StarCraft pro-player IdrA transitioning to commentating after being fired

Is there life after you get on an internet forum and insult a bunch of your fans?

Is there life after you get on an internet forum and insult a bunch of your fans? Things weren't looking great for notorious eSports personality Greg "IdrA" Fields after doing just that last week; the well-known pro StarCraft player was promptly removed from his team, Evil Geniuses. Over the weekend he did a YouTube interview with gaming show Real Talk, where he revealed that he probably wasn't going to try and find a home elsewhere—he's looking into commentating instead.

"I was obviously not happy with what I was doing before," he begins. "I felt it was pretty stagnant."

Fields' departure from EG has been in the works for awhile, and later reveals that it's unlikely he'll rejoin the game: "I am not going to continue as a competitive player. It's just gotten to the point where competition is not enjoyable for me any more."

Still, he admits that his removal from Evil Geniuses—who he had been with since 2010—opened up new opportunities for him, and he'll be using them to hopefully step back from the playing field and get into commentating instead, saying that he would "like to be the analytical commentator for whatever major events I can."

Fields will still be playing on his Twitch channel, so he's not disappearing from the scene any time soon. I've always found him very entertaining to watch, and it'll be interesting to see where he takes his talent next.

Street Fighter V is getting Guile this month

Capcom has confirmed that Guile, he of the grim visage and car buffer coiffure, will leap into the Street Fighter V fray later this month.

later this month. He'll come with his own Character Story and set of Trials, as well as an expanded repertoire of moves including a new ability called Faultless Move that enables him to advance in a “crouch walk state” while keeping his charge.

The arrival of Guile will also see the release of the first Street Fighter V DLC stage, which will very appropriately be Guile's Air Force Base. Owners of the season pass will be given the level at no charge, while everyone else will have the option of purchasing it for 70,000 FM [Fight Money].

A new “Rage Quit System” is also on the way, which will lock players “who have high disconnect rates during matches” out of matchmaking for a set period of time, although whether that will replace or reinforce the LP and rank drop penalties that were rolled out in Marchwasn't said. Improvements to the matchmaking system are coming as well that are meant to improve the process of creating and connecting to Battle Lounges, and should also make it easier to find opponents.

Guile will be free for all players until the real-money Zennyshop goes live, after which he'll be available for purchase for 100,000 FM or 600 Zenny, which works out to $6. A specific release date hasn't been announced.

Thanks, Polygon.

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Our Verdict
Limbo is a beautifully designed masterpiece of a platform game, that will chill, challenge and charm in equal measure.

You are a boy searching for his missing sister. You wander through gloomy forests, explore forbidding caves and try to escape a industrial complex of whirring machines and smoke stacks – all painted in silhouette against the smoky greys of an old flickering film. It's amazing that such a simple approach can create such a nightmarish atmosphere.

'Simple' is an excellent word to sum up this indie platform game. From its monochrome presentation to its single sentence storyline, it creates a spare, deadly, lonely world, devoid of colour and distraction. You brave yawning landscapes with nothing but the rustling of your feet to keep you company. Large sections of the game are silent but for the occasional drip of water, or a cavernous echo, sometimes punctuated by fractured, urgent music, or footsteps racing into the distance. The only humans you come up against are hostile, chasing you away with spears and darts.

Everything in Limbo is out to harm you. From the moment the scenery come to life when that first giant spider-leg unfurls, a hundred times more menacing than it has any right to be, you're in world that doesn't want you there.

It's a meat grinder, coldly snapping beartraps around your fragile little frame, crumbling the boy into a pile of body parts. It stresses you into making mistakes: you know exactly what horrible thing is about to happen to your little ward when presented with a pressure plate and a crushing device.

Limbo's obstructions are grossly imaginative, requiring morbid solutions: one puzzle's resolution comes when you drag a corpse into a pool so you can use it as a bloated, floppy stepping stone to the other side. When not being chased by implacable spiders with a penchant for skewering bodies, you'll be feverishly searching for floating crates to ride as water rises above your ankles, or plucking the remaining leg off a maimed spider and rolling its body to block spikes and clamber to a ledge.

Limbo's initial morbid world of beartraps, corpses and ravenous arachnids eventually leads you into industrial levels, full of more conventional puzzles, such as gravity switches, elevators and even machinegun turrets. It's around this mark that the puzzles become far more frustrating, requiring precision timing to progress. You'll occasionally be reduced to a weeping mess of tears and tantrums, defeated by a straightforward but deadly puzzle that can only be overcome by getting everything just so.

I spent a lip-gnashing, keyboard smashing 20 minutes trying to run across a length of railway track before a descending minecart hit a switch to electrify the rails. Twenty damn minutes watching my boy judder as his tiny legs failed to make the last jump.

Your most horrific foes are the brain slugs, which drop from above and burrow into your skull. Once nestled in your cranium, they force you to stagger in one direction – normally straight into a pit of spikes.

Make no mistake: you're going to die. A lot. It's impossible to pass five minutes without succumbing to Limbo's sick snags. But finally realising the infuriatingly simple solutions and achieving that bloody jump will reward you with Portalsized feelings of smugness and relief.

It's a little disappointing to have waited a year for this game to get ported to PC only to find keyboard control is locked to the cursor keys, but in spite of that – and Limbo's short playtime (around three to five hours) – you simply cannot miss out on this darkly evocative experience. It has its frustrations, but it's a beautiful argument for games as art

The Verdict

Limbo

Limbo is a beautifully designed masterpiece of a platform game, that will chill, challenge and charm in equal measure.

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The best pro gaming to watch this weekend

Photo credit: DreamHack/Adela Sznajder
It’s a packed weekend.

CSGO DreamHack Masters Malmo Adela Sznajder

It’s a packed weekend. If you’re in the mood for some digital sports this weekend then you’ve got top-tier contests in CS:GO, League of Legends, Dota 2, Smite and the fighting game community to choose from. Here's the menu...

Counter-Strike: Global Offensive: DreamHack Masters Malmö

CS:GO just can't stop producing Cinderella stories, it seems. Luminosity's historic victory at MLG Columbus only a couple of weeks ago has already been overshadowed in Sweden, as the freshly-crowned champions fell to Chinese underdogs TyLoo. The action continues throughout this weekend, culminating in the grand finals on Sunday. Matches start at 10:00 BST/02:00 PDT on Saturday and 11:00 BST/03:00 PDT on Sunday and run throughout. Find links to streams in multiple languages right here.

League of Legends: Spring Playoffs

LoL's playoff season continues across the world this weekend, with multiple choice matchups to catch throughout the weekend. On Saturday you can catch Korean champs KT Rolster at 10:00 BST/02:00 PDT before checking into the EU LCS for H2K Gaming vs. Fnatic at 17:00 BST/09:00 PDT. Then switch over to NA at 20:00 BST/12:00 PDT for Team Liquid vs. Immortals. On Sunday, catch some Chinese LoL from 07:00 BST/23:00 PDT (Saturday night.) Then at 17:00 BST/09:00 PDT you can catch Origin vs. G2 Esports in EU followed by CLG vs. TSM at 20:00 BST/12:00 in the NA LCS. As ever, LoLesportsis your destination for schedules and stream links.

Dota 2: Starladder I-League Invitational 2016

The weekend's best Dota 2 is taking place at Starladder in Kiev. It's been a dramatic tournament so far—exciting in its own right, but additionally a good primer for Dota 2's extended sojourn to Manila for ESL one and the Major later in the year. Play runs throughout the day on Saturday, starting at 08:30 BST/00:30 PDT. Play on Sunday begins at 13:00 BST/05:00 PDT, with the grand finals beginning at 16:30 BST/08:30 PDT. Find the English-language livestream right here.

Smite: Spring Split

Top-tier Smite in the EU and NA regions continues this weekend. Play begins at 18:00 BST/10:00 PDT on both days, running for two or three hours in each case. Find further schedule info, team bios, and links to livestreams on the official Smite esports site.

Capcom Pro Tour: West Coast Warzone

Plenty of fighting game action in California, the latest stop on the global Capcom Pro Tour. There's pro Street Fighter V to watch as well as Ultra Street Fighter IV, Ultimate Marvel vs. Capcom 3, Mortal Kombat X, and Guilty Gear Xrd. Given that this is open to the public, the schedule for each game is a little complicated—but broadly speaking expect play to begin around 10:00 PDT/18:00 BST on both days. Find a full schedule hereand the stream on Twitch.

