CD Projekt has released the patch notes for the coming 1.20 update to The Witcher 3: Wild Hunt, which makes a number of improvements and fixes to the game, including one that will be a big boon for Gwent card collectors: A new book called A Miraculous Guide to Gwent, which displays the number of cards missing form your base-game deck, and information on where to get them. New players can get the book from the Gwent scholar in the prologue, while those of you already deep into the action can pick it up from the merchant near St. Gregory's Bridge in the Gildorf district of Novigrad.
Other big changes include the addition of optional enemy upscaling, which will make low-level enemies more challenging (but won't affect experience points, loot, or quest rewards), and an increase in the incidence of certain monster-based ingredients required for high-level alchemy. The inventory and journal have been improved to make them easier to use, automatic drawing and sheathing of swords can be disabled, and this is a big one there will be a fix for a bug "whereby Geralt's clothing was not properly restored after sex scenes.
Oh, Geralt.
There are quite a lot of other fixes and tweaks, most of them for the base game but some specific to the Hearts of Stone expansion. A rollout date wasn't announced, but CD Projekt Community Lead Marcin Momot said on Twitter that it will be out after this weekend, but shortly before the Blood and Wine expansion goes live on May 31, and Tom Senior's review says that it's very good indeed. Full patch notes can be found here, and the relevant discussion of the update on the CD Projekt forums is here.
	It's a quiet weekend overall as many pro scenes enter a lull following a long month of dramatic Spring championships. That doesn't mean that you've got nothing to watch, however: on the contrary, there's no better way to cap off a week of Overwatch than with the game's first competitive LAN. If that's not your speed, the Capcom Pro Tour is hitting no less than three cities over the next two days, and there's still Dota 2 and Smite to be watched. Enjoy!
Dota 2: The Summit 5 Qualifiers
Playoffs are still a few months away, but this weekend will see a handful of matches played in the European and South East Asian qualifiers. There are games at 11:00 BST/03:00 PDT and at 16:00 BST/08:00 PDT on Saturday that'll be streamed on the Beyond the Summit Twitch account. Afterwards, you can also catch Virtus.pro and Danish Bears in the StarLadder i-League StarSeries Season 2 qualifiers at 19:00 BST/11:00 PDT (livestream here.)
Overwatch: TaKeOver LAN
The first Overwatch LAN is being hosted by TaKeTV, better known for StarCraft's HomeStory Cup. It's a relatively small and chilled-out event with a modest $5,000 prize pool. This is a chance to get a sense of the developing Overwatch pro scene in Europe. Play began today and continues starting at 11:00 BST/03:00 PDT on both Saturday and Sunday. Here's the livestream.
Smite: Spring Split Week 9
As the Smite scene regroups after the recent drama you can expect that, at the very least, the rest of the week's games will last longer than a minute and a half. You can find top-tier play in Europe and North America starting at 18:00 BST/10:00 PDT on both Saturday and Sunday. As ever, you can watch the games on HiRezTV.
Street Fighter V: Combo Breaker and FFM-Rumble
There are several stops on the Capcom Pro Tour this weekend, including Combo Breaker in Chicago, FFM-Rumble in Frankfurt, and Japonawa in Tijuana. This means you're rather spoiled for choice when it comes to competitive fighting games, but Capcom promise a 'surprise' at Combo Breaker that might well prove to be a reveal of the next DLC character for SFV. If you're unsure which one to watch, then Combo Breaker is recommended for that reason. Find the schedule and stream information right here.
	The intimidating Pillars arena will be joining Rocket League's Rocket Labs playlist in the June update. I'm desperately trying to think of a way to describe it without just repeating the word 'pillars'.
Two triangular columns (nailed it) split the field into three, with a clear central lane linking the two goals. This is the point where you start wishing you'd practised those wall shots some more.
As Psyonix has it, "banking shots off the tall columns in the middle of the arena makes for some incredible moments and driving up the walls and flying down on the competition feels just right."
