn't work out quite as well. For more modding fun, check out this Ground Zeroes levelfor Far Cry 4.

Thanks, Kotaku.

Red Orchestra 2 mod tools released

The full version of the Red Orchestra 2 SDK has been released for free, giving RO2 owners the opportunity to create maps and game modes for Tripwire's multiplayer shooter.

Red Orchestra 2

The full version of the Red Orchestra 2 SDK has been released for free, giving RO2 owners the opportunity to create maps and game modes for Tripwire's multiplayer shooter. The developers have released a few limited versions of the SDK, but the full suite of tools is now available.

"Users can now make and publish everything from simple mods and mutators, through custom maps and on to full total conversion mods," Tripwire say, mentioning that big mods like Rising Storm, In Country Vietnamand Iron Europeare already in development. You can grab the mod tools from the Tools tab of your Steam account.

Tripwire are no strangers to the modding scene. Killing Floor and Red Orchestra started out as mods for Unreal 2004. Hopefully the SDK release can inspire another wave of talented modders.

Kentucky Route Zero Act III is out now

The third act of the celebrated indie adventure game Kentucky Route Zero came out last week, released with little to no warning.

came out last week, released with little to no warning. We've been wondering when we might see the next stage of this tense, atmospheric story, and as recently as February there was no release datebeing discussed.

Dropping episodes out of the clear blue sky is developer Cardboard Computer's style: it did the same thingwith act 2 last summer. It's possibly not the most customer-friendly strategy, astend to proliferate, and the full five-episode plan will take several years to play out at this pace. On the other hand, surprises are always nice, and each act has been high-quality goodnessso far.

If you're among the fans who have been waiting eagerly for the finale, you probably already noticed. If you've been waiting for the next entry to dive in, now's your chance: you can snag the season pass at a discountand binge-play acts 1 through 3 this weekend. If you're the type who rebels against the episodic schedule of games like The Walking Dead and Kentucky Route Zero, preferring to instead wait and play through the entire game at once, you've probably got quite a while to wait.

Metal Gear Solid V: The Phantom Pain gameplay presentation shows the danger of horse manure

Now that Metal Gear Solid V: The Phantom Pain has been confirmed for PC , we can indulge in gameplay footage knowing one day we'll walk in Snake's weary footsteps.

, we can indulge in gameplay footage knowing one day we'll walk in Snake's weary footsteps. The footage below was aired during a Gamescomlivestream earlier this week, but thanks to YouTuber Shirrakoit's available to those who missed it.

Anyone who caught the E3 2014 gameplay demonstration will be familiar with the Afghanistan setting shown below, but this time Snake approaches the base in a very different way. His strategies are amusingly ridiculous: need to distract oncoming traffic? Never mind, because leaving horse manure on the road will cause their jeep to crash! Need to get rid of the evidence? Well, attach a parachute to the jeep and send it flying into space! Never change, video games.

There's been no indication when to expect The Phantom Pain to release, but prologue Ground Zeroes is expected to release beforehand. As its already out on consoles, that shouldn't be too far away.

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Our Verdict
Satisfying, suspenseful multiplayer is more than the sum of its parts, but marred by bugs.

Satisfying, suspenseful multiplayer is more than the sum of its parts, but marred by bugs. Ignore the awful singleplayer.

Red Orchestra 2 is the best murder simulator I've ever played. It's not the best first-person shooter or multiplayer game, or even the best team-based multiplayer game. It's certainly not the best World War II game, and its singleplayer is the worst I've played in years. But in the killing, and in the being killed, Red Orchestra 2 is a terrifying and satisfying experience.

Let's talk about you for a minute. You're a soldier in either Hitler or Stalin's army, and you're shit-scared. You've got your back against the wall in a room with one door, two windows and three walls, and you're peeking around a corner into the exposed core of a half-destroyed building. Every room could conceal an enemy soldier, and you've died a hundred times already, always from that one angle you didn't check.

Looking down through the rubble, you see an enemy soldier break from behind a wall. You aim and fire in a single motion. You've shot him and now he's dead. It's exactly like a million other games, but it feels nothing like any other game. It's the little things that make the difference, such as the sound of your own breathing when you lifted the rifle to your face, and the way it bobbed slightly in your hands. It's in the mark on your enemy's chest where the bullet hit, and the way his blood spritzed from his back, marking that bullet's exit. It's in the way he fell, forced by some terrible weight. Sometimes, but not this time, it would be the way he clutches his stomach, yelling in Russian, or the way he fires his machinegun madly during his last few seconds of life.

