City of Heroes: Freedom screens and details

As we reported earlier on today, City of Heroes is going free to play later this year.

CityofHeroesthumb3

later this year. It will also be releasing its issue 21 update, described by producer Brian Clayton as: "Some of the best content we've introduced into the game."

Details and screens of the new areas are within.

Clayton told us: "First off it starts with a new zone called first ward and first ward is sort of the next major progression in the praetorian storyline. It's probably got some of the sexiest graphics and the best content that we've introduced. It's got new villains to go after, new types of seers. I think it's four new villain groups that are introduced with that content, we also introduce a new incarnate trial called the underground which is absolutely phenomenal, we've been beta testing that for, gosh, I think close to a year now. It's by far the most allotted content that our beta testers have seen and loved."

He added "You're not only playing in new environments against new villains but at the end of it you get to go against the Avatar of Hammadon, which is a whole new giant monster that we've introduced with really cool boss mechanics and things like that. Also in the first ward zone we have a new monster called the Seed of Hammadon, which is a huge mothership that was created by Hammadon that launches little fighters out of it's bays and you can fully interact with the giant monster and the fighters and things like that."

In addition, the move to free-to-play will introduce a new tutorial section, Clayton told us: "if you know City of Heroes we took one of the entry zones for the hero side, Galaxy City, and it's been completely destroyed by meteors and we've got some exciting new villains and monsters for our new customers to engage with right away. They'll also be fighting next to signature heroes from the City of Heroes IP. So it's a very seamless, clean and contemporary and just a very fun experience all the way."

Speaking about new items and costume pieces Brand Manager Hosun Lee said: "One of the most popular items is going to be something called an enhancement unslotter. Right now when you do a respect in City of Heroes you have to do the entire character, you can't do one power at a time, we're going to give players the ability to basically do respecs a la carte. We're also granting players new costume parts. It's got some great features players have been asking for once again such as glowing energy wings to make you look more angelic, you can leave a trail of fire behind you when you're running, things like that. As well as other consumables such as double xp boosts, ability summons, temporary pets and a lot more than that."

Finally, following issue 21 Paragon are promising monthly updates for VIP subscribers: "We're adding a new kind of content to the game called signature stories." Producer Brian Clayton detailed "Signature stories are exclusive to VIP customers. What's really cool about that is that you now get to partake in the epic moments of the City of Heroes story unfolding and every month we'll be releasing these new signature stories which will be able to be participated in from both the hero perspective and the villain perspective. So each story arc is anywhere from three to five missions, but you'll be able to participate in it from each side so it'll be anywhere from six to ten missions per month."

More screenshots below.

Titanfall: IMC Rising out tomorrow, new trailer out today

A hidden bootlegging colony, a robotics research base and an underground bunker.

A hidden bootlegging colony, a robotics research base and an underground bunker. What do they all have in common? They'll soon all be filled with parkouring pilots and their robo-pals. Respawn has announced the release date for IMC Rising, the third and final DLC pack for Titanfall. The pack's three new maps will all be available from 25 September—or tomorrow, as it's also known. You can see the maps in action courtesy of a new trailer.

With this release, Titanfall's paid-for content plans come to an end. It will be interesting to see what's next for the acrobatic FPS. Is more free support planned, or will Respawn move on to their next game?

Watch the premiere of Sea of Thieves gameplay

Rare's Sea of Thieves was finally on display at Microsoft's E3 presser.

Rare's Sea of Thieves was finally on display at Microsoft's E3 presser. A new montage showed shark, ship battles, mer-people, skeletons with swords, hidden treasure—every sort of pirate-y thing you could think up. It's definitely setting out to fulfill a specific fantasy.

Next up was a short gameplay montage starring a few streamers, embedded above. The crew teamed up on a ship and proceeded to quickly get drunk on grog before piloting a ship through dangerous rock formations and engaging in a chaotic flanking ship battle on the open sea.

One player piloted the ship, others manned cannons, some called out enemy positions—it seems like a pretty cool way to hang out with friends.

During the battle, water filled the bottom of the boat, and one player attempted to patch the holes, alas, to no avail. Piloting one of those suckers quite literally requires all hands on deck. The montage capped off with one ship spearing another, cutting off before the catastrophic conclusion.

It's hard to say exactly what Sea of Thieves lets you do beyond piloting ships. I'm sure there's buried treasure to discover, but how exactly that comes about, and what kind of play that entails is still buried treasure itself.

Why a bad ending doesn't have to ruin a great game

Players have been worried that Life Is Strange might not be able to stick the landing from the moment it started flapping its chaos-theory butterfly wings.

Life Is Strange

Players have been worried that Life Is Strange might not be able to stick the landing from the moment it started flapping its chaos-theory butterfly wings. It’s annoyingly common for time travel stories to fall apart in their final moments, whether by breaking their own rules about how time travel works—the rules they spent hours establishing, explaining, and demonstrating—or by using time travel to conveniently undo everything that happened so you wonder why they bothered at all. Science fiction stories love to show off some cool concept and then tell you that cool thing was really bad and no one should ever do it. Cloning dinosaurs? Bad idea. Alien contact? Bad idea. Time travel? Even worse than both of those ideas combined.

Well, we were right to worry. Though there’s a lot to love about the fifth and final episode of Life Is Strange, in its closing moments it all goes very wrong in a predictable way. Obviously I’m about to spoil that ending for you because it’s impossible to talk about otherwise (so, be warned: spoilers below ), but if you haven’t played Life Is Strange yet I think you should go and do that even though I didn’t like its climax. It’s a game that gets a lot of other things right and is emotionally affecting in a way that’s rare, as I said when calling the first four episodes a gut-punch(and here's Phil's positive review).

Watching the responses arrive on Tumblr and forums there are some people who love it, and though they seem to be in the minority I don’t mean to minimize their experience. Episode five of Life Is Strange is subtitled “Polarized”, which suggests the developers knew they had something that would divide people.

Life Is Strange


Spoilers below

Here’s what happens: Max Caulfield, teenage photography student, time wizard, and fan of pleasant jangling indie guitar music, realizes that using her ability to rewind time to save her best friend/love of her life Chloe Price all the way back in episode one has had unexpected knock-on effects. Namely it’s caused a tornado to appear somehow and threaten to destroy their hometown of Arcadia Bay. Max has to choose between using her power one last time to go back to the moment of Chloe’s death and let her die, or kiss the town and possibly everybody in it goodbye.

Here’s why that’s rubbish.

It’s predictable. Since day one our Life Is Strange bingo cards have had 'go back in time and let Chloe die' on them, but the developers at Dontnod have been using the episodic structure of their game to mess with our expectations enough, through shocking twists and powerful cliffhangers, that doing the obvious boring thing seemed less and less likely. Fans also predicted that someone would namedrop the title of the game at some point and on two occasions in Polarized they almost do. “Life is... weird,” says Max, while Chloe says “Life is... so unfair.” They’ve been toying with our expectations so much that playing right into them is even more of a letdown than it would normally be.

The choices are simplistic. Like Deus Ex: Human Revolution or Mass Effect 3—you knew Mass Effect 3 was going to be mentioned in an article like this, it’s the law—it feels like being asked to push a button to select your ending from a menu at McDonald’s. The decisions you’ve made previously can lead to one slight change in one of those endings (a friendly hug can become a passionate kiss), but otherwise nothing you’ve done makes any difference except your selection from the specials of the day. It’s the total opposite of Tales From The Borderlands, which brings back characters you’ve helped along the way to make your finale feel unique. Here it’s just you and a choice between two different hamburgers.

One ending feels slight . Decide to sacrifice Chloe and you’re treated to a heartbreaking goodbye, a retelling of her death, a slideshow of the rippling effects that has on this new timeline, and then a sad funeral sequence that conveniently brings together the cast so you can see if that one other girl lived. If you sacrifice Arcadia Bay instead (“choose the bae over the Bay” as Tumblr jokers put it) there’s a single scene of the two survivors driving through the ruined town while a song from earlier is replayed and then that’s it. It feels cheap, as if the writers felt obliged to put it in for half the players but didn’t care enough to make it seem real, or even explain what actually happens to the townspeople. Who lives and dies in this timeline? We’ll never know.

Neither ending ties up the mystery of how Max got her powers, or why using those powers caused a natural disaster. There’s a vague nod to the butterfly effect—the idea that small changes to complex systems can have drastic consequences over enough time—but no causal link shown between a teenage girl not dying and the unseasonal tornado, snow, dead birds and whales, and appearance of two moons that marked the altered timeline. If the way Max’s powers work didn’t dictate the final choice it wouldn’t be so annoying that their nature is left ambiguous, but since it does that’s infuriating.

