Unity of Command is a really good game—among the best wargames of all time, in our view—but it's been quite awhile since it came out. The good news for grognards is that a sequel is in the works, and developer Tomislav Uzelac has begun talking about what he's got cooking in the debut development diary on the Unity of Command blog.
Uzelac acknowledged that it's a bit unusual to begin writing a development diary for a game that hasn't even been properly announced, but he doesn't seem too bothered by the idea of doing things out of order. And the concepts he discusses are fairly abstract, and relate as much to planned changes to imperfect Unity of Command systems as they do to any dramatic new directions the sequel might take. In particular, he examines how the abstraction of combat in Unity of Command can lead to the appearance of "excessive bloodiness" in on the battlefield.
"In quite a few scenarios, it is possible to wipe the enemy off the map completely," he wrote. "You may, for example, get the wrong impression that Barbarossa was a series of complete wipeouts, and that Germans from time to time just stopped, for no particular reason other than to let the Soviets put up yet another defensive line in front of them."
To counter this, the sequel will enable players to reconstitute units under some circumstances, and the Combat Result Table will be tweaked to allow for more retreats and less outright losses. The "repulsed attack" rule from Unity of Command 1.1 will be dropped, while a new "deliberate attack" mechanic will simulate long-term attacks on entrenched positions.
"I feel that between reconstituting steps and the CRT being tuned more toward unit survival, we ll be able to achieve a realistically messy endgame situation on the battlefield (as opposed to frequent wipeouts)," he wrote. "A possible problem with retreats being more likely is that, sometimes, you really really want a unit to hold its ground. To make that possible, there will be a no retreat mechanic, which is conceptually similar to what the NKVD specialists currently do, except there s a limited number of uses."
Uzelac also made a brief mention of the need to make changes in victory conditions to motivate defenders to preserve their forces during a game's final turns, but said that's a topic for another post. There's no mention yet of when the currently untitled project is being aimed for, but we'll be keeping tabs on it. Literally. I have a tab open right now.
Wes is joined by Maximum PC editor Tom McNamara to talk about Nvidia's latest $1000 supercard, the GTX Titan X. We talk about performance and answer the big question: should you buy it?
If your nostalgia centers are tickled by seeing ancient graphics cards like the Doom 3 6600 GT, stick around—we pull out a few and compare their specs to the GTX Titan X, just to illustrate how far graphics tech has come in the past decade.
As usual, we answer your questions at the end of the episode. To ask us a question for next week's show, tweet @pcgamer with the hashtag #AskPCGamer.
Konami and Hideo Kojima have released a joint statement confirming that more Metal Gear games are on the way, and implying, very strongly, that Kojima won't be involved in their creation.
The statement in full:
"Thank you for your continued patronage of Konami products and services.
The latest title in the Metal Gear series, "Metal Gear Solid V: The Phantom Pain" (below, "MGSV: TPP"), will be released as planned starting on Tuesday, September 1, 2015 in North America, Latin America, and Europe, followed by Japan and Asia on Wednesday, September 2. Hideo Kojima will remain involved throughout.
Hideo Kojima stated, "I want to reassure fans that I am 100 percent involved and will continue working on Metal Gear Solid V: The Phantom Pain; I'm determined to make it the greatest game I"ve directed to date. Don't miss it!"
In addition, Konami Digital Entertainment Co., Ltd. will continue to develop and distribute top-quality content in the Metal Gear series following "MGSV: TPP." We greatly anticipate and deeply appreciate your ongoing support for Metal Gear.
As the next step in the series, Konami has already resolved to develop a new "Metal Gear" title.
We will be conducting interviews for main staff to lead the development."
Rumors of a split between Konami and Kojima first surfaced yesterday, when it came to light that his name had been removed from all MGS5 promotional materials and the list of Konami's corporate officers. The Kojima Productions Twitter account has also been renamed to simply "Metal Gear Official." Gamespot reported that Kojima and senior staff at his studio had been relegated to the status of contract employees following some kind of falling-out, and that they were expected to walk away completely once MGS5 is completed. This statement isn't exactly confirmation that he's leaving, but it's awfully close.
Metal Gear Solid V: The Phantom Pain comes out on September 15.
The makers of Sword Coast Legends have released a ten-minute video showing off the single-player portion of the game. As promised, it looks, and also sounds, very much like the Infinity Engine RPGs of years past.
The video, narrated by Sword Coast Legends President/Director Dan Tudge, features a typical party of four sneaking into the city of Luskan. Once inside, they meet a sketchy-looking character at a seedy bar, head to the local slums, run into a fellow with whom they may or may not have a longstanding beef, and then throw down with the undead. All in a day's work for an adventurer, in other words.
