Kentucky Route Zero now available on Steam

The evocative adventure game Kentucky Route Zero has appeared on Steam, thanks to the support of dedicated Greenlight voters.

has appeared on Steam, thanks to the support of dedicated Greenlight voters. For £17.09 you can pre-order the game's full five acts, receiving the currently released first part right now.

The game is currently 10% off, down from its regular £18.99 price point. Deal hunters should note that buying directfrom the developers is actually cheaper, with the asked for $22.50 translating to just under £15. Thanks exchange rate! Both sale prices are due to end on March 1st.

Described as a "magical realist adventure game about a secret highway in the caves beneath Kentucky," KRZ is planned as a five-act episodic story to be released throughout the year. Philippa Warr was quite taking with the first episode, awarding it 84% in our review.

The next episode is due out in April. There's also Cardboard Computer's free Limits & Demonstrations, an interactive art exhibit with links to the game.

Obsidian CEO says AAA games are "not relevant" to most developers

Obsidian 's Feargus Urquhart recently spoke at a GDC Russia panel entitled "The decline of the gaming industry as we know it—is there a way out?" While he cast doubt on the notion that huge, console-focused, "AAA" titles are going anywhere, he declared them "not relevant for the development community as a whole." The inflated budgets and team sizes required to make such titles, he cautioned, can also be detrimental to the creative process.

"Trying to manage a team of 1,000 people, I think is just crazy... and it costs a ton of money," Urquhart said of the model used to produce games like Call of Duty and Battlefield. "The result of that is we get fewer games. And I just don't think that that's good. It means we're going to get less innovations... No one wants to try new things. Because if you're going to go spend $100 million, $200 million on a game, it has to make its money back."

Urquhart revealed that some games we think of as AAA actually cost significantly less—Skyrim and Fallout: New Vegas were called out specifically—due to a different development philosophy. He also stressed that better tools allow high quality games to be made for less money, and that the big publisher model is ultimately something that will remain restricted to a very small percentage of studios going forward.

"I question the relevance of AAA," he said. "AAA is not relevant for the development community as a whole, unless you want to go work on a team of 300 people, 400 people, and you want to make five specific games."

You can check out the full video above (though it's mostly in Russian). Obsidian's own Project Eternitybecame one of the most successful Kickstarted games ever last year, bringing in well over $4 million. While impressive, it's only a small fraction of the budgets for titles like Star Wars: The Old Republic, which was rumored to have cost as much as $300 million. This all seems to serve as an apt illustration of Urquhart's point: the games that get the most attention are often made by a very small percentage of studios working with wildly unusual development resources.

The Elder Scrolls Online Update 3 adds armor dyes, improved guild management, and more

The first big change in the new Elder Scrolls Online update is the addition of dyes.

update is the addition of dyes. Now players can change the color of their armor—provided they've unlocked the desired color with the appropriate achievement, that is. That's not meant to belittle the importance of looking good in the Argonian hood, I'm just surprised that it's given such prominence.

Of course, it's far from the only thing on the list of changes in the. Guild management has improved, and leaders of guilds with more than ten members can now design their own unique heraldry for equippable tabards that can be purchased through the guild store. Guilds can also hire merchants from the Gold Coast Trading Company, who will serve as public outlets for guild stores.

Changes have also been made to Alliance War Campaigns: Those that were underway prior to the patch have been closed, while five new ones are opening. Players who were assigned to a Campaign prior to the 1.3.3 patch will be given a free Home Campaign assignment, but switching campaigns will now result in a three-day lockout.

There's more, but it's minutiae, generally speaking: Instant weapon swapping, improved visual quality, a new difficulty for the final fight in the Aetherian Archive and Hel Ra Citadel, that sort of thing. Perhaps important to people who already play the game, in other words, but not likely to bring in anyone who doesn't. Maybe Leif's status updatefrom the ESO front lines will convert a few players.

Kentucky Route Zero interview: choice and introspection in the magic realist adventure

Interview by Philippa Warr
Kentucky Route Zero is a poetic point-and-click adventure featuring dreamscapes, predatory debt and, a few episodes down the line, a gigantic eagle.

Kentucky Route Zero is a poetic point-and-click adventure featuring dreamscapes, predatory debt and, a few episodes down the line, a gigantic eagle. It's a delicately balanced title whose Kickstarter roots serve to echo two of the game's key themes - financial limitations and connecting with others. After reviewing the game, I got in touch with developer Jake Elliott (with whose previous title, A House In California, you may already be familiar) and artist Tamas Kemenczy to discuss pointing, clicking, and channelling the power of bluegrass for an introspective exploration of people living on the margins of society.

So, tell me about the basic concept behind Kentucky Route Zero.

It's a game about hard times, and people trying to connect with each other. It's also about the culture of Kentucky.

And you chose to explore all those ideas through a point and click-style game - why was that?

They're slow-paced by design, which is attractive, and also tend to be really character-oriented. The mouse-driven interface seems less specialized and friendlier to non-gamers than, for example, a WASD+mouse interface for a FPS. We hope to find an audience among people who don't necessarily think of themselves as 'gamers', but are interested in the kind of themes and aesthetics we're exploring.

It's a genre you seem to naturally gravitate towards.

Yeah maybe it is - in this case it really was a 'gravitation' as you say. We initially thought the game would play more like a sort of exploratory, mouse-controlled Metroidvania with a lot of dialogue. But as we developed the content, the platformer elements started to change and fall away, and now it's easier for us to describe what it's grown into as a point-and-click adventure. So it's been a very organic process.

One of the things I noticed while playing was that often all the options would have the same eventual outcome but altered the story slightly just in terms of Conway's character. Is that fair or will the differences lead to more concrete payoffs later in the series?

It's a bit of both - there are choices the player makes in act one that do have fairly dramatic impacts on the plot later in the game (this is what you mean by "concrete", right?), but they're not really framed that way. We're less interested in giving the player ethical or strategic choices, and more interested in giving them poetic or performative choices.

Many of the decisions the player makes in the game are like when an actor in a play can choose how to inflect a line of dialogue, how and when to pause, or what kind of backstory to draw on for the character they're playing in order to perform with honesty and authenticity.

When I was trying to choose how Conway was breathing in the mineshaft section I ended up focusing more on my own breathing - it got strangely meditative! Is introspection a conscious part of the game setup?

Ha, that's great! We do take a few opportunities to sort of hint the player towards an introspective or pensive state. There's also the sign in the gas station basement, and some text in the readme...

It's also a game steeped in nostalgia - what inspired the music and the visual style?

Musically we were of course inspired by bluegrass, and by Ben Babbitt's electronic music (Ben is writing the original score for the game). Visually, we've taken a lot of inspiration from theatrical set design, in the way the environments are structured and presented. Also Eric Chahi's "Another World" is a huge influence on us, as many have noticed!

Then there's the magic realist backdrop which automatically brings a touch of unreality. Is that why you chose it - to set the tone from the start?

The subject matter of Kentucky Route Zero is really pretty dark, and pretty serious: it's about predatory debt, displacement, unfair labour conditions, and other ways that people at the margins are affected by economic decline and austerity. Magical realism is a way of exploring these dark and serious realities playfully, imaginatively, and respectfully.

Does the magical part of magic realism become more overt as the series goes on? I saw a giant eagle in the Kickstarter trailer...

There's a fair amount of magic in act one, especially if you dig for it. But yeah, later on some of these more overtly fantastic elements come out, like the eagle character!

Speaking of Kickstarter, why did you choose the crowdfunded route?

We had fairly pragmatic reasons: we needed some financial support to purchase the licenses for the game engine we use, and to pay the band to record the game's music. We ended up raising about $8,500. This was in January 2011.

The platform feels very different now.

[Kickstarter] seems to have changed quite a lot: the dollar amounts are higher, and the projects that get a lot of attention are more focused on established names than newcomers.

What was the Kickstarter experience like?

The response to the early teaser/concept trailer and the project's description was really positive and encouraging. As a solution to our financial roadblocks in getting the game made, it worked very well, but the continuing support from folks who backed the Kickstarter drive has ended up being the most valuable part of the experience for us. Some of them helped beta test the game, or just provided feedback and encouragement as we updated them on our progress.

Did it feel different in terms of responsibilities towards supporters rather than traditional customers?

