Counter-Strike
steam sale day 7


We've now been living and breathing the Steam Summer Sale for a week, losing sleep for every flash sale, antsy with anticipation every time the new deals tick over. We're feverish from the savings, but it would be madness to stop saving now. Today's deals fuel our appetite for strategy, shooting, and launching valiant little green men into space on absurdly oversized rockets.

Don t forget to check out GOG s summer deals, too.

Reminder: if a game isn't a daily deal or a flash sale, it could pop up later in the sale for an even lower price. If you want to be safe, wait until June 30 to pick up a sale-long deal.
5 - The Banner Saga
50% off: $12.49 / 9.49 - Steam store page
One of the biggest artistic achievements in gaming this year. We love The Banner Saga s hand-drawn characters and how they animate on the battlefield, but we especially enjoy the way its detailed, Nordic landscapes parallax as your caravan of warriors and survivors march on. The Austin Wintory score is a cherry on the top.
4 - Kerbal Space Program
40% off: $16.19 / 11.99 - Steam store page
We ve murdered a lot of aliens in games, but only in KSP have we stranded little green guys in planetary orbit due to our grossly incompetent management of a budding space program. The Early Access rocket physics simulator is one of the best games still under development, and already has a large community of engineers sharing stories of harrowing space missions, ship designs, and mods. KSP has even made its way into classrooms.

Read Ian s five-part Kerbal Space Program chronicle to see how he learned rocket-building basics and launched a mission to the M n.
3 - Counter-Strike: Global Offensive
50% off: $7.49 / 5.99 - Steam store page
The best competitive FPS on PC owes a lot to its skill-based matchmaking format. At any skill level, five-on-five Counter-Strike narrows the range of tactical choices available to you and the time you have to make them, creating a wonderfully concentrated competitive mode. Otherwise, CS:GO is mainly a vehicle for microtransactions: beware the allure of $400 virtual knives.
2 - Tomb Raider
75% off: $4.99 / 3.74 - Steam store page Flash sale: Buy it before 8 p.m. EST
Lara Croft returns in a gorgeous action game heavily inspired by Naughty Dog's Uncharted series. This younger, rebooted Lara doesn't have her predecessor's confidence or predilection for interesting puzzles the only tombs in this game are disappointingly short and simple but the shooting is by far the best in the series. Exploring Tomb Raider's island and crafting survival gear is also fun, as Lara is a nimble climber and each area is packed with interesting treasures to hunt down. For a challenge, forgo the assault rifle and grenade launcher for Lara's incredibly satisfying (and silent!) bow.
1 - BioShock Triple Pack
83% off: $10.19 / 6.79 - Steam store page
If you haven t explored the ruins of Rapture, you re in for a treat. BioShock s world is a revelation, an under-the-sea society that s crumbled under its own weight, and exploring what remains of it and shooting its crazy inhabitants in the face with fireballs is a delight. BioShock 2 goes even further, changing your perspective and adding a surprising amount of depth with its own story. Irrational s swansong, BioShock Infinite, may still be polarizing, but Columbia is just as beautiful and terrifying as Rapture, and well worth exploring. All three are included here in a bundle that s too cheap to pass up.

Other great deals today
Remember that games not categorized as Daily Deals or Flash Sales may be reduced further later in the sale.

Bastion (40% off) $8.99 / 6.59
Killing Floor (50% off) $9.99 / 7.49
Mirror's Edge (75% off) $4.99 / 2.49
Fallout: New Vegas Ultimate Edition (66% off) $6.79 / 5.09
BioShock™
Minerva's Den


It used to be that Games for Windows Live was a heavy weight, dragging down whatever game it latched onto. Now, with the service's shutdown thought to occur next July, that weight has putrefied, like a rotting carcass, steaming from the heat of some great games. As you may have guessed, I'm not sorry to see it go. I'm definitely not sorry if it means existing GfW Live games issue updates that swap it out for a more palatable service. That's what Bioshock 2 has just done: ditching Microsoft's problematic client for Steamworks. As an added bonus, the previously GfW Marketplace exclusive Minerva's Den DLC is now also available on Steam, and has been given to existing Bioshock 2 owners for free.

