Warlock 2: The Exiled screenshots tease fantasy civilization

The danger for 4X strategies is that, inevitably, they'll be compared to Civilization.

The danger for 4X strategies is that, inevitably, they'll be compared to Civilization. Although, to be fair, many games are openly inviting that comparison. Galactic Civilizations, which yesterday released its own set of screenshots, contains the word "Civilization" in its title, for instance. Then there's the fantasy 4X, Warlock 2: The Exiled, which has successfully differentiated itself by name, if not entirely by look. Judge for yourself, by browsing the game's first selection of screenshots.

First though, here's a sample of the game's feature list:

" Spelling Counts – Over 150 spells to add to your tome, allowing command over powerful enchantments, nasty hexes, and elemental forces " A Crass Menagerie – Hundreds of different mythical and magical beasts to deploy on the battlefield with distinct tactical uses, from giant rats and dwarven prospectors to werewolves with hats on them " Friendship is Magic – A multi-player experience as robust as the single-player experience, including PvP, Co-op PvE, and every combination in between " Warlock 2: The Playstyles – Fight your way through the shards to reclaim Ardania in new 'Exile' mode or dispatch opponents the old-fashioned way in 'Sandbox' mode."

With that information seared into your eyeballs through arcane magicks, here be screenshots.

Okay, to be fair, Civ 5 doesn't have Polar Giants.

And, if the game's anything like the first Warlock, it'll be a much more combat focused 4X, with its fantasy trappings increasing the chances for violent conflict and destructive spells.

Warlock 2: The Exiled is due out Spring 2014. For an earlier look, check out the Paradox Twitch.tv channel, which will be livestreaming the game from 7pm tonight.

Firewatch backer Panic Inc. recouped investment in 24 hours

Mac and iOS app developer turned Firewatch backer and co-creator, Panic Inc., managed to recoup its investment just 24 hours after the game launched on PlayStation 4 and Steam back in February.

Reflecting on the design studio's partnership with Campo Santo in a new blog post, Panic co-founder Cabel Sasser, also revealed the mystery title went on to sell over 500,000 full-price copies in its first month.

"Panic’s metric for Firewatch’s success was probably calibrated a little bit differently than Campo Santo’s: of course we wanted to make the best possible game we could, but we also had made an investment we really hoped to recoup," said Sasser.

"How’d it go? Firewatch’s budget, while huge for us, was modest for a game of its quality and scope, but we made our investment back in about one day."

Fans of Firewatch will be pleased to hear this isn't where Panic and Campo Santo's partnership ends, and, just a day after the game shipped, Sasser was back in the Campo office to celebrate and mull over what's next for the duo.

"As an indie game, or heck, even as a 'real' game, ok fine but not as a Call of Duty or Star Wars game, Firewatch can be considered a sales success," wrote Sasser. "We’re so grateful. And relieved. But mostly grateful."

Gaming's creepiest urban legends

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Dragons, werewolves and giant turtles battle in new Warlock: Master of the Arcane trailer

I don't know about you, but I'd like to believe wizards can do battle without giant shelled animals bred for war and just choose to do so because they are well aware of how awesome they are.

I don't know about you, but I'd like to believe wizards can do battle without giant shelled animals bred for war and just choose to do so because they are well aware of how awesome they are. This exclusive new trailer for Warlock: Master of the Arcane—an upcoming turn-based strategy game with hexes, city management and wonderful warlock spells—shows some of the large-scale battles that'll be happening in the world of Ardania when the game releases next Tuesday.

The question remains, however: what other giant animals should warlocks throw at each other?

The Darkside Detective is a "micro-adventure" game about the occult

Submitted for your approval: a short demo for an adventure compilation of occult-themed detective cases.

Darkside Detective

Submitted for your approval: a short demo for an adventure compilation of occult-themed detective cases. In this brief prototype for The Darkside Detective, you take the role of Francis McQueen—investigator of creepy happenings, and sole member of the Darkside Division.

It's relatively standard point-'n-click fare, but it's got a nice-'n-breezy sense of humour running throughout. Rather than extend this single case, the full game will focus on multiple bite-sized investigations. It's seems like a neat way to stop things becoming too convoluted, although I do hope the final product offers a little more complexity than is present in this teaser.

You can play the demo in-browser at The Darkside Detective's internet website.

Not Everything Is Flammable is a free game about burning

Whoops, I've just spent the last half-hour idly browsing free games.

Not Everything Is Flammable

Whoops, I've just spent the last half-hour idly browsing free games. Luckily, if I write about one of them, that time suddenly gets reclassified as "work". Hurrah for loopholes!

Not Everything Is Flammableis a free game about things that are flammable. You play as fire, and your mission is to burn things. Here's the interesting bit: you control the last object you touched—or, more accurately, the object that you are currently burning. Each time you jump (yes, you can jump), your light dims. To extend your life, you must reach a new flammable object before you go out.

Different objects have different weights and movement properties, and some are more advantageous for crossing inflammable sections than others. It's part strategic, part reactive. It's also procedurally generated, meaning you're always reacting to slightly different surroundings.

You can download Not Everything is Flammable from Gamejolt.

NCAA athlete likeness settlement will cost EA around $40 million

It's been a long and winding road, but the lawsuit between former NCAA student athletes and Electronic Arts over alleged likenesses without compensation in a series of NCAA games may be coming to an end.

Former National Collegiate Athletic Association players originally sued EA back in 2009, stating that the video game company had used their likenesses in multiple NCAA video games without permission or compensation.

Although EA filed many motions to dismiss the lawsuit, the company was eventually forced to settle late last year. Now Hagens Berman, the law firm representing the NCAA players, says that a settlement has been decided, with class members able to receive up to $951 for each year they were featured in one of the NCAA video games.

This means that the settlement could end up costing EA around $40 million in total. Steve Berman, MD of Hagens Berman, noted that this is the first time in history that a partner with the NCAA is having to reimburse student-athletes for using their likenesses.

That's not the end of the story, though. The former students are still suing the NCAA for allegedly looking the other way while EA commercialized the likenesses of students, while the NCAA is suing EA for alleged breach of contract.

ClassicRadar: The many faces of Mario

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Our Verdict
Streamlined in every way, War of the Vikings cut too much meat from the bone and left nothing to chew on.

There are few things as horrifying as a blood-covered Viking wielding an axe. The two Saxons closing in on me, though, aren't as intimidated as I'd like. The three of us are the only fighters left alive, and I'm feeling lucky. I lunge and swing my axe sidearm at the first man. My wild strike hits high and decapitates him. I hop forward and bring my axe down to crush the skull of the second, but he spins around me, and I'm overexposed, off-balance. He rams his sword in my gut.

War of the Vikings, Fatshark's follow-up to 2012's War of the Roses, churns out little combat stories like my desperate two-on-one stand. The multiplayer melee combat arena, like a feudal Call of Duty, is built on these moments: the Vikings stream over the battlements, the ally avenges the fallen friend, the lone Saxon defends a chokepoint like a British Leonidas.


Norse netcode

It's unfortunate that the game's narrow scope and sloppy netcode stop so many other great stories from happening. Fatshark worked to streamline War of the Roses' many systems and frivolous mechanics, but now War of the Vikings has lost too much weight, and what's left doesn't run like it should. Vikings has been through a pre-release process with paid alpha and beta tests, but servers are still incapable of handling the demands of large melee battles.

Once, an enemy swordsman and I found each other alone in a corner of the field: time for an old-fashioned, one on one brawl. Attacking each other, our swords swing and pass through our bodies without impact. My opponent and I pause a moment, looking a bit stupid. A second later the server updates and teleports the dirty Saxon a few yards away. It felt as though an omnipotent pacifist was telling us to chill out, turning our swords to wood and separating us with biblical flair.

Moments like this one rob War of the Vikings of its most important asset: trust. Just like paper currency holds value only because consumers believe it does, an online multiplayer melee arena only works if its players believe it is fair and accurate, that sword blades and flesh exist where the game says they do. Server lag and hitbox problems undermine this essential belief. The next time I lose a fight, I'm not wondering how I can do better next time, I'm wondering if my opponent's proximity to the server doomed me from the beginning. Judging from the constant whining and cries of disbelief on the in-game chat, I'm not alone in my crisis of faith.


Taking swings

Netcode aside, combat in Vikings is tighter, faster, and better than Roses. Characters in Vikings have more options for movement, including forward and sideways lunges for dodging and counter-attacking—a huge step up from the strafe-and-swing tactics used in Roses. The best new addition is a brutal special move for all primary weapons: at the expense of stamina and a long wind-up time, special moves offer a devastating strike that kills all but the most heavily armored opponents.

Another big change is in how you execute wounded enemies. You can still execute downed players, but it will take you a moment to aim and stab. If you can't finish the job, their allies will help them to their feet and they'll be at the front lines without waiting to respawn. There's a risk/reward gamble at work here, and I love the organic feel of it. Roses' similar mechanic locked players into over-long execution animations, and the new system is a huge improvement.

