May 2, 2011
Tom Clancy's Splinter Cell Conviction™


Another day, another Bank Holiday. Seriously, how many bloody holidays do these banks need? How about actually taking less than a week to clear a cheque. That would be nice, wouldn't it?


Anyway, if you're reading this on the Bank Holiday Monday like a truly hungry mobile gaming hound, then lucky you, because we have a rarity – a pair of two-out-of-tens.


You see, one of the problems with the explosion in popularity of the mobile sector is the vast number of chancers who try to peddle bottom-of-the-barrel sludge and stand there with their hands out. Well, guess what, chancers? I call bulls*** on your nefarious ways, and will do my best to ward unsuspecting gamers off your worthless offerings.


But it's not all whining indigence. Three of our selection are rather good, too, and you can have all three for a sum total of 59p. This could well be the cheapest bank holiday you'll ever have.

Coin Drop


  • iPhone/iPad - £0.59 (universal binary).


With Coin Drop being the most talked-about mobile obsession right now, it is my sworn duty to find out what all the fuss is about. A bizarro combination of Peggle, Angry Birds, Breakout and Portal you say? Who could possibly resist?


Like many of the unfailingly addictive time sinks we now have in our lives, the name pretty much says it all. You have coins. You must drop them. Forever. Specifically, they need to find their way into the five hungry receptacles stationed at the bottom of each of the 60 levels.


Getting them there, though – oh ho ho. At first, it's simplicity itself. Just line the coin up roughly above the goal and down it plops. But then pins which bounce your coin around, Peggle-style, start to become a factor. Before you know it, you've got all manner of obstacles: spinny things, whirling critters, portals, you name it, all doing their best to disrupt your once-simple task.


Judgement comes into it, obviously, but only a bit. Just like the ubiquitous Angry Birds and Peggle before it, you're kidding yourself if you think it's all down to your skill. Sometimes you'll just get that lucky break and squeak through, and then it's onto the next, even more vindictive stage.


I haven't even mentioned the shaking. Yes, just to add an even greater degree of random nonsense, you can shake the device to jog the coin a little, and therefore give you a chance to influence its direction. Once you start employing this tactic, of course, you can't bloody well stop, and so spend most of the game spasming like a drunk with an involuntary tic.


Sorry to say, but that spoiled Coin Drop for me. If the 'shake' could be deployed as a last resort like a Pinball tilt, fair enough, but when so much of your success appears to depend on blind luck, its appeal starts to wane.


Full Fat is addressing this issue in a future update, but whether it disrupts the balance the other way remains to be seen. Either way, it's certainly worth dropping 59 pennies on it. You wouldn't want to miss out on a phenomenon-in-waiting, would you?

7/10

The Nightjar


As brilliantly creepy and original as Papa Sangre undoubtedly was, it left you wondering where Somethin' Else could go next. The answer? Into space.


Once again, you're thrust into a terrifying graphics-free world where you're forced to rely only on what you can hear. In this instance, you're abandoned on a space station and have to pace around while a strange voice gives you vital instructions on how to make your es-cape.


The mechanics are exactly the same as before, with a semi-circular dial at the top of the screen allowing you to turn, while the lower half of the device is given over to your left and right feet.


If anything, the effect is even more immersive this time around as you creep gently around unseen terrors, flicking switches and groping for the exit.


The only downside is that it's all over far too quickly. With just 12 rather simple levels to explore, it's the kind of one-hit app that you'll cruise through, never to return. Then again, unlike Papa Sangre, it's completely free, thanks to a promotional tie-in with Wrigley's of all things. On that basis, grab it now. Tell all your friends.

8/10

Prose With Bros


  • iPhone - Free.

  • Ad-free version £1.19.


You've heard of Words With Friends. Now it's time for Prose With Bros – a game essentially designed to bring out the perverted wordsmith in all of us.


At its core, it's multiplayer fridge poetry (online or off). If you've never had the tittersome pleasure of this dubious pastime, it involves creating slightly bizarre sentences out of a word soup. Many small hours of the morning have been lost crafting prose to excite and delight fellow residents.


In Prose With Bros, the same aim applies. You're given a page full of disconnected words, and tasked with arranging up to four lines' worth.


