Product Update - Valve
Eidos Montreal, Square Enix, and Nixxes are happy to provide an additional patch for Deus Ex: Human Revolution that addresses various issues players have reported since release. We hope this patch will allow them to further enjoy playing the game.

The patch includes:

- Some players accounted a problem where the Tai Young Medical shuttle in Hengsha would not arrive. This has been resolved.
• Existing save-games can be loaded and continued from normally, the shuttle will now arrive.
- We have provided a workaround for stability and performance issues on AMD FX CPUs with specific firmware versions.
- We have made further changes to reduce stuttering in the game.
• Improvements to background streaming of resources. (on DX11 only)
• Workarounds have been added for issues that can happen with Windows asynchronous file IO.
• We have improved parallelism with the graphics driver on dual-core machines. (should also benefit machines with more cores)
- SSAO has been improved to look less noisy.
- Various minor issues with 3DVision have been resolved.

Portal 2



Graham, Chris and Tom Francis gather to discuss the Portal 2 Perpetual Testing Initiative, Diablo 3, Torchlight 2, upcoming MMO The Secret World and Deus Ex: Human Revolution's problematic cutscenes. We also talk about Graham and Rich's ongoing FIFA 12 rivalry and (try to) answer your questions from Twitter. Also, we decide that capitalism doesn't work. See below for show notes.

Download the MP3, subscribe, or find our older podcasts here.


Chris' Portal 2 Perpetual Testing Initiative hands on video and the final map.
Tom's Torchlight 2 video series.
Chris and Tom Senior's first look at The Secret World.

 
PC Gamer
Thief 4
Eidos Montreal general manager Stephane D'Astous has been talking to OXM about the pressures of resurrecting a treasured franchise, a trick the studio pulled off last year with Deus Ex: Human Revolution. D'Astous said that "Deus Ex was the kick-start of this new series of great games, and Thief will be a part of that."

As with Deus Ex, the challenge for Eidos Montreal of course, is to deliver a new Thief that feels fresh, while also being immediately recognisable to fans of the original games. "We don't want to deliver the same each time," said D'Astous. "Our mandate is to bring new stuff to the table; games that we'll be talking about for years"

D'Astous didn't drop any specifics on how the studio are planning to accomplish this, but he did say that Thief 4 will have "more than just stealth." In addition, the studio has "more international staff working on Thief, which brings a great flavour to the game."

"There are a lot of challenges to bringing back a great cult IP, but we consider it like a new IP and we are going to respect the spirit of the franchise like we did with Deus Ex."

There are still painfully few details out there about the new Thief. A blurry screenshot appeared waaay back in February 2011, and more recently a bunch of images hit the web which appeared to show storyboard art for a new Thief cutscene. We can safely say that it'll probably have a bow, and hopefully a blackjack that makes a comedy "whump" noise when you KO a guard with it. What would you like to see from Thief 4?
Kotaku
Kirk has already highlighted the soundtrack from last year's Deus Ex: Human Revolution, but I think it's worth reiterating just how amazing one particular track was.


I first heard "Icarus," Michael McCann's main theme from Human Revolution, when it was revealed for the game's E3 trailer. It fit the trailer so well, making the dramatic moments even more dramatic, and emphasizing the dire situation in the fictional future it portrayed. I knew it had to be made available as an mp3 sooner or later, and lo and behold the overwhelming fan reaction to the piece left Square Enix with no other choice but to offer it. And they offered it for free. What gracious gents.


I threw it on my iPod and instantly knew it'd make the cut for my "repeat" playlist. I like to tire the hell out of my favorite tracks, and making a playlist for all the songs I like to put on repeat helps me to do so.


It's appropriate that "Icarus" is the main theme for Human Revolution, because it could fit literally every moment I remember playing—viewing a sprawling city and towering corporate buildings, punching through walls with unique arm augmentations, or piling up dead bodies for fun. "Icarus" adds a sense of intensity that was the final sell on the atmosphere and experience that Eidos Montreal had created.


How That One Deus Ex: Human Revolution Track Made It On My "Repeat" PlaylistBut the other part of what makes "Icarus" a favorite track of mine is that it still exists as a great song outside of the medium it was born into. It's a song I can appreciate regardless of whether or not it's being played along with the orange and black scheme of one of my favorite games from last year.