We explicitly made regular updates on the game's progress a part of our promise to supporters, so we did have some extra responsibility to our audience that a more traditional customer model doesn't bring with it. But we never seemed to run afoul of supporters' expectations - even when the release of the game was delayed, we just communicated frankly about it with our supporters, and they were all very understanding in their responses to us. Whether this relationship scales up to million-dollar campaigns without changing, we really can't say!

What's next for RPGs? Obsidian's Feargus Urquhart and BioWare founder Ray Muzyka say it's asynchronous multiplayer

During last week's D.I.C.E.

During last week's D.I.C.E. (Design, Innovate, Communicate, Entertain) conference in Las Vegas, Obsidian CEO Feargus Urquhart and ex-BioWare boss Ray Muzyka spokeabout the possible next steps for the RPG genre. They suggested the biggest gain would arise from stronger social features and asynchronous multiplayer, which Urquhart compared to "putting the water cooler into the game."

"You could imagine online gameplay modes in the future that could work with a single-player game, like ghosting or seeing other players' characters, being able to play with other players' characters in an asynchronous multiplayer mode, or seeing achievements," Muzyka offered.

One of Obsidian's biggest challenges, Urquhart stated, is "how do we put a lot of asynchronous multiplayer into our bigger role-playing games."

Urquhart suggested a possible solution would involve gameplay comparisons between a player and his or her friends. "If there's different ways to play the game, good and evil, why can't you look at how your friend is doing the quests?" he asked. "Or how the world is doing the quest—how are people doing in America or Europe, and what's the ebb and flow of that?

"We always thought it would be really interesting if instead of having to go to a website or having to go somewhere else, it's actually in the game," he continued. "I can go into the game and look at my friend's characters and then see the trinkets, see the weapons, and get information about where they got that."

Though widening RPG adventures to include our buddies could be an interesting evolution, lots of us flock to the genre for the isolationism and stories typically revolving around the actions of a single hero. Besides the immersion-breaking risk of a system that notifies you whenever you've killed more chickens than your friends, multiplayer in RPGs should feel natural and will always risk polarizing a community a la Mass Effect 3.

Do you see a future for RPGs where multiplayer and social tools live alongside traditional single-player experiences?

The Elder Scrolls Online launches on Steam with a half-price sale

ZeniMax Online Studios took to Twitter today to announce that The Elder Scrolls Online is now available on Steam, and if you're not already in on the action, you can pick it up until the end of the weekend for half price.

If you're one of the many people who prefer to keep their videogames collected in a nice, neat package on Steam, then The Elder Scrolls Online has just become a whole lot more attractive. "#ESO is coming to @steam_games!" the official Twitter account revealedearlier today. "Watch for more news about this later today, at @QuakeCon".

There are some limitations to the Steam release, however. If you're already an Elder Scrolls Online player, you can add it to your Steam library as a non-Steam game but you won't be given a key for the Steam version. You also won't be able to use your Steam Wallet to pay for the subscription.

On the upside, both the standard release and the Imperial Edition of The Elder Scrolls Online are on sale through Steamuntil July 21. The regular release is half-price at $30, while the Imperial Edition—which lets you play as an Imperial character, along with other minor perks—is 40 percent off, bringing it to $48. The Imperial Edition on Steam also includes the Whiterun Wolfhound pet, but only as a full purchase; those who buy the regular version and then upgrade to the Imperial Edition later will have to go without.

Our ESO reviewcalled the leveling experience "hard to recommend," while our three-month check-infound reasons to be excited that the game is back on track. If you've been waiting for the MMO to come to Steam (or for a healthy discount), now's a good time to travel to Tamriel.

Kentucky Route Zero devs release Limits & Demonstrations, a free interactive art exhibition

If you're eagerly awaiting Act II of the magically real Kentucky Route Zero , then you're going to want to download Limits & Demonstrations, a strange, small, free interactive installation described on the website as a "retrospective exhibition of work by pioneering installation artist Lula Chamberlain, [comprising] a diagonal slice through time, space and form." As with sandwiches, it seems diagonal slicing is the done thing when it comes to carving up dimensions.

Limits & Demonstrations is a wonderfully moody diorama all on its own, but the few overt links to Kentucky Route Zero are the icing on the cake. If you enjoy the narrative puzzles of your average David Lynch film, then you really should be playing this already.

Many thanks to Indie Statik.

South Park: The Stick of Truth initially lacked funding at Obsidian

Obsidian's uncannily accurate recreation of South Park's art, animations, and fart jokes in its upcoming Stick of Truth RPG first came into being without a budget.

Kotaku's lengthy profile of the storied studio revealed that CEO Feargus Urquhart and his team constructed early prototypes for show creators Matt Stone and Trey Parker without financial support.

Urquhart initially stressed to the pair that any sort of South Park game should mirror the show's construction-paper style, saying to them, "Let's pretend we can do all the RPG stuff. We can handle that. If it doesn't look like the show, all of this is pointless."

So, Obsidian crafted working examples unpaid as a proof of its enthusiasm for making the crossover work. Stone and Parker immediately loved the results. "We took it in to Matt and Trey," Urquhart said. "And Trey just grabs the controller and he's like, 'This feels awesome!' And Matt runs up to the screen and he goes 'That's the construction paper!' And they were like, 'Let's do this.' And that was that."

The rest of the profilegoes over Obsidian's shelved and successful projects and its rise from the ashes of Black Isle Studios. And if you feel a surreal sort of excitement over the fact the developer responsible for Fallout: New Vegas is working on a game involving sentient feces and a High Jew Elf class, we're right there with you.

The Elder Scrolls Online trailer shows the fancy guild features of Update 3

In any MMO, a sense of commonality can develop among its players.

In any MMO, a sense of commonality can develop among its players. It's a genre that encourages you to expend significant time and, occasionally, money, and so which MMO you choose can say a lot about the type of experiences you prefer. Of course, that kinship doesn't stop you from then further splitting into smaller groups for the purpose of more micro-conflict. Hence guilds, the focus of The Elder Scrolls Online's third major post-launch update.

"The patch is coming in early August and introduces armor dyes, guild tabards, public guild store locations, a new difficulty mode for Trials, and plenty of fixes and improvements," write Zenimax. "You'll be able to personalize your look more than ever before, represent your guild, and charge with them into a new level of challenge."

Leif recently explored the current state of the game, three months on from its rather drab launch.

The Evil Within trailer warns that violence is (occasionally) not the answer

The Evil Within is filled with all sorts of unpleasantness, and it's not just the belligerent inhabitants of the Krimson City mental asylum that make it so.

is filled with all sorts of unpleasantness, and it's not just the belligerent inhabitants of the Krimson City mental asylum that make it so. The game world itself is a nasty place, filled with puzzles and fiendish traps that will end your day in a squishy hurry.

"Exploration has its rewards," the narrator of the new trailer intones. "Extra ammunition and green gel are sometimes stashed in dwellings just out of sight." You know what else is sometimes stashed just out of sight? Homicidal maniacs with chainsaws. And while sometimes you can come out on top in such encounters, there will also be times you can't. Those giant spikes shooting up from the floor? Can't stab them in the back of the skull. Nor are you going to shoot your way past the giant egg-beater. These are problems that will require a somewhat more cerebral approach.

"While combat is constant throughout most of the campaign, challenges come in all forms. Not all threats present themselves in the form of fights with waves of Haunted; some obstacles are sneakier, more insidious," Bethesda wrote in its latest. "Always look to your environment and inventory to find all the ways to approach combat. What may seem impossible at first may just mean you have to be more clever in how you manage and use the resources provided."

The Evil Within comes out on October 14.

Just Cause 3 multiplayer mod cancelled as Avalanche hires its lead developer

Given the stark popularity of its forerunner’s unofficial multiplayer, it seemed strange that Just Cause 3 didn’t launch with multiplayer support.

Given the stark popularity of its forerunner’s unofficial multiplayer, it seemed strange that Just Cause 3 didn’t launch with multiplayer support. Where most of us would perceive this as a shortcoming, though, intuitive modders saw it as an opportunity and so was born two separate JC3 multiplayer projects: JC3-MP, from Just Cause Multiplayer, the same folks behind the JC2-MP mod; and another similar effort from Nanos, the team responsible for crafting mulitplayer mods for GTA V and Mafia 2.

Unfortunately, work on the former has now come to an “indefinite halt” because its lead developer, Cameron Foote, has been snapped up by Avalanche itself.

