PC Gamer
The Walking Dead


Like a masked psychopath sneaking up on a group of skinny dipping college students, the Steam Halloween Sale has suddenly arrived to murder your wallet in cold blood. There are 156 spooky games up for sale, including Eldritch, The Walking Dead, Don’t Starve (which now comes bundled with a free horror mod), and...Sleeping Dogs?

OK, so I’m not sure what the requirements were for Minimum Creepiness Levels, but the most of the games for sale are at the very least sporting the steep, steep discounts that we know and fear from the Steam Summer and Winter Sales. Snag Limbo for 75% off, Amnesia: A Machine for Pigs for 30% off and the point-and-click 1996 adventure I Have No Mouth and I Must Scream for less than three bucks.

If you’ve got titles of varying degrees of spooky and/or creepiness in your backlist, take a minute to stop by and see what you can find. The sale only lasts until November 1, so be quick about it.
PC Gamer
nether07-610x305


Nether, the urban-focused DayZ-alike we first told you about in August, has just hit Steam Early Access. The hopefully brutal survival MMO is now in Beta, and eager early adopters can get in and start checking out the game.



Developer Phosphor Games also released this live-action trailer a couple of weeks ago. Though live-action trailers aren’t my favorite thing ever, this one is sufficiently gritty to sell the atmosphere of this post-apocalyptic hellscape.

Nether takes a few pages from the DayZ playbook, but replaces sometimes-slow, always-stupid zombies with a much more predatory bad guy called the Nether. Phosphor is also replacing the wide-open spaces native to Arma 2 with a dense urban environment based on the West Loop of Chicago. Looting skyskrapers and bunkering down in a burned-out apartment building is an intriguing concept, and now we finally get to see if the game can live up to the promise of its ideas.

If you buy into the beta, you’ll get several extra keys to send to friends, which is a nice touch in a game where backup will always be appreciated.
The Walking Dead
ClementineShed


The next five episodes of Telltale's The Walking Dead series will be played as Clementine, the child taken in by previous lead Lee Everett, according to today's reveal. The Walking Dead: Season Two is "expected to premiere later this year," and continues Clementine's story from her point of view as she's "left to her own devices to seek safety and survive in a world gone mad."

"Now assuming the role of an ordinary child, players will struggle to outwit both the dead and the living in situations that will test their morals and control the flow of the story through their decisions and actions," reads the press release. It's possible we actually play as some other ordinary child, but that would be a pretty cruel bait-and-switch even by Telltale's standards. So we're in Clementine's more vulnerable shoes now, which should introduce unprecedented storytelling decisions to the series as we confront moral obstacles from a child's point-of-view.

Streamlining the catching-up process, Telltale has also announced The Walking Dead: Game of the Year Edition, which will include the original five episodes from Season One, the 400 Days DLC, the original score, and a behind-the-scenes video for $30 USD "or equivalent." That'll be out sometime next month.

Meanwhile, Season Two is up for pre-order on Steam now, and the first episode should be out before next year. Check out the teaser trailer above, and a bunch of screens below.











PC Gamer
Command & Conquer


EA's free-to-play Command & Conquer successor has been canceled during its closed alpha phase. A post on developer Victory Games' site points to community feedback as the primary reason for this decision. Polygon reports, via sources inside the studio, that the dev team is also being laid off.

"Part of being in a creative team is the understanding that not all of your choices are going to work out," the official announcement reads. "In this case, we shifted the game away from campaign mode and built an economy-based, multiplayer experience. Your feedback from the alpha trial is clear: We are not making the game you want to play."

Originally announced way back in December 2011 as Command & Conquer: Generals 2, the latest entry in the venerable RTS series was later reimagined as a mictrotransaction-based free-to-play game, which was slated to enter beta this year. The statement from Victory ends with the assertion: "We are determined to get the best game made as soon as possible. To that end, we have already begun looking at a number of alternatives to get the game back on track."
Thomas Was Alone
volume


A recent trailer for Volume has revealed that author, actor, and Thomas Was Alone narrator Danny Wallace will lend his voice to the game’s companion AI. YouTuber Charlie McDonnell will play the role of Robin Hood. Yes, that Robin Hood.

Volume will be a retelling of Robin Hood set in the near future. According to Eurogamer, Robert Locksley (better known as Robin Hood) finds a volume, a simulation tool that’s used to train a military coup’s forces. Locksley then uses the volume’s AI to “broadcast simulations of robbery against England's wealthiest, becoming the world's first crime let's player.”

I encourage anyone who hasn’t heard of Volume to check out designer Mike Bithell’s video demonstration, which should give you a better idea of what Volume actually is.

Volume’s set to come out sometime in 2014 on the PlayStation 4 with PC and Mac versions a month later.
PC Gamer
rebelmachinelogo


Rebel Machine is the latest label to join the growing independent games scene. Much like the recently launched Midnight City, creators Tom Ohle and Khaled Ibrahimi have emerged with the goal of helping out indie developers.