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is dedicated to esports and competitive gaming. Check back every day for exciting, fun and informative articles about League of Legends, Dota 2, Hearthstone, CS:GO and more. GL HF!

Editorial: Does eSports understand journalism?

It's mildly uncomfortable—kind of like an itchy turtleneck—to write something in defense of one of our competitors.

It's mildly uncomfortable—kind of like an itchy turtleneck—to write something in defense of one of our competitors. But it's much more uncomfortable to see a colleague so ignorantly lambasted in the way that GameSpot eSportsreporter Rod Breslau (“ Slasher,” as he's usually known) was last night on Twitch.tv.

On Tuesday evening Breslau joined a conversation on the popular eSports talk show Inside The Game, hosted by Marcus “ djWheat” Graham. The stream was paneled by players of Evil Geniuses, the largest and most influential North American eSports team. The group explored the coverage of eSports by journalists in the wake of recent leaks, namely ones made by Breslau about the signing of players by eSports teams like EG.

The discussion that followed, unfortunately, demonstrated EG's misguided views about the role of the press.

People that report the news—either by effort, or by accident—occasionally receive information that hasn't yet been made public. Unannounced game details. Leaked hardware specs. News of impending layoffs, shared from an upset employee. Different media organizations handle these situations differently, but in general, if the information is valuable and you've verified its accuracy, it's your responsibility to publish it. That's our profession.

The dance within this, of course, is maintaining relationships. If I published everything I knew about StarCraft 4 (whoops) or Call of Duty: Turquoise Ops (cat: out of bag), Activision and/or Blizzard would be understandably unhappy that a press organization dictated their strategy. It's for this reason that game publishers and other companies, as djWheat pointed out on Inside The Game, use agreements called embargoes in parallel with legally-binding non-disclosure agreements to control when press can report on something. To varying degrees, both groups usually benefit: an embargo lift allows the company to enjoy a surge of coverage, and writers worry less about the race to publish information first, giving us time to prepare better content.

It's the nature and goal of the press, though, to seek out information wherever it exists. A healthy media doesn't rely entirely on official sources—the ones that push out press releases—for information and access. As you'd imagine, the information that's most useful to readers usually doesn't come from the people who have a self-interest in that information.

These are, I hope, self-evident concepts. But I'm stating them because based on last night's conversation, EG and other eSports figures have major misconceptions about how media operates in relation to the subjects they cover. EG's comments during the show indicated they don't understand that it isn't Breslau's responsibility to ask them permission to publish information that he's independently verified. An hour and twenty-five minutes in, EG player Geoff “iNcontroL” Robinson asked Breslau: “When you break that news, you're not talking to John Bain or Alex Garfield and getting that information from them, the people that would actually hand off an embargo to you. You're talking to—I'm guessing your sources would be lower people, either players or someone around the organization, right? Or another league or something like that.”

“Well, I mean—sources can be anyone and everyone, but—” Breslau responded.

“I guess my point is the people that would actually give you an embargo are not the people you're breaking the news on, right?” Robinson asked.

This represents a fundamental misunderstanding about the role of media, and it's strange that an organization like EG—even in the context of them defensively inquiring about Breslau's goals in scooping their announcements—wouldn't respect that the natural work of journalists, yes, occasionally interferes with the best-laid plans of companies or governments or individuals. Things got significantly worse, however, when Evil Geniuses CEO Alex Garfield briefly joined the show. About an hour and thirty-six minutes in, the conversation shifted from feeling like an unbalanced, uninformed inquiry to resembling EG putting Breslau on trial.

Garfield lashed out openly at Breslau, saying that publishing confidential information negatively impacts the promises teams and organizations like EG make to sponsors. Garfield suggested that because eSports is so dependent on sponsorship for revenue (unlike baseball, for example), Breslau's actions damage their impact and EG's revenue. “You actively hurt the relationships and the give-and-take that makes our industry even possible," Garfield said to Breslau. "Like where do you think the money comes from? What do you think the sponsors pay for? They pay for marketing. They pay for exposure. And when you go and leak announcements, not only do you provide no value for anyone except for yourself, you steal value from the companies that support our industry. You decrease the number of eyeballs from what they should be getting from their announcement. You actually make the team look bad. Companies know you, and they hate you,” Garfield said.

From Garfield's perspective, Breslau's scoops hurt eSports. They diminish the amount of attention an official announcement can get. “So you're saying that you can announce Jaedong with a three-paragraph article on GameSpot better than I can announce Jaedong with a five to ten person staff doing an amazing splash page. You can do that better?” Garfield asked Breslau.

“That part doesn't matter,” Breslau responded. “If you can do it better—you can do it better, you should do it better. I still need to do my job, which is to report information to the public, which includes everything—not just the teams, players, and signings, but also the leagues—” he said before being interrupted.

EG seems to view Breslau, a writer, as one of their competitors. EG Zerg player Greg “IdrA” Fields echoed this sentiment later: “Teams are marketing agencies, at least that's how the good ones make their money, they make money by people seeing these announcements we put up,” he said. “And EG in particular puts a ton of work into those announcements. So by taking viewership away from that, by taking excitement away from that—and the excitement is really, really important—that takes away, that is actually how we make our money. And you can argue over the percentages to it, but it's still true. That's still taking money away from us, and taking attention away from us.”

It's ridiculous, but EG seems to consider Breslau a thief. "You steal value from the companies that support our industry," Garfield later says to Breslau. Assuming that Breslau didn't illegally obtain his information (you might've heard of heard of the British media organizationthat closed last year in response to a phone hacking scandal), this is nonsense. It may be accurate that eSports rely disproportionately on sponsors, but this is irrelevant—if a reporter has accurate, ethically-obtained, interesting information, they're obliged to publish it. Baffling was a suggestion made later by Garfield that EG and other eSports organizations had talked about blacklisting Breslau, denying him access for future coverage—either as a form of punishment, or as a way of protecting themselves from leaks.

Good luck with that. If EG and other eSports organizations are frustrated that the press is diminishing the hype they expect to generate from an announcement by beating them to the punch, they should concern themselves with the actual source of the leak, not the people who publish it. Leaks leak—it's in their nature. You don't get mad at your floor for being wet because your faucet broke.

Formal coverage of eSports by gaming outlets is still quite new; last night's ugly back-and-forth between Breslau and prominent members of the scene demonstrates that growing pains remain. Both sides want to see eSports become a burgeoning enterprise. A necessary part of that future, though, is eSports organizations accepting that the goals of the press do not align with their own. We're covering eSports because we and our readers are enthusiastic about what you're doing. Alleviate yourself from the belief that we are part of your marketing machinery, and we'll be closer to the future we both want.

Follow Evan Lahtion Twitter.

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Our Verdict
Despite some drawbacks with its hardware, the HTC Vive is an avenue to incredible VR experiences.

Every time I slip on the HTC Vive, I think about the menacing, scarred presence of Tom Berenger in Platoon drawling, “You smoke this shit so’s to escape reality? I reality.” The first thing I see, in SteamVR’s virtual nowhere, are the words “THIS IS REAL” hanging in the distance. As I play games, there are telltale signs that the worlds inside the Vive headset are not real. The density of the pixels bringing the images to life, the heavy plastic mounted to my head. The controllers in my hands. The occasional software glitch or loss of tracking. Even beyond that literal bit of text, though, the Vive boldly projects confidence that this is what VR should be like. That it will feel real, and that the future has finally arrived.

Vive deserves that confidence, because it’s correct. Right now, the HTC Vive is the best way to experience virtual reality. This is the VR you’ve been waiting for. The Vive is occasionally hindered by the growing pains of emergent hardware, but those issues don’t stop it from enabling new ways of playing and being immersed in games. After a week using the Vive, I’m more excited than ever about the future of VR on the PC. But let’s start with the present.