At some point, the developers of Red Orchestra 2 realised that if the primary interaction in your game is killing, then you should probably make the killing feel incredible. It's this attention to detail that turns an otherwise ordinary game, a slightly more realistic Battlefield, into something great, with Soviets fighting Nazis across mother Russia.

Take the game modes, for example. The most popular is Territory, in which one team starts in control of a map's capturable points and the enemy must take them. In this mode, reinforcements spawn every 20 seconds or so, and on maps designed to support 64 players it does a fine job of focusing attention on the shifting frontline. But it did the same in Battlefield 2, where it was called Conquest mode. Countdown mode has similar attack/defend objectives, but players get just one life per round, and the teams swap sides midway. No one is currently playing it. The third mode is Firefight, a team deathmatch variant which is popular, but feels as if it's missing the point of Red Orchestra.

While the weapons feel remarkable, the classes that carry them are familiar. There's the Assault class, with a sub-machinegun; the Marksman, with a sniper rifle; the Rifleman and Elite Rifleman; and a few others. The few inventive classes, such as Squad Leaders and Commanders, do little to change the flow of battle. Both roles have valuable abilities, but nobody follows orders on public servers.

Even tanks don't add much to the experience. They require a whole different set of skills to use well, and have lovingly detailed interiors, but they are an easily ignored nuisance on the few maps that actually include them. On any server I've ever joined, the one tank-only map is the moment in the war when everyone disappears to write letters home to their mothers.

Let's be clear: none of these things are bad, they're just not why Red Orchestra is great. Ignore how dull the idea of another World War 2 shooter sounds, and look to the experiences RO2 provides. Again, it's the little things that have made me play it for 25 hours in a week.

It's creeping through the ruined buildings of Pavlov's House, one of the best maps, and jumping every time you see a piece of paper float through the air. It's listening to the footsteps echoing through the building, and freezing as you hear creaking on the stairs. It's the time I rounded a corner to come face to face with a Nazi holding a grenade above his head, bayoneted him in the stomach, and then dived down some stairs to escape the blast. It's the thrill of sprinting across an open field, enemy machinegun fire whizzing all around you.

Death in RO2 is so sudden and violent that you're constantly on edge, an experience that's exacerbated by all the little pieces of information the game is keeping from you.

Firstly, at a distance there's no easy, instant way to tell if a soldier is on your side. The uniforms are distinct, but not the fluorescent green cycling jackets you need on a smoky battlefield. If you're close to someone, looking at them, and they're on your side, their name will appear, but often you don't have that kind of time.

Secondly, there's no instant kill confirmation. You'll be fighting across the ruined tenements on the wonderful Pavlov's House map, and you'll spot a head in a window across the street. From the shape of the helmet, you'll infer that it's an enemy and fire. The head will disappear from view. Are they dead? Did you miss? Are they wounded and bandaging themselves? Is it safe to move on? You can only hope. Wherever it can, RO2 makes murky what other games want to be clear. There's no ammo display on the HUD; you have to check the barrel for a rough estimate, or count your own shots. Realism mode, which is activated on roughly half of the servers currently running, removes certainty altogether by taking out friendly names, kill confirmations and the radar. It doesn't make a huge difference, but I had more fun in non-realism mode.

Lastly, the heart-munching adrenaline you feel in front of your PC is mirrored in the soldier you're controlling. When you're stood at a window and bullets start to chip against the frame, all the colour drains from the screen, the world blurs, and your aim becomes worse than a drunk teenager in a nightclub bathroom. You need to get out of there to catch your breath, like the person who enters the bathroom after the teenager. It's a smart way to stop camping.

All this attention to detail hasn't prevented the game from being miserably broken. Connecting to a server frequently plops me on to a team selection screen where the buttons don't work. The server browser refreshes only once, meaning I have to restart the game to try again. If I do successfully connect to a server, the bugs don't stop. Sometimes when I die, I'm unable to re-spawn until I re-select my class. The XP system, which is supposed to reward you with new weapons, is completely broken, and the Steam achievements system will often reward you for things you haven't done. At least once every two hours, on two different PCs, the game crashed entirely.

It's like buying a beautiful dining table from eBay, having your editor help you carry it up two flights of stairs, and then discovering it has Death Watch Beetles pupating inside it. Tripwire say they are aware of the issues, and I'm confident they'll fix them, but right now it makes playing a chore.

Less likely to be fixed any time soon are the German and Soviet singleplayer 'campaigns', which amount to nothing more than multiplayer matches with bots, connected by brief, animated history lessons. They would be fine, but the bot AI is more stupid than the larvae tunnelling under my dinner plates.

