No Man s Sky is a unique case of videogame marketing controversy. What it promised was so nebulous a huge procedural universe where who knows what you ll find that expectations had unlimited space to grow into. They could only plummet back to a craggy rock of a planet on release. We just didn t know how hard the landing would be.
But some of what has No Man s Sky under continual fire from players, and now investigation, is predictable videogame marketing backlash. After 10 years of covering videogames, I ve seen game after game fail to align with its gorgeous E3 trailer and expertly composed screenshots. I ve seen games that looked finished at one E3 such as Star Wars 1313 disappear from the next, never to be seen again.
To some degree, this happens just because games change a lot during development, but in other cases, the games we see at E3 never even existed outside of that specific demo. How and when games are shown to the public varies between developers, publishers, and budgets, but for the biggest of them there are some common practices that repeatedly end with a 30 page NeoGAF thread comparing stills from two years ago with the game that released. Here are five reasons everything we see before a big game is released is suspect (and why we don't recommend preordering).
Vertical slice is an industry buzzword that few marketers use publicly and yet we see them all the time. The term can mean different things depending on the context, but when it comes to games, a vertical slice is a complete demo that showcases all the intended features. A hypothetical vertical slice for, say, Deus Ex: Human Revolution would be one complete level with stealth, combat, enemy AI, dialogue, and so on a segment of the game that reflects the final product, but nothing beyond it.
Ron Gilbert called vertical slices one of the dumbest things the game industry has ever come up with. Critics of building vertical slices too early point out that building a finished level as a starting point actually means building most of the game as a starting point. From a linear, horizontal perspective, one level might be a small portion of the player s experience, but all the elements of that one level HUD design, art and animations, control systems, and so on represent the bulk of development. To focus on a slice first, instead of iterating on a sketch of the full game in a more holistic approach, can lead to obvious problems. What if things that worked in that one demo level don t work in all cases? What if the limitations of that level are pasted onto the rest of the game, homogenizing the whole thing? Shouldn't development be iterative?
But showing a big, untextured prototype with a placeholder HUD to executives and investors isn t necessarily the best way to convince them it s a winner and the same goes for the public. A vertical slice is the first completely realized piece of a game, so it s what screenshots, trailers, and press demos are based on. We see the effects of this all the time at PC Gamer: We ll do an interview with one creative director or another, and they ll talk about all sorts of exciting ideas, but the only screenshots the publisher will provide are from one level that has nothing to do with those ideas. Because that s the only part of the game ready to be seen.
It s unlikely that this one slice is going to stay perfectly static, with the rest of the game built around it to conform. If the vertical slice was created early in development, there s going to be iteration and discarded ideas and new ideas as the whole picture is painted. The vertical slice itself may even be painted over.
When BioShock Infinite was shown in 2011, it hardly represented the complete BioShock Infinite we played. After that slice was built for E3 and shown, the characters changed, the powers changed, the HUD changed, the story changed, and entire scenes were cut. Ken Levine and the team at Irrational learned and discovered new things about Infinite as they went as I think we d want them to. But it means they crunched out something that didn t look quite like the game they d ultimately make.
Bungie s Halo 2 demo at E3 2003 is another prime example. By Bungie s own proud admission, buckets of blood and sweat (and probably a few tears) were poured into making this demo something spectacular. I m not sure any developer today would openly admit that it made employees sleep in the office for days to build an E3 demo that isn t representative of the final game but that s what happened, and it still happens.
If you see a complete-looking game demo shown on stage at E3 or, say, a trailer for a game called Prey 2 in 2012 and then someone in a suit says it ll be out in three years, consider that the level you ve just seen might be the only completed level. Big publishers and developers spend a lot of time developing and refining these presentations, but everything in them is subject to change as the full game is built.
Vertical slices can also be visually more impressive than the whole, and this happens often enough to get its own term: downgrading. I m not a fan of the word, because I don t think it helps us to label developers saboteurs of their own games when they addresses technical problems or make artistic changes, especially as we also complain that games aren t optimized enough.
Take The Witcher 3 for example: It s a gorgeous game that runs well, but it wasn t gorgeous in the exact same way it was a year before release, and there was a brief controversy about it. This, again, was because the demo shown at E3 was designed a la carte.
"If you're looking at the development process, we do a certain build for a tradeshow and you pack it, it works, it looks amazing, CD Projekt co-founder Marcin Iwinski told Eurogamer. And you are extremely far away from completing the game. Then you put it in the open world, regardless of the platform, and it's like, 'Oh shit, it doesn't really work.' We've already showed it, now we have to make it work. And then we try to make it work on a huge scale. This is the nature of games development."
