Tomb Raider II (1997)

Whenever I hear someone talking about the great old days of games, back when the designers would just chuck you right into the middle of it all ("Getting stuck on a puzzle?" I once heard Tim Schafer say, "We used to call that content"), I think of one game that did just this, and very literally. About a third of the way into Tomb Raider 2, Lara Croft goes for a short ride on a submarine. The ride is short because the submarine crashes or explodes or something wretched and annoying like that. Anyway, the cutscene ends ambiguously and then the next level begins and...well, total darkness. Or just about. You're floating at the bottom of the ocean surrounded by shadows and water and not much else. There is, initially at least, very little suggestion of where to go. My sense, upon first encountering this level, was that the game had broken itself in a very unusual way: it had broken itself in that the setting had survived but the game had somehow run out of narrative to fill it with. It was like the designers had downed tools and backed away.

I died and died and died at the bottom of the ocean. But then I started to experiment. Eventually I found a series of oil drums or whatnot on the seafloor - a guide of sorts. I followed the trail and - after dying and repeating a few more times - I was inside a sunken ship, enjoying a handy pocket of air. This sequence sounds awful, probably, but it was brilliant. Weirdly, it is probably my favourite moment of all Tomb Raider moments.

The idea that games used to be better when they were harder and more obscure is one of the more annoying conversational gambits out there. The terms are vague - there are so many ways for a game to be hard, not all of them intentional or laudable - and I don't think I agree with the premise in the first place. But there is one series where I think it's absolutely true, for me at least. I really miss getting incredibly stuck in Tomb Raider.

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Hitman 2: Silent Assassin

Despite polarising its fanbase with a episodic release structure, Hitman 2016 was a huge favourite of mine. I loved the intricate detail of the environments and the freedom this gave you to experiment with your surroundings. That coupled with the unpredictable nature of the gameplay meant that pulling off elaborate hits was always heart-pounding stuff, especially when your well laid plans crumbled before your very eyes!

Most of all though I loved the elaborate challenges you could take on in order to dispatch your primary targets in weird and wonderful ways.

To that end, I decided to attempt something rather special during my hands-on time with Hitman 2 at this years Gamescom. The Chilli Immolation Challenge is a unique kill that (as far as I'm aware) has never before been captured on video and you can watch me attempt it in the player below.

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Hitman 2: Silent Assassin

IO Interactive has formally unveiled Hitman 2, and it's heading to Xbox One, PS4, and PC on November 13th.

Hitman 2 is a a direct sequel to the developer's 2016 Hitman game, and its story picks up directly where its predecessor left off, closing in on the mysterious Shadow Client. IO notes that Hitman 2 will launch as a complete story, ditching the episodic structure seen in 2016, but will also offer "tonnes and tons of post-launch content" - including the likes of new Escalation Contracts and Elusive Targets.

As is now tradition, Agent 47's latest adventure will take him all across the world (from "sun-drenched streets to dark and dangerous rainforests", says IO), with the developer showcasing a brand-new location as part of its announcement video. Hitman 2 includes a contract set across glorious sun-bleached Miami, which unfurls on the final day of the Global Innovation Race, with thousand of fans gathered to enjoy the show.

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Sleeping Dogs

Martial arts master and Star Wars Rogue One star Donnie Yen has confirmed a movie adaptation of Sleeping Dogs is in development.

Yen posted about the project yesterday on his various social media accounts.

"Sometimes great things take a bit of time," he wrote on his Instagram. "Sleeping Dog is motion, you guys ready for this? #donnieyen #action #sleepingdog #kickass #martialarts"

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Just Cause 2


Amid claims the traditional console business is on its last legs and reports about the power of the next Xbox and PlayStation 4, the boss of Avalanche Studios, the developer of the Just Cause series, has warned better looking games on next generation consoles "won't save the game industry".


Christofer Sundberg told Eurogamer that it is essential the next consoles from Microsoft and Sony combine the strengths of the Xbox 360 and PlayStation 3 with new business models so those who invest in making games see a suitable return.


Last month Ben Cousins, manager of Ngmoco Stockholm, predicted that in the next few years there will exist a free-to-play equivalent of single-player RPG Skyrim.


"I believe that single-player will be the next to be cracked in terms of freemium monetisation," he said. "And I'm talking about traditional, story-based, scripted, linear and non-linear single-player that we see on consoles.


"I am totally 100 per cent confident - I will bet large amounts of money - that we will have, in the next few years, a free-to-play equivalent of Skyrim. A game like Skyrim, where you accrue skills and equipment over time, that you can play for hundreds of hours, is actually one of the easiest games to develop for a free-to-play model. That would be a big hit."


Cousins said the future is freemium games where micro-transactions include gameplay features and functions that cause positive reactions. The average lifetime spend by a gamer here will be $60, predicted Cousins - the price of a new, boxed game. The difference is, however, that the audience for these games is potentially much larger than that for console games.