Let's make a list, then. The AI soldiers are blind, and will run directly past soldiers on the enemy team without firing. They're cripplingly indecisive, and will leap in and out of the same window over and over. If an enemy is close enough, he'll try to melee you, but if you run backwards, he'll chase you interminably and never fire.

I've seen machinegunners set up with their backs to the enemy. I've seen machinegunners set up on top of kitchen cabinets, facing a wall. I've seen soldiers run in infinite circles, unable to navigate a corner. I've seen enemy tanks drive forever into walls, and crash into the front of me, but never fire.

The singleplayer option appears at the top of the main menu, and to newcomers who aren't familiar with Red Orchestra it provides a terrible introduction. It should not have been released. Ignore it.

But don't ignore the game. By perfecting a lot of tiny, gruesome details, its developers have created an experience where killing a man is as satisfying as getting a tetris, and when I close my eyes I'm still firing rifles in my head.

The Verdict

Red Orchestra 2: Heroes of Stalingrad

Satisfying, suspenseful multiplayer is more than the sum of its parts, but marred by bugs. Ignore the awful singleplayer.

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Now Playing: an incompetent post-apocalyptic social worker in Zafehouse Diaries

Welcome to Now Playing, in which we recount our recent adventures in PC gaming.

Welcome to Now Playing, in which we recount our recent adventures in PC gaming. This week, Chris tries to hold together a rag-tag bunch of survivors in Zafehouse Diaries, a post-apocalypse sim communicated through entries in a blood-stained diary.

Remember that old logic puzzle about taking a fox, a chicken, and a bag of feed across a river in a boat one at a time? The fox wants to eat the chicken, the chicken wants to eat the feed, and so on. Zafehouse Diariesreminds me of that puzzle, only the boat is broken, the fox is racist against the chicken, the chicken is uncomfortable around men, and there's a rumor that the bag of feed directed a film popular among wealthy old women. Also, there are zombies.

Are you prepared for the zombie apocalypse? Got some food stocked up? A gas generator? Supplies of medicine? A bunch of guns? Most importantly, do you have a degree in psychology, or at least some expertise in leading group therapy sessions and resolving interpersonal conflicts? Because as we know by now, the zombies lurching around outside are bad, but the humans you're trapped with inside are even worse.

In Zafehouse Diaries, a strategy game with randomly generated maps and characters, I'm finding that knowing how to deal with a collection of narrow-minded uncooperative jerks who arbitrarily hate each other is far more important than stockpiling weapons and food. The mode I've been playing, Road Kill, starts me off with five survivors holed up in a house. They have some useful attributes, like being a firefighter or a surgeon, and some less desirable ones, like the ability to point out that it's not like they're racist or anything, it's just that they don't like the way certain people of certain races look and won't get along with them.

My current group is doing great on the nuts-and-bolts survival front. As their invisible puppeteer, I've had them explore map locations, scavenge food and weapons, and even break into a bank and kill the zombies inside. It's when they're turning the bank into a safehouse (or zafehouse, to be more zexact) that the problems start, because now they have to work together in close proximity and their petty issues and prejudices come tumbling out like rotting zombie entrails.

I try to manage them as best I can. I keep people who don't like each other's "looks" working on different projects like barricading doors, exploring the bank for supplies, constructing traps, and making meals. Tension grows, however, as survivors get stressed and frustrated, squabble with each other, and disagree about the best course of action. Time for some psychology.

I try starting a rumor, which is something I can do to mend relationships. Everyone is hating on one survivor, Kelsey, so I make up some lie and let the others digest it, hoping it will improve their disposition. I spread some gossip that Kelsey wrote a book. Since Vincent isn't comfortable around women, I make the book about a man. Since Maria doesn't like older people, I make it about a young man. Since Stephen, for some reason, has a beef with the middle-class, I make it about a poor young man. I can't remember why Joe likes the book, but it's probably because the book is the opposite of something he hates for no real reason. At any rate, everyone is a bit happier.

Keep in mind, no one has actually read the book. They just heard a rumor whispered to them by their invisible psychologist. Something else to keep in mind: they all die a short time later because of zombies, who are not impressed with the fake book at all.

In another round, I get a different group into the bank and start barricading doors. Soon, tempers once again flare, as the two survivors working on barricades get frustrated with each other. Someone is hoarding painkillers, and her explanation is that she's addicted to painkillers, which is a valid reason but not much of an excuse. The two characters I sent to make zombie traps get annoyed with each other. Someone wants to play chess to take their minds off the zombie apocalypse but no one else wants to play so everyone winds up even more unhappy.