The Witcher 3 was still a great game, though, so the whole thing seems a bit frivolous now. If we don t give work-in-progress footage a little flexibility, we re saying that developers aren t allowed to make new decisions after releasing a trailer, which isn t realistic. There are also changing hardware specs to consider.
But I don t think we ought to let them off the hook completely. Another example comes from The Division s E3 2013 trailer, and prior to that with Watch Dogs. These weren't drastic changes, but they're symptom of those E3 demo grinds, and I m skeptical that CD Projekt and Ubisoft were both totally unaware that they d have to scale back the graphics in the real games. Bungie certainly knew what it was doing with Halo 2.
At the very least, we re due an explanation when it happens. Most things that are advertised to us are advertised after they re already done a Heineken always tastes like a Heineken (water with some bubbly piss in it) so games are somewhat unique in that they re advertised while still being brewed. I can forgive a game that undergoes slight discoloration, so long as we know about it before it s released. In general, don t trust big reveal trailers to look like the games they re promoting, especially if the release date is still a ways off.
The other thing to look out for are videos labeled target footage. Target footage is the precursor to a vertical slice, an artist s rendering of what a game could look like. There may not be any game systems driving target footage at all. It can just be an animation showing how a game is supposed to look and play, and may have been made during pre-production as a sort of visual design document, as this Assassin s Creed 3 target footage was.
Often target footage is used internally by developers and publishers as a clear example of a game s vision it isn't typically 'marketing,' but I've put it here because sometimes it s shown or leaked to the public. If you see anything labeled target footage, consider it a nice idea for a videogame and nothing more.
When a developer wants to show off their game, sometimes they take some nice-looking screenshots and send them out to press and put them on their website, and that s it. But when big marketing budgets are involved, people can be hired just to take screenshots. They use tools to unlock a free camera, manipulate time, and downsample from ultra high resolutions. This is how you see Geralt on a perfectly posed horse, looking crisper than a starched shirt. We lovingly call these 'bullshots.'
Every developer is trying to make their game look good when they take screenshots, but heavy supersampling and compositing elements in Photoshop crosses a line for me. I m not accusing CD Projekt of all that necessarily the screen above is just an example of some obvious manipulation.
This happens a lot, in part I think because bullshots have an endearing quality that affords them an oh, you guys attitude. It s funny to see a publisher try to pass off an obviously manipulated screen, as if we weren t going to notice its perfect composition and total lack of aliasing. But if it s unclear, as much as we think bullshots are funny, we hate receiving them. We never want to run a preview full of screenshots that obviously aren't achievable through regular play, and we call it out when those are the only screens we have. Thankfully, this is happening less and less, with more publishers allowing us to take our own screenshots or video directly from preview builds of their games (which, of course, may still look better than the final build) or releasing closed betas.
To be clear, we love the screenshotting community, which uses the same techniques to turn game worlds into photographic subjects, and we celebrate it every week in our Pixel Boost column. But those independently created, ultra high-res Photoshop-manipulated screenshots aren t used to sell the game, and the artists who create them usually tell us how they achieved the look. It isn t the same as putting an absurdly good-looking screenshot on a Steam store page without mentioning the game was running at 5 fps when it was taken.
Imagine jumping into the middle of an open world shooter with no introduction to its rules or systems or even what its HUD looks like. That s how I experienced Homefront: The Revolution for 15 minutes on a crowded PAX show floor last year. I had an inventory full of guns and gadgets I d never used, a motorcycle I hadn t learned this game s specific modeling of, a UI I d never seen before, goals I had no context for, enemies I d never encountered, and an Xbox controller, which I hate using for FPSes.
It s the wonderful world of hands-on previews, which I think are valuable (and I would say that) but are naturally flawed impressions of games. It s a previewer s job to quickly identify what they think is interesting, working, broken, fun, troubling, or exciting about a game, and when a preview is done well we get a clear picture of a game s goals, its strengths and weaknesses, causes for skepticism, and reasons to care. But previews always come with the caveat that we re only seeing what a developer has chosen to show us, and are colored by the circumstances of the demo. I d guess that very few started playing the PC version of Homefront by plugging in an Xbox controller and loading up a mid-game save while surrounded by thousands of people on a convention showfloor.
Sometimes public and press demos are different from the actual game, which can be intentional. In Shaun s preview of Dishonored 2, for instance, he notes that the difficulty was tweaked to account for lack of experience. Arkane wanted press to get through the entire demo despite necessarily being newcomers, and designed the experience to be as positive as possible. That doesn t invalidate Shaun s thoughts he came away with observations largely unrelated to difficulty but it does mean we don t really know what Dishonored 2 is like to play.