There's no mention of how it feels to accidentally ramp off a corner and land on your roof.
	
	It can be hard to keep track of all the free-to-play digital card games popping up lately, but SolForge is one of the longest running options out there. After nearly three years in Early Access, it will be hitting 1.0 and going into full launch next Tuesday, May 31. The official release will come with a completely revamped UI, a ranked ladder mode, new cards, and a whole lot more changes.
I spoke to Justin Gary, CEO of developer Stone Blade Entertainment, about what those changes mean for SolForge and what s coming most notably in my mind, the new UI, which Gary tells me they ve rebuilt the whole thing from the ground up. The last time I played played SolForge I had a lot of fun with it, but the game definitely looked and felt like something still in Early Access. And Gary knew it, saying before the update you enjoyed the game in spite of the experience you had to have to play it. The new UI has clearer animations, a log of what s happened, a new turn timer, and many more subtle adjustments.
The addition of ranked play is also a huge improvement, and Gary says it s been one of our most requested features. Previously, to play competitively you had to enter a tournament through SolForge s built-in tournament creator. While most digital card games don t have tournament support at all, Stone Blade chose to put that in first and a ranked ladder later. I came from a Magic [The Gathering] background, and as a Magic pro player and co-designing the game with Richard Garfield, the creator of Magic, we came at [SolForge] with that paradigm, Gary explained, which is you can play with your friends or against other people, or you can play in tournaments if you want to be serious.
We re competing against people like Blizzard, who has hundreds of millions of dollars to throw at this and hugely experienced teams. And us, it s like five guys in my living room.
While that makes sense for a paper CCG, it s not really what you would expect from an online competitive game. A ranked ladder has become the de facto way to play PvP games seriously across most genres, to the point where its omission from Overwatch was pretty surprising. To many, adding a ranked ladder to SolForge will be a final step in making it a complete game, which is one of the reasons Stone Blade wanted to include it at launch.
Gary told me that SolForge has been in development for about five years, raising funding on Kickstarter back in 2012, but that with games like this, you re never really done. The beta label was mainly used for so long to make it clear that there were still big features missing, but developement isn t going to suddenly grind to a halt when the game leaves early access.
SolForge has already received six card expansions, with a seventh to be added on launch. What s more, the pace may quicken now that other features like the new UI and ranked play are done. We thought this [UI] rebuild would take six months, and it s taken a year, Gary said, so that means we haven t had new card content in those six months. Because of that delay, the next set of cards has been in testing longer than any other set they ve made, waiting for launch day to arrive.
It seems crazy to try and compete as a digital card game in a world where Hearthstone reigns so supreme, but Gary firmly believes that its rampant success is actually beneficial to the entire card game community, despite presenting a goliath-like competitor. It s a huge undertaking. We re competing against people like Blizzard, who has hundreds of millions of dollars to throw at this and hugely experienced teams, Gary said. And us, it s like five guys in my living room. We re trying to make it work. But he doesn t have dreams toppling Blizzard to the ground. Are we going to be as big as Hearthstone? Probably not, but that s not my goal. My goal is to make a great game that people love.
SolForge's focus on tournament play, its unique game mechanics, and the ability to share cards make it stand out in the digital card game space, and the cleaner, more satisfying UI has convinced me to give it another try come launch next Tuesday. If nothing else, news of its launch just continues to reiterate that it s a great time to get into CCGs on PC. You can download SolForge on Steam right now.
Update: The Article originally said the developer of SolForge was Stoneblade Studios, not Stone Blade Entertainment. This has been corrected.
	
	As I write, the Congressman is walking the streets of Sapienza, surrounded by muscle and personal assistants. One way or another he'll be gone before two days are up.
You know the rules: you've got one shot to eliminate the target. Die and that's it. If he dies, that's it there'll be no attempts to better your score. Remember that PC players have a reputation to protect when it comes to assassinating high-value targets, so try not to let the side down.