Roses' deep economy of unlockable weapons and upgradable blades and pommels is gone; in Vikings, every unlockable upgrade is cosmetic. There's a lot of merit to this: seniority no longer buys a competitive edge. When you see a figure cloaked in white and gold with a glittering broadsword set with rubies, you know that you're dealing with an expert—but that blade isn't any sharper than yours. However, an absence of a meta-economy leaves Vikings with a shortened lifespan. After only five hours of play, I unlocked all five weapons (sword, axe, two-handed axe, spear, and bow), every combat perk, and all four custom loadout slots. Without new weapons or perks to unlock, there are no new mechanics left to discover, no new ways to play the game to look forward to. I have two of my custom loadouts sitting blank because I can't think of a use for them.

Viking's maps are gorgeous and well-designed, but there's nothing interesting to do on them. The game has only three modes: Arena (a single-spawn mode that plays like Counter-Strike with axes), Conquest (a capture-the-point mode), and Team Deathmatch. The lack of a town to pillage, buildings to burn, or loot to steal is a shocking oversight in a game dedicated to history's most infamous marauders. Players could be protecting fat, waddling monarchs or breaking down gates, or anything that isn't running face-first at the other guys as many times as we can.

War of the Roses was able to recruit celebrated actor Brian Blessed to provide voiceover work, and I miss the dulcet tones of his kingly voice. In his place are a pair of voice actors, one for the Saxons and one for the Vikings, who warn you when your side is winning, losing, or time is running down. The Saxons' actor is male, sounding vaguely British and vaguely bored. The Vikings' announcer, by contrast, sets my teeth on edge with her constant abuse, like a Teutonic Cruella de Vil. Oh, Brian Blessed. Come back to us.

With limited weapons, limited ways to play, and unreliable servers to play on, I can't recommend War of the Vikings over its two-year-old predecessor. Fatshark may refine the Vikings formula in time, but after such a lengthy testing phase populated by paying customers, I can't see any excuse why the game isn't ready on day one.

The Verdict

War of the Vikings

Streamlined in every way, War of the Vikings cut too much meat from the bone and left nothing to chew on.

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Apple to train mobile devs with new App Development Center

Apple will open Europe's first iOS App Development Center with a view to giving "thousands" of students the skills and training they need to develop apps for its ever-growing marketplace.

The Development Center will be located in Naples, Italy, a country in which over 75,000 jobs are attributable to the App Store, according to Apple.

The Cupertino giant plans to support teachers and students with a specialized curriculum, and will work with partners around Italy to supplement its course and create additional opportunities for students.

Apple eventually expects to bring the program to other countries, although Apple CEO Tim Cook believes Italy was the natural starting point.

"Europe is home to some of the most creative developers in the world and we’re thrilled to be helping the next generation of entrepreneurs in Italy get the skills they need for success," said Cook.

Apple estimates that the App Store has helped developers in Europe rake in over €10.2 billion ($11 billion) since it launched back in 2008.

The best Fallout 4 mods

With official mod tools for Fallout 4 having arrived yet, modders are busier than ever reshaping Bethesda's latest RPG.

F4mod

having arrived yet, modders are busier than ever reshaping Bethesda's latest RPG. Here are the best mods we've seen so far, and we'll be updating these pages as more mods arrive.

First, a few words of warning . Some of the utilities used to create these mods, like FO4edit and FalloutSnip, have been linked to corrupted saved games and crashes. Mods can also become disabled when the game receives official patches. In other other words, be very careful modding Fallout 4, and read all of the instructions on the mod pages carefully before installing.

Let's start with some settling and crafting mods, then move on to visual tweaks, gameplay enhancements, and finally tools and utilities. For more, check out our list of Fallout 4 console commandsas well.


Basement Living

Need to get away from your crowds of dead-eyed settlers for a little quiet time? Basement Living adds 10 standalone basements and bunkers to give you your very own cozy retreat. You can attach a basement to any settlement you wish, and each comes with a fusebox that provides 100 power, and a workbench so you can decorate it however you like.


Conquest

You don't have to stick to the settlements Fallout 4 gives you, now you can make your own pretty much wherever you like. This mod adds campsites which can be placed in the area of your choosing, and if you're happy with the location you can turn it into a fully-functioning settlement. You can build as many as ten new settlements, and dismantle them as well.


OCDecorator

F4mod

Decorating your settlement can be irksome, and even after carefully placing loot items on shelves or tables they can and probably will be knocked over later by some clumsy settler or companion (or you). This mod not only makes placement of items easier (loot items are now movable just like static objects when using the workshop menu), but lets you lock them in place so they can't be toppled. Perfect.


Robot Home Defence

F4mod

You can already craft turrets, guns, and generators, so why not build your own robots? With this mod and a few ranks in your Robotic Expert perk, now you can. Craft Protectrons, Securitrons, Assaultrons, and more to defend your settlements. They don't count toward your population cap, so you can build as many as you like, and you can even take them along on your adventures.


Spring Cleaning

F4mod

Even when you've scrapped every piece of junk in your settlement, it still pretty much looks like a dump, right? That's because there's all sorts of things you can't remove: mounds of dirt, piles of rubble, and weeds poking through concrete. Spring Cleaning makes all those eyesores removable, letting you really tidy up your town.


Any Mod Any Weapon

If you want to take wasteland warfare to a whole new level, this mod will let you build the weapon of your fever dreams. It allows you to put any weapon attachment on any weapon, so you can electrify a triple-barreled minigun, splice a Fat Man onto an alien laser pistol, or build just about any Frankenstein-esque weapon you can imagine. The video above by Tyranniconshows you just a few of the possibilities.


Higher Settlement Budget

F4mod

The size of your Fallout 4 settlements is pretty severely restricted: they can only get so big and use so many objects. That stinks, though, if you're building a big 'ol base and suddenly have to stop. The Higher Settlement Budget mod fixes this, though keep in mind adding more object may lessen performance or even crash your game.


Craftable Ammunition

F4mod

You can build a lot at your workstations, everything from weapon mods to medical items to grenades. Why not ammo? This mod lets you craft every single type of ammo in the game at your chemistry stations: shotgun shells, flares, mini nukes, flamer fuel, fusion cells... you name it, you can craft it (unless you're naming made-up ammo that doesn't exist, like moon-piercing tomato bullets). You'll still need higher level Gun Nut, Science, and Demolition perks to be able to craft the really powerful stuff.


Settlement Supplies Expanded

Fo4mod

This mod was recently reworked (it originally used FalloutSnip) to lessen the chances of save corruption or crashes. It adds a ton of new items for inclusion in your settlements, like cars and military vehicles, furniture and decorations, and all sorts of other things that probably should have been available to builders in the first place.


Homemaker

Fo4mod

In the same vein, the Homemaker mod gives you more options for your settlements. It includes two new plantable crops, more walls and fences, 30 new types of lights, and new containers like ammo boxes and lockers. You can even use meat bags, if you like storing your extra supplies in bags of meat. Some do.


Armorsmith Extended

Fo4mod

The hell with road leathers, why can't I strap pieces of armor on over my nice natty suit? In addition to being able to wear any outfit under your armor, you can also wear hats and helmets with gasmasks, you can add ballistic weaves to hats, and even craft new outfits altogether. This mod was created with FO4Edit.


Working Food Planters

Fo4mod

There's a settlement in Fallout 4 where you'll find robots tending to a garden. Unlike the other settlements, their crops aren't scattered on the ground but are organized nearly in planters. This mod lets you build planters in all of your other settlements, too. Your reaction to this is either "Uh, who cares?" or "Oh my gosh I absolutely, totally need this ."


Place in Red

Fo4mod

If you've been building settlements, you've no doubt been gnashing your teeth from time to time when pieces don't quite fit together. "Why don't junk fences snap together like walls?" you've howled into the uncaring sky. This should help! It lets you fudge the edges of things together, and instead of the red warning glow you'll be allowed to actually place them there. Note: this is not exactly a mod, but a file for Cheat Engine, which you'd need to download to get it to work.

Continue to the next page for some visual tweaks!

Kickstarter in decline as crowdfunding makes way for Early Access

Over the course of three years Kickstarter has played a more important role in the games industry than anyone could have anticipated.

Kickstarter

has played a more important role in the games industry than anyone could have anticipated. It’s helped fund the development of tech which could change the world, revitalised the independent development scene and attracted the biggest crowdfunding campaign in history. But is the dream already coming to a grinding halt?

According to data gathered by games consultancy firm Ico Partners(via Eurogamer), the total amount pledged to video game Kickstarter campaigns in 2014 will be less than half compared to 2013. While $58m was pledged to video game campaigns in 2013, only $13.5m has been pledged in the first half of 2014. That means an estimated total of $27m in 2014 if the pattern continues in the second half of the year.

Meanwhile, 446 Kickstarter campaigns were successful in 2013, compared to 175 in the first half of 2014. If the pattern continues then about 350 campaigns should prove successful in 2014 - a comparatively small decline, but a decline nonetheless.

It’s an interesting pattern, but what's causing it? According to Ico Partners analyst Thomas Bidaux it’s a combination of fewer big ticket campaigns, scepticism due to failed projects and, interestingly, the rise of Steam Early Access.

