Assassin's Creed IV: Black Flag E3 trailers turn full circle

If anyone needed proof that Assassin's Creed III's naval battles were the best thing about that game , look no further than the two Assassin's Creed IV trailers Ubisoft showed off during its E3 presentation.

The first one, while 100 percent CG, shows Edward Kenway doing what pirate captains do best—instigating bar fights with the nod of the head. Along with that are examples of how to knock someone out with what we assume to be booze, boarding enemy vessels, and assassinating with the rarely used steering wheel weapon.

The second trailer opts for a catchy song and actual gameplay footage. It's not a live demo, but we'll take our gameplay footage of sea-plundering where we can. Hopefully Ubisoft has learned from the mistakes it made with Assassin's Creed III. More sea battles and less hunting sequences are good signs to me, but there's still a lot we don't know about Black Flag.

You can read our previewof the game to catch up on what we do know , and we'll let you know how plundering in Black Flag works out when the game releases on October 29.

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PC Gamer US Podcast #346 - Some Kinda Pirate

Who is this new, rather unsubtle assassin in the reveal images for Assassin's Creed 4: Black Flag?

Who is this new, rather unsubtle assassin in the reveal images for Assassin's Creed 4: Black Flag? Evan, T.J., and Omri discuss. SimCity and the Arma 3 alpha are both out next Tuesday, and we're actually allowed to talk about at least one of them. Plus, some of the best listener questions we've had in a long time. Keep 'em coming!

All hands on deck for PC Gamer Podcast 346: Some Kinda Pirate

Have a question, comment, complaint, or observation? Send an MP3 to pcgamerpodcast@gmail.com.

Subscribe to the podcast RSS feed.

@ELahti(Evan Lahti)

@AsaTJ(T.J. Hafer)

@omripettite(Omri Petitte)

@belsaas(Erik Belsaas, podcast producer)

Don't forget to add Bayonetta and Corrin to your Super Smash Bros. roster today

A sexy witch and a dragon-person are about to enter a melee with Mario, Samus, Kirby, and a whole bunch of other Nintendo characters. Bayonetta and Corrin, the next two characters to be added to Super Smash Bros. for Wii U and 3DS, will be available later today. Make sure your console(s) and copy/copies of the game are updated and your wallet is ready. If you're not sure who these brawlers are, Bayonetta

Prototype 2s hypocritical protagonist almost gets in the way of our bloody, murderous fun

Though Prototype 2 explains why its main character gains the ability to shoot tendrils from his arms, it never touches on why the virus that gives him super powers also turns him into an unrelatable hypocrite, while removing all semblance of morality. All of it. Just wrings it on out. Every drop. It made more sense in the original game. Beyond being the scapegoat for a massive chemical weapon cover

Assassin's Creed 4: Black Flag - everything you need to know

Article by Craig Owens
Ubisoft might have spent this weekend leaking like a particularly unseaworthy tub , but there's more to Assassin's Creed 4: Black Flag than a CGI trailer of Blackbeard nursing a pint of grog.

than a CGI trailer of Blackbeard nursing a pint of grog. I've seen the game, spoken with the lead designers, and written an in-depth feature for the next issue of PC Gamer. In the meantime, however, here are some of the most important things we know about Assassin's Creed IV: Black Flag - plus some of the saltiest screenshots to sail Photoshop's choppy seas.

There's no more Connor

Connor Kenway seemed like a really nice guy. A reliable chap. I mean, I'd definitely want him on my side in a revolutionary war. But then, of course, the fighting would stop and Connor would look at me with those soulful eyes, waiting for an invitation to the tavern that was never going to arrive. Because he's achingly earnest, overly whiny, and rather boring.

But Edward Kenway, Black Flag's lead, seems designed to inject some Ezio-ish swagger back into the series. He's cocksure, brash and rebellious, and more concerned with plundering treasure than becoming an errand boy in other people's conflicts. He's the centre of a game appears to be more about his and the player's ambitions rather than demands from the supporting cast.

It's a proper pirate game

Black Flag is piratical adventure with the kind of budget and push behind it you simply wouldn't see if it didn't have Assassin's Creed licence attached. And while I'd love to see Ubisoft Montreal work on a nautical swashbuckler that doesn't have a wrist-mounted blade hidden up its sleeve, Black Flag is taking its theme very seriously.

"We think AC is the perfect franchise to tackle piracy," creative director Jean Guesden explained. The game is set towards the end of the Caribbean piracy era, kicking off in 1713 when treaties between the British, Spanish and French navies have led to relatively stability in the region but left thousands of British sailors out of work. Ubisoft is promising a story "without the glossy sheen of pirate clichés: No hooks, no parrots and no walking the plank." But some Assassins, admittedly.

There's a whole ocean to explore

"Our teams are ready to deliver a game that merges land and sea like never before," Jean claims. And the emphasis really is on the sea: Black Flag's world map is a splintered archipelago rather than a few cities surrounded by countryside, with over fifty unique locations you can sail to aboard Edward's ship: the Jackdaw. Structurally, it's the biggest change to the series since Assassin's Creed began, and moves the focus away from flowing parkour towards a different, grander kind of freedom.

"We've really put a lot of attention to make this world unified and unique and real," lead game designer Ashraf Ismail explains, "so the ability to go from ship to land, from ship to ship and from land to ship will be one fluid loop. We really want to make one, naval open world game."

Naval battles will be improved

Ship versus ship combat was one of the best things about Assassin's Creed III, but Ashraf dismisses its presence in Connor's adventure as a "tease". To be honest, it's a bit worrying that a headline feature in one year's release can be subsequently a presented as nothing more than an interactive trailer a few months later. But I'll forgive Ubisoft this once since Black Flag's combat sounds promising, based as it is around switching your strategy to counter various kinds of ship, and leaping seamlessly from your vessel to theirs in order to finish off the crew.

Desmond is gone

It's a shame to see Nolan North miss out on work, but there'll be no Desmond Miles in ACIV. If you're one of many who would prefer to see Assassin's Creed drop the present day frame narrative altogether, however, you're going to be disappointed, especially since you're about to personally star in it.

ACIV's framing device is "a continuation [of the previous present day story]," Jean explains, "but our fictitious world has now merged with the real world, and we want you to part of the AC universe." The set up was hinted at during ACIII's post-credits gameplay: evil Templar front Abstergo has opened up an entertainment division, and you're an employee for the company testing one of their Animus-inspired devices.

Fire Emblem Fates makes the struggle to get a Marth amiibo worth it

In creating amiibo , Nintendo hit the emphatic fan (emfantic?) jackpot, with Nintendo devotees going to sometimes extreme lengths to to get their twitchy, grabby hands on these plastic idols to their favorite classic characters. But in addition to looking great and being oh-so-collectible (you may need to reinforce your shelves), did you know that amiibo can also be used with games ? It's true. Each

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Jump to Section: Best Price Comments Pros The inherent joy of chainsawing zombies Inventively funny script and soundtrack Grasshopper's unique style Cons Lacks variety Too short on content Not good enough to support its pedigree Go to page: Page 1 Page 1 Page 2 New original properties: they're something that gamers lament never seeing often enough. At times, it seems as though the video game industry

Assassin's Creed 4: Black Flag's story DLC arrives in port next week

Look at the expression of the man in that picture.

Look at the expression of the man in that picture. Can't make it out? Here's a clearer version. Can't make that out? Don't worry, we can zoom and enhance. That's the expression of a man who's learned that new story DLC will be out for Assassin's Creed IV: Go Go Power Pirates! next week, but who has still barely scratched the surface of the game. As somebody who's only a few hours into it myself, I can sympathise. Maybe you can too?

Called Freedom Cry, the DLC is a nine-mission mini-campaign that focuses on Kenway's first mate Adewale. Ubisoft's excitable press release sets up the plot: "Born a slave, Adewale found freedom as a pirate aboard the Jackdaw as captain Edward Kenway's second-in-command. Fifteen years later, Adewale has become a trained assassin and finds himself shipwrecked in Saint-Domingue with no weapons or crew, starting a new adventure of his own."

On the one hand, AC4 is great and Adewale is - in my limited experience - well written and likeable. On the other, this would seem like a more contained and linear story, which is perhaps not something that plays to the series' strength. Still, I can personally afford to wait, because - as previously mentioned - there's so much regular AssFlag to dive into.

Assassin's Creed IV: Ain't No Party Like A Pirate Party's Freedom Cry DLC is due out next Tuesday, December 17th.

You can get Cloud in Super Smash Bros. today

Cloud will join the battle in Super Smash Bros. for Wii U and 3DS later today, Nintendo announced in the game's final Direct presentation. You'll be able to add him to just one platform for $5.99, or to both platforms for $6.99. Nintendo also took the opportunity to run down Cloud's mechanics: he's a hard-hitting, mid-range brawler who can use his chargeable Limit Break meter to change up his attacks

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Our Verdict
Sometimes stripped-down and stealthy, but mostly basic and boring, Liberation can't play in the big leagues.

By Ben Griffin.

Two mere months since Black Flag, a big fat Christmas goose of a game that filled bellies to bursting point and still lingers on the tongue, comes the unappetising Assassin's Creed: Liberation HD. It's the videogame equivalent of finding a half-chomped digestive down your trousers.

A Vita game from 2012, Liberation's low-rent roots are immediately clear. Visuals are basic and animation crude despite the HD spruce, and the featured setting - an 18th century Louisiana incorporating New Orleans and Chichen Itza - feels oddly familiar. A croc-infested bayou bridging the two locations is essentially a murky version of ACIII's wilderness. Granted, it's an interesting period for yet another spot of virtual tourism, Ubisoft casting their historical lens on the French and Indian War, the American Revolutionary War, and the horrors of slavery therein.