“This post has been a long time coming,” says Foote via aon the Just Cause Multiplayer site. “We've been putting off writing it for a while for a variety of reasons, but the most important is, has, and will always be, our desire to do right by our fans. It is on this note that we're regretfully announcing the indefinite halt of JC3-MP development. We know you've been waiting for news over this past year—your desire to play it is matched by our desire to make it—but there's a good reason.

“Good and bad news often come in pairs, and this case is no exception; several months ago, I was approached with an offer I couldn't refuse: to join Avalanche Studios Sweden as a developer so that I could work on projects present and future.

“As part of Avalanche, I'll be able to bring many of the things you know and love from JC2-MP into future Avalanche experiences, while reaching heights that a mere mod couldn't facilitate. Unfortunately, due to time constraints, neither I or the rest of the team can actively pursue development on JC3-MP; our lives are just too busy to allow for it right now.”

Foote goes on to say Just Cause Multiplayer will continue to maintain JC2-MP “where appropriate” in his absence, and while the team won’t be actively adding new features, the usual duties of bug fixing, maintaining stability, and upholding the mod’s strong reputation will continue as normal.

Does this appointment mean we can expect official Just Cause 3 multiplayer support down the line? Time will tell, I guess. In the meantime, it’s over to you Nanos!

The Elder Scrolls Online content update adds Craglorn zone, 12-man trials

Reaching the peak of your power in The Elder Scrolls Online is a tale of heroism worthy of a bard's song, but less gallant are the rather abbreviated set of end-game activities for the month-old MMO.

is a tale of heroism worthy of a bard's song, but less gallant are the rather abbreviated set of end-game activities for the month-old MMO. The sprawling PvP zone of Cyrodiil has been the go-to destination for some Emperor roulette, but outside of the Imperial heartland, there wasn't much to do beyond running through the same dungeons and boss camps. Thankfully, ZeniMax wants content releases quick and regular, and we're getting the first new chunk of Tamriel today with a huge patchopening up the lands of Craglorn with group- and raid-sized challenges for max-level players.

Craglorn is the new rocky playground for Veteran-ranked heroes to adventure for beefier loot and more structured boss encounters. That includes two 12-man raid challenges layered with a time-trial mechanic that ranks the speediness of each group on server-wide leaderboards.

Nabbing the top positions on the boards bestows higher-quality gear payouts for the victors, but throwing another Wabbajack into the works is a limited number of resurrections on death. Used up all your reserve revives? Back to the beginning you go with all monsters and bosses reset. The whole system is an interesting take on prolonging the freshness of raiding by fostering competitiveness among teams, but I'm concerned the steepening penalty for repeatedly dying will make learning boss fights exceedingly punishing.

Accompanying Craglorn is a small army of bug fixes, quest adjustments, and ability tweaks gathered from weeks of player feedback and reports. Generally, combat and animations took a bump in responsiveness, and it's slightly easier to amass the tons of experience needed to increase Veteran levels via boosted monster and quest rewards. Nearly every aspect of the game got touched up in some way, and the full patch noteshas all the details.

In Chris' reviewfor The Elder Scrolls Online, he considered the game "an MMORPG of moderate scope" hampered by a sense of lifelessness. Craglorn probably won't address the entirety of the perceived shortcomings of ZeniMax's jump into the demanding MMO genre, but I'd like to think it's a good start and a step in the right direction for furnishing more excitement for players.

The Evil Within minimum system specs are much more PC friendly

Last week, Bethesda published the recommended system requirements for upcoming survival horror The Evil Within.

E3 VillagerFire

for upcoming survival horror The Evil Within. They were, to use the technical term, ruddy huge. To get the best experience, the publisher claimed, players would need 4GB of GPU VRAM and an i7 CPU. Today, they've revealed the minimum requirements. They'll be far less terrifying for your rig.

Minimum Requirements

OS : windows 7/8.1 GPU : GTX 460 or an equivalent 1 GB VRAM card CPU : i7 or an equivalent 4+ core processor RAM : 4 GB HDD : 50 GB

"You won’t be experiencing the game at 1080p and you’ll likely need to turn off some features," writes Bethesda in a new post, "but you will still be able to have a great experience with the game."

The Just Cause 3 multiplayer mod is making great progress

As evidenced by the lastest video, the project is making leaps after initial delays caused by the notorious Denuvo anti-tamper tech .

Nanos, the group behind the Just Cause 2 multiplayer mod, announced in Decemberthat Just Cause 3was up next. Strangely for a game that revels in carnage, it released without multiplayer support.

. The team are now able to synchronise parachutes and jetpacks between players and can run a multiplayer server for an hour without a crash. Swooping about is half the game, after all.

Catch is, when the mod is ready for public testing, it will require you to own Just Cause 3's DLCto work.

The main menu—plus server browser—are next to be completed.

The Elder Scrolls Online's first Emperor player interviewed, relied on trail mix to succeed

If it's good to be the king, then being Emperor must be a pretty nice gig, too.

The Elder Scrolls Online'sfirst player-emperor goes by the name "Morkulth." He has his own battle cry and a horse named Moonbeam. In a new interviewat the official ESO website, Morkulth says he relied on his guildmates, early access to the game, and a lot of trail mix to make it to the top.

Reaching the rank of Emperor in ESO reflects successin specific PvP alliance war campaign events. Players who top the leaderboard for each campaign ascend to the fictional throne and get a full skill tree that lasts the life of the character. Now, these skills linesare a big deal in ESO, as the way they morph and change has a tremendous impact on how the game feels and the kinds of challenges players can overcome. If I could imagine an imperial gift in ESO, this might be it. And I'm sure Morkulth gets some bragging rights as well, even as the high elf sorcerer was full of praise for those who helped him achieve this.

"It was a little nerve-wracking, to be honest," Morkulth tells developer Zenimax Online Media. "I was not expecting to be on the top of the leaderboard because I started a little behind some other members who were in the campaign. I had confidence, though, in my ability to stay to the plan I had set up for myself and follow through with my goals. It felt great to open up my mail and see a beautiful costume ready for use. I was elated that I had the support of great guilds like Entropy Rising and PRX, my trusty steed Moonbeam, and my mara partner Grimalkin. Without the combined efforts of everyone it could not have been accomplished."

Asked how he prepared for his battle to the Ruby Throne, Morkulth tells Zenimax, "I prepared by having lots of trail mix at hand if the fight was to go into the late hours of the night and making sure I stayed rested (physically). To stay motivated, I kept my eyes on the prize."

If you're curious about who else has been able to reach the emperor rank since the game's release last month, Zenimax says it is planning a series of interviews to highlight these unique players. For more on ESO, check out our review.

The Evil Within trailer shows monsters, kills them

The (entirely made up) alternate title for this video is "One Minute To Face-Tentacle".

The (entirely made up) alternate title for this video is "One Minute To Face-Tentacle". The actual title for this video is "Fight for Life". Either way, it is, to date, probably the most enlightening glimpse into how Bethesda's upcoming survival horror will play.

I am particularly fond of the name "Agony Crossbow". As if crossbows were designed for any other purpose.

Designed by Resident Evil's Shinji Mikami, The Evil Within purports to be a return to classic survival horror. Think low ammo, locked doors, and a creepy dude with a giant hammer and his head in a safe. It's out next week, on 14 October.

Mech Land Assault comes to Just Cause 3 early June

The second part of Just Cause 3's Air, Land and Sea season pass, Mech Land Assault opens up the new island of Lacrima.

Where do you go if your opening DLC featured an airborne nuclear battleship? Just Cause 3has the answer: gravity-manipulating mechs will arrive June 3.

The second part of Just Cause 3's Air, Land and Sea season pass, Mech Land Assault opens up the new island of Lacrima. What the tourist brochure doesn't mention is the abandoned research base and prison camp guarded by deathbots.

Find a way to disable their shields, however, and you've just got yourself access to two types of mech that you can pilot anywhere in Medici. You can do a lot with Rodrigo's grapple and explosives, but these guys have gravity guns.

Mech Land Assault is £9.49/$11.99 on its own. Bavarium Sea Heist, the final DLC, is due before summer is up.

The Evil Within gets trap-happy with latest trailer

The world is getting another Shinji Mikami horror game in just a few weeks' time, and I have every crossable limb entwined that it lives up to the great man's legacy.

The Evil Within

The world is getting another Shinji Mikami horror game in just a few weeks' time, and I have every crossable limb entwined that it lives up to the great man's legacy. I know that Andy was impressedby The Evil Within, and that I won't be able to play it on PC, and thanks to a new trailer and blog post I now know how to survive it without being made into mincemeat.

