PC Gamer
7 Grand Steps


IGF finalist 7 Grand Steps is releasing for Windows and Mac on June 7th, developer Mousechief has announced. We haven't covered the game in great detail before, so here's a recap: it's an innovative mix of grand strategy and board game which has a novel familial take on the much-plundered topic of civilisation. Dan Gril called it "hugely inspiring and strange" and "a must play" after having a go on it at GDC, and there's now a demo version to keep you ticking over till June 7th, when the game will release on both the Mousechief website and on Steam for $15.

You might remember Mousechief for their even more boardgame-ish Dangerous High School Girls in Trouble!, which was released way back in 2008. 7 Grand Steps: What Ancients Begat - to give it its full title - is a bit more difficult to describe, but the following trailer might help to clue you in.

PC Gamer
necrodancer


While I wait in vain for a developer with the vision to combine the football management sim with the sidescrolling shoot-'em-up, I can take some comfort in the fact that Brace Yourself Games are attempting something equally mad and innovative in Crypt of the NecroDancer, a "hardcore roguelike rhythm game" that...wait, let's just rewind a bit first. NecroDancer turns the randomly generated dungeon into a hazard-filled dancefloor only slightly less dangerous than the real thing. You'll still explore, fight monsters and collect bags of treasure, but you'll do so while shaking your hips and furiously tapping your toes. It's Michael Jackson's Thriller mixed with Dungeons & Dragons - brand new teaser trailer after the break.



Well. I dance about as well as a particularly uptight broom, but even I was nodding along to that awesome trailer. I particularly like how the skeletons and zombies dance too, while they're milling about looking for brains to feast on. Coder Ryan Clark emailed me with the following description, which just about gets away with using so many exclamation marks:

"Crypt of the NecroDancer is a hardcore rhythm-based roguelike game. Can you survive this deadly dungeon of dance, slay the NecroDancer, and recapture your still beating heart? Or will you be a slave to the rhythm for all eternity? Players must move on the beat to navigate procedurally generated dungeons while battling dancing skeletons, zombies, dragons, and more! Groove with the game's epic dance soundtrack, or select songs from your own MP3 collection! You can even play with a DDR dance pad to really shake your bones!"

A roguelike played with a DDR dance pad? I have a feeling that could fit the genre (and its grid-based nature) like a single glittering sequin glove. Crypt of the NecroDancer is coming "2013", which if I'm not mistaken is the year we are currently in.
PC Gamer
webgame chaos


We can't get enough bank holidays here in the UK, and if you feel like spending your weekend hunched over your computer playing browser games, then boy have you come to the right place. This week is all about giant snakes – as all good weeks should be – but we also found the time to fit in a samurai duelling title, a retro platformer, one good joke, and a peaceful game that takes a leaf out of Wind Waker's book. Enjoy!

Snaaaake! by Fernando Ramallo and Miguel Angel Perez Martinez Play it online here.

Snakes on a plain.

Despite the Metal Gear Solid reference, this unfortunately doesn't feature Konami's sandpaper-voiced steath expert, but rather a giant snake with murder on the mind. Actually, that might be even better. Snaaaake imagines what would happen if the Snake from Snake escaped the bounds of your old Nokia, and began to terrorise the world. You play as the titular Snaaaake, smashing up domiciles and splatting civilians on your mission to... well, to smash up domiciles and splat civilians. Probably in revenge for killing him so many times on their mobile phones. The best bit, however, is your ability to constrict and destroy buildings, by wrapping yourself around them and pressing Spacebar.

Leaf Me Alone by Mark Foster and David Fenn Play it online here.

The game was inspired by Melodisle, which was inspired by Fez, which was inspired by a hat.

I feel the puntastic title detracts from the game a little, but this is nevertheless a charming, serene, slick and quite lovely platformer that reminds me of Fez and Wind Waker. As with the objectively best Zelda title, Mark Foster and David Fenn's minimalist metroidvania gives you a sort of leaf parachute to play around with, something that's quickly put to use in a series of satisfying platforming puzzles. Wonderful stuff. (Via Free Indie Games)

You Were Hallucinating The Whole Time by Darius Kazemi Play it online here.