Preparing to Vive

The Vive differentiates itself from the Oculus and other VR systems presently available with two features: room-scale games and a pair of motion tracked controllers. The Vive hardware itself works just fine sitting down and using a gamepad, but its two laser-emitting Lighthouse base stations let you walk around in a space of approximately 4x3 meters (the minimum for room scale is 2x1.5 meters, and 4x3 won’t push the outer limits), if you have that much room for your VR setup. All this hardware leads to a far more complex setup process than the Oculus Rift. Both controllers come with their own micro USB charging cables and plugs, the two Lighthouse stations have their own power sources, the headset comes with a spare foam face rest, and there’s a cable breakout box to stop you from yanking over your PC if you accidentally step on the Vive’s cable.

After a week using the Vive, I’m more excited than ever about the future of VR.

Despite this giant pile of hardware, the Vive setup process is surprisingly easy. I didn’t encounter any issues running the setup software, which had me placing the controllers and headset on the ground to set its height, then drawing the boundary of my VR playspace using one of the controllers. The Lighthouse stations also come with ball bearing brackets for mounting. These worked well for our fairly open office space; we mounted one sensor to a beam and another to a reinforced cardboard box on a shelf. Setting up the Vive will be harder or easier for you depending on your available space (e.g., if you have some tall bookshelves, this should be a breeze, but you might need extension cables).

Plugging in the headset involves more cables—separate HDMI and USB cables from the breakout box to the PC, and cables from the headset to the breakout box—but it’s a fairly simple process, too. Properly angling the Lighthouse stations to see each other and cover your playspace is the biggest challenge (behind having enough room for the setup to begin with). And if you don’t have the space for this kind of setup at all, don’t worry—there’s an option in HTC’s software to configure the Vive for sitting and standing, but not room scale.

HTC Vive Office room scale

Unlike Oculus Home, a dashboard built from the ground up for VR, Valve has repurposed its Big Picture Mode interface for SteamVR. If you’re familiar with Steam (and what PC gamer isn’t, these days?) this makes it fairly easy to navigate your library and the store. I like being able to point at games with the Vive controller to select them and use the trackpad to scroll through my library, but I find using the trigger as a selector to be pretty finicky—I often have to click on an icon twice to properly select it, and some menu items are a bit small to easily point to.

While SteamVR can be fiddly, it also feels robust as an extension of a well established platform. It lets you bring up your desktop on a giant 'screen' in VR or boot up HTC’s own VR software, which is basically an empty environment at this point that you can use to...launch SteamVR (because Valve’s software isn’t exclusive to the Vive, it’s understandable the two would be separate). Yeah, it’s a bit messy, but it’s also very PC: the power to access what I need to on the desktop without taking off the headset is welcome. You never know when you’ll need to load up the web browser, kill a game process or mute a music player.

The Gallery Call of Starseed is an episodic adventure game that s captivating to explore

The Gallery: Call of Starseed is an episodic adventure game that's captivating to explore.
Into the Vive

SteamVR’s big innovation is the Chaperone system, which helps you avoid straying outside the boundaries of the playspace you established during the Vive setup process. It’s hard to overstate how important and effective the Chaperone system is. It is, absolutely, the reason room-scale VR works on the Vive. As you approach the boundaries you set, a light blue wireframe grid fades into view, showing where you need to stop before smacking into a wall or lamp or inflatable Godzilla (hey, it’s your house—I ain’t judgin’). I’ve only punched one thing while testing the Vive, and that’s because I was so absorbed that I reached beyond the boundaries to try to pick up an in-game object.

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Immersing myself in room-scale VR feels like it would be risky without the Chaperone system. The best games are totally engrossing, and sometimes I come out of the headset with no clue where I’m standing or which direction I’m facing. Many of the games available for the Vive right now are just demos or short experiences, but I’ve been taken aback by how many of these fully immerse my mind, wiping away my consciousness of the world outside the headset. There’s a reason Oculus started demoing VR standing up with the Crescent Bay prototype in 2014—the extra physicality, even without motion-tracked controls, transforms the experience.

The Vive’s cable is less of a hindrance than I expected, and I haven’t tripped on it yet. But I did step on it once and worried, for a second, that I was about to smash my whole VR setup. After quite a few hours using the Vive, I’ve mostly trained myself to be aware of where the cable is in relation to me, like a good guitar player on stage, and prevent it from tangling around my feet. But at least once per session it gets in the way, and I have to pause briefly to deal with it. Having to step gingerly around it is a bummer, but an unavoidable one until wireless latency and battery life leap forward.

The added physicality of standing transforms the VR experience.

My favorite Vive game so far, The Gallery: Call of Starseed, exemplifies the capabilities of the hardware and VR in general. The Gallery is a first attempt at a Myst-style adventure in VR, starting you on a mysterious island at night, with some simple environmental puzzles to solve and ambiance to spare. The key is that The Gallery’s environment is rich enough in detail, and high fidelity enough, to be quietly thrilling to poke around.

I love walking around my playspace to lean over tables or peer around the corners of a cave. And navigating the environment is handled elegantly with a teleportation system: press on the Vive controller’s trackpad, use your head to aim, and release to teleport to the marker. Rotating your thumb on the trackpad can reorient the direction you’re facing when you reappear. It’s not so different from the ‘click to teleport forward’ movement of Myst all those years ago, but being inside a 3D environment as you move is what really makes the experience.

The Gallery’s story starts ambiguously enough to put an emphasis on its environment, and that pays off in some some genuinely wonderful little moments, like firing a roman candle up a well shaft and watching it ricochet into the sky. Even without those touches, The Gallery is a testament to how immersive and physical a VR game can be. I naturally don’t want to clip through objects and instinctively reach out to pick up things as if they’re real. My brain is bought in.

As with the Oculus Rift, many of the launch games on the HTC Vive are demos and short experiences that make for compelling introductions to VR. The short film “The Rose and I” is incredibly simple, yet standing inside it and watching it play out is surprisingly moving (though at five minutes long, the $5 price feels steep). Another favorite is VR Baseball, a simple home run derby that takes some real skill to play. Swinging my arms, both hands on a single Vive controller, I was able to hit four home runs after a few rounds of trying. Then PC Gamer's US EIC Evan Lahti gave it a single try and knocked 16 out of the park. You can probably guess which one of us plays sports.

It s hard to get a feel for how much a 3D space adds to Carpe Lucem s puzzles

It's hard to get a feel for how much a 3D space adds to Carpe Lucem's puzzles.

Though a novel experience, $10 again feels steep for a home run derby with mechanics and options this simple. Prices for many VR games on Steam feel high for what’s on offer, because many of these fit into a category of games that I’ll play for half an hour, then shelve until I need something simple to show to friends and family. But amid those simple experiences are a handful of games more exciting than almost anything I’ve played on the Oculus Rift, and all of them capitalize on the immersion of room-scale VR and motion controls to elevate what would be a been-there, done-that game on a monitor.

The serene Carpe Lucemincorporates your ability to walk around in 3D into the design of its puzzles, which involve directing beams of light with a variety of different tools. The first time I grabbed an ‘L’ pipe piece and pulled it from background to foreground in 3D and saw it rotate as it changed planes, I knew this was going to tap into a part of my brain I wasn’t used to using in puzzle games. I really want to play Blockoutin VR.

Space Pirate Trainer demands that you shoot fast and move fast

Space Pirate Trainer demands that you shoot fast and move fast.

Space Pirate Trainertakes the basics of an ‘80s arcade shooter and makes it an agile VR experience that sends me crouching to the floor and dodging incoming lasers in slow motion like I’m in The Matrix. Audioshield has me punching music to the beat instead of tapping buttons.

The satisfaction of these simple interactions in VR can have a profound effect. They help me forget the weight of the headset on my head, forget the resolution of the screen, and be truly immersed. I can’t stress this enough: this kind of interaction in VR does fundamentally different things to your brain than sitting and playing a game with a controller. In five years, VR will be useful for all kinds of things, and all kinds of games, but the ones that involve our entire bodies will captivate us the most. And the Vive is already on its way.