Bidaux says developers are turning to Early Access because the outlet requires less work compared to Kickstarter campaigns, which are becoming increasingly high maintenance as the market is flooded. Early Access also offers an ongoing funding stream so long as a studio can deliver an alpha build, whereas Kickstarter funding campaigns are limited to set periods.

Another cause for the decline is the absence of big name campaigns in 2014. Bidaux cites Torment, Mighty Number 9, Elite, Camelot Unchained, Dreamfall and Richard Garriott’s Shroud of the Avatar as big 2013 campaigns, pointing out that there are few comparable projects in 2014.

And finally, consumers are starting to cotton on that a Kickstarter campaign is not a guarantee the game will actually ship. Following high-profile failures such as Clangand Yogscast, a Kickstarter pledge is no longer seen as a pre-order in disguise, but instead a gamble. Kickstarter updated its terms and conditionslast month to address failed projects.

The Making Of Metal Gear: part three

The Making Of Metal Gear: part three The Making Of: Metal Gear Solid Given the runaway success of Metal Gear Solid on the original PlayStation, it’s now easy to get lost amid the hyperbole and bravado from Kojima and his acolytes. But until MGS none of Kojima’s games, despite their high quality, had been real blockbusters, and he certainly wasn’t an established name in the West. For a humbler, more

E3 will be joined by free satellite show E3 Live

E3 2016 will be joined for the first time by E3 Live, a free side-show open to the public.

will be joined for the first time by E3 Live, a free side-show open to the public. If you happen to be in LA June 14-16, you can register hereto get your hands on new reveals, play with snazzy gadgets and meet various games industry bigwigs.

Standard convention fare, by the sound of it. E3 is nominally a trade show, but perhaps the organisers have been spooked by the likes of EA launching competing conventionsthat promise to get players involved.

The tickets are first-come, first-served and have some interesting terms attached: "The attendee grants ESA, E3 LIVE Show Management, exhibitors and media the right, permission and license to publish, reproduce, distribute, and or  otherwise use his/her name, voice, image and likeness, and any still or moving photographic image or recording thereof."

Try not to become an accidental superstar during your visit, ok?

3D Platformer Poi leaps onto Steam Early Access

Of course, 3D platformers were really 3D exploration games, plonking you in non-linear worlds full of secrets, collectibles, and probably lots of talking animals.

Poi

Of course, 3D platformers were really 3D exploration games, plonking you in non-linear worlds full of secrets, collectibles, and probably lots of talking animals. For one reason or another, the genre fell out of favour, but a few games are aiming to bring it back: Yooka Laylee, A Hat In Time, and now Poi. PolyKid's Poi is a "3D adventure platformer throwback to the 90s era of classic platforming games. Explore big worlds, compete in challenge levels, meet quirky characters and pull off classic platforming feats on a journey to become a Master Explorer". Sounds alright, that.

Poi is now on Steam Early Access, with 33% off if you pick it up in the next few days. There are two worlds included in this build, and a work-in-progress version of the hub world, plus two playable characters, and 18 thing-a-majiggers ('explorer medallions') to collect. Personally, I only really consider Early Access for procedurally generated games like roguelikes—when the world is fixed, I'd rather go through it once, when the game's been finished. But I can't deny the allure of Poi's colourful, skyborn universe.

I've never played Castlevania, where's the best place to start?

Video games have their share of long and storied franchises. But around the seventh or eighth sequel, it can be difficult for newcomers to know where to start. These guides will point you in the right direction, and maybe you'll find a new favorite. Curse that Dracula. No matter how many times you banish him from this plane of existence, sending his gothic castle crumbling to the ground, both he and

Star Wars: The Old Republic free trial starts tomorrow

If you're looking for something new to play this weekend, why not waggle a lightsaber in Star Wars: The Old Republic?

Star Wars The Old Republic Consular

If you're looking for something new to play this weekend, why not waggle a lightsaber in Star Wars: The Old Republic? A four day free trial kicks off tomorrow for those who haven't sampled one of the other free trial events that Bioware have been running recently.

As with those previous free weekend events, you won't need to feed your credit card details to Bioware's hungry Treasury Rancor (Bankor?) to get in, and you'll be able to get to level 15 and participate in PvP and flashpoints. Full details on the Star Wars: The Old Republic site.

The PC Gamer Show Episode 0: E3

As we started planning for E3, the busiest week of the year, we decided that simply covering every PC game we could get our hands on at the convention wasn't enough.

As we started planning for E3, the busiest week of the year, we decided that simply covering every PC game we could get our hands on at the convention wasn't enough. We wanted to do something ambitious. Something that would make our lives harder. Something like shooting the first episode of a new bi-weekly series about PC games. We're calling it The PC Gamer Show.

This is Episode 0 of The PC Gamer Show. Consider it our pilot. Without the focal point of E3, future episodes will be different. Our goal is to showcase the kinds of things we do for our job every day: talking about and playing games, testing out new hardware, and interviewing developers. Every two weeks, we want to put out an episode a little bit funnier and a little bit more informative than the one before.

The PC Gamer Show is a new project for us, and we want your feedback to help make it better. What kind of segments do you want to see? What games should we play and talk about? Who should we have on as guests? What's coming up next?

Shout at us in the comments below, or shoot us an email directly at letters@pcgamer.com. We're listening. And we'll see you in two weeks.

Making Civilization VI both playable and beautiful

“Typically in a Civ game you want to see the world as a whole, so you’re pulling out a lot.

“Typically in a Civ game you want to see the world as a whole, so you’re pulling out a lot. ... You want to make sure that things are readable from that distance, and one of the ways to do that is to really put an emphasis on shape and form. It’s obviously a little more readable if you have different silhouettes to things.”

- Civilization VI art director Brian Busatti

In a new interview at IGN, Civilization VI art director Brian Busatti goes into depthin the decision-making process for the new game's art direction, explaining the practical considerations the team wrestles with, which include the game's design, fans' play-styles, and making the game ready for the modding community.

It's a worthy read for any art director who's in the midst of weighing similar concerns.

Star Wars: The Old Republic free trial available again this weekend

Star Wars: The Old Republic will be free again this weekend as part of BioWare's ongoing programme of free trials.

Star Wars The Old Republic Force Choke

Star Wars: The Old Republic will be free again this weekend as part of BioWare's ongoing programme of free trials. The game is open from now until 2.00am CDT/8.00am GMT on Monday morning. It's only available to players who haven't taken part in one of the previous free trials, however, so if you're looking to form a second opinion then you'll need to subscribe.

According to the, you don't need to provide your credit card details and your trial characters will be saved if you decide to keep playing. You will, however, be capped at level 15. That still gives you access to the first four planets, both capital planets, PvP Warzones and one Flashpoint, however.

The Old Republic is currently in the midst of the Rakghoul plague, a series of live events currently focused on Tatooine. It's been fun to watch the missions unfold - check out our guide to the Rakghoul eventhere.

Will you be trying out SW:TOR this weekend, readers? Or are you intimidated by the massive block of all-caps 'small' print at the bottom of the official post? If so, just imagine it scrolling slowly up your screen accompanied by a horn section.

Star Wars: The Old Republic friend free trial invites expanded

It's a common problem.

Star Wars The Old Republic

It's a common problem. I've invited three fellow sith into the friend invite free trial to help me devastate Republic forces, but there's 22 more out there in the cold, gradually murdering each other for a chance to become one of the chosen three. In a move designed to quell this sort of murderous Sith infighting (entertaining though it is), Bioware have given everyone 25 friend invites, where previously, everyone only had three. As wise Chewbacca would say "WWWOOAAAARGH!"

That means you can invite a small army to join you on free trial accounts. There are a few limits though. Trial accounts can only progress to level 15, and can only visit the origin planet, and the capital world, which will be Coruscant or Dromund Kaas depending on whether you're a traitorous rebel or a totally sexy and awesome member of the Empire. You can email out out the free trial invites from the " My Account" section of the Star Wars: The Old Republic site.

If you've received an invite, come and hang out with our marvellous Old Republic guilds. You'll find our UK sith guild, The Mint Imperials and our UK Republic guild, The Revel Alliance on the Nightmare Lands server. If you're based in the US, you can shoot the bantha dung with the Coconut Monkeys on The Crucible Pits.

The Castlevania that should have been

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Rainbow Six Siege interview: how destruction works, moddability, hostage design

Rainbow Six Siege was our favorite game at E3 .

. The promise of a Rainbow reboot centered around competitive multiplayer and high-fidelity destruction captured our tactical imaginations, but Ubisoft's narrow, one-level demo left us with a ton of unanswered questions. How does destruction work? Would it be moddable? Can hostages move on their own? What form will co-op take?

During E3 I chatted with Andrew Witts, a game designer, and Olivier Couture, a technical artist.

PCG: Do you guys have a sense of how many maps you're going to have at launch?

Andrew Witts, Game Designer: We can't really say how many maps we're going to have, but it will be diverse environments. There won't be the same type of environment as the house example and too many domestic places. We're really going to try to stretch it as far as the Rainbow counter-terrorism fantasy allows.