Hey, I put on deodorant. Oh wait.

YWHTWT lasts just long enough to explore its one joke without labouring the point, so I'll be similarly brief: this snotty little artcade game made me laugh, and that's not something I get to say very often. (Via Free Indie Games)

Steel Novella 2083 by Folmer Kelly Play it online here.

Steel novellas don't sell too well at Waterstones. Too insubstantial, too heavy.

I'm not sure platformers can get much shorter than Folmer Kelly's Steel Novella, though it is quite satisfying to complete an entire game in the time it takes to make a cup of tea. It's not particularly challenging either, but if you're after a quick blast of Mega Man-style platforming, you could do a lot worse. Really, I'm just a sucker for the combination of cleanly minimalist pixel art and a nifty scanline visual effect – is that so wrong?

Bladeless by Kidevil Play it online here.

Lightsabers were all the rage back in Feudal Japan.

I tend to get a bit excited whenever a game recalls the elegant, merciless combat of Square's classic Bushido Blade, so Kidevil's brutally quick fighting game is right up my street. Set on a 2D plane, Bladeless pits you against a series of samurai, who can turn you into chopped liver within a couple of moves. Success depends on your ability to block at the right moment, and at the right height, though this is made (slightly) easier by your opponent's eyes drifting to their intended target. However, even with that small concession, Bladeless offers a gratifyingly challenging set of samurai duels. How far can you get? (Via IndieGames)
PC Gamer
The-Elder-Scrolls-Online-bannermen


This article was originally published in PC Gamer UK Issue 252.

It starts, as it always does, in prison. But The Elder Scrolls Online’s take on the series’ traditional opening is a little different. You’ve been captured and sacrificed to the Daedric prince Molag Bal, harvester of souls. You wake in Coldharbour, Bal’s particular plane of Oblivion. Unlike Mehrunes Dagon’s Deadlands – which you stormed through again and again in TES IV – Coldharbour is a drab, lifeless reflection of the surface world. Your escape from this place and back to reality constitutes The Elder Scrolls Online’s tutorial. My time with the game began immediately after this point.

Where you end up after Coldharbour depends on which of the three factions you belong to. The Aldmeri Dominion, composed of High Elves, Wood Elves, and the catlike Khajiit, are imperious conquerors from the south. The Ebonheart Pact are an alliance of convenience between Skyrim’s Nord, Morrowind’s Dark Elves and the stealthy Argonians – they’re keen to hold on to their independence, but need each other in order to do it. I played the first six levels of the game as a member of the Daggerfall Covenant: the Bretons, Redguard and Orcs who form The Elder Scrolls Online’s final faction.

"Those who feared that The Elder Scrolls Online would amount to another cash-in MMO have it wrong."

As such, my character began life in the sea off the coast of Stros M’Kai – an island not seen in the series since the 1998 standalone adventure Redguard. I was rescued by pirates and put to work recruiting specialists for a heist that would secure my new crew passage off the island. So begins the 50-level personal narrative that leads you through Zenimax Online Studios’ take on Tamriel, zone by zone. So far, then, so MMO.

Those who feared that The Elder Scrolls Online would amount to another cash-in MMO with a big name behind it have it wrong, but the counter-position – the promise of a casualty-free marriage of emergent RPG and online game – doesn’t quite hit the mark either. From my first moment in game it is clear that TESO is the product of a measured and ongoing negotiation between opposing forces: the traditional MMO and the singleplayer game, ambition and technology, the demands of the community and the views of its designers. Its successes and failures alike are produced by that process.



“We’re not trying to top Skyrim,” game director Matt Firor says. “If you want to play Skyrim – go play Skyrim! We’re doing something a little bit different. It should feel comfortable to people who play Elder Scrolls games, but it’s its own game in its own right.”

The first thing that struck me, wandering the streets of the coastal town of Hunding, is how minimal the interface is by MMO standards. Most of the time you’ll only be looking at a crosshair, a minimap, and a subtle chat window in the corner of the screen. Status bars and numbered hotkey slots only appear when they’re needed, leaving your view of the world uncluttered.

"First-person view also makes it easier to appreciate the above-average degree of interactivity."