You play Aveline de Grandpré, the enigmatic daughter of a wealthy white merchant and the slave he purchased. Hers is a unique perspective, able to slink through social classes in order to observe them from within and without. The Persona System is the key.

This lets you dress Aveline in three different outfits. As The Lady, Aveline can spend coin to bribe her way into restricted areas and lure guards from patrol routes by turning on the charm. This comes at the cost of using freerunning or wielding weapons, aside from a James-Bond-style poison parasol. As The Slave, Aveline loses her combat strength but gains the ability to incite riots and blend in with other slaves. And as The Assassin, Aveline can do all that stabby stuff you're accustomed to. Now with added blowpipe.

Trouble is, donning alternative outfits just isn't appealing. Who honestly wants to wear filthy rags or a frilly pink dress in an Assassin's Creed game? Changing stations are too spread out to be convenient, too.

Besides a money-making minigame in which you send out ships loaded with spices and cotton by navigating a dull series of menus, there are no new marquee features. Liberation feels stripped-down and spartan, and while this isn't necessarily a bad approach given it belongs to a series guilty of feature-creep, players deserve more than a retread. There must be better ways of defogging the map than climbing a church steeple by now, surely? And driving a speeding carriage? So 2009.

Liberation works best when it gives you a strict set of rules and a large area to infiltrate. Sneaking into a governor's mansion, or disrupting some voodoo ritual in the deepest darkest bayou, are lent bite by strict fail states - get spotted and it's game over. The result is a game with a healthy dose of tension.

Liberation follows hot on the heels of one of the freshest instalments in the series' history, and this doesn't cast it in the most flattering light. It's just, well, too much like a biscuit (see first paragraph).

Details:

Expect to pay: £16

Release: Out now

Developer: Ubisoft Sofia

Publisher: Ubisoft

Multiplayer: No

Link: www.bit.ly/LNMWLO

The Verdict

Assassin's Creed: Liberation HD

Sometimes stripped-down and stealthy, but mostly basic and boring, Liberation can't play in the big leagues.

We recommend By Zergnet

Super Smash Bros. gets one final Nintendo Direct today, watch it here

Today is a day of finality in the world of Nintendo - it's the final Nintendo Direct of 2015, and the final one to focus on Super Smash Bros. for Wii U and 3DS. Fans are hoping for big news - after all, you save the best for last, right? Considering the previous Nintendo Direct revealed Cloud Strife from Final Fantasy 7 coming to the game as a guest character, those are some lofty expectations. We

Ninja Gaiden 3 launch trailer offers slice of Ryu's cursed life

Team Ninja and Tecmo Koei have unleashed a launch trailer for Ninja Gaiden 3, and it's pretty much everything you'd expect from a Ryu Hayabus project. Unless you were expecting gentle hugs and peaceful resolutions, in which case you're in for a huge surprise. Prepare for Ryu's next high-diving, blood-swirling, mutant-murdering ninja adventure with the video below: The next Ninja Gaiden game sees the

Peter Molyneux working on 256 player Populous in his spare time

Peter Molyneux, the designer of the original god-game Populous, is working on something similar in his spare time.

Populous

Peter Molyneux, the designer of the original god-game Populous, is working on something similar in his spare time. He's now creative director of Microsoft Game Studios, but on weekends he's making FeedMe, a version of Populous designed to be played by up to 256 people at a time.

He booted up his side project during the presentation, debugging a fatal error on the fly to give onlookers a rare glimpse of the game. Joystiqdescribe it as a high resolution version of Populous, but with a minimal UI. Molyneux, whose last games included the Fable series and Black & White, hasn't announced any intentions to release FeedMe yet. Given that he has Minecraft in his quicklaunch bar, we probably shouldn't expect it any time soon.

Cloud in Super Smash Bros. will make your Final Fantasy come true

Cloud Strife, the spiky-haired hero from Final Fantasy 7, will battle Mario, Samus, Pikachu and the rest of Nintendo's mascots when he joins Super Smash Bros. as a DLC character You may commence squealing for joy. Unfortunately, no release date was given during the Nintendo Direct on which he was announced, but Nintendo teased a Smash Bros.- focused presentation for next month. So perhaps we'll find

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Jump to Section: Best Price Comments Pros Playing main characters from previous Yakuza games The entertaining side missions Modding and upgrading weapons Cons The slow and frustrating auto aim and camera Timing those Heat Snipes Those tight interior areas With four games under its belt, Sega has taken a new approach to its beloved Yakuza series and added zombies and lots and lots of guns. Yakuza: Dead

Assassin's Creed III Tyranny of King Washington DLC releases February 19

The first part of an Assassin's Creed III DLC pack exploring an alternate-reality America in which Washington crowns himself king comes out on February 19, Ubisoft announced today.

The first part of an Assassin's Creed III DLC pack exploring an alternate-reality America in which Washington crowns himself king comes out on February 19, Ubisoft announced today. For $10, grizzled assassins can take a break from giving colonists surly looks and chasing after techno-balls for a chance to take on the imperious Founding Father.

In the first episode, named The Infamy, Connor "wakes from an unsettling dream" to come face-to-smirk with a power-mad Washington who ascended the throne with a platform less about liberty and a lot more about "off with his head." The next two parts, The Betrayal and The Redemption, arrive at a later date, and you can bet Connor won't leave his tomahawk un-bloodied before the end.

Have a close look at Washington's royal jewels in the trailer below.

How did this rapper predict Nintendo's Smash Bros. plans years in advance?

When Nintendo revealed that Cloud Strife would join Super Smash Bros. as a DLC character yesterday, the internet was stunned. Here was an ancient schoolyard myth come true, a decade and a half later, despite Final Fantasy 7 never appearing on a Nintendo platform. But one man saw it coming. Whether geeky rapper Cashamill Animeboy foresaw the news in a prophetic vision, or read about it in a document

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Jump to Section: Best Price Comments Pros When it all comes together it's exhilarating in a way no other series is Between the two main game modes SSX is vast 100% completion will be a meaty challenge Cons Lacks previous games' free-flowing exploration The first hour or so will kick your ass It's occasionally hard for the wrong reasons Go to page: Page 1 Page 1 Page 2 Page 3 During our first couple

Assassin's Creed 3's Tyranny of King Washington trailer

According to Ubisoft, the first DLC pack for Assassin's Creed 3 takes place in an alternate reality.

According to Ubisoft, the first DLC pack for Assassin's Creed 3 takes place in an alternate reality. Which is cute, because it suggests they think their current tale of exploding suns, genetically coded tourist trips to the past and magic space wizards is the actual reality.

In the upcoming alternate- alternate reality tale, George Washington is recast as a power-mad tyrant who crowns himself king of the US. Hijinks ensue, likely in the form of Connor running up trees, sulking at people and stabbing a deer. Maybe there'll even be an assassination or two, although not on the basis of the few hours I've played of the main game so far.

Here's a trailer full of dramatically earnest narration.

I'm genuinely looking forward to finding out what justification they give for Desmond pursuing this line of history warping investigation.

Watch Microsoft's E3 conference right here at 9:30 AM Pacific

The Xbox E3 conference kicks off at the Galen Center in Los Angeles this morning at 9:30 AM Pacific, and is expected to showcase Microsoft's upcoming lineup of games and services.

We've embedded a video player above that's tuned to Microsoft's livestream of its event, so you can watch the show from the comfort of your browser.

Microsoft's conference is of particular interest this year, as the company seems to be in a position where it must push back against the wild success of Sony's PlayStation 4 and showcase the virtues of its Xbox One console.

Ryu and Roy confirmed for Smash Bros, out now - but wait, theres more!

Looks like the leaks are true . During a special Smash-themed Nintendo Direct, series creator Masahiro Sakurai confirmed the inclusion of Street Fighter's Ryu and Fire Emblem's Roy to the roster, and announced that they are available, well, right now for Wii U and 3DS. Ryu is unlike any fighter you've seen yet, as the developers have tried to condense his six-button move set down to two. He'll still

Mass Effect 3 launch trailer is here to whip you into a reaper-killin' frenzy

Here's the launch trailer for Mass Effect 3, arrived just ahead of the title's launch next week and just in time to work you into a proper state of anticipation. To put this in perspective, when Mass Effect 3 went into space , the residents thereof didn't get a new clip – but now it's about to go on sale, EA's looking out for you. In fairness, this might not be the best clip to show the residents of

Roberts' hand-illustrated game, which is still in development, is mesmerizing to watch, and engrossing

to play, as you manipulate a world that lives within puzzles. (A demo is available on the game's official website .) What is your background in making games?

Road to the IGF: Jason Roberts' Gorogoa

One look at the video above and you can see why Jason Roberts' Gorogoa is a finalist for the Independent Game Festival'sExcellence in Visual Arts award.



