Dishonored
4k screenshot showcase dishonored


Every week, keen screen-grabber Ben Griffin brings you a sumptuous 4K resolution gallery to celebrate PC gaming's prettiest places.

You wouldn't think a plague-ridden industrial city would look appealing, but get away from the rats and smoke stacks and Dunwall is home to some real beauty, from the Hound Pits Pub to Lady Boyle's party. Check 'em out in Ben's 4K screenshots.



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The Elder Scrolls IV: Oblivion® Game of the Year Edition
Skyblivion


Morrowind revival project Skywind looks like a valuable resurrection of Bethesda's 2002 RPG. So much so, that the community responsible for it are also porting another classic Elder Scrolls into the Skyrim engine. The name "Skyblivion" may look like what would happen if you sneezed too hard and smashed your head on a keyboard, but it signals the start of Oblivion's transfer into the newer TES. It's been in the works for a while, but a new trailer has surfaced, showing the progress the team have made.



"Skyblivion is very early in development and as you might have noticed textures and models are pretty much untouched at this point," the trailer's description admits. As with Skywind, the team are looking for help in the creation of this mod. "In order to do this project right we will need help from the community with either the development or simply spreading the word so that we can get people interested in helping out with this project."

If you'd like to get involved, visit the TESRenewal forum. If, like me, you prefer passive anticipation, you can see more of the project below.

Fallout: New Vegas
For the Enclave


In the Fallout universe, The Enclave -- deservedly -- have a bit of a bad reputation. On the other hand, they have cool armor and they're always landing vertibirds all over the place like total badasses, and while that doesn't make me like them, it at least makes me think they're kinda cool. That's why For The Enclave, which recently released its final version, is the Fallout New Vegas mod for anyone who's always wanted to join the Enclave.

The modders behind For the Enclave know the best thing about the Enclave is their mode of transport, and starts their mod off in the perfect fashion. Rather than just have some schmuck courier run up to you, or simply add a quest marker to your Pip-Boy journal, they bring in a vertibird to locate you in dramatic fashion. A chopper landing just for you on any occasion is always awesome, but a vertibird touching down in front of you in the post-apocalypse? Double-awesome.

Aw yeah. Picking you up in style.

It seems an Enclave general has noticed your badassery and perhaps has gotten a bit tired of being on the receiving end of it. You're invited to an underground bunker, the Enclave's version of a Vault, really. You can travel there on your own time or climb into the chopper that's just landed. Personally, I chose to take the ride. Why the hell wouldn't you? You've got something better to do than ride a chopper?

Hey, a map. Every mod should have one of these.

The Enclave bunker is big and sprawling, with hangers, barracks, a command HQ, an armory, and several levels of corridors, which is why its so nice that the modders took the time to place maps all over the place, mounted on the walls. Let's face it, it's no fun running around in circles, repeatedly opening the same doors and climbing the same stairs as you try to find your way out of a facility, which was a problem even in the vanilla game.

Don't I know you from a box cover or something?

Despite your reputation and the fact that the Enclave went looking to hire you, you still have to start at the bottom of the food chain and work your way up. There's a couple small, fairly routine tasks you'll need to perform before you get into some serious Enclave business, but it won't be long before you're strapping on power armor and doing some heavy lifting for your new crew.

Ghouls. Why did it have to be ghouls.

One early mission will have you investigating a gloomy underground laboratory. It may seem like a spoiler, showing that picture of ghouls, but trust me, you will know there are ghouls around the second you walk into the lab the because you can hear them. Constantly. Screeching. It just takes a while for them to, like, actually show up. Maybe it's just me and the fact that I always found Fallout's ghouls completely unsettling, but this entire mission was creep-tastic.

If you can't beat 'em, join 'em. Wait, I joined 'em! Why do I still have to beat 'em?

It also turns out that things in the Enclave are not super stable, and the militaristic faction has itself split into sub-factions. There's a splinter branch of the Enclave, and they're not super happy that you're pitching in to help. Hopefully you've already got on your new power armor, because this other Enclave is no picnic to deal with.

I'm wearing stealth armor but using a grenade machine gun. I'm sending mixed messages.

Soon you're in all-out war with the splinter Enclave group, and sent on a mission that's part stealth and recon, and part massive military conflict. Best of all, you get a chance to see more vertibirds swoop across the sky, touch down on the earth, discharge a bunch of Enclave troops -- and they've arrived to help you, not kill you. How sweet it is.

Oh man, I'm boned. Er, no, wait! They're on my side! I'm saved!