It’s got some unfortunate implications. Max can either flirt with classic nice guy Warren or her BFF Chloe. If your Max chose Chloe then in your version of the 'sacrifice Chloe' ending they share a kiss, though the ending in which she lives is exactly the same no matter who you ‘romanced’. The only ending that takes the depiction of their relationship from coy to literal is the one that dooms her, which plays into the disturbingly common trope of homosexual characters being killed off in fiction. The trope lets a straight audience feel sad about the tragic lives of gays without any of the troubling consequences of them achieving a happy ending that might be seen as a reward for being 'deviant'. Obviously I don’t think this is the creators’ intent, but it plays to a cliché we could do with less of.

The message that using your powers to change the world is wrong is a troubling one. Max has been compared to a superhero multiple times—Chloe even calls her “SuperMax”—and it’s common in fiction for teen heroes to have power thrust upon them as a metaphor for the ability to impact society that comes with growing up. Spider-Man learns that with great power comes great responsibility; the X-Men decide to protect a world that hates and fears them. Max learns that sometimes a teenage girl needs to die to prevent climate change or something, and the world would be better off if she literally curled up in a ball and did nothing.

Life Is Strange 2


And yet...

Even though I’m angry enough about the ending to write a whole piece about it and then have enough crankiness left over to argue in the comments, when I think back on Life Is Strange the ending is not the only thing I remember. I think about how much fun it was playing at Scooby-Doo while sneaking into the high school at night to investigate, how connected I felt to the characters as they grew from slangy stereotypes into real people, and how heart-wrenching it was tumbling into an alternate timeline where changing the past twisted the present into something unrecognisable.

Even episode five has a lot going for it if you ignore its closing minutes. The creepiness of The Dark Room was worthy of Twin Peaks, which Life Is Strange has referenced almost as much as Deadly Premonition did. The previously dickish spoilt bully Nathan Prescott left a voicemail that was surprisingly touching. Using Max’s powers to save people from the tornado in a possible future was a fun bit of adventure game puzzling. Being trapped in the retro zone of Max’s nightmares and tortured by her subconscious was an effective detour into horror, lightened by a set of surreal text messages received from sources as unlikely as one character’s dog.

Life Is Strange is far from the first video game to have a disappointing ending. Even a classic like System Shock 2 has a final cutscene that’s hilariously out of sync with the rest of the game's tone, and their somewhat underwhelming conclusions don’t stop Knights Of The Old Republic or Half-Life 2 from earning their place on lists of the best games ever. The original ending of Fallout 3 was so rough that an entire DLC add-on was created to rewrite it, four years before Mass Effect 3 did something similar, but we’re still drooling at the thought of Fallout 4. We’ve forgiven those games because we enjoyed the hours leading up to those endings so much we focus on that instead. We can choose which memories are the ones we care about preserving and, like with photographs, build our albums out of the moments that mattered to us. Life Is Strange is just another game for the “Flawed Masterpieces” section of the album.

Titanfall's IMC Rising DLC will let you fight across a hidden bootlegging colony

Last month, Respawn announced IMC Rising—the last of Titanfall's three DLC packs.

Last month, Respawn announced IMC Rising—the last of Titanfall's three DLC packs. As part of the announcement, they revealed the names of the DLC's three maps: Backwater, Zone 18 and Sandtrap. That's all fine and well, but doesn't give us much to go on. Is Zone 18 the final hole of a futuristic golf course? Is Sandtrap the sand trap of a futuristic golf course? Why is Respawn so damn obsessed with futuristic golf courses? We just don't know.

What we do know is that Backwater is set on a futuristic bootlegging colony, because Respawn has detailed the map in a. It has nothing to do with golf.

"Backwater is defined by its elevation changes," write Respawn. "The rice paddies give Titans room to dash and duel in open fields, but gaining the high ground in the center of the map is often the superior tactical option."

Pilots will be able move underground, through the grain facilities that link between each highpoint. In addition, ziplines will run between "no man's land"—large areas designed without cover.

As yet, there's no date for IMC Rising's release. It'll happen as soon as Respawn has finished fantasising about futuristic golf, I guess.

Rare's next game is Sea of Thieves, coming to Windows 10

Right under the giant Xbox logo at the end of this trailer is the news that Rare's next game, Sea of Thieves, is coming to Windows 10.

Sea of Thieves

Right under the giant Xbox logo at the end of this trailer is the news that Rare's next game, Sea of Thieves, is coming to Windows 10. This is just getting confusing. What is Xbox? What is reality?

I won't complain too much, because hey, there's a new game from Rare to look at. Sea of Thieves is a stylish first-person pirate game, with some neat-looking multiplayer. There's no release date yet, just the trailer below and an official sitewith newsletter sign-ups.

Familiar voices turn up in Baldur's Gate: Siege of Dragonspear launch trailer

The release date was announced at the beginning of March so this isn't a surprise, but even so, it's great to lay eyes on a new Baldur's Gate trailer.

Here's a sentence I never expected I'd have the opportunity to type: The new Baldur's Gate RPG Siege of Dragonspearis now live.

at the beginning of March so this isn't a surprise, but even so, it's great to lay eyes on a new Baldur's Gate trailer. And to hear Sarevok's voice! I guess I never realized how much I missed the big lug. There's another voice in there that's mighty familiar too, but I can't quite put my finger on it: I know who it's supposed to be, but I'm just not certain that it's really him.

And yes, Siege of Dragonspear is technically an expansion to Baldur's Gate: Enhanced Editionrather than an all-new game, but developer Beamdog says that it contains more than 25 hours of new gameplay, and that's close enough for me. It details the events that transpired between the original Baldur's Gate and the sequel, Shadows of Amn, during which you somehow went from Hero of the Beach to enemy of the state. That dramatic change in fortunes was never properly explained, and so I'm looking forward to seeing how Beamdog handles it—and how it will manage to insert a near-full-length adventure between the two games without adversely impacting the (admittedly loose) continuity between them.

Baldur's Gate: Siege of Dragonspeak is available now at siegeofdragonspear.com.

Beamdog boss Trent Oster says that it is actually David Warner providing the voice of Jonoleth Irenicus, the mega-villain he so effectively brought to life in Baldur's Gate 2. "We pulled him out of retirement," Oster said. A very nice touch.

Titanfall update 5 will introduce a Black Market for Burn Cards and insignia

Soon you'll be able to purchase Burn Card packs and fancy Titan adornments in a new Titanfall marketplace.

Soon you'll be able to purchase Burn Card packs and fancy Titan adornments in a new Titanfall marketplace. The Black Market is coming as part of the game's fifth major update due July 31, which will also introduce daily challenges and several bug fixes. The Black Market unlocks at level 11 and allows players to purchase Burn Card packs and Insignia with in-game credits. Real world currency will not be supported and will never be introduced, according to designer David Shaver.

"With the introduction of an in-game currency, some may worry that the next step is that we will let players spend real-world money to get an edge in the game," Shaver wrote. "We have stated several times that Titanfall will not have micro-transactions. Fear not, for we plan to keep that promise - NO MICROTRANSACTIONS! The only way to get Credits is by playing the game!"

Where are all these credits coming from? You'll earn them by winning or completing matches, completing the forthcoming daily challenges, discarding and selling burn cards, and for winning the first victory of the day. It's a pretty major shake up which, in concert with the daily challenges, will hopefully provide the game a much needed boost in player numbers. Here's a look at how it works:

While insignias are pretty straightforward (you just buy the one you want), Burn Cards will only come in themed packs. While you're likely to get Burn Cards you want based on the category you choose (for example, a Time Boost Pack), you can't select individual burn cards, thus maintaining the value of certain highly sought after cards.

Respawn is also due to release its second map on July 31. Entitled Frontier's Edge, it will include the ' Dig Site' map, among others.

SOE revise All Access Pass, Planetside 1 going free-to-play this April

It's not all bad news in the court of Sony Online Entertainment.

It's not all bad news in the court of Sony Online Entertainment. Following the announcementthat four of their MMOs - Free Realms, Star Wars: Clone Wars Adventures, Vanguard: Saga of Heroes and Wizardry Online - are soon to be Old Yellered, the MMO makers have revealed the existence of another: the original Planetside. To clarify: the 2003 predecessor to the impossibly huge Planetside 2 is going free-to-play this April. If you're worried about microtransactions, don't be - an SOE FAQreveals that "PS1 has no Marketplace and will not see further game development".

SOE have also announcedthat they are to revise their All Access Pass "on or about" April 2nd. Come Spring you'll be able to pay a monthly fee of $14.99 in return for "top-tier membership" to every SOE game all at once, including EverQuest, EverQuest 2, DC Universe Online, Planetside 2, and EverQuest Next and Landmark when they roll around. That's...a lot of MMO. Existing single-game subscriptions will also be converted automatically to All Access Passes.

SOE president John Smedley mentioned plans to transform the original Planetside into a free-to-play game back in May, so it's good to see those plans are finally about come to fruition.

Icewind Dale: Enhanced Edition will be out this month

If it seems like just last month that Beamdog announced Icewind Dale: Enhanced Edition , well, that would be incorrect: It was actually August 30, which technically makes it two months ago.