PCG: Was the destruction technology we played built from scratch for Siege?

Witts: When we rebooted in January 2013, the real blast team and Ubisoft Montreal just made the breakthrough of the destruction engine and as soon as we saw that, we were iterating on where to take the franchise. We said this needs to be a Rainbow Six. Rainbow Six, they are destruction experts, they breach in through doors and things, assumes a material-based destruction engine, it procedurally breaks everything down. We were like, "Yes! This belongs in Rainbow Six. We're going to make this the center of the experience of our game." We saw that and we just grabbed it and we are pushing it as far as we can.

PCG: How do you guys plan to balance the tactical freedom that the destruction system provides against the chaos and unpredictability it also creates?

Witts: Yeah, we want to support the player creativity especially with the destruction and the gameplay. When you play the defender and you plan out your defense around the objective, in this case as a hostage, we are going to put the objective in the dining room and we are going to reinforce the entire dining room and really kind of bunker down in there. Some teams will say we are going to go on the top floor and we're going to reinforce the entire downstairs and make the attackers rappel up to us and we're just going to get the drop on them in the windows, right? Defenders are pretty much all about making the attackers make difficult decisions to when they are breaching and stuff.

Then there's the crazy destruction tools that the attackers have where they are going to maybe want to go through floors and destruction allows the attackers to have that full analog creativity to counter those movement and maneuvering inhibitions. This is really what we are playing with and nailing that down is mostly a challenge in level design and also with gameplay. We think we have a good recipe with the map we have and we're using this and pushing it forward with the rest of the decisions. It's all about the creativity on both sides and this is where the core battle happens.

PCG: Are there going to be objectives other than hostage extraction?

Witts: It's not going to be our only game mode. That's not to say there won't be different hostages. Right now we have a feature called the “living hostage,” so she reacts to the environment around her. As an explosion goes off, she shields herself a bit. Then a gunfight happens around her and she shields herself and stuff. She really reacts to the environment and we want to stress that further in further iterations. If we have any other type of hostages, we can call her [the hostage NPC shown at E3] Olivia, maybe we have a hostage named Bob or something, and Bob reacts maybe a little differently than her, but the gameplay's overall the same. The hostage rescue, we can have some creativity there, but any other game modes we're going to have, we are going to revisit previous game modes people love about the series and stress them and bring them to the forefront.

PCG: So there may be different hostage personalities, potentially?

Witts: There could be. We are iterating on this living hostage feature so we are showing Olivia today, so to speak, that's what we call her internally. That's not to say she is going to be the only hostage in that hostage game mode. We are extending the idea. We really want to dive into the Rainbow Six fantasy of the hostage rescue mode and offer possibly different flavors of the game mode through the hostages, as example, maybe with a few other things involved.

PCG: Another thing I'm curious about—while I was defending, one of my teammates peeked out the window at the beginning as the Rainbows were moving forward. Can you shoot out the window out at them? So much of the focus is on indoor combat, but could I engage them while they're still on the front lawn?

Witts: The attackers are the master of long range right? You have the attackers of the G36C, the guys in pre-alpha building have a G36C so if you want to engage in a firefight with a shotgun versus a G36C, that's maybe not the best option for you. We are iterating on the game mode, and if the defendants want to stay inside so we're going to be iterating on the game mode in the future to make sure that we emphasize the dynamic of the gameplay and the spectrum. The defense really is all about the defense, the attack is really all about the attack.

Yeah, right now you can shoot outside, but you kind of really don't really want to you because you're super exposed and the defender gameplay is all about getting the drop on somebody. It's really all about taking that shotgun and looking in a camera and say, "All right, he's right by the bathroom door," blow a hole and then get the drop on them on that stairway. This is the strength of defenders. The attackers are mostly about, "All right we have control on the outside, no one is really going to try and come and attack us. We have a guy with a shield, the rifles and were going to try and breach in through the ceiling or the side of the building," and stuff like that. This is where that dynamic in our pre-alpha build comes into play.

PCG: Understood. So Siege is focused on multiplayer, but you're going to have a co-op as well as a campaign. Is the campaign itself co-op or is there a separate co-op mode or experience?

Witts: We can't really go into too much detail about that. We want fans to know that their single player co-op are extremely important to the series and we totally know this and we have a lot of surprises to give the, in the next coming months. We're saying that yes there will be a single-player component as well as co-op. The multiplayer is where we're focusing all of our attention for this E3. We'll have a lot of really cool things to show in the next coming months.

PCG: Have you determined whether PC players will be able to host their own servers? Will we be able to tweak settings, like change the match timer?

Witts: Oh, custom match settings are really interesting to us. They are kind of becoming a big thing and players want to kind of customize their gameplay. With all of our games modes and in our offerings, we want to make sure they have these options. We don't know exactly what those options are going to be or how they're going to be able to customize their experience, but we definitely want to make sure that you will have the experience you want whenever you're playing the game, whether your private matches or public matches and things like that so. We're exploring it, but we don't want to divulge into too many details now. It certainly important to us and it's important to fans. We're really working on making these things available.

Star Wars: The Old Republic free trial kicks off today for new players

A free trial for Star Wars: The Old Republic ran last week, but not everyone got a chance to play.

Star Wars The Old Republic

ran last week, but not everyone got a chance to play. On the Bioware blog, the devs announce that they're kicking off another free trial weekend today for those who weren't involved in the last one. It's set to run until Monday at 2:00 am CDT / 7:00 am GMT and you can sign up now on the Star Wars: The Old Republic site.

This trial is for new players only, however. "Participants in the previous Weekend Pass Free Trial and any other free trials are not eligible for this upcoming Weekend Pass Free Trial period," say Bioware. Like the last trial, it'll let you create a character of any class and run through their origin story. If you progress far enough you'll get to see the capital planet as well, that's Coruscant for Republic players, and the dark, stormy world of Dromund Kaas for the Empire.

The client's pretty big, so you'll want to start the client downloading soon if you want to get in before the free trial ends. If you want to meet up with some PCG guildies while you're trying out the game, join the Nightmare Lands server and look out for the PC Gamer Mint Imperials (EU), or hop into The Crucible Pits and look for the Coconut Monkeys (US).

XBLA Shocktober sale has savings on Castlevania, Costume Quest, and other scary DLC

Looks like the week before Halloween is becoming a week for scary sales, with multiple price cuts at retailers happening, including a worthwhile Amazon sale . Now Microsoft is joining in on the chilling price drops with its Shocktober promotion , which this week includes multiple price cuts on some of the best spooky content on Xbox Live. Games like Dead Rising and Castlevania: Symphony of the Night

Grey Goo preview

Written by Scott Butterworth
I spent a lot of time playing StarCraft in high school.

in high school. There have been other real-time strategy games in my life, sure, but StarCraft was my first true love. Consequently, it shaped my expectations for the entire genre. It's also why I'm so fascinated with Grey Goo, the oddly named, sci-fi themed RTS that plays by all the old school rules. As we outlined in our exclusive reveal in March, Grey Goo abides by all the archetypal resource mining, base building, and unit management that defined the classics of the genre.

What separates Grey Goo from the games it seeks to honor are its drastically asymmetrical races, most notably the eponymous, ultra-aggressive Goo. Remember all that stuff I was saying about respecting tradition? The Goo take those expectations and deliberately subvert them.

For starters, they don't have bases. Instead, they have “mother Goos,” massive amorphous blobs that roam around the map absorbing resources and spitting out units like some nomadic primordial ooze. Whatever units you need at any given moment can be spawned almost instantly (assuming you've got the resources), making the Goo an exceptionally unpredictable offensive threat.

Mother goos can also traverse any portion of the environment, an advantage not enjoyed by either of the other races. I watched as my silvery, iridescent blob slithered up a mountain side, where it remained perched out of view (though also out of reach of more resources). Later I discovered mother units can even be split into smaller, semi-autonomous mothers or grown into a massive, tentacled super weapon. At their most powerful, Mother Goos can devour entire bases whole, though I was lead to believe this would take a considerable amount of time and planning to pull off.

The game's two other races have “epic units” as well that will hopefully help counteract these massive mothers, but I didn't see them in action, unfortunately. I did, however, get a small sampling of the Human faction's tactics, which also offer up a few unique mechanical tricks. Their bases, for example, are totally modular and can be rearranged at any time so long as the structures remain connected the base's expandable power grid. If an enemy attacks the north side of your base after you built a ton of turrets on the east side, just pick them up and move them at no cost. Same thing with their defensive walls (yes, walls!).

The order in which you place human structures also impacts the way they function. Building structure A next to structure B will produce a different effect than building A next to C. I didn't actually get to see this particular quirk in action, but it's an intriguing concept nonetheless. I also didn't see the Beta race at all, but according to developer Petroglyph, their bases use a hub-and-spoke structure that offers a greater number of potential configurations than the human's purely defensive-minded building techniques.

The actual combat should look totally familiar to any seasoned RTS player: a fog of war shrouds a topographically diverse map littered with resources for mining and bottlenecks for exploiting across which players move massive numbers of tiny units with a few cursor clicks and hotkey punches. My experience with the game at E3 was more of a focused introduction to the Goo faction than a granular exploration of the game as a whole, but according to the Petroglyph rep I spoke with, the team aims to focus the combat more on big picture tactical decisions than unit micromanagement.

