PC Gamer

Assassin's Creed Chronicles consolidates the series' epic tale of parkouring and stabbing into two-and-a-half dimensions, while broadening its perspective to even more historical eras and exotic locals. Rather than focusing on just one time period, Chronicles will release in separately sold episodes, with a new character and time period for each. The first of these stars a female assassin in Ming Dynasty China, the next is set in 19th century Russia, and the third in colonial India.

Based on the handful of levels I've played at a recent preview event, the results so far are okay. Not as good as the best Assassin's Creeds or the 2D games that inspired Chronicles, but okay!

It's a 2D stealth platformer clearly inspired by, and not as good as, Mark of the Ninja. That's fine: Mark of the Ninja is hard to top and I could suffer a few imitators. Mostly, it's nice to see an Assassin's Creed game focus on stealth, which has been pushed to the margins as each sequel became bloated with more features. Chronicles is the first Assassin's Creed in a long time that had me hiding and assassinating in a manner that justifies the series' signature cloak and dagger.

Historical friction

Enemy lines of sight and hearing radii, as in Mark of the Ninja, are represented plainly on screen as cones and circles. Trial and error are sort of baked into stealth games, so this information let me make good decisions and minimize uncertainty.

The shapes are rendered in Assassin's Creed's familiar motif of clean software interface layered on top of the historical era. In the past, this has created an interesting contrast. In Chronicles, it seems pasted on, and not as functional as the visualizations in Mark of the Ninja. Ledges don't always break line of sight as you'd expect and sometimes they surprised me by penetrating objects.

However, they worked fine most of the time, which allowed me to sneak around the edges of the guards' awareness. I hopped across rooftops, slipped into shadowy doorways, and waited for guards to pass by so I could reach out, shank them, and pull them into the darkness.

As I progressed, I collected a few more tools that allowed me to handle more complex rooms with more guards. Firecrackers stun and distract, whistles lure, and throwing knifes are best at cutting ropes that will drop heavy things on guards' heads.

I also learned a few new moves along the way, like the badass ability to slide, stab, and instantly kill an enemy mid-run. This was especially useful during an extended platforming sequence in which I escaped a burning port in China, jumping from ship to dock with the flames fast behind me. It was the flashiest section I played, and its mix of platforming and killing was where Chronicles found its grooviest groove. Neither one is remarkable on its own, but they came together nicely.

As long as I was doing well, Chronicles was moving along at a nice pace. Each room or section was like a little puzzle I could solve with different combinations of platforming, timing, and gadgets, and since I was rated bronze, silver, or gold for every encounter (the stealthier the better), I always tried to sneak in and out like a ninja assassin. When things took an unexpected turn, I could mostly improvise a way out, which was hectic and fun.

When I really messed up, or in situations that left little room for error, Chronicles became stubbornly locked into repetitive cycles. There was one hallway where I had to sneak between two guards with very precise timing. Most rooms had a bush I could hide in or several routes where I could lose the guards, but in this room there was no way to retreat if I was caught.

I could theoretically fight my way through the guards that ganged up on me, but I didn't want to because it was pretty damn hard and not that rewarding. Blocking and parrying is the solution to every problem, but extra long beats between inputs made for awkward timing. I assume that they're meant to give me time to decide if I want to return the blow or leap over the enemy and get some space, but the beat is just a beat too long, which creates confusion and unnatural hitches in the flow of combat.

Half steps

Chronicles forgoes the series' realistic look for an art style that's mostly desperate to differentiate itself from previous Assassin's Creeds, but it's not as creative as Ubisoft seems to think it is. It falls somewhere between the thick comic book outlines and light water colors, but nothing pops.

An Assassin's Creed in China, for example, could be the visual kick in the butt I think the series needs, but in practice felt more like checking boxes than taking advantage of the opportunities. There are pagodas and the stumpy mountains in the background that vaguely signify "Asia" but it doesn't feel like a real place, let alone one that's embraced like Brotherhood's Rome, or even Mark of the Ninja's version of same thing.

Each of the episodes also has their own little visual flares, which is a neat idea that isn't coming together yet. It's weird that when you go to the Indian setting it suddenly starts to add floral trail effects to sword swings, for example. It's out of character for the series as a whole and doesn't feel well integrated into Chronicles regardless of the wider context.

Everything about Chronicles felt stuck between wanting to respect the main series and wanting to do something completely different. I'm not sure if going boldly in one direction or the other would make it better, but every choice it made felt hesitant. It was kind of fun solving small assassination puzzles, but mostly it reminded me that Mark of the Ninja was a great game.

