Steam Controller - JeffB
An update to the Steam Controller's firmware has been released. You must be in the Steam client Beta and running Big Picture mode to receive the update.

Update notes:
- Fix for jittery joysticks
- Fixed bug where gyro prevented controller from turning off
Steam Controller - ↑↑↓↓←→←→ BA
An update to the Steam Controller's firmware has been released. You must be in the Steam client Beta and running Big Picture mode to receive the update.

Update notes:
- Fix for jittery joysticks
- Fixed bug where gyro prevented controller from turning off
Deus Ex: Mankind Divided

This article was originally published in PC Gamer issue 285. For more quality articles about all things PC gaming, you can subscribe now in the UK and the US.

Deep in a theatre in rainy Prague, bionic commando Adam Jensen is trapped in a closet. The door is the only exit, and that s guarded by a bipedal robot loaded up with machine guns. There must be a way out; Deus Ex is all about choice.

I search for a vent, because there s always a vent. But with the exception of a big bin, the room is empty. I have fled into the most featureless and poorly ventilated space in the Deus Ex universe. I consider my abilities: my electric dash will get me killed slightly faster than ambling into fire. Cloaking isn t going to help either. I press a button to bring up my gun. From here you can switch ammo types, add silencers and tweak your scope. No armour-piercing rounds. Damn. 

A frag grenade! Robots hate frag grenades. I open the door, toss the egg and close it again as the robot opens fire. WHUMP. I use my augmented vision mode to see through the wall and spot the robot lying still on its side. I crack the door. There s a terrible whirring noise. The robot stirs, righting itself in a hideous tangle of legs. It s not dead. It s not dead at all. 

I retreat into the room. This is Adam Jensen s life now, this room. It s an incongruous end for a man who has dedicated the two years since the events of Human Revolution to becoming the perfect walking weapon. Human Revolution Jensen was the improvised, slightly buggy prototype who could only punch two people before having to recharge his batteries. Mankind Divided Jensen is colder, harder and deadlier. Eidos Montreal refer to him as Jensen 2.0. 

Jensen 2.0 has just come up with a very stupid plan. With the right upgrades Jensen can lift huge objects, like the massive bin sitting in the corner. I open the door and grab the fridge-sized object, hugging it against my belly for dear life. The robot opens fire, and the bin soaks up the bullets—it s working! I bump the robot backwards. The robot s guns fire point blank into the bin as we perform an absurd rotating waltz into the corridor. I m a genius. I silently thank Prague council s commitment to bin sturdiness and slowly back away. I make it fi ve steps before the bin breaks. I m an idiot. 

I m also dead, but laughing. In Deus Ex: Mankind Divided, even a tiny and almost featureless room can create moments of emergent absurdity. That s exactly the kind of story that we look for, gameplay director Patrick Fortier tells me. We really believe in the strength of spontaneous moments. They re really powerful, and we believe that they re as exciting for players as the big scripted moments.  

I m inclined to agree, and happy to discover that Mankind Divided is a solid continuation of the Human Revolution formula. In Mankind Divided Jensen flies all over the world as a special forces expert working for the Deus Ex equivalent of Interpol. The world is still reeling from Human Revolution s techno-virus outbreak that turned augmented individuals into frenzied cyborg killers. Now augmented people are oppressed, segregated and treated as an underclass in what Eidos Montreal awkwardly refer to as a mechanical apartheid . Jensen wants to track down the Illuminati members responsible for the state of the world, and punch them with his big metal hands. As executive narrative director Mary DeMarle puts it: he wants to meet the puppeteer, he doesn t want to just be the puppet anymore.  

The new hubs will be more populated and detailed than those of Human Revolution.

Mankind Divided will play out over a collection of hub zones, although Eidos Montreal hasn t confirmed how many yet. The Prague level I explored takes place in one corner of a sizeable area—roughly two or three city blocks in size. The rest of the zone was locked off so I couldn t explore first-hand, but the new hubs will be more populated and detailed than Human Revolution s, thanks in large part to Mankind Divided s new engine. 

It s definitely a bigger monster than Human Revolution was, says audio director Steve Szczepkowski. In Human Revolution we could put maybe twelve people on screen that were moving, and then maybe another six static that would just sit and do their occupation. Well, that s doubled. The amount of dialogue has grown as a result. I don t remember what the total actor count is, but I know we re already way over a hundred. And that s with unique characters and all the factions we have so there s a lot of voices. We ve done a lot for the acting economy here in Montreal.

