Dec 23, 2017
Rain World

Among Rain World's best tricks is that it doesn't end with you. Fall afoul of the reptiles who coil and flop through its moulting, fungal catacombs and you'll be dragged to a crevice and swiftly guzzled. The restart prompt appears, but you're under no pressure to hit the button, and really, what's your hurry? Death is an opportunity to enjoy Joar Jakobsson's chiselled 16-bit aesthetic and the game's AI ecosystem at leisure, freed from the rat-race of its core mechanics.

Predators come and go from boltholes: depending on where you've copped it, you might even see them fight, tumbling through the muck in a writhing knot, coughing up bright bubbles of neon blood. Light drifts over backdrop layers, burnishing dead machinery and throwing the shadows of unseen structures across the view, an effect that rather uncannily places the environment behind the player, as though you were perched on a rail in the foreground. It's mesmerising and, given Rain World's difficulty, reassuring: where other game worlds turn on the player's motions and decisions, your participation here is never represented as essential. This grotty, inhuman reality was getting on just fine before you arrived, and however hard the rain may fall, it will continue long after you are gone.

Games are fond of ending the world or staging its total corruption, and 2017 has (appropriately enough) delivered a bumper crop of post-apocalyptic and dystopian fantasies - all thrillingly distinct, and each a commentary on or unwitting reflection of historical forces that threaten disaster in reality, from climate change to religious fanaticism. Some of them take a guilty pleasure in the idea. For a role-playing shooter like Destiny 2, the apocalypse continues to be wish-fulfilment for compulsive hoarders and gladiators, a return to a simpler, more permissive "heroic" era, steeped in the pomp and hubris of the Space Race and the work of venerated sci-fi illustrators like Syd Mead and Chesley Bonestell.

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The Elder Scrolls V: Skyrim Special Edition

Every season has its own distinct landscape look, feel and characteristics. This has permeated into game design incredibly pleasingly. It is easy to think of a video game setting bathed in the bright light of summer or covered by the golden palette of autumn. However, no season is perhaps as striking, atmospheric and powerful as winter. The winter landscape of games can be so perfectly represented and impactful that they appeal to our real-world attachment to them - the crunching of snow, leaving tracks and patterns, the eerie quiet, and the different dynamic frost and ice bring to a landscape, for example. Through design, the use of aesthetics and symbolism, by appealing to our senses and by containing features that affect and change the land, distinct and brilliant winter landscapes come to life. Deliberate design and the careful inclusion of many often-underrated elements of the landscape results in powerful vista compositions, effective and realistic winter plantings, and deep use of the architecture and scale of the land, that goes beyond the aesthetic. And, while the other seasons are more colourful and verdant, winter displays the bones of the landscape, where spatial composition and layout is exposed, and underlying design and features are revealed. By merging these with robust world narratives and environments rich with magic and majesty, we are gifted magical, wintry vignettes and transported to spectacular and powerful places.


The impact of Skyrim's winter landscape hits twice in the early moments of the game. As the screen fades from black, the landscape shows us that the season is winter, encasing us in pine trees, winter mist, and snow, providing a glimpse of the landscape's aesthetic. After escaping the chaos of the introduction - evoking a similar sense of release at the beginning of Oblivion - we emerge from the caves and are greeted with a beautiful, expansive view of Skyrim. This is the moment that the landscape tells us, with no subtlety, that winter is not only the season but the whole setting. Winter is infused into the very land, featuring meaning, symbolism and design that transcends a wintry aesthetic. This is what plays a big part in our eventual feeling of total immersion, becoming as much a part of the landscape as the mountains, snow, plants, trees and forests.