As we continue our annual Road to the IGF series, we speak to Roberts about the creation of Gorogoa , which also received honorable mentions in the Design and Narrative categories.
No professional background at all. There was a time around the turn of the century when I dabbled in interactive fiction, but I was never able to complete a project thanks to over-ambition. I've been tinkering with game designs in my head, and filling endless stacks of notebooks, for decades.
What development tools did you use?The game engine, originally intended to be a prototype, is currently custom-built in Java. There's a good chance I'll migrate to another platform before release. I use Photoshop to color and manipulate scanned pencil and paper drawings. I also use Blender to create animations and create 3D data that is used by the engine.
How long have you or your team been working on the game?Two years or so full-time, and considerably longer than that in my spare time.
How did you come up with the concept?The idea began as a cross between an interactive comic with movable panels and a magical card game where each card is a window into a different world. But over time the idea evolved, and in the end shed most of the qualities of a comic and a card game to become what it is now.
The game really is beautiful. What influenced the art style?For my visual influences, I usually list David Roberts, Gustave Dore, Christopher Manson and Chris Ware. Not that my style necessarily resembles any of these, but they were inspirations.
What kind of training do you have in illustration and art?I've taken a few figure drawing classes and such, but not much formal training beyond that.
What's the most interesting design challenge you've had in creating Gorogoa ?The most difficult--and therefore interesting--design challenge has to do with the role of puzzles in the game. It's been difficult to reconcile the sense of strangeness and surprise that I consider so important with the predictable mechanics of traditional puzzle design. But there's a larger question: should traditional puzzle design even be the goal? I'm still struggling to decide to what extent the experience is about intellectual challenge, and to what extent about exploration and discovery.
Have you played any of the other IGF finalists? Any games you've particularly enjoyed?I'm ashamed at how few of the other games I've had a chance to play, including those that have been available for a while. But games I have played and really enjoyed include Papers, Please, Luxuria Superbia, DEVICE 6 , and Save the Date . I played and loved the original Stanley Parable, but haven't played the update yet. I have recently purchased, but not yet played, The Banner Saga, which I'm especially excited about since it includes the work of my soon-to-be composer, Austin Wintory.
What do you think of the current state of the indie scene?As someone who began from a very solitary approach to development, I'm not sure I yet have the necessary perspective for an overview of the scene. But I can say that every interaction I've had with other developers, and with indie gamers, has been extremely positive and encouraging. I absolutely wouldn't be where I am without the help and support of other members of the community.

The biggest announcements from the April 1 Nintendo Direct

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Places: Dark Souls' Blighttown

When people bail on Dark Souls and its enthralling world, Lordran, they’re typically in one of two places: Anor Londo, the city of gods; or Blighttown, a deep, hostile cavern.

When people bail on Dark Souls and its enthralling world, Lordran, they’re typically in one of two places: Anor Londo, the city of gods; or Blighttown, a deep, hostile cavern. The latter is commonly strung up on forums and message boards as a sacrificial lamb for all to point at and punish. The frustrated lambast its narrow walkways, powerful enemies, and stingy bonfire placement, which essentially serve as the game’s checkpoints. When you finally reach the bottom – and I assure you, there is one – you’re met with endlessly respawning enemies and filthy muck that clings to your heels, slowing your movement and poisoning you in the process. You’re not playing by the rules anymore, Dark Souls. I’m out!

The level and enemy designs are gross and unforgettable. Located beneath a sewer, Blighttown is commonly entered through a series of rickety wooden walkways. One unexpected ambush later and you’re falling, wasting your last words on crude profanities. The swamp at Blighttown’s feet is rife with leeches, giant mosquitoes, and boulder-tossing giants. Aside from making your way back to the top, the only other obvious path out of Blighttown is a mountain of white webbing with a small hole in its center. You can guess what’s in there.

All sections of Lordran have something to teach you, and Blighttown is perhaps the best instructor of them all. It has to be, because Blighttown is literally a road to hell. Past the boards, past the sewage, and past the witch, Quelaag, is a lake of lava leading to some of Dark Souls’ most tormenting areas. Do you really want to walk those paths while you’re still soft? Still untested?

In a typical game of Dark Souls, Blighttown is the first area encountered where the world itself is more deadly than the foes inhabiting it. Most of the earlier environments offer ample space for combat. Dodging, rolling, and strafing emerge as valuable tactics. When they don’t work as well in Blighttown, an area whose brand of combat is as claustrophobic as the setting itself, people lose hope. They don’t see that Dark Souls is fostering new skills, useful both later and in the present. Fighting on small, uneven ground forces you to mind your footing. Diving is risky, so blocking becomes more prominent. With blocking comes stamina management, crucial to mind as foes start hitting harder and more frequently.

On the surface, you can learn to toy with enemies and backstab with ease. In Blighttown, it’s kill fast or be killed faster. And in a world like Lordran, so sparsely populated yet so hostile, taking life efficiently soon becomes your most useful skill.

Blighttown even manages to distort the game’s purest image: the bonfire. At bonfires, you can rest, heal, repair weapons, and level up. Seeing one after a long stretch of difficult gameplay is often reason enough to leap and celebrate. When I spotted one at the base of Blighttown, still without flame, I wasn’t happy. Lighting that bonfire meant Blighttown was my home until I was skilled enough to claw my way back to the bonfire up top. You can take a rest if you wish, the game says, but the worst is yet to come.

In such a hazardous place, it’s easy to forget that you can look up every once in a while. I’d recommend doing so. With your head raised high, you can catch a glimpse of the sky above, and it’s always lit with sun.

Eff you, amiibo. I'm out.

April 2nd, 2015 will be forever remembered as the day this whole amiibo craze went off the rails. Jigglypuff arrived on Target's website for a grand total of seven minutes before disappearing entirely. Then, Best Buy's pre-order stock went up - and down - just as quickly a few hours later, thanks to leaked retail SKUs on Reddit. And to cap it all off, several thousand GameStops around the country found

Games Where Traditional JRPG Battle Systems Thrive

Turn-based battle systems are like cherished childhood toys.

Turn-based battle systems are like cherished childhood toys. We had a blast together in games like Dragon Quest and Phantasy Star, creating unforgettable memories. Then something happened: New toys entered the picture, flashier and more advanced. I couldn’t ignore them even if I tried – the lure of something modern was too great. But the oldest toys are the most comfortable, and that is exactly what draws me to traditional battle systems.

A battle system is such a large element to an RPG. You’re spending a great deal of time with it, so it has to be engaging from the get-go. Unfortunately, the traditional battle system has seen better days; there was a time when it ruled RPGs, but now we’re seeing more RPGs go in an action-oriented direction. The biggest barrier for turn-based gameplay is getting your mind off auto-pilot in battle. Selecting the “attack” command for each character often brings tedium without any fun, tactical decisions. If turn-based systems can add a new layer of strategy, however, they can be engaging.

Let’s explore games that tweak traditional battle systems, what new franchises can learn from them, and discuss why this battle system still works.

Grandia

Grandia is an early example of a successful series that wasn’t afraid to shake things up. It succeeded by making the traditional system fun and captivating without even having to do a complete overhaul. Grandia uses many turn-based standbys, but by adding the ability to cancel attacks, it brings a new competitive level to battle. Should you execute a cancel attack while the enemy is about to act, you eliminate their current action and delay their next turn. The shift is simple, but by making its battles more focused on planning and less on simply attacking, Grandia’s system becomes one of the top traditional systems.

Final Fantasy XIII/XIII-2

In many iterations, the Active Time Battle gauge was the twist on the traditional battle system for Final Fantasy. The drawback? The dead space after your characters act, waiting for the next time you can issue a command. XIII fixes that problem entirely by letting you coach your team from the sidelines. By creating paradigms based on combining different classes for your characters, you set your strategy before entering battle, but you’re not locked in, as you create multiple paradigms. A simple button press changes the entire dynamic of your team. This fluid and fast shift makes turns go quickly, and while XIII’s system is great, XIII-2 deserves credit for enhancing it so battles play out even faster. Honing in on enemy weakness is also at the core of both systems, but in XIII-2 staggering enemies isn’t such a time sink. The Final Fantasy series refuses to stay stagnant by continuing to refine and adapt its battle system. More franchises should take note, as it stays true to the system’s roots while eliminating outmoded parts.

Radiant Historia

Radiant Historia changes up the standard rules of RPG gameplay with turn manipulation. Enemies stand on a combat grid and your goal is to use abilities to move around their positioning. For instance, stacking enemies on top of each other means you can attack them all at once. This is where turn movement comes into play; your active character can swap his/her turn for any other listed turn. An ally with a heal spell could jump ahead and save the party from death. By giving an enemy your current turn, you string together more attacks for yourself. Turn swapping is tactical, because while you wait for the turn you swapped for, you’re prone to more damage. Radiant Historia proves that having a unique hook and making all its parts complement each other well is all it takes to make a battle system engaging and fresh.

Arc Rise Fantasia

Arc Rise Fantasia makes movement and character placement a crucial part of its battle system, adding just the right amount of depth and strategy. Moving characters to advantageous positions provides both defense and the ability to perform combo attacks, but that is only half the battle. At the start of every turn, you spend Action Points to perform certain actions, but your AP pool is shared amongst the entire party. For extra unpredictability, the game also scatters Raystones on the battlefield. These stones offer perks like strengthened magical attacks, but enemies also receive the same bonuses. Arc Rise Fantasia shows that a turn-based battle system can offer unique decisions with every battle, beyond simple attack spamming. Arc Rise Fantasia makes defensive and offensive skills equally important – a balance that so many traditional battle systems seem to neglect.

Shin Megami Tensei: Nocturne/Digital Devil Saga

The Press Turn system in Shin Megami Tensei: Nocturne and Digital Devil Saga sets up fair and simple rules for both your party and the enemies. Appropriately, battles are all about how you use your turns. You start each match with a number of turns equal to the characters you have, but if you attack with abilities enemies are weak to, only half a turn is used. Choose unwisely with powers the enemy is strong against and two turns are depleted. The best part of this system is not being forced to spend a turn on a useless character: turns can be passed from one character to the next, so the character who hits an enemy’s weakness may act again. Be careful, because enemies follow these same rules. Since enemies aren’t pushovers, the easy-to-follow rules keep you on your toes in a way many traditional systems have failed.