It looks great, but it's the audio cues that really sell it. The voiced responses to orders, the background music and chatter in the Cutlass Inn, and the reluctant admission from party members that they're tired and need a break, are, to my ears, very reminiscent of the Baldur's Gate games. And that, my friends, is a very good thing.
I know it's way too early to reasonably embrace anything more than cautious optimism, but you know what? I don't care. I'm excited. Sword Coast Legends is expected to come out later this year. Find out more at swordcoast.com.
Developer tools for Dying Light will be coming to the public at large soon enough, but right now a lucky few will be able to test out early versions of the unfinished product.
As posted on the Steam community page, Techland has put the word out that you can be involved in some behind-closed-doors (metaphorically) tooling around action.
This means the drive to make Dying Light a moddable beast is well underway - which is reassuring following the confusion back in February, with the official tools sure to help extend the popular game's lifespan by Quite A Bit.
All you need to do is send an application including Steam ID along to this email address: devtools@techland.pl
As Techland stated following the mod-blocking confusion:
"Modders were a massive part of our gaming community since Call of Juarez 2 and Dead Island—and we wish to continue that with Dying Light," the studio said in a statement. "This invitation is only the first stage of our cooperation with the gaming community. After the modding tools are released, we plan to actively support the coolest mods created by players."
Oh, and you can join in on the modding forum right here to bat ideas around, or just see why mad madness folks are coming up with.
Eve Valkyrie has made a big impact at this year's Fanfest, most noticeably with an exciting trailer full of neat space things. So far, every demo of CCP's VR dogfighter has taken place on an Oculus device. I asked Owen O'Brien, executive producer of Valkyrie, if we'll ever see Valkyrie on Valve's new VR headset.
"We are exclusive on the Oculus on PC at the moment," O'Brien said, "but we're not ruling out other platforms in future. We're making a 'VR' game, ultimately."
"There's scope to be on other platforms in the future. I don't want to say exactly when."
As for whether O'Brien thinks there will be enough support for VR, he admits that's "the most fundamental question we have."
"I think there's two types of people in the world," O'Brien says. "I think there are people who have tried these headsets and there are people who haven't. I haven't seen anybody yet who's put on one of these headsets and gone, 'yeah, I was expecting more.' Everybody's gone, 'oh fuck, it's working.'"
"I don't think it's a question of if," he says. "It's a question of when."
I'd call him a 'legendary' gaming character, but come on - he's not really. Regardless, Conker of the Bad Fur Day, originally on N64, is making his way to the PC.
But he's not getting his own full game, and he's not having his latest (likely poo-ridden) adventures crafted by original creators Rare: this is a Project Spark creation, made by Team Dakota.
The Conker add-on pack launches on April 23 through the Project Spark marketplace, and will allow those who pick it up to create your own Conker-themed experience using the 300-plus assets in the sweary squirrel's mould.
Those who can't be bothered making stuff will also be provided for, with Conker's Big Reunion offering a bunch of episodic, pre-made content set some 10 years after the events of Conker's Bad Fur Day.
Because canonical consistency is the most important aspect of Conker...
Project Spark is only compatible with Windows 8.1 at the time of writing, so only those on this particular OS will be able to partake in the drunken squirrel's new escapades.
The sequel to the classic castle-building sim, Stronghold Crusader 2, expands today with a new DLC pack called The Princess and the Frog. It adds seven new missions, a couple of new AI opponents and castle designs unique to the DLC.
How would you like to grab all of that for free? We have 500 Steam keys to give away. For a chance to win, simply enter your email address into the box below. Winners will be randomly selected by a computer on Monday and keys emailed out to winners accordingly. Good luck!
Frontier Developments should have been celebrating the visit of Farragut class capital ship the FNS Nevermore to the Hudson Dock space station. Instead it was left with an epic battle between two NPC behemoths.
A bug—possibly caused by a player firing on the Nevermore—caused the capital ship to return fire, and miss, instead hitting the Hudson. The Dock returned fire, the Nevermore returned fire back, and so on and so forth.
By the time Frontier got around to fixing the issue, the Farragut class ship was down to 26% hull strength and saddled with a 72,000 credit bounty—not exactly intended.
But instead of just fixing the issue and ignoring everything, Frontier decided it would become a canonical—very much accidental—community event.
As such, players are now able to travel to Hudson Dock (not this one) in BD+03 2338 and will be rewarded for selling metals there, based on both individual and community efforts. These metals will go towards the reconstruction efforts being carried out on the Nevermore and its silly turret targeting computers.
The event runs until March 26, though the disappointment that a capital ship wasn't annihilated so soon after being introduced into the game will forever be with us.
[main image from this album of the battle]