I don't want to blab about the entire mod, but there's a lengthy and challenging multi-part main quest, and a handful of side quests you can complete for some of the mod's new characters. You'll eventually unlock custom living quarters in the new bunker, and there's also a new companion that becomes available when you've progressed through some of the missions. There will be some new random encounters as well based on certain choices you've made during the main quest.

So can I play Threes! on this thing or what

There are often waits of a few days between new missions in the mod, meaning this is a good mod to mix in with other activities or quests: when the Enclave has a new task for you, you can trust them to come and find you. There's some custom voice work in the mod, though it's mostly kept to a minimum, which is genuinely refreshing. Sometimes mod makers, when creating dialogue, create quite a lot of it, but here the talking is sparse and to the point.

This mod has been in development for a good long while, and earlier versions have been released in the past, but this appears to be the final version and is definitely worth your time.

Installation: You can download the mod right here. Just make sure you've checked both the .esm and .esp file in your data files when you launch the game as both are needed. You'll also need to be at least Level 15 for the quest to activate. There are also some addition files for improving performance and adding new Enclave uniforms, read the "Installation" section on this page to learn more.

 

 

 
The Elder Scrolls V: Skyrim
The Elder Scrolls Online just pretend those snakes are bugs


While heroes across Tamriel journey to reclaim their souls from that jerk Molag Bal in The Elder Scrolls Online, the MMO's devs have kept to their own quest to vanquish lingering glitches and loopholes such as a pretty serious duping exploit and the dreaded Spell of Disappearing Bank Items. In a message posted today on the official forums, director Matt Firor addressed these issues and other problems in a general evaluation of TESO's current state and the studio's plans for improving it.

One highly visible aspect of TESO's gold-farmer invasion is the presence of bot groups sitting right on top of boss monster spawns in open dungeons to constantly gather high-quality loot and gold. Partly at issue is the game's open-tapping system, where any player can hit a monster once or twice and benefit from full experience and looting privileges. Beyond banning reported bot accounts, Zenimax is still figuring out a long-term solution its latest proposal is a loot lockout timer that's drawn heated debate over its potential to hamper character progression.

"I play the game every day; I see too, and yes, they drive me crazy," Firor wrote. "We have had a daily running battle with them ever since the game launched, and we continue to take measures to keep them away from players, even when it isn t always apparent that we are."

Firor also revealed black market reports account for nearly 85 percent of calls and emails sent to the game's customer support team. It's a good sign of an active community stepping up to do its part to banish the gold-selling affliction out of Tamriel for good, but all the reports are also stretching the response time for open tickets to a lengthy wait another concern Firor is aware of.

The recently discovered duping bug a simple procedure of cloning stacks of items using guild banks hasn't affected TESO's economy, Firor claimed. "We did turn off guild banks to limit the spread of the problem, but that was only until we put up a new version of the game that fixed the exploit later that evening," he explained. It'd be nice to see a more thorough description of how Zenimax detects which items were duped or not, as it's rather easy to launder copied crafting materials through secondary accounts and the sale of crafted items using said materials.

Firor concluded with the announcement of an updated version of the game soon appearing on testing servers with numerous fixes and adjustments to class abilities and item balance. Craglorn, the first adventure zone, will also appear for Veteran-ranked guilds to try out 12-man raid content and 4-man dungeon challenges.
Half-Life 2
Steam graphs


Have you played every single game in your Steam library? No? Neither have I and that accomplishment is apparently just a small sand grain in the over 288 million games in Steam collections that have never felt a press of the Play button. That's a surprising figure from a new report by Ars Technica researching the most active and popular games on Steam straight from the recorded statistics of some of the platform's 75-million-strong community.

Ars' method for its number flood involves sampling registered games and their played hours via profiles and their unique Steam IDs. With the help of a server for computational muscle, Ars randomly polled more than 100,000 profiles daily for two months to pull together an idea of which games see the most time on everyone's monitors. In other words, your Backlog of Shame (don't deny it, everyone has one) probably took part in some SCIENCE at some point. Exciting.

Some caveats exist, though. The data Ars looked at for its research only extends back to 2009, when Steam brought in its "hours played" tracking system. Owned and played/unplayed games are thus slightly skewed to not account for older releases from the early noughties, and any length of time spent in offline mode wouldn't get picked up by Steam either. Still, Ars claims its results deliver a good picture of Steam gaming trends for the past five years albeit with some imperfections.

Predictably, Valve's personal products stack high on the list in terms of ownership and most played hours. Dota 2 takes the crown with an estimated 26 million players who ganked faces at some point in the MOBA, but free-to-play FPS Team Fortress 2 follows closely behind with a little over 20 million users. Counter-Strike: Source rounds out the top three with nearly 9 million players, but it's also collecting dust in over 3 million libraries.