Form and function

The HTC Vive is not an elegant headset. While the Oculus Rift evolved through many prototypes into a slick, light headset built to woo the mass market, the Vive looks much the same as it did when it was unveiled in 2015: a big, unapologetic hunk of plastic. Heavy plastic. The Vive weighs noticeably more than the Oculus Rift (555 grams vs 470 grams), and feels more cumbersome for two reasons: it’s held on your head purely with elastic straps, unlike the Rift’s semi-firm rubber that gives it more rigid support, and it tends to rest some of its weight on the bridge of your nose. Much of the Rift’s weight is in those support arms, and that weight doesn’t actually press down on your head.

Designing a VR headset is an enormously complex task, but I believe HTC could have—and should have—shaved more weight off the Vive, and developed a sturdier strap system to better support its bulk.

The first two times I tried to adjust the Vive for my head, I was ready to throw the $800 headset straight into the garbage. Everything frustrated me. Compared to the Oculus, it’s very difficult to properly strap on by yourself. The Vive’s cable runs along its top strap, which makes that strap annoying to loosen or tighten when the headset is in place. I tried tightening the side straps to hold the headset firm, but found that its weight caused it to droop on my face just enough to blur my center of vision slightly. I was close, but clarity was maddeningly just out of reach. And the plastic clip on the left strap was rubbing painfully against the back of my ear as I moved. I felt pissed.

Eventually I got it right, and my opinion softened. With the Vive snug on my head now, I can slip it on with ease and have a clear field of view in a few seconds. The foam padding around the facerest is softer and more comfortable than the Rift’s, and it comes with a second foam pad for ‘narrow faces.’ I’m just speculating here, but the Rift’s firmer foam may actually help hold it in place better against your face—my biggest problem with adjusting the Vive was its weight causing it to sag downwards just slightly. The Vive’s softer foam may also wear down and compress after a few months, but for now, it’s the more comfortable material to have pressed against your face.

...for now, [Vive is] the more comfortable to have pressed against your face.

The physicality of using the Vive can often help distract me from its weight, but it does start to pinch my nose after 15 minutes or so. I often find myself pulling back on the straps like I’m recentering a baseball cap on my head. The fit will be different for everyone, and I recommend having someone help adjust it for you the first time you put it on.

While I don’t like the Vive resting on my nose, I love the plastic baffling HTC built around the nosepiece—it blocks out far more light than the bottom of the Rift headset, but still allows enough light in for me to hold my earbuds under my chin and check which one goes in which ear. It’s much easier to completely ignore the outside world staring at the Vive’s screen.

But why do I have to use my own earbuds or headphones? The Rift’s built-in earpieces are brilliant—they sound great, are loud enough to block most outside noise, and easily swing into position (and out of the way) on small plastic arms. The Vive, despite costing $200 more, has… a dangling 3.5mm audio plug. HTC’s pack-in earbuds are a cheap, poor excuse for audio. And good sound is hugely important to VR— realistic 3D audio helps our brain buy into what our eyes are seeing.

Using your own audio source adds another cable to the Vive mix and further complicates the process of putting on the headset. I’ve tangled myself in my earbud cables, and I’ve had to reach around blindly when the cable swings loose. Like the heavy plastic mounting, the lack of integrated audio makes the Vive feel less like a polished consumer product and more like very powerful, but still slightly awkward, hardware for a very niche audience.

By trying to pack as much as possible into the Vive, HTC made some compromises. But some of its power features are truly great. The front-facing camera lets you see what’s going on outside the headset without taking it off, and is a powerful addition to the Chaperone system. Games aren’t really using it yet, but we’ll see more from the camera in the future. And the headset has a lens-to-eye distance adjuster, activated by pulling out on the strap mounts on each side and rotating the circular mount points, that could be great for those who wear glasses. Everyone on staff who wears glasses has been able to wear them inside the Vive without a problem, with a more comfortable fit than in the Rift.

Vive Controllers


The controllers

The HTC Vive’s controllers make all the difference. Yes, standing and walking around in room-scale VR creates immersion, but your natural reaction, once you have that immersion, is to reach out and touch the world around you. We’re not all the way there yet, but the Vive’s controllers get us closer than we’ve ever been before. They’re shaped like wands with circular tracking arrays mounted on top, and they’re elegantly simple in terms of inputs. There’s one trigger, typically used to activate menus and ‘grab’ objects. A trackpad, much like the ones on the Steam Controller, sits on the front, and can be divided up into multiple buttons or inputs by developers. Small buttons above and below the trackpad serve as menu buttons, and a squeezable grip under your palm adds on extra input.

From the time I’ve spent with Oculus’s still-in-development Touch controller, it’s hard to say which will finally be the better VR input. The Touch controllers feel more natural—like making a fist instead of holding a wand—but the Vive controller’s trackpad is a nice forward-thinking bit of technology compared to the Oculus Touch’s more antiquated array of dual joysticks and four face buttons.

Your natural reaction, once you have that immersion, is to reach out and touch the world around you.

The one feature of the Vive controller I don’t especially like is the grip button—it’s easy to accidentally squeeze in the heat of the moment. In VR Baseball, the grip changes the vista outside the stadium, and on more than one occasion I changed it from a normal skybox to OUTER SPACE by squeezing a little too hard when I took a swing. Actually, that was pretty cool. But the point stands.

The rechargeable batteries in the controller have yet to run out on me, even after several hours of VR play per day and sometimes forgetting to charge them overnight. They’re rated for four hours of continuous play, but I think I’ve put that much time on them in a single day without charging and the batteries held out.

The accuracy of Valve’s positional tracking makes it a joy to use the Vive controllers, especially in games that let you interact with most objects in the environment, and I often find myself wanting to touch walls, tables, and other virtual objects. The controllers don’t entirely disappear in your hands, but they work well enough to facilitate basic interactions easily and intuitively, and that’s thrilling in VR.

HTC Vive Pre Lenses


The display

The HTC Vive uses the same 1080x1200 pixel displays as the Oculus Rift, which are high resolution enough to make the ‘screen door’ pixel density issue of past headsets mostly a thing of the past. The 90 Hz refresh rate, coupled with the Vive’s extremely accurate positional tracking, does a fantastic job of preventing VR motion sickness. If using the Vive makes you feel queasy, it’s almost certainly the fault of the games, not the hardware.

Also like the Oculus Rift, the Vive uses a pair of fresnel lenses to warp its 2D screens into a 3D field in front of you. That means the same issues that exist on the Oculus exist on the Vive. Here’s how I described it in my Oculus Rift review:

“The edges of bright in-game objects (and especially text) produce a distracting shimmering effect some people are calling ‘god rays’ or ‘light rays.’ Imagine looking up at the sun while standing underneath a tree, and seeing bright beams of light striking your eyes from around the edges of the leaves and branches. It’s a bit like that in VR, but every bit of white text you look at will have those shimmering rays streaking out toward your eyes. They move as you move your head and your perspective on the virtual world shifts, making anything bright you aren’t looking directly at blurry.

You can see a good example of the light ray effect in action here. I don’t think I even noticed this effect at first. I was just wowed by being in VR. VR is really cool! But now I find the light rays a constant distraction, a reminder that I am looking at a screen, and often a source of eye strain when trying to read shimmery text.”

While this effect is still present on the Vive, I don’t find it as pronounced or noticeable as I did on the Rift. Perhaps that’s due to subtle differences in the lenses, or the distraction of standing up in VR, or simply the things I’m looking at on the screen. But I’m less bothered by the light ‘blur’ on objects as I move my head from side to side.

I also love the Vive’s field of view compared to the Oculus. It’s not dramatically bigger, but it’s a different shape and feels like a larger window into VR with more vertical space. It’s a bit like peering through an old oval diving maskcompared to the more horizontal Rift FOV.

The Vive’s screen is good enough for games and the SteamVR interface, but definitely too low-res for SteamVR’s ‘Desktop mode’ which lets you see your whole desktop. Things are too small to be easily legible and detail breaks up without a higher density pixel array. But there’s software to help with this, like Virtual Desktop. If the next generation of VR headsets are able to step up to 4K panels, they’ll be far better at representing text and UI outside of games.

Valve The Lab


Wrapping up

The weight, straps, and lack of integrated audio in the Vive are all disappointing elements of its hardware design. There are compromises here that you shouldn’t have to make for $800. These things, for me, cause the Vive to narrowly miss out on being an exceptional piece of hardware as a portal into the world of VR.