Icewind Dale Enhanced Edition

, well, that would be incorrect: It was actually August 30, which technically makes it two months ago. But more important than the announcement date is the release date, which we now have.

Without much fanfare Beamdog boss Trent Oster wrote last night on Twitter: "Oh we also announced a launch date for #IWDEE of Oct 30. That's right, just 10 more days to go."

In follow-up tweets, Oster said the game will be released on Beamdog's own platform, as well as GOG and Steam, for both Windows and Linux. "The mobile versions should be very close as well," he added.

The announcement of Icewind Dale: Enhanced Edition wasn't really a surprise, given the success of the Baldur's Gate Enhanced Editions, but it was still happy news for old-time RPG fans. The updated game will include an improved interface, cross-platform multiplayer, a new difficulty mode that will allow players to experience the story without having to struggle through repeated beat-downs, six expanded quests with content that was cut from the original game, and new items, spells, and class and kit combinations.

The originals are still available and can be souped up pretty well with external mods, but for gamers who either aren't comfortable with that sort of horsing around or just don't want to be bothered, the Enhanced Editions are a good way to go. Unfortunately, making more of them might be a problem: The dramatic changes made to the remaining Infinity Engine RPGs, Icewind Dale II and Planescape: Torment, "would invalidate all the character classes and require a pretty thorough rework of the entire game to bring in the features from our Infinity Plus Engine," Oster said last month. "At minimum, nightmares abound."

Titanfall 'Frontier's Edge' map pack is out now, see it in action here

Titanfall's Frontier's Edge map pack is out today, so you might as well watch this video showing off the three new arenas.

is out today, so you might as well watch this video showing off the three new arenas. Impressions based on the above footage are mostly positive, though it's a shame there's nothing as aesthetically bracing as 'War Games' from the Expeditionpack. The colour palettes don't really depart from what we've seen before.

New maps are great, but there are other new additions to the game today which come free of charge. These include a new Black Market for Burd Cards and Titan insignia, as well as a bunch of other changes and fixes as detailed last week. Frontier's Edge costs $9.99 / £8.00 / $13.45AUD.

PlanetSide 1 promotion offers six free months; game to eventually go free-to-play

A series of tweets by SOE's president John Smedley have revealed an imminent promotion for PlanetSide 1, offering players of PlanetSide 2 - and former PS1 recruits - six months free membership to the original MMOFPS, ahead of an eventual plan to make it fully free-to-play.

former PS1 recruits - six months free membership to the original MMOFPS, ahead of an eventual plan to make it fully free-to-play. I'm guessing age will play a large part in whether you react to the sight of the 2003 shooter with a new-found respect for its many achievements, or recoil in horror at its graphics and creaky netcode. It was the best we had, damn it. Don't judge us.

"We did a mass grant of anyone who has ever played PS1 or PS2 with free time in PS1," Smedley announced, addressing some confusion over who was to be included in the promotion. "We weren't ready to announce it yet because the database grant is still ongoing and won't be done till [tomorrow] morning. So please if you didn't get flagged chill. We are trying to do something cool for everyone and we were going to tell people when it's done. But people saw it and others broadcast the info.

"Please don't complain," he continued. "We aren't raising your taxes we are making a game free. This also gives us more time to make it F2P. So enjoy starting [tomorrow] late morning."

No timeframe has been given for the full free-to-play switch, but the PS1 promotion should start soon.

Thanks, Massively.

Beamdog boss on why making Icewind Dale II would create "nightmares"

The Icewind Dale Enhanced Edition was announced in August , a good but not entirely surprising bit of news given the success of its enhanced Baldur's Gate predecessors.

Icewind Dale Enhanced Edition

predecessors. But in spite of that obvious progression and the hope it engenders for future Infinity Engine overhauls, Enhanced Editions of Icewind Dale 2 or Planescape: Torment aren't a sure thing.

The problem, Beamdog co-founder Trent Oster told RPGamer, is that Icewind Dale II is dramatically different from the first game, both inside and out. "If Icewind Dale is a brother or sister to the Baldur's Gate games in terms of code and gameplay differences, Icewind Dale II and Planescape: Torment are more like third cousins. You can see the lineage, but the changes are deep," he said.

"Icewind Dale II implemented the 3rd Edition rules and has a completely different UI scheme. We're really not sure how deep those changes run," Oster explained. "The move to 3rd Edition rules would invalidate all the character classes and require a pretty thorough rework of the entire game to bring in the features from our Infinity Plus Engine. At minimum, nightmares abound."

The original Icewind Dale uses AD&D Second Edition rules, as does Planescape: Torment. The Third Edition rule set, which actually dropped the "Advanced" designator, was released in 2000, the same year as Icewind Dale; Icewind Dale II came out in 2002.

It's far from a flat-out "no," and Oster said the team plans to dig deeper into the matter after the launch of Icewind Dale Enhanced Edition and the 1.3 update for the Baldur's Gate games, but "nightmares abound" isn't the sort of thing you want to hear regarding the likelihood of your favorite game being remade. On the slightly-brighter side, depending on how you view such a thing, Oster said the team still talks about Baldur's Gate III on a "pretty regular basis."

Titanfall single-player would feel like "a step backward," says Respawn

Bad news for anyone hoping for a single-player campaign in Titanfall : Respawn Entertainment founder Vince Zampella and Titanfall Director Steve Fukuda both made it clear in a new interview that they have very little interest in making it happen.

Titanfall seems like an ideal setting for a single-player campaign, if only because "giant fighting robots in space" has the kind of flexibility that lets scriptwriters get away with just about anything. But that's not the direction Respawn Entertainment wants to take the game.

"A single-player campaign? I don't know. I think we want to hit whatever part of the brain it is that triggers that feeling of a single-player campaign," Zampella said in an interview with CVG.

"To me it would almost be a step backwards," Fukuda added. "Doing straight up single-player just feels a little bit to me like going back to what you know."

There was some effort put into the creation of a single-player campaign early in the process, but Fukuda said there was a "big brain shift amongst the team" as the development went on. "At first there was a lot of resistance to going multiplayer only, but once they saw the game they were like, 'Wow'," he said.

"There's nothing wrong with a single-player experience. They should exist and they do exist and I would work on one," Zampella added. "But doing one with this feels almost like taking a step backwards."

It's an interesting assessment, if one I don't necessarily agree with. I might feel differently if Titanfall was priced comparably to, say, Team Fortress 2, but as long as it's carrying that $60 triple-A price tag, I'm going to have to insist on a little bit more.

Planetside 2: our guide to conquering Indar's hotspots

Far in the future, after SOE's preposterously huge MMOFPS has come and gone, I see myself in a dark bar.

Far in the future, after SOE's preposterously huge MMOFPS has come and gone, I see myself in a dark bar. I'm old, and I'm sharing the room with other old men and women hunched over drinks, barely illuminated by weak lights. On the wall, a video screen loops in silence. It shows rolling hills and green plains. Russet cliffs and brown, rocky bluffs. A voice behind me pipes up. “That looks like Indar.”

His companion looks up from his drink, leans toward the screen, and grunts. “Aye.” PlanetSide 2's dusty, dry continent – the only one open to beta players as I write – is pockmarked and vertiginous, scarred by valleys and linked by bridges. One such bridge appears on screen. A voice from the back of the bar: “I died there.”

Every death in PlanetSide 2 is memorable. Every kill is important. Moments lodge themselves in your mental logbook, last stand defences or death-or-glory assaults. The game pits three factions against each other – the Terran Republic, the Vanu Sovereignty, and the New Conglomerate – and each is staffed entirely by players. The result is a conflict as vicious and duplicitous and anarchic and tactical as our species can be. PlanetSide 2 – like PlanetSide before it – generates individual and team heroism like no other game.

The once-dead drinker continues his story. “I was New Conglomerate, driving a Vanguard tank when we spotted a column of Vanu Magriders moving along that bridge. My gunner panicked and ran. I held on as long as I could. They got me in the end.

A hush descends as the old eyes around the bar start to recall bridges, bases, places. They've died there too, on that bridge and others like it. They down their drinks in memory. PlanetSide 2 has an incredible way of making the conflict you're part of feel like the most important thing in the world. Get caught defending the Crown – a relatively small hilltop base with commanding views over the tactically important Zurvan area – and it's easy to forget there's another battle going on, with soldiers both friend and foe dying, not more than a dropship ride away. Your job – your duty – whether it's to man an anti-air gun to shoot down Liberator gunships, or to set up a sniper rifle firing-lane along the Crown's dusty track entrance-way... it feels like nothing else matters.

Although the game is still in its beta stage, it works spookily well. There are a few stumbles: base capture and resource systems are being endlessly tweaked, and to witness bullet entering enemy flesh feels less physical than it does in an infinitely smaller scale shooter such as Battlefield 3. But the things PlanetSide 2's beta takes away are nothing compared to what it gives: a near limitless supply of glorious war stories, moments of bravery, stupidity, and the gamut of actions and feelings in between. Here we're going to zoom in on some of my favourites, viewed at the different orders of scale this colossal game makes possible.