"We realize that developers often have a negative image of publishers," reads Rebel Machine's introductory blog post, "they force ideas on you, take too much money or just plain suck. We want to use our experience in working with publishers to build an appealing publishing option for a wide range of indie needs."

Ohle and Ibrahimi both have long tenures in the industry. The site points to Ohle's 12 years in games PR and Ibrahimi's history in game development as valuable experience the publisher can put to use. With that experience, Rebel Machine hopes it can help developers with "with production issues, dev pipelines, managing a virtual team and everything else you need to do to get a game out the door."

"We want to bring great games into the spotlight," the post continues, "games that push our medium forward. We’re looking for development partners who share our passion for incredible gameplay, beautiful artwork and compelling narrative." Clearly, Ohle and Ibrahimi know how lofty their ambitions are. But if their Get Published page is anything to go by, they're optimistic about their chances.

The release close with the declaration that "this might just be crazy enough to work."
PC Gamer
Insomnia-image


Normally, a good night's sleep can work wonders. Inside the disorienting premise of InSomnia, you've been asleep for 20 years on a semi-derelict station as it lumbers through space on a mysterious journey. As one of the few people not held in sleep stasis to preserve resources, it's up to you to survive among the ruins of the station and figure out what's been going on while you were unconscious.

InSomnia is being developed by the Russian studio MONO, which is calling the new project "a mixed-genre game" on its website.

"It combines elements from strategy, tactical, and real-time action games," says the developer. "The camera angle is reminiscent of classic RPGs. Its basic approach to narrative and character development via a massive variety of statistics, items, and actions also owes much to RPGs."

The real-time elements should include both PVP and PVE scenarios, with some battles including as many as 58 players "in a single location," according to the developer. The game won't be asking you to commit to a specific class, but instead expects players to develop stats and skills that fit their particular approach to dealing with life on the "Dump," as the mostly-deserted space station is known.

You can check out some alpha test footage in the video below as well as get a taste for the soundtrack here. The camera angle and setting hint at games we've seen before, but with a premise and story that feels new, especially if the idea of a wasteland starship is pushed to its logical extremes. InSomnia currently lacks a release date, but beta testing may be starting "shortly," according to MONO.

Thanks, Joystiq.

PC Gamer
Joe Danger 2 Halloween


Terrifying because it's a Halloween themed horror movie pack, y'see? Joe Danger 2 is set to get spooky, when the Undead Movie Pack is released later today. Although, I don't know about Hello Games, but most of the horror films I've seen don't involve a jolly fat stuntman riding a motorbike past cheerily sentient scenery, while a director gibbers merrily and a disembodied voice sings a melodic "DAAAANGER". It's possible that I've been watching the wrong movies.

"This add-on for Joe Danger 2 features 15 spine-chilling new levels across three complete tours with six ghoulish new characters," explains the trailer's description. "Hunt brains as Zombie, sabotage dark rituals as the Vampire Hunter, and escape the creeping darkness as Pumpkin Head! Claim skulls as the Rider, run the gauntlet as the Chimpanzombie and tame the dreaded Werebear!"

If you've not yet picked up the side-scrolling stunt platformer, a corresponding sale is also planned is now live, reducing both Joe Dangers by 75%. For more details on those, check out the Hello Games blog.
BioShock™
Burial at Sea 1


Booker DeWitt is slumped in his office, his numb stupor disturbed by a persistent knocking at the door. Historically for Booker, whatever's on the other side isn't going to be good news. And so it proves in Burial at Sea Episode 1, the first story based DLC for Bioshock Infinite. Its opening minutes follow the beats of a hardboiled detective novel. Moments later, the door swings open to reveal a girl, a case, and a whole ocean of trouble.

It's not that simple, of course. The girl is Elizabeth, the case is to find a missing child, and the ocean belongs to Rapture. If you've played Bioshock Infinite, you've probably got some questions right now. Questions like, "wha-?", "huh?", and "come again?" It's not that these characters couldn't exist in this city - Infinite's ending made sure of that - but it's a surprise to see Booker feeling so at home here, especially because this isn't some intra-dimensional knock-off Rapture. It's the Rapture, the one we knew and shot bees at, shown two years before Andrew Ryan was introduced to the business end of a 9-iron.

Such a setup could easily seem forced, but Burial at Sea is a proper follow-up to Bioshock Infinite's story - just one that happens to expand our perspective on one of the most iconic game worlds of recent years. "You could take any of these cool characters, stick them together, and there's some fan service there," says Burial at Sea's producer Don Roy about the plot, "but we wanted do it in a truly meaningful way, so that it stands on its own and is impactful."



And Burial at Sea is impactful, especially throughout its opening areas, where Booker and Elizabeth explore the commercial district of Rapture seeking an an invite to meet with one of the city's more illustrious residents. Here, the shops and corridors are packed with detail, providing insight into the workings of the Rapture before the fall. "I'm very excited to see if players and fans have that experience," says Roy. "One of the great things about Infinite was the introduction of the life in the world. So the narrative that we could tell through civilians just walking around and being there, so that is a great new tool in our toolbox that we were able to bring to Burial at Sea."