The Elder Scrolls V: Skyrim

This article was originally published in PC Gamer issue 276. For more quality articles about all things PC gaming, you can subscribe now in the UK and the US.

"It s a total conversion for a four-year-old game, read PC Gamer US s rundown of Nehrim: At Fate s Edge, when the Oblivion mod clinched the coveted Mod of the Year award in 2010. But Nehrim is so impressive that it was a contender not just for best mod, but for best RPG. Such are the lofty standards that German hobbyist group SureAI works to, its total conversion mods feel less like add-ons or additional content indolently tacked onto games post-release, and more like entirely new releases.

Nehrim received plaudits across the board, including four separate Mod of the Year accolades from ModDB. It was praised for its detailed plot, its mature political and sociopolitical themes, and its extensive landscapes.

Enderal: The Shards of Order, SureAI s upcoming Skyrim total conversion, aims to be bigger still. Enderal is almost as big as Skyrim, Nico Lietzau, one of SureAI s team leaders, tells me. There are a lot of areas to explore. In terms of exteriors, there are different climate zones: a desert, a forest, heathlands, mountains, all with different vegetation and climates, there s a lot going on. And of course there are many, many dungeons. A mod of Skyrim quality that is almost as big as Skyrim itself. And it s out this year.

We re in good hands. SureAI has been casting its modding magic since the team s inception in 2003, when a small group of Bethesda enthusiasts came together out of a common love for the freedom and atmosphere conveyed by that publisher s sprawling sandbox worlds. Having met through the German modding community amid the fanfare surrounding Morrowind, SureAI originally consisted of two teams: one working on its debut project Myar Aranath; another on a second Arktwend. Upon completion of the first mod, the Aranath team dissolved, its members fusing with their Arktwend counterparts to move forward as a united front.

SureAI may be a hobbyist group working for free, but regimental organisation and rigorous professionalism rank just as highly with the team as the standard of the games they produce. Although inspired by and running on the engines of previous Elder Scrolls games, Myar Aranath, Arktwend, Nehrim and Enderal exist in their own extensive universe, separate from those dreamt up by Bethesda. They have their own lore, their own characters, their own political and economic infrastructures, their own intricate game systems.

The group operates along similar lines to a professional development studio. Although many of the peripheral personnel work remotely around the world, SureAI is now based in an office in Munich, which houses the ten-strong core team. Lietzau notes that in conjunction with studying game design at university, he sometimes finds himself sinking 40-60 hours of work per week into Enderal s development. And most of the team treat SureAI as their main job, even though the majority of them hold down real jobs elsewhere—most of which are in and around the games industry, but some as far afield as architecture and full-time parenting.

Myar Aranath, Arktwend, Nehrim and Enderal exist in their own extensive universe

With Enderal we started planning before 2011, before the [Skyrim] creation kit was released, explains Johannes Scheer, another of SureAI s leads, and one of its founding fathers. After Skyrim we did some pre-production, where we set the scope of the project, first drafts of the story, and features we wanted to change. We do change a lot of the gameplay, as a matter of fact, and then we just work to a rough production plan.

Features are realised one by one, to see if they re still fun to play once implemented. If they aren t, we discuss and see what we can do to make it more fun. As opposed to a normal game production, we already have assets to start building levels right away, so we can start all the departments at once. We start building the world, the quest designers start working away, and once the quest script is written they start implementing it. That goes on for a long time and we try to play it as much as we can along the way.

Enderal takes place two and a half years after the events of Nehrim, and although newcomers can expect to jump aboard with little difficulty, recurring characters and nods to its predecessors await those more familiar with the lore of the series. The aftermath of Nehrim has sunk the land into civil war, forcing the game s protagonist to flee to the isolated continent of Enderal. Very quickly, however, it becomes clear that all is not well and that a red madness has taken over the minds of Enderal s inhabitants.

The protagonist begins to have surreal and disturbing dreams in which he happens upon the theocratic Order of Enderal. He learns of Cycles —passages of civilisation which see its citizens live, prosper, and then miraculously disappear without trace. It s all very dark, but Lietzau makes clear that s it s not as black and white as it may first appear on paper. It s not as simple as putting rest to a demon army which The Order appears to represent—rather Enderal s plot is to be multi-faceted, ominous, and complex with no immediately obvious friends or foes.