Meanwhile, one of your buddies somewhere in the world has to try his or her best to out out-filth you, and both attempts are voted upon by the rest of the world over the next 24 hours. The one with the greater percentage of the vote 'wins'. While you wait, you can also vote on everyone else's distressing creations and give kudos where it's due.


Of course, Evil Laugh Games didn't intend for the game to descend into grubbiness, but that's the internet for you. At time of writing, the plan is to remove some of the more suggestive words in the upcoming free update – so the dirty-minded among you best get in there quick.


If you loved Words With Friends, then it's almost certain that you'll waste just as much time here. Just don't blame me for corrupting your innocent mind.

7/10








Tom Clancy's Splinter Cell Conviction


If the recent 3DS port of Splinter Cell: Chaos Theory was a sullen disappointment, it looks like a peerless masterpiece next to this amateurish attempt at bringing Sam Fisher to the mobile realm.


When it first came to iOS and Android, I took one look at the hideous virtual stick controls and thought better of trotting out more black words about virtual stick controls. But with Xperia Play's excellent combination of dpad, buttons and thumb pads, that no longer applies to the same degree.


Unfortunately for Gameloft, the vastly improved control system only highlights what a terrible game it was in the first place. For starters, you can't even invert the Y axis, making it basically unplayable for about 50 per cent of us.


And even if you're able to adapt to that, the game feels like a hapless approximation of what Splinter Cell might have been like if Ubisoft had designed it for the PS1 in 1997.


If the horribly angular, poorly animated visuals aren't enough to put you off from the start, the undercooked stealth certainly will, featuring some of the most brainless AI you've ever seen.


If you bother to play it properly, then it's possible to gradually creep up behind enemies and dispatch them with a swift melee manoeuvre, or mark targets and take out a whole group at once.


But once the game's hilarious limitations become fully apparent, you'll soon realise that it barely matters if enemies discover you or not. You can simply wander up to anyone and smack them with a melee smash, and shrug off the small matter of a few bullet wounds to the chest.


From that point, the game descends into a farce where the biggest challenge is not switching it off immediately. One day Gameloft will bring us high-quality mobile versions of its sister company's console hits. Until that day, avoid this at all costs.

2/10

Game Room - Pitfall


  • Windows Phone 7 - £2.49.

  • Free trial available.


And now, the final insult. After months of being routinely charged over the odds for ports of two-year-old iOS games, Windows Phone 7 owners can now enjoy Atari 2600 games for a mere £2.49 a pop.


To be fair to David Crane's legendary platformer, it was bloody brilliant at the time – but that time was 1982. In an era before Miner 2049er, Manic Miner and Jet Set Willy graced our screens, Pitfall was one of the first home titles to get anywhere near the arcade standard, and it promptly sold four million copies.


But nearly three decades on, it's little more than a charming museum piece. Even with triple-layered rose-tinted hippy specs on, your wistful memories will turn to ash as the harsh reality hits home.


You can't really knock the game itself. It is what it is: a simple 2D run-and-jumpathon where you have to collect 32 artefacts within 20 minutes. It's tough, it's exacting, and one of the very few 2600 titles that doesn't look irredeemably awful.


On a touchscreen system, though, it's obvious within about two seconds that it's a total waste of everyone's time. Things like achievement points and leaderboards mean nothing when the game itself is as fun as tucking into a maggot and offal sandwich.


Fortunately for all sane retro gamers that don't come running at the merest whiff of nostalgia, you can find out all of this by downloading the free trial. If you want to slap money down, more fool you.

2/10

TrackMania Nations Forever



The sun-bleached canyons, the cars polished to within an inch of their MOTS, the cunning use of the word "Turbo" 47 seconds in. As pointed out by RPS, there's plenty of reasons to get excited for Trackmania 2, even though there's no confirmed release date as yet.

For more on Trackmania 2, read our full preview in issue 227 of PC Gamer UK, on sale May 11.
TrackMania Nations Forever



The sun-bleached canyons, the cars polished to within an inch of their MOTS, the cunning use of the word "Turbo" 47 seconds in. As pointed out by RPS, there's plenty of reasons to get excited for Trackmania 2, even though there's no confirmed release date as yet.