Some people cringe upon hearing the word “traditional battle system” due to associating it with archaism. I’ve never completely understood that, considering it still has plenty to offer in terms of engagement and strategy. As with the examples above, sometimes adding a small layer of depth and innovation is all it takes to set the system on fire again. What about the future? Perhaps the well-loved Dragon Quest model of simplicity will have to be turned aside in favor of progress. Traditional battle systems do have their worth by challenging players in ways action battle systems can’t. Though action wins battles, thinking ahead is just as important.

Assassin's Creed 3 is official, will be set in the American Revolution

Ubisoft PR chap Jay Acevedo has tweeted an image that looks like boxart for Assassin's Creed 3, officially confirming earlier rumours that the next game would be set in the American Revolution.

Assassin s Creed 3 reveal

an image that looks like boxart for Assassin's Creed 3, officially confirming earlier rumours that the next game would be set in the American Revolution. It shows the assassin star of this morning's concept artaxe murdering a soldier as the revolution rages behind him. Click "read and comment" to see the whole thing.

Pretty awesome, no?

Mewtwo comes to Smash Bros. Wii U/3DS in April, Lucas in June, plus more DLC

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Return Of The Pixel: The Call For An Old-Fashioned Final Fantasy

No game in my must-play backlog can beat the gravitas and hype of Final Fantasy VI.

No game in my must-play backlog can beat the gravitas and hype of Final Fantasy VI. A few weeks ago, I finally downloaded the RPG onto my Wii and started playing. My Final Fantasy-loving friends were ecstatic when I revealed I was playing it for the first time. I’ve invested many hours into my quest, and can say that this game has stood the test of time alarmingly well. So well, in fact, that I wonder why Square Enix doesn’t consider eschewing the high-budget spectacle new Final Fantasies have become in favor of something simpler. Something 16-bit.

Square Enix gave gamers a glimpse of next generation graphics the E3 2012 trailer Agni’s Philosohpy. The glossy, expensive demonstration hints at what many believe may become the next big Final Fantasy game. A scared girl flees a ritual gone wrong as AK-47-wielding enemies give chase. Wisps of blue magic, tracer bullets, and impressive explosions paint her sprint across shantytown rooftops. The trailer looks great, but then again so did Final Fantasy XIII leading up to release, and that’s one of the most polarizing games in the series. Looks aren’t everything. I’m excited for what Square Enix has brewing for the next console generation, but I think the company could have wowed just as many fans with a simpler approach.

Imagine the Square Enix logo followed by simple text plot exposition against a black background. Calm yet stirring orchestral music heralds a new adventure. Then, the music and the text both degrade into 16-bit form. The text becomes pixelated and a lone, digitized harp stands apart from the symphony, plucking out arpeggios of the classic Final Fantasy prelude. We see panning shots of a flat, Mode 7-inspired world we’ve never visited. The music builds towards the driving bass of a rousing new battle theme while the screen shows snippets of classic turn-based combat and new, unique characters. “Final Fantasy XV” flashes across the screen and the crowd loses its collective mind.

This game would be an entirely new adventure, not something attached to an existing Final Fantasy. No continuation of Final Fantasy VII or Final Fantasy XIII’s convoluted Nova Crystallis universe. Square did give Wii and PSP owners a 16-bit style sequel with Final Fantasy IV: The After Years, but the title didn’t exactly cause waves; it’s a continuation of Final Fantasy IV, with few enhancements to combat and character development. Another episodic game called Final Fantasy Legends launched on mobile devices on Japan in 2010. The game is releasing worldwide this summer as Final Fantasy Dimensions, but looks to share similarities with Final Fantasy IV: The After Years’ smaller scale. Final Fantasy VI’s cinematic style, interesting character interactions, and rewarding Esper system prove that Square Enix is capable of making something deeper within the 16-bit guidelines.

Square Enix has been great about bringing its classic RPGs to mobile devices, and I think the company should continue the trend by delivering this hypothetical sequel to all platforms. Swapping my progress between a Vita and PlayStation 3 is an enticing offer. Who wouldn’t like to do some quick level grinding on the bus, then continue playing on their nice HDTV at home? The game should obviously be available on downloadable markets like Xbox Live, PlayStation, and PC, but making the game available on mobile devices can only help. For those cringing while imagining using those clumsy virtual gamepads on their phone’s touchscreen, worry not – turn-based RPGs without a focus on twitch reflexes control fine on mobile devices.

Successful titles in the current downloadable market prove that flashy graphics don’t make great games. Fez, Super Meat Boy, Cave Story, and many other games have received high praise for their retro-themed look. Final Fantasy VI’s crisp sprites have aged beautifully, from Kefka’s animated flamboyance to Terra’s bewildered blinking. I’ll admit the Mode 7 airship navigation is a bit blurry, but it gets the job done and the dated gimmick is charming. Additionally, the music is some of the best in the series, making full use of the Super Nintendo’s powerful audio chipset. The famous opera scene is still a stirring display of expert musical craftsmanship, thanks in part to the creativity necessary to make full use of 16-bit hardware. If Square Enix could do it in 1994, there’s a chance the company could hit the mark again now. It’s worth a shot.

Several 16-bit RPG tributes have bubbled up into the mainstream this generation. Zeboyd Games developed Breath of Death VII: The Beginning, a parody of old-school RPGs and all things gaming. That title, along with Cthulhu Saves the World and the recent Penny Arcade’s on the Rain-Slick Precipice of Darkness 3, all offer gamers a new take on the old-school RPG. I love that Zeboyd is creating new, old RPGs, but not everyone wants something couched in sarcasm and satire. The classic Final Fantasy games are wonderful experiences even without any apologies made for the passage of time. A laugh isn’t the only reason to return to a bygone era – Final Fantasy VI proves that sympathetic characters, intense narrative twists, and complex combat can all be conveyed in 16-bit form without the self-deprecation.

Growing up with Sega systems, I didn’t get to play Square games like Final Fantasy IV and VI when they were relevant. I’ve been chatting with coworkers, friends, and Twitter followers throughout my playthrough of FF VI, and everybody’s combined enthusiasm is intoxicating. It reminds me of what middle-schoolers must have felt sharing battle strategies and secret Esper locations during lunchtime. Nostalgia weighs heavily on gamers’ appreciation for Final Fantasy VI, but my current run through the game is free from it. I’m essentially playing a new 16-bit Final Fantasy game, and I’m loving it. I think it’s time for a new adventure we can all experience for the first time, together.

Assassin's Creed 3 gets debut trailer, new engine, release date

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The debut Assassin's Creed 3 trailer suggests that Ubisoft are planning to take Assassin's Creed to the wide open plains and forests of early America.

The debut Assassin's Creed 3 trailer suggests that Ubisoft are planning to take Assassin's Creed to the wide open plains and forests of early America. Up until now they've relied on heavily built-up cities to support its assassins' free-running style, from the behaviour of our new hero in this trailer, it looks as though we'll be vaulting through trees instead.

It won't all be countryside, though. Ubisoft promise a range of locations from the "untamed frontier" to "bustling chaotic towns" and even scenes set on battlefields like the one shown at the end of the trailer. We'll be playing as "Ratohnaké:ton," aka "Connor," an assassin of "Native American and English heritage."

Assassin's Creed 3 is being built in a new engine called "Ubisoft-AnvilNext," which promises much improved visuals, animations and enemy AI. Ubi say it's been in production for the last three years across seven studios, with Ubisoft Montreal at the head of the team. It'll be out on October 31. Expect to hear more as GDC unfolds.

Marth amiibo restock coming in late April

Among the amiibo seekers there lies an old legend. A legend that tells us of a time long, long ago when Marth figurines hung from store shelves, waiting to be taken by whoever happened upon them. That legend seemed so distant to most, too far from their wearying search to believe... Until today. Nintendo has announced that more Marth amiibo figures will head to stores in late April to support the launch

CCP experimenting with streaming EVE to mobile via Amazon AppStream

CCP Games is experimenting with streaming the character creation process of EVE Online to mobile and desktop devices via Amazon's AppStream service, which is currently being tested with a select group of developers.

CCP Games CTO Halldor Fannar appeared in a recent promotional video for Amazon -- embedded above -- to explain how game developers might take advantage of this type of technology to stream portions of downloadable games to players before the game itself is fully installed, reducing the delay between when a player purchases a game and when they actually start playing.

Amazon debuted the AppStream technology in November 2013 at its re:Invent conference in Las Vegas, and began accepting developers into a limited preview program shortly thereafter. Developers can still sign up for the program on the AppStream website.

The AppStream tech taps Amazon's STX protocol to stream data from remote machines -- Amazon's EC2 cloud computing service -- to mobile or desktop applications operating on Android, iOS, FireOS, or Windows. It appears that you can set up AppStream to stream a complete game or only a portion of it -- so CCP theoretically could, for example, set up the EVE Online character creator to launch from within the EVE Online client and stream the character creation process while the full game was still downloading in the background.

Developers are responsible for integrating the AppStream SDK into their games and building the client applications -- all Amazon does is compute the data and stream it out. Bringing that service to market in a robust, reliable form might allow developers and even publishers to experiment with streaming their games -- or segments thereof -- to a wide variety of devices, entering a market that's already braced for the arrival of Sony's Playstation Nowand Square Enix's Project Flare.

Ubisoft DRM server downtime locks players out of Anno 2070, Driver: San Francisco and more

Recently we mentioned that many Ubisoft games would be unplayable this week because some server shuffling at Ubi HQ.