What makes Enderal different from Skyrim besides this surrogate storyline? Perhaps the most obvious transformation is the mod s overhauled class system, which itself adopts a modified version of SkyUI, the community-made improvement of Bethesda s user interface. Basically the intention was to make a class system which is more traditional, but still has all the advantages of a sandbox skill system, says Lietzau. While in Skyrim you could basically skill every perk that was there, in Enderal you have nine classes and every class improves two skills. You can specialise in two, perhaps two and a half classes. That means you kind of have to commit yourself to a path, and we did this to create a sense of identity for the player.

Another significant change is the omission of Skyrim s signature Dragonshouts. Given that Enderal s protagonist is not the Dragonborn, this change is hardly surprising, but it will change the feel of the game. Special skills known as Talents stand in the place of shouts. Every class has two Talents that can be unlocked via the assigned perk tree, which allow the player greater variety in combat. In developing these, the player s combat style will ultimately reflect their class.

Levelling up in Enderal is different to Skyrim in that SureAI has completely disabled the native learning by doing protocol, instead allowing players to gain traditional experience points by killing monsters, completing quests, exploring locations, and possibly even by being witty in dialogue scenarios. Once the player has a certain number of experience points, they can level up. A single Skill Point is also provided at this stage which can be transferred to the class tree, and thus work towards buying the player new Talents.

There are also Learning Points and Craftsman Points, adds Lietzau. Learning Points can be used to advance your skills with trainers—it s a little different from the trainers in Nehrim because in Enderal you can buy books from trainers, meaning you don t have to go back every time you level up. Instead you can buy, say, five books that train your one-handed skill, but you must have the Learning Points to consume them.

A precise shot from the hero s bow ignites the oil, toasting everything in the vicinity

Players also have Craftsman Points, which operate in a similar fashion. While we thought things like speechcraft in Skyrim were hardly ever used—players tended to consider points too precious to use on things like this—in Enderal you can use your CPs to increase your crafting skills, or your speechcraft skill. I think it s also safe to say that this system makes crafting and skills like speechcraft a lot more useful.

These are major, cultured changes and it s easy to get bogged down in the finer intricacies without seeing them firsthand. To put things into context, SureAI demonstrates Talents in action. By pulling from the Trickery and Vagabond disciplines respectively, you re able to combine a flask of oil with a flame-tipped arrow, so I watch as deep within a dingy catacomb SureAI s player character smashes a jug of oil against the floor, catching an unsuspecting enemy s attention in the process. The enemy charges, only to slip on the oil spill and tumble to the ground. A precise shot from the hero s bow ignites the oil, toasting everything in the vicinity—enemy included.

This mix-and-match mentality echoes the Plasmid system of BioShock, and Lietzau assures me a vast array of combinations await keen conceptual connoisseurs. He admits that it is also possible to sneak your way through dungeons, avoiding foes whilst hugging the shadows—but when there appears to be so much scope and so much potential in this nuanced combat system, why would you not want to get your hands dirty?

My conversation with Lietzau and Scheer eventually leads me to two burning questions I have to ask. Firstly: if this is a game rooted in Skyrim, aesthetically, if nothing else, do SureAI think they ve made a better game?

Scheer laughs, almost as if he s surprised that I ve asked, but at the same time surprised that it s taken almost an hour of chatting for the question to come up. Well I d say we definitely succeeded in delivering the same standard of quality, he offers diplomatically. Enderal plays like a triple-A roleplaying game and this is something we re very proud of. In terms of if it s better—that really depends on the player. As I say, we have a different focus, the focus on the whole world just feels different. I think it s up to the players to determine if they enjoy it more or less than Skyrim but I think we definitely succeeded in making something comparable to Skyrim.

I m not surprised by the conservative response. First and foremost these guys are Skyrim fanatics, and it would be uncharacteristic for them to criticise their core inspiration. Nevertheless they re clearly very passionate about their own game. They ve worked incredibly hard on Enderal—and on all of their projects—and know that the best way to definitively answer the question one way or another is to release the game into the world and let the public decide.

This leads me on to my second question: as a hobbyist outfit working for no pay, how do they manage to work so hard, and yet stay so motivated?

It actually works pretty well for us, Lietzau says, but in general, non-commercial projects are always very hard to realise because people lose their motivation so quickly if they re not getting paid for it. If people don t depend on it, some can be really unreliable. We ve had a lot of bad experiences with people coming into the team and promising to do a lot of stuff and have then just left. We now have very complicated application procedures, so that doesn t happen too often, but it is very hard to keep people motivated.

He pauses for thought. For us it works because first of all, through the years of development, most of the people who are not committed leave anyway, so the rest remain. We re also very tight and work as a team, and we try to keep everyone—even if it s someone who has just applied—involved in the process, because it s important to feel as though you re contributing something of your own—especially when working non-commercially. This keeps people motivated for a long time.