For more on Trackmania 2, read our full preview in issue 227 of PC Gamer UK, on sale May 11.
TrackMania Nations Forever



The first Trackmania was a free-to-play blast of fresh air in the racing genre. Beneath the straightforward visuals and insane, topsy turvy tracks it was a surprisingly competitive game. Global and local leaderboards provided plenty of reason to keep re-running the tracks, and a the approachable level editor spawned some utterly bonkers creations. Judging from the teaser trailer above, the realistic new look hasn't compromised the avant garde course design. There's no release date yet, but the official Trackmania 2 site says it's coming "very soon!" You'll find the first screen of TrackMania 2 below.

TrackMania Nations Forever



The first Trackmania was a free-to-play blast of fresh air in the racing genre. Beneath the straightforward visuals and insane, topsy turvy tracks it was a surprisingly competitive game. Global and local leaderboards provided plenty of reason to keep re-running the tracks, and a the approachable level editor spawned some utterly bonkers creations. Judging from the teaser trailer above, the realistic new look hasn't compromised the avant garde course design. There's no release date yet, but the official Trackmania 2 site says it's coming "very soon!" You'll find the first screen of TrackMania 2 below.

Tom Clancy's Ghost Recon®


Driver: San Francisco launches this September, Ubisoft has announced.


The game, delayed in November 2010 to ensure that the finished product is up to scratch, was due to launch between April 2011 and the end of March 2012.


In an updated release schedule issued today, the French publisher narrowed the release window of the PlayStation 3 version of Child of Eden and Splinter Cell Trilogy HD.


Child of Eden launches on PS3 during the second quarter of 2011 – meaning it releases at some point between now and the end of June.


The Kinect-enabled Xbox 360 version of Child of Eden has a confirmed UK release date of 17th June.


Splinter Cell HD also launches at some point between now and the end of June. The PlayStation 3 collection had been down for launch during the first half of 2011, but last month was rumoured to have suffered a delay.


Elsewhere, shooter sequel Call of Juarez: The Cartel launches this summer, and Nintendo 3DS games Driver Renegade and James Noir's Hollywood Crimes go during the third quarter of Ubisoft's financial year – between November 2011 and January 2012.


Ghost Recon Future Soldier is pegged for launch during Ubisoft's 2011/12 financial year – between now and March 2011.

Video:

IL-2 Sturmovik: Cliffs of Dover - Valve
The current patch contains the following changes:

MULTIPLAYER

* Added a new Steam Lobby feature to the Multiplayer section as an alternative to the existing server search. A lobby is a place for players to gather before joining or creating a server. The most important feature of a Lobby is that it allows one to join servers running on a non-public IP, bypassing network address translation. It will of course also allow you to send players to a public IP server just as well. When a lobby links to a public IP server, that server can be accessed both from the Lobby, or directly from the Server search. With a non-public IP, the only way to access a server is through a lobby. When running a dedicated server, the lobby host can link to it by pressing the Find Server button. Otherwise just press Play to create a new Server.
* Fixed certain aircraft flame and smoke effects not syncing when playing on-line and recording tracks.

GRAPHICS

* Made massive improvements to framerate in regards to the terrain engine. This will be most noticeable on machines with 4+ CPU cores.
* Made SSAO optional. It can be toggled on the fly with a checkbox in Video Options. Turning SSAO off will slightly decrease the graphical quality of the game while improving performance.
* Texture quality slider added to video options. The settings are Original (no change), High (reduced 2x), Medium (reduced 4x) and Low (reduced 8x). Lowering texture size will cause significant performance gain on lower-end machines at the expense of the graphic quality. Please not that the feature is smart enough not to downscale aircraft textures, so the most crucial components of the game will remain unaffected.
* Made sure that grass no longer grows through runways or roads.
* Re-enabled anti-aliasing on DirectX 9.