As the with the Forger before him, Io has provided us with a little intel on the Congressman. Aspiring presidential candidate Anthony L. Troutt made himself a few enemies during the 1983 invasion of Grenada. Friendly fire can have that effect. During his visit, he'll be staying at Silvio Caruso's mansion. The rest is up to you.
	Don t get me wrong, Doom is metal. In fact, Doom is heavy metal and certainly 2016 s most metal PC game so far. But as with all things metal, to someone, somewhere, Doom is just not metal enough. I am that man, and I am not sorry.
I believe a perfect Doom has yet to be made, one that exists somewhere between Doom and Doom 2 s fast gunplay and cheeky wit, and Doom 3 s uncanny horror. And thus is metal: the earnest, willfully campy distillation of the most brutish and bleak of human affairs. Think spinning Judas Priest records in reverse to reveal dangerous occult messages while your parents are asleep. Think of the lowest depths of misery and anger channeled through a rad guitar solo, dude. Think of the folly of man and his insignificance embodied in corpse paint, sleeveless political t-shirts, and luscious long hair. Doom can do more. Here s how.
Imagine: an ocean of obsidian with just you and a shotgun. It s freezing and absolutely silent. Nothing happens. OK, so maybe reel back on the pitch blackness and emptiness a bit. Doom would benefit from even more environmental variety, though. It does a great job capturing a singular comic book version of hell jutting rock spires and skull adornments en masse, but there s little sense that an ancient occult hierarchy exists there.
To really give Hell an air of uncertainty, let me walk through demon settlements and interact with passive (likely tortured) denizens. I fantasize about a level that explores the cacodemon society, where I trek through an abandoned (or not) hive and piece together clues about their floating eyeball culture through small environmental details. Doom has plenty of quiet moments and wholly encourages exploration with its many secrets, but doesn t reward much in the way of color and information about the world. I just want to know who I m dissolving with my super shotgun on the reg, not because I want to empathize with them (that d be tough to pull off), but because I want to know what they represent. How did the cacodemons come to be? Are they representative of a specific kind of sinner? What kind of messed up rituals do they have? How is babby cacodemon formed?
I just want to know who I m dissolving with my super shotgun on the reg.
There s plenty of room for Doom to expand on environmental storytelling. Sure, every inverted corpse is a story, but if the only story prop in each environment are inverted corpses then the story per inverted corpse will have diminishing returns.
OK, so don t replace all of the blood, but I think there s room to be more creative with fluid decoration in Hell. Blood is cool, and the implications of blood hanging around for decoration or happenstance aren t rosy, but that junk would congeal and crust. Plus, Metallica, a big mover in all things metal, made great use of bodily phlegms in the cover for Load.
To be clear, Doom should not do as Metallica did. Doom should just ease up on the blood hose and let original artistic endeavors take shape. Doom needs a healthy splash of red regularly, but could afford to dip into a more cosmic color palette. Some of the most imaginative metal album covers make use of the entire color spectrum. Creepy and rad can be more than red and brown.
One way to lean into Doom s cheeky wit while elevating its level design and uncanny horror is to make Hell an impossible plane of existence. I expect a nightmare dimension to rattle me and step outside the traditional bounds of time and space on occasion, and Doom s arid rocky platforms don t exactly do much to instill existential dread. I want to experience a nameless horror and laugh about it.
Doom s layered and winding level design could benefit from the addling complexities of M.C. Escher inspired staircases, or the mind-bending perspective behaviors of a game like Antichamber (walls that only exist when you re looking at them) Doom doesn t need to go all in and become an environmental puzzle game, but by adding bizarre, seemingly illogical behaviors to Hell, it becomes a more threatening and unpredictable place while broadening its playful use of cliches.
The portals dotting mid to late game fights are a step in the right direction, working as they always have: instant transports between two distance points on a map. Rendered as blue and red swirl patterns however, they say 'World of Warcraft more than they say time and space have no meaning here, everything you know is a facade, have you heard the new Agalloch LP yet and so on.