Anno 2070

because some server shuffling at Ubi HQ. The downtime has started, locking players out of Might and Magic: Heroes VI, The Settlers 7 and Tom Clancy's HAWX 2. Players who have just bought Assassin's Creed Revelations, Anno 2070 and Driver: San Francisco won't be able to activate their games while the servers are down.

According to Ubisoft's Uplay page, Anno 2070 was one of the few games that was supposed to remain unaffected during the switch-over, but many players can't launch the game. Our copy of Anno autopatched without a hitch, but when we tried to start it up, we got the error message above. "We apologize for the inconvenience, it seems some of you can't connect to games announced as playable during migration," said Ubisoft on Twitter, adding that they're currently working on a fix.

Players on the Ubisoft forumssay that they can't log into Driver: San Francisco either.

They still haven't given an estimate as to how long the downtime will last. Players who can't get into the games they've paid for have been expressing their anger on Twitter.

"Dear @Ubisoft I am totally unimpressed with your server upgrade strategy. Offlining auth servers with no backup for DRM games is terrible" says CanuckStig. "When are your servers coming back online? asks HabbaDrums. "I just bought Revelations, and I have NO way of playing it." pkyle says "Bang up job, @Ubisoft. Doesn't save a local copy of my game so their DRM servers being down keeps me from playing my save at all." Those are a few of the more polite ones.

What a shambles. Have you been affected by the Ubisoft DRM server down-time?

Animal Gods review

Animal Gods review Steam is full of games of all shapes and sizes; a side-effect of the ease with which it is to publish on the service, perhaps, but a double-edged sword too. It gives games like Animal Gods the potential to be published without the restrictions of old and reach an incredibly large audience. But by that same virtue there is a much larger number of games vying for a slice of the pie

Ubisoft server switch to render always-online DRM games unplayable next week

Games that use Ubisoft's always-online DRM system ping these constantly to reassure the publishers that you're not a pirate.

Might and Magic Heroes preview thumb

Ubisoft are having a bit of a hardware reshuffle next week, according to Eurogamer, which means major disruption to their DRM servers.

Games that use Ubisoft's always-online DRM system ping these constantly to reassure the publishers that you're not a pirate. That means that next week's switchover will render Tom Clancy's HAWX 2, Might & Magic: Heroes 6 and The Settlers 7 unplayable for an unknown period of time. The servers are set to go down on February 7. Ubisoft don't say when they'll be back up again.

Other games will be playable offline, as long as you've completed the one-time activation process. If you haven't, you won't be able to activate them for the duration of the downtime. Big recent releases like Assassin's Creed: Revelations and Driver: Francisco, however, will stay online for the duration of the switch-over.

Ubisoft told us that their hyper-strict DRM restrictions (which extend to limited activations tied to your graphics card) are considered to be " a success." They told us their anti-piracy measures had resulted in "a clear reduction in piracy of our titles which required a persistent online connection.” For many, next week's server outages will only reinforce their decision to steer clear of Ubisoft's games entirely.

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Jump to Section: Best Price Comments Pros More strategy than most party games Lots of boards to choose from Making your own drinking games Cons Waiting for AI players to take their turns Playing alone to unlock everything Not much direct interaction between players After enjoying two decades of success in its native Japan, the Fortune Street series has finally made its way west in its first outing

Moments: Banished from Potos Village in Secret of Mana

Since I’ve been writing a lot about what games made RPGs my genre of choice, I’ve had Secret of Mana on my mind.

Since I’ve been writing a lot about what games made RPGs my genre of choice, I’ve had Secret of Mana on my mind. I never think about Secret of Mana without reminiscing about the heartbreaking moment where the main character gets banished from Potos Village. The scene hits you right in the heart, providing plenty of context for the unfairness of the main character’s plight. Audio, visuals, and dialogue all come together perfectly to create one of the most emotionally charged sequences I’ve ever seen in a game.

Note: Minor spoilers ahead

Initially, the main character garners sympathy after being dragged along by bullies Elliot and Timothy. Mirroring the childhood sense of adventure all too well, the gang explores a forbidden area for rumored treasure. All goes well until our main character, eager to catch up with his friends, falls off a bridge. His trek back to his friends leads him to a shiny object – a sword beckoning him. Like any curious child would do, he is lured by the brightness and takes the sword. This is where the scene functions best – it captures an innocence that we’ve all felt – a curious child exploring his surroundings. However, in this scenario, it suddenly it turns into a catastrophe as he returns home.

Upon entering Potos Village, a life lesson is immediately handed out to our main character. Actions have consequences, regardless of good intentions. Sometimes innocence can’t shield you from the cruel realities of the world. That lesson is abundantly clear when the main character finds out that the sword protected the village, and its removal unleashed a horde of monsters. The Elder has no choice but to banish the main character from Potos Village. The villagers share his sentiment and scream, “Go!” “Get out of here!” Stepping back with each hurtful phrase, the cruelty is too much bear for the main character. Cue in the saddest flute music ever, and the emotional burden of this entire scene is intensified.

The torment doesn’t stop there. The Elder imparts some final words, and although the speech isn’t verbose, it amplifies the difficulty the Elder had in banishing the main character for the good of the village. As he reminisces about raising our orphaned main character and asking for forgiveness, the music changes suit to enhance the emotional connection for what’s about to happen. And then to proclaim the finality of the sentence the guard speaks the infamous line, “You are hereby banished from Potos Village.”

The execution of this entire sequence is remarkable; a flood of emotions surge forth as you helplessly watch a loss of innocence. Not many scenes have stuck with me quite like this one. The context gave me a reason to fight for an innocent hero caught in a world of darkness. Perhaps I just wanted to believe he had a happy ending waiting for him and he didn’t endure his trials for nothing.

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Our Verdict
Fires a salvo of ghastly, unwarranted features into its own guts, thankfully doing no harm to a defiantly enjoyable series.

Well somebody at Ubisoft's been watching Inception. Assassin's Creed: Revelations begins with chronically plank-faced protagonist Desmond washing up on a sad-looking desert island. He's told, by a digital ghost, that this is the default setup of the device that lets him explore his past lives – the Animus. Essentially, he's trapped inside an autoexec.bat file.

But in a move that would make Christopher Nolan blush, while you control Desmond's Renaissance ancestor Ezio in Constantinople, Ezio is himself discovering magical memory-unlocking keys left behind by his 12th century ancestor Altair. If time travelling, science-fiction oddness is what put you off Assassin's Creed in the past, prepare to groan a decade of groans as Revelations routinely expends drastic countermeasures trying to avoid doing what it does best.

What it does best, of course, is death, and the third game in the trilogy has entire morgues of the stuff. Arriving in Constantinople in search of his keys, a bearded, greying and creaky-shouldered Ezio ends up embroiled in a conspiratorial Templar powergrab. Cue the series' most championed features: Ezio shadowing targets, infiltrating enemy strongholds, free-running and executing choreographed, riotous assassinations. Stabbing somebody in the neck has never looked so much like ballet.

The guild-building of Brotherhood is expanded upon. Assassins in your employ may now be put in charge of dens around Constantinople, or sent to other Mediterranean cities to establish new guilds, which generate experience points for assassins stationed in those cities as well as income for you. This is as compelling a pursuit as it was in Brotherhood, as your assassins level up, becoming more powerful allies when called upon in battles and, eventually, preventing dens from falling back into Templar hands.

Seven dens around the city can be captured by assassinating a local Templar captain, but once under your control they can be contested whenever your notoriety reaches a critical point (Templars keep a vague tally of how much stabbing and renovating you've been doing, which, as in previous games, can be reduced by paying off heralds and murdering officials). This leads to the first of Revelations' new features – a tower defence minigame in which Ezio must place units on rooftops in order to stave off a Templar assault on a random, unprotected den.

It's a strange distraction that feels absurd on the first play, unnecessary on the second and frustrating thereafter, as you frantically order many different flavours of assassin to occupy every bit of clickable slate available. Placing units and blockades requires spending 'morale' points, which not only implies that there's an off-screen cache of unenthusiastic assassins who simply cannot be arsed to climb up on a roof in defence of their lives, but which entirely detaches the act of den defence from the other currencies and mechanics of the game. Templar attacks are just frequent enough – and enduring the sideshow is just slightly less hassle than losing the den – that you'll feel slavishly obliged to take them on as they appear. It's rudely intrusive, like being forced to Alt-Tab out to a game of Bejeweled every 45 minutes.

Bombs and bomb-crafting have arrived too, in case you don't remember requesting this feature. Ezio can use bomb ingredients to construct dozens of different kinds of exciting explosives, from sticky shrapnel bombs and stink bombs to poison-gas tripwires and pedestrianslowing caltrop grenades. The usefulness of these devices varies depending on whether or not you remember they exist, and it's remarkably easy to forget that they do. The game seems awkwardly obsessed with its new bombs. Almost every chest in the city contains a sort of gunpowder or bomb casing, and the cities you conquer shower you with daily deliveries of bomb ingredients. But bombs feel as brash, blunt and clumsy as Ezio isn't, requiring you to reconfigure your fingers and brain to unfamiliar positions to use them. The alternative of open combat or impromptu parkour requires less mental effort, and you'll find yourself relying on these escape methods more. Rather more saddening is that you'll soon be carrying as many bomb ingredients as is permitted, until your magpie instinct for looting chests withers and drops off entirely. Instead you'll ignore those hitherto glistening treats, with glum resignation.