The Steamworks switch means a few things, of varying degrees of importance. Steam achievements are now active, as is full controller support. More significantly, retail keys have been added into the Steam database, meaning owners of a physical copy can pop in their CD Key and register the Steam version. Make the switch and you'll automatically be given all the existing multiplayer DLC packs too.

If you don't yet have Minerva's Den, widely regarded as one of the better DLC campaigns in existence, you can grab it from the Steam store. Both it and Bioshock 2 are currently 50% off in this weekend's 2K sale. With the sale rolling through different games each day, there's a good chance the game will receive an even bigger discount later in the weekend.

Elsewhere in the campaign to kill Games for Windows Live dead, the PC Gaming Wiki has been tracking which games have confirmed or even actioned its removal. So far, both Arkham games are beta testing removal of GfW Live and SecuROM, while Dawn of War 2 and its Chaos Rising expansion will likely be stuck with it, due to THQ's demise.
Grand Theft Auto IV Trailer
gfwl


An update to the Age of Empires Online support page revealed that Games for Windows Live will shut down July 1, 2014, and with it, at least some of AoE Online's features, if not the whole game. The announcement has been removed and replaced with the original text, but here's what it said:

"Games for Windows Live will be discontinued on July 1, 2014. Although it is available through Steam, Age of Empires Online requires features of the Games for Windows Live service. You can continue to enjoy all the features of Age of Empires Online as the service will remain 100% operational until July 1, 2014 when the server will shut down."

Microsoft announced last week that it's shutting down the Games for Windows Marketplace. Games for Windows Live is something else entirely, a DRM and multiplayer infrastructure formerly used by Microsoft, Rockstar, Capcom, WB Games, 2K Games, and others. If you've had to use it, you know why few will mourn the loss.

If this deleted update is accurate, however, there is one big concern: presumably, any game currently using GFWL will need to patch it out and replace it with Steamworks or its own system to continue working after the 2014 shut off date. That's Dark Souls, Street Fighter IV, BioShock 2, Grand Theft Auto IV, and more. Eep.

We'll let you know when Microsoft officially confirms or denies the news.

Thanks for the link, /r/Games.
BioShock™
Bioshock Infinite's Elizabeth


Bioshock Infinite’s first episodic DLC, Burial at Sea, is headed our way in the next few months, and the biggest news for fans of the series is that we’ll get a chance to step into Elizabeth’s shoes. Now we’re getting some new information about what designing Elizabeth has been like, and how her character will shape the game.

“Liz is such a different character to Booker, and if we were to just put Booker in a dress,” level designer Amanda Jeffrey told IGN, “then that would be the most awful betrayal of what we're doing for Liz, and players would just feel like it was a cheap way out, and that's not something that we want to do.”

Booker, of course, is a soldier, and his strategic but strong-handed approach to things informed a lot of what we saw in Infinite. “He's very much about storming the gates, or taking it head on, and he has these other tools available to him, but generally he's all about going head to head with his enemy...” Jeffrey continued. “Elizabeth was a much more thoughtful person. She would be more considerate about keeping out of danger, and assisting you with various different things, and looking for things around in the environment and keeping an eye out for stuff.”

In terms of the game, it sounds like Burial at Sea will be a much more stealth- and puzzle-based type of game. It will also be our first chance to revisit Andrew Ryan’s submerged utopia, Rapture, since Bioshock 1 and 2.

For more details, check out the full interview with Jeffrey and series creator Ken Levine.
BioShock™
BioShock Infinite Elizabeth


Spoiler Alert! Don’t read this post or its comments unless you’ve finished BioShock Infinite. Experience it for yourself so you can come back and analyze it with us when you’re done. Don't even scroll down a little. There are screenshots.