As for non-Valve games, Skyrim wins in activity, barely edging out Counter-Strike: Global Offensive with 5.7 million estimated active owners. Civilization V kept 5.4 million players hooked for Just One More Turn, and Garry's Mod boasts 4.6 million budding physics artists.

Want to know what the most unplayed Steam game is? It's Half-Life 2: Lost Coast, the Source tech demo given free to pretty much everyone on Steam who bought or fired up Half-Life 2. It hasn't been touched by an approximate 10.7 million players. I guess that old fisherman is feeling pretty lonely right now.

My favorite stat is the total of played hours divided by game mode, more specifically the separate multiplayer clients of the Steam versions of Call of Duty: Modern Warfare 2 and Black Ops. The single-player campaigns for each respective title sits modestly within the mid-20-hour range, but the multiplayer side balloons well into the hundreds of hours. It's a pretty obvious indicator of where the biggest chunk of popularity resides in FPS gaming, but it's not like you wouldn't get weird looks for claiming you play Call of Duty for the story anyway.

See more of Ars' results in both number and pretty orange graph form in its report.
The Elder Scrolls V: Skyrim
4k screenshot gallery skyrim


Every Monday, keen screen-grabber Ben Griffin brings you a sumptuous 4K resolution gallery to celebrate PC gaming's prettiest places.

Skyrim is a permanent hard drive fixture for many here at PC Gamer. We don't tend to go questing for hours on end like it's 2011, but some worlds are interesting enough to warrant a revisit even years later. There's a fantastic mod community that's pushed Bethesda's engine further than anyone thought possible, but it's easy to forget how good vanilla Skyrim looks with just a little enhancement. To demonstrate, Ben has gone wandering in the wilds to bring you this week's set of shots, from Markath to Riften and beyond.



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The Elder Scrolls V: Skyrim
riftreportt


Every Tuesday Andy straps on the Oculus Rift and dives headfirst into the world of virtual reality. Is it really the future of PC gaming? Let s find out.

Now that the Facebook buyout story is yesterday s chip paper, everyone has stopped talking about Oculus Rift. Not me, though. The headset is a permanent fixture on my desk, and I m always keeping my eye on sites like RiftEnabled and Oculus VR Share for new demos to try. It s a minefield, though. The open nature of the hardware means there s a lot of crap out there in Rift land, but it s amazing that most of the good ones I feature in The Rift Report are made by one person in their spare. Imagine what a team of 100 developers with a blockbuster budget could do.
A surprise ending in Malfunction


This demo was created in Hutong Games Unity plugin PlayMaker, which lets you create 3D adventure games with little or no coding experience. It s brief, lasting only a couple of minutes, but it s brilliantly scripted and animated. If you have an Oculus Rift, I advise playing it before reading on, because there s a surprise at the end that you should see for yourself.

I wake up in my apartment and wander into the kitchen where my wife is making coffee. I stroll past a mirror and notice that I can see my body, and spend five minutes tilting my head and watching my avatar copy my movements. Looking down and seeing a virtual body while using the Rift never feels quite right, but this is one of the best examples of it I ve seen so far.

It s a fairly mundane domestic situation, until I find the gun. My wife starts yelling, understandably, but it s in Polish (I think) and I have no idea what she s saying. Seemingly unperturbed by her gun-waving husband, she turns to pour the coffee and, suddenly, there s a flash of electricity and she falls to the floor and starts convulsing violently. The screen begins to flicker, revealing that my wife is, in fact, a robot, and I ve been projecting some kind of VR skin onto her.

The machine rises from the floor, rushes towards me, and grabs me by the neck, lifting me in the air effortlessly. Why would they make these robot wives so strong? Its eyes are glowing red with fury, but I still have the pistol. I squeeze the trigger and it keels over. Terminated.

Download Malfunction
Retrofitting VR into Skyrim with Perception


This program lets you inject Oculus Rift support into games that otherwise don t have it. Titles supported include Dishonored, Dear Esther, Skyrim, Borderlands 2, and Mirror s Edge, and although the effect isn t always perfect, it s still a thrill to explore these worlds in VR.

Skyrim feels much more massive in scale, especially when you have to crane your neck to see the peak of the Throat of the World. The rat-infested alleys of Dishonored s Dunwall feel grimier and more claustrophobic. Each game has its own quirks that you ll have to deal with, usually involving changing FOV settings, but most problems can be overcome by searching the forums.