There’ll be a first-person option, too. While it wasn’t present in the build I tried, I was shown the game being played Skyrim-style in a later demonstration. This should come as a relief to players who feared that one of the defining features of the series had been ignored, and I asked Matt Firor why the company had kept its inclusion so quiet.

“We always knew it was something players were going to want. We’re still in the process of doing it. In a first-person singleplayer game, all the graphical effects are tuned to be in front of me. In a multiplayer game, the same effect has to work far away from the camera when you’re looking at it, and from a hundred meters away when another player is looking at you.”

The developers anticipate that players will prefer a zoomed-out view for certain styles of play – particularly the Dark Age of Camelot-style mass PvP – but the option is there, and it works. First-person view also makes it easier to appreciate the above-average degree of interactivity in The Elder Scrolls Online’s world.



Books on shelves and tables can be read, and in some cases these lead to quests or earn you experience. Potions and other consumables can be gathered from barrels and chests. It’s not as high-fidelity as Skyrim – there are no dynamic physics objects, and the greater majority of items are static and cannot be interacted with – but it works as an MMO adaptation of a traditional Elder Scrolls idea.

"Expect to see a lot more mixing and matching of weapons and magic."

Combat gets a similar treatment. As in the previous games, you press the left mouse button to swing or fire your weapon and hold the right mouse button to block. Power attacks can be charged up and enemy spells can be interrupted with a bash. On top of this is six hotkeyed abilities, an ultimate ability, and a hotkeyed consumable item such as a healing potion. Spells and special moves are cast instantly and have no cooldown: instead of establishing a combat rotation à la World of Warcraft, it’s a lot closer to how Skyrim and Oblivion handled favourites menus. Unlike those games, however, spells don’t need to be assigned to a hand before they can be cast – so expect to see a lot more mixing and matching of weapons and magic. Success in combat is a case of expending your reserves of health, stamina and magicka to suit the situation. Blocking, dodging and using special melee attacks, for example, all consume a regenerating stamina reserve, making split-second decisions just as important as theorycrafting a great skill build.

“You can’t pause the game in an MMO, so what we did was provide you with shortcuts,” lead gameplay designer Nick Konkle says. “That’s something that was necessitated by what we do in MMOs, but actually I really enjoy having access to multiple different spells. I like what that does to our game.”

The main weakness of the combat system at the moment is feedback. Ditching the scrolling numbers of a traditional MMO to enhance immersion is praiseworthy, but it needs to be replaced by something and at the moment The Elder Scrolls Online’s animations and sound effects don’t sell the impact of your blows strongly enough. Remember whittling down an unresponsive dragon with an iron sword in Skyrim? This is one area where the game could do with breaking from the past.

Each zone has a primary narrative to follow with optional objectives branching off from it, and secrets to discover if you decide to push at the boundaries of the map. Moving on from Hunding I fought through my first Dwemer ruin, using a control rod to direct an ancient spider robot as I made my way through a series of environmental traps. Later, I unearthed a chest containing a note that led me across the map, following landmarks to find a buried treasure. As I did this, I was continually recruiting NPCs to my side: a High Elf researcher, a human scoundrel, and a stealthy pirate queen. These encounters ended in decisions about the fates of characters that I’m told will impact the story later on, and this promise was borne out in the composition of the group that I eventually left Stros M’Kai with – and who showed up in the second quest line I played.





Like World of Warcraft: Mists of Pandaria, The Elder Scrolls Online uses phasing to subtly change each zone to reflect the player’s actions. Depending on the choices you make the NPCs you see – even the enemies you fight – may be different to those of other players. While this design decision somewhat punctures the sense that everyone shares the same world, its execution is impressive in the way that a good magic trick is impressive. Playing the game, I was aware of how it was doing what it was doing, but only rarely was I fully aware what it was doing. Briefly grouped with another player, for example, I noticed that he was accompanied by an anonymous mercenary. I was travelling with an important named character that we both must have met. Then I realised: that mercenary was the same character, but the game presented him differently to me to preserve the sense that my experience was unique. It’s an act of deception, but I prefer it to seeing dozens of identical twins running around, Old Republic-style.