Regardless of how the deeper nuances of Grey Goo's combat shape up, just seeing the level of creativity imbued in the Goo has me intrigued. In order to successfully break the rules, you first must learn and understand them; Petroglyph's deep appreciation for the genre is obvious in the Goo. I can only hope the other two races prove equalling compelling once we dive into the finished product this fall.

Rift gets 7 day free trial

Rift's been making a bit of a fuss since it launched a few months ago.

Rift tharr be a good hat

Rift's been making a bit of a fuss since it launched a few months ago. You can find our why in our Rift review. Its innovative class system lets you blend three different souls together, and level up skills in each of them, opening up an immense number of class combinations and character builds. Add to this the dynamic rift system that sees the forces of evil invading from the sky through otherworldly portals, and you've got yourself a very promising MMO indeed.

If you've been waiting for a chance to dive into the game, you're in luck. Seven day free trials are now available from the Rift site. If you're playing already, there are also a number of recruitment rewardsfor getting friends to sign up, including loyal canine pets and a flaming steed.

The free trial is part of the Rift 1.2 Spoils of War update, which adds new daily quests to collect treasure raining down onto the world of Telara. Some of this treasure can be used to bore holes through space-time to access a new ten man raid. There's news on the improved group finding tools PvP improvements and the new Facebook integration on the Rift Spoils of Warpage.

Grey Goo preview

Written by Scott Butterworth
I spent a lot of time playing StarCraft in high school.

in high school. There have been other real-time strategy games in my life, sure, but StarCraft was my first true love. Consequently, it shaped my expectations for the entire genre. It's also why I'm so fascinated with Grey Goo, the oddly named, sci-fi themed RTS that plays by all the old school rules. As we outlined in our exclusive reveal in March, Grey Goo abides by all the archetypal resource mining, base building, and unit management that defined the classics of the genre.

What separates Grey Goo from the games it seeks to honor are its drastically asymmetrical races, most notably the eponymous, ultra-aggressive Goo. Remember all that stuff I was saying about respecting tradition? The Goo take those expectations and deliberately subvert them.

For starters, they don't have bases. Instead, they have “mother Goos,” massive amorphous blobs that roam around the map absorbing resources and spitting out units like some nomadic primordial ooze. Whatever units you need at any given moment can be spawned almost instantly (assuming you've got the resources), making the Goo an exceptionally unpredictable offensive threat.

Mother goos can also traverse any portion of the environment, an advantage not enjoyed by either of the other races. I watched as my silvery, iridescent blob slithered up a mountain side, where it remained perched out of view (though also out of reach of more resources). Later I discovered mother units can even be split into smaller, semi-autonomous mothers or grown into a massive, tentacled super weapon. At their most powerful, Mother Goos can devour entire bases whole, though I was lead to believe this would take a considerable amount of time and planning to pull off.

The game's two other races have “epic units” as well that will hopefully help counteract these massive mothers, but I didn't see them in action, unfortunately. I did, however, get a small sampling of the Human faction's tactics, which also offer up a few unique mechanical tricks. Their bases, for example, are totally modular and can be rearranged at any time so long as the structures remain connected the base's expandable power grid. If an enemy attacks the north side of your base after you built a ton of turrets on the east side, just pick them up and move them at no cost. Same thing with their defensive walls (yes, walls!).

The order in which you place human structures also impacts the way they function. Building structure A next to structure B will produce a different effect than building A next to C. I didn't actually get to see this particular quirk in action, but it's an intriguing concept nonetheless. I also didn't see the Beta race at all, but according to developer Petroglyph, their bases use a hub-and-spoke structure that offers a greater number of potential configurations than the human's purely defensive-minded building techniques.

The actual combat should look totally familiar to any seasoned RTS player: a fog of war shrouds a topographically diverse map littered with resources for mining and bottlenecks for exploiting across which players move massive numbers of tiny units with a few cursor clicks and hotkey punches. My experience with the game at E3 was more of a focused introduction to the Goo faction than a granular exploration of the game as a whole, but according to the Petroglyph rep I spoke with, the team aims to focus the combat more on big picture tactical decisions than unit micromanagement.

Regardless of how the deeper nuances of Grey Goo's combat shape up, just seeing the level of creativity imbued in the Goo has me intrigued. In order to successfully break the rules, you first must learn and understand them; Petroglyph's deep appreciation for the genre is obvious in the Goo. I can only hope the other two races prove equalling compelling once we dive into the finished product this fall.

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Comments
Our Verdict
Engrossing, lovely to look at and with a potentially healthy shelf-life, if the multiplayer gets a toehold and gels cross-platform.

Written by Jon Morcom

On an internet of visual chaff capable of eliciting millions of disingenuous LOLs, the ' jazzy trailers' for Leviathan: Warships stood out as being authentically amusing and intriguing teasers for this top-down, turn-based naval strategy game. The good news is that Paradox Interactive have, with their usual creative flair, produced something that's as entertaining as its advance publicity augured.


"With its handsome menus and lean interface, the game's appeal is immediate"

With its handsome menus and graphics and lean interface, the game's appeal is immediate. A brief tutorial paves the way for the nine mission campaign, where the real learning takes place (though many may dive straight for multiplayer). It has you commanding a fleet in the Commonwealth Navy operating in a fictitious world full of florid names, where your objectives have the ring of a public health notice: 'Destroy the Chlamydia', that sort of thing. Victories lead to a trickle of upgrades that boost your fleet's firepower, stealth capability and resilience.

Turns have planning and outcome phases. The former (time-limitable in multiplayer) is used to move and micromanage weapons systems for each vessel in your fleet to optimise offensive and defensive capabilities. Click 'commit' and the ten-second outcome phase begins with your, and your opponent's, actions playing out in real time. When the time runs out the action freezes and the planning phase starts again. Strategy-wise, a calculated approach makes for a more satisfying experience rather than rushing in headlong, but both methods have their applications.

Customisation takes place in your shipyard, where you can enhance or swap out vessels and arms, keeping an eye on their respective point values to ensure you don't exceed the proportional limit dictated by the size of the battle. Your fleet initially resemble ironclads, but can be futureproofed with railguns, beamguns, rockets, decoys, radar, shields, cloaks and so on. All of the above are immediately available in multiplayer, where this game shines.

The campaign, five challenge and two versus modes, can be played cooperatively by up to four players on a dozen maps. These are mostly archipelagic, creating some obvious choke points, but provide few places for campers to hide. Overall the art style is crisp and uncluttered – useful for when maps do become congested in battle, as plotting your fleet's next moves requires methodical analysis of the information radiating from each vessel on screen. Hopefully servers will now be easier to access and busier than they were in the week following release.

To pinch a land-based military phrase, perhaps with World of Warships still on the slipway, Paradox Interactive hope to steal a march on Wargaming.net and establish a loyal player base with this absorbing game. And if this isn't a paradox, with Leviathan: Warships they appear to be on fairly solid ground.

Expect to pay: £8/$10 Release: Out now Developer: Pieces Interactive Publisher: Paradox Interactve Multiplayer: Co-op and up to 4-player cross-platform Link: www.leviathanwarships.com

The Verdict

Leviathan: Warships

Engrossing, lovely to look at and with a potentially healthy shelf-life, if the multiplayer gets a toehold and gels cross-platform.

We recommend By Zergnet

Leviathan: Warships trailer wins E3 - launches free Jazz Boatman update

Shut it down, guys.

Shut it down, guys. It's over. I mean, it's not over - there's more than a day of E3 to go. But here, now, we've witnessed the peak. Not because of some loud and shouty on-stage exclusive, or a hotly anticipated sequel announcement, or even a childishly amusing video making funof a competitor. From the comfort of their conference booth, Paradox have sunk the competition by deploying the latest in the Leviathan: Warships jazz trailerodyssey.

Even better, it's announcing a free Jazz Mode update that's just been added to the game.

"In response to popular demand (not that we're slaves to what's popular; just doin' what feels right, you know how it is), today's update brings the sound of a new jazz music soundtrack to the game, along with the silky-smooth vocal gifts of Jazz Boatman, narrator of Leviathan's hit trailers, as a new in-game announcer."

To activate it, just activate the "Big Red Jazz Button". Video games are amazing.

Oh, the patch also brings a new round of tweaks, including a rebalancing of weapon damage. If, for some reason, you're more interested in that than the jazz, you can read the full patch notes here.

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

...

Jump to Section: Best Price Comments Pros The primal simplicity of mashing buttons to bash in faces The crazy cast of characters How ridiculously over-the-top it all is Cons May be too campy for some tastes The dullness of some single-player missions Not knowing what the hell is going on in multiplayer Can you catch a missile and throw it back at the jet that fired it at you? No, probably not. It’s

Dying Light hands-on

Written by Matt Cabral
“After a couple years, all games will have this freedom.” begins Maciej Binkowski, lead designer on Dying Light .