Those of you still reading can appreciate why we say that—the ending needs to be experienced fresh, but not talking about it is excruciating, even when your friends are cupping their ears. We’ve been going back and forth about Infinite for a few days, and that conversation comes in two flavors: the technical exercise of untangling all the interdimensional spaghetti, and our critical response to it.

The best way to express that conversation is with the conversation itself, so Evan and Tyler have written out their key points in the dialog below. Evan, you have the floor:

Evan: Let’s talk this out, Tyler. I think it’s fair to call Infinite’s ending one of the most intricate ever. With multiple realities being a theme, mechanic, and plot device, there’s a bunch of inherent complexity to the story. Part of the fun is unraveling the ball of quantum yarn Irrational throws at you, but more simply: did you like the ending, and how it was executed?

Tyler: I did! Well, mostly. I've been untangling it for a couple days, and that it can be untangled is pleasing. It gives me the same kind of pleasure I get from solving logic problems or riddles. Thematically, though, it's less appealing.

Evan: Yeah, I feel similarly. I feel like Infinite’s appeal lies in its complexity more than the characters and the game’s theme, which were the strengths of the original BioShock. But before we dig into more analysis, why don’t we try and unpackage what happened?



Tyler: The Internet has already done some great detective work on this, with pretty graphs! Here’s the gist: After surviving Wounded Knee, Booker DeWitt can either be baptized or not baptized. If he’s baptized, he goes on to become Comstock and create Columbia. If he refuses, he becomes a degenerate drunk. They’re two sides of the same coin.

Now here’s the conflict: The Comstock version of Booker can’t have kids, but he can travel between dimensions, so he invades the dimension where unbaptized Booker exists and buys his daughter Anna, who he renames to Elizabeth. Booker goes back to reclaim her, but is caught in a loop in which he always fails. The loop is broken at the end, we presume, when Anna becomes a Time Lord and Booker returns to the baptism and dies in place of the version of him who would become Comstock.

Or not, we can’t be sure.

Evan: Bingo. It’s not a coincidence that Booker and Elizabeth break into the song “Will The Circle Be Unbroken” near the middle of the game. That song represents one of the central questions Infinite is posing—is it possible to make a change, to be absolved, to reverse a bad decision... like selling your daughter to “wipe away the debt,” as Booker does. It’s a pretty relatable theme—it’s human to make mistakes, and it’s human to fantasize about unmaking them.

http://youtu.be/yx8GowKaRpM?t=1m9s

Tyler: It’s a redemption story without a redemption, which makes it more tragic. The hero is the villain, even after Comstock is erased, because Booker is the same drunk who would’ve sold his own daughter (unless he somehow remembers his Columbia adventure, but I’d expect a plot-device nosebleed to take the place of that.)

This theme of dichotomies and sameness runs through the whole game. I took the pivotal baptism to mean that we can’t escape our past or wash it away. Whether or not he refuses, Booker is still a jackass. Even if we confront what we've done, it may still consume us.

Booker’s death in that scene meant to me that we can’t change the past, but we can try to change the future...and it really helps if we have a few interdimensional lighthouses. I don’t mean to sound glib. I didn't take it as a positive message, which is welcome. But how did you feel about how we got there?

Evan: A tiny thing that bugged me was the way the twist got telegraphed before you come face to face with Comstock. During the big airship battle at the end he says something along the lines of “Well, you always had a penchant for self-destruction,” which was too much of a wink and a nudge for me. I knew right then that Comstock was Booker.

Tyler: I finished the game at about 4 a.m., so a lot of that foreshadowing bounced off my eyelids. Looking back, it was pretty heavy handed, but I liked that line. It was fun to go “Ooooohhhh” when things started clicking. Figuring out that the Luteces are the same person, and that the coin flip at the beginning represents the number of loops, was neat.

Evan: So, yeah, I think we agree that the technical exercise of mapping out the plot is enjoyable. It reminds me of piecing together the underlying logic of Inception or Lost with my friends. But did we like the ending? Awful boss battle aside, I liked the original BioShock’s conclusion more. Hints are scattered throughout Infinite, but I didn’t like how much exposition and explanation was crammed into the final few minutes.