I wish every mechanic in Hell was coated with the same miserable helly-hell paint as the totems small stone artifacts in Hell that project the histories of the dimension in the most deep, luxurious demon dulcets imaginable. Portals should be screaming mouths that split open and swallow the player whole, maybe large glistening eyes that carry the faint reflection of their destination within them.
Well, to be clear, the demons should never say a single human word, but there is definitely more room for them to strut their personality. For the most part, they all make gurgly noises and furrow their brow at Doom Guy. There s nothing unsurprising in their behavior they re all very capable demons and I m proud of them.
I want to stumble upon a rite, a human sacrifice hell, a board meeting.
But they re not very good at sharing their feelings. Hear me out. I m not asking every imp I see to pop a squat, crack a beer, and spill their workaday woes to me I d just like to see a few more heinous behaviors from these hellions. Most often, they apparate, I punch in their soft shell skulls, and carry on. I want to stumble upon a rite, a human sacrifice hell, a board meeting. What do they represent? Why should they feel threatening beyond sporting a scary good set of demon abs or a single glistening cat eye?
There are a few moments where you can look at an arena from afar where some demons are already fighting one another I d love to see more of their activities overlap and extend beyond simply attacking the player. Pitting certain demons against one another doesn t just offer combat incentives, but it speaks to their relationships and personalities. If every cacodemon I encounter wants to duke it out with all Barons, then I m inclined to kite around the arena (even more than Doom already encourages) and distract them with one another. And if those behaviors are expressed beyond demon models bumping up against each other, accompanied by attack formations and supplemented by small set pieces throughout each level, I may begin to think of them as creatures instead of polygons.
In 1993, Doom s assortment of demons were taboo. They were pixelated approximations of creepy, occult entities made into video game stars overnight. In a largely Christian society, they stood out as harbingers of an imminent teen-pocalypse. Now, they re pretty much par for the course. It s time to dip into the old six demon bag and see what new devils have earned a shot at stardom. A few of my favorites, for your consideration:
Buer - This confused vortex of goat legs is attached to the head of a lion. Imagine the animation and speed on that sucker rendered in idTech, the clop-clop-clopclopclop as it approaches. Metal.
Purson - Dude s just trying to ride a bear. Imagine: shotgun the guy up top and steal his ride. Take a hell bear for a spin through the sixth layer, knocking down mailboxes.
Baal - Look at this confused little guy. I d be wearing the same expression were I part man, cat, and frog on a bed of holy shit, yep: spider legs. Imagine a chopped, screwed remix of this enemy in a Doom game. Give them some kind of bizarre, tiered behaviors, maybe a support role in battle. Maybe they re a recurring NPC. Maybe they re passive and completely unexplained.
Black Phillip - Ba. Ba. Ba. Ba.
There are plenty of apt demons to pull from. The concept of hell and demons recur throughout an immense portion of cultures and their history. Floating horned cyclops sphere (cacodemon) is a great idea, but less so after 23 years. It s time to rope in the extended family, quirks and all.
I adore the soundtrack in Doom. It goes a long way in establishing a raucous, exuberant tone that accompanies the quick and dirty combat like a maestro to an orchestra.
But there could be more nuance in what mood Doom is going for throughout. For the most part, it s either A) badass and silly or B) curious and contemplative. It s intended to make you feel one of two distinct states throughout a 10 hour campaign, and for an adventure that traverses an alien planet and an interdimensional plane, the two broad emotive palettes don t quite encompass the physical and mental distance traveled.
As the environments change, as they should in Hell, shifts in the subgenre of metal music accompanying them would be a fun way to change the emotional palette and celebrate the diversity of metal as a whole.
Titan s Realm, a late game level, comes to mind. For a brief spell, the reds and browns of Hell give way to ashy greys and blacks. The mood is much more subdued, even in the middle of combat. I couldn t stop thinking that it d be interesting to hear Doom deploy black metal or a similarly bleak experimental metal with the same exaggerated enthusiasm as the rest of its soundtrack. Doom s heavy metal OST always gets me hyped to mow down demons, and layering on the fuzzier, bleaker tone of black metal (Blut Aus Nord, for example, embedded above) has the potential to underline the desperate difficulty of late game fights and the thematic destitution of the most tortured, terrible reaches of Hell without sacrificing a sliver headbanging, demon-slaying potency.