For Sundberg, who has teams working on next-generation games now for release in 2013 and 2014, Ngmoco's vision of the future is only "partly true".


"To sound exceptionally boring, I can't comment much on next-gen platforms," he said. "However, better looking games won't save the games industry - I can say that much.


"What companies such as Ngmoco have been talking about very actively in the press is partly true. Traditional business models are dead and if you want to survive as an independent studio you have to think outside the box."


Sundberg stopped short of agreeing with some commentators who have predicted the death of consoles. He imagines next-generation hardware fusing what hardcore console gamers expect with new ways for publishers to make money.


"I don't believe in the F2P model either and consoles are far from dead," he said. "How we combine the traditional consoles with new business models will be absolute key to success - not one way or the other.


"Since the recession of 2008/09 everybody has been looking for that Silver-bullet to save the games industry and jumps on every opportunity there is - developing a quirky PSN/XBLA game or building your own F2P game. That is suicide."


At GDC last month Unreal Engine maker Epic Games called on Microsoft and Sony to make the next Xbox and PlayStation 4 as powerful as "economically possible" to ensure both devices "remain relevant for another generation".

Reports have pegged the horsepower of the next Xbox at around six times the power of the Xbox 360. Others suggest visuals pumped out by high-end PCs using the DirectX 11 standard provide a glimpse at what will be possible.

Just Cause


Swedish developer Avalanche Studios has told Eurogamer Just Cause is "perfect" for the next Xbox and PlayStation 4.


The third game in the open world action series is rumoured to be one of Avalanche's in development games set for release in 2013 or 2014. If Just Cause 3 is a next-gen game, based on when we expect the next Xbox and PS4 to launch (in time for Christmas 2013), it could be a launch title.


"There is a very strong emotional attachment to the franchise as it was created by me and my design team here so we would obviously like to see a very bright future for Just Cause," Avalanche boss Christofer Sundberg told Eurogamer this afternoon.


"In this day and age when everyone is struggling to make money, my opinion is that the JC IP is perfect for everything that next-gen has to offer."


Avalanche has multiple projects on the go across its various studios. It's just announced a major recruitment drive aimed at expanding its studio operations in Stockholm and New York for work on current and next-gen console games. At least one of these titles will be announced before E3 in June.


Sundberg added: "As we've said before they are two pretty damn cool and big licenses which we have chosen to work on just because they allow us to create two new open-world/sandbox experiences in worlds where we've seen a lack of features that Avalanche Studios has to offer."


That Avalanche would embark on a third Just Cause game should come as no surprise. The second instalment was widely acclaimed, and recieved 8/10 in Eurogamer's Just Cause 2 review.


But Avalanche isn't a one-trick pony, and has since released tip-top twin-stick shooter Renegade Ops.

Just Cause 2


I had a friend who had synaesthesia. Sounds would form a iridescent fog over her vision, with different sounds creating different colours, and multiple sounds layering over one another; blue could be shot through with silver, or pockets of red would flare in a brown malaise. Most of the time, she said it was actually quite pleasant, as though she was seeing an extra layer to sound that was unique to her. Most of the time, it made her feel special.


Sometimes, when there was too much sound, or too many that conflicted, it would overwhelm. It would make it difficult to see, and difficult to think, with this violent storm of colour covering everything. It was only at those times that she ever claimed to 'suffer' from synaesthesia.


Proteus, a procedural exploration game by Ed Key, doesn't let you see what you hear. It lets you hear what you see.

'Proteus Preview: A Musical Odyssey' Screenshot 1

The totems are on every island, always at the top of a mountain.


Trees have a low bass that takes you by surprise the first time you hear it, but provides a steady musical bed for the higher melodies of fireflies and flowers, or the sudden tinkle and upwards cadence of a hopping rabbit. Synths and beats are laced throughout the entire island that the game generates specifically for you, layering all these sight-sounds over them, so that you have a constant aural texture building and building.


You break from the canopy of the woods, and the tone changes instantly. Without those bass notes everything feels suddenly more open, not nearly so constrained. Wheat fields and daisies have their own notes, too, but they can't match the power and majesty of the trees, or equal the spritely staccato of the animals. They have their own place, and their sound is more delicate, but just as pretty. They're worth visiting.


Playing the unfinished preview build, Proteus feels surprisingly complete, not least because the main structure of the game, where you move through the seasons from spring to winter, is fully in place. Each season has its own wildlife, and its own music, both the synth bed and the tones of vegetation and animals changing to match the march of the year.

'Proteus Preview: A Musical Odyssey' Screenshot 4

At sunrise and sunset the island is washed in pink and orange.


And while you can't actively interact with anything in the world, the construction of melody and sound is enough. It's enough to know that you can go down to that clearing and change Spring to Summer, Summer to Autumn, Autumn to Winter, at any time. It's enough to wander over to a frog and watch it hop away, each movement soundtracked with an electronic buzz. You don't need to pick anything up, or solve any puzzles, to feel involved in a world.