Tyler: Yes, absolutely. There’s this slow build during the first three-quarters of the game, where you know something is off, and then someone hits the fast-forward button and woosh, we’re traveling through time and space explaining everything to wrap it all up



Evan: Yeah, I wasn’t thrilled with that execution. It leaves you with questions that are fun to unwrap, but in the moment I felt slightly disappointed. Comstock is so central to the premise of the game, but he was weirdly underdeveloped, and that undermined the meaning of everything for me.

Comstock didn’t pester you in the way that Andrew Ryan did. He wasn’t as enigmatic or menacing. I didn’t feel let inside his head. I didn’t feel like I was being constantly watched. I’m not saying that they need to be perfect mirrors of one another in order to be good characters, but killing him felt like an eventuality, and Ryan’s death in BioShock was a dramatic surprise. Infinite also gives you less time after that climax to walk around the world with that blood on your hands.

Related to that, and at the risk of sounding completely cold, I’m not sure how much I cared about Elizabeth at the end. I think the insane asylum level made me care less about her; I had a hard time accepting that her personality just shifted into being so misantropic. I didn’t like how that level fed into her being a damsel in distress rather than the capable, human, gifted person.

Tyler: I disagree about the asylum. Elizabeth became helpless right as I was putting together that this had happened before—the message, to me, was that Booker is the helpless one.

But then, yeah, Comstock becomes a pawn—a willing victim who somehow underestimates Anna and the Luteces—and Anna becomes practically omnipotent, which I didn't like at all. She figures it all out so she can explain it to the player, but I’d have preferred to keep discovering the truth with her. It would have been great to see both Anna and Booker react to the revelation that Booker is her father. That would have been a character-driven scene, instead of a quantum physics-driven scene, which the entire ending is.

Evan: It makes me wonder what Infinite would’ve been like if it had fewer characters, or a mute protagonist. Anyway, what about that moment where you enter Rapture? It’s fan servicey, but I LOOOOVED it. Maybe I just miss being in that world.

Tyler: From the perspective of a fan, I love that the Rapture cameo lets me build theories—like, say, that Andrew Ryan is Booker DeWitt. Comstock is much older than Booker, so we already know that time is irrelevant and BioShock taking place later than Infinite doesn’t negate this theory.

But as we’ve established, that kind of speculative fun is only really fun after the fact, when I’m going back and forth with a friend like we are now.



Evan: We’re friends? Aww.

Yeah, being thrown into Rapture filled me with this intense curiosity about how far they were going to take that scene, that visit. And I think I would’ve liked the ending more if that moment were more than an empty room.

Tyler: I can’t deny that it made me a little giddy, but it reminded me I was playing a game, because all these different worlds and possibilities could have been interpreted to mean “all these different games and players.”

That’s interesting—turning the camera around and pointing it at the medium—but it was winking so hard it squished my relationship with Booker and Anna (if her becoming a god hadn't already) and made it about my relationship with the game, the series, and Ken Levine. Not that I don’t want to hug Ken Levine for making something so clearly meaningful to me.

But, there are technical issues, too. Some of the sound mixing was off—I couldn't hear half of what Ghost Mom was saying—and I can’t be the only one who started playing a Voxophone only to have an important line of dialog interrupt it, and then the sound of munching corpse food interrupt that. I know I should have taken it slower, but standing still and listening is hard when there’s so much to interact with.

Evan: Mmm, corpse food. But yeah, I think we’re coming to a similar conclusion: Infinite’s ending was cerebrally satisfying, and BioShock’s was emotionally manipulative in the best way possible and more interesting on the merits of its characters.



