DARK SOULS™: Prepare To Die™ Edition
Dark_Souls-image


If you've ever tried to engage in some jolly Dark Souls cooperation with one of your friends, you'll know that it's not very straightforward. Why? Because you're meant to play with strangers. You're meant to have your bacon saved by unknowns. That's what the game wants. But to hell with the game, because one smart modder has changed all that.

DSCfix - otherwise known as Dark Souls Connectivity Fix - aims to "improve the online experience when attempting to engage in jolly cooperation with friends." It means that direct connections to friends is now a very real possibility, without having to play summon roulette for potentially hours beforehand. You'll need to use it in concert with DSfix, and it works by prioritising your GFWL friends before casting its nets to the wider player base.

All the instructions for how to install is in the mod notes. It's the work of one M0tah. Thanks, M0tah.
DARK SOULS™: Prepare To Die™ Edition
Dark Souls


Dark Souls II is busy completing its summoning ritual over at developer From Software, but among the few details we know about it is the bequeathing of the director's crown from series creator Hidetaka Miyazaki to fellow Fromers Tomohiro Shibuya and Yui Tanimura. Speaking to Edge, Miyazaki said he feels confident of the new leadership so long as delivering what gamers want from the death-dealing RPG franchise takes priority.

"It’s true that I’m sad about not being involved in the development of Dark Souls II, because I’ve worked on Demon’s Souls and Dark Souls’ development for the past five years," Miyazaki said. "I really love those two titles; however, maybe this is the time to have new inspiration, so I’m fine about that. I’m looking forward to playing Dark Souls II not as part of the development team but with a little bit of distance. I really care for Dark Souls VIII to come out. That’s not the point. It’s more, ‘What do the fans want?’ We want to stay true to what they expect.”

From Software's biggest challenge for Dark Souls II lies in refining the attractive formula of the series' steep challenge curve with more accessibility. Shibuya envisions a "more straightforward and understandable" sequel to accomplish this, but with Miyazaki's guiding hand no longer directly shaping content, we're sure to see some significant differences in design.

Check out the rest of Edge's interview with Miyazaki here.
PC Gamer - PC Gamer
podcast_relayered 610x300 Graham Chris Marsh


Graham, Chris and Marsh discuss Kentucky Route Zero, Dark Souls, Deus Ex and more in the latest episode of the PC Gamer UK podcast. Also featuring Increpare's Slave of God, NVidia Project Shield, Piston and your questions from Twitter. Marvel as we identify an entire new genre of adventure games! Sigh with relief as Chris looks like he might be starting to talk about Mass Effect again, but doesn't! Shake your head slowly as, at a certain point, we forget entirely how to speak!

You can subscribe to the podcast on iTunes, or download the MP3 directly. You can also listen to it on YouTube. Follow PC Gamer UK on Twitter to be informed when we're putting the call out for questions. Alternatively, follow us as individuals:

Graham - @gonnas
Marsh - @marshdavies
Chris - @cthursten

Show notes

Philippa Warr's Kentucky Route Zero review and Cardboard Computer's A House in California.
Increpare's Slave of God

DARK SOULS™: Prepare To Die™ Edition
Dark Souls


Dark Souls is meant to be brutal and unforgiving, but the game's PC port may have taken that philosophy too far. The framerate cap and dodgy resolution rendering can be fixed with mods, but if you want to play co-op with a friend, things become even more complicated. That's because a combination of summoning rules, awkward P2P connections and counter-intuitive advice can make successful summoning a nightmare. Fortunately, a Steam user has collected together a complete guide to the dos and don'ts of network connection.

First, the most important advice - and something that might contradict tips you may have seen elsewhere: don't spam summon signs. Dark Souls creates a P2P IP pool every time you start the game. Spamming the sign sends out false signals to these connections, actually reducing your chance of being summoned. Even if you're not spamming the sign, there's still a chance of no connection being found or a "summoning failed" error being displayed. Here are the conditions that must be met for a successful summon:

The host must be human. The person joining the game can be human or undead.
The client's level must be within 10-15% of the host's. This Summon Range Calculator is a handy tool for checking the possible level range.
The area boss in the host's world must be alive.

If you're still experiencing problems, then the game's unintuitive P2P pool is acting up. It appears that connections aren't prioritised by region, meaning its entirely possible they're extending halfway across the world and causing lag. According to the guide, "You will notice that the summon sign will usually disappear within seconds after a summon attempt which fails. This works the same way with invasions. The best thing you can do is wait for the summon sign to show up again and keep trying. You will usually get the summon to work within 2-5 attempts."