For those familiar with Nehrim, it may come as a surprise to learn that SureAI had in fact envisioned an even more ambitious project than what came to be. Ultimately they were governed by limited time and resources. Nonetheless, Nehrim set the bar extremely high as far as total conversion mods go, not least for themselves and successor Enderal. ModDB has preemptively awarded their Skyrim conversion Best Upcoming Mod for the last three years running, all before even a sniff of a release date.

Even now that tentative 2015 date isn t nearly as specific as it could be, but given SureAI s track record, not to mention the quality of what they ve shown off so far, Enderal is almost certain to make good on it. Should this be the case, SureAI s plan is to make the jump to fullyfledged professional independent development studio.

Until then, developing a game based on Bethesda s game engine and legacy, SureAI are standing on the shoulders of giants. But they re doing so wearing a damn flashy pair of Daedric boots.

By Joe Donnelly

For more Skyrim mods, check out our round-up of 50 of the best.

PC Gamer

Now you can gobble up pills across the streets of your home city!

Wait, no, not like that. I'm talking about the Pacman game that's currently available in Google Maps. In what I assume is some April Fools' thing, you can click a button on Google's frighteningly useful map service to turn any area of the world into a Pacman level.

In the picture above, Pacman is doing his thing across PC Gamer UK's hometown of Bath. I apologise to any local residents unable to retrieve organic kale from Waitrose due to all of the ghosts patrolling the streets.

To play, go to Google Maps, find a place that exists in the world and click the Pacman icon in the bottom-left corner of the screen.

PC Gamer

God, finally. For too long, the talented players of Minecraft have been channelling their creativity into positive pursuits. Computers, word processorsall of Westeros—that sort of thing. It's about time some supervillains took the spotlight.

The Colossus is a two-legged walking attack robot, created by 'Cubehamster Innovation'. Its only purpose is destruction, and it achieves this with sequential missile launcher and "double mini-Nuke cannons". It's basically Metal Gear Rex, only made of slime and pistons.

The impressive part is that the Colossus was made without the use of mods or command blocks—the tools that would make a giant death machine a little easier to build and operate. That also explains why its movement is so juddery and limited. Still, restrictions aside, it's bad news for the village in the direct path of this video.

You can download the Colossus here. See this video for operation instructions. This isn't Cubehamster's first death machine. Here's a four-legged dino-bot (also with missiles).

Thanks, Kotaku.

Evolve Stage 2

Currently, on Steam, Evolve is placing just under Empire: Total War in the league table of number of people playing it right now. More than twice as many people are playing Euro Truck Simulator 2, a game that is not a multiplayer shooter that requires populated servers to function. That said, more Steam users are currently playing Evolve than are playing Call of Duty: Advanced Warfare's multiplayer.

I don't know what any of that signifies in real terms, but it seems Not Good for a big AAA shooter that came out less than two months ago. Maybe this new DLC will prove a shot in the arm to its flagging playerbase? I half-suspect the DLC—and the way it's been messaged and marketed—was always part of the problem.

Here's a trailer of the new Behemoth monster and the four Hunters that will be available from today.

It pans out like this. If you bought the Evolve Season Pass, you get access to the four hunters but not the monster. If you bought the Evolve "PC Monster Race" edition, you'll get the Hunters and the monster. If you own none of the above, you can the Behemoth for 11/$15 and each new Hunter for 5.29/$7.49.

Two free maps will be added via a patch, but not until they've undergone a period of Xbox exclusivity. PC owners will get access to them on April 30.

Pillars of Eternity

Words like "clothing," "strip" and "buff," when placed together, would usually form a pleasant sounding sentence. Not in Pillars of Eternity, though. Its sentence is downright terrifying: a game-wide clothing bug could strip your party of their passive buffs, permanently.

This malignant curse appears to be widespread. As detailed in this Reddit thread, it happens if you double-click to replace the armour or equipment of your character. The workaround is to instead drag-and-drop items to their slots. It's easy to avoid, then, if you know it exists. If you do trigger the bug, you should be able to reload a save and restore the buffs—although, who knows how much progress that might cost.

In a forum thread, you can find plenty of speculation about the nature of the bug as well as potential solutions for the afflicted. For instance, it seems as if it's possible to restore an NPC party-member's buffs by removing them from your party and adding them back in. 

Obsidian has acknowledged the bug. "We do have a fix for this," writes lead programmer Adam Brennecke, "and I'm trying to make it retroactive, so it will fix any save games that have this problem."