The Taking of Tawrich
1: Hvar Tech Lab

Pressing F11 on first spawning into the game will automatically assign you to an open squad. Having done just that, I found my eleven squadmates clustered around the central walkway of the giant Hvar Tech Plant in the bottom left corner of the continent of Indar. Flying to their location would've taken too long, so I elected to drop in on them. PlanetSide 2's drop pods are flimsy casings launched from a mile up in the sky: given some control over where I could aim my pod, I managed to join up with my newfound friends as they bustled around, organising themselves into firing ranks. Below: a counterpart squad of New Conglomerate soldiers. Above: us. Our situation looked tenuous. And then I heard a roar. Another two Galaxy dropships, each easily capable of packing twelve inside their spacious holds, came soaring overhead. Both engaged their vectoring thrusters and came to rest on spare landing pads on Hvar's top side. Our squads joined, a mass of red and black, as we swarmed down the elevator shaft and cut through the now-overwhelmed New Conglomerate squad. Hvar was ours for another three hours.


2: NS Secure Data Lab

All of PlanetSide 2's vehicles cost resources to spawn. Each player has a pool of these resources – more are generated by capturing and holding bases – and each resource has a specific application. Polymers enable the spawning of fast attack vehicles like the Lightning tank. Catalysts are for beefy tanks and gunships. Alloys are for transport vehicles such as the Galaxy dropship and Flash ATV, and Auraxium is for in-game shop items which include useful things such as rocket launchers, and less useful things like zebra-print skins. Use a vehicle and get it destroyed too soon, and you won't be able to spawn the same type again for a while. During a battle at the NS Secure Data Lab – a staging post between Hvar and Allatum – the Prowler battle tank I'd just rolled off the parking lot was rear-ended by a low-flying Vanu Scythe gunship. It blew up, and I was reduced in stature: forced to take a tiny Flash ATV into combat, rather than the safer twin-cannoned Prowlers my squadmates were rolling around in. No matter: I switched to the Engineer class and stuck close to my new tank-driving friends to patch up their vehicles.

Baldur's Gate: Siege of Dragonspear will be out at the end of the month

Baldur's Gate: Siege of Dragonspear was originally envisioned as a small expansion to Baldur's Gate: Enhanced Edition , the Beamdog-built update to BioWare's seminal D&D CRPG.

Baldur s Gate Siege of Dragonspear

, the Beamdog-built update to BioWare's seminal D&D CRPG. But it quickly grew into a sprawling experience of its own, with unique characters, quests, open-world areas, and an estimated 35 hours of play time, covering the gap between the triumph of Baldur's Gate and the unexpectedly unhappy kickoff of Baldur's Gate 2. Beamdog said late last year that it would be out in early 2016, and it has now nailed that down to March 31—less than a month away.

“Though Sarevok is dead and his plan for war averted, peace eludes the citizens of Baldur's Gate. A crusade marches from the north, seizing supplies, forcing locals into military service, and disrupting trade along the Sword Coast,” the Dragonspear website explains. “A charismatic warrior known as the Shining Lady leads this army, her background shrouded in mystery. Can the rumors be true—is she, like you, the child of a god?”

Siege of Dragonspear will include four new companion NPCs—a Flaming Fist archer, a boozehound bard, a goblin shaman, and a gnome cleric—and new locations including the Boareskyr Bridge where Cyric slew Bhaal, the act that started all this trouble trouble. (You might say he got the ball rolling.) Despite its size, the FAQ notes that Dragonspear remains an expansion to Baldur's Gate: Enhanced Edition, which is required to play it.

Because Siege of Dragonspear was built using the Infinity Engine, which powered the original Baldur's Gate games as well as Planescape: Torment and Icewind Dale—it's old, in other words—the system requirements are pleasingly light. They're also essentially the same as the requirements for Baldur's Gate: Enhanced Edition, if you're thinking of picking them up together:

Operating System: Windows XP, Vista, 7, 8, or 10 CPU: 1 GHZ Memory: 512 MB RAM Graphics: OpenGL 2.0 compatible Hard Drive: 2.17 GB HD space

Baldur's Gate: Siege of Dragonspear is available for preorder now in the usual standard and Digital Deluxe editions, and also a sweet-looking (and very expensive) Collector's Edition, at siegeofdragonspear.com.

Respawn reveals Titanfall's second DLC map pack, Frontier's Edge

Respawn Entertainment's Titanfall is going to some new and interesting places by way of Frontier's Edge, the second of three planned map packs that takes the game to the very edge of the universe—and beyond!

Well, maybe not beyond. The press release doesn't say anything about that, but it does most definitely refer to the game going to the edge of the universe, which alas sounds like a pretty normal place: The Frontier's Edge DLC pack includes three maps, one set in a mining outpost known as Dig Site, one at the "exclusive beach resort" of Haven and one in a mining hub—which is apparently different from a mining outpost somehow—called Export.

Dig Site, Haven and Export may collectively be the least-creatively-named maps in the history of videogames, so hopefully they bring some decent gameplay to the Titanfall table—better, at least, that the first map pack, Expedition. That one, which included "two great maps and a poor one" and no story content or other elements, scored a paltry 68 in its May review, which called it an "over-expensive proposition."

Frontier's Edge, the second of three planned DLC releases, will sell for the same price when it comes out: $10 separately or $25 as part of the Titanfall Season Pass. No release date has been announced.

PlanetSide 2 beta: Galaxy spawns to be nerfed and other "things we've learned in beta"

The way PlanetSide 2's Galaxy dropships work is set to change in coming patches - just one of a large number of improvements born of beta feedback, detailed below.

The way PlanetSide 2's Galaxy dropships work is set to change in coming patches - just one of a large number of improvements born of beta feedback, detailed below. As you'll know if you've been listening to the PCG UK podcast, there are doubters among our ranks, who cite the way Galaxies can be used as mobile spawn-points as a major game breaking bugbear.

And though I personally think PlanetSide 2is the most exciting MMOFPS to be found this side of Barnard's Star, the beta's certainly not without flaws: it can feel a bit incoherent, neither clarifying how all its systems interrelate nor placing your actions in the context of a meaningful global strategy. But we have good news! Our chat with hirsute lead dev Matt Higby addresses all of these exact issues.


On Galaxies: spawn mechanism to be nerfed, Sunderer to become primary spawn vehicle

“Initially we thought the Galaxy would make a really great spawn point. People could move it around, they could land it right where they wanted to, they could bring a squad with them and it'd be th place they'd respawn if they were doing field operations.

“And we were right, we were completely right, it works awesome. It works too awesome. It was allowing people to bypass ground base combat. They could just fly a Galaxy to where they wanted to go without having to push through the front line. So it was creating this disconnect between the vehicle gameplay and static defences. You could just go drop a Galaxy at the other side of the base and never have to go through the cool chokepoint that the players created.

“So what we're doing with the Galaxy right now is we're moving the primary spawn vehicle over to the Sunderer, our ground-based transport vehicle. Right now it repairs and rearms friendly vehicles. We're going change it so that it can either be a repair vehicle, a rearm vehicle or a respawn vehicle. So people will have to actually push forward with armour, secure it with ground troops and then be able to deploy as a spawn point, instead of just landing one up on top of a hill.

“But we're going to continue to allow the Galaxy to serve as a spawn point, it's just going to be a more limited spawn point. We're still trying to figure out exactly what we're going to do. What we know right now is that we're going to put it behind a certification that is pretty far down the list of certifications for Galaxies. So only really dedicated Galaxy pilots are going to even have access to it. And then we're probably going to put another limitation on it, because being an MMO game, eventually everybody will unlock that ability, even if we use a really high cost on it. So, potentially, we might make it so that only your squad can respawn on the Galaxy, or some other type of limitation, such as a really long spawn timer.

“The Sunderer won't have those kinds of downsides, so the Sunderer will still remain kind of the primary logistical respawn vehicle.


On base capture / defence: new sub-objectives create back and forth

“We're still playing around quite a bit with the way that the base capture routines work. Base capture right now... Starting off as a defender is kind of fun, and when you're finishing off as an attacker it's kind of fun, but we want to make it more active and fun throughout the entire base capture routine.

“Right now there are generators throughout the map that control things like shields. So if you want to get into the courtyard of a base, you have to disable this generator that's powering the shields across the gate. You can use one of our transport vehicles, the Sunderer, with a special attachment on it that lets you breach shields: you can just slam into the shields and unload a bunch of guys into the middle of base. Or you can bring light assaults with you that can jump into the base, or you can do Galaxy drops to get behind the walls.

“What we're doing is we're changing those sub-objectives, like the generators, to being something that you arm. Then, after thirty seconds or so, they explode. Right now they just take damage and they explode, but we're going to give defenders a chance to respond and try to disarm it. And if it does blow up they can send engineers over to try and repair it afterwards. So there's going to be a much more active back and forth.”