The new trailer, below, shows how to survive when you run out of ammo: you can hide, sneak, or turn enemy traps against them. If you feel truly outmatched you can pass through a mirror to visit a place known as The Asylum, and upgrade your abilities with the aid of some sort of electro-shock machine. Even when it's being nice, The Evil Within is not very nice.

Bethesda have some more detailed survival tips here(plus bonus gifs), but we're so close to release now it seems a shame to gorge on details that are probably going to make the game feel less tense. The following, three-and-a-bit-minute video is more of a whistle-stop tour of some of The Evil Within's systems.

Just Cause 3's new mechs aren't as much fun as they should be

I played with the upcoming Just Cause 3: Mech Land Assault DLC recently at an event in Los Angeles.

recently at an event in Los Angeles. The DLC, which comes with the $25 Season Pass and will be separately purchasable for $12, will add a new 19 square kilometer island to the north, a new storyline and missions, and two mechs. While I didn't see the new island or any of the missions, I did get to pilot one of the mechs, using it to destroy a few bases, kill a bunch of soldiers, and see how it felt alongside Rico's other weapons of mass destruction. (Note: The gifs below were provided to me, and were not from my gameplay session.)

Adding mechs to the already ridiculous chaos of Just Cause 3 sounded like a surefire winner to me, but after about fifteen minutes of play I came away feeling disappointed. I guess I expected something a little different from Avalanche, who generally excel at creating gloriously fun tools of chaos and destruction. The new mechs, though occasionally amusing, felt like the weakest of Rico Rodriguez's arsenal of deadly toys.

When I think of mechs I think of giant, stomping, lumbering robotic suits, but these mechs are on wheels, so you drive them. The driving doesn't feel great. The mechs slide around as if their wheels are greased and the land is covered with ice, or like you're hovering a few inches above the ground. You slide around, basically, in a way that feels completely devoid of friction. I'm not asking for realism, not in the ludicrous sandbox of Just Cause 3, but zipping along in any direction at incredible speeds felt silly, and not in the good silly way that the Just Cause games often do. Maybe mechs that ran around on legs would have been too slow for JC3, but this greased lightning approach wound up feeling like someone just made a mod that turned off the driving physics. It's slippery and weird.

Picking up objects with the mech's gravity gun (called a gravity grip) and throwing them around is definitely useful. See a tank, or a vehicle, or soldiers, or pretty much any object that isn't nailed down, and you can lift it with your gravity grip, carry it around, and release it at high speeds, turning just about anything into a projectile weapon. I picked up objects and fired them into fuel tanks and radio towers, I picked up soldiers and threw them into each other, I carried one poor grunt from the base he was guarding, slid down a mountainside, sped across the map to the edge of a cliff, and launched him into the ocean.

I never thought I'd say this about ending a man's life by using a giant gravity-defying robot to propel him several hundred feet into the unforgiving sea, but the experience was joyless and empty. Again, it felt like a mod more than anything, like that mod for GTA 5 that gave you a gravity gun. Something to be played with for a few minutes— ha ha, I can pick things up and fling them around! —and then quickly discarded in favor of the more standard and satisfying ways of destroying things.

At least punching things with your mech's giant fist is fun. You can derail trains and wallop tanks and bash hapless soldiers and even leap into the air and uppercut a helicopter (theoretically, at least—I couldn't jump high enough to accomplish that myself, and seeing a helicopter directly above you while you're piloting a mech is difficult). You can also "ground-pound", delivering a superhero-like leap and and a landing punch to your enemies.

The few minutes I spent with the new mechs, though, felt like enough for me. It definitely didn't feel like something I'd want to use regularly in the main game. Keep in mind, I didn't get to see any of the actual mech-based missions on the new island—I was only turned loose on a few random bases—so my hope is there is content specifically designed for the mechs that will make them a bit more enjoyable.

Hideo Kojima expresses interest in Silent Hill. Here's how he could (very easily) make it better than it's been in a decade

Silent Hill, let's face it, is in a bit of a mess. Once one of the most pioneering and narratively powerful series around, it's since been passed from home to home like a weird troubled orphan whose houses have a strange knack of burning down, never finding the right familial fit or long-term stability to really flourish. But here comes benevolent old Uncle Hideo. He seems interested in helping Silent

Just Cause 3 Jenga looks like messy, destructive fun

Someone has managed to build, and play, a working game of Jenga in Just Cause 3 , using shipping crates, Rico's handy grappling hook, and a helicopter, all items most of us have lying around the house.

Just Cause 3 Jenga

, using shipping crates, Rico's handy grappling hook, and a helicopter, all items most of us have lying around the house. It's a lot more time-consuming than regular Jenga, but thanks to JC3's physics system, it actually works pretty well.

As you can see, to pull the 'blocks' out, YouTuber teamcream uses Rico's grappling hook. The trickier part is putting the block back on the top of the teetering tower, something they accomplish with the aid of a helicopter. After reaching an impressive height, the structure tumbles rather satisfyingly into a pile of multicoloured crates.

One to try when Just Cause 3's multiplayer modreleases, I reckon. (Cheers, Game Informer.)

The Top 7 Unlikeliest badasses in gaming

Page 1 of 3: Page 1 Page 1 Page 2 Page 3

Just Cause 3 Sky Fortress DLC coming March

I'm sure I've seen that flying nuclear battlestation before.

Just Cause 3's first piece of DLC, Sky Fortress, pits Rico against the copyright-skirting Eden Corporation. The Eden Corporation, as you can see, are a little better funded than your average island dictator, boasting mechs, drones, laser cannons and airborne carrier ships. Not to be deterred, Rico has got his hands on some vibranium (or rather, a 'Bavarium weaponised wingsuit' so as not to provoke the lawyers).

Joining this inspired hardware upgrade is a personal defence drone and auto-targeting missiles, plus the Bavarium splitter rifle if you're forced to sink so low as engaging the enemy yourself.

Sky Fortress is the first installment in the Air, Land & Sea pack. The second, coming later this year, is titled Land Mech Assault and introduces your very own mech with a similarly familiar gravity fun. Avalancheis keeping tight-lipped about the third DLC, Bavarium Sea Heist, but I'm hoping it's not inspired by Thunderbird 4.

Sky Fortress is coming in March, and the pack will have wrapped up 'before the end of summer'.

Silent Hill film sequel now shooting, first photo of Adelaide Clemens as Heather Mason released

Silent Hill: Revelation 3D, the sequel to the series' inceptive 2006 film adaptation , began 'lensing' in Toronto today, and with the film's long-awaited commencement come the first casting details and a production shot. The press release announces Adelaide Clemens (X-Men Origins: Wolverine, Vampire) and Kit Harington (HBO's Game of Thrones) as the film's headliners, and Michael J. Bassett , who most

Just Cause 3 Multiplayer Mod is in the works

It was a bit surprising that Just Cause 3 was released without multiplayer support, given the strong and very positive response to the unofficial (but sanctioned) multiplayer mod for Just Cause 2 that came out a few years ago.

for Just Cause 2 that came out a few years ago. Avalanche co-founder Christofer Sundberg actually said in November 2014that the studio might work it in at some point down the road, and made a point of stating that “we don't expect the fans to make the multiplayer for Just Cause 3.” Nonetheless, the fans are doing it.

The Just Cause 3 multiplayer modis actually being made by the same team that created the JC2-MP mod, and while there's little in the way of detail at this point, the developers promised “frequent updates on our progress” going forward. There's also no word as to whether Avalanche will embrace the mod with the same sort of enthusiasm it showed for the Just Cause 2 edition. Hopefully it will (and I think it'd be foolish not to) but that mod didn't come out until two years after the game's release, and took another year to make its way to Steam. Just Cause 3, on the other hand, has only been out for a month, and Avalanche may not want to give up control of this aspect of the game quite so quickly, especially if it's serious about doing the job itself.

I've reached out to both Avalanche and the Just Cause Multiplayer Mod folks for more information, and I'll update if and when I hear back. (Given the timing, that may be awhile.) In the meantime, enjoy the trailer!

A JC-MP rep said the team has "spoken with a few of the Avalanche staff informally, and the general consensus is that they love what we're doing." That's not quite official approval, but it certainly sounds like a step in the right direction.

See what happens in Just Cause 3 when you don't press any buttons

Just Cause 3 is a game filled with explosions, mayhem, car-surfing and skydiving.

