Far Cry®

It was rumored in January, and then effectively confirmed in February, that despite releases in the franchise coming every year since 2009, a new Assassin's Creed game would not come out in 2016. Ubisoft CEO Yves Guillemot said at the time that the long-term goal was not to "come back to an annual cycle, but to come back on a regular basis" when the series returned, which it was assumed would happen sometime in 2017. But Tommy Francois, Ubi's vice president of editorial, told IGN that it may take even longer than that to get things back on track.

"We believe alpha for these games needs to be one year before release. We're trying to achieve that. That's super fucking blunt, I don't even know if I'm allowed to say this. This is the goal we're going for: Alpha one year before [release], more quality, more polish," he said. "So if this means biting the [bullet] and not having an Assassin's game, or a Far Cry [in 2017], fuck it."

Getting to an alpha state as quickly as possible is vital, he explained, "because the more time we have for this the more polish we have, the more time we can change, refine, swap systems. You just can't take shortcuts."

He also clarified that the pause isn't an attempt to dodge over-saturation Francois said Far Cry has "only been going up in sales" but strictly a creative decision, to give studios a chance to get away from the usual "Ubisoft open-world formula" and try different things. "I do think we need to break that formula," he said. "This year we've given Far Cry and Assassin's some time to decant, innovate, and polish. The objective behind this is exactly that."

Ubisoft hasn't been shy about delaying other major projects in recent months, either: In August it pushed back two planned Division expansions in order to focus on straightening out the core game, and earlier this month it pushed South Park: The Fractured But Whole, which had been slated for a December release, into early 2017.

Rayman® Origins

Back in June, Ubisoft announced that it would give away a free game every month for the rest of the year as part of its celebration of 30 years in the business. First up was Prince of Persia: The Sands of Time, and then in July we got the stealth classic Splinter Cell. For August, Ubi is taking things in a slightly different direction.

We could not celebrate Ubisoft 30th anniversary without talking about Rayman. Created in 1995 by Michel Ancel, Rayman is one of the few platforming characters that has been created at the 32-bit era that is still alive today, Ubisoft wrote in the blurb accompanying the freebie. Rayman 1 was released on Atari Jaguar and is today the Ubisoft game that has traveled across the most different platforms.

The writeup also includes an interesting bit of trivia: Rayman was designed without arms and legs for the simple reason that arms and legs are really hard to animate. Being limbless gives Rayman more speed and dynamism, and it also enables many of his abilities, like the throwing fist and the car shoe.

Rayman Origins, the actual free game in question, is a back to the root 2D platformer that was originally released in 2011. And it's really good, too: A beautifully animated, brilliantly scored, exquisitely judged platformer, as we said in our review. You can't get much better than that.

Rayman Origins isn't actually free yet: Despite being the game-of-the-month for July, Splinter Cell reamins on the table for now. The Ubi 30 giveaway page says Rayman Origins will take its place in mid-August.

Update: There actually is a firm freebie date, not on the Ubi 30 page but on Twitter: Rayman Origins will go free on August 17.

Oct 29, 2015
Far Cry®
Assassin's Creed™: Director's Cut Edition

In Face Off, PC Gamer writers go head to head over an issue affecting PC gaming. Today, Tom and Wes argue about boss fights, which have been around nearly as long as video games themselves, and whether they re an outdated concept.

Face off

Wes Fenlon, Hardware editor Wes wants modern boss fights to be a bit more original.

Tom Marks, Assistant editor Tom thinks boss fights are still a nice change of pace.