On command structure: squad leader certs to expand, really tie the room together

“We don't have commander level stuff yet. What we have is a lot of different pieces of the player command structure. So you can be a squad leader and target objectives, set them as the primary objective, things like that. That squad leader cert tree is going to get expanded quite a bit.

“What you're going to be able to do with the mission system is say, 'I need air support in this location,' and you can drop a beacon. Then any player who's on your empire who has opted-in to receive air support missions will see that somebody is requesting air support in this area. So they can hop in their aircraft and fly over there and hopefully have something really cool to do.

“It's kind of a hint/direction tool that allows commanders to call in reinforcements for specific things that they need, and allows players to find where to go to participate in the kind of activities that they've self-selected as wanting to participate in.

“Planetside 2 is a game that is hundreds of times more fun when you're playing with people with teamwork, real teamwork. If you're playing in a big platoon or a big squad that's working together really well, it's significantly, significantly more fun. So what we want to try to do is give as many tools as possible to be able to get these groups of people to coalesce. So guys who are just jumping into the game and might not necessarily be involved in strategic thinking or how to join an outfit yet, are still able to use these tools to quickly find a battle and become part of this big team-based gameplay without really having to have all the burden of the MMO side weighing it down.”


On clarity: relationship between resources, equipment, cash to be made more explicit

“One of the things we're really actively working on is surfacing all this stuff a little bit better, and letting people know: here's why you should care about resources, here's how they're relevant, here's how you're earning them, here's how you can earn more. Making that a little bit more obvious to new player. Because you can happily play the game for months and probably never even pay attention to the fact you've earned all these resources.”

All promising stuff, addressed with unflinching candour by the lead dev; SOE seem totally open to looking at their game critically and discussing how to fix things. Colour us impressed. We'll be bringing you more Planetside 2 flavoured treats soon.

Beamdog confirms that a new Baldur's Gate game is in the works

Beamdog has confirmed that the mysterious "Adventure Y" is in fact a new Baldur's Gate game.

Adventure Y

game. It won't be a sequel, however, but will instead take place in the gap between the Enhanced Editions of the original gameand Baldur's Gate 2: Shadows of Amn.

"This year, the eagerly anticipated Adventure Y will finally navigate the dark underground caverns of development and venture out into the Sword Coast," the studio wrote on its Beamblog. "We’ve mentioned before that Adventure Y will be an addition to the Baldur’s Gate line using the Infinity engine, bridging the gap between Baldur’s Gate: Enhanced Edition and Baldur’s Gate II: Enhanced Edition."

That prior mention was presumably the one made way back in mid-2012, when Beamdog boss Trent Oster tweeted, "Keep your ears peeled for Adventure Y, which is intimately linked to the Bhallspawn [sic] storyline." In a separate tweet, he described it as "an optional storyline piece in the Bhallspawn [sic] series."

Beamdog said the official announcement of the game—title, release date, that sort of thing—won't be coming until late spring, and that the release will be "something bigger than we've ever done before." As for a potential Baldur's Gate 3, that's not happening—at least, not yet. "We’d be lying if we said we never think about doing a Baldur’s Gate III game, so we won’t say that," the studio wrote. "But we will say there’s nothing in the works yet regarding BGIII or a 5th edition game."

Titanfall's next update brings limited-time modes and new burn cards

It must be hard being a robot-riding parkour space marine of the future.

It must be hard being a robot-riding parkour space marine of the future. It's no longer enough to just kill your enemies; you've got to do it in weird ways. The next Titanfall patch will introduce "Featured Game Modes", which provide limited-time variations on the game's standard objectives. The first of these, "Marked For Death", challenge you to kill a specific enemy player, all while protecting your own VIP-pilot.

In addition, the update brings new Titan Burn Cards. These 14 cards add special Titan weapons and abilities, and are only lost if you die in your Titan. The update will also introduce improved matchmaking, alternate Titan voiceovers, and a selection of other tweaks and improvements.

Head to Respawn'sto see the planned changes and fixes. The patch is currently listed as "coming soon".

Thanks, PCGamesN.

PlanetSide 2: what we know so far

Sure, a lot of things were announced at last night's Fan Faire launch event, but everyone here on the showfloor is abuzz about one game in particular: PlanetSide 2.

PS2 Screen Shot 2

Sure, a lot of things were announced at last night's Fan Faire launch event, but everyone here on the showfloor is abuzz about one game in particular: PlanetSide 2. I've been absorbing information on the game for the past six hours straight, and I'm getting more excited with every new morsel of knowledge I consume. Here's what we know, suspect, and hope for so far.

This information will be pretty straight-forward; we'll host more in-depth discussions on the site later today with our interviews of SOE president John Smedley and PlanetSide 2's creative director Matt Higby. (Small self-serving teaser: Did you know one of the leads from Tribes 2 is working on PlanetSide 2? If that doesn't inspire some confidence in you, you never played Tribes 2 and should be punished accordingly.)


What we know

The basics

It's being built in the new Forge Light engine, which SOE has built in-house from scratch for PlanetSide and EQ Next. It uses the PhysX engine to handle its fancy physics effects. PlanetSide 2 is a "reimagining" of PlanetSide: same world, same factions, set at roughly the same time as the original game. The key ingredients are back: territory control in a persistent open-world, humungous battles with hundreds of players participating on foot and in land and air vehicles (15 different types), and free-form character customization that lets you specialize in specific roles, utilizing 20 different customizable weapons.

Character customization

Players can swap between classes in between deaths (Medic, Engineer, Infiltrator, Heavy Weapons, etc.), which essentially act like weapon/armor loadouts. The majority of your customization is done through the amazingly large skill trees. Every class has it's own skill page, which is built up of a set of sub-trees that let you specialize in certain activities by customizing how your weapons and vehicles function. For example, someone who enjoys piloting the nimble Mosquito fighter can upgrade that vehicle's handling, damage, or armor - or unlock secondary weapon slots like AA or anti-infantry cannons (or all of 'em eventually!) Skills, also called certifications, are trained very similarly to EVE Online (over time, and continuing while you're offline), but also go faster when you're actively playing. Skills will also unlock gameplay features, such as the ability to create missions for your faction members to see and repond to. Skills "will affect everything" in PlanetSide 2. Outfits (clans) will have separate skill trees to unlock and specialize with as well. A leader is as viable as a role as a scout, healer, tank, assassin, or vehicle pilot.

Territory Control

There is not a single use of instancing in the entire game (instances, for those shooter fans less acquainted with MMO terminology, are usually used in MMOs to segment gamers. That reduces server strain by placing each group or team in their own copy of the same location), and every single inch of that massive game world (multiple continents with hundreds of territories and eventually multiple planets) is captureable by players. Territory is controlled by capturing a specific facility on that territory, and control is shown on the game world's map. Unlike PS, you can capture any territory at any time, but you do get "significant bonuses" to capturing a territory adjacent to your own. The example given was that someone back-capping a territory way behind the front lines may need 30 minutes to capture, whereas the team that controls all the territories around that one can go take it in 30 seconds. Thousands of players can be fighting in these battles for territory control at the same time. Each continent has multiple regions; each region has specific resource benefits given to the faction that controls it and to the individuals that help defend/take it. For example, some territories are rich in a particular rare or common resource. This will be key to the metagame, as they'll be needed for everything from changing/upgrading vehicles and weapons to creating vehicle pads and building defenses in the future.
What sounds likely to happen Capturing territory will have a noticeable change on that territory's appearance. Small effects are confirmed, but we expect players will want them to be more drastic than just a few banners changing logos. There is currently no plans to allow players to jack other faction's vehicles with the Hacking skill. We hope they change this, but it sounds unlikely. SOE is really pushing the idea of wanting to make PlanetSide 2 into a full "sandbox" game in the future, with EVE Online as the most-sourced comparison. There will likely be a heavy emphasis put on the economy side of gameplay. It'd be interesting to see if increasing resource production is a particular specialty that leader-type characters could do. This will almost assuredly be a Playstation 3-crossover game. Smedley all but confirmed it when asked about it during the press panel. Expect to see a lot of influence from top modern shooters, which Smedley frequently referred to when discussing how PlanetSide 2 has changed from its original--at least when it comes to FPS mechanics. One small feature borrowed: a skill that lets you spawn on your teammates, instead of at a spawn location or on leaders only.
Distant possibilities that have our spidey senses tingling A single-shard server, a la EVE Online. Our interview with President John Smedley (up later today) goes into more details on why this is a real possibility, and how they're currently testing it. The developers mentioned several times that they want to allow players to design their own structures in the future. We'd love to see players be able to customize their own weapons (similar to Borderlands) or design their own vehicle hybrids as well. Hoverboards? With SOE taking inspiration from modern shooters, I bet some sort of kill streak mechanic will be worked in. I'll go out on a limb and say beta late 2011, release mid-2012. Smedley refused to be specific, but told me, "it's not coming out soon, but it's coming sooner than you think." I think this will still be a subscription-primary game: that means a very limited free mode with an optional sub and microtransactions store (much like Clone Wars Adventures). SOE has been very resistant to a true free-to-play model that doesn't lock the majority of features/content behind a subscription fee. Smedley's only comment was, "there will be some free element to it."