Just Cause 3 is a game filled with explosions, mayhem, car-surfing and skydiving. What happens, though, if you decide to play without actually pressing any buttons?

Someone at YouTube channel Things We Playdecided to see just how long it takes Just Cause 3 to become filled with the typical Just Cause carnage and chaos if you don't go looking for it but instead simply stand in the street and wait. Turns out, it doesn't take long before a quiet road becomes a hotbed of death and destruction. It doesn't take long at all . A pedestrian is hit by a car, people start shooting, cars start crashing, and nuns start panicking. Startlingly quickly, the game becomes, well, the game, complete with car surfing.

Final Fantasy 10's new look betrays its main character

Spoilers for Final Fantasy 10/10-2 HD Remaster follow. By all rights, I should be happy that Final Fantasy 10 has finally been released on PS4. In many ways I am - I've adored the game since its original launch let's not talk about it years ago, and though we just saw the game return on PS3 last year, anything that makes the vibrant world of Spira even more available to a new generation of players

Talking with Rami Ismail over the internet, there is the constant, familiar sound of a digitized water

drop -- the sound of people Skype-messaging him, throughout our conversation. He tells me that it's other game developers pinging him, most asking for advice. "Rami, I need your superpowers!", messages one unnamed game developer.

A bird? A plane? Nah, it's just Vlambeer's Rami Ismail

Perhaps it's hyperbolic to call Ismail the Superman of indie game development, but consider this: He hears the cries of fellow indies, he feels a sincere obligation to help them, and he lends a hand. He swoops in and saves them (or at least gives them advice) through Skype, through his speeches, through his emails. A constant world traveler who's also tweeting and blogging, he emanates a sense of omnipresence.

Ok, so if calling Ismail "Superman" is overstating his importance or abilities, calling him one of the most important figures in game development is not. He's one-half of the two-man Dutch development team Vlambeer, and along with game designer Jan Willem Nijman (a.k.a. "J.W."), they are makers of excellent action games including Super Crate Box , Nuclear Throne and Luftrausers . But his calling goes beyond making good games.

"One of the cornerstones of 'indie' has been sharing and collaborating and working together," he says. "So I just decided to do that exact thing."


"One of the cornerstones of 'indie' has been sharing and collaborating and working together."


Ismail, somehow, does find time to actually make games, as the programmer at Vlambeer. But when he's preaching the good word about game development outside of his studio, most of Ismail's advocacy isn't focused on programming or actually making games. His efforts largely have to do with educating indies about the business side of being indie. Developers, so focused on making games and so short on people power, just don't have much time to think about the vastly important aspects of actually selling games and marketing them.

As the Skype messages flow in and as the unread email piles up, even just during our short chat, Ismail admits that things can get hectic. But there's a calm about him even when he's talking how busy he gets with his job. He chose this path, and he's passionate about it. Lifting up others outside of Vlambeer lifts up the entire indie space -- that's what he believes.

"The big thing that I realized through Vlambeer is that I care a lot about video games. I care a lot about the people who want to make video games," he says. "I came to the realization that it's about [caring about games] and not just about making a specific kind of game with Vlambeer. I care about making sure that everybody can make games. If I'm indeed filling a role that not a lot of people are filling, then I should probably try to make my skills available to everybody who needs them."

Ismail has no formal business training, but he is a programmer. He sees business and marketing as systems that he can optimize against, like code. His free presskit()tool, which streamlines the process of making press pages for developers' video games, is how he approached one of his major problems (not having enough time to help every indie on the planet). He says his goal is to become "obsolete," in the sense he's given developers in need all the tools and knowledge they could possibly need to be self-sustaining -- that his personal, direct services would no longer be necessary. That time likely won't come any time soon, thanks to the inherent complexity of making and selling games as an indie developer.
Mistakes indies makeIsmail interacts with indies all over the world, and each community has its own idiosyncrasies.

But across all regions, Ismail does see mistakes that indies often make. One of the big mistakes is a basic misunderstanding of the cost of overhead, or of money in general. "A lot of indie studios start out with more people than they probably should have in the company," he says. "A lot of people tend to think about money in terms of being students, I guess, which is a position in which a lot of indies start. They think in terms of salary."

Instead of thinking in terms of making games for a salary, indies should think more in terms of time. "How much time do I have, with this money, with the people I have, with the office I’m renting, the cost of marketing. How much time do I have?"


"People think of the press as an all-eating monster that will devour your soul. A lot of indies are terrified of press."


Ismail says indies need to stop thinking of money so arbitrarily, assuming that if their bank statement has a number followed by a certain amount of zeroes, that their businesses will be viable indefinitely. Instead, think about when time -- i.e. money -- will run out, and plan against that. With Vlambeer being just two people, Ismail practices what he preaches about being conscious about overhead and costs.

Another common mistake Ismail sees indies make has to do with the press. "People think of the press as an all-eating monster that will devour your soul," he says. "A lot of indies are terrified of press."

Indies are afraid of possible issues such as sending early builds that might get torn apart in the media, he says; that if the press doesn't respond to a press release, the media hates them. "There's a lot of fear that usually comes from just not understanding how things work," he says. "As game designers, not making assumptions, and understanding empathy are big parts of what we do in the first place. I would like to see more indies extend those same values to how they deal with press and business. [Working with press] is exactly like designing a system for a video game."

Indie game developers are also too reluctant to collaborate and share with one another, Ismail adds. Developers should try to share with one another, as much as possible, how they make games, how they sell and market games. "A lot of indies are scared about opening up on a lot of things. Some of these are business-related problems, which is reasonable, but in many ways, there are a lot of things that are not O.K., that we can fix, just by being open about them."

Ismail uses the example of the publicized tiff Vlambeer had with Microsoft over Xbox One's launch parity. "That is a bad rule. It is a problematic rule, because it effectively forces Sony to create a similar rule, if enough indies just go with it. It'd be awful, because it'd mean you can't launch on one [platform] before the other. If indies are not aware that that rule is problematic, then you might up in a situation where Microsoft is getting exclusives, with worse terms."

"I think the indie scene nowadays is large enough to take a stand against something like that," he says.
Common groundThroughout our conversation, we say that term -- "indie" -- over and over again. At one point, Ismail mentioned it, and said he doesn't really care about the answer to the aging question, "What is indie?"

But he says there is still a distinction, one that is great enough as not to throw out the term just yet. "The difference is, if we ['indies'] screw something up, we eat noodles. If they [traditional large-scale developers] screw something up, 300 people might default on their mortgages," he says.


"The difference is, if we screw something up, we eat noodles. If they screw something up, 300 people might default on their mortgages."


Ismail was recently in Las Vegas to speak at the DICE Summit, a game industry event known to cater mainly to the traditional, big publisher, big business crowd. But even though he felt out of his element (he describes Vegas as "In-App Purchase City"), and among game developers who were not in his usual circle, he was able to find common ground where labels such as "indie" and "triple-A" faded away, at least for a little while.

"I think, effectively, we're the same type of person. When I sit down with Randy Pitchford or Warren Spector, or anybody [in triple-A] we would automatically connect on all the shared experience we've had, or the same passion for the media we have, or the creative urges, the things we want to do. Those were all pretty much identical."

The difference is that forces -- responsibilities -- come into the game-making equation; broad market forces and responsibilities to employees that Vlambeer doesn't really need to address, that larger corporations must confront and react to. This modifies and influences the way that studios approach game creation.

"[Las Vegas] was not my place, it was way overwhelming. But these were still game developers. These were still people I could connect with on a really simple, honest level, which was fun," he says.
An army of VlambeersEven though Ismail is able to connect to game developers from different spaces and "scenes," he's still committed to Vlambeer's format: Two people -- a programmer, a designer -- who are "polar opposites," making video games. "Since we're only two people, there's no way to win an argument by vote," he says. "The only way to win an argument is by arguing. That's at the core of a lot of what we do. … We have to agree on something, and that's the only way something goes into our games. I don’t know how to scale that. I don't think you can."


"You can give back. And that takes time, but it is worth it."


I ask what he'd do with a team of 50 people. He says he'd just break the group up into 25 teams, an army of Vlambeers. Pairs of people doing their own thing, disagreeing and agreeing and making "small" games they believe in.