Tyler: Totally. Both have merits, and that’s a great point with which to conclude my critique of the execution. My biggest issue is that BioShock’s emotional narrative can be decoded by playing it naturally—however that may be for each individual—whereas Infinite is a mess if you don’t play it in a specific way. Listening to every Voxophone is essential if you want a fulfilling ending, and that’s not communicated well. There are people reading this because the credits rolled and they looked at their screens and said, “Uh, what?” I think that’s something storytellers want to avoid.

Evan: Yeah, there’s a ton of vital stuff that’s dropped in the Voxophones. There’s literally one called “The Source of Her Powers” from Lutece (“It would seem the universe does not like its peas mixed with its porridge”). Again, back to BioShock: I think it was clever for Irrational to give Rapture multiple mechanisms for the game to talk to the player: your radio, Rapture’s PA system, and audio diaries.

Tyler: Even so, whether it takes one long playthrough, two playthroughs, or reading a thread on NeoGAF, Infinite is a fantastic logic puzzle to figure out. And when you do get the complete story, the themes are there, if a bit overshadowed by all the wibbly wobbly timey wimey.

We expect BioShock to make us think and to reconfigure tropes, and Infinite does that despite the mechanical approach to narrative that tends to happen when you deal with interdimensional time travel. That’s very praise-worthy, and more than we’ve come to expect from games.

Evan: Yeah, shortcomings included, it’d be foolish not to celebrate an ambitious story like this. We need more of them. We need more big publishers to take creative risks and trust their designers to have big, insane dreams that are worthy of deconstructing and writing 2,000-word responses to.
BioShock™
BioShock Infinite


BioShock Infinite lead Ken Levine addressed the ongoing debate about violence in games in an NPR interview (via GameSpot) yesterday. During the talk, Levine defended games by stating that using violence as a narrative device is as old as storytelling itself.

"Violence, for better or for worse, goes back to the dawn of narrative and is a part of the storyteller's toolkit," Levine said. Games, like all new things, are subject to extra scrutiny, he suggested, using his own childhood memories of nerding about in Dungeons & Dragons as an example.

"I wasn't a very popular kid," he explained. "I was a nerdy, little kid. And I didn't have friends because I wasn't very good at socializing. And I found Dungeons & Dragons—if you remember, back in the '70s there was this big human cry about Dungeons & Dragons; kids were going off and killing themselves and disappearing into caves. And that happened with comic books and that happened with rock and roll music.

"My point is, for me personally, games were a way around being 'that kid,'" he continued. "I'm not speaking as a scientist here. We can argue the science, but I'm not the best guy to do that."
BioShock™
BioShock Infinite


As it typically does for a major game launch, Nvidia has updated its GeForce card drivers to 314.22 for boosts in performance and stability. It claims recent titans BioShock Infinite and Tomb Raider both get a significant bump in frames-per-second, with the former increasing by 41 percent and the latter by an astonishing 71 percent.

Nvidia's article provides benchmark results and pretty green graph bars to scrutinize. Though the company's test hardware was an Intel i7-3960X and a GTX 680—a beefy setup most definitely on the high-end of priciness—Nvidia says the improvements apply to most other cards in the GTX family.

Other frame gains include an extra 30 percent for Civilization 5, 22 percent for Sniper Elite V2, and 12 percent for Sleeping Dogs. Smaller boosts are given to Batman: Arkham City, Battlefield 3, Borderlands 2, Black Ops 2, and Skyrim. Really, if you're playing nearly any graphics-heavy game from the past few years, and you're a GeForce user, pick up the drivers on the official website or through the useful GeForce Experience tool. It's green across the board.
BioShock™
bioshock-infinite-revenge-jedi-screenshot


The BAFTA awards were given out earlier this month, and apart from being known as the ceremony where winners get a golden face, it's where a few PC games took a bow for their achievements. Irrational boss Ken Levine was on hand to promote the incoming release of BioShock Infinite, and as Eurogamer reports, he also discusses what happened to the BioShock film and its on-again, off-again director Gore Verbinski.