Back to Baldur's Gate: revisiting BioWare's legendary RPG

Baldur's Gate was one of my formative PC gaming experiences.

Baldur's Gate was one of my formative PC gaming experiences. I have vivid memories of sitting in the glow of my old CRT monitor on a Friday evening after school, dungeon crawling until the sun rose. I've never been one for misty-eyed nostalgia, but last week I felt compelled to reinstall it. It was almost midnight, and I had work the next day, but I didn't think I'd be playing for long. Just enough to sate my nostalgia. Three hours later and I was still up. Its claws are in me again—almost 16 years after I first installed it on my old beige Pentium II—and, surprisingly, it still holds up.

Developed by BioWare in 1998, it's a vast fantasy RPG set in the Forgotten Realms, one of the most popular and long-running Dungeons & Dragons campaign settings. You create your own protagonist using a deep character editor, then embark on an adventure along the Sword Coast, a stretch of rocky coastlines, deep forests, ancient ruins, bustling cities, and labyrinthine dungeons. There's a story to follow, but you can pursue it at your leisure. The world map is heaving with fun quests and memorable characters, and you get to decide whether you'll be a hero, a villain, or neither.

One of the most striking things about the game is how much personality it has. A lot of fantasy, especially in the D&D mould, suffers from being overly earnest and po-faced, but Baldur's Gate fizzes with character, and is often genuinely hilarious. Even a random commoner on the street might have something amusing to say, and I think almost half of the 15 or so hours I've sunk into this replay have been spent talking to the many thousands of NPCs who litter the Sword Coast.

As you explore you're constantly bumping into interesting characters, from eccentric oddballs and mad wizards to pompous lords and drunken dwarves. You even meet the legendary Drizzt Do'Urden at one point, who you can kill for his powerful scimitars and mithril armour if you're particularly skilled. The wealth of text in the game means there's a lot of reading, but it's all brilliantly written and wonderfully witty, never taking itself too seriously.

There are 25 recruitable companions in the game, but unlike a lot of RPGs where characters will swear unfaltering allegiance to the hero regardless of their actions and goals, many of the characters in Baldur's Gate are fiercely independent. Minsc, of 'miniature giant space hamster' fame, will join your party upon the agreement you'll help him rescue his partner, Dynaheir. But linger too long without pursuing this quest and he'll go into a rage and attack you.

Similarly, characters will abandon the party if your reputation goes against their alignment. Noble deeds will disgust evil characters like irascible conjurer Edwin, while imperious paladin Ajantis will love you for it. This makes these characters feel like real people with their own goals and motivations, although it can be maddening when you're in the middle of a dungeon and one suddenly decides to ditch you.

The character sprites are pretty ugly, even by 1998 standards, but the pre-rendered backgrounds still look great. It's remarkable how atmospheric the game is, even now. Sound plays a big part in this, with chirping birds, booming thunder, and howling wind bringing the environments to life, not to mention Michael Hoenig's stirring orchestral score. BioWare's vision of Faerûn is still a joy to wander, and proof that you don't need modern graphics to create a rich, compelling game world.

There's a great feeling of relief when you escape from the rain-battered wilderness into the glow of a warm tavern, resting your weary bones before heading back out into the wild. You really feel like you're on an adventure, and thanks to an infamously steep difficulty curve, every foray into the unknown feels dangerous. All it takes is one unlucky critical roll to lose a party member.

In a lot of ways, Baldur's Gate feels incredibly archaic. The bloated interface and incessant item and character management mean you spend a lot of time shifting items around and selling things to merchants. But I actually love this, as time-consuming as it is, because I appreciate having full control over my party. That is, in fact, one of the reasons I love the game so much: how little hand-holding there is. You always feel like you're in control of your protagonist's destiny, not just following a prescribed path—even though the story is totally linear.

You can be a saint or a total dick. You can agree to help a farmer find his missing son while sending Imoen into his house to rob him. You can devote your life to defending truth and justice, or screw people over to fill your pockets. It's a role-playing game in the truest sense, offering not just good and evil paths, but all the grey areas in between.

If, like me, you feel the urge to return to Baldur's Gate, there are two ways to do it. You can buy the original game for $10 on GOGand use this guideto enhance it for modern PCs. Or, alternatively, you can buy the Enhanced Edition on Steamfor $20, which comes with additional companions, new quests, and an arena battle mode. I'm replaying with the latter, just for the ease of having it accessible in my Steam library between my home and work PC, but either way is fine.

The difficulty and cost of making a game as big, complex, and freeform as Baldur's Gate with modern production values means we'll likely never see a game like it again from BioWare, but with Obsidian's Pillars of Eternity on the way, and Larian's superb Divinity: Original Sin dominating the Steam charts, the CRPG seems to be in the throes of a magnificent and unexpected comeback. Going back to Baldur's Gate, where it all began, has only made me more excited about its resurgence.

Titanfall playable for free this weekend, as Origin launches Game Time promotion

Origin are currently giving away Peggle .

. It's a happy game about rainbows and Beethoven, and is therefore at odds with the majority of EA's catalogue. To redress the balance, they're also planning a free trial for a game about big robots and loud noises that go "SHHHHHLUNK". Titanfall will be free to download and play this weekend, and—while it'll take the majority of that time to download and install the thing—that should still leave a few solid hours of robo-falling, parkour-jumping action.

"This is a brand new program on Origin: it's free time with full games," explains the Origin Game Time announcement page, helpfully pretending that Steam hasn't been using this concept for years. The promotion will launch globally "over the next several hours", and will be available from Origin's free games page.

"Titanfall is only the beginning for Game Time," EA's announcement goes onto say, in a paragraph that repeats "Game Time" so frequently that it becomes a meaningless mantra of alien sounds. They're promising more Game Time in the future, with different games and "different time on the Game Time clock".

As for this promotion, Titanfall is well worth checking out. Time has started to take the shine off its once gleaming robo-pals, but, as Chris's review points out, it's filled with smart design and exciting system.

Planetside 2 preview

This article originally appeared in PC Gamer UK issue 232.

Planetside 2 preview thumb

Matt Higby isn't surprised there aren't more massively multiplayer shooters out there. “They're fucking hard to make.” What surprises PlanetSide 2's creative director is the lack of attempts by other developers to emulate 2003's ultra-ambitious PlanetSide. “You talk to anyone who was a PlanetSide player, they'll go all misty eyed.”

Fellow ex-players, please join me in a spot of eye-misting. I played PlanetSide for a year after the game's launch, seeing the same potential in the game that Higby still eulogises today. “It's an excellent team-based game, it has a lot of action and it's just cool being able to hold a tower with 50 people when 200 people are coming in to it. You can't compare it to anything else.”

Except, now you can compare it to PlanetSide 2. Like the first game, PlanetSide 2 is set in the midst a global war between three factions: the freedom-loving New Conglomerate, the totalitarian Terran Republic and the alien-fancying Vanu Sovereignty. Each of the factions has access to a wealth of guns, gadgets and vehicles, used to wrest control of the continents of the planet Auraxis. From hundreds clashing over a base in the centre of the most contested continent, to five-man scraps over a tower out in the wilderness, all this will be familiar to players of the original PlanetSide.

But for me, that PlanetSide, for all its glittering potential, never quite worked. Playing it in 2003, I wasn't just fighting off Matt's 200 attackers from my tower, I was also fighting against two more powerful enemies: my lethargic computer and a 56k internet connection.

Higby's very conscious of the game's context. “It sounds kind of arrogant, but PlanetSide 1 was just ahead of its time. When it came out, there were only 400,000 subscription gamers in the US. Plus, broadband adoption was low and a lot of players didn't have hardware that could support the game.”

Going back to the game now, it feels too old and too clunky to repackage and shove out of the door rebranded, but as Higby's boss, SOE head John Smedley, confirms, the plan wasn't to do a proper PlanetSide sequel: “The original idea was to make it a free-to-play version of the original game.”

That scheme didn't last long, though. As Smedley explains, “We fell in love with what we were making.”

The result is a hard reboot of PlanetSide. Higby says: “PlanetSide 2 has the spirit of PlanetSide 1. It's got the same locations, the same factions, in a lot of cases the same vehicles and the same weapons.”

However, the team felt uncomfortable pushing out a carbon copy with some spruced up textures. They wanted to dig into the foundations of the game and yank out PlanetSide 1's problems at the root. Primary among these was the shooting.

“Our biggest change is the complete modernisation of the FPS mechanics,” says Higby. Firing a gun in PlanetSide 1 felt as lethal as coughing gently on your target. The technology of the era forced each of your bullets to be subject to a hidden dice-roll mechanic: on your end, it could look like you'd pinged every shot into a foe's eyeball, but if the game's fickle rules said you missed, you missed. That process has been stripped out.