The guide suggests that both you and your co-op partner leave the game open for an hour before co-op sessions, in order to maximise the IP pool. You can also use a tool like Comodo Firewall to check that the game is successfully making UDP IN and OUT connections.

Finally, if you're getting summon failed errors multiple times in a row before your partner's sign disappears, either the client or host (not both) should quit the game and retry.

All told, it's a giant hassle, but the guide claims that successfully following its instructions can result in a summoning wait of 5-10 minutes. You can read the full technical details of Dark Souls' connection issues here.
DARK SOULS™: Prepare To Die™ Edition
EDG249 dark souls 2


Notoriously difficult, cold and unforgiving - but enough about the staff of Edge magazine! The latest issue contains a massive ten pages on From Software's sequel to the ruthless Dark Souls, and you can read it all for NO MONEY buy snapping up the mag's iPad sampler.

Just search for 'Edge' in the App Store or download it via edge-online.com/ipad. It's a pretty snazzy thing, with lots of interactive whizzbang, HD videos, galleries, animations and extra content on top of what you'd get from the (already extremely lustrous) paper edition. You won't get all of that in the sampler, but you will get the low-down on Dark Souls II, detailing the relationship with its predecessor, the evolution of its mechanics and fiction, alongside an extensive interview with the project's new helmsman, Tomohiro Shibuya, and loads of exclusive artwork.

If you like that, you might also consider that it costs only £2.99 to subscribe to Edge, and that next month's issue will contain something very interesting to PC gamers! Very interesting indeed. More details to follow next week!

DARK SOULS™: Prepare To Die™ Edition
dark-souls GOTY


You know, you lot are alright. While the mood of the gaming masses is often mischaracterised by those who don’t know better - thanks to our shrillest, least rational voices, delinquent children and disgruntled petitionistas - we actually aren’t short of terrifically generous and talented people, labouring away quietly to make things better for everyone.

To name but a few: this year, Robin Scott has done great work with the Nexus sites, going above and beyond the duty of mod aggregation to build a network of unmatched quality content, collated and curated with authority. Then there’s James 'Lycerius' Moore, now famed for his decade long Civilization 2 campaign, who responded to his unexpected stardom with considerable magnaminty, releasing his saved game to the public and helping to forge the Eternal War subreddit, where players swap fiction and art based on his epic battle. Or you could rightly celebrate those responsible for The Sith Lords Restored Content Mod for KOTOR 2 - a humungous and protracted effort that saw its massive 1.8 release in July.

But this year’s award must go jointly to Durante and Nwks - the two modders who, within hours of Dark Souls’ crude port plopping onto PC, issued fixes for its resolution and framerate. They’re essentially responsible for making one of the greatest games of this year playable. Bravo.
DOOM 3 Resurrection of Evil
masseffect3_smarteck


Running a website called Dead End Thrills (about pictures of grafix), I spend a lot of time playing with visual mods. When PCG asked me to list my favourites from 2012, I agreed thinking I could do it in the style of the prize round from Bullseye. "You'll be up all night 'cause it don't look like shite." "Act well-heeled with this depth-of-field." But that wouldn't work overseas, they said, and stopped being funny after two examples.

Here's a straightforward top ten, then, in no particular order.
SweetFX
Battlefield 3 screenshot by Jim Snook (jim2point0)

No sooner had Nvidia's Timothy Lottes introduced FXAA (a 'fast approximate' antialiasing solution effective, unusually, upon deferred rendering and shader aliasing) than 'some dude' (their username - bet it's a lady) weaponised it into a DLL injector for most DirectX games. Copy it into the same folder as the game's binary and it hooks the calls to DirectX, softening the edges most AA methods can't reach.

Then things got interesting. Tonemapping, digital vibrance, luma sharpening and other neat effects got thrown into the mix, giving us the power to customise the look of most modern games. It's also one of the most reliable, no-nonsense screen capture tools: just hit your assigned hotkey and a lossless image plops into the game's folder.

Christian Jensen's SweetFX is the next evolution. Using SMAA for antialiasing, its features include S-Curve contrast adjustment and a filmic Cineon DPX treatment. Popular presets for these injectors include the Mass Effect 3 'Illumination' mod and James Snook's work with Borderlands 2 and Dishonored. When it comes to cheap, powerful tweaks to colour, image quality and luminosity, PC gamers have never had it so good.



Smarteck's Mass Effect 3 textures
Additional screen.