Even if a demo is consistent with the actual game, it s of course an incomplete experience. Back in March, Chris wrote a hands-on preview of No Man s Sky, in which he describes everything you can do in the game: wandering a planet, mining resources, fighting space pirates, visiting a space station. He played an accurate vertical slice for 30 minutes. Had he seen No Man s Sky s horizontal, he would ve seen that same slice repeated to infinity, varied just enough to encourage exploration but not enough to be as compelling as we d hoped and that s what he described in his review.
The questions Chris asked in that preview were on point. For instance: The procedural generation guarantees you'll never see the exact same thing twice, but does that really mean the things you see will be interesting? But because he d only seen the vertical, they were unanswered questions, and they remained that way until No Man s Sky released.
For our part, we should always ask questions and be skeptical (without being cynical, I d hope) of advertising, never taking it at face value. It s advertising, so of course they re trying to make their games look as good as they can, and of course Daniel Craig doesn't drink Heineken. No one does.
There's a line somewhere between choreographing a nice screenshot and releasing the notoriously misrepresented Aliens: Colonial Marines.
Games are different from other media: really fundamental changes can take place over the course of development, and we have to allow for some of that. (In my opinion, we should really chill out about changes to grass rendering quality.) But there s a line, of course, that exists somewhere between choreographing a nice screenshot and releasing the notoriously misrepresented Aliens: Colonial Marines. When the latter happens, we should absolutely call it out and make it loudly clear we don t want that crap.
Publishers are listening and the industry is reacting. Look at how many games now release in Early Access, all their flaws and missing pieces on display this was not a model five or so years ago, except in a few cases like Minecraft, and now it s a major pillar of PC development. Look as well at publishers such as Bethesda, which announced Fallout 4 just a couple months before releasing it. Meanwhile, EA and BioWare have only just shown us gameplay footage from Mass Effect: Andromeda, and that s out early next year. Some publishers still subscribe to the classic multi-year videogame press cycle announcement, teaser trailer, first look preview, cinematic trailer, hands-on preview, gameplay trailer, another trailer, second hands-on preview, launch trailer, reviews but it s less and less the standard.
The solution has either been to show us everything up front from the start blemishes and all or to hide games out of sight until they re complete or nearly complete. Part of the deal when it comes to avoiding game marketing that doesn't match the final product is that we get less information about games we re looking forward to, and fewer big E3 surprise reveals.
Poczta Polska, the state postal administration of Poland, is releasing a postage stamp celebrating Geralt of Rivia from The Witcher series. Strangely, this stamp features artwork of Geralt drawing a sword instead of sitting naked in a bathtub with his giant wet feet sticking right in your goddamn face. We here at PC Gamer are shocked and confused at this oversight. Wes actually went home early, so distraught was he at the news, and Shaun has sworn never to mail anything to anyone ever again.
I mean, just look at this disgraceful mail-sticker.
The utterly disappointing stamp is a limited run of 180,000, few of which will be purchased by philatelists because when people think of Geralt of Rivia they think of him nude in a wooden tub, not dressed and using a weapon.
Along with the stamp which is a bad stamp and not a good one there will also be a limited edition envelope, which is also bad because it does not show the slippery, shiny, completely naked wet body of Geralt. Instead it shows a medallion, which is a thing from The Witcher 3 that Geralt wears on the very few occasions he is dry and dressed.
Poczta Polska's site also shows some stamps featuring fish, which while lacking in Witching abilities are at least wet and nude. We suggest buying those instead.
Welcome back to The PC Gamer Show, our weekly livestreamed podcast. You can catch the show live on Wednesdays at 1 pm PDT on our Twitch channel, or after the fact at any of the links below.
On this week's show we talk about our favorite Bioshock games, Tim tells a sad holiday story about Metroid Prime, Chris suggests a radical change to the Steam UI, and more including our usual Twitch chat Q&A.
Your flapping heads for this episode:
The awesome images we use for the show were made for us in Source Filmmaker by Ness "Uberchain" Delacroix. You can find her DeviantArt page here and her Patreon page here.
In Now Playing articles PC Gamer writers talk about the game currently dominating their spare time. Today card duels get serious for Phil Savage in The Witcher 3.
My inventory is bulging. Strong as he is, Geralt can only carry so many goat hides and smoking pipes. I do a tour of Novigrad s traders, eventually working my way to the bookseller. As I go to flog my many copies of Tyromancy, or the Noble Art of Cheese Divination, I notice the option to play Gwent isn t greyed out. That means I haven t played him. If I beat him, I ll win a card. It should be easy enough. Traders are a pushover.