“Someone who is familiar with Modern Warfare or Battlefield will feel very comfortable playing PlanetSide. The way the weapons work in terms of kick, aiming, recoil and iron sights feels very modern, like other current shooters.”

As in Battlefield 3, hit judgement is split between server and client-side, meaning where you shoot will be where you hit. The game has a realistic ballistics model: “When you fire a weapon it takes time to hit the location. If you fire a sniper rifle from a distance, you'll have to aim your headshot a little above your target.”

That mental calibration won't always be the same, dependent on the rifle variant you use. PlanetSide 2 is big on customisation. Higby describes a few potential changes players can make to their loadouts. “You can unlock anything from transmissions for your tank that allow you to go up hills faster, to squad leadership, a cool branch that lets your squad respawn directly on you in the battle.”

Each weapon and vehicle has its own skill tree, with stages along it unlocked through experience. But branches aren't solid upgrades. Instead, they'll be variants of the base model – weaker armour making for a faster tank, or a larger clip at the expense of stopping power. Matt uses the Cycler assault rifle as his example, explaining how the Mk. 1, 2, 3 and 4 versions vary slightly in characteristics, but that key to this concept of 'sidegrades' is balance. “If you're accurate and want to be fighting people from longer range, you'll take the Mk. 3. It's balanced against other models – one that's more spray and pray, for example – so you're not getting an actual power advantage.”

Earning the experience points to unlock new toys is a matter of time. Higby describes the mechanic as being similar to EVE Online's: players can queue skills to train while they're not playing, but there's a bonus for those who can spend more time on Auraxis. “The hardcore guy that's on for 12 hours a day will train skills a bit faster. If you're actively playing, attacking and defending objectives, you get a small bonus to that offline skill system.”

Those hardcore still won't get a definite boost to their power. Instead, they'll have a wider pool of vehicles and weapons to swim about in and kill people from. PlanetSide 1 only let you call up vehicles from dedicated stations and pilot them once you'd earned the certification, and that system looks likely to continue in the sequel. PlanetSide 2's top end will be able to scoot into battle on a quadbike, hop off to climb into a tank, eviscerate enemy defences from behind and jet out in a fighter gunship.

Baldur's Gate: Enhanced Edition now available on Steam

Despite it seeming like Overhaul's Baldur's Gate overhaul would remain tied to the developer's Beamdog distribution service, the game has now gathered its party and ventured forth to Steam .

. Top news, right? Well, as it turns out, the Steam release may not be the most enhanced edition of the Enhanced Edition.

According to tweetsby Trent Oster, BG:EE's Creative Director, "Atari did the integration for [Baldur's Gate: Enhanced Edition] on Steam, so it is a very basic setup. We were not involved."

"With regards to updates, we have to submit updates to Atari for them to prepare for Steam. There will be a delay," he added. He also revealed that, unlike the Beamdog version, the Steam release does not support cloud saving.

In response to the accusation that early adopters had been "screwed," Oster argued, "I disagree. You get the game early and you get updates instantly. Steam version is currently 2011."

So the Steam release has some notable disadvantages. But then, so does the Enhanced Edition in general. As I said in my review, my recommended set-up is to instead grab Baldur's Gate&from GOG.com, and use fan mods, like EasyTuTuor Baldur's Gate Trilogy, to benefit from the community's own extensive enhancements. There's a great guide to doing that here.

Thanks, PCGamesN.

Humble Spring Sale features Dark Souls for $5 and much more

It was only hours ago that I reported on a Steam sale , but here's another reason to open up your wallet / purse in the name of video games: the Humble Store has just kicked off its Spring Sale.

, but here's another reason to open up your wallet / purse in the name of video games: the Humble Store has just kicked off its Spring Sale. Among the highlights of the first day include discounts on a range of Square Enix and Bandai Namco titles, including a copy of Dark Souls: Prepare To Die Edition for the small sum of $4.99.

Meanwhile, Deus Ex: Human Revolution can be picked up for $4.99, but you'd be better off going for the Deus Ex Collection, which is only $8.24. Oh, and Just Cause 2 is virtually free at $3.74.

It's not just major publishers pushing their wares for next-to-nothing: The Vanishing of Ethan Carter is available for $5.99, while Wasteland 2: Director's Cut comes in at $19.99. To peruse the whole sale, click over here, and make sure to check back throughout the week for more discounts. Or don't, because you probably have too many games in your backlog already.

PlanetSide Next beta to launch early next year

Not long ago the President of Sony Online Entertainment managed to not "technically announce" a sequel to the massively multiplayer FPS, PlanetSide.

PlanetSide

a sequel to the massively multiplayer FPS, PlanetSide. Now he's revealed that there's going to be a beta after the game's official announcement early next year.

President of Sony Online, John Smedley announced the planned beta on his blog, writing "early next year we will have announcements about Planetside Next followed by a beta. I can say this - it's coming along awesome. I can also say that the first beta testers are going to be current Planetside subscribers. I've gotten a lot of email from current players offering to help test the game and we're going to take them up on it."

That's good news for current PlanetSide subscribers. Hopefully the beta will widen its doors as development progresses. Did you play PlanetSide? Got any war stories from the front lines?

Baldur's Gate replicated in Neverwinter Nights 2 mod

Okay, so the recent enhanced edition of Baldur's Gate wasn't quite the triumph we hoped it to be—it scored decently in our review , but still didn't manage to match a modded-up version of the original release.

, but still didn't manage to match a modded-up version of the original release. Ah, but will playing in full 3D change things? We can find out now thanks to Baldur's Gate: Reloaded, a lovingly crafted fan mod that uproots the entire game and rearranges it in Neverwinter Nights 2.

Drew Rechner, a gamer-turned-game designer, told Kotakuthat this project was his foot in the industry's door. He sunk seven years into putting together this mod, and the result is all the epicery of Baldur's Gate, beefed up in 3D.

To play, you'll need Neverwinter Nights 2 and its expansion packs (purchasable in one convenient package at GOG). You'll then find the Baldur's Gate mod itself at Nexus Mods, where it's already accumulated some 5,000 downloads by nostalgic gamers. Get an eyeful of the trailer below; it'll be interesting to see if the jump from an isometric viewpoint adds anything to the classic experience of BioWare's first RPG.

A bunch of EA classics are heavily discounted on GOG

Nowadays EA is best known for the likes of Battlefield and Mass Effect, but their catalogue is ripe with some of the most formative games of the 1990s.

Wing Commander 3 most important PC games

Nowadays EA is best known for the likes of Battlefield and Mass Effect, but their catalogue is ripe with some of the most formative games of the 1990s. Browse through this sale list on GOGand you'll note plenty of classics: the Ultima series, a bunch of the Bullfrog games, and Wing Commander are among the most indispensable.

So it's nice to see GOG heavily discounting most of the classics: I can only see Australian prices (GOG is way ahead of Steam with its localization), but 42 games are available for just a smidgeon under $60. That's about $42 in the US and £30 in the UK. Better still, each of the games can be bought individually for very little.

The sale has roughly 31 hours to go at the time of publishing, so go and snap the games up now if you want them. If you're unsure what to get, I'd definitely recommend the Ultima games, and SimCity 2000 is still a blast.

Rumour: PlanetSide 2 in the works

Comments from the Sony Online boss have heavily hinted at the existence of a sequel to the massively multiplayer FPS PlanetSide, suggesting that it could be released early next year.

PlanetSide

Speaking to The Escapist, Sony Online Entertainment President John Smedley said "We have a very big launch coming in the month of March. It's a big first person shooter franchise that we're really happy with." When pressed on whether it could be a sequel to PlanetSide, he said "Could be. We haven't technically announced it," before telling the interviewer that he could say he'd hinted at a sequel, without officially announcing it, adding that "the PR people are going to shoot me."

Smedley revealed that the working title for the game was Planetside Next, which he also mentioned more than a year ago on his blog: "Planetside Next means we get a chance to take the essence of everything that was fun in Planetside and make it a lot better. Massive battles on a scale no other FPS will touch. None of this 64 player stuff. REALLY MASSIVE. With much better organization, and a tight focus on making sure the action is always going on, with awesome graphics."

The original Planetside was released back in 2003, and featured huge territory scraps between the three factions of planet Auraxis. Battles were dramatic class-based rumbles that could support hundreds of players at the same time. Do you have any fond PlanetSide memories? Are you looking forward to the prospect of a sequel?

New trailer unveiled for Baldur's Gate Enhanced Edition

BioWare's classic 1998 RPG Baldur's Gate is getting the "enhanced" treatment, and it's only a couple of days before it'll be available to play all over again (November 28, to be precise). To celebrate the launch, a new gameplay trailer has been released showing all manner of isometric brutality. The new edition will also release on iPad some time after the PC launch.

The Steam Holiday Sale is go!

The Sale Stoat Says
I've weaselled my way into this post to offer a Steam Sale tip.