And yet the experiences it produces are exceptional. Developers aren’t yet forging incredible new ground in VR, designing genres that were never possible or thought of before, but the experiences they are already delivering feel fundamentally different. Being able to walk around, reach out and touch things, and believe you’re inside a 3D world—when I do those things on the Vive, it’s hard not to think that the future is here. A future that’s a little too heavy, a little ungainly, but bold and promising nonetheless.

When I played platformer JUMP, even with a controller, my stomach dropped each time I fell. Some part of my brain thought it was real. When I ask myself if I want to deal with the weight of the headset to play something as physically engaging as Space Pirate Trainer, even though it’s little more than an arcade shooting gallery, I say yes. When I draw in TiltBrush, I can’t help being excited about all the things kids and artists more skilled than I will create with it, that I’ll then be able to walk around in three dimensions. When I play awkward or basic launch games like A Legend of Luca, a fully room-scale RPG adventure, I see the potential of more complex games a year down the road.

The VR scene on SteamVR feels bustling, with more games coming every day and dozens already playable. Most still fit into that category of games that show the potential of VR, but won’t captivate your attention long-term. In the Vive, that feels okay, because the sheer act of being there is powerful by itself. Maybe it’s not reality, but it’s real enough.

The Verdict

HTC Vive

Despite some drawbacks with its hardware, the HTC Vive is an avenue to incredible VR experiences.

ABOUT THE AUTHOR As hardware editor, Wes spends slightly more time building computers than he does breaking them. Deep in his heart he believes he loves Star Wars even more than Samuel Roberts and Chris Thursten, but is too scared to tell them.

We recommend By Zergnet

The Elder Scrolls: Legends beta is being expanded

Bethesda announced at its pre-E3 press conference today that the beta test for The Elder Scrolls: Legends CCG will be expanded.

CCG will be expanded. It also unveiled the official campaign intro cinematic video: Told through the eyes of a Moth Priest named Kellen, the Elder Scrolls: Legends promises to give players the power to change the course of the history of Tamriel.

Specifics weren't mentioned, but Bethesda said it will “be letting even more of you into the beta to start playing.” You can sign up for the beta, if you haven't already, at bethesda.net. The Elder Scrolls: Legends is due out later this year.

Evil Geniuses could sign Counter Logic Gaming as first League of Legends team

Esports team Evil Geniuses could be about to make a move into League of Legends.

Esports team Evil Geniuses could be about to make a move into League of Legends. According to Gamespot, they're close to acquiring Counter Logic Gaming's European LoL team. Sources inside the team say the deal is happening "soon", with EG outbidding Azubu Frost to sign them.

Counter Logic Gaming's team consists of Mike "Wickd" Petersen, Stephen "Snoopeh" Ellis, Peter "Yellowpete" Wüppen, Mitch "Krepo" Voorspoels and Henrik "Froggen" Hansen. The team had a good 2012, coming 2nd in the Azubu Champions Summer tournament, and not finishing below 5th in any event throughout the year. They're an automatic qualifier for League of Legends' third season.

While Evil Geniuses have a DOTA2 presence, the team has been previously reluctant to field a LoL presence, despite the viewership figures the game can bring. Speaking to PCGamesN, EG's CEO Alex Garfield revealed, "Obviously the numbers are impressive, and the passion of the community is impressive."

"I think the challenge for me is just to find the right brand representatives for EG," he added. "So I've been perfectly happy to wait and sit on the sidelines and let some of those guys grow up a little bit."

Is this a good move for EG? No idea. I tried watching a League of Legends eSports match once and had absolutely no clue what was even happening.

Total War: Warhammer adds Bretonnia as a multiplayer faction

The Bretonnians rely heavily on powerful armored units and overwhelming charges in battles, the studio said, backed by heavy trebuchet artillery and masses of archers.

Creative Assembly has announced that the colorful human kingdom of Bretonnia will be a playable faction in custom and multplayer battles in the upcoming dark fantasy strategy game Total War: Warhammer.

The Bretonnians rely heavily on powerful armored units and overwhelming charges in battles, the studio said, backed by heavy trebuchet artillery and masses of archers. Think medieval France, essentially. They don't bring much to the table in the way of massive monsters, but their Enchantresses can unleash powerful offensive magic as well as buffs that greatly fortify the abilities of their knights.

Interestingly, it was almost exactly one year ago that we mentioned the absence of the Bretonnians, who “seem to have fallen out of favor with Games Workshop these days,” in our breakdown of the Total War: Warhammer factions. They haven't been totally absent from the action, however: They're also a playable faction in the fantasy sports sim Blood Bowl 2.

To demonstrate how the Bretonnians will play, Creative Assembly posted a 25-minute gameplay video pitting them against a Vampiric invasion of the city of Couronne. I won't tell you who wins, but it looks pretty fantastic. Total War: Warhammer comes out on May 24.

The Surge takes the Dark Souls formula into the future

On the factory wall, in six foot high letters, a careful worker has written “the best safety device is a careful worker”.

The Surge top

On the factory wall, in six foot high letters, a careful worker has written “the best safety device is a careful worker”. From the opening moments of The Surge, it appears safety devices are in abeyance. More noticeable are the erstwhile careful workers whose slack jaws and loose limbs, inside their Ripley-evoking exoskeletons, say that they’re either dead, zombified or maybe even (the horror) Mail Online readers.

The Surge is set in an Elysium-style future extrapolated from the technological and ecological trends of today, taken to a logically-nasty extreme. Your character is a lucky grunt who’s managed to secure a highly in-demand job at Creo, a company ostensibly trying to solve the world’s environmental problems. And this—in a factory riddled with psychotic robots and once-humans in exoskeletons just like his—is his first day on the job. I hope they have good overtime and hazard rates.

Given that it’s a sci-fi game from the developers of Lords of the Fallen, it’s not surprising that the ethos is entirely Dark Souls meets System Shock. If that description zaps your heart like a bellyful of electric eels, then it’s okay, you’re still human—unlike many of the poor souls wandering the factory floor.

It’s not surprising that the ethos is entirely Dark Souls meets System Shock.

Not that your protagonist is the last survivor. In a very System Shock move, you can hear the audio communications of other workers as your exeskeleton clanks around the branching paths of the factory complex—mainly their last moments, admittedly, but at least it’s not lonely.

Combat is very Dark Soulsy, with a nasty twist or two. First, surprisingly for the future, the game is entirely close-combat focused, complete with dodges and clearly-telegraphed attacks. As the game’s Creative Director, Jan Klose put it, The Surge production complex is a futuristic “setting where it is reasonable why they wouldn't have guns and ammunition in large numbers.” Instead, this area is non-militarized, but heavy with hardware.

The Surge

“As you're equipped with the exoskeleton, you can attach stuff that your enemies are wearing... but first you need to take it from them” says Klose. When you’re locked onto an enemy, you can aim for different limbs, allowing you to bypass well-armoured areas and interrupt attacks. Attack enough and you can perform finishing moves that dismember the enemy—dropping exoskeleton parts relevant to where you targeted. So combat is a nice choice of either winning quickly by targeting weaker components or targeting the better components to ensure you get better drops. (Your own skill level is the deciding factor, mind, given how lethal some of the enemies are—for example, I saw a large patrolling dog-bot one-shot the protagonist.)

Once you’ve got those components, you can get them to a safe location, dissemble them, analyze them, take the crafting materials and upgrade your own exoskeleton—swapping your standard chainsaw for a beam cutter, say, or a heavy leg component for a more advanced lighter one.

The setting means that traditional RPG levelling has had a different twist too. Instead you gain exo power as you level up (this is your first day on the job, after all—you really are having to learn fast), which allows you to use heavier exo components and implants. The latter can range from special powers—like the ability to turn combat energy into health—to straight stat upgrades.

Our demo ends with a boss battle against the six-limbed giant robot that we just heard massacring some surviving co-workers over the radio. Like Dark Souls, a single false move spells doom, but learning the attack pattern spells victory—until it changes, partway through and demonstrates it can fly too.