The forests and trees of Skyrim's landscape are a crucial and excellent winter element. From airy and welcoming, to dark and dense, the pine trees (particularly) and forests, reveal a lot about a landscape influenced by Nordic and Scandinavian culture, myths and tales. Crucial to Norse mythology, trees play a key role in the creation myth: Bor's sons (Odin, Vili and V ) crafted a man called Ask (an Ash tree) and a woman called Embla (possibly 'elm' or 'vine') from tree logs, and from these descended the races of men. This importance was heightened due to the central role that Yggdrasill, the tree of fate, had in Norse mythology. This is particularly interesting when considering winter and trees, as Yggdrasill is sometimes seen as an evergreen tree (like a pine) - ever steadfast and standing proud in winter when others have gone dormant. Leaning on Norse mythology as it does, there's a connection to be drawn between this importance of trees and the prevalence of evergreen and pine trees in Skyrim - exerting an influence on the land ad being an important, interactable landscape element. This significance of trees, particularly in winter as they remain dominant features of the landscape, seems to be mirrored by Skyrim's people. Throughout the land, trees are deployed as important feature or focal points in design, particularly in central courtyards and squares, which demonstrates a reverence and practical side they have in design terms. This in turn is reflected by real-world design use, where trees are used as great architectural focal points. Their efficacy in such a use is exaggerated with evergreen trees: the fact that they are always present, giving colour, and form and structure through their architectural qualities. This means that they will always show the structure of the garden or landscape, becoming one of the bones of design ensuring it retains its form; exposed in winter but crucial to giving the layout anchor points, frames, screening and focal points.

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Sid Meier's Civilization® VI: Australia Civilization & Scenario Pack

Civilization 6 was only released last year on desktop computers but has already - as of today - landed on iPad! Understandably you'll need a newish iPad in order to play - either an iPad Air 2, iPad 2017 or any iPad Pro.

The first 60 turns of the game will be free but then you'll be prompted an amount I cannot see on the Civ 6 App Store page to buy the game and continue. It's a 3.14GB download and it's the base Civ 6 game without any downloadable content.

Meanwhile on desktop computers, Civ 6 is gearing up for its first big expansion, Rise and Fall, which arrives 8th February for 25. It adds a whole game's worth of new content to the mix, including loads of new leaders, civilisations, wonders, units, buildings and so on. A key new feature is Golden Ages and Dark Ages - states you can trigger if you're doing well or, conversely, badly.

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STAR WARS™ Battlefront II (Classic, 2005)

Apple, in what may be a trend-setting decision, now requires any App Store game with loot boxes to disclose the odds of receiving items from them.

"Apps offering 'loot boxes' or other mechanisms that provide randomised virtual items for purchase must disclose the odds of receiving each type of item to customers prior to purchase," a bullet point added to the 3.1.1 in-app purchase clause now reads (via TouchArcade).

Forcing disclosure of odds is something China has required all games to do, by law, since May. It's how we learned Overwatch awards an epic item once every 5.5 loot boxes and a legendary once every 13.5 loot boxes.

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PUBG: BATTLEGROUNDS

UPDATE 2PM: Despite months of testing, the combined excitement of everyone trying to log into PUBG has melted the servers. PC servers in all regions are down. The team is doing what it can but for the moment you'll have to, I don't know, go Christmas shopping for a couple of hours instead.

ORIGINAL STORY 11.30AM: A speedy nine months after arriving on Steam Early Access, this year's multiplayer smash hit - PlayerUnknown's Battlegrounds, or PUBG - has launched. Our PUBG review went up this morning in case you missed it.

Full patch notes for the PUBG version 1.0 update, which introduces the new desert Miramar map, can be found on Steam (they're too lengthy to post here). To celebrate the occasion, everyone will receive a free Winner Winner Chicken Dinner t-shirt in the game when they log in.