It starts slow, separate beats playing on top of each other, before slowly adding in a female's voice that feels like what a "modernized" opera singer would sound like. It reminds me of the singing in the Gladiator soundtrack, and emulates a similar vaguely ethnic feel.


As her voice grows songer, so too does the music. It doesn't just get louder, though. Each tone is strengthened and layered. When I listen to it, I always catch myself drifting off into some awesome daydream where I'm wielding a katana with ninja-like skills, kicking ass (of course), and intermittently transitioning to slow motion (because why not).


I love music for that. It inspires playful thoughts, and lets me get lost in them. And when that daydream is a badass vision like the one that "Icarus" inspires? All the better.


Deus Ex: Game of the Year Edition - Valve
The Square Enix Publisher Weekend continues today with 50% off the entire Square Enix Catalog! Additionally, each day brings a new Daily Deal with even deeper discounts!

Today only, take 75% off the entire Deus Ex series! You can also pick up the Square Enix Hit Collection to add all of your favorite titles to your Steam library for one low price!

Be sure to check back each day, now through Sunday, for more great deals!

PC Gamer
Deus Ex GDC
Game designer at Square Enix, Francois Lapikas, has been talking Deus Ex: Human Revolution at GDC. We love that game. Tom even awarded it an outstanding 94%

Tom hates one bit of Human Revolution though: the boss fights. "They are terrible. And they cannot be avoided." he said in his review. "The game is so conflicted about this that there’s even a Steam achievement for completing it without killing anyone, which apologetically adds that boss fights don’t count." Ouch.

Unexpectedly, some of the design team agree. Francois has offered a sincere apology for the four bosses that featured in Human Revolution.

“We didn’t know what they were for. We saw them as a way to break the tension,” admitted the dev. But the fights weren’t designed until well into the game development and the team were pressed for time. “We figured by putting in enough ammo in the room, we would be fine and could move on... next time we’ll think about them more. They were a big part of the game and we should have put more effort into them. We are truly sorry about that."

Aww. Now I feel a bit sad too. How did you get on with the bosses in Deus Ex: Human Revolution?
Kotaku

Deus Ex: Human Revolution Dev: 'We Should've Put More Effort' Into Boss FightsDeus Ex: Human Revolution was a very good game. But it had one big problem: those frustrating, out-of-place boss battles. At the Game Developers Conference in San Francisco, Eidos Montreal's senior game designer Francois Lapikas addressed the boss battles once and for all: The team didn't put enough thought into them, he said, and weren't aware what a problem they really were until the game shipped.



"We didn't have a direction sheet for boss fights," Lapikas said, referring to the complex and detailed sheets that the team created for other systems like hacking and conversation. "We kind of forgot about it."


"Because we didn't have these direction sheets, we didn't know what we were doing with boss fights. We saw them as a way to break the pacing, more than as a way to test the player's skills. That's a big factor of why you can't go through them using social or stealth."


The team didn't do any pre-production on the boss fights, and designed them as they were developing the game itself. "We thought that by putting enough ammo and enough weapons in the room, that would be enough for players to just defeat them and say 'That was nice, let's go on.'"


Playtests flagged the boss fights as a problem, but they didn't flag them as a serious problem. "It was only when we shipped, and we saw the complaints, that we understood. It was a surprise to us, actually. It was a big surprise, and not a good one," Lapikas said.


"I don't really have a solution for boss fights, except that next time we're going to think about it more. They were a big part of the game, and we should've put more effort into them. So, truly sorry about that."


With that, there was some light applause and laughter. Clearly, many of the game developers and aspiring game developers in the room enjoyed the game, but agreed about the boss fights. When asked about the possibility of fixing or removing them during the Q&A, he said that it just wasn't that easy to just patch them, or remove them.