This kind of indifference just won t do. Doom should get me grounded for weeks.
	
	Through the magic of moving pictures, Eidos Montreal is filling us in on the events separating Deus Ex: Human Revolution from Mankind Divided events so grim that augmented lingerie models give way to mechanical apartheid in one three-minute video. Yikes.
As you'll remember from Human Revolution (and if you haven't played it, erm spoilers!), augmented humans were induced into mass psychosis by one barmy individual. Millions died, and the 'natural' survivors are keen to keep augs as far from society as possible.
As the trailer reveals, things get bleaker from there. You'll be able to see just how bleak (and how much of it is your fault) come August 23.
	
	To say Goat Simulator has gone off the rails isn't exactly fair, given that I'm not sure it was ever affixed to the rails in the first place. This is a game, in case the name didn't give it away, that's inherently about the ridiculous. But somehow, with each DLC drop, it's managed to become even more absurd, to the point that I'm not even sure what we're dealing with anymore. The next expansion is titled Waste of Space, and is an outer space-themed update with a trailer narrated by an Arnold Schwarzenegger impersonator.
It opens with a reference to The Force Awakens, and continues to fit as many sci-fi gags into the two-minute running time as possible. Almost hidden among all the jokes are shots of a game that's barely recognizable from the one that developer Coffee Stain Studios launched on April Fool's Day two years ago.
The primary physics-playground this time around appears to be a lunar colony, complete with flying vehicles and habitation domes, but there's a brief shot of what seems to be a flyable, first-person spaceship sequence. At that point, it isn't even about controlling your own ungulate anymore; that's a completely different game. We take our eyes off of Coffee Stain for one minute, and suddenly it's making a barnyard Star Citizen.
I don't know, maybe this is what Goat Simulator has always been. But it feels like Waste of Space is branching out past its "look, this goat can grab things with its floppy tongue" sense of humor, and maybe into being an actual... game?Probably crazy talk, but we'll find out either way when the DLC launches on Steam tomorrow.
	Mirror's Edge Catalyst will be bouncing onto PCs and consoles early next month, after which Faith's next stop seems to be her own TV show. A Deadline report says Endemol Shine Studios, the scripted division of Endemol Shine North America, home of such fine fare as Big Brother, The Biggest Loser, and MasterChef Junior, has acquired the rights to adapt the property into a female-centered action series.
We clearly see Mirror s Edge as a franchise for the global TV audience, Endemol Shine Studios President Sharon Hall said. It has a strong female protagonist, a wildly rabid fan base and a worldwide brand that Electronic Arts and EA DICE have done an amazing job establishing.
Statements from involved parties in the early stages of creative projects generally veer towards the hyperbolic, but even bearing that in mind I'm not sure that describing Mirror's Edge fans as wildly rabid is really the sweetspot in terms of PR mots justes. The game was more of a cult classic than a smash hit, and while there are plenty of people dearly hoping that Mirror's Edge Catalyst will be a satisfying sequel, it's not like we're talking about the Call of Duty crowd here.
Nonetheless, at least the reception isn't like to be worse than the one the Warcraft movie is receiving, right? Right?
As the next split approaches and with roster change madness at its peak, it s easy to recall roster swaps from the past the heated anger when someone supposedly betrayed a team by jumping ship to another roster, or the sadness when a leader stepped down from a role. I vividly remember following professional League and watching some of the first big roster swaps. I commented to a friend at the time, during Season 3, that this felt like the first time that League had felt like a real sport, with people choosing their team based off things like business sense and economic viability and branding and not playing with my friends and having fun . The trend has only increased since then, with more money entering the scene and more at stake when a player signs a roster. Let s take a look at the recent roster changes of note.