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PUBG: BATTLEGROUNDS

Let's start at the top: in PlayerUnknown's Battlegrounds, 90 to 100 players parachute from a cargo plane on to one of two islands - either temperate Erangel, which has been in the game since its early access launch, or the desert Miramar, which is new. Once on the ground these players, clad only in whatever rags that loot chests have granted them, raid abandoned buildings for weapons and scramble to kill each other while avoiding a vast forcefield that slowly closes in on a narrow area of a map. Die and you are kicked back to the title screen: survive and, er, you won. That's it. Battlegrounds can be played solo or with a team, in first or third person, but this weaponised form of hide-and-seek is what it amounts to.

This formula has made Battlegrounds one of the biggest games in the world, with a seemingly universal appeal: it is both the game that boosted Steam's presence in China and the game that my friends who play one game every five years are playing. It's a truth apparently unacknowledged that what the world really wanted was paintball-on-demand, and the rewards for the first game to successfully render this experience outside of ArmA mods and H1Z1 spinoffs are apparently limitless.

Battlegrounds is not, on the surface, a particularly elegant game. Its strengths are in scale, not detail, and it has not quite risen above the sterility shared by most games with military sims in their DNA. There are vague gestures at this being some sort of edgy TV show, a flame motif logo that looks like a bad tattoo and a cast of appallingly-dressed mute weirdos. Theme and atmosphere don't matter much here however because these things are provided by the scenario itself and, crucially, by your friends.

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Stardew Valley

Stardew Valley creator Eric Barone (AKA ConcernedApe) has revealed a number of new features and events coming to the village life sim as part of a major update next year.

Barone and publisher Chucklefish have both teased mysterious new, nautically-flavoured additions for Stardew Valley in recent months, and all are due to arrive in a free content update alongside the game's long-awaited multiplayer mode in 2018.

However, Barone's latest reveal is much heavier on actual details. In a new tweet, he confirmed that Stardew Valley's incoming content update will include a new town event for the winter, new NPC events, new outdoor decorations (some of which will change with the seasons), plus signs that can be used to display an item of your choosing.

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Darksiders III

THQ Nordic has unveiled a couple of minutes of new Darksiders 3 footage, the first to be shown since its announcement and gameplay reveal in May.

Darksiders 3 follows a similar combat-heavy third-person action adventure template to its predecessors, but this time places a new protagonist - the "unpredictable and enigmatic" Fury - front and centre. So far, each of the Darksiders games has followed the tribulations of a different member of the Four Horseman of the Apocalypse, and with Death, War, and now Fury accounted for, that just leaves Strife to go.

"Earth is now overrun by the Seven Deadly Sins and the mystical creatures and degenerated beings that serve them," says publisher THQ Nordic of Darksiders 3, "The Charred Council calls upon Fury to battle from the heights of heaven down through the depths of hell in a quest to restore the balance and prove that she is the most powerful of the Horsemen."

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ARK: Survival Evolved

Ark: Survival Evolved has finally arrived on the Windows 10 store and as an Xbox Play Anywhere title, so if you bought the game digitally on Xbox One, you also already own it on Windows 10. Two versions for the price of one, basically.

Being Xbox Play Anywhere also means paraphernalia such as saved games, add-on content and achievements go with you as you hop between versions. Also the two multiplayer communities - Windows 10 and Xbox One - can play together.

Ark recently launched an Aberration expansion pack which, among many other things, has an enemy that can impregnate you! But if that's not your cup of tea, the new underground biome has plenty more treats in store, including loads of new beasties, equipment and adventures.

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Kingdom: New Lands

Publisher Raw Fury has announced that Kingdom: New Lands' super tough DLC expansion Skull Island is out now on Switch and PC. Better still, it's absolutely free.

Kingdom: New Lands is an unusual, frequently serene, 2D side-scrolling strategy/resource management hybrid. It's also a game where half the fun comes from figuring out its opaque systems, and Skull Island is just as wilfully mysterious.

About the only thing publisher Raw Fury is willing to say about the free new expansion is that it's "the most challenging piece of content we've ever added. Seriously, it's hard AF." Oh, and that the update should appear on Xbox One and mobile by the end of the week.

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