AIRCRAFT

* Completely removed overload assessment from carburetters. Rolls-Royce engines will now cut if overload is negative, and will not cut if it is positive. (old values were sneezing at .5G, and cut-out at .25 which we felt were dead on, but this apparently confused most of the players)
* When starting in mid-air, all gyro instruments will be spinned up so you don't have to wait for AH to get in shape, as well as course setters and DI set to actual heading for you.
* Reworked damage module to work dramatically faster when a plane is under heavy bullet bombardment.
* Elevator trim is now set close to neutral when starting in air.
* Returned the water splash when a plane plummets into the water.
* The Spitfire DM will no longer occasionally ignore detached rear fuselage.
* Changed WEP control feedback on Bf. 109. Rather than showing an 'On-Off' message, it now will show if it actually is switched on, and when it actually switches off.
* Fixed minor Bf. 109 damage visuals.
* Ju. 88 gear struts now break off gear well covers when they detach from the plane.
* Fixed missing power cords in Bf. 109 and Hurricane cockpits.
* Fixed visual issue with bullet holes in cockpit glass.
* Fixed issue with FW. 200 radiator flaps floating on detached engines.
* Fixed missing geometry on Spitfire's damaged right wing under the landing flap.
* Reworked movement of the Hurricane boost cut-out pull knob.
* Fixed minor Bf. 110 damage visuals.
* Propellers on detached motors will now appear stalled.
* An invisible mental force won't raise your landing flaps on the strip after you start the engine any more.
* Replaced every tachometer in every British and Italian plane with an electrical type, since some people find needle movement on the mechanical type not what they expected.
* Jammed and stuck motors won't budge when flying at high speed.
* Adjusted behavior of broken engines.
* Doubled quantity of air in Bf. 109 undercarriage emergency discharge containers. This makes it more likely that your emergency gear will have enough momentum to push the struts down till they lock.
* Landing flaps on Bf. 110 can now be ripped off only as whole, not in halves.
* Bf. 110 hydraulics pump is now driven by its right motor as it should.
* Fixed a bug with carburetor backfire always causing intake damage.
* New assessment causes less initial destruction to surrounding area when fuel storage explodes.
* New spectacular fuel storage explosions (blow up those large round cistern buildings around the map)
* Flames and heat from aerial fires will now make a plane catch fire, rather than break its parts.
* Fuel storage fires, on the contrary, will be more destructive.
* Implemented new getParameter() to AiAircraft interface to allow more access to aircraft state in mission scripts.

MISC

* Added four new benchmark tracks. The Black Death is the new version of the most famous track from Il-2. It will tax your system to the absolute limit.

Tom Clancy's Splinter Cell Conviction™ - Valve
Act now and save 60% on Splinter Cell Collector Pack during our Weekend Deal! Offer ends Monday at 10am Pacific Time.

Follow the dramatic story of Sam Fisher, a highly trained secret operative of the NSA's secret arm: Third Echelon, as he fights terrorism and makes his own rules in the name of justice.

Assassin's Creed™: Director's Cut Edition

The CEO of Ubisoft is Tired of Our Current ConsolesIn an interview with MCVUK, Ubisoft CEO Yves Guillemot lamented the lack of new development platforms, going so far as to blame the lack of new home consoles for the entire industry's fiscal shortcomings. In the interview, Guillemot claims that Ubisoft has developed fewer new IPs of late because there is no more room for new franchises on this generation of consoles: Sequels rule the roost, and Ubisoft has plenty of established series to work with until PS4, Xbox 3 and Wii 2. That said, Guillemot wishes that the consoles would get an update so that the developer can move forward.


"When a new format launches, we look to use the new technology to bring new games and new ideas to our consumers. We would always hope to be more successful on new formats than our competitors... It is part of the DNA of the company. Each time there is new hardware it gives our creative teams more freedom and they don't have to follow the same rules. They can try new things because the consumer expects and wants new things... and that's part of the reason why the industry is in depression. Consumers like the current formats, but there is not enough creativity at the end of a cycle to really spark the business."