Back in February, the official Mass Effect Twitter account confirmed that “when the full game releases, hi-res textures will be built into the game!” And so we learned that when BioWare uses an exclamation mark, it's because it can't quite believe what it's saying - because it isn't true. Altogether now: 'Crikey, these textures are taking a while to update. Oh, they have updated and the costumes still look like Ceefax.'

Some months later Smarteck, a member of BioWare's long-suffering community forum, has led an effort to retexture not just Mass Effect 3 but all of its DLC as well. Inspired by the sterling efforts of 'Jean-Luc' with his ME2 textures, he's made the game's costumes and environments palatable, if not strictly 'hi-res'. Some detail texturing here and artistic licence there can't always cover the initial upscaling that's gone on.

The other quirk is that you need ancient memory patcher Texmod to actually inject the stuff into the game. It adds something in the region of ten minutes to the initial load time and can cause issues of varying severity if you try and inject too much. All of that said, it has the not-insignificant effect of making the game compatible with your eyes.



Durante's 'DSFix' for Dark Souls
Screenshot by Midhras

I'm going to paraphrase a bit here. From Software: "We can't do it." NeoGAF poster Durante: "I bet I can do it in half an hour." 23 minutes later: "Look at that! Sometimes I surprise even myself." An awkward silence now follows into eternity, save for all the whooping and cheering of users who'd just about written off the PC port of the magnificent Dark Souls.

Unlocking the game's internal frame buffer with his 'DSFix', Durante revealed assets that were clearly fit for more than pitiful sub-720p rendering. Then, among other things, he added ambient occlusion, uncapped the framerate and improved the game's texture filtering. And there was much rejoicing - and nagging for further features.

It's hard to recall a PC version that's been rescued from the brink of utter rejection quite like Dark Souls, and certainly not rescued by players themselves. The wrong lighting model going into Resident Evil 4, the performance tailspin of DX11 Arkham City: such things are usually patched with some urgency by the developers. Souls fans had barely lit the torches, much less found the pitchforks and a way to still type, by the time the game was fixed.



ENB Series for Skyrim and Fallout 3
Outspoken graphics programmer Boris Vorontsov might just be one of the most important people in PC gaming right now. No joke. His ENB wrappers and injectors have brought to many games the kind of generational leap in quality people expect from modern graphics cards, but seldom receive beyond those tech demos where fairies in Nvidia-branded loincloths ride turtles into battle with Decopunk death balloons. Those exist, right?

But where do you begin? Vorontsov has banned the hosting of his core dlls anywhere but on his own website; then you have the community-made presets. That's where effects like indirect lighting, subsurface scattering and complex ambient occlusion are wrangled into something complementing (or wildly departing, depending upon taste) the game's original look.

The last year has seen several masters of this bizarre artform emerge. In one niche you've got Midhras and his deep and luscious 'Midhrastic' presets for Skyrim and Fallout 3. In another, Trillville (aka Anthemios) and his muted but cinematic 'TV ENB', again for both games. And there's the fantastical (but surprisingly GPU-light) Seasons Of Skyrim by Bronze316. There's loads, basically, so get looking.



Sikkmod/Wulfen's Textures for Doom 3
Additional screens: 1, 2 and 3.

Not strictly from this year but here by virtue of significant recent updates. If Rage left you questioning the genius/foresight/influence/marbles of one John Carmack, let the properly modded Doom 3 splash all over your grumpy face like a hyper-demonic poo pump (or whatever those things are).

To put it really crudely, user Sikkpin brings the effects while Wulfen (and to a lesser extent another modder called Monoxead) brings the textures. There's a lot more to it, though. Sikkmod adds a beautifully implemented list of options to the game's menu, letting you toggle but also heavily customise things like ambient occlusion, colour grading, bloom and HDR. The icing on the cake, though, is the experimental parallax occlusion mapping (POM).

Given supporting ultra-quality textures like Wulfen's, POM adds a relatively primitive relief effect to the game's grungy surfaces. It's also an effect, though, that makes you want to reach out and touch all the stuff you really don't want to have on your fingers. The caveat - and it's a big one - is that it's far more demanding and less reliable than tessellation in a DX11 game. When the effect breaks, it breaks bad. Still worth it? Absolutely.



REX: Real Environment Xtreme
Alternative screens: 1 and 2

Of course you're aware that the flight sim community takes things rather seriously. Where modding is concerned, they build planes like they're actually building planes. The manual for one of these suckers is bigger than the manual for my car; in fact, the 2005 Honda Jazz feels less realistic all round. Meanwhile, when these modders are building the weather, they do it better than God. His clouds have been rubbish for years.