A new hookblade replaces one of your regular stabby wristblades, which is incredibly useful given that Constantinople is strewn with ziplines. These not only allow for quick and dramatic access to restricted areas, but enable a new method of assassination of guards who loiter underneath these aerial assassin thoroughfares. The hookblade also enables your new double jump when climbing, and allows you to evade guards by running towards them at full whack and 'rolling' over them. It also comes with its own sickening combat animations – including one in which Ezio unapologetically hooks somebody in the face. It goes into the eye socket. Pedants, meanwhile, will find it irritating that despite the obviously hooked end of his new blade, Ezio can stab with it as if it were still sharp. Just as with bombs, there's a certain inelegance, as it stabs illogically, clanks loudly on ledges and jerks to one side as you mount ziplines. Infrequently useful ziplines, which, it soon becomes obvious, prompted its inclusion.

New collectibles appear in the form of hidden Animus data fragments. For every five of these you discover, a new chapter of Desmond's backstory is unlocked back on Animus Island. Dropping you into a first-person, Desmond's eye-view perspective, these chapters take place in virtual puzzle rooms not far removed from those of Aperture Science, where cubic, concrete and dark rooms are pierced by streaks of burning natural light. It's a visual spectacle in places, though the actual puzzles feel like a poor man's Portal as you conjure up magical platforms to navigate the space. All the while Desmond ruminates on his life as a whiny, unwilling assassin, as if being an assassin wasn't the coolest thing in the world. This is Ubisoft's storytelling at its worst. Ezio's Sex and the City monologues as he pens expositional missives to his sister back home, just in case you were wondering, are Ubisoft's storytelling at its second worst.

But while these mutant additions might not fall neatly into the existing Assassin's formula, that formula still prevails. Assassin's Creed: Revelations remains a thrilling, violent and at times astounding adventure. It's ultimately an exercise in plot tidying, drawing together and bringing to a satisfying close the disparate threads of Ezio and Altair's stories in preparation for a hopefully more progressive Assassin's Creed 3. And once you forgive its clunky and staggered delivery, there are touching, and indeed revelatory moments to be had.

Revelatory too, is Ubisoft's apparent abandonment of its always-on DRM. I'll stress that this is the case with the finished, nonretail review build – Ubisoft could still be devising an even more nefarious DRM method in which you're prompted to place your genitals into a primed USB mousetrap – but it appears, for now, that Ubisoft no longer care where you stick your ethernet cables. A one-time activation is required, but Revelations can be freely played offline thereafter.

Other PC woes, such as abhorrent mouse acceleration rendering the game near unplayable on keyboard and mouse, remain. Revelations, more than most, was designed around the buttons, sticks and triggers of 360 and PS3 pads, and as such almost demands the use of a controller. If you can deal with that indecency, it's an otherwise neat port.

So: much the same murderfun but with unnecessary tangential baubles – that's Revelations in a teacup. It's milking the Assassin's teat for certain, and while the milk's still sweet, the teat's clearly going a bit raw.

The Verdict

Assassin's Creed

Fires a salvo of ghastly, unwarranted features into its own guts, thankfully doing no harm to a defiantly enjoyable series.

We recommend By Zergnet

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Jump to Section: Best Price Comments Pros Addictive tactical gameplay Complex strategy outside of battles Despite cute characters embraces deeper aspects of genre Cons Hours spent explaining all its eccentricities Too obligated to Nobunaga series standards and practices Sadly it couldnt be a 3DS game Much like the Pokémon themselves, Pokémon Conquest is a strange beast. After more than a decade of

New Super Mario Bros 2: "We had to develop two Mario titles at the same time"

New Super Mario Bros 2: "We had to develop two Mario titles at the same time" Yusuke Amano What did you set out to achieve with New Super Mario Bros 2 that previous Mario titles haven’t before? This doesn’t apply just to NSMB2 because we actually put ourselves into a challenging environment where we had to develop two Mario titles at the same time, each title utilizing the specific features of Nintendo

Assassin's Creed 3 trailer shows new crunchy, choppy combat moves

Assassin's Creed 3 isn't all about the new setting and locations, it also contains many new ways to hit people.

Assassin's Creed 3 isn't all about the new setting and locations, it also contains many new ways to hit people. Hatchets, bayonets and rope darts are a few of the more brutal tools at Connor's disposal. Capturing those kill moves takes a lot of time, effort, and serious stuntmen men in ball suits. The latest Assassin's Creed 3 gives us a look at the processes that go into realising all that on-screen violence, and contains a few tips for British troops from historians.

'Don't walk down open roads in bright red suits' being the soundest pearl of wisdom of the lot. Watch Connor break people in ways you couldn't imagine in the trailer below.

Super Mario 3D Land review

Super Mario 3D Land review As big videogame brands continue to age and entrench themselves in popular culture, the more we will see celebrations of their anniversaries marked with increasing sophistication and reverence. This year alone sees The Legend Of Zelda, Sonic The Hedgehog and Halo all celebrated to varying degrees, and in interactive form no less. Mario isn’t celebrating an anniversary this

Ubisoft's Spring Sale is on

Ubisoft's sales launch with a little less fanfare than those elsewhere.

rainbow6siege ss5 147516

Ubisoft's sales launch with a little less fanfare than those elsewhere. For instance, the Uplay Spring Salehas been on for two days and I've only just noticed. It might be because the Uplay Store is notoriously expensive relative to the likes of Steam, even with a hefty discount. However, if you're a fan of the likes of Far Cry, Assassin's Creed and Rainbow Six Siege, you'll be hard pressed to find them cheaper than they will be over the next few days.

Until April 27, the Uplay store will be awash with long-running and 'download of the moment' sales (snappy, eh?). Right now, Rainbow Six Siege is £26 to coincide with its free promo weekend. From April 19, The Crew will take over, then Assassin's Creed on April 21. If you've ever wanted a 55cm replica of Edward Kenway(complete with ship's prow), you'll be thrilled to hear there are discounts on physical goods too.

In addition, Ubi promises that every shipment or download of the moment comes with "a surprise". That sounds slightly ominous, but free is free.

Assassins Creed is making me miss Desmond for all the wrong reasons

My worst fears about Assassin's Creed have come to pass: ever since killing off Desmond in Assassin's Creed 3, the modern day narrative that connects each game in the series has been spinning its wheels, all while the Ubisoft machine continues to churn out new adventures in the ages-long conflict between assassin and Templar. The modern day battle of ideologies is the backbone of the entire franchise

How can you break the "Curse of the Multiplayer Indie Game"? This is the question that numerous studios

with a focus on online multiplayer-only titles no doubt ask themselves, and the solution isn't exactly simple. Here's the Catch-22 problem in a nutshell: You need players to populate your game servers, but people will only buy and play your game if they see it has people playing in the first place, otherwise there's no point in them joining in.

Breaking the 'Curse of the Multiplayer Indie Game' with Speedrunners

Thus, building up a community for your game from the get-go -- or even before the real launch -- is key to breaking the curse. If you can't sustain at least a core community of players, your game is dead before it even truly begins.

DoubleDutch Games and Tinybuild Games, the pair of teams behind 2D platforming racing game Speedrunners , understand this all too well. Their game, essentially a 2D platforming take on the classic Micro Machines series, is online-multiplayer only, and relies heavily on having other people to race against.

The developers are putting plenty of focus on making sure this curse doesn't fall upon them. They announced last week that the game will be free-to-play when it launches fully on Steam next year -- the local multiplayer options will be free to all, while the online multiplayer will be available through DLC/in-app purchase.



The hope is that people will pick up the local version, play with friends, discover they enjoy it, and purchase the full package to take their exploits online, therefore boosting online player numbers.

But it's not just the free-to-play route that the team is hoping will keep the curse at bay. Talking to Gamasutra, developer Casper van Est explained that taking the alpha-funding route is helping the game to build a community before it's released.

"We're using this alpha build as a way of interacting with the community and seeing what kind of features they like, and how the game plays, and if there are things that need to be improved," he said. "It gives us a lot of ways to interact with people and get their opinions on the game, and make it better than before."

This provides a safe environment for the team to fiddle around with weapons, level design and options, and even throw a few weird elements in here and there to see how the community reacts.
Themed ThursdayOf course, there are other studios already using alpha builds to gather a community together. But the Speedrunners team is trying out something a little bit different -- weekly themed gameplay elements.

Each Thursday, the game is renamed for a day, and updated with some new weapon, or art style, or gameplay element. Speedhookers , for example, saw every item replaced with the grappling hook, while Speedrapture saw missiles constantly falling from the sky, forcing players to take undercover routes as much as possible.

"Initially when we didn't have a lot of players, and it was difficult for players to find opponents," notes van Est. "It was the Curse of the Multiplayer Indie Game."

"The Thursday events were designed for having the community congregate around a certain date," he continues. "They also allow us to experiment with different mechanics and ways of playing the game. For example, Speedhookers , where all the items were grappling hooks, gave players a lot of insight into great ways to use the grappling hook, and all the things you can do with it."

speedrunners 1.jpgThese events allow the team to make the game feel just that little bit different, he adds, and from a design standpoint, it has turned out to be a hell of a lot of fun for the studio.

But it's not as simple as it may sound, as the balance between community events and actually progressing with development of the game has been a sticking point.

"I think we're still trying to find a balance with that," he admits. "In the beginning when the community was quite small, we could be involved in the community a lot, and it didn't take us all that much time."

But as Tinybuild's Tom Brien notes, "It turned out that community stuff was taking up all of our time, so we couldn't catch up on introducing new levels. It's been hard trying to find a balance. We can do interesting stuff like this, but we're such a small team."

Adds van Est, "I really enjoy being involved in the community, and the interaction with people. But at some point, it's taking up a lot of our time. So in the beginning I was very active, but that's cooling down a little bit now, and I'm trying to find a balance in having good interaction with people, but not so active that it takes up all my time."