Download Perception
Spying on the neighbours in Private Eye


Private Eye is inspired by Alfred Hitchcock s film Rear Window, in which a housebound photographer spies on his neighbours in an attempt to unravel what he thinks is a murder plot. The influence is clear, from the layout of the buildings, to the cast on your leg. You can zoom in with your binoculars, adjusting the focus to follow people and pick out clues in the environment.

In the demo I played, the structure was a little messy. I didn t really feel like I was piecing together clues to solve a mystery. It s more like an elaborate hidden object game, mixing objectives that relate to the murderer you re trying to catch, and more ordinary things like finding an old woman s missing cat. But, as simplistic as it is, it s a novel use of the Rift hardware, and professionally made.

I love the film noir soundtrack and the amount of detail there is to pick out in the world. This is the result of three weeks spent pretty much entirely in my room going slightly mad, says its creator, who recently showed the game off at Rezzed. To see so many people enjoying Private Eye puts all the sweat, tears and sleepless nights into perspective.

Download Private Eye

Community FAQ

If you have a question about the Oculus Rift, ask Andy on Twitter, or leave a comment below, and he ll answer it in next week s column. Even the silly ones.

Does the Rift affect your eyesight once you remove it and try to adjust to natural light again? Is the transition odd? Dominic Rogers

Not really. You d think it would be more jarring, but I don t feel any sudden change in light when I emerge from the Rift after extended periods of time. But the longest I ve used the Rift for in one session is about 40 minutes while playing Euro Truck Simulator 2, until it got too hot and I had to take it off. I imagine if you spent five hours in the thing, taking it off might be more of a shock to the senses.

How easy is it to switch between the Rift and your monitors? Rich Smith

The way I have it set up, there s no need to switch. My computer recognises the Rift as a duplicate display, so when I load a game up, it appears on both the monitor and the in the Rift. On the monitor it looks like the screenshots above, with two separated images.

What are the top things that induce barf? Do games need to adapt their design, or will players just get used to it? Did you? Marsh Davies

Different things make me queasy at different times. Often I ll get it if I m looking down at my character s legs, then suddenly look up. Others when I m banking sharply in a flying game like Elite: Dangerous. But it seems to affect people differently, so what s fine for me might be bad for you. There are people who can t use the Rift for more than five minutes without feeling like they re going to hurl.

I m sure Oculus have people investigating this, because they ll need to consider the health and safety implications before they release it. You know that warning you always ignore about taking a break every hour while playing games? Surely it must be an even shorter amount of time in the Rift. Even as a seasoned VR user, I m occasionally forced to take it off because I feel sick.
The Elder Scrolls V: Skyrim
What we want from The Elder Scrolls VI
Fallout: New Vegas
mark-morgan-photo


Article by Andy Chalk

Mark Morgan may not be as "instantly recognizable" as composers like Jeremy Soule, Jack Wall or Jesper Kyd, to name just a few, but to a certain subset of gamer nerd-dom he's easily the equal of any of them. He has more than a dozen titles to his credit in a career that began in 1995 with Dark Seed II, but there are three in particular--Fallout, Fallout 2 and Planescape: Torment--that established him as one of the most unique and memorable talents in the business.

And yet Morgan's work in videogames represents only a slice of what has been a remarkably varied and successful career in television, film and even as a member of the band Starship. "In the mid-nineties, I was working mainly in television when an agent friend, Bob Rice, heard the score I was doing for a network show called Prey," Morgan recently told me. "He thought that vibe might translate to videogames and introduced me to a few developers. After doing a couple of games, I discovered that the medium offered a great opportunity for me to explore my goal of writing a score that was minimal, immersive and put the player emotionally inside the game."



His soundtracks for Fallout and Planescape are particularly distinctive because the developers specifically wanted to avoid a conventional orchestral score. "Although Planescape: Torment had some orchestral elements, it still came from an ambient place in order to tell the story, whereas Fallout was simply a very dark ambient game," Morgan said. "The developers knew they liked the ambient vibe, so based on some of my prior work they approached me to explore the possibilities for these games. With Planescape: Torment it was a conscious decision to be more thematic but keep it ambient."

Yet after 1999, the year in which his work appeared in both Planescape and Civilization: Call to Power, Morgan effectively fell off the face of the Earth, at least as far as gamers are concerned. He provided some music for the Giants: Citizen Kabuto soundtrack but otherwise appeared to have moved on to other things. It would be ten years before he returned to games with EA's 2009 release Need for Speed: Shift.