To call it "life" is a bit of a push. As in Infinite, Burial at Sea's Rapture feels more like an explorable stage - its actors dutifully perform their vignettes as you pass. But the hyper-real spectacle does sell the idea of a place where magic has become the norm - from the theatrical flourish of a Houdini splicer serving drinks to his customers, to the awkward silence that follows a line of Little Sisters. It's an effective snapshot of a growing excess that would of course result in Rapture's horrifying implosion.

Nowhere is this more apparent than when meeting Sander Cohen, one of the few returning characters from Bioshock 1. His encounter is the highlight of this short Part 1 campaign, and it effortlessly ties together ideas and plot strands from both Irrational Bioshocks. It also shines a light on Elizabeth's perception of Booker. Their relationship is colder and more formal throughout the story; a result of the fact that Booker doesn't know who Elizabeth is, and that Elizabeth absolutely knows who he is.



"I love it," says Roy of this new incarnation of Elizabeth, "because she's still truly evolving as a character. I'm interested to see how players react to her, because there is a stark difference. Her existence is now coloured by the violence that she's witnessed in Columbia - and partaken in - and the transformation at the end to be who she ultimately became. So she's coming into the situation with a purpose, but she's coloured by all those experiences."

Burial at Sea does switch pace from exploration to combat, which brings back another recurring Bioshock scenario - rooms full of crazed, magical psychopaths in need of killing. Burial at Sea sticks with Bioshock Infinite's combat system, tweaked and squashed to fit inside the rooms and corridors of Rapture. "That's one of those ones where everybody in the room is 'yeah, we know how to do this,'" says Roy, "And then you start building and you're like 'oh wait, we have to build this from the ground up.' But it's great, because you end up with the best work when you do that. Trying to piece together something is never going to be as good as holistically going, 'we're going to make this new, and we're going all in.'

"Having to rebalance and rework the systems so they fit Bioshock 1's structure - because it's Rapture, and it's hallways and it's more enclosed encounters - was a big challenge for the team. But so many great lessons learned, and we flexed muscles we hadn't in a long time. And you start getting it, and you start making good decisions about the amount of resources the player has, and one day you're playing and it's really fun. You're running for your life, and you're having to make hard decisions, but they're fun hard decisions to make."



Not everything transfers cleanly. Rapture's using Infinite's Vigors now, for instance, although the fan-designed Old Man Winter bottle does reintroduce one of Bioshock 1's powers. "That's the best case scenario," explains Roy. "We realise we need a plasmid, we know we'd like to have some functionality that was in Bio 1, and we have this thing show up. It's amazing, and it looks like it could have been done out of our studio, and it's compelling and awesome and when you see that poster you're like, 'I want that bottle'."

There's an attempt to explain the switch: a series of audiologs from Ryan's researcher Suchong, as he investigates the after-effects of Elizabeth's reality hopping. The reasoning behind the inclusion of Infinite's Skyhook, on the other hand is arbitrary and throwaway. Brief justifications aside, the combat system feels great in its new home. Where Infinite could overwhelm through numerous systems in large arenas, Burial at Sea's tighter space and lighter resources mean every element feels essential. You need Elizabeth's tears to buy you cover, Vigor traps to cut off possible flanking routes, and the scarce handful of bullets in your handful of guns. Fights feel scrappy and reactive in a way that Infinite never captured and, for all the grandness of the opening, it's this focus on scavenging, planning and scrambling through that provides the majority of the DLC's thrills.

If there's a downside, it's those thrills are packed into such a small package. At roughly ninety minutes, it's short, even for a DLC campaign, and ends with a cliffhanger to set up next year's Episode 2, in which you'll play as Elizabeth. Of that chapter, Don Roy was understandably cagey. "The one thing I will say is that she's very different from Booker. The exciting thing about doing that - the reason to do that - is to be able to see the world through her eyes. As we were talking through the possibilities, it became, 'well, we can't not do this'. It's what fans want, it's what we want."

Bioshock Infinite: Burial at Sea - Episode 1 is due out on November 12th.
PC Gamer
Rise of the TRIAD


Absurd FPS Rise of the Triad has just released its 1.2 update, which could alternatively be called the "stuff people kept banging on about" update. It adds a much requested quicksave feature, which should reduce instances of keyboards being thrown out of windows by roughly 32%. It also introduces the game's Ludicrous Development Kit, giving the community the chance to create maps and mods.



Mmm, raw assets.

"This is our second big content patch, which includes even more, tweaks, optimizations and features requested during since release (including quicksaves - the most requested feature) and the much anticipated Ludicrous Development Kit," writes Interceptor's Frederik Schreiber. As an added feature for the tireless bores who complain that quicksaves are cheating (while simultaneously failing to realise that they could just not use them), there are score penalties in place for quicksaving/loading.

The lack of quicksave support was one of the few issues Ben Kim had in our largely positive review of Rise of the Triad. For the 1.2 update's other fixes, check out the full changelist.
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