“The phasing is very local,” Konkle says. “It’s not hammering you in the face. You can play with a group and not be aware certain things are going on that are necessary in MMOs.”

"I was particularly impressed by The Elder Scrolls Online’s character progression and crafting systems."

At the beginning of my time with the game, Firor explained that Zenimax Online set out to make an RPG first and an MMO second – and as overly neat as that claim sounds, there are areas where it holds up to scrutiny. I was particularly impressed by The Elder Scrolls Online’s character progression and crafting systems, both of which have a shot at improving on what the Elder Scrolls games have achieved previously.

Levelling up earns you points to invest in your health, stamina or magicka pools, and a single skill point to invest in an active or passive ability in any of a number of skill lines. You start with around 15 – one for your race, three for your class, one for each type of weapon in the game, and one for each of light, medium and heavy armour. Bonuses are varied but consistent – medium armour, for example, is for stealth, while light is geared towards magic and heavy towards defence. There are no restrictions: if you want to deck your mage out in heavy armour and give them a lot of defensive perks, that’s up to you. Your class is just an additional set of skill lines intended to diversify characters in the early game.



“I strongly feel that when you start to play a game you have a role in your mind that you want to do,” Firor says. “Having four classes gives you the ability to at least start out on a path.”

As you progress you’ll pick up additional skill lines, including exclusive sets of abilities for members of the Fighters’ Guild, Mages’ Guild, vampires, werewolves, PvP players and more. The Dark Brotherhood and Thieves’ Guild won’t be in the game at launch, but these will also have their own skill lines in time. The strength of the skill system is how modular it is: there are plenty of hooks for Zenimax Online to expand it post-release, and given that each player has access to a finite pool of points it’s easier to keep balanced.

There are five crafting professions: armoursmith, weaponsmith, enchanter, alchemist and provisioner (or ‘cook’). It’s possible to dabble in all five but only master one, and whatever you want to make will require experimentation akin to Skyrim’s alchemy system. Ingredients gathered in the wild – through mining, exploration and hunting – each have four hidden properties that can be applied to items, and these unlock as you reverse engineer looted equipment and skill-up in your chosen craft. You can then use additives to customise the goods you produce: adding elemental damage to an axe, for example, or stamina regeneration to a healing potion.

"Each faction clashes over fortresses in Molag Bal-controlled Cyrodiil."

Crafting and the economy will be closely tied to PvP, where each faction clashes over fortresses in Molag Bal-controlled Cyrodiil. You’ll need craftsmen to upgrade your rams and trebuchets and to contribute towards repairing walls after a siege. Owning multiple adjacent keeps establishes a transport network enabling players to fast-travel to the front line, but territory can be conquered in any order, and the devs expect behind-the-lines guerrilla action to be a key precursor to a major offensive. The game itself won’t have shards – all players will occupy instances on a single server – but players and guilds will be bound to particular ‘campaigns’ for PvP, so the faction war will exist in different states for different people. It’ll be possible to guest in your friends’ campaigns, however.



Having three factions yields serious benefits for PvP on this scale: it prevents one side from ever becoming truly dominant, and even underpopulated alliances can act as powerful wildcards in the broader conflict. The reason it’s no longer common in MMOs is simple: creating three lots of content for a single game is a tall order when the average player will see, at most, a third of it. The Elder Scrolls Online’s solution to this problem is clever: they’ve found a way for everyone to see everything.

Your quest to reclaim your soul from Molag Bal will take place in the territories of your chosen faction and lead you to level 50. Then, you’ll be asked to choose a second faction to play through in what amounts to ‘new game plus’ mode. You’ll go through previously-inaccessible zones whose difficulty and loot has been enhanced for a top-tier player. When you’ve finished, you pick your third and final faction and play through that. You’ll still only be able to group and socialise with people from your own faction, but no content is locked off – so you can create a Khajiit without fearing that you’ll never get to explore Morrowind.