Wes: YES. I ve played many great boss fights in my day, but far too many big games shoehorn in boss fights when they don t need them. Boss fights once made perfect video game sense in linear, side-scrolling levels. Get to the end of the stage, fight the big bad in charge, and move on to the next. And that s still fun! But as games have evolved with open worlds and non-linear levels and forms of gameplay more nuanced than shoot slash punch bad guy, boss fights don t fit as well. Bioshock and the more recent Deus Ex: Human Revolution are two modern examples of boss fights gone really wrong. Bioshock needed an emotional climax, not one that involved shooting a roided-up bad guy. And Human Revolution betrayed the core of its gameplay by making you shoot it out with its bosses, which is something the new Deus Ex is thankfully addressing. Boss fights can still be done well, of course, but they re most definitely antiquated.

Tom M.: NO. Boss fights aren t always fun, but used correctly they can be vital to the pacing of a game. Boss fights don t just represent the end of a level, they are a change of pace after a long stretch of similar gameplay. You ve been running around shooting and beating up bad guys for a while, but how are you going to deal with this new enemy? That s when the concept of a boss fight really shines; when it s not just a bigger harder enemy, but instead challenges you in some interesting and different way. I completely agree that AAA games have recently misused the boss fight trope, treating it more like an expected practice than a place to shake up the game s design, but that doesn t mean boss fights as a whole are an outdated concept.

Wes: Sure—I d look like a big dumb idiot if I said all boss fights today are lame and crappy. There are still good ones! But I think there are two big problems with how boss fights are implemented. In big-budget games, they re often used to facilitate some dramatic cutscene or story moment, which means taking control away from the player or forcing you to play in a specific way. That sucks. And in general, I think too many games use boss fights because they re expected. Boss fights are part of the language of video games, but they re a very old word. And I d like to see more games creating new words instead of falling back on the Middle English that is the boss fight.

Tom: I actually don t mind boss fights being more rigid or scripted than the rest of a game. Making open world experiences where the player has lots of choice is a very difficult thing to do, and too much freedom can sometimes make for a crummy story. Boss fights are the perfect moment for a developer to bring the story back under their control a little bit to let them reliably tell the story they want to. Of course, the boss fight shouldn t take certain options or playstyles away from the player that the rest of a game has made them accustomed to, like in Deus Ex for example. Those fights should be climactic and should represent a shift in the story. Even if they re expected, they can play a vital role in the rhythm of a game.

Wes: Ah, so idealistic! Time and again, boss fights in big-budget games do change up the play style you ve been taught just to show you something cool. Even the Batman games, which have fantastic combat, lose their lustre when they put you in an arena to slug it out with a boss. Think of the end of Asylum, when the Joker gets all beefy and slugs it out with Batman. It s a great game, but that s a cookie cutter boss fight that relies on antiquated video game language. How do we make a big, climactic battle? Hm, how about lots of punching? But the Joker would never do that! He d do something clever. A smart, modern take on the boss fight there wouldn t end with a punching match. I d like to see more games have confidence in what they do best. To use a pretty traditional 2D game as an example: I don t even remember the final boss of Rayman Origins, but I do remember the incredibly challenging and rewarding final platforming sequence leads up to it. Surviving that level is the true boss of the game.

Tom: Lots of games have also tried doing boss sequences or boss levels instead of a straight up fight, and I love that. I think it s great when games don t adhere to the formula, but that s not the solution for every game. Assassin s Creed doesn t really have many boss fights, instead a particularly special baddy will get a mission all to himself. That s cool and different and doesn t shoehorn a stupid arena fight into an assassination game, but I also don t remember a single one of those missions. You know what I do remember? Every single boss I fought in Dark Souls 2. I still agree that developers will put cookie cutter boss fights unnecessarily into games that don t need them, but it s by no means a concept that s lost it s value. It s just more valuable in certain types of games.

Wes: I may not remember the characters of many Assassin s Creed targets, but I do remember some of my more epic assassinations—and I loved that those characters could be killed silently and instantly, if you planned the perfect stealth kill. That s a smart modern twist on the classic boss fight, too me--it elevates what s best about Assassin s Creed, instead of suddenly changing how you play the game. And hell, I love Dark Souls bosses too—I don t hate the traditional boss fight, I just think many games today could do something more interesting with them. It seems like we re mostly on the same page. So...what games are really doing creative boss fights right these days?