. The Techland developer—who also held design and production positions on the studio's previous zombie-pummeling romp, Dead Island—is referring to his forthcoming game's focus on freedom of movement.

Just as the ability to jump in first-person shooters became pretty standard after Duke Nukem proved players needn't be rooted to the floor, Binkowski believes free-running in the FPS space could be the genre's “next step in evolution.” Citing that similar experiences currently don't allow gamers to clear walls that “their grandmas could jump”, he's pretty confident Dying Light's offering an unprecedented way for players to navigate the zombie apocalypse.

I got to do some running, jumping, and climbing during a hands-on session at last year's E3, but the controls occasionally yielded more frustration than fluidity. Twelve more months of development can make a huge difference, though, and my time with the game at this year's expo mostly delivered on Dying Light's parkour-fueled promise.

Aside from falling on my face a few a times before realizing I had to look directly at any edge I wanted to grab, my time behind the gamepad was a smooth, seamless affair; whether mantling a small stack of boxes or scaling a three-story structure, I felt as athletic as any of Assassin's Creed's agile avatars. The intuitive interface—which requires the right bumper be held down when you're facing an obstacle—lets players, according to Binkowski, “climb anything” in a way that feels fluid and responsive. If that's not enough, navigation's also aided by a grappling hook; a new feature unveiled at E3, the gadget is great for crossing long gaps in little time.

Of course, circumventing hordes of flesh-craving freaks like an Olympic athlete only scratches the surface of your survival skills. In addition to bounding through Dying Light's sprawling open-world like a zombie hunter on a Red Bull bender, I was introduced to its character progression system. Players level-up in a pair of categories—“agility” and “strength”—by simply performing actions in each discipline. After treating the world like my own persona playground, for example, I was able to add an agility skill to my acrobatic arsenal; given the choice between “dodge” and “slide”, I went with the latter so I wouldn't have to keep slowing down when hurtling toward low-hanging obstacles.

A bit deeper into my demo—upon opening a few foot-dragging foes from balls to brains—I was given the opportunity to pick a strength skill. Binkowski suggested I go with “charge” to buff my attacks, but I couldn't resist the skull-crushing potential of “stomp.” Sure enough, the satisfying, if slightly morbid, skill allowed me to transform downed enemies' noggins' into pulpy pavement smears.

Powered by Techland's proprietary Chrome Engine 6, Dying Light also sports an impressive day/night cycle. While the feature ensures your eyes will be treated to some of the prettiest sunrises and sunsets the end of the world has ever seen, ogling the scenery like a first time tourist will see you flayed faster than a sheep in a wolves den. You see, more than just providing a postcard-perfect backdrop to the slaughter, the dawn-to-dusk transformations also have a significant impact on gameplay; darkness brings out the Volatiles, a stronger, faster breed of brain-eater that makes the game's other threats look like grade-school bullies.

Thankfully, players face these infected foes not only with athleticism, but with an arsenal of customizable killers. Techland's doing plenty to differentiate Dying Light from its fun-but-unpolished predecessor, but it's also retaining and refining some of Dead Island's coolest features, like its weapon crafting system. I didn't experience the actual building phase during my demo, but did test out some finished products, such as a spiked baseball bat Binkowski giddily said could “rip pieces of meat off the bone.” When not separating flesh from femur, I was able to carve through walking corpses with a fire axe that coursed with electricity; when coupled with the “whirlwind” skill, the aptly named “zapper axe” could also cut enemies in half.

While my first look at Dying Light was full of promise, its ambitious vision of a zombie game that had players running more than gunning fell a bit short. After spending 20 or so minutes with the updated build, though, the fleet-footed first-person survival premise seems several steps—or breathless leaps—closer to realizing its potential.

Leviathan: Warships prepares for launch, deploys second pun-filled trailer

Later today, Rockstar will post a trio of GTA 5 trailers, almost certainly destroying the internet under a three-pronged attack of fevered streaming.

Later today, Rockstar will post a trio of GTA 5 trailers, almost certainly destroying the internet under a three-pronged attack of fevered streaming. In which case, this launch trailer for Leviathan: Warships- a video that likely cost .000000004% of Rockstar's budget - could well be the last promotional game footage you ever see.

Which is something I'd be okay with, because it's a return of the Smooth Jazz and Ship Pun combo that made their last trailersuch a delight. Although this time, they're really plumbing the depths of acceptable punning.

Honestly, I'm not sure whether to feel eye-rollingly weary, joyously amused, or just deeply aroused. That probably means it was a success.

Leviathan: Warships is due to land sometime today. Check out our recent hands-on previewfor more.

Dreadnought E3 preview

Written by Scott Butterworth
Conceptually, I'm completely on board with Dreadnought , the new free-to-play flight combat game from Spec Ops: The Line developer Yager Development.

developer Yager Development. Rather than focus on small, disposable fighter vessels—the X-Wings and TIE Fighters of the world—Dreadnought places you at the helm of truly massive space-faring behemoths with apocalyptic firepower. In essence, it's intended to cater to everyone's inner space captain fantasy, that little voice inside us that's always longed to shout “Shields up!” to an adept, attentive crew hanging on our every command. On paper, that sounds amazing.

In practice, however, I found the pacing a little strange. All five ships available during my hands-on time proved about as maneuverable as dump trucks, including the smallest, lightest vessel of the bunch. That makes sense thematically, but I ended up spending most rounds gradually drifting around the battlefield while trying desperately to properly point my ship towards my enemies. And once I'd successfully maneuvered into position, there wasn't much for me to do besides maintain a steady stream of gunfire at my target—not exactly the most exciting or engaging combat system, especially if you're the guy who's unable to get out of the way of that gunfire.

To be fair, Dreadnought seems to offer much greater depth beyond what I experienced during my brief hands-on time. For example, the finished game promises to offer more nuanced control over your ship. At the moment, you can only choose to allocate more power to your guns, engines, or shields on the fly, but this tactical control may eventually extend to individual crew members, who can be selected and promoted as part of a pre-combat customization system. Different officers grant different benefits and even level up as you gain experience, which the developer hopes will encourage a sort of bond with the tiny little soldiers manning your ship.

The ships themselves will eventually offer greater depth as well. My demo featured one ship from each of the five classes, but that number will likely jump to nearly a dozen when the game launches. And thought the ships may be slow, they're definitely diverse. The eponymous Dreadnought absorbs absurd amounts of damage and can launch mini-nukes with a pretty reasonable cool down rate. The artillery cruiser is essentially a giant floating rail gun, making it a flying sniper of sorts. There's even a support class that can buffer allies. With proper teamwork, I imagine Dreadnought becomes a dramatically different experience.

In addition to a standard team deathmatch mode, Dreadnought will also offer an episodic single-player campaign, though Yager doesn't have any details at the moment. The team also declined to comment on its monetization strategy, saying only that it will be done in a “very, very different way” that no one's ever tried before. Expect to see Dreadnought on PC by early 2015.

Leviathan: Warships hands on - navigating maritime disaster in Paradox's turnbased battler

Preview by the salty sea-dog Craig Owens
I sunk my battleships.

I sunk my battleships. Two of them. I'd like to tell you a story of swashbuckling, Master & Commander -rivalling derring-do here, but sadly this wasn't a very auspicious sinking. It was right at the start of my second game of turnbased naval battler Leviathan: Warships that I made my fatal error - during the planning phase of the very first turn. I'd spent the previous round learning the ropes, guns, lasers and shields of Paradox's rather non period-specific vessels, not to mention the layout of the map we're battling in, and I started my second game with some clever trickery in mind.


"Once everyone's made their moves the results play out in real time."

I'd send my slow, lumbering dreadnought into the open ocean at the centre of the map, where the majority of my opponents' and teammate's forces would no doubt unimaginatively be. This, however, would be naught but a crafty feint. The fleeter parts of my fleet would be sneaking around the perimeter islands in order to strike at my otherwise engaged enemies' forces like an armada of knives in the back. It was tactical genius.

A turnbased game, Leviathan requires every player to input their moves - plotting courses, selecting targets, readying weapons and defences - at the start of each turn. Once everyone's made their moves the results play out in real time - meaning there's briny splash of psychology to succeeding: will your opponent try and tuck that damaged ship behind cover next turn, meaning you should probably go in for the kill now, or will it be ok to focus all your fire on more immediate threats? It's a game about anticipating your opponent, in other words, and that psychological aspect organically spools into second-and-third guessing them as you try to factor in how they'll be expecting you to behave.

Anyhow, I'm plotting courses for my genius ambush. The interface is clear and simple to parse - click on a ship and you're presented with a list of its armaments, defences and weapons, as well as a waypoint arrow and compass symbol: you just drag the waypoint to plot a course, adjusting the orientation of your ship by clicking on the compass. This is the point where I make my mistake - the courses I plot crisscross one another like the latticed spiderweb of disaster. I realise what's going to happen but it's too late: I've already committed to my moves and am forced to wait as my opponents decide theirs.


"It's carnage as all my ships try to turn and sail through one another."