"During that decade, I found myself writing music for television again. Then out of the blue, Charles Deenan, who I had worked with at Interplay and was now at Electronic Arts, asked me to contribute some tracks for Need for Speed: Shift. I had always wanted to do that genre of game, so I jumped at his offer. Soon after, I was offered Prey 2, which I co-wrote with a fellow composer, Jason Graves," Morgan said. "The experience rekindled my love of writing for games. And luckily, soon thereafter I got a call from Brian Fargo, for whom I had worked when he was CEO of Interplay. He was now running inXile, and asked if I wanted to work on Wasteland 2, followed by Torment: Tides of Numenera. Since I had worked on what were essentially the prequels to both of those games, I was thrilled to revisit them."



Morgan said his approach to creating game soundtracks is "collaborative" but the specifics of the process depends on the individual game. He cites Miles Davis, Peter Gabriel, Ryuichi Sakamoto and Trent Reznor as some of his many influences, and added that architecture, specifically the Minimalist and Modernist movements, has played a huge role in his work and "profoundly influenced" how he writes music.

"I am moved by the simplicity in modern architecture. With its space and restraint, you can see it all without being detoured or interrupted by things that don t matter," he explained. "To borrow a quote, 'Subtle enough to not intrude, but bold enough to not become irrelevant.' That s kind of my goal. As this relates to games, I want to effect the player in subliminal ways by keeping them in the moment."

He also allowed that his rather sudden re-entry into the field is driven in part by the emergence of a strengthened indie sector, which has rekindled his interest in gaming. "With the advent of crowd-funding, smaller independent developers can make the style of games that avid gamers want to play. Without the constraints of 'corporate-think,' this freedom translates to the music as well," he said. That gamer sensibility is reflected in his participation in a third game, Stasis, a far more modest Kickstarter project he asked to take part in simply because he thought it looked cool.



"When I first saw the visuals I was hooked. The creators of Stasis, Chris Bischoff and his brother Nic, have such a passion for their game it was infectious," he said. "After seeing their teaser on Kickstarter, I emailed Chris to see if they had a composer. He emailed me back that they didn t, so I talked him into letting me do it."

Despite his early association with the franchise, Morgan said he hasn't been asked to take part in the next Fallout game, although he'd "love to do it" if he could. Neither is he aware of the status of Prey 2, which he is no longer actively involved with. "I don t have any idea of how the gameplay was working out but visually it seemed really cool. I loved working on it, but for me personally I felt I hadn t quite found the sound of the game yet. Before we delivered the final score I had always planned on reworking almost all of my tracks and adding the vibe I thought was missing, but I never got a chance. There were also quite a lot of time gaps between portions of the writing which, to be fair, does happen in many games, but I wish the process could have been shorter and more focused. That said, I think if you played Jason Graves' tracks and mine as a whole score, it had the makings of an interesting soundtrack."



As for the future, Morgan said he's never really sure what it holds, but he sounds happy about his recent resurgence in games. "A lot of the music I m asked to do style-wise is a departure from what I do in TV, so it s really satisfying from a creative point of view," he said. "I also love the fact that, at least with the games I m working on at present, I'm asked, 'Can you make it even darker?' That always works for me."

So far it's worked pretty well for us, too. Of the three game projects Morgan currently has on the go, Wasteland 2 is expected first; no release date has been announced, but it's well into beta testing. Stasis should come next, nearer the end of the year, while Torment: Tides of Numenera is slated to arrive in 2015. To find out more about Mark Morgan and his music, hit up markmorganmusic.com.
The Elder Scrolls V: Skyrim
Skywind


Sometimes it's difficult to have a surname that can double as an adjective for uncontrollable, mindless violence. Especially when your job is to report on games, which are exceptionally good at making enemies that are characterised by their uncontrollable, mindless violence. The overuse of the word 'savage' in gaming is a completely unwarranted defamation of my ancestors. After all, they were only responsible for around 28% of maulings in the UK's West Midlands area. Still, the damage is already done, so here's the "Savagery" trailer for Skywind, the excellent looking Skyrim mod that aims to fully recreate Morrowind.



The natural question, then: when's this out? Not for a while, it seems. In the comments of that video, it's creators set out only the vaguest of release targets. "For everyone asking, there is no final release date. We're not just being jerks and not telling you, it's just hard to say at this point. It's estimated for late 2014, but it all depends."

In fact, it's so not currently ready, that the makers are no longer allowing downloads of the current alpha stage. That's because the footage from the video is of the next planned build. The current one did little more than let you move through the terrain and interact with certain objects.

Even though it's still a long way off, the amount of activity that's recently been revealed about the project leaves me hopeful that it will eventually be finished. Previously, we've seen trailers showing just how pretty its environments are, and a lengthy video detailing how many people are involved in bringing Morrowind to a new home.
...

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