Meanwhile, during the course of our chat, about 20 or 30 people -- people whom Ismail says he doesn't really know that well -- are Skyping him, asking for help on angling pitches to press, or for advice on their business strategies. At the moment, he's doing the interview at Boston-area Firehose Games, and developer friends are trying to draw him away. Everyone's demanding his attention, in person and over the internet, but he seems comfortable in the role. And there's nothing that indicates he's putting himself "out there" because of some underlying arrogance. He's sincere, and he really loves making video games, and like-minded people are naturally drawn to that.

"You can give back," he says. "And that takes time, but it is worth it. It's not 'worth it' necessarily for yourself directly, although it does end up helping you. It is good for the medium. We all started making games because we care about video games, I hope."

Front page photoby Sebastiaan ter Burg.

Modder brings working lightsabers to Fallout 4

On this week's Mod Roundup, a Star Wars fan brings working lightsabers into Fallout 4, and Rico learns a nifty and deadly new attack in Just Cause 3.

F4mod

On this week's Mod Roundup, a Star Wars fan brings working lightsabers into Fallout 4, and Rico learns a nifty and deadly new attack in Just Cause 3. Meanwhile, Cities: Skylines gets a scientific makeover with some beautiful radio telescope dishes, and a modder gives you tons of custom camera options in The Witcher 3.

Here are the most promising mods we've seen this week.


Teleporting Death Punch, for Just Cause 3

Not like Rico needs more ways to cause madness and mayhem in Just Cause 3, but just in case, modder Jordan Choklad came up with a new one. It's called a teleporting death punch, and as you may have guessed, it allows Rico to essentially teleport to an enemy, and punch him. The result: death. It's a little silly, but how often will I get the chance to type "telelporting death punch" in my lifetime? Maybe twenty, thirty more times, tops. Video above.

Correction : I originally attributed the teleporting death punch mod to a different modder. My sincere apologies to Jordan Choklad!


Lightsaber Renew, for Fallout 4

This is more than just baseball bats painted to look like lightsabers. They really extend from the hilt, and glow, and while they don't cut off limbs, they do look pretty cool in action. The above video shows they're not just for the player, too. Get your Star Wars on in Fallout 4. Thanks to Kotaku!


Telescope dish, for Cities: Skylines

Skymod

I'm not a huge fan of most of the high-level science buildings available in Cities: Skylines. They're just a little too futuristic to really fit in with the rest of your city. However, these dishes by GCVosare perfect. They're beautiful, and they're not so outlandish that they stand out like some silly sci-fi installation that's just arrived from the future. Nice work.


Absolute Camera, for The Witcher 3

If you've been looking for some new camera options in The Witcher 3, your wild hunt is over. The Absolute Camera mod lets you define your camera for a number of different situations, like horseback riding, running, swimming, combat, sailing, interiors, and more. You can toggle between them, and even save your camera presets to share with others. The video above shows some custom camera settings, compares them to vanilla, and even adjusts them in-game.

The 25 best Final Fantasy games

We recommend By Zergnet

There is a new Just Cause 3 patch available

Today in short-but-important patch notes: Just Cause 3 version 1.021. , though it brought in a load of flashy fixes like "significantly improved loading times" and "optimizations to online stats", broke a few things, and the struggle to get Just Cause soaring as it should continues.

Just Cause 3 7

1.021 consists of just two unexciting but vital items:

Improved Stability When Exiting To Desktop. Improved Memory Management.

The previous patch introduced a new bug that caused crashes when quitting. Sure that's close to the intended effect but I prefer coming to a smooth halt to wrapping my car around a tree, if you catch my meaning. This is now fixed, supposedly.

Memory issues have been addressed across a "wide range of systems", which is a big step considering how random Just Cause 3's faults appeared to be. Some rigs will feel this improvement more than others.

Steam's December Hardware Survey shows 20% of polled users now run Windows 8

Fact: an 8 degree counter-clockwise graph rotation is 94.6% sexier.

Ooh, it's been a whilesince we last delved into the silicon minutia of Steam's Hardware Survey. As it's a new year, let's treat ourselves with a quick rundown of the recently released December stats. Through them, like hushed archaeologists on a giant mound of plastic, we can glimpse at the habits of the prehistoric gamers of that ancient era known as 2013.

First, a disclaimer. Steam's hardware survey is an interesting snapshot, but one of a very specific cross-section of digital entertainment manipulators. For one thing, it's opt-in, meaning plenty of Steam's more than 65 million users aren't included in its trawl through PC innards. For another, it's Steam only. Some of the biggest games on our platform - from Minecraft and World of Warcraft, to League of Legends and Battlefield 4 - aren't being played through Steam. As such, there's no guarantee that their many collective players - or their varied PC set-ups - are being catalogued here.

With that out of the way, let's talk about operating systems. If you need to sprint off for a cold shower first, I'll understand. Given Valve's continued push toward Linux - including the beta release of their own SteamOS - I'd expected the open-source platform to have overtaken OSX as Steam's second OS. In reality, it's not even close. Linux accounts for 1.07% of polled users, while Mac has over triple that at 3.36%. Even taking into account that some of the mysterious 0.71% in the "Other" category could belong in the Linux camp, it's a big difference between the two tiny numbers.

Clearly, then, Windows is still the undisputed champion. But which Windows? Well, Windows 7, obviously. Between its 32 and 64-bit versions, W7 accounts for a 63.35% share of polled users. That number is falling, albeit slowly. In fact, the only OS making any significant gain in the charts is Windows 8's more palatable 8.1 version. All told, 19.97% of accounted systems used Windows 8, with 8.83% of those running 8.1.

Graphics cards remain scattered about the gaming landscape like the detritus blowing in the wake of a beautifully rendered explosion. Steam's most popular, for instance, is Intel's HD Graphics 4000. Thanks, laptops. Of the real 3D cards, Nvidia's GTX 660 is their most popular (2.2%), thanks to its neat balance between price and graphicsability, while AMD are slightly behind with ATI Radeon HD 7850 (1.25%). Overall, Nvidia are currently winning the eternal war for our pixels, with 51.67% of the share of Steam's survey taking userbase. Although AMD probably can't hear Nvidia's gloating over the sound of all the next-gen console cards they're making.

My favourite statistic of this whole damn list is regarding monitors. Obviously 1920 x 1080 remains the standard (32.06%), even with Steam's laptop owning population. Pop over to the multiple monitor section, though, and we can see some people really living large. 0.87% of people are basking in 3840 x 2160, aka 4K UHD. And even those guys pale next to those 0.04% of users with an eye-bulging 7680 × 4320 arrangement. That's the equivalent of sixteen 1920 x 1080 monitors.

ENGAGING DAD JOKE MODE: It looks for those lucky few, 8K was their new year's resolution.

Just Cause 3 patch promises to address long loading times

Friday will see the release of a Just Cause 3 patch that promises to "significantly" reduce loading times, improve overall stability, and fix bugs related to resizing the screen and closing the game window before it's fully launched.

Just Cause 3 1 02 patch

The 1.02 patch notes aren't super-explicit, but this is what you have to look forward to:

Significantly improved loading times Optimizations to online stats General stability fixes Fixed an issue related to challenges, wherein vehicles sometimes disappeared when starting a challenge Fixed issues related to screen resizing and closing the game window before the game has fully started up

"Since launch, we’ve been pouring through your reviews and comments to help us prioritize our fixes accordingly," Avalanche wrote. "We know many of you have been patiently awaiting today’s patch, and this update is part of a much larger plan to optimize and improve the game."

The studio also listed a few other areas of concern that aren't actually bugs, but that that some players are having issues with. Cutscenes can be skipped by holding the B button or hitting "skip" from the pause menu, and the absence of a "sprint" button is an intentional design choice to encourage the use of the grapple to get around quickly. Rico also doesn't crouch, because Rico doesn't hide from mortal peril. He's just that kind of guy. Other hints and tips can be found in this Steam forum thread.

Thanks, Gameranx.

Update: This is only Wednesday, but the 1.02 patch is live now.

Project Spark trailer promises a universe of possibility, but only if you're using Windows 8

Many will tell you that Project Spark is a more powerful version of the PS3's Little Big Planet.

Many will tell you that Project Spark is a more powerful version of the PS3's Little Big Planet. We know the truth, though: it's a cutesy Garry's Mod, and as such is far less likely to responsible for the likes of this. Or this.

In fact, if you're not using Windows 8, it will be responsible for very little - the game appearing exclusively on Microsoft's latter OS and XBONE console. If you are running that most tile-centric of systems, however, you'll be able to exercise the spark of creativity through a beta test that's now taking sign-ups.