You'll get the lot if you invest the considerable time and money required by Flight Simulator X and its biggest mod, Real Environment Xtreme. The latest version is called REX Essential and is soon to be improved by REX Essential Overdrive. Assuming your mind can handle something so essentially overriding, what that gives you is almost 10gb of clouds, runways, dawns, dusks, reefs, waves... an awful lot of photorealistic stuff.

The way the mod works is to build a weather profile for the particular flight you add to your planner. It takes a while to import the necessary textures and runs a background app to keep track of them, but it's well worth the rigmarole. Add it to things like TileProxy and a high-fidelity terrain mesh and you have a game that makes Microsoft Flight look like... well, Microsoft Flight.



Skywind/Morrowind Overhaul
Screenshot from Morrowind Overhaul site.

The heart says Skywind but the head says Morrowind Overhaul, the one you can actually play. The magpie in me likes Skywind’s shiny stuff, but the historian bristles at the idea of just transplanting Morrowind into the framework and tech of a really quite different game. Not that it stopped the Dragonborn DLC, but that's not quite the same thing.

The screenshots of Skywind are marvellous, of course, in that specific way that most ENB-assisted shots are. Beautiful art and beautiful technology on occasionally decent terms. Can the authors pull it off without inflicting a violent mood swing on the game? We're a long way from finding out: they just made the difficult decision to take several steps back in order to bypass some serious obstacles, and now there's just a skeletal worldspace to explore.

Morrowind Overhaul has had a lot longer to gather its greatest hits collection of mods for the original game. Crucially, it suffers none of the legal issues surrounding asset-porting that affect Skywind and its Oblivion-based predecessor, Morroblivion, so isn't such a kludge of community-only content. And hey, even if you don't like it, the divine beauty of its installer will still come to you in dreams.



GLSL shaders for Minecraft
When no one can even agree on Notch's motives for the game's look - I want to call it 'Voxel Art' but its polygons won't let me - you can imagine the confusion over how Minecraft should be modded. Maybe that's the beauty of it. At the very least you get the comedy of people striving to make it 'photorealistic', as if waiting for the mod that shrinks each block to 1 cubic pixel so they can make a perfect replica of Crysis.

Better, I think, to flatter the blocks without pretending they're something they're not. I'd love to see realtime radiosity in Minecraft but suspect my computer wouldn't. (You should have heard the noise while rendering these 4K screenshots.) What we do have, though, is the ongoing work on daxnitro's abandoned GLSL Shader mod. Some of it's awful, like the lens flare and depth of field effects, but you can turn those off in the shader files and still enjoy sumptuous light and shadowing.

What I was looking for was a realtime version of the renders described here. It warms me to know I'm still looking at a game. I have to warn you, though, that finding the right shaders for the right version of the mod, for the right version of Minecraft, was an utter chore. Each small update of Minecraft requires a new version of the mod, and each new version of the mod tends to break something, whether it's the lovely new water shader or Nvidia compatibility. It might not even work at all.

You need to learn this stuff for yourself, really, as there's a lot of trial and error. Start by reading the thread for Sonic Ether’s Unbelievable Shaders (SEUS). Then look at Sonic Ether’s updates page on Facebook and figure out why he chose such an abhorrent solution as Facebook for an updates page (hint: you can’t). If, like me at 2AM, you’ve followed all of these instructions and have more questions than answers, you could always try chocapic13’s preset here which I turned to in desperation, and which actually worked.

Crysis 2 MaLDoHD Mod


Screenshot from MaLDoHD site

Real soldiers don't look at the enemy, they look at the floor. They stand by their fallen comrades, lower their guns and think, "That is a dirty puddle, all right, but is it a wow puddle?" Then they get shot. Bleeding out, they look up at the sky and think, "No, those clouds aren't doing it for me at all. This is simply unacceptable."

Thanks to the jargon-tastic MaLDoHD mod, the shoegazing soldier doesn't have to die disillusioned any more. Fears that Crysis 2 would become any less MAXIMUM with age can be safely laid to rest.

He's suffered for his mod, this Maldo. His computer "burst" in October, reveals his blog, and some believed he was dead. So you'll just have to settle for the "1894 textures and 1297 materials" in the existing beta version of MaLDoHD; those, and all the effects such as SSDO, object tessellation and penumbra shadowing. Sucks, huh.

The RAR file is 1.5gb and expands to over 2gb. The configuration process remains, as even MAXIMUM GAMER Craig Pearson had to admit, "a bit of a faff". His install guide still applies, though, so check it out.