It's carnage, self-annihilating carnage. My fleet started the match tightly bunched, so what happens next isn't so much a crash as it is a horrible squished up grinding, as all my ships try to turn and sail through one another at once, yellow damage counters flinging off them like feathers during moulting season. By the time the turn ends one ship is gone and the other is very far from ship-shape.

Leviathan's presentation is clean and functional for the most part, certainly not lavish (presumably to achieve parity with its iOS and Android siblings), but I'm amused upon zooming in for a close-up on my stricken vessel to hear the sounds of fires raging accompanied by the wailing of alarms.

I spend the next turn trying to separate my mashed-together ships. I do so (still managing to scuttle the other in the process) but by then the enemy closing in. The third turn is a massacre - my ships are now in range of the enemies cannons and don't last long.

Despite my ineptitude, Leviathan clearly offers a robust framework for turn-based strategy. It might be lacking in sheen, but it's brightly coloured warzones recall Battlefield 1943's cheerful carnage, while its fleet-building and ship customising aspects should give you something to do during the inevitable downtime in which you wait for other players to complete their turn. Paradox's game could well be worth your time when the good ship Leviathan officially set sails next week.

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E3 2014 wrap-up video: the best PC games we played

On the last day of E3, our boots on the ground lined up to talk about the best games they played and saw at the biggest games convention of them all.

On the last day of E3, our boots on the ground lined up to talk about the best games they played and saw at the biggest games convention of them all. From left to right, UK Editor Samuel Roberts, US Features Editor Wesley Fenlon, and US Editor-in-Chief Evan Lahtitalk Rainbow Six Siege, Dragon Age Inquisition, Batman: Arkham Knight, No Man's Sky, and stay standing despite three days of tireless reporting.

Probably a little drinking, too. Get more coverage in our E3 2014 Awards, our list of every game at E3, and our recaps from day one, day two, day three, and day fourof the show.

Leviathan: Warships trailer sets sail with boat puns and smooth jazz

First Blood Dragon wows us with its hyperactive FX-laden CYBERWAR ; now Paradox bring us back down to the other end of the silly-spectrum with their trailer for Leviathan: Warships.

; now Paradox bring us back down to the other end of the silly-spectrum with their trailer for Leviathan: Warships. It's got smooth jazz, a low-budget voiceover and methodical tactics. Niiice. It also features a boatload of nautical puns. They've really gone overboard. It's unfathomable.

To see more of the game in action (and probably more puns), the developers will be livestreaming the game tonight, from 6pm GMT, over at the Paradox Twitch.tvchannel.

If asynchronous turn-based naval warfare floats your boat, the game will be available to pre-order after the livestream, ahead of the April 30th launch. You can read about our hands-on preview with the game here.

Bayonetta joins Anarchy Reigns as pre-order bonus

Bayonetta will be an unlockable character in the studio's forthcoming fighting game, Anarchy Reigns. The catch? Platinum Games is using its shapeshifting witch as an Anarchy Reigns pre-order bonus in Japan. That being said, Sileconera pointed out Bayonetta's cameo was first rumored on the western (Spanish-language) website Zonared , indicating the offer may be extended outside of Japan's borders. It

Lucky's Tale interview: Paul Bettner on crafting a 3D platformer for the Oculus Rift

The most surprising, charming game I played at E3 was on the Oculus Rift , but it wasn't bullet-dodger Superhot or fright factory Alien Isolation.

, but it wasn't bullet-dodger Superhot or fright factory Alien Isolation. It was platformer Lucky's Tale, which looks and plays a whole lot like 3D Mario. But man oh man, does VR make a difference. The sense of depth it adds is immediately helpful and immersive, and I knew immediately VR would have been a killer feature in a game like Super Mario 3D World on the Wii U. But Lucky's Tale will be a PC, Oculus Rift exclusive, launching alongside the consumer version of the Rift at an unannounced future date. The demo was so exciting, I had to find out more.

In my last E3 appointment, I spent 30 minutes talking with creator Paul Bettner about how his studio stumbled onto the idea of doing a traditional platformer in VR, the technical challenges of nailing the VR camera, and the future of Oculus hardware.

Wes Fenlon, PC Gamer: How's your show going? Exhausted?

Paul Bettner, CEO/Founder, Playful Corp: Yeah, I'm pretty tired, but it's been really awesome to see people's reactions. We came to the show and we had something that I don't think anyone was expecting. And I really enjoyed it, but that didn't mean other people were going to like it. The reaction has been overwhelming.

PCG: It seems weird, in hindsight, that it's something nobody was expecting.

Bettner: I know! Once you see it...

PCG: It seems like such a simple game--oh it's in 3D, of course that extra perspective is smart--but to my knowledge, no one with a profile has tried to do a platformer yet. Nate Mitchell, [VP of Product at] Oculus, was saying you did a bunch of prototyping before you made this game. Can you talk about what you were making?

Bettner: Sure. I told Nate when I was heading into this, the only way I know how to do this is I just have to build a ton of stuff. VR is so new, I have no idea what's going to work. I couldn't tell him, I couldn't tell you. So we just need to prototype. We'll do that for three or four months, and from that we'll see what we think works. So we built like 30 games with the Oculus. We were like, literally putting out a prototype or two every week. We built an aquarium simulator, a version of Zuma...

PCG: Is an aquarium simulator just like...you're looking at an aquarium?

Bettner: You're inside the aquarium, and the fish are eating at your head! [laughs]

We built a music game where you're kinda just bobbing your head to the beat. Half the things we built didn't even have a controller, they just used your gaze to determine what was happening. It was all over the map. We had a game where you were a chef, but the frying pan was attached to your face, and the food would dump into it, and you'd have to flip it up...crazy stuff!

Through that experience we started to see these things emerge that were the best moments we were having in VR. And then one of those prototypes, finally, we stumbled on this third-person platforming idea. When I first heard the idea I was sort of excited about it because those are some of my favorite kinds of games, but I wasn't very hopeful that it would work at all, or be worthwhile to make. But the first time I saw the prototype, we actually built it at a game jam inside the studio, so it was like in two days we built this thing and had the character in front of you...I remember putting it on and I saw the character and I was like "well, it looks like any other platformer I've ever seen. This is kind of cool."

But then I looked up and I saw the whole level just stretching out. And that was like, "whoa, wait, what is that." It was this new moment I'd never felt before in a platformer. At that point I approached Nate and the team at Oculus and I said "this is what we have to make." Not only is that the coolest thing, but a platformer gives us an excuse to have every level be a new type of experience.

The level we're showing here at E3 is a very standard platforming thing. It's such a new idea, we wanted to give something to people they could easily digest. It wouldn't be too hard. But inside the studio we've developed dozens of levels, you're on a hot air balloon and throwing bombs, we can put you under water, all these minigames and boss battles where every single level is like a different ride you're going on. If we weren't doing a platformer, we wouldn't be able to put all that in one game.

PCG: From that perspective it sounds different from something like Mario. And this game felt a lot like Mario. Just sayin'.

Bettner: Yeah, well, that's good! It's one of my favorite games of all time.

PCG: But the idea, the core of Mario, is that Mario jumps a certain way and butt stomps on something, and he has these acrobatic moves. There are sometimes mini games and gimmicks, but it sounds like you're going more in that direction, having more variety.

Bettner: I think we will, but only because VR encourages us to play around with that stuff. The thing I love most about Mario is that they don't try too hard to tell you a lot of story or give you a lot of complicated mechanics. Mario is fine with each level being a playground full of toys. I love that, and that's certainly what we want to embrace with this game. You saw the bouncy mushrooms. They're just fun to sit there and watch in VR, the character bouncing up over your head, watching him do that. I think it probably actually will be closer to Mario than further away, the game we end up making.

PCG: I wall jumped on something in the demo, and was like "Oh, you can wall jump." And Nate was like, I didn't know you could wall jump!

Bettner: [laughs] There's actually a ton of secrets that we've hidden throughout the level that you can only get to by wall jumping, but it's hard to see that in a short demo. There's lots of stuff hidden in the environment, actually.

When you were doing the game jam, was there someone on the team who for like a month had been like "Seriously guys, what if we just made Mario or Crash Bandicoot?"

[laughs] Yes, actually! His name is Evan Reidland (sp) and he's the lead programmer on the project right now. He was the guy who was like seriously, this will work, just let me build it,I gotta show you guys. I was like, I don't know, but it's a game jam, so you can do what you want. He built it and it was phenomenal.

PCG: What else have you looked at for using the Oculus in the game? For example, there's a part where you throw bombs and aim with your head.

Bettner: That's my favorite, because again to use Nintendo as an example, when they build a piece of hardware like the 3DS or the Wii, they're not content to just port an existing game onto that. They always want to do something that could only exist on that hardware. It's leveraging the hardware in some totally unique way, whether it's a touchscreen or whatever else.

With this, I've wanted to do the same thing since we started this project. I want to create mechanics in this game that only work in VR. The throwing mechanic is the first good example of that. It almost feels like this cooperating between you and the character. He picks up the bomb, but he's waiting for you to look where you want him to go and then he'll throw it there. Certainly that experience of playing with your hands and your head at the same time isn't something you can have on a TV. I'm hoping we can find a lot more moments like that.