Project Spark lets players create a world, and the games to be found within it. Inevitably, you'll also be able to sculpt penises, because otherwise what exactly is the point? It's being develop using the full suite of nightmarish device integration, including SmartGlass and Kinect. How this will all merge into a great PC blancmange isn't entirely clear, but more information should surface once the beta has launched.

Thanks, CVG.

Dark Souls bonfire found in Just Cause 3

While Avalanche is beavering away on fixes for performance issues and crashes that appear to have struck at random, those who can play have access to a ridiculous expanse of island—some 400 square miles.

that appear to have struck at random, those who can play have access to a ridiculous expanse of island—some 400 square miles. It stands to reason that the devs managed to tuck a few Easter eggsaway in some of the darker corners. Or sunlit beaches, as is the case for this cute little Dark Soulsreference.

Steam user Synattistumbled upon a bonfire at N 40 41.221, E 5 35.019, complete with high-powered rifle in place of glowing sword. You can light it too, although there's no word on what happens if you go dropping the souls of Mediterranean dictators around the place. Thanks go to YouTuber Razedfor the footage.

Final Fantasy X-2 included in PS3 HD collection

The PlayStation 3 version of Final Fantasy X HD will pack Final Fantasy X-2 on the same disc, according to Japanese magazine Jump (via Gematsu ). The fashion-swapping, pop-singing direct sequel will be sold separately on PS Vita in Japan. The visually remastered games will both include their respective International Edition content, and you can get a quick look at the smooth new forms of Tidus and

Microsoft planning to bring more first-party titles to PC

I've always found it a bit weird that the ancient PC game publisher and OS manufacturer Microsoft - custodians of venerable series like Flight Simulator and Age of Empires - would let some new upstart company, the one responsible for the Xboxes and Zunes and tile-based operating systems, also be called Microsoft.

I've always found it a bit weird that the ancient PC game publisher and OS manufacturer Microsoft - custodians of venerable series like Flight Simulator and Age of Empires - would let some new upstart company, the one responsible for the Xboxes and Zunes and tile-based operating systems, also be called Microsoft. Surely that's grounds for- wait, what do you mean they're the same Microsoft? How does that make any sense?

Oh, right, apparently the two Microsofts really are one and the same, meaning that the decline, neglect and - in the case of Games for Windows Live - open hostility to the PC as a platform was some bold form of marketing strategy. But now, Microsoft Studios VP Phil Spencer wants to reconcile the two images, and again start bringing their first-party games home.

"I think it's fair to say that we've lost our way a bit in supporting Windows games," Spencer told ShackNewsat an Xbox One preview event, deftly demonstrating his mastery of understatement. "But we're back."

"You'll see us doing more stuff on Windows, he said. "We probably have more individual projects on Windows than we've had in ten years at Microsoft Studios." It's a promising statement, although Microsoft seem to pop up every year or so to reaffirm their PC commitment, often with little result.

Spencer clarifies that he's talking about 'core' games, in contrast to the lighter, more casual line-up that launched with Windows 8's store. That said, one of the few Microsoft developed Xbox One games confirmed for PC, Project Spark, is a Windows 8 exclusive, which could be a crucial caveat to Spencer's comments.

Even so, I'd be prepared to forgive Microsoft a lot of their former crimes if they'd just bring some Forza our way.

You can read the full interview at ShackNews.

Avalanche is "looking into" Just Cause 3 launch issues

As is increasingly the case with major game releases, Just Cause 3 players have experienced a handful of technical problems since launch.

Just Cause 3 6

since launch. These are many and varied, and hard to keep track of due to the sprawling nature of the game's map. Avalanche Studios has promised that it's on the case, only it can't confirm when a patch will roll out.

"We know that some of you are encountering some technical issues – we’re looking into them all and we’re fully committed to providing you the best possible experience," a studio spokesperson wrote on Steam.

"We know you’re going to want specific information on when a patch will land and what will be fixed – we would love to give you that information, and we will as soon as we have it. But right now, a little over one day since we launched, we have huge numbers of players in our enormous game world and we’re monitoring all the data coming in.

"We need a little bit of time to recreate some of these issues and build fixes. Rest assured though – we are fully committed to making Just Cause 3 as awesome as possible."

Andy Kelly reviewed Just Cause 3 earlier this week, describingit as "an unremarkable, shallow experience". Still, at least it runs a lot better on PC than it does on consoles.

Final Fantasy X HD first footage revealed

Final Fantasy X HD is still happening, Square Enix reminded the world in Sony's PlayStation Vita media blowout yesterday . The publisher is kind of notorious for letting projects get away from it , but Square Enix producer Shinji Hashimoto quelled our fears when he revealed the first few moments of footage running on the portable system (video snippet via Polygon ). Yuna and Tidus are looking much

Titanfall PC release date confirmed, won't require Windows 8

Respawn Entertainment announced a March release date for its debut game not too long ago , but didn't go into more details than that.

, but didn't go into more details than that. Would it be a timed exclusive for the upcoming Xbox One? How long would PC gamers have to wait? Would Respawn require Windows 8 for its robot battles? Thankfully, all of these issues have now been cleared up.

Rock Paper Shotgunreports that Titanfall will indeed launch on the same day as its Xbox brethern, on March 11, putting to rest fears of any kind of console-exclusivity. Respawn's Abbie Heppe also confirmed that Windows 8 will not be required for the giant mech first-person shooter that stole the show at E3this year and has seen glowing previewsever since.

Earlier this year, Microsoft hinted at the possibility that most of Xbox One's exclusives would not show up on the PC. So if it's not Titanfall, what's the game that won't cross over into PC waters?

Just Cause 3 comparison video: PC vs. Xbox One

It's been a day since Just Cause 3 's launch, and so far people have noticed one major difference between the PC and console versions of the game.

's launch, and so far people have noticed one major difference between the PC and console versions of the game. We set out to capture that difference and look at the experience of playing it on PC compared to Xbox One. I highly recommend you watch the short video above to see the results.

Joking aside, the PC version hasn't had the smoothest launcheither, but it's interesting to see the shoe on the other foot when it comes to the majority of launch day problems. Be sure to read our full reviewof Just Cause 3—in which Andy Kelly explains he had practically no technical difficulties after installing the day one patch—and we'll be putting out a max settings video later this week chock-full of explosions.

Final Fantasy X: HD remake in early development, producer Kitase on board

Tenth-anniversary reissues of Final Fantasy X are in the early stages of development for PlayStation 3 and Vita, says German games publication M! Games (via Siliconera ). The reissues, first hinted at during last year's Tokyo Game Show , will be receiving an HD release this year and is officially being overseen by original producer Yoshinori Kitase. Above: A sample of FFX's famously agreeable look

Microsoft's 5 Greatest Successes and Failures

Shares
Microsoft: The good, the bad, and the ugly
Microsoft has made many successful products over the years, but unfortunately they’ve also made a lot of mistakes as well.


has made many successful products over the years, but unfortunately they’ve also made a lot of mistakes as well. Withcoming out on the horizon, we’ve decided to compile a list of the company's five biggest successes and blunders.

The chronological list starts off with Microsoft's five greatest successes and is followed by its worst failings. How many of the products below have you used? Let us know in the comments!

Microsoft Successes: The following five slides show Microsoft's greatest successes.

Prev Page 1 of 12 Next Prev Page 1 of 12 Next

Microsoft Office: Microsoft’s greatest monopoly when it comes to software aside from its operating systems is with its stranglehold on the word processing market. Businesses both large and small benefited from the software suite as it gave them a set of tools to help streamline word processing, spreadsheets, and presentation documents.

Prev Page 2 of 12 Next Prev Page 2 of 12 Next

Windows NT: Windows NT is a family of operating systems that Microsoft has been using since the early 90’s. Yeah, it’s that ingrained in the company's DNA, and Windows NT supports a flurry of architectures that include Power PC, ARM, and the good old x86 that you know and love.

Prev Page 3 of 12 Next Prev Page 3 of 12 Next

Windows 95: Windows 95 came out 17 years ago and gave users the Start Menu they know and love. This version of Windows also departed from Windows 3.1’s folder layout to modernize the desktop experience.

Prev Page 4 of 12 Next Prev Page 4 of 12 Next

Windows XP: While Windows XP is 11 years old, it's still one of the most popular operating systems today with almost 40 percent of the Windows market still using it. XP was so awesome that when Windows Vista launched, people were actually reverting back to XP in droves (More on Vista's failings later).