If the story matches the simple joy of these mechanics and its attractive style, The Surge could surpass its inspirations. But a quick note on the game’s look; as is fairly standard practice amongst some publishers now, the images we’ve been supplied with don’t reflect the game we saw. Though they were labelled screenshots, they’re renders. The game itself looks pretty wonderful in action, but we didn’t see anything matching these images, neither in quality but nor in framing. We hope the next batch are more representative.

Another Week in eSports

The American eSports fan faces a dilemma tonight.

The American eSports fan faces a dilemma tonight. Do you brew coffee and stay up until the Intel Extreme Mastersfinals start at 3 AM Eastern (9 AM Central European Time), or do you go to bed early and wake up in time to watch the games? Or do you do none of the above and catch the replay? The day starts with Counter-Strike, ESC v. Na`Vi, then moves on to StarCraft 2 and PuMa (Terran) v. MC (Protoss) at 6:15 AM Eastern. Finally, it's the League of Legends final between M5 and Dignitas, and even that, if the last few days have been any indication, will have a far, far larger audience than either StarCraft or Counter-Strike. If you need to be caught-up on what you've missed at the IEM, you can check out the video archives here.

As dilemmas go, choosing how to enjoy the IEM finals is not a bad one to have. Especially when you compare it to what the Evil Geniuses team is dealing with right now. One of their new contractors, StarCraft caster Jake "Orb" Sklarew, was caught using a racial slurin StarCraft 2 matches. EG CEO Alex Garfield quickly dimissed Orb and released a lengthy statementexplaining where he stands with regard to racist behavior in the gaming community. Shortly thereafter, Orb made his own apologyto the StarCraft community. Look for us to follow-up on this story soon.

But back to games. Last weekend, shooter fans could tune into the ESEA LAN tournament, where the Counter-Strike: Source championshipwent to the Dynamic team, and the CS 1.6 titlewent to Back2Back Gaming, the first non-Evil Geniuses team to win the finals in five seasons, now that EG has stopped competingin Counter-Strike.

But perhaps some of the best competition at the ESEA was the final between Classic Mixup and defending champ Quantic Legacy. Despite Quantic holding a match advantage from an extended series (as they had defeated Mixup in their first meeting, and that win counted in the final), Mixup took the championship by winning two consecutive best of three matches. You can see the start above, and the entire match should be available on eXtv's YouTube account.

Replays from the MLG Winter Arena are now availableonline. As I've said before, they are well worth watching.

Korean Zerg powerhouse DongRaeGu has been on a tear this last week. He kicked it off last Saturday by winning the GSL finaland then helped help out his MVP teaminto the Global StarCraft 2 Team League.

The IGN Pro Leagueis at SXSW this weekend. The main attractions are tomorrow, with a LoL all-star match at 4 Eastern and a one-on-one StarCraft 2 match between Stephano and White-Ra at 9 Eastern.

As always, this is not meant to be a comprehensive eSports news and events roundup. That way lies madness. Please feel free to suggest other events and videos in the comments.

Total War: Attila "Slavic Nations" DLC fights to be free

Make War Not Love is a three-way strategy game throwdown between Company of Heroes 2 , Total War: Attila , and Warhammer 40,000: Dawn of War 2 to see which of them can ring up the most players between February 14 and February 20.

to see which of them can ring up the most players between February 14 and February 20. (The competition starts and ends at 10.00 AM PST.) Prizes will be awarded to the leading game every 48 hours, and at the end, the victor will claim the spoils in the form of “faction-specific digital content.” And if Total War: Attila comes out on top, Creative Assembly will make the upcoming Slavic Nations Culture Packfree for everyone.

The Slavic Nations pack, announced today, adds three new factions to the game—the Anteans, the Sclavenians, and the Venedians—each of which can be used in single and multiplayer campaign modes, as well as custom and multiplayer battles. I've never heard of any of them, but according to the Steam blurb, the Slavs as a whole are “a hardy and mobile people [who] range far and wide across the blasted Steppe to recolonize and bring new life to abandoned earth.”

“When conflict occurs, they release withering hails of poison arrows on their foes,” it says. “Whether through diplomacy or conflict, they offer the perfect counter to the Hunnic threat, and introduce a number of unique ways to play Total War: Attila in both Campaign and Battle.”

Total War: Attilawill be on sale for 75 percent off during the contest (and is actually on sale now as part of the Steam Lunar New Year Sale), cutting the price to $11/£7.50. It will also be available to play for free from February 18 to February 20, if you want to give it a shot without over-committing. Win or lose, the Slavic Nations Culture Pack comes out on February 25. Find out more about how you'll get down in Slav-town at the Total War Wiki.

American McGee – Through The Looking Glass

American McGee – Through The Looking Glass At the start of your career you worked at id Software, a company known for pushing the boundaries of what’s technically possible, but your games seem far less concerned with bleeding-edge graphics and physics. How did your time at id change the way you see game design? In the time since my departure from id the industry has seen ‘cutting edge’ technology become

Another Week in eSports

The American eSports fan faces a dilemma tonight.

The American eSports fan faces a dilemma tonight. Do you brew coffee and stay up until the Intel Extreme Mastersfinals start at 3 AM Eastern (9 AM Central European Time), or do you go to bed early and wake up in time to watch the games? Or do you do none of the above and catch the replay? The day starts with Counter-Strike, ESC v. Na`Vi, then moves on to StarCraft 2 and PuMa (Terran) v. MC (Protoss) at 6:15 AM Eastern. Finally, it's the League of Legends final between M5 and Dignitas, and even that, if the last few days have been any indication, will have a far, far larger audience than either StarCraft or Counter-Strike. If you need to be caught-up on what you've missed at the IEM, you can check out the video archives here.

As dilemmas go, choosing how to enjoy the IEM finals is not a bad one to have. Especially when you compare it to what the Evil Geniuses team is dealing with right now. One of their new contractors, StarCraft caster Jake "Orb" Sklarew, was caught using a racial slurin StarCraft 2 matches. EG CEO Alex Garfield quickly dimissed Orb and released a lengthy statementexplaining where he stands with regard to racist behavior in the gaming community. Shortly thereafter, Orb made his own apologyto the StarCraft community. Look for us to follow-up on this story soon.

But back to games. Last weekend, shooter fans could tune into the ESEA LAN tournament, where the Counter-Strike: Source championshipwent to the Dynamic team, and the CS 1.6 titlewent to Back2Back Gaming, the first non-Evil Geniuses team to win the finals in five seasons, now that EG has stopped competingin Counter-Strike.

But perhaps some of the best competition at the ESEA was the final between Classic Mixup and defending champ Quantic Legacy. Despite Quantic holding a match advantage from an extended series (as they had defeated Mixup in their first meeting, and that win counted in the final), Mixup took the championship by winning two consecutive best of three matches. You can see the start above, and the entire match should be available on eXtv's YouTube account.

Replays from the MLG Winter Arena are now availableonline. As I've said before, they are well worth watching.

Korean Zerg powerhouse DongRaeGu has been on a tear this last week. He kicked it off last Saturday by winning the GSL finaland then helped help out his MVP teaminto the Global StarCraft 2 Team League.

The IGN Pro Leagueis at SXSW this weekend. The main attractions are tomorrow, with a LoL all-star match at 4 Eastern and a one-on-one StarCraft 2 match between Stephano and White-Ra at 9 Eastern.

As always, this is not meant to be a comprehensive eSports news and events roundup. That way lies madness. Please feel free to suggest other events and videos in the comments.

Total War: Attila expansion introduces the Empires of Sand

The Hun-ish strategy game Total War: Attila is about to add three new playable factions— the Aksum, the Himyar, and the Tanukhids—as part of the Empires of Sand "Culture Pack," which is set for release next week.

is about to add three new playable factions— the Aksum, the Himyar, and the Tanukhids—as part of the Empires of Sand "Culture Pack," which is set for release next week. The expansion will also add new campaign and horde mechanics, events, some big new Religion features, and more than 50 unique units.

Befitting their origins in "the harsh deserts of Africa and the Middle East," each of the new factions enjoys a +2 Sanitation bonus in all regions, +15 melee attack in desert battles, and immunity to desert attrition. The Aksum and Himyar may also choose from two separate main religions, each with its own building chain, tier-five barracks, and victory conditions. Each religion also has an increased impact on diplomacy, meaning that players must "choose their religion carefully based on who they wish to ally with."