Games like Metal Gear Solid V have changed our assumptions about what emergent sandbox games can be, but Deus Ex is about density rather than size. The Prague theatre is a warren, and there are plenty of ways in. You can climb in through a window into an office protected by a laser grid. Going left leads you to a couple of ladders that get you to the roof. There s a vent there that drops you right into the bowels of the building. Go right and there s a moving platform that you can activate using a biocell, the biological batteries used to recharge Jensen s abilities. I used this platform to get a huge box onto a ledge, which I then jumped on to find a second way onto the roof. You can even enter through the beautiful glass dome on top of the theatre. Alternatively, if you want to test your guns, just walk in through the front door.

The level of detail far exceeds Human Revolution, which always felt constrained by its engine. There s stuff to pick up and throw everywhere, which means I get to find out how guard robots respond to being hit with a traffic cone (they don t like it). The streets are dark, rainy and atmospheric. I lure the poor robot down to a grimy public toilet where it sets off an EMP mine I planted earlier. I leave it collapsed just outside the gents, but just have time to admire how grotty the place feels. Human Revolution s gold filter is gone, which frees the theatre s lavish interiors to feel substantially different to the grimy city streets.

Company logos and clothes subtly play on the recurring tessellated triangles motif of Human Revolution. There s a signature elegance to the technology.

This artful clutter gives Eidos Montreal more ways to teach you about the world. You can hack into terminals to read emails and pick up news-pads, of course, but I also found a TV in the Prague level that showed a full length news report presented by Human Revolution s news anchor, Eliza Cassan. If you know the truth about Eliza from Human Revolution, you might sense just a little bias in her reporting.

The leap in world fidelity means more graffiti, newspaper front pages that blow around the streets, and more detailed books, posters and road signs. It s a richer place, and full of neat designs for weapons, robots and augmentations. Company logos and clothes subtly play on the recurring tessellated triangles motif of Human Revolution, and there s a signature elegance to the technology. I couldn t stop looking at Jensen s arms—dark and tightly coiled, like armoured vipers.

Those arms can do marvellous things, and Prague is a great playground for Jensen s new abilities. As in Human Revolution, he can cloak. He can use an aug that helps him to move silently. Titan armour can deflect bullets for a time. His close-combat retractable elbow chisels can now be fired at enemies. His knuckles can deploy multiple homing electrical shock bolts to a group of guards. Jensen is a heavily militarised Inspector Gadget, and feels remarkably powerful.

The power trip is sustained by a redesigned energy system. No longer are you constrained to a handful of energy pips. Instead, you have a bar of energy that depletes a little every time you activate an ability. For continuous abilities such as cloak, the remaining bar will gradually drain as you remain invisible. Energy used sustaining continuous abilities conveniently recharges, but the initial energy chunk you blow on ability activation can only be restored with a biocell.

With more juice, you can chain abilities together into monstrously satisfying combos. I used my Icarus dash to leap into the middle of a group of guards, and then immediately deployed my typhoon attack. The camera popped into third person and Jensen spun, shedding a spray of miniature warheads from his arms. You can combine abilities simultaneously with good results. Activate your silent feet aug and then dash, and you can quickly and silently close in for a close combat KO, for example. Close combat attacks still pop you into third-person view for a brutal miniature cutscene—Jensen has learned an especially handsome uppercut since Human Revolution.

Mankind Divided s augmentations have been redesigned to solve a key issue with the first game, where choosing a stealthy, non-lethal approach mostly prevented you from using the game s loudest and coolest toys. Mankind Divided tackles this by giving augmentations multiple functions, and non-lethal variants when necessary. If you choose, the typhoon attack can fire a spray of green gas bombs that incapacitate guards without killing them.

Every time we add new augmentations we try to see how versatile they can be, says Fortier. Even something like the nano-blade—which thematically is more offensive because it s a blade—you can still use it as a distraction as well, if you want to maintain stealth. We re trying to think about augmentations in that way, that they can serve multi-purposes.

I still haven t found a clever second use for the amazing shock-blast, however. Human Revolution s PEPS gun is now built into Jensen s arm. Firing it hits the area in front of you with a massive concussive shockwave that sends enemies and any nearby detritus flying. It s Deus Ex s equivalent of Skyrim s Fus Ro Dah dragon shout. The Icarus landing system also returns, cushioning long drops with a deeply satisfying golden electric forcefield. If you tap as you fall Jensen releases the forcefield as a destructive blast.

If you prefer a more subtle approach, try the hacking game. Cracking a complex device like a workstation sends you into a familiar minigame in which you capture nodes on a web. Each node you seize carries the chance of activating a countermeasure system that races to turn nodes red before you can take control of the device. Bonus nodes grant you extra currency and hacking power-ups, adding a fun element of risk-reward brinkmanship.