Creating a stable and fair MMO means sacrificing parts of the Elder Scrolls formula that will alienate certain fans. Mods are, as you’d expect, out: as is stealing everything that isn’t nailed down, murdering townsfolk at random, and filling ravines with cabbages. If you are willing to accept that this compromise is necessary in order to provide a different experience, The Elder Scrolls Online is worth paying attention to. An MMO doesn’t need to inherit every aspect of a singleplayer experience to benefit from its influence.
PC Gamer
harlive


Hi folks. This is where you'd normally find the week's Saturday Crapshoot. This week though, I'm trying a bit of an experiment. This week's game is - tech willing - going to be livestreamed instead. This may turn out to be an unmitigated disaster. Hopefully, it'll be quite fun. I guess we'll see, won't we?

We'll be running from 8PM BST (9PM GMT) until whenever. Check a time converter to find out what that means for you. Video will be embedded on the site, but you'll want chat from the channel too.

The game is going to be Harvester (which older readers may remember seeing before, but will hopefully be interesting to take a second look at in the flesh), as described by me as "Twin Peaks directed by Uwe Boll". I don't want to ruin anything, but trust me, it's the most insane horror adventure ever... even including Limbo Of The Lost. Expect truly awful painted on gore, eye-popping weirdness, and a nervous finger hovering over the CENSOR button just to be on the safe side. Even so, mature audiences only for this one. You have been warned. Not that any warning can cover the weirdness within...

Visit the channel here - as this is an experiment, not doing this one on the main PCG account. Video should be available afterwards if you can't make it, but better to be there than risk it.
PC Gamer
element4l


Ignore that number jammed unharmoniously in Element4l's name, and focus instead on the relaxing music, the smooth curves of the landscape, and the satisfying way your happy cube-character dissolves into embers and sparks.

In Element4l, you're in control of the four elements, bound together on a journey to shape life. Whoa. It appears that life-shaping involves lots of sliding down hills and squeezing one's self into tiny caves in dreamy, palm-tree-dotted environments. Still, don't think that such guns-lacking, pastel-colored, meditative play is going to be easy. Its developer, I-Illusions, promises that you will struggle as the gameplay "rearranges your reflexes." Who knows? Your standard FPS experience may be forever changed after getting hold of Element4l.

Element4l launched today on Steam, where it's $10. There are 16 levels, and somewhat jarringly, there's a competitive race mode to busy yourself with once you're done with single-player too. The music-box soundtrack is included in the form of high-quality mp3s, and a free DLC, "Lap Races," is scheduled soon. There's an undeniable sense of style to Element4l's gameplay—if the graceful arcs and sunset-beautiful colors are joined by gameplay as challenging as promised, it may be worth taking on.

PC Gamer
jaggedallianceflashback


It’s time to give Danish indie developer Full Control a pat on the back as their latest game, Jagged Alliance: Flashback, has gotten over the initial $350,000 hump with a final tally of $368,614—just hours before their Kickstarter ended.

The team is currently working on a video game version of the Warhammer 40K board game, Space Hulk, but wants to run pre-production on Jagged Alliance: Flashback in the meantime.

Full Control plans to base Flashback on the Sir-Tech Canada game, Jagged Alliance 2, and will be a turn-based RPG that has you managing a mercenary group as you take back a Caribbean island during the tumultuous period known as the Cold War.

The developers behind Full Control identify themselves as huge fans of the Jagged Alliance franchise and are looking to create an entirely new story—one that takes place before any of the previous Jagged Alliance games.

You might remember Kalypso Media publishing Jagged Alliance: Back in Action last year, which shares Jagged Alliance 2's story but was remade in isometric 3D. We're still not sure whether Flashback will use the purely turn-based combat from JA2 or the "Pause and Go" system from Back in Action.

Full Control wants to make mod support for Flashback a priority, but says it will be more specific once they have a final budget. The developer isn’t opposed to adding multiplayer, but said it wants to focus on the single-player campaign before making any promises.

While it appears as though Full Control missed the $375,000 stretch goal, which adds mountains, mines and pits to the environments, Community Manager Andreas Jes Sørensen told us their Paypal account has over $12,000, which totals to around $380,000 when you add in the Kickstarter money. Your mountains, mines and pits are safe. Well, probably not the pits. Or the mines. And now that I think about it, mountains can be pretty perilous as well.