The Tanukhids, as a horde faction, can't select from multiple religions but do have their own unique benefits, including a new building tree and the "Legendary Raiders" trait that reflects their "hyper-aggressive" style.

The Empires of Sand Culture Pack is set to go live on Steamon September 15, and can be preordered now at a ten percent discount off the regular price of $7/£5. That same day, developer Creative Assembly will also release an update to Total War: Attila that will add "free additional playable faction content" for all players. Details about that update will be revealed ahead of its release.

Reinstall: Jedi Knight 2: Jedi Outcast

REINSTALL
Reinstall invites you to join us in revisiting PC gaming days gone by.

Jedi Knight Outcast 1

Reinstall invites you to join us in revisiting PC gaming days gone by. Today, Ben explains why the Force is with Jedi Knight 2: Jedi Outcast.

Everyone has their favourite Star Wars game, and everyone has a reason why. Some say Battlefront for casting you as commander in epic fantasy fights, whether duking with Jango on a Kamino overrun with enemies, repelling AT-ATs on Hoth, or grinding up Separatist forces on Geonosis.

Others say the X-Wing series for propelling the conflict into space. And some are keen on Republic Commando for its realistic infusion of SWAT-type tactics into clone trooper combat.

No one likes The Force Unleashed.

It’s all about wish fulfilmen—giving players the chance to live their Star Wars fantasies. My favourite is Jedi Knight II: Jedi Outcast, because, for me, Star Wars is Jedis. Now, this is probably just the lingering effect of my many, many Star Wars marathons, but when I think Star Wars I instinctively hear the swoosh of a lightsaber. I can see its bright blue beam crackling. That’s what this game is all about—hence the appearance of the word ‘Jedi’ in the title twice. It’s also one of the casualties of the recent cull of the Expanded Universe, in time for Abrams’ Episode VII. Jedi Outcast is one of the many reasons that still hurts a bit.

Jedi Knight Outcast 2

Raven released the game in 2002, slap bang in the middle of the prequel trilogy travesty. The developers seemed to operate in a safe haven from Lucas’s Episode II, and the result is a vital palate cleanser free of midichlorians and annoying kids. Its plot harkens back to vintage Star Wars, when dapper smugglers wore lace necklines and the official colour of the Imperials was a dull grey.

Our hero, Kyle Katarn, starts Jedi Outcast as a simple New Republic mercenary, having severed ties with the Force after almost succumbing to the Dark Side in the last game. We find him and his Rebel partner Jan Ors investigating a seemingly benign base on Kejim, but they arrive to find it crawling with Imperials. Within they discover a research centre studying cortosis crystals – the kind used to power lightsabers. The revelation triggers a series of events that sees Katarn regain his powers, battle a clan of dark Jedi called the Reborn, and meet a host of famous faces.

There’s Lando Calrissian, who not only acts immeasurably cool as always but manages to blow the lid off an Imperial gig smuggling cortosis crystals through Cloud City. There’s Mon Mothma, the Chief-of- State of the New Republic who assigns you missions throughout the game. And there’s Luke Skywalker himself. He offers Katarn his lightsaber back if he can complete a set of trials (spoiler: Katarn does them without even breaking a sweat).

Jedi Knight Outcast 3

DETAILS

First reviewed: PCG 107, 92%
Developer: LucasArts
Publisher : Raven Software
Release: 2002

Katarn’s a better Jedi than Skywalker anyway. He uses three kinds of Force powers: Light Side (Force Heal, Jedi Mind Trick), Dark Side (Force Lightning, Force Grip), and neutral (Force Speed, Force Jump, Force Pull, Force Push). A Force meter, which depletes on use and refills over time, prevents spamming. Completely at odds with The Force Unleashed’s approach to Jedi combat, this is a game about management, planning and self-control, about thinking like a righteous space knight rather than a wrecking ball in a cloak.

Katarn also uses three kinds of lightsaber moves: fast, medium and strong. Different styles have their own unique combos. Lightsabers can even deflect shots from blasters. It’s the little things like that which mean the most to Star Wars fans. I remember being blown away when I discovered walking too close to a wall with a lightsaber out left white hot burn trails. It was like I could express my presence in the world, and few games felt like that at the time. Over a decade on, its clear this is a game that holds the source material in high regard.

this is a game about management, planning and self-control, about thinking like a righteous space knight

But Katarn is more than a lightsaber. He’s conflicted, a former stormtrooper who becomes a Jedi. He remains one of the great Star Wars heroes, a Han Solo rogue but with Force powers. Who shot first? It doesn’t matter when you can do a badass flip over a cantina table and roast a man with blue lightning.

And it holds up. In fact, Jedi Knight II has actually improved with age. This is largely due to an active multiplayer community. Several modes are available, including capture the flag, free-for-all and team deathmatch, and all can be played with bots. Before each match you can customise your Force loadout, and the server host can even disable Force powers altogether if they choose.

Jedi Knight Outcast 4

As the SDK was released soon after the game, mods are rife. Support was boosted last year when Raven, in memory of LucasArts being shut down by Disney, gave players the source code under the GNU GPLv2 licence. Anyone familiar with id Software’s Quake III: Team Arena should feel right at home.

There are hundreds of brilliant mods – for skins, visuals, weapons, maps and more. One total conversion called Dark Origins by John Tannehill lets you take Darth Maul through a rewritten story featuring new voice acting, skins and damage effects. Enyak’s Mutilator goes further with damage, letting you lop off of limbs and heads. For budding bounty hunters ForceMod II adds a grappling hook, jetpack, optic radar, cloaking, a flame gauntlet and dual pistols for mercenaries, and dualblades, twin sabers and customisable blade types for Jedis.

Jedi Knight Outcast 5

Then there’s JediMod Official (v1.2). Arguably the most comprehensive multiplayer mod, here you can wield two sabers at once, customise them with dozens of colours and 45 hilts, and even deploy new stances, special moves and taunts. There are cheats courtesy of the console, too – you can have a lot of fun turning off the AI and enabling noclip and bullet time. If it wasn’t already, you could feasibly turn Jedi Outcast into the Star Wars game of your dreams yourself

For me, Jedi Outcast simply is Star Wars. What it was, and what it always wanted to be. It shone a decade ago and it hasn’t lost its lustre, thanks to an active multiplayer community and a massive library of mods. Raven’s 2002 classic remains the purest videogame take on the Star Wars universe, for me.

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Total War: Arena developers promise no more account wipes

Total War: Arena developer Creative Assembly has said that, following the release of the to the free-to-play multiplayer RTS earlier today, there will be no further account resets, even when it launches.

Total War Arena

to the free-to-play multiplayer RTS earlier today, there will be no further account resets, even when it launches. The studio said that it is now confident enough in the infrastructure and tools supporting the game to commit to making all player progress permanent from now on.

Creative Assembly acknowledged that players getting a later start may feel like they're at a disadvantage, but it's got that base covered too. "We feel that even though this is a valid concern, it’s not a good reason to reset everyone’s progress. It’s one way to say thank you to all those players who’s tested the game during the Alpha stages (some of whom have already gone through an account reset), as the progress they’ve made during the Alpha gave us invaluable insights into the game’s progression and balancing," it wrote. "Additionally, new players will never meet high-tier players in battle, as the matchmaking system puts similarly strong players together."

Perhaps even more importantly, it also said it's made a "big breakthrough" in its efforts to reduce CPU lag, which should dramatically improve performance, particularly on dual core machines and laptops. A few bugs have been fixed as well, including one that made spear infantry much weaker against cavalry than it should have been, and another that caused the game launcher to freeze for several minutes at a time.

The Total War: Arena closed alpha is still underway, but signups for the beta, which I would guess will begin relatively soon, may be made at totalwar.com.

Thanks, PCGamesN.