Gaben

If a game isn't in the featured sale, hold off from buying it. There's a chance it'll be featured on a future sale day, gaining an even bigger discount. If it's not featured by the last day of the sale, you know that's as cheap as it's going to get.

"And I saw when the Lamb opened one of the sales, and I heard, as it were the noise of thunder, one of the four beasts saying, Come and Steam.

"And I saw, and behold a white logo: and he that sat on him had a 33% off deal for Metal Gear Solid: Ground Zeroes; and a Stout Shako was given unto him: and he went forth conquering, and to conquer."

Look, I'm not saying the Steam sale is definitely the apocalyptic end-of-days event mentioned in the Book of Revelation. I'm also not saying that it's not. Certainly the ravenous fever of deal-crazed consumers picking over a fresh batch of new games can seem demonic. As yet, though, no horseman have been spotted looking down over an internet boiling from the force of mass-downloads.

Listen, we should all be safe. There's very little chance that greed-aligned hell beasts will pour from our monitors and consume all of the world's resources. That is, at least, presuming everybody chants the Official Steam Sale Incantationwhile sacrificing TF2 hats to appease the mighty wrath of Steam Holiday Trading Cards. This year, incidentally, those cards are earned for buying games, crafting game badges or voting in the community choice, and can be crafted into badges in order to unlock backgrounds and emoticons. They have a terrible power, and will one day destroy us all.

Until then, we might as well enjoy some cheap games. We might as well enjoy them until the collected hours of gaming we've accrued surpasses the total length of humanity, the planet and even existence itself; until all is naught and ruin and decay. Games!

The Steam Holiday Sale runs until 2 January.

EverQuest Next is cancelled, but Landmark will go on

EverQuest Next , the successor to Sony Online Entertainment's groundbreaking MMO EverQuest , has been cancelled.

Everquest Next 1

, has been cancelled. The bad news was revealed in a messageposted by Daybreak Game Company President Russ Shanks, who said the studio had “set out to make something revolutionary,” but ultimately decided that it wasn't going to work.

“For those familiar with the internals of game development, you know that cancellations are a reality we must face from time to time. Inherent to the creative process are dreaming big, pushing hard and being brutally honest with where you land. In the case of EverQuest Next, we accomplished incredible feats that astonished industry insiders,” he wrote. “Unfortunately, as we put together the pieces, we found that it wasn’t fun. We know you have high standards when it comes to Norrath and we do too. In final review, we had to face the fact that EverQuest Next would not meet the expectations we—and all of you—have for the worlds of Norrath.”

“The future of the EverQuest franchise as a whole is important to us here at Daybreak. EverQuest in all its forms is near and dear to our hearts. EverQuest and EverQuest II are going strong. Rest assured that our passion to grow the world of EverQuest remains undiminished.”

In a separate message, Daybreak confirmed that work on EverQuest Next Landmark, the voxel-building MMO it announcedback in 2013, is continuing, and that it will be out later this spring.

“As the community has grown and designs have flourished, we no longer view Landmark as just a building tool. We’ve been toiling away making Landmark into a wonder unto itself. While the look of our world was inspired by what was intended to be the voxel world of EverQuest Next, Landmark has evolved into its own game with its own unique identity and purpose,” EverQuest Executive Producer Holly Longdale wrote.

“The creativity of the Landmark community and the potential for telling stories in this digital world is beyond what we imagined. Our vision for Landmark is to provide a place where you can create ANYTHING, tell your own stories, and share your creativity with other players," she continued. "We are wrapping up a HUGE game update for Landmark with LOTS of new additions and improvements, some of which you’ve already seen in sneak preview posts from Emily 'Domino' Taylor on the forums. We are excited about what’s to come for Landmark and we can’t wait to see what you think.”

A “Landmark Launch” FAQhas a few more details, including that Landmark will not be free-to-play as was originally announced, but will instead carry a $10 price tag.

Green Man Gaming defends itself against "grey market" key claims

You spoke, we listened.

Call of Duty Black Ops 3

: Green Man Gaming has announced that it will publish the source of each key it sells, following Monday's controversy. Here's their statement (via Facebook).

We know you want great games at great prices. In response to your feedback, rolling out from today on the Green Man Gaming store you’ll see our pages now have two new pieces of information:

1/ When you can expect the delivery of a key
2/ The source of that key

We are committed to continually improving our site, so you can expect the very best service and experience from us. Bear with us as we have over 5000 titles to update, but remember that your feedback is always really important to us, and we want to keep helping you make informed decisions when shopping with us. Thanks for your support!

Original story:

Green Man Gamingis under scrutiny again after a Reddit forum dedicated to gaming deals opted to ban the online retailer. According to the moderators of /r/GameDeals, the retailer was afforded leniency earlier this year when it emerged that its Witcher 3 keys were not sourced directly from the publisher, but instead reportedly from the 'grey market'.

That changed today when, following user reports that Black Ops 3 codes purchased from GMG were unauthorized, the subreddit intervened. "It has now come to our attention that GreenManGaming's library of unauthorized game sales has expanded, or this library has just now come to light," the moderator wrote. "You may have noticed recently some 'too good to be true' deals on GreenManGaming. We received a few modmails/emails on the subject so we investigated."

"From what we have been told by the publishers, GreenManGaming is not authorized to sell Activision or Ubisoft titles, as well as CDProjektRED's The Witcher 3."

The moderators write that they considered extending a ban only to Black Ops 3 codes from Green Man Gaming, but decided in the end to ban the retailer altogether. That means even verifiably authorized keys from the likes of Electronic Arts, Bethesda, ArenaNET/NCSoft, Devolver Digital and Warner Bros. cannot be offered by Green Man Gaming on the forum.

In a statement provided to GamespotGreen Man Gaming executive Paul Sulyok defended his company, writing that it was unable to share sensitive contracts between it and publishers.

"Over the past year, we have been repeatedly asked to supply sensitive information regarding contracts between us and publishers, which for legal reason we simply cannot share, nor should we be expected to," Sulyok wrote. "We believe that other retailers featured on Reddit Game Deals have not been afforded the same level of scrutiny and investigation that we have endured, and that ultimately, customers will be missing out on information and deals."

Sulyok disproved an earlier claim made by the subreddit that GMG wasn't an authorized retailer for Warner Bros, by providing a screenshotof an email sent by a Warner Bros. source.

"We reiterate that we source our keys from a range of over 400 publishers, developers, and distributors to meet customer’s demands on a title by title basis," he continued.

"Let’s be clear here; there is a difference between being an authorised retailer for some titles, and being a retailer selling keys that have been sourced responsibly through authorised third parties with revenue going back to the publisher. If a key unlocks, it is an authentic key. This isn’t a perfect science as human error can affect the supply chain. Where possible, we work directly with publishers and distributors to make sure customers have the very best experience with us."

H1Z1 is being split into two games, neither will be free-to-play

Big changes are on the way to Early Access zombie sandbox H1Z1.

H1Z1 KingoftheKill02

Big changes are on the way to Early Access zombie sandbox H1Z1. Later this month H1Z1 will be split into two separate games—the open-world survival mode being one, and the competitive Battle Royale mode being the other—and each will be sold separately. Daybreak Game Company also told us that it no longer plans to make H1Z1 free-to-play in the future, as was the originally statedintent.

Here's how it's going to shake out. One game will be called H1Z1: Just Survive, which will contain the multiplayer survival portion of the game. The other, consisting of Battle Royale plus some new planned competitive modes, will be called H1Z1: King of the Kill. These games will be completely separate from each other beginning on February 17, and each game will be sold at a price of $19.99.

For those who have already purchased H1Z1 in Early Access, you'll have access to both games after they split without having to buy anything else. Also, if you buy the current version of H1Z1 in Early Access prior to February 17, you'll also receive both titles. And, you'll get to keep any cosmetic items, keys, unopened crates, and event tickets you've acquired or purchased before the game splits in two. After the split, we're told, premium items collected in one game won't be available to your character in the other, even if you own both games.

As far as release dates go, King of The Kill will leave Early Access sometime this summer (at which time it will also appear on consoles) at a price of $19.99. A date for the full release for Just Survive is still unknown, and Daybreak wouldn't even confirm if it would leave Early Access in 2016. And, when I asked if H1Z1: Just Survive would still become a free title when it left Early Access, as was the original goal, I was told they no longer have plans for it to become free-to-play.

I've dabbled a bit in H1Z1 from time (I did a diary on survival mode hereand here, and one on Battle Royale here), but not being a regular player I don't have particularly strong feelings about this news. I know survival fans have complained that most of the recent development attention has been focused on BR, so maybe having a separate team working on just survival will help (provided they add enough additional staff to the survival side). As far as ditching free-to-play, I can see both pros and cons. Dedicated players won't see their favorite servers swamped by swarms of newcomers, but on the other hand, multiplayer-only games need a constant supply of fresh blood to replace the players who have moved on to other games.

I'd love to hear what regular H1Z1 players think of this split. Let us know in the comments.

Update : You can read the official press release here.

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