Prev Page 5 of 12 Next Prev Page 5 of 12 Next

Windows 7: Windows 7 is currently the market leader of PC operating systems and will be for the foreseeable future. When it came out in 2009, the OS was blazing fast, easy on the eyes, and stable. Plus, unlike Windows 8, it comes with the Start button people know and love!

Prev Page 6 of 12 Next Prev Page 6 of 12 Next

Microsoft's Failings: There's a saying that you have to take the bad with the good and while Microsoft remains a highly inventive company, they have made several missteps along the way. Here are the company's five greatest failings.

Prev Page 7 of 12 Next Prev Page 7 of 12 Next

Windows ME: Windows ME is the operating system that Microsoft doesn't want you to remember. It was rushed to the market and, as a result, only lasted a little over a year. The OS was plagued with incompatibilities, buggy, slow, and unstable...basically everything you don't want from your operating system.

Prev Page 8 of 12 Next Prev Page 8 of 12 Next

Windows Vista: Remember Windows Mojave? If not, it was Microsoft’s try-hard advertising campaignfor Windows Vista that tried to convince consumers that the OS wasn't deserving of its horrendous criticism. The marketing failed to ring true when users found out the OS was very invasive with its DRM measures and that it was a performance hog that ate up RAM and CPU resources like none other.

Prev Page 9 of 12 Next Prev Page 9 of 12 Next

Zune Player: While the Zune player was no technical disaster, it was simply a case of "too little, too late" as it came to the MP3 party five years after Apple released its first generation iPod. In the end the Zune player lasted just three years before Microsoft decided to discontinue the product.

Prev Page 10 of 12 Next Prev Page 10 of 12 Next

Games for Windows Live: Draconian in nature, GFWL limited the amount of times players could install their games. The service also required users to authenticate their games, which could take painfully long. Users who purchased legitimate Steam copies of games like GTA IV also had trouble activating their CD keys through the service. What this meant was that while pirates were pirating, legitimate customers were being treated like second-class gaming citizens.

Prev Page 11 of 12 Next Prev Page 11 of 12 Next

Surface RT: While it may be a bit early to call this a misstep, Microsoft’s in house ARM-based tablet has failed to fly off the shelves. To top it off, the device is seeing a very high return rate, which could be due to the fact that it does not support Windows legacy software. To make matters worse, almost every PC OEM has jump shipped from the platform.

Prev Page 12 of 12 Next Prev Page 12 of 12 Next

Shares

Topics

Just Cause 3's Stargate Easter egg makes long-distance travel a snap

I used to watch a lot of Stargate: SG1 (I liked it quite a bit better than the film) and so this is the kind of Just Cause 3 Easter Egg that's right up my alley: A "Stargate Teleporter" discovered by Redditor OniZombies that, a few little details notwithstanding, fits the bill quite nicely.

The teleporter itself is easy to find, as it's located in a very visible missile silo on the western part of the map, near Porto Darsena. The trick is activating the thing, which is done by pressing the four buttons near the silo entrance in the following order: 143421. OniZombies didn't reveal how he came up with that combination, but entering will open the silo doors to a teleportation tunnel—a wormhole, you might say—that will drop you off on the other side of the map.

It's unfortunate that the teleporter doesn't lock chevrons or spin up when it's live, as real Stargates do, but the wormhole effect is certainly on the money. True Stargate nerds will note that the code to activate the teleporter only has six digits, while proper Stargate addresseshave a minimum of seven chevrons for intragalactic travel; however, because the planetary origin and destination are the same, it's arguable that a six-digit address is sufficient. (Say it with me: nerrrrrrrd.) In any event, the bottom line is that it works: It's a fun little tribute, and a super-convenient way to get from one side of Medici to the other.

Haven't read our Just Cause 3 review yet? Do it here.

Final Fantasy X: HD remake in early development, producer Kitase on board

Tenth-anniversary reissues of Final Fantasy X are in the early stages of development for PlayStation 3 and Vita, says German games publication M! Games (via Siliconera ). The reissues, first hinted at during last year's Tokyo Game Show , will be receiving an HD release this year and is officially being overseen by original producer Yoshinori Kitase. Above: A sample of FFX's famously agreeable look

Microsoft's 5 Greatest Successes and Failures

Shares
Microsoft: The good, the bad, and the ugly
Microsoft has made many successful products over the years, but unfortunately they’ve also made a lot of mistakes as well.


has made many successful products over the years, but unfortunately they’ve also made a lot of mistakes as well. Withcoming out on the horizon, we’ve decided to compile a list of the company's five biggest successes and blunders.

The chronological list starts off with Microsoft's five greatest successes and is followed by its worst failings. How many of the products below have you used? Let us know in the comments!

Microsoft Successes: The following five slides show Microsoft's greatest successes.

Prev Page 1 of 12 Next Prev Page 1 of 12 Next

Microsoft Office: Microsoft’s greatest monopoly when it comes to software aside from its operating systems is with its stranglehold on the word processing market. Businesses both large and small benefited from the software suite as it gave them a set of tools to help streamline word processing, spreadsheets, and presentation documents.

Prev Page 2 of 12 Next Prev Page 2 of 12 Next

Windows NT: Windows NT is a family of operating systems that Microsoft has been using since the early 90’s. Yeah, it’s that ingrained in the company's DNA, and Windows NT supports a flurry of architectures that include Power PC, ARM, and the good old x86 that you know and love.

Prev Page 3 of 12 Next Prev Page 3 of 12 Next

Windows 95: Windows 95 came out 17 years ago and gave users the Start Menu they know and love. This version of Windows also departed from Windows 3.1’s folder layout to modernize the desktop experience.

Prev Page 4 of 12 Next Prev Page 4 of 12 Next

Windows XP: While Windows XP is 11 years old, it's still one of the most popular operating systems today with almost 40 percent of the Windows market still using it. XP was so awesome that when Windows Vista launched, people were actually reverting back to XP in droves (More on Vista's failings later).

Prev Page 5 of 12 Next Prev Page 5 of 12 Next

Windows 7: Windows 7 is currently the market leader of PC operating systems and will be for the foreseeable future. When it came out in 2009, the OS was blazing fast, easy on the eyes, and stable. Plus, unlike Windows 8, it comes with the Start button people know and love!

Prev Page 6 of 12 Next Prev Page 6 of 12 Next

Microsoft's Failings: There's a saying that you have to take the bad with the good and while Microsoft remains a highly inventive company, they have made several missteps along the way. Here are the company's five greatest failings.

Prev Page 7 of 12 Next Prev Page 7 of 12 Next

Windows ME: Windows ME is the operating system that Microsoft doesn't want you to remember. It was rushed to the market and, as a result, only lasted a little over a year. The OS was plagued with incompatibilities, buggy, slow, and unstable...basically everything you don't want from your operating system.

Prev Page 8 of 12 Next Prev Page 8 of 12 Next

Windows Vista: Remember Windows Mojave? If not, it was Microsoft’s try-hard advertising campaignfor Windows Vista that tried to convince consumers that the OS wasn't deserving of its horrendous criticism. The marketing failed to ring true when users found out the OS was very invasive with its DRM measures and that it was a performance hog that ate up RAM and CPU resources like none other.

Prev Page 9 of 12 Next Prev Page 9 of 12 Next

Zune Player: While the Zune player was no technical disaster, it was simply a case of "too little, too late" as it came to the MP3 party five years after Apple released its first generation iPod. In the end the Zune player lasted just three years before Microsoft decided to discontinue the product.

Prev Page 10 of 12 Next Prev Page 10 of 12 Next

Games for Windows Live: Draconian in nature, GFWL limited the amount of times players could install their games. The service also required users to authenticate their games, which could take painfully long. Users who purchased legitimate Steam copies of games like GTA IV also had trouble activating their CD keys through the service. What this meant was that while pirates were pirating, legitimate customers were being treated like second-class gaming citizens.

Prev Page 11 of 12 Next Prev Page 11 of 12 Next

Surface RT: While it may be a bit early to call this a misstep, Microsoft’s in house ARM-based tablet has failed to fly off the shelves. To top it off, the device is seeing a very high return rate, which could be due to the fact that it does not support Windows legacy software. To make matters worse, almost every PC OEM has jump shipped from the platform.

Prev Page 12 of 12 Next Prev Page 12 of 12 Next

Shares

Topics

Powered by Blogger.