We've tried lots of little things that are all fun. The bomb throwing one is the one that feels the most natural so far. But when I look at that mechanic, really what I want that to turn into is like a power that the character has that's so much fun, something like Mario's fire flower. LIke it becomes an iconic moment in the game like the cat suit in the latest Mario, something that people relate that character to.

We have one little power where you can shoot water out of your mouth. It's fun because you can stun the creatures and freeze them in place while doing it, but what I love is you can do it and Lucky and he's just like [sputtering and shaking his head].

PCG: One of the things I really liked in the demo was the voxels that would pop out of the cubes. I didn't know if that was unfinished or an intentional look.

Bettner: I'm glad. That's the look we're going for. That stuff in the world kind of doesn't look like it belongs, it's rendered in a different way, and I like how that ended up. It pops that stuff out.

PCG: From the perspective of the graphics, how far along are you? Is this what it's going to look like?

Bettner: I think this is pretty close. We've intentionally gone for something...VR is pretty intensive on the hardware, you need a pretty high end machine to run it in the first place, and we have to run at 76 frames per second. We can't ever dip below that. So because of that, we ended up initially creating a sort of world that didn't rely on a lot of high end graphics techniques. But, luckily, that creates some of the most compelling-looking stuff in VR.

It's funny, a lot of the tricks that we've used in games for many years--a perfect one is texture mapping--we're used to putting textures on everything. In VR, textures end up looking like wallpaper. It's like your brain can see the trick a lot easier in VR. So when we pulled all the textures out and end up with these surfaces that just try to mimic real surfaces like wood and plastic and stuff like that you see in the demo, and instead we spend all our computational time and graphics time on lighting, that tends to be more comfortable in VR. It gives you a better sense you're grounded in the environment. But we're still not going over the top with those effects, because we do want to make a game that will run on most people's hardware once it comes out.

PCG: I'm guessing the draw distance is a fairly big significant deal too, just being able to show the whole level.

Bettner: Yeah. It is, but it's so nice when you can look up and see the whole thing. We wanted to push that all the way out. We barely add any fog at all because it's so neat to see everything in the distance. But it is expensive to do that. It's worth it.

PCG: When I was playing I didn't really have any problem with the way the camera follows Lucky, but a couple people I talked to said that it either felt unnatural not having that control, or that it made them a little bit nauseous. Is that something you've experienced in development? How have you tried to nail down the camera?

Bettner: It used to be way worse. Now we've gotten to a point where a good amount of people think it's comfortable, but not everyone, like you were saying. It's been probably the hardest part of the development of this game, getting that right, feeling good and comfortable. When you play it, I think it's easy to take some of those things for granted. When you're playing it looks like it just works and you don't think about it most of the time, but the way the level is laid out, the way the camera works, it's all carefully orchestrated so the camera never runs into anything, doesn't clip through the geometry, there's always enough space around you so if you lean forward and around you don't' run into anything. And yet you're just close enough to the character to feel like you could still reach out and touch him.

Getting everything to work that way, it's not even so much about the code that runs the camera, as it is about the level design itself. It's this back and forth. A lot of people say that they love when stuff gets really close to them, like the fish that fly off the water wheel and hit you in the face, but if we do too much of that...it's this careful balancing act.

If we were to look at the game in your dev tools, would the camera be this swooping thing, following this rail?

Bettner: It would. You remember Lakitu on Mario 64 on the cloud? That's basically what you're like, just a camera floating on this cloud above the character. But it's the other stuff that makes that work. We shrink the whole level, so the distance is--there's like this comfort zone in VR. I have a sense for what might cause this.

I think that evolutionarily, our brains are wired to have the greatest sense of depth right here where your hands are, because that's where you're operating tools and stuff. Stuff feels most satisfying when it's in the range of one foot to maybe eight or nine feet away. So by shrinking the whole level we basically bring all the gameplay into that sweet spot that's happening right there. That just ends up feeling the best. We just kind of stumbled our way into that, but that's what we found.

With the camera, what got you to the point that makes it feel good? Was it making it move more slowly?

Bettner: Yeah, it was. And the effect of shrinking the world, means that the camera is only moving at a few inches a second as it follows the character. Whereas when he was really big and the level was huge, it had to race at many miles per hour to catch up with him.

PCG: And people threw up.

Well, it was about the same as you find in most VR games. Most VR games are running at a regular scale, 1:1. You have to move fairly quickly through the environment. Here, because everything is so small, the level itself is literally only a couple dozen feet across in real units. And so it's almost more like you're leaning around rather than running through it as Lucky moves.

Some of the other things are, if you notice when you go through those tunnels, those are really neat moments, but they don't last very long. What people describe is that they want that sensation every once in awhile. They sorta want the roller coaster to drop every once in awhile, but they don't want it to last very long, and after that they want to be in a calm place. They don't want it to keep going, because then it's like, this is too much.

Did your team start working with Oculus stuff before Crystal Cove, with the original dev kit?

Bettner: Oh yeah, yeah.

PCG: What have been some of the big changes for you as a designer?

Bettner: Positional [tracking] is obviously huge, but we're not leveraging positional as a gameplay mechanic too much. The biggest thing positional adds, it's just so much more comfortable. The small movements of your body, fidgeting around in your chair, because that's tracked now, it's just hard to describe, but it's fundamentally more comfortable because of that. But resolution, the increase in resolution, has made the experience so much better. With the Rift DK1, it was almost like a simulation of virtual reality, but you still knew that you weren't really feeling like you were there as much. But we've just now with DK2 crossed over this threshold, where nothing is really in-your-face wrong about the experience. Mostly you can just let it go and be like, yeah, I feel like I'm here. But they still have a ways to go. I think they still want higher resolution, better tracking.

PCG: I feel like 4K is where it's really going to hit the sweet spot.

Bettner: Michael Abrash says it's actually 8K that we need, which...[laughs]

PCG: Well, he's got high standards, Michael Abrash.

Bettner: [laughs] He does. It's interesting though. We were starting to get to a point with PC hardware, where you could definitely go and buy the Titan Black, but you were only getting small incremental improvements in the way the game looked. And now VR comes along and our PCs can barely keep up with what VR requires. It kind of resets that whole thing, and now there's plenty of reason why you need dual Titans in your machine, or whatever, 'cause VR is making you render each eye at 8K and you have 16K of total resolution...that'll be nuts, and I think the race will continue for a little while just because of that.

PCG: When you were prototyping other ideas, were you looking at PC games and going, there's no good Mario on PC? Platformers are really underrepresented on PC.

Bettner: I know, I know. But that's kind of a double edged sword. I think so, and I think that PC game market is totally underserved there. I think they're super hungry for a great platforming game, or more than one. But at the same time, people will point to that and say, aren't you afraid that nobody is going to buy it because the PC market isn't that way? And I'm like, I think gamers love great games, and I don't think the demographic works that way. If you make something that everyone's going to love, then by definition everyone's going to love it! I think just because it's the PC gaming market, that I have to make hardcore, gritty, whatever. I think those people love a Pixar movie just like I do.

PCG: How much more do you have to build in the game?

Bettner: We're only four months into this, so it depends on the launch date for the consumer version of the Rift. That is what determines how much time we have to spend on this.

PCG: Is your plan to launch with the consumer Rift?

Bettner: Yep. We want this to be one of the first games people can get for the Rift when they first buy it. I don't know any more than you do about when the exact date is going to be.

PCG: I was going to ask!

Bettner: But I do know when it's not going to be. Some people are speculating certain dates, and I'm like, at least I know that it's not going to be that. So we have a certain amount of time to be able to build this game to a certain scale, and I'm happy we've got it to a point where it's mostly comfortable. We still have work to do there. Now I want to create these incredible made-for-VR moments, like the bomb throwing, I want to find more of those things and build a lot more levels. I hope to deliver a game that feels like the same scale as something you might find as a high-end PC or console title.

PCG: Can you tell me when the Oculus is not coming out?

Bettner: [laughs] No. All I can tell you is that the DK2 will be in everyone's hands really soon, and really, that's so good, it's' even better than I thought the first version of consumer VR would be. I thought it was going to be more like DK1. And now DK2 is here, it's way beyond that, and it's still not the consumer version. Oculus has had so many chances to take shortcuts, they could've capitalized on all the popularity and hype of DK1, put it up for sale, tried to get as many people as possible to buy it. But they did the opposite. If you go to try to buy one, you have to click through all these pages that are like "Stop! If you're not a developer, don't do this, don't buy it." And they still sold like 80,000 of them. I think that takes a lot of courage on their part, to be able to keep the long-term vision in sight.

Thanks for Paul Bettner for fitting me in for a last minute interview. After I stopped recording, I strapped the Oculus on for a second run through the Lucky's Tale demo. Bettner gave me a few more interesting tidbits as I played: the demo level, which is very laid-back, will probably be one of the first in the game. The dev team has already designed some much more challenging stages, and it's actually harder for them to be restrained and develop easy levels. The overall structure of the game isn't set yet--they haven't decided if levels will be hub-based, like Mario 64's castle, or use a world map, or take some other form.

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