That's the wonder of Proteus, as it stands. That this is a world that feels alive, and it feels as though you're a part of it. It doesn't matter that this is a bespoke island created just for you, or that there's a house with no occupant, or a field of gravestones without any explanation. It's enough to just wander, and have the world sing to you. But it's so much, so constantly, that it threatens to overwhelm. The sounds flood your ears as you drink in the sights, and you can get lost in it all. The seasons, each with their own distinct feel, build a narrative that is bitter sweet at best.


Right now, Proteus is a beautiful, wonderful game. It's unique, and it provides an experience that is quite unlike anything I've come across before. The more that gets added to flesh out these pocket worlds that the game creates for you can only to the majesty of it all. Ed Key, the developer, talks about the game in terms of EPs and LPs, as if they were musical records, and if this is the EP, the small collection of songs that lead into the release of a full blown album, then consider me well and truly teased.


I can't wait to hear it.

Just Cause


The Just Cause movie is called Just Cause: Scorpion Rising.


Bryan Edward Hill (Broken Trinity: Pandora's Box, 7 Days From Hell) is rewriting the script originally penned by Michael Ross, according to The Hollywood Reporter.

As previously revealed, the movie focuses on the origin of The Scorpion, aka Rico Rodriguez.


Producers Adrian Askarieh and Eric Eisner are yet to take the film to movie studios or financiers. Last year the pair said they hoped the Just Cause flick would emulate Bond film Casino Royal.


Backing previous rumours, The Hollywood Reporter claims a third video game in the Just Cause series is in development. This was reportedly set for launch in 2012, but Avalanche told Eurogamer it will not release a game that year.


So, as of now, Avalanche hasn't confirmed Just Cause 3 as a project. The Swedish studio told Eurogamer it has two "huge" titles in development. Both are scheduled for 2013.

Tomb Raider: Underworld


A complimentary download of 2008 adventure Tomb Raider: Underworld headlines the latest PlayStation Plus content update.


As detailed on the PlayStation Blog, Plus subscribers can also pick up Split/Second: Velocity at 50 per off, with the racer's Deadline DLC Pack going for free.


You'll also get early access to a GoldenEye 007 demo and savings on a number of other titles, including Burnout Crash, Rocket Knight and 4 Elements HD.


The following offers are available until 4th January 2012 unless otherwise stated:

From 7th December:

  • Tomb Raider: Underworld - 100 per cent off
  • Cool Boarders (PSone Classic) - 100 per cent off
  • Sneezies (minis) - 100 per cent off
  • Orbit (minis) - 100 per cent off
  • Split/Second: Velocity - 50 per cent off
  • Split/Second: Velocity - Deadline DLC Pack - 100 per cent off
  • Disney's Bolt: The Game - 50 per cent off
  • 4 Elements HD - 40 per cent off
  • Rocket Knight - 50 per cent off
  • GoldenEye 007: Reloaded - One week early access demo until 14th December
  • Festive Dynamic Theme - 100 per cent off
  • Stripes Part II Dynamic Theme - 100 per cent off
  • PixelJunk: Sidescroller Player One Avatar - 100 per cent off
  • PixelJunk: Sidescroller Player Two Avatar - 100 per cent off

From 14th December:

  • Marvel Pinball - 100 per cent off
  • Marvel Pinball: Captain America Table - 50 per cent off
  • Marvel Pinball: Fantastic Four Table - 50 per cent off
  • Burnout Crash - 50 per cent off until 28th December
  • The Studio - Hanging Mobile Theme - 100 per cent off
Hitman: Blood Money


Danish Hitman developer IO Interactive will work on new IP following the completion of Hitman Absolution.


That's what studio head Niels Sorensen is reported to have told Gamasutra.


There was, however, no mention of what this new IP will be.


Sorensen explained that after Hitman Absolution, released next year, part of IO will go on to collaborate with new studio Square Enix Montreal on a brand new next-gen Hitman game. The rest of IO, Sorensen said, will begin work on the new IP.


"When people work on the same IP for some time, I believe that there's a sort of creative drain," Sorensen told Gamasutra. "Thankfully we managed to make sure we keep focusing on different IPs and keeping people fresh."


"We've built an incubation department whose focus is work on new IP and prototypes, and all sorts of things for existing and new IP. And that's a really interesting sort of secret place where they cook up a lot of new things."


IO has tried new IP for much of this seventh generation of consoles. The last Hitman game released was Blood Money in 2006, which was a last-gen game tarted up for Xbox 360. And what fun it was.


After Blood Money, IO embarked on gritty new co-op shooter Kane & Lynch. The series started confidently in 2007 with Kane & Lynch: Dead Men, but plummeted below average with sequel Kane & Lynch 2: Dog Days in 2010.


In between the Kane & Lynch games, IO tried yet another new tack: kid-friendly action game Mini Ninjas, which was forgettable but enjoyable.


So, where will IO go next?

...