There are plenty of roster changes in Europe, but there are a couple to hone in on. They are Origen s bot lane switch up, the new duo lane for G2, and the return of an old veteran.
OG and G2 were the two teams fighting for first place in the spring finals and the chance to represent Europe in the Mid-Season Invitational. We all know how that story went G2 won by a hair, flamed out at MSI, and vowed to come back stronger. That they did... by recruiting OG s bot lane, Zven and Mithy. Zven and Mithy were considered the mechanical backbone of the team, and their loss will be keenly felt in the split to come.
There s also the personal aspect, where feelings overwhelm what the players may have been dealing with. Zven and Mithy were a core part of Origen, and all of the players considered each other friends. They lived together, relied on each other, and according to Amazing, they found out about the roster swap through Reddit along with their fans. There s a level of personal betrayal here, and often, people don t think of players as other human beings it's hard to consider how things like a strenuous personal environment, or a clash in values could seriously impact a player.
This isn t necessarily a moral failing on the part of fans. It s hard to get a glimpse at a genuine insight of the players. We see their personas through social media or windows of their practice lives through streaming, but we don t see the truth of their experiences. Even teams with reality shows carefully edit the footage.
There s also the issue that fans can struggle with concepts like being unhappy in a team house. These guys are living the dream, right? When you look up to someone and see them as an idolized figure, it s hard to see the human realities of the situation: personal ambition and stress, unhappiness and worry, dollar signs and career length.
Origen have picked up FORG1VEN and Hybrid. It remains to be seen how well both G2 and OG will do with their new lineups, but the situation is likely complicated, painful, and more than it appears on the surface.
This most recent roster change up joins a long list of similar upsets. Here are some of the most memorable player movements from the last few years, and a reason why they stick around in the collective fan memory longer than most.
The CLG revolving door: Link, Nien, Seraph, Dexter... I could write an entire article on the constant rotations that CLG suffered up until their newest iteration, which represents the first time in ages that their roster has looked strong and united for two splits in a row. CLG had a major morale problem, and while it s easy to point fingers at Doublelift (as fans have been known to do), the problem was likely much larger and based on the team s infrastructure. Maybe one day there ll be a tell-all account of CLG before they found their footing and established a proper team environment. For now, the best thing we have is the creatively named Donezo Manifesto , a 17-page letter from former mid laner Link. There were problems with the players, with the coaches, with the management, with the communication between all of those parties. Their current state is an inspiring story to go from such a tortured state to the best team at NA and second place contenders at MSI is no small feat.
The end of the Imaqtpie era: Imaqtpie was considered to be one of the last of the old guard from the days when players were players, and not professionals. He stepped down because of the increasing conflict between those two ideals. Luckily, he still graces us through Twitch, amid a near constant stream of requests that he returns to the big stage. Unfortunately, those wild days seem to have passed.
The TSM that should have been: in a column about roster changes, I d be totally remiss not to discuss Doublelift s controversial move to TSM. He was the last of the CLG revolving door, and it was the biggest roster change of all time. Doublelift had been the backbone and carry of CLG for four years, through some of the roughest times of his life and the roughest times of the organization s life. When he left for TSM, he was joined by Yellowstar, the captain who led Fnatic to victory, and one of Europe s strongest junglers, Svenskeren.
It should have been a hit, a guaranteed win. Yet it wasn t.
Doublelift certainly seems happier on TSM, and if he s an inside agent playing the long game, he has yet to reveal that hand (I m just kidding). With a new, young support at his side and TSM proving that they can come together for playoffs, he might have time to redeem himself as the right choice for TSM and prove that he wasn t the common factor across so many struggles. Doublelift s story is far from over, and that's a feat for someone who has been in the game for so long.
This won t be the last season of roster mixups, and there may be a crazier set to come. No matter what you think of each change, it s that strive to improve and find the perfect combo that pushes competitive League forward. Who knows what the future will hold?