I'll just let Levine explain it:

"There was a deal in place, and it was in production at Universal—Gore Verbinski was directing it. My theory is that Gore wanted to make a hard 'R' film—which is like an age 17/18-plus, where you can have blood and naked girls. Well, I don't think he wanted naked girls. But he wanted a lot of blood.

"Then Watchmen came out, and it didn't do well for whatever reason. The studio then got cold feet about making an R rated $200 million film, and they said what if it was a $80 million film—and Gore didn't want to make a $80 million film.

"They brought another director in, and I didn't really see the match there. 2K's one of these companies that puts a lot of creative trust in people, so they said if you want to kill it, kill it. And I killed it."

That's that, then: we probably won't see Rapture headline the nearest cineplex anytime soon. It's not like Hollywood doesn't have plenty of other game films in the works, and I'd much prefer to remember BioShock as a series of games than as a sprawling entertainment license.
BioShock™
BioShock Infinite


The saga of BioShock Infinite's development is almost as nuanced as the history of the floating city of Columbia itself, and that facet certainly extends to the impending FPS' cast of characters. Booker DeWitt's constant companion is Elizabeth, a wide-eyed Columbian with her own story to tell and mysteries to unravel, but she almost never existed at all. Speaking to Polygon, Creative Director Ken Levine goes over the challenges Irrational faced when working with Elizabeth's increasingly complex character, revealing the team requested more than once to eliminate her entirely.

"Do you know how many times people wanted to just cut her?" Levine says. "Over and over again, because we didn't know what to do with her at first."

Levine explains Elizabeth's troubles arose from figuring out how to instill her childlike curiosity of the outside world after you free her from Songbird's clutches with a believable sense of astonishment and horror in reaction to DeWitt's often violent protection over her. She also couldn't get in the player's way. All that presented a monumental test for the development group, eventually reaching a point where it would seem easier to scrap everything.

"I would be in reviews and ask, ‘Where is Elizabeth?' and would say, 'Oh, she's in a closet,'" Levine says. "It was the same with the Big Daddy in BioShock. I actually had to insist that there were three Big Daddies in every level. Nobody knew how they worked or what to do with them."

Thankfully, we all know Irrational figured out Big Daddies in the end, and they created some of BioShock's most memorable encounters whenever they stomped around a corner. Perhaps Infinite's Elizabeth will achieve that same staying power when the game releases on March 26.
BioShock™
BioShock Infinite


One of the best ways to flex the graphical muscle of our machines is seeing how close we can bring virtual visuals to the real thing. It's not the absolute definition of fidelity, though, and some games—the BioShock family, for instance—dip into a heavily stylized look for a more fantastical approach to beauty. Speaking to CVG in an interview, Irrational Design Director Bill Gardner states clinging to realism isn't one of the studio's aims and shares his thoughts on the "misconception" of gamers solely desiring photo-like graphics.

"You look at Elizabeth, and she's by no means super ultra-photorealistic," he explains. "That's not our goal. It's about making her relatable, believable, and lovable. I think there's plenty here that would make you want to crank up the graphics card all the way and crank up all the options, but I think there's a misconception in the industry mixed with taking the easy road."

Gardner says Irrational's artists "aren't interested" in attempts to finagle realistic graphics from Infinite's unrealistic elements. I'd say it's hard keeping things grounded when you're running around a floating city, shooting crows out of your hands, and escorting a superhuman girl with dinner-plate-sized eyes.

Gardner also elaborates on how the industry perceives the drive to constantly innovate only realistic visuals in response to gamer needs, saying, "It's maybe because there's a misconception that that's what gamers want and that's all they want. And to some degree it's true: you get the latest drivers and the latest video cards and you really want to show what your beast can do. So what better way to do that than to say, 'Hey, this is New York City!' and to show the latest greatest game with all the settings cranked up? Realism sells that, I think."

Do you know what also sells? Setting a George Washington robot on fire with a pistol. Realism. At least, that's what we think in our preview, which you should check out as the days dwindle leading to BioShock Infinite's March 26 release.
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