Cities: Skylines

"A first look at my multiplayer mod," creator 'Fr0sZ' says of the video above. "Now I just need to figure out what to do with it." It's a work-in-progress attempt to implement a multiplayer first-person mode into Cities: Skylines. As you can see in the video, each player gets a crude avatar that shows their position in the world.

Cities: Skylines is proving admirably flexible as a modding platform. I'd be happy enough just walking the streets with a friend; showing them the sights of my town, Little Jerkhole. But who knows? At this rate we'll one day be looking at Grand Theft Skylines.

To keep track of the mod, head over to its Reddit thread on r/CitiesSkylinesModding. Its maker is taking ideas for where to go next. For more Cities: Skylines modding, check out our round-up of the best mods, maps and assets.

PC Gamer

At this point in what passes for my career I m barely sure of what passes for NSFW, but I m fairly certain some of this stuff qualifies. With that half-hearted warning out of the way, allow me to direct you to this thread currently tearing up r/askreddit, in which the question is posed: What is the worst thing you've ever done in The Sims series? The answer, it transpires, are some very bad things indeed.

As expected, much of it involves impromptu swimming pool drownings and entirely inappropriate and in many countries illegal woohoo-ing, but it s the creative stuff that amazes/terrifies most. I m not sure anything can top the story of the Painter Goblin reposted by BillGoats, but there are three of my favourites below. Let us know your secret Sims shame in the comments afterwards.

In Makin' Magic I had a brilliant dog called AJ who was loved by the whole family. He never had an off day and brought sheer joy to his owners. Decided to train my wizardry and get the spell that allowed you to turn pets into humans, so AJ could be even more a part of the family. He turned out to be the biggest fucking assbag as a person and was abusive to his family, so we had to take care of him. I built a monolithic tomb, and trapped him inside. The family stood out front playing music to him as he slowly starved. They bought a new dog and played with it happily outside his eternal resting place to torture his trapped soul. Eventually a dragon burnt down the house and killed them all. What a game. - funmenjorities

I built an orphanage with seven kids run by one little old lady. She loved those kids and treated them well, and they loved her in turn. Then one day, one of the kids decided to play with their rockets, which set some flowers and then the house on fire. She tried to save them, but succumbed to the flames. One or two of the kids managed to survive, but they never were as happy as before. - bookthief8

I wanted to make a church with a full, complete graveyard. So I built a small, simple structure moved in a family of 8, get them all inside, remove the door, fill with fire. Yay, 8 new tombstones! Repeat like 9 times, and you've got a full graveyard of tombstones. Then I built the church and moved in a priest to live there and tend to the grounds. Unfortunately for the priest the grounds had been tainted by the dark rituals of the past and several dozen ghosts would materialize every night. Tormented by the crowds of specters, he himself died three days later due to never being able to sleep. BrianWantsTruth

PC Gamer

The latest Rainbow Six Siege "Behind the Wall" video demonstrates how players will take on the role of an "operator" as they set off to save people's lives and blow up their houses. Each operator is a unique character with a specific set of abilities, which the studio says will force players to focus on effective teamplay if they want to win.

"We're following the original storyline," Creative Director Xavier Marquis says in the video. "In the books, Rainbow Six is a team built from the best special forces, it's a mix and match of different nations. That's exactly what we're doing, but we're raising the bar even higher."

Following that fiction is how Ubisoft differentiates Rainbow Six Siege operators from conventional character classes found in most team-based online shooters. Instead of opting to play as a generic sniper or medic or demoman, which other players on your side can also select, you choose a particular character—an operator—thereby making him or her unavailable to others. Ideally, team members will choose operators who match their particular talent or play style; on the other hand, if you move too slowly you may end up saddled with someone you hate and/or suck with. Which, to be perfectly clear, isn't necessarily a bad thing: I've had some really great times playing some really lousy TF2.

Alongside the "Behind the Wall" video, Ubi also released a noisier but less informative gameplay trailer, which you can catch here. Better yet, have a look at Evan's new hands-on video, recorded during his recent trip to Ubisoft Montreal, in which he discusses the state of the game so far and offers up some of his own opinions about the operator system.

PC Gamer

Update: The stream is over, head over to our Twitch channel to watch the VOD.

Original: Not A Hero is a 2D, side-scrolling shooter from the makers of OlliOlli, though it's self-described as "2 D" to be more accurate. I'm not entirely sure what that means but I'm looking forward to finding out, and you can find out with me in our livestream today. This'll be my first look at Not A Hero, which won't be released until May 7th. 

We'll be livestreaming Not a Hero from our Twitch channel today from 3-5pm PDT, come watch!

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