With the right upgrades you can also hack smaller devices such as security cameras quickly and at range. Jensen makes a safe-cracking gesture at the target and a box appears showing a soundwave with several spikes, and a line moving rapidly from left to right. As the line moves over the spikes, you can tap to remove them all and activate a disruptive affect. A range-hacked camera shuts down. A hacked security robot is temporarily disabled. The minigame is basic, but it turns hacking into an offensive tool that you can use in the middle of a gunfight. It speaks to the evolved philosophy of the sequel, which says that whether you opt to play loudly, quietly, lethally or non-lethally, most of Mankind Divided s tools should be useful to you.

Even the core movement and cover systems have been refined. You can now dash a short distance from cover. The distance of the dash is indicated by a faint line. If it touches another point of shelter, a faint outline of Jensen shows that you ll snap into cover at your new location. You can also dash into open ground to quickly close with an enemy, or make a hasty dash to a ladder or a vent without being spotted. It minimises the amount of time you spend slowly squat-stalking guards and makes stealth movement faster and more decisive.

Mankind Divided feels familiar, but from the cover system to the new augs, almost every system has been touched up. The result is a sleek power fantasy with enough sandbox freedom to let you own your anecdotes. I still have plenty of stories from my hours in Prague. I threw a sniper off his rooftop perch at the guards below, stole his rifle and cleared out the lobby from the streets. I ve distracted guards with a traffic cone and walked right around them, invisible. All this in one small corner of the game. There s still plenty more to discover about the story and the conversation systems, but Mankind Divided is a few months of polish away from being another great Deus Ex. We definitely asked for this.

Deus Ex: Mankind Divided

Just in time for Christmas, Eidos Montreal has released two new pieces of concept art for Deus Ex: Mankind Divided showing our hero's living quarters for the new game. In Human Revolution, the apartment was packed with little environmental details that hinted at Jensen's lifestyle and mental state. Secrets included a hidden weapons cache and a heartbreaking story about his dog, Kubrick. 

"The core of Adam's apartment is once again inspired by the cyber renaissance theme, although darker than what it was in Human Revolution" explains EM on the Deus Ex site. "These two concepts are only the tip of the iceberg and there will be a lot more details to find".

Here's the first image of Jensen's living room. This one shows Jensen's bedroom.

Who would live in a flat like this?

Ah, the entirely healthy sight of two empty bottles of Jack Daniels within couch reaching distance. There's another bottle and a half-filled tumbler by the bed in the second piece of concept art. Jensen always has whiskey within arm's reach, which means his lifestyle hasn't come far from this piece of early Human Revolution art.

The cereal box (Magic Gnome: Suspiciously Delicious!), toilet paper, empty dish and sleep-crumpled blanket hint at Jensen's entire day-night cycle. The pale glow emanating from the left hints at a television screen, but I like to think that Jensen simply spends his hours staring deep into a blank wall brooding and flicking his shades on and off for fun.

Half a bottle into JD stupor, Jensen stumbled to his feet to fling a few arm chisels at this target sheet. The scars on the paper suggest a <50% hit rate. That's surely the booze.

The coat stand is empty, even though Jensen owns approximately 3,000 coats. They're strewn all over the apartment. Jensen sharpens up well when he's out, but this is the apartment of a messy bachelor who still hasn't completely unpacked his stuff, and never will.

You can see form the angle of the telescope that this is definitely for spying on others outside his building, not stargazing. As an enemy of the illuminati, Jensen has reason to be paranoid. This telescope can actually be found in the corner of his Human Revolution apartment, to the right of his television. In Human Revolution, it was folded away. The fact it's set up here suggests Jensen's more wary. It's always within reach of his little workstation at the dining table.

This is a sign of progress at least—an unbroken mirror! In Jensen's last apartment his toilet mirror was smashed by, presumably, the punch of one of Jensen's big metal arms. Jensen is at least able to look at himself without flying into a despairing age.

It's hard to tell what the ball on the left is at this distance, but it's probably a golden globe, as seen on this cover of an issue of the Deus Ex Universe comic in which Jensen squats, Atlas-like, under the pressing palm of the Illuminati—symbolism! I bet we'll see the globe imagery appear a few times in Mankind Divided. The globe-in-a-fist imagery has been part of Deus Ex since the first game.

On the right, a reading light. We see that Jensen is a big reader, even if he can't put up a bookshelf.