Quickly, the relationship lines go from mostly green (I like you) and yellow (you're okay) to orange (I don't like you) and red (I hate you, but not in a racism way, honest). I call it the Hate Pentagram, and it's eventually happened in every game I've played.

At least there are zombies to take everyone's minds off how much they hate each other, and eventually, low on food and raiding separate buildings for meals, I get to enjoy the sounds of these jerks getting eaten to death, one by one, before starting over with a new crew of baggage-laden survivors and trying to manage their rapidly deteriorating interpersonal relationships.

All this bickering isn't just cosmetic: it leads to hurt feelings and anger and the survivors not looking out for each other. While raiding nearby buildings for food, two character run on ahead, leaving a third behind, who gets eaten by zombies. Later, another character gets infected, and everyone gets mad when I decide to spare her life because they like this character so little they don't even want to try to save her.

In another round, it gets even worse, as unhappy survivors begin physically assaulting each other. One character throws a chair at someone, wasting a perfectly good chair that could have been used as scrap wood to barricade a door. Two other characters fight, resulting in one of them breaking the other's arm. I'm not sure this game even needs zombies. Give me five people on a dream vacation in a luxury hotel for 24 hours, and I'll have them bludgeoning each other to death with axe handles because they can't agree on which appetizers to order.

With the group dynamics not working out, I try another game mode, where you start with only one survivor. As Brittney, I'm happy to be exploring and scavenging on my own, until I meet a surgeon named Zachary who has bandages, antibiotics, and splints, and who seems healthy and helpful.

No thanks, helpful doctor who probably doesn't like women, or gays, or whatever your deal is. I'll go it alone. Brittney dies soon afterwards after being surrounded by zombies, but at least she's not surrounded by monsters.

Zafehouse Diariesis available now through the website, and is looking for Greenlight upvotesto get onto Steam. For more Now Playing adventures, check out the full list >here.

Opinion – RPG Fans Are The Real Winners Of E3 2015

I always like to take a few weeks away from any show to
really start analyzing and putting it in perspective.

I always like to take a few weeks away from any show to
really start analyzing and putting it in perspective. I'm not one to usually name a
"winner" of E3, since the fans always end up winning with a glut of new games.
Even so, this year role-playing game fans really had a lot to cheer about.
Whether you're a fan of RPGs in general, or prefer Western or Japanese RPGs,
this year's show proved the genre thrives in all areas.

I'll go on the record saying I don't think any other genre
had as strong of a showing as RPGs. The variety and amount of announcements put
it well ahead other genres. We had long-running and widely acclaimed
franchises, such as Falloutand Dark Souls, show off new entries. New exciting games that continue to draw elements from RPGs, like Horizon Zero Dawn, surfaced. Square Enix announced a new studio, Tokyo RPG Factory, which formed to create an entirely new RPG series, currently
under the banner Project Setsuna.

Then there were the big surprises; Square Enix announced a new Nier game, which seemed like a long shot, and Ubisoft unveiled South Park:
The Fractured but Whole, shocking many since Matt Stone and Trey Parker said
they'd never make another video game. While Shenmue might not be an RPG in the
traditional sense, finding out a Kickstarterwas being launched for a new entry
after 12 years was still a win for RPG fans. The crowdfunding campaign has been
extremely successful, and hopefully this can inspire other creators to
resurrect franchises we've been pining for that have long been dormant. Then there was the ultimate bombshell; after
years of fans pleading, Square Enix finally announced a Final Fantasy VII
remakewas in the works.

From big names to cult favorites, it felt like everything was
headed in a positive direction. It was refreshing to see Square Enix not just
focus on big-name RPGs, such as Final Fantasy and Kingdom Hearts, although
those franchises remain front and center (Hello new Kingdom Hearts III
trailer). I liked that Square gave spotlight to mid-tier franchises like Star
Ocean. Similarly, watching Nintendo have such a renewed enthusiasm in the Fire
Emblem series after it questioned its place stateside feels like a big win for
long-time fans.

Bethesda not only gave us the glimpse at Fallout 4 we had
been waiting for, it revealed a November 10 release date. Usually when we first
see a game in action, we have to play the waiting game for at least a year.
Knowing that all that was before us would be available in a matter of months is
exciting in its own right. And while, I'm sure people expected Dark Souls would
continue on, people were surprised to learn that Miyazaki would be directing
it, even after his workload and success with Bloodborne.

This is only a fraction of the RPG news and games at the
event. Usually, I find myself leaving E3 with a handful of new RPGs to
anticipate, this year I may have too many to anticipate... and they're also all
drastically different. Now it's time to see if these game can live up to the enthusiasm
they've created. Even so, this E3 left me plenty excited for the genre's
future.

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