I m playing as Northern Realms, he s Scoia tael. I open by placing a Spy, as is my wont. Spy cards are played to an opponent s board, increasing their attack total but drawing two extra cards to my hand. Having more cards is a big advantage. It s always worth doing.
The bookseller plays Decoy, taking my Spy off the board and into his hand. He ll likely play it next turn, negating my advantage. To protect my lead, I play another Spy. This is when things get silly. As expected, he plays my original Spy. I decoy it. He plays another Spy, and I replay my now twice-decoyed original. Finally, we re both out. I still have the card advantage, but it s close. This guy is good!
Next, Marcus TK Hodgson he has proven himself worthy, so I shall use his real name plays Dandelion, a melee card with the Commander s Horn perk. Every card now placed on his melee row gains double attack power. He follows up with a five point melee card, and then another the Havekar Smuggler which has a special ability that instantly calls any card with the same name. In just two moves, he s added 40 points to his attack value.
Next, Marcus TK Hodgson he has proven himself worthy, so I shall use his real name.
I m impressed, but I m also a jerk. I play Scorch, burning all of the highest value cards currently in play. His Dandelion-assisted ten point cards are the most powerful, and so all four are destroyed. If someone had done that to me, I d be fuming. But Marcus is fictional. Instead of raging, he spends the next few turns playing Medics to resurrect his cards.
I m working on my own melee trick. The Blue Stripes Commando has Tight Bond, which doubles the strength of any card with the same name. On their own, they re a measly four points. I have three, shooting me into the lead. He passes, and I win the round.
For round two, I m holding nine cards to his eight. Not a great lead, given my earlier Spy shenanigans. To fix that, I play Yennefer a Medic. She resurrects that original Spy.
He plays a Commander s Horn on the ranged row. Fortunately, I have Fog, which weakens ranged cards. I keep it in my proverbial pocket. Kenny Rogers would be proud.
We each play attack cards, having exhausted our repertoire of tricks. He builds to an 82 to 46 lead and passes, assuming the damage is done. He s almost right: I m out of attack cards. If this doesn t work, even a Poor Fucking Infantry could beat me in the final round. I play Fog, weakening his ranged row, and bringing the score to 54 to 36. Here s hoping my maths is correct.
It s not! I play a Commander s Horn on my siege row, but it only draws me level. I can t remember what happens in a draw, but I have no other choice. My last remaining card is Clear Weather, which would put him back in the lead. What happens is we both lose, which means I win. I lose a gem, but still have one remaining. He loses a gem, but it was his last. Good game, Marcus.
The Witcher 3: Wild Hunt Game of the Year Edition is out tomorrow, and that means it's time for two things: A patch, and a trailer. They're both good.
You can tell right from the start that this is a legit Witcher trailer because it begins with sex. Then we flash to a monster of some sort, then back to some more, kind of creepy-sexy antics, and then Geralt intimidates a couple of thickies at the local watering hole. Eventually he does get around to killing some monsters, but we all knew that was coming. The Witcher 3 has been out for well over a year, after all.
Also coming tomorrow is the 1.3 patch, a full breakdown of which can be found here. Highlights include a fix for Roach's vanishing tail (Roach is Geralt's horse), another that ensure Hughes spawns correctly in the Goodness, Gracious, Great Balls of Granite quest, a fix for a bug that left some dye recipes inaccessible, and one that made two NPCs in the Without a Trace quest impossible to defeat. It seems clear, based on that list, that CD Projekt is digging deep to find things to fix, which is how we end up with lower-priority changes like, The Rabid Rock Trolls near the Dun Tynne crossroads are slightly less rabid on the 'Just the Story' difficulty level.
The Witcher 3: Wild Hunt Game of the Year Edition is the complete package, including the Hearts of Stone and Blood and Wine expansions, and all the individual pieces of DLC that have been released since the game first came out. Full details are up at thewitcher.com.
Yet again, PC Gamer has organised 100 of our favourite PC games into a list. This week on the podcast we look through that list now available to read online and pick out some of the most notable, surprising and infuriating choices.
You can get Episode 22: The Top 100 here. You can also subscribe on iTunes or keep up with new releases using our RSS feed.
Discussed: The games of the PC Gamer Top 100, including Dragon Age II.
This week: Samuel Roberts, Tom Senior, Phil Savage, Andy Kelly
The PC Gamer UK Podcast is a weekly podcast about PC gaming. Thoughts? Feedback? Requests? Get in touch at pcgamer@futurenet.comand use the subject line Podcast , or tweet us with #pcgpodcast.