Some other interesting notes on Lapikas' talk, in which he discussed how they created the other systems in the game:


  • For a while, Human Revolution gave players unlimited energy to power their augmentations, since the developers were getting feedback that players wanted more energy. But then they found that the takedowns ruined the game, and that players would just stealth and takedown their way through every level. No matter how many energy bars they added, players would want more. But when it comes down to it: "Deus Ex is a game about scarcity of resources."
  • The team didn't know about L.A. Noire while they were designing the conversation boss-battles. They worried that players wouldn't be able to read the feedback from the characters they talk to, but found in playtesting that players liked the uncertainty, because it felt real.
  • The hacking game, which was based on hacking in the real world, was almost unworkable. Lapikas said: "At some point it was so complicated that I didn't even know what it was doing." Then, someone suggested adding a graphical element. Lapikas' initial reaction was negative, but he realized that by making the hacking graphical, he could easily implement all of the complicated systems he had made and make them playable. Two weeks later, they had a working version of the hacking minigame. It was the earliest system to be done in the game, finished two whole years before the game's completion.
  • The team came up with a bunch of influences that they wanted to use for every system, which explains why the game felt like a love letter to a bunch of different games. Among those specific influences were Rainbow 6 Vegas's cover system, FEAR's AI, and Call of Duty's health system.
  • The way that the team described the overall vibe of the game was this simple, kind of perfect combination: "Children of Men meets X-Men."
Team Fortress 2
GDC 2012 Thumbnail
The Games Developers Conference has just begun in San Francisco. Devs from every corner of the industry are congregating to talk about their craft. It’s a very exciting time.

GDC is less console iteration and booth babe than E3. It's more about quiet announcements and candid industry chatter. That said, this year’s show is already shaping up nicely, especially for us PC gamers. We have men on the ground, sniffing out scoops in real-time.

Will Valve open the Pandora’s box that is the Steam Box? What’s the mystery game that EA are due to announce on Tuesday? What will Sid Meier have to say in his keynote speech? Are Hitman Absolution’s crowds extremely good or a bit good? Read on for the highlights.



The conference begins low-key but unpredictable. Today, we’ll be attending various talks from indie developers and meeting up with Paradox Interactive. Tuesday is a similar affair, though some Planetside 2 news might break later on.

Things get really exciting on Wednesday. Lord of Civ, Sid Meier is doing a talk on Interesting Decisions, Notch is having a Fireside Chat, Square Enix are talking Deus Ex and Valve are talking TF2. There’s also rumours of a mystery game getting announced by EA in their Game Changers conference. It could relate to more Sim City news, or something even more exotic. IO Interactive will also be unveiling Hitman Absolution’s outstanding-looking crowd tech.

We’ve got a bundle of interviews on Thursday with some of your favourite devs, but we can’t give away too much yet. We’ll also be attending postmortems on Portal 2, The Old Republic, Fallout, The Witcher 2 and League of Legends. It’s going to be one hell of an insightful day. Keep an eye on our GDC 2012 tag for more.

Bioware kick off Friday’s schedule with a talk on Contrast and Context in Story and Cinematics. There’ll also be discussion from Zynga and PopCap, an analysis of recent Indie hit Dear Esther, along with chats on experimental play sessions, game dev parent’s rants and the nature of game reviews. We’ll almost definitely have something to say about all that.

And then it’ll be over. The most exciting developments won't be on the schedule, so keep an eye on our GDC 2012 tag for more. Excitement!
PC Gamer
Deus Ex Human Revolution - Jensen, reclining with fag
Perhaps you missed out on Deus Ex: Human Revolution last year. Maybe you've been biding your time, waiting for a price drop before you pick it up. Now's your chance. It's on sale this weekend for one third of its usual price on Steam. That's £10.19 for Brits and $16.99 if you're in the US. That's a pretty good price for a great game. We gave it a score of 94 in our Deus Ex: Human Revolution review.

Perhaps you own Deus Ex: Human Revolution, love it and wish there was more of it. In that case, you should definitely check out The Missing Link DLC. It's similarly discounted for the duration of the weekend. For £3.05 / $5.09 you'll get a 5+ hour campaign set on board an enormous futuristic ship caught in the midst of a storm. Find out why it's so good, and how it improves on Human Revolution's dodgy boss fights in our Missing Link review. The deal's set to expire on Monday.

Update: Thanks to commenter andrewfudge for pointing out that Deus Ex: Human Revolution is reduced to £7.50 on Green Man Gaming today.
Announcement - Valve
This weekend only, save 66% on Deus Ex Human Revolution and all DLC!

You play Adam Jensen, a security specialist, handpicked to oversee the defense of one of America’s most experimental biotechnology firms. But when a black ops team uses a plan you designed to break in and kill the scientists you were hired to protect, everything you thought you knew about your job changes.

Offer ends Monday at 10AM Pacific Time.

...