Deus Ex New Vision
Screenshot from Deus Ex New Vision ModDB page.

Any visual mod for Deus Ex has its work cut out. My lasting memory of the original graphics is how freshly waxed the floors looked, not how the characters resembled ice sculptures on a balmy day. Accept the rather mathematical art as a style choice, though, or a trade-off for the game’s complexities, and you’ve ticked the first box for installing New Vision.

As well as enabling DX10, New Vision gives most of the game’s textures a fourfold increase in size and quality, bringing them into line with a modern game. It does it by exploiting the seldom-used S3TC standard of the original Unreal Engine.

Installing it is simple, especially if you have the Steam version which includes the required patches. The single installer asks if you want to install a modified launcher (you do if you want FOV options and enhanced resolution options) on top of the new textures, then you just run the game as usual.

Sucked helplessly into Ion Storm's universe for what’s probably the tenth time, you might just realise that old geometry and HD textures aren’t always a bad combination. New Vision is the work of top-tier artists with an obvious respect for the source material, and these are genuine 1024x1024 textures rather than horrid upsamples. Rather than drag the game kicking and screaming into 2012, though, they invite you back to 2000 with augmented eyes.
DARK SOULS™: Prepare To Die™ Edition
dark souls-2


Dark Souls 2 was officially announced last night at the Spike Videogame Awards, but our friends over at the Edge magazine hive-mind have already been to see it. Indeed, it's on the cover of their next issue, out on December 20th.

According to the data readouts from the Edge Seeker Drone dispatched to assess progress on the sequel, a good deal of creative control has passed into the hands of new directors Tomohiro Shibuya and Yui Tanimura, while Hidetaka Miyazaki ascends to a higher plane of management. How this will change the series direction is a big question - already the sequel would have to deal with conflicting pressures: the need to replicate the potency of Dark Souls' challenge and the need to make itself more accessible.

Accessible doesn't mean easy, necessarily - but arguably more could be done to prevent massive game systems, like Dark Souls' Covenants, from going entirely unnoticed by the majority of players. At the same time, part of Dark Souls' allure was its cryptic, resistant mythology, unpicked only after many hours of play.

Will that elusive quality be consigned to history? Shibuya: "I personally am the sort of person who likes to be more direct than subtle," he tells us. " will be more straightforward and more understandable."

Meanwhile, Carlson Choi, Vice President of Marketing for Namco Bandai, said, "From Software is going to take a very dark path with Dark Souls II; players will need to look deep within themselves to see if they have the intestinal fortitude to embark on this journey."

Did he just threaten us with a colonoscopy?

Anyway here's Edge's cover to whet your appetite.



DARK SOULS™: Prepare To Die™ Edition
Dark Souls


In probably the best gaming prank since Street Fighter's Shen Long, Dark Souls director Hidetaka Miyazaki has revealed that the mysterious pendant starting item - that fans have been scratching their heads trying to figure out since the game's release - honestly has no function whatsoever. In an interview with IGN, Miyazaki revealed that "when it comes to the pendant, I actually had a little bit of an intention to play a prank."

The fan conspiracy theories probably began when Miyazaki said, as part of a Famitsu interview, that he'd choose the pendant or nothing as a starting gift - and that's despite the in-game description of it as a trinket with "no effect". In any other series that would be the end of it, but Demon's/Dark Souls is so chock-full of secrets that a secretly magical pendant was a very real possibility.

Of course, now we're thinking that perhaps this is a triple-bluff, and the pendant has some amazing use after all. That's the beauty of Dark Souls' deliberately vague, mystery-laden world - you could believe just about anything to be lurking inside it.
DARK SOULS™: Prepare To Die™ Edition
Dark Souls


Modders' renovation of the shoddy PC port of Dark Souls continues with the appearance of a 60fps patch, spotted by DSO Gaming. The update only works in offline mode, but should remove the 30fps limit resulting in smoother moves, if you have the PC to run it.

Previous attempts to enable 60 frames in Dark Souls have caused motion to move at double clip, making everything even harder than it already was. Based on this video (download to see the 60fps version) and accounts from users who have tried the patch, it seems to work reasonably well.

The fix is available now via this mediafire link. It's an unfinished project, so you might want to back up saves before installing. The 60fps mod requires Durante's DSFix, which removes Dark Souls' 720p restriction, and GFWL protector disabler. Keep up with the latest on the mod's progress with the help of this Steam thread.

Beneath the locked framerates and dodgy resolution there's an excellent game waiting to kill you again and again and again. Find out more in our Dark Souls review.
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