Tom: The first example that jumps to my mind is Titan Souls, a game made up of nothing but boss fights. It takes the kill the big monster in an arena concept to its extreme and cuts the fat off everywhere else. If you need to be convinced that compelling and exciting boss fights are still possible in modern games, Titan Souls will do that and then some. Terraria is another good example; each boss is difficult and unique, but also represents a tier of progression. The game has an open world with no fake constraints, but you can mostly only reach bosses in a certain order, each one giving you the means to fight the next. These games embrace the boss fight as the effective tool it is; a change of pace, a milestone in your progression, and a generator of wow moments.

Wes: I ve played my fair share of Terraria, but I ll be checking up on Titan Souls. If killing each boss doesn t make me feel a deep and intense sorrow in true Shadow of the Colossus fashion, though, I m going to hold you responsible for my irrational expectations.

Tom: Titan Souls was the first game that made me physically jump out of my chair when I killed a boss, and I did so for every single one. Consider your expectations rationally high. 

Assassin’s Creed® III
Assassin's Creed 4 Black Flag


Ubisoft last week announced the Assassin's Creed: The Americas Collection, a bundle including Assassin's Creed 3, Assassin's Creed: Liberation and Assassin's Creed IV: Black Flag (sick of the words 'Assassin's Creed' yet? I'm sorry). That's all well and good, but it appears PC owners in North America will not be able to buy the bundle. While a PC edition of The Americas Collection has been confirmed for Europe and Australia, the same won't be true for the US.

It's especially strange since the Xbox 360 and PlayStation 3 editions will be available in North America. Nonetheless, Ubisoft confirmed with Gamespot that there are no plans to release the PC edition in that region. No doubt there's some arcane corporate logic to this, and given how easy it is to get these games at a discount digitally I'm sure few people mind. Nevertheless, Ubisoft did admit in August that it needs to work harder to do right by PC gamers, and this seems to clash with those sentiments.

Assassin's Creed: The Americas Collection releases October 3 in Europe and Australia and October 28 in North America.
Far Cry®
Dead Cry


I know a lot of people are sick of them, but I really love killing zombies. Shooting zombies offers this highly distilled sense of guilt-free violence that I can easily deal with. Another bonus: zombies arrive pre-killed. Putting them back down is really just a public service. I m sure one day I ll get tired of shooting/stabbing/blowing up the animated dead; on that day, I ll no longer be intrigued by Dead Cry, an upcoming total conversion mod for Far Cry 3.



Built using the Far Cry 3 engine and map editor, Dead Cry is a single-player campaign very much inspired by games like Left 4 Dead, according to the mod s moddb page.

Character and enemy animations will look very familiar to anyone who played Far Cry 3, but the environment, plot, and character models are all brand new. DEAD CRY will not merely be a bunch of maps or a mod alone, the mod page says, It's as close to a completely new game as you can get. The campaign will include an immersive soundtrack, cinematic cutscenes, custom sound effects and voice over work.

Dead Cry just entered open beta release a few days ago, so you can download and play it here. They re also inviting players to fill out a beta survey form to help them make changes; you can find that survey here.
Far Cry®
farcry3


Expected sequels to popular games often begin their public lives as tiny echoes awash in the din of our media age. Far Cry 4 seems to be following this familiar pattern, with an Ubisoft Shanghai game designer listing and then removing a reference to the sequel from his LinkedIn resume, according to a report at Joystiq.

The designer, Xavier Plagnal, reportedly listed his work in recent months as a Content Director on "the next Far Cry" at Ubisoft Shanghai. That line on his resume now lacks any specific information regarding exactly which "content" he's directing, but Plagnal isn't the first person to let slip a connection to a new entry in the series. Ubisoft executive Tony Key made a direct reference to a sequel to the 2012 Far Cry 3 last July when he said the following: It s a great brand, and now it s got the recognition it deserves, so we re clearly going to make another one: more on that soon."