This generation has had the longest life-cycle of any console generation to date. It's been five years since the release of the PS3, and six since the 360 hit store shelves. On the other hand, Guillemot's reaction is a self-fulfilling prophecy: Regardless of how the current generation is doing now, withholding new ideas will eventually cause this generation to become obselete.Do you think it's time for a new set of consoles, or is the current generation still running strong? More importantly, do you think that developers should be holding back content for a new platform that, as far as we know, doesn't even exist yet? [MCVUK]


IL-2 Sturmovik: Cliffs of Dover - Valve
Thank you for purchasing Cliffs of Dover! If you have previously purchased our sims, you should know that they are a constant work in progress. We as a team are proud of the fact that we continuously support, expand and improve on our releases. We hope, with your support, to continue this tradition and to help the series grow in the coming years.

The current patch contains the following changes:

DRM
* Solidshield protection was removed from the game. The game no longer requires a second authentication key. Cliffs of Dover only needs to be authenticated once with a single key during first install.
NOTE: this action is automatic and does not require any action from the player.

GRAPHICS
* Significantly optimized buildings. Performance gain is less noticeable on above-recommended specs;
* Removed momentary freezes caused by trees and other vegetation; also changed the way far-away trees are generated;
* Improved block loading, i.e. the periodic loading of 8x8km terrain blocks as the player moves about the terrain. Performance gain is most noticeable on above-recommended specs;
* Expanded the resolution selection in Video Options to include non-native options;
* Streamlined cockpit render. Also made sure that stars and other bright objects no longer shine through the cockpit at night.

AIRCRAFT
* Removed “rubber bands” from player aircraft that made its movement smoother by delaying graphical representation of the plane behind its physical position, with the rare unintended consequence of making tracers appear to fly out sideways;
* Reworked aircraft visual fx and added some new ones, such as new MG131 hit FX;
* Improved performance in FM module by 0,001%;
* Turned on cockpit gauges in the FIAT G.50;
* Fixed fps drop when zooming in on a bomber formation;
* Added a special penalty to aircraft with large parts of wing missing. Though this is less realistic, this will address most common misconceptions while we work on even more accurate wing calculations specifically for this scenario;
* Fixed issue when missing control surfaces could still control aircraft;
* Fixed some damage visuals on FIAT G.50;
* Fixed FIAT G.50 visual and control animations;
* Fixed FIAT G.50 receiving too much lift despite wing damage;
* Fixed FIAT BR.20 radiator flaps disappearing in rare cases;
* Fixed Blenheim propellers and turret visuals;
* Fixed some He 115 visuals;
* When a He 115 loses a float, the physical behaviour model will no longer lose a marble;
* He-115 nose gunner will no longer attempt to hang out of a detached nose section;
* Fixed a visual issue with the Hurricane radiator flap;
* Ju 87 floor window no longer affects the sea;
* Fixed minor visual details in the He-111;
* Damaged Wellingtons will no longer occasionally disappear at a distance;
* Sunderland's top turret will always behave properly when the plane is broken in half;
* Fixed an issue when engine controls could fail to react to user input for 2 seconds after mission start with Anthropomorphic Control switched to ON;
* Fixed an issue when the Bf 109 on Anthropomorphic Control with Complex Engine Management would also lock other controls;
* You will now see overspeed FX and damage when expected;
* Bumped up engine radiator drag to more realistic levels;
* Exposed bulkheads left after engine detachent on 2-motors will now produce significantly more drag;
* Adjusted magnetic compass damping to match the characteristics of a Soviet A-4 compass, as many were unhappy with its present wobbling;
* Fixed minor Bf 109 damage visuals;
* Reduced Bf 109 flaps deployment time to 25 seconds.

MISC
* Redesigned multiplayer client and server GUI;
* Fixed multiplayer server search;
* Added Voice and Music volume control options in Sound Options;
* Made multiple other fixes to the sound engine;
* Cleaned out some stuff being stored in memory, putting less stress on lower-end machines, especially running DX9;
* Changed bail-out camera sequence for the player;
* Captured AWOL location labels in Full Mission Builder and put them back to work;
* Fixed some erroneous location labels around the map;
* Made numerous changes to localization texts;

WHAT TO EXPECT FOR US IN THE COMING DAYS AND WEEKS:
* SLI and Crossfire support;
* Improved multicore support;
* Additional optimization;
* New multiplayer maps;
* Additional variants of existing aircraft;
* New missions and campaigns!

...