The book titles are illegible in this piece of concept art, but they'll surely be clear in the final game. Jensen's Human Revolution apartment was full of books, including encyclopedias, "Cars of Detroit", "Narcotics" and "CHILD AND VIOLENCE". 

Jensen is man of diverse interests and eclectic taste, but his obsession with watchmaking and tinkering in the last game has given way to a fondness for art. As well as the gold globe in the last picture, the bedroom also features a this piece, and the living room has a nice horse. In Human Revolution Jensen's obsession with the internal working of gadgets allowed him to work through his cybernetic body issues, that seems to have faded as he's come to terms with himself, and he's moved on to different forms of expression. That, or the paintings were there when Jensen bought the apartment, and actually he's taken them down to replace them with target practice sheets.

Human Revolution's aesthetic was built around the idea of a cyber-renaissance, and Jensen's clearly intended to embody the ideal of the Renaissance Man—a figure of eclectic tastes, who excels physically and intellectually. You explore Jensen's physical capabilities through play, so it's up to environmental details like these to fill in the rest of Adam's personality.

However, I have no idea what this is, below the lightsaber candelabrum, to the left of the half-finished bottle of whisky. Alarm clock? Rubbish origami swan?

Steam Controller - Pierre-Loup
Today we're shipping an update to Steam Beta that includes a large overhaul of the way we handle configurations for Steam Controllers. We chose to not include it in last week's main Steam client update because it's likely there'll be some teething pains, due to the amount of change involved. It initially enables a small set of new features, but more importantly, it puts us in a position where we'll be able to easily add more features related to community configurations.

After you get the update, you'll be prompted to register your controller to your account. Doing this tells Steam which account to draw configurations from. After you've then personalized your controller, you'll go through a migration process, where we take any configurations you've made and move them over to the new system. This could take a little while if you have a lot of configurations, but it will be a one-time operation.

The controller & account registration system allows you to take your controller to another PC and easily use your configurations, even if you're not the account logged into Steam on that PC. When playing games with multiple controllers, this also allows each controller to have its own configuration, a feature we previously weren't supporting properly. The backend changes we made to support this system also made it much easier to support community sharing of configurations for non-Steam games, so we managed to get that feature in as well.
Steam Controller - ↑↑↓↓←→←→ BA
Today we're shipping an update to Steam Beta that includes a large overhaul of the way we handle configurations for Steam Controllers. We chose to not include it in last week's main Steam client update because it's likely there'll be some teething pains, due to the amount of change involved. It initially enables a small set of new features, but more importantly, it puts us in a position where we'll be able to easily add more features related to community configurations.

After you get the update, you'll be prompted to register your controller to your account. Doing this tells Steam which account to draw configurations from. After you've then personalized your controller, you'll go through a migration process, where we take any configurations you've made and move them over to the new system. This could take a little while if you have a lot of configurations, but it will be a one-time operation.

The controller & account registration system allows you to take your controller to another PC and easily use your configurations, even if you're not the account logged into Steam on that PC. When playing games with multiple controllers, this also allows each controller to have its own configuration, a feature we previously weren't supporting properly. The backend changes we made to support this system also made it much easier to support community sharing of configurations for non-Steam games, so we managed to get that feature in as well.
Steam Controller - contact@rockpapershotgun.com (Alice O'Connor)

Cara’s gone for a wee nap (we’re full of Christmas cheer), so I’m free to talk about something secret without ruining the magic: where toys really come from. We saw Elf> on Wednesday (and Krampus> last night – it’s good!) but, turns out, toys are not made by Will Ferrell at the North Pole. Valve have made a video showing where Steam Controllers come from, which is pleasing in a How It’s Made> way, while also explaining how they’ve improved the pad since launch – when it was a bit a bit Marmitey. We should make Graham report back with revised impressions. Graham. Graham. Graham! He can’t hear me, all the way down in London. GRAHAM. He’s not listening. GRAHAM!

… [visit site to read more]

Steam Controller - Valve


It's been a busy month since the Steam controller officially launched, and with the help of the community, it's already grown so much. Along with new features in today's update, we thought we'd highlight some of the other big features added in the past month and what the community has been doing with those new features.

Read More Here
Steam Controller - Alden


It's been a busy month since the Steam controller officially launched, and with the help of the community, it's already grown so much. Along with new features in today's update, we thought we'd highlight some of the other big features added in the past month and what the community has been doing with those new features.

Read More Here
Steam Controller - ↑↑↓↓←→←→ BA


It's been a busy month since the Steam controller officially launched, and with the help of the community, it's already grown so much. Along with new features in today's update, we thought we'd highlight some of the other big features added in the past month and what the community has been doing with those new features.

Read More Here
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