In general, though, the team very much believes that all of its interaction with the community, and creating special events for people to feel a part of, is a great way to break the Curse of the Multiplayer Indie Game.

"I think being very involved in the community and running lots of interesting events, that can make people feel part of the game more, really helps," says van Est.

Watch the full video interview on Gamasutra.

The Ubisoft Club, Ubi's new online rewards program, opens its doors

Presumably hopeful that gamers will ignore Groucho Marx's famous adage, Ubisoft is launching its own club.

Presumably hopeful that gamers will ignore Groucho Marx's famous adage, Ubisoft is launching its own club. But the club is neither the leather wingback chair nor the pounding EDM variety. The Ubisoft Clubis a free to join loyalty rewards program that offers "extra game content, limited edition goodies, [and] discounts in the shop" to members.

It's not clear at this point whether the Ubisoft Club will be an extension of Uplay, Ubisoft's existing online store/service, or if it will replace it entirely. Either way, there's a distinctly Steam-like air about it: Members will automatically earn units ["U-nits"—get it?] that can be redeemed for for "exclusive in-game contents," and experience points that increase your level (to what end isn't clear), simply by playing Ubisoft games. There will also be badges, which I'm guessing are akin to Steam Achievements, and leaderboards of one form or another.

Signing up is simple enough. Just log in with your Uplay account (or create one if necessary) and your relevant information, including your history, "progression," and other such game-related info will be automatically imported. In my case, for instance, I am now a Level Nine member of the Club; that sounds impressive, but the reality is that there are only three games in my Club collection— Far Cry 3, which I've spent about 15 minutes with, plus Blood Dragonand Valiant Hearts, which were both outstanding—and I have managed a sum total of four badges across all three titles. Not exactly the hardest of the hardcore, in other words.

Polygonsays the Ubisoft Club is set to launch later this year, but as far as I can tell it's fully operational now, although I would imagine it's not yet feature-complete. Is anyone not able to get in? I've reached out to Ubisoft to clarify the situation but for now, even though you may need another online game service like you need a hole in the head, do me a solid and try to sign up, and then let us know how it goes in the comments. It's for science, you know. And it's okay if you really don't want to. I'll let you know what I hear, when I hear.

Ubisoft has released a statement clarifying the role of the Ubisoft Club as it relates to Uplay. "Ubisoft Club replaces Uplay Win as the free single platform that rewards our players. Uplay remains the account that enables players to access all Ubisoft services such as forums, customer support, Uplay shop, Uplay PC and Ubisoft Club. Rewards already earned in Uplay Win will automatically be transferred to Ubisoft Club. Ubisoft Club also creates XP/Levels and Badges to enhance the game experience."

A separate email sent out to Uplay members says there will be no changes made to Uplay accounts as a result of the transition, which will take place "in the coming days."

Ubisoft says canceled Uplay game keys were "fraudulent"

[ : Ubisoft revealed last week that the keys in question were purchased with a stolen credit card, but in spite of that it has decided to reactivate some of them.

: Ubisoft revealed last week that the keys in question were purchased with a stolen credit card, but in spite of that it has decided to reactivate some of them. "After further investigation into the matter of keys that were fraudulently purchased on EA's Origin store, we are reinstating keys for consumers who already had successfully activated and started playing the games," a Ubisoft rep told GameInformer. "Any remaining fraudulently obtained and resold keys have been deactivated."

The rep said that Ubisoft will maintain its policy of deactivating fraudulent game keys in the future, however, and strongly recommended that gamers only purchase game keys "from the Uplay shop or trusted retailers."]

In response to a flurry of complaints about deactivated Uplay game keys that hit the Ubisoft forumsover the weekend, the publisher issued a statement saying it regularly deactivates "fraudulently obtained" keys, but added that it is looking into the matter further and will issue an update to affected customers as soon as it can.

The trouble began on Saturday, when an "expatriate Belgian in Poland" complained that a Far Cry 4game key he'd purchased from reseller Kinguin had been deleted from his Uplay library without warning. He's purchased keys from Kinguin in the past, he wrote, because Polish stores don't carry English or French-language games and the exchange rate on Steam between the Euro and the złoty, Poland's currency, is absolutely outrageous, and this is the first time he's run into trouble.

The thread quickly ballooned to 25 pages of similar complaints, rebuttals, and the usual sort of internet forum fun times, before Ubisoft finally issued a response. "We regularly deactivate keys that were fraudulently obtained and resold," Community Manager xMiiSTY wrote. "In this case, we are currently investigating the origin of the fraud, and will update customers as soon as we have more information to share. In the meantime, customers should contact the vendor from whom they purchased the key."

There's an element of hopefulness to the statement in the implied suggestion that the situation could be reversed, but when something similar cropped up last year Ubisoft said unequivocallythat it will revoke keys purchased from "a non-official reseller—which is selling keys gotten in a non-official way," and that the only option for anyone with a canceled key is to seek a refund from either the reseller or the payment processor. And while it's easy to cast a baleful glare at Ubisoft for its clunky customer service, it's not the only publisher with a policy of shooting down unauthorized keys: The famously gamer-friendly Devolver Digital said in April 2014that keys for its games purchased through popular reseller G2A "are not legitimate, not guaranteed, and not supported. We are actively canceling those keys."

We've reached out to Ubisoft for more information and will update if and when we receive a reply.

Why I Love: Assassin's Creed Syndicate's mystery portal

WARNING: Spoilers for Assassin's Creed Syndicate throughout. Also Unity. Really, Assassin's Creed 3 onward. Search hard enough in Assassin's Creed Syndicate (or just track down the right menu marker), and you'll be launched, hood over heels, through a virtual reality portal that drops you in a completely different time in London's history. It's nearly identical to the portals that appear in Assassin

The practice of using games to do more than entertain is now mainstream." In this free GDC Vault video

from the last GDC Online, Wired's Shannon Perkins discusses how his game Cutthroat Capitalism managed to educate its players without being manipulative in 'Faster, Cheaper, Better: Deeply Integrated Game Mechanics.' "The practice of using games to do more than entertain is now mainstream."
About the GDC Vault In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers.

Video: Cutthroat Capitalism educates without manipulation

In addition to this presentation, the GDC Vault offers numerous other free videos, audio recordings, and slides from many of the recent GDC events, and the service offers even more members-only content for GDC Vault subscribers. Those who purchased All Access passes to events like GDC, GDC Europe, and GDC Online already have full access to GDC Vault, and interested parties can apply for the individual subscription Beta via a GDC Vault inquiry form.

Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company. More information on this option is available via an online demonstration, and interested parties can send an email to Gillian Crowley. In addition, current subscribers with access issues can contact GDC Vault admins.

Be sure to keep an eye on GDC Vault for even more new content, as GDC organizers will also archive videos, audio, and slides from other events like GDC China and GDC 2013. To stay abreast of all the latest updates to GDC Vault, be sure to check out the news feed on the official GDC website, or subscribe to updates via Twitter, Facebook, or RSS.

Gamasutra and GDC are sibling organizations under parent UBM Tech

Ubisoft investigating Watch Dogs uPlay Rewards loading bug

Ubisoft is struggling to fix another problem with Watch Dogs, this one related to the redemption of uPlay Rewards content that can prevent the game from loading.

Ubisoft is struggling to fix another problem with Watch Dogs, this one related to the redemption of uPlay Rewards content that can prevent the game from loading. The short version is that if you download certain Rewards – Eurogamersays the golden D50 gun and the Papvero Stealth Edition car are the culprits – you may find yourself staring at a loading progress bar that gets to around 90 percent and then refuses to budge.

A Ubisoft forum threaddedicated to the problem actually took root on May 27 and at last check had reached an impressive 202 pages without a solution. Not all players are affected but if you're among those who are, it looks like you're stuck: Many people reporting the bug claim they let the game sit for hours without progress.

Ubisoft has acknowledged that it is a legitimate problem, tweetingon Tuesday, "We're aware some of you are stuck on the loading screen. We're hard at work on isolating the problem to find a fix." It also asked anyone who encounters the bug to submit a ticket to Ubisoft support. In the meantime, until the problem is corrected, you might want to hold off on installing your uPlay "rewards."

Moments: Persona 3’s Junpei and Chidori

We often meet people who change our lives in some profound
way.

We often meet people who change our lives in some profound
way. Perhaps they teach us something we didn't know about ourselves, force us
to become a better version of ourselves, or maybe they show us what it means to
put someone else first. Either way, once these people enter our lives, we're
never the same. This is the essence of Junpei and Chidori's relationship in
Persona 3, and why it stands as one of the more powerful interactions I've seen
in a video game. The moment where this all comes together is Chidori's selfless
act, which defines what the relationship truly meant.

Note: Spoilers ahead

The whole relationship is a testament to great pacing. When
we first meet Chidori, she's sketching in her artbook when Junpei blocks her
view. Without paying him much mind, she tells him to get out of the way. At
this point, Junpei is an especially self-centered character. He can't handle
anybody taking the spotlight from him and is extremely jealous of others. He
often puts up a front like he's a cool guy who has it all together, which
couldn't be further from the truth. But something about his interactions with
Chidori feel more genuine, like the façade is gone, and we're finally seeing
the real Junpei. After a few encounters, the talks turn deeper, despite
Chidori's indifference.

One of the turning points is when Chidori asks Junpei what
he does to make himself feel alive. Of course, Junpei loves the thrill of his
dark-hour heroics and confides in her about his Persona. Little does he know
that Chidori is actually working for Strega, a group out to stop Junpei's group
SEES. Working for opposing forces would tear most people apart, but Junpei
still sticks by Chidori even after she betrays him. When he visits her in the
hospital, he brings her a new sketch book and doesn't leave her side. This is
the first time we see Junpei show concern and put someone else before himself.