This week s music is from The Witcher 3.
Every year the editors at PC Gamer get together to forge the PC Gamer Top 100, a big list of the 100 best PC games worth playing today. The entire feature will be published this Friday, but we can reveal now that the winner in first place is The Witcher 3.
Geralt is delighted, as you can see. CD Projekt RED is also happy with the accolade. Here's game director Konrad Tomaszkiewicz responding to the news.
"Wow! Our game in top spot over all these amazing games on the list... I m a bit lost for words. It means a lot for us, proving that all the hard work that we ve put into making The Witcher 3: Wild Hunt and both expansions was time well spent. But we couldn t have done it without our amazing fans, many of them PC Gamer readers. It s much in thanks to them we re always able to give it our all and create games for gamers to enjoy. A huge thank you to the fans for their support, to everyone at CD Projekt RED for their hard work, and to PC Gamer for the honor of being this year s number one."
We gave The Witcher 3 a score of 92 and an editor's choice award in our Witcher 3 review. The Blood and Wine expansion is incredible, too, and probably the best expansion I've ever played. I gave it 94 in our Blood and Wine review.
Congratulations to The Witcher 3, and look forward to the full list on Friday. If you're after a list of PC games that have been essential to the development of the platform, check out our list of the 50 most important PC games of all time, with commentary from seminal developers.
At the start of the year, CD Projekt Red slayed rumours that an Enhanced Edition was in the works for its multi-award winning open world adventure The Witcher 3: Wild Hunt. The developer then confirmed a Game of the Year iteration was en route last month and that very game now has a release date and a shiny new trailer.
If you applied your Witcher sense towards the tail end of that trailer, you ll have clocked August 30 as The Witcher 3 s Game of the Year Edition due date. When it lands, it ll come packing the base game, both the Hearts of Stone and Blood and Wine expansion packs, and all of its downloadable content which I must say ain t too shabby.
Speaking to Eurogamer in July, CD Projekt Red s Konrad Tomaszkiewicz affirmed the Game of the Year Edition will also include significant changes to the game's interface and mechanics , which, with any luck, might marry up with our GOTY edition wishlist.
Either way, The Witcher 3: Game of the Year Edition is due to release on August 30.
Winner of our Best Singleplayer of 2015 award, Andy once described The Witcher 3 as one of the best RPGs he d ever played. I d struggle to argue with that, and its subsequent official expansions Hearts of Stone and Blood and Wine have only served to improve upon an already fantastic game. An ever-expanding list of unofficial user-made mods has pushed the boundaries of what this game has to offer further still, the latest of which to catch our eye is Reaperrz s Enhanced Edition overhaul.
While rumours of an official Enhanced Edition were quashed by CD Projekt Red back in January, the developer recently confirmed a Game of the Year iteration is in the works. The Enhanced Edition mod is independent of both, but alters things like the game's default stats and abilities, meditation and alchemy settings, equipment weight and durability, and talent caps and levelling, among a number of other things. The mod also makes significant changes to the game s combat and damage systems and modifiers a new Hardcore Enemies setting, for example, lifts foes 11 levels above the player. Yikes.
The list of changes the mod makes is pretty exhaustive full details of which can be found via its Nexus page. If you're interested, you might also fancy checking out YouTube person Origier does Gaming s extensive overview, which details everything from installation instructions to how said changes affect your game.
Thanks, VG24/7.
If you've ever wanted to explore the environments of The Witcher 3: Wild Hunt from the first-person perspective, this mod might be just the thing. Created by Nexus Mods user Skacikpl, it gives players the ability to slide into the more immersive viewpoint while wandering the world, and going by the latest gameplay trailer, it looks like it works really well.
Work on the mod actually began in March, when the creator said the possibility of a public release was dependent largely on whether he could fix some persistent technical issues, which at this point seems unlikely." But he stuck with it, and earlier this month decided it was time to let other people give it a try.
As you can see from the video, it's still not perfect, but it's getting there. FOV is adjustable, but Skacikpl cautioned that it's designed to work with mouse and keyboard only, and does not properly support controllers. It's also meant strictly as a tool for exploring, and the game will automatically pull back to the third-person view for combat.
Current controls and implementation do not make fighting as enjoyable or reliable as one would wish, Skacikpl wrote. Maybe if i had more insight into how some of the subsystems in the game worked (and a lot of more free time) I'd be able to override some of it for a more suitable solution, but for now i believe that having a decent exploration FPP experience is enough.
The Witcher 3 first-person mod is available for direct download here.