Additionally, composer Cliff Martinez revealed in October his involvement with a "video game called Far Cry 4." We liked Far Cry 3 for its sneaking, its hunting, and for its hugely detailed open world. And the DLC followup Far Cry 3: Blood Dragon had its own part to play for its use of '80s icon Michael Biehn and its tongue-in-cheek approach to action-movie heroics. In any case, absent an official studio announcement to the contrary, it's looking more and more likely that a new Far Cry is on its way.

 
Left 4 Dead 2
Far Cry 2


Technically, I'm aware that the employees of Valve have regular jobs, doing regular things on irregularly mobile desks. Even so, when picturing Clint Hocking's year and half stint with the company, I can't help but imagine him strapped into a central development node, where tendrilled mind probes extract creative ideas to be fed into the Almighty Feedback Formula. I'm not saying that's definitely what happened, but if it is, it's perhaps understandable why he'd leave. Which he has.

News of Hocking's departure comes via his LinkedIn account and personal blog, where his biography states: "From 2012 until the end of 2013, Clint worked as a designer and level designer at Valve in Seattle."

Hocking is probably best known for his work at Ubisoft, where he was creative director for Splinter Cell: Chaos Theory - a game that, to this day, remains the highpoint of that series. He was also the creative director for Far Cry 2, which is either the best of the worst Far Cry game, depending on your fondness for emergent situations, jamming weapons and malaria.

In typical Valve style, we don't officially know what Hocking was working on. But based on leaked information taken from their internal database, he was suspected to be part of the team developing the yet to be announced Left 4 Dead 3. As yet, there's no information about his next project, but hopefully it'll evoke the same manic clash of systems that defined FC2's best moments.

Thanks, ValveTime.
Assassin's Creed™: Director's Cut Edition
Assassin's Creed Heritage Collection


More and more new games every year are sequels, so I guess the next logical step is enormous collections of previously released games. Bethesda announced at QuakeCon that every Elder Scrolls game would be available, and now Ubisoft is following suit with the Assassin’s Creed Heritage Collection. Available on November 8, the Heritage Collection will include Assassin’s Creed, Assassin’s Creed 2, Assassin’s Creed: Brotherhood, Assassin’s Creed: Revelations, and Assassin’s Creed 3.

The official price has not been announced, but some listings are starting to pop up in the neighborhood of $70/£40, which isn’t outrageous for five games plus DLC. Still, at that price you’re paying a premium for the packaging and whatever extras they throw in there, and we have no idea what those extras might be.

Of course, Assassin’s Creed 4: Black Flag lands on November 19. Technically speaking, I suppose gamers brand-new to the series could pound through the first five games in time for the launch of Black Flag, but only if they’re willing to give up showering and eating. Still, die-hard fans might appreciate having the games and their individual DLCs all in one tidy package.
Assassin’s Creed® III
Assassin's Creed Liberation


As worthy a goal as liberation may be, most of us aren't going bother if it means dealing with those ugly "low" definitions. Not only that, but playing Assassin's Creed 3 spin-off Liberations would have meant buying a PS Vita, which, according to sales figures, is not something a lot of people have done. Perhaps because of this fact, Ubisoft have announced Assassin's Creed: Liberation HD; appending the near-meaningless suffix to an upgraded version of the game that's due for release on PC and the less portable consoles.

Liberation was set in 1765 New Orleans, starring a new protagonist, Aveline de Grandpré, and continuing the series' penchant for batshit fisticuffs between Assassins and Templars. For the HD version, new missions are planned, as well as an upgrade to the shiny graphics department.

Assassin's Creed: Liberation HD is, according to the trailer, "coming soon". Meanwhile, Ubisoft are also pretty hot for pirates, and will release Pirate's Creed 4: Hooray, It's Got Pirates! in November.
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