World of Warcraft: Cataclysm system requirements announced

World of Warcraft's apocalyptic expansion is coming, but is your machine powerful enough to render the destruction of Azeroth?

wow cataclysm goblins

World of Warcraft's apocalyptic expansion is coming, but is your machine powerful enough to render the destruction of Azeroth? Blizzard have released the system requirements for World of Warcraft: Cataclysm, so you can see how well your rig will run the game. Read on for the full system requirements.

minimum specs

Windows XP 32bit (SP3), Windows XP 64bit (SP2), Windows Vista 32bit (SP1), Windows Vista 64bit (SP1):

Intel Pentium 4 1.3 GHz or AMD Athlon XP 1500

1GB or more of RAM

NVIDIA® GeForce® FX or ATI Radeon™ 9500 video card or better

DirectX-compatible sound card or motherboard sound capability

25 GB free hard drive space

You must have an active broadband Internet connection to play

recommended specs

Windows XP 32bit (SP3), Windows XP 64bit (SP2), Windows Vista 32bit (SP1), Windows Vista 64bit (SP1) Windows 7:

Dual-core processor, such as the Intel Pentium D or AMD Athlon 64 X2

2 GB RAM (2 GB for Vista users)

3D graphics processor with Vertex and Pixel Shader capability with 256 MB NVIDIA® GeForce® 8600 or ATI Radeon™

2600 or better DirectX-compatible sound card or motherboard sound capability

Broadband Internet connection

Multi-button mouse with scroll wheel recommended

Not too bad at all it seems, and very similar to the requirements for Wrath of the Lich King. The level of recommended 3D card is higher than the last expansion, probably to cope with new elements such as the lovely new water effects Cataclysm will introduce. As an aside, the mention of a "multi-button mouse with scroll wheel" immediately put me in mind of the most extravagant gaming mouseI've ever seen. it brings us one step closer to being able to play WoW with one hand while eating cake with the other.

Cataclysm is set for release on December 7th, you can check out the amazing intro movie here.

[via WoW Insider]

Gran Turismo event to reveal series future next week

Sony is holding a 15th anniversary Gran Turismo event at the UK’s Silverstone Circuit next week where it plans to reveal what’s next for the series. Gran Turismo creator Kazunori Yamauchi will be on hand to discuss the future of PlayStation's best-selling franchise, which launched in Japan in 1997, worldwide the following year, and had sold almost 68 million units as of November 2012. GT Academy stars

See 10 minutes of Total War: Warhammer in action

Why is a non-historical Total War an exciting prospect?

Total War Warhammer 1

Why is a non-historical Total War an exciting prospect? Because the Huns couldn't summon giant comets to devastate their European enemies. And because Rome didn't have winged monsters to chew up opposing soldiers. And because the Shogun couldn't order his troops to catapult themselves into a flanking regiment.

Warhammer fantasy is brutal, of course, but it's also delightfully silly. It's all evidenced in this, a new in-engine scripted walkthrough of Total War: Warhammer's Battle of Black Fire Pass.

Here's some info about what you're seeing, courtesy of Sega's "press blast".

"The Battle of Black Fire Pass formed the basis for this year’s Total War: WARHAMMER E3 press demos, and offers a glimpse of the tremendous diversity of battlefield units, spells, war machines, monstrous creatures and fantasy environments that will appear in the final game. As a Quest Battle available specifically to Karl Franz, it represents one of many bespoke, optional encounters players will unlock as they progress through a campaign with their chosen Legendary Lord."

It looks promising, for sure. I'm by no means the PC Gamer team's biggest Warhammer fan, but I am excited to see what CA will do with their first foray into fictional strategy.

Blizzard details World of Warcraft PvP revamp

Blizzard has detailed the biggest changes to World of Warcraft 's PvP since Southshore got downgraded to a minor tourist attraction.

Wow Pvp

's PvP since Southshore got downgraded to a minor tourist attraction. The overhaul was teased at Blizzcon, but an official post yesterday details revamps for everything from the Honor system and gear to arena seasons.

When Legion goes live (or, as may be the case, from the pre-Legion patch), Honor and Conquest will no longer be currencies. Honor is becoming a PvP experience equivalent, increasing your Honor level to a cap of 50 and rewarding you with gold, Artifact Power and Honor Talents that unlock PvP-only abilities.

On loading into a battleground or arena match, your gear will now count for almost nothing. Instead, you'll be given pre-baked stats to match your spec. Blizz argues that improving your gear is crucial to the WoW experience, however, so your average item level will confer a small stat multiplier: 0.1% per level.

Legion

There's another facet to the new system: Prestige. Once you hit Honor cap, you'll have to option to reset to zero, losing your Honor Talents but unlocking rewards such as titles, mounts and pets. It's basically New Game+.

The full postcontains an enormous dump of information—arena seasons will be shorter, and rewards will now go to the top players of both factions, not of the entire server. If you're at all invested in Warcraftian PvP, read it well.

Thanks, Kotaku.

Gran Turismo 5 XL Edition coming January 17

Sony has confirmed a definitive version of Polyphone Digital's latest racer, entitled Gran Turismo 5 XL Edition, will be coming to North American shores this month. Announced by way of the US PlayStation Blog , the special edition will sport the original game with all cars, tracks, locations, and original features in tact; as well as a coupon good for $20 worth of DLC, including the previously released

Total War: Warhammer officially announced with trailer

It's the Total War series' first foray into fantasy.

That's exciting, eh? We already knewTotal War: Warhammer was in the works, but it's nice to have official confirmation.

It's the Total War series' first foray into fantasy. Once again, it'll be a combination of turn-based campaign strategy and real-time tactical battles—only this time you can expect magic, monsters and flying beasties. So far, Sega has revealed four factions: the Empire, the Greenskins, the Dwarfs and the Vampire Counts.

Creative Assembly isn't just announcing Total War: Warhammer, but also two additional standalone expansions. They claim it will be a trilogy of games that, combined with extra content packs, will "create the single largest Total War experience ever".

Dragon Age: Inquisition to get substantial patch today

BioWare will release the second major patch for Dragon Age: Inquisition on December 9, but it won't be the last.

Dragon Age caro

on December 9, but it won't be the last. According to a post on the BioWare website, the second patch will address stability, gameplay and multiplayer issues ranging random crashes, an eerie lack of party banter, AI glitches and improved Mantle performance, among other things.

The patch has a series of PC specific fixes including unspecified PC control tweaks, but these areas will be further addressed in a planned third patch. "After Patch 2 goes out, our next priority is to improve the PC mouse/keyboard controls further. We’re investigating how to expand on PC usability and functionality to address specific requests from the community," the post reads.

Stability – Various crashes, freezes, audio/voice glitches, and many stability improvements.

Gameplay – Conversations, quests, plot states, combat, UI, camera, controls, follower/enemy AI and path finding, exploits, radar, and search.

Multiplayer – In addition to some of the gameplay improvements listed above, multiplayer fixes also cover areas such as animations, game mode bugs, stat reporting, and stability/crash fixes.

PC – Numerous control & UI fixes, fixes to some hitching, improved Mantle performance, graphical glitches.

The studio also promised new features and content will roll out in the coming months, both to the single player and online components.

Kill, eat, and survive in Rise of the Tomb Raider's Endurance Mode DLC

The Game Awards gave us our first look at Rise of the Tomb Raider 's Baba Yaga DLC , and now Microsoft has spilled the ancient mystical beans on the rest of the Season Pass . The $29.99 purchase will let you inflict additional Tomb Raider trials upon Lara Croft throughout the rest of the year and into 2016. First up is Endurance Mode, coming December 29. Endurance Mode subtracts the campaign's narrative

Far Cry 4 patch remedies black and grey screen bugs

News about Ubisoft patch notes is becoming as ubiquitous as news about Ubisoft trailers.

FarCry4 2014 11 18 12 27 04 11

News about Ubisoft patch notes is becoming as ubiquitous as news about Ubisoft trailers. This time the company has released patch 1.4.0 for Far Cry 4, which purports to solve problems users are having with errant black and grey screens. The former occurs when the affected user tries to boot the game, while the later usually occurs at the end of Outpost Master Missions.

It's worth noting that some users are reporting the persistence of the black screen error, but Ubisoft has yet to directly acknowledge those complaints. Future patches will address other problems including mouse acceleration, key bindings and black shadows on SLI, but no time frame was specified.

Ubisoft acknowledged the black screen bug earlier this week, citing " the presence of conflicting peripherals" as the culprit. It follows a pretty disastrous month for Ubisoft on PC: Assassin's Creed: Unity's next patch will clear up 300 bugs.

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