Anyway, Jagged Alliance: Flashback is currently set to release in late 2014 on Windows, Mac and Linux, but—as it is for many games—the release date is subject to change.
PC Gamer
Leisure Suit Larry: Reloaded


Turns out Leisure Suit Larry: Reloaded isn't coming—well, not for a bit longer, anyway. The remake of Sierra's infamous 1987 adventure has hit various snags during development, resulting in a release date delayed till June.

Over at developer Replay Games' website, founder Paul Trowe blogged about his "heartbreaking" decision to push back the release date, in a way owing it to his fans' pinpoint-sharp six senses for uncovering game bugs. Over 4,000 beta testers, no doubt channeling Larry's super-keen "exploratory" skills, tore the bedsheets off so many bugs that Trowe didn't feel the remake was fit for release.

"Due to the pure number of bugs found in the PC version alone (Mac version is being tested now, but not via Steam), we’re having to delay the game, yet again, until the end of June," Trowe said. "I SERIOUSLY wanted this game out by the end of May because we’ve postponed it more times than Larry’s been rejected. Ok, well, maybe not THAT many, but still….we’ve had some delays."

It wasn't a lightly made decision, with what sounds like dozens of people being consulted in the lead-up to Larry's original planned release date. "Sure, we COULD release the game at the end of the month, but we’d be shipping it with bugs. Things like: the wrong line being spoken, Larry walking through a table in the cabaret, missing sound effects in the tutorial, no music in certain spots, and Larry’s scaling needing fine-tuning."

Leisure Suit Larry in the Land of the Lounge Lizards: Reloaded was Kickstarted last year, and then later Greenlit for Steam. Trowe has described this as more than just a remake, with eventual hopes to reinvigorate the entire seedy franchise.

"We have ONE SHOT at getting this game right, and it will set the bar for quality for all future Larry games to come."
PC Gamer
GunsOfIcarusPic


Airship combat sim Guns of Icarus Online should see a new game mode on the horizon now that its recent Kickstarter goal has been reached and surpassed in a crowdfunding effort that ended Tuesday. Developer Muse Games received $198,000 from 4,632 backers, exceeding its $100,000 goal for the 60-day pledge period.

The funding is set to be steered toward a Guns of Icarus Online expansion that the developer is calling "Adventure Mode," according to the project's official Kickstarter page. The current version of the game includes a deathmatch-style "Skirmish Mode," and the new content is intended to flesh out the action game's steampunk world and post-apocalyptic mythology. The development team says it is looking to add context to the existing multiplayer-airship gameplay through the construction of political factions and an economic system that will deepen the game world.

The factions, and the geography they control, are meant to spawn missions for the airship crews to complete. For an example of the faction lore that the expansion is based one, look here. As a standalone action game, Guns of Icarus Online already offers a unique—and charming—interpretation of a steampunk universe. The game's art direction, with its exotic dirigibles, brass-fitted flak cannons, and boiled-leather costuming, hints at a promising future. I can't wait to see what comes next.

Steam currently has all Guns of Icarus Online content at 50 percent off in a promotion ending May 28.

PC Gamer
Chemical Spillage Simulation


From the god of the simulation genre comes the latest in astounding, lifelike approximations of human endurance. No, I'm not talking about SimCity's infrastructural dramas. You won't be messing around with the direction of poop flow; instead you'll be dealing with drama-riddled matters of urgency, such as cleaning green goo off a factory floor to the satisfaction of health and safety inspectors. Yep—it's Chemical Spillage Simulation!

Chemical Spillage Simulation today appeared in the extensive catalogue of Excalibur Publishing, the same brilliant minds who backed up Euro Truck Simulator 2. You're the newest member of the Special Chemical Disaster Prevention unit—with a fluoro hazard suit, various tools, and even a robot at your disposal, you're going to ensure that livestock within a few hundred miles of the chemical plant never sprout extra limbs. You world-saver, you!

Like its truck-commanding brother, it sounds as though Chemical Spillage Simulation will also be heavily mission-based, with your career propelled through minor chemical clean-ups to battles with radiation and even factory fires.

The chemical spill-thrills are scheduled for a June release, and can be preordered through Excalibur's website.
...

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