But as in most Persona tales, the journey is never without
misfortune, and Chidori's allegiance to Strega pits her against SEES once again.
In this moment, Chidori finally breaks down and shares her true feelings for
Junpei, feelings she was trying to deny because she didn't want to need
someone. The Strega group is displeased and shoots Junpei as he vows to protect
her. Without hesitation, Chidori uses her Persona to revive him, but using her
power comes with a cost: her life.

Chidori's final words are heartbreaking as she discusses how
Junpei opened her up to all these feelings that come with love and attachment. Watching
a character like Chidori finally show vulnerability and say her last words to
Junpei still sends a chill down my spine. Chidori gave Junpei her life - the
ultimate sacrifice- and he acknowledges it by saying, "It's not just my life
anymore." She lives on through him and now he needs to make sure her sacrifice
isn't in vain.

Chidori's and Junpei's relationship was about more than
simply romance, it was about something raw and real: finding somebody worth
opening up to, who can understand the pain and joy of life. The way this
relationship transforms Junpei is astounding, maturing him into a stand-up man.
Junpei's journey with Chidori says so much about the human condition; sometimes
it just takes one person to change the way we see the world. For the better.

Check out the scene below with Chidori’s final words to Junpei. Special thanks to Youtube user Zerokoolpsxfor capturing it.

Watch Dogs on PC beset by uPlay troubles; Ubisoft is working on it

It's Watch Dogs launch day and that means that if you're a dedicated PC gamer, there are decent odds that you're not actually playing it.

launch day and that means that if you're a dedicated PC gamer, there are decent odds that you're not actually playing it. That's because it requires access by way of uPlay, Ubisoft's Steam-style online game service, and it's not working quite as well as it should be. The Watch Dogs forum on Steam is pretty heavily top-loaded with complaints at the moment, most of which relate to connectivity issues and an inability to play the game. Ubisoft has already admitted that an "extremely high server load" is wreaking havoc on the system.

— Watch Dogs (@watchdogsgame) May 27, 2014 May 27, 2014

One fed-up fan has started a Change.org petitioncalling on Ubisoft to drop the uPlay requirement for Steam games.

Infuriating though it may be, this isn't an entirely surprising outcome. Online DRM in general can be messy on launch day, and Ubisoft's record in the area is far from outstanding. The same thing happened to Far Cry 3in 2012, when offline servers kept people out of the game at launch. Ubisoft's response to that mess is quite similar to the one it tweeted earlier this afternoon via the official Watch Dogs Twitter account, when the publisher acknowledged that there is in fact a problem. "We're still working on fixing our server authentication issues," it wrote. "Stay tuned."

Whether or not you run into problems seems to be largely a matter of luck, and perhaps location. Both Kotakuand Polygonsay that some users are able to access the game with relative ease while others run face-first into a virtual brick wall; Polygon goes further to say that console gamers are also affected by Ubi's troubles. Either way, it doesn't sound like a quick-fix is imminent, as Ubisoft's most recent tweet effectively recommends that gamers just keep hammering on it until something gives way.

"All the possible efforts are put into the resolution of this problem. We are currently monitoring the situation closely," the Watch Dogs accounttweeted. "The connection is rising and the issue still seems intermittent, the sign in system might work after several tries."

Ubisoft accounts hacked, email addresses and passwords compromised

This is becoming increasingly routine: an online service has been hacked; usernames, emails and encrypted passwords have been compromised; no personal payment information has been taken.

This is becoming increasingly routine: an online service has been hacked; usernames, emails and encrypted passwords have been compromised; no personal payment information has been taken. The standard drill, basically. This time it's Ubisoft that's been hit; affecting users' web and uPlay account. Clearly someone took the premise of Watch Dogs a little too seriously.

Ubisoft addressed the breach in an email to their users:

"We recently found that one of our Web sites was exploited to gain unauthorised access to some of our online systems. We instantly took steps to close off this access, investigate the incident and begin restoring the integrity of any compromised systems.

"During this process, we learned that data had been illegally accessed from our account database, including user names, email addresses and encrypted passwords. Please note that no personal payment information is stored with Ubisoft, meaning your debit/credit card information was safe from this intrusion."

As always: change your passwords, along with any for other services with the same email/password combo. It's increasingly easy to become blasé about what is now a standard part of the digital experience, but it's always better to be safe. After all, you don't want some hacker spending all your precious uPlay points on pointless wallpaper rewards.

Pikmin 3 review

Pikmin 3 review Pikmin 3 is a game about collectivism, and the fragility of the individual. In pursuit of your goals, you’ll send dozens if not hundreds of the titular creatures to their deaths, and though they look like plants they panic and shriek and die like animals, leaving naught behind but a tiny, fleeting ghost. The game has no explicit circle of life message to ease the blow either, just the

MMO racer The Crew speeds past delay, coming this fall

Ubisoft ripped back the curtain on The Crew today, showing off gameplay from the multiplayer racing game for the first time.

today, showing off gameplay from the multiplayer racing game for the first time. Billed as an MMO for racing fans, The Crew lets you and friends get together for illegal street races and other such high-speed shenanigans across a photorealistic, open-world representation of the continental United States.

We heard a lot about The Crewwhen Xbox One and PS4 were having their measuring contest at E3last year. We then learned that the game was delayeduntil 2014, after which The Crew started playing The Quiet Game in the finest tradition of the great American road trip. Now that the game has had some extra time to marinate, Ubisoft has pushed the release to this fall and begun the slow drip-feed of a publicity campaign anew.

For more, check out our hands-on preview of The Crew from last August, though it's impossible to say what has or hasn't changed in the extra months of development. Ubisoft will be releasing The Crew on PC (through Uplay, of course) this fall.

Watch Dogs will require Uplay, even on Steam

To no one's surprise, Watch Dogs will require us to use Uplay even if we buy it through Steam.

will require us to use Uplay even if we buy it through Steam. It's one of Ubisoft's biggest games of the year, and the company isn't about to set aside its Steam competitor, despite releasing it on Steam. If you want to play Watch Dogs on PC, there's no way around it.

"Like some of our other AAA releases, including Far Cry 3, Splinter Cell Blacklist, and Assassin's Creed IV Black Flag, Watch Dogs will be available on Steam and will leverage Uplay to support the games services,” Ubisoft confirms to IGN.

One of the most annoying things I've noticed about Uplay is that if you don't close it after you quit a game, Steam continues to count the hours as time played. It's why I have 60 hours logged into Trials Evolution even though I probably didn't play it for more than six.

That's a minor inconvenience, but it's still frustrating to have another thing to download and launch every time I want to play Watch Dogs, especially when it doesn't do Steam's features better. But is Uplay going to stop me from playing Watch Dogs? Not even close. If it turns out as good as promised, I might even upgrade my PC for it, given the recently releasedand slightly daunting recommended system requirements. In case you missed those, here they are:

Minimum:

OS: Windows Vista (SP2), Windows 7 (SP1) or Windows 8 (Please note that we only support 64 bit OSs.) Processor: Intel Core 2 Quad Q8400 @ 2.66Ghz or AMD Phenom II X4 940 @ 3.0Ghz Memory: 6 GB RAM Graphics: DirectX 11 graphics card with 1 GB Video RAM - Nvidia Geforce GTX 460 or AMD Radeon HD 5770 DirectX: Version 11 Hard Drive: 25 GB available space Sound Card: DirectX 9.0c Compatible Sound Card with Latest Drivers

Recommended:

OS: Windows Vista (SP2), Windows 7 (SP1) or Windows 8 (Please note that we only support 64 bit OSs.) Processor: Eight core - Intel Core i7-3770 @3.5 GHz or AMD FX-8350 X8 @ 4 GHz Memory: 8 GB RAM Graphics: DirectX 11 graphics card with 2 GB Video RAM - Nvidia Geforce GTX 560 ti or AMD Radeon HD 7850 DirectX: Version 11 Hard Drive: 25 GB available space Sound Card: DirectX 9.0c Compatible Sound Card with Latest Drivers

How did a 1920's boarding school create the C64's defining text adventures?

How did a 1920's boarding school create the C64's defining text adventures? Today you’ve a mystery to solve. Last night you arrived at St. Bride’s. The mistresses and girls really believe they are in an old style boarding school. You even wonder if you’re not a bit mad to think you’re from the 1980s. You want to find out what’s going on while you still can… Your adventure starts here…” So begins The

Take A Walk Through Square Enix's Japan Office

If you were to take a stroll down the streets of downtown Shinjuku, Japan, you'd be hard-pressed to identify which inconspicuous office tower was home to Final Fantasy.

If you were to take a stroll down the streets of downtown Shinjuku, Japan, you'd be hard-pressed to identify which inconspicuous office tower was home to Final Fantasy. There are not gigantic bahamut statues or neon signs indicating that the uncontested king of JRPGs sits within the nondescript building. During a recent trip to Japan to check out Final Fantasy XIII-2 ( Game Informer issue #219), Square Enix allowed me a quick peek around their office.

Embark on a photo tour featuring developers hard at work on FF XIII-2, quirky desk decorations, and some behind the scenes art.

(left to right) producer Yoshinori Kitase, director Motomu Toriyama, art director Isamu Kamikokuryo, and battle director Yuusuke Matsui sign copes of Final Fantasy XIII to raise money for Japan disaster relief

Tons of cubicles are home to hard-working game makers

Adorable plushes are never far from sight

The terrible Tonberry and crafty Cactuar finally join forces

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