X-COM: UFO Defense - contact@rockpapershotgun.com (Alec Meer)

I say ‘vs’, but the reality of this meeting between the 20th and 21st century masters of X-COM is that they repeatedly seem on the verge of embracing each other, rather than trading blows in a bitter row about time units and action cameras. Rev3Games arranged for original X-COM co-creator Julian Gollop to meet Jake Solomon, the lead dev on Firaxis’ XCOM remake, the result being this rather delightful recording of their seventeen-minute exchange. (more…)

Borderlands 2
Borderlands 2


Gearbox has posted a list of what to expect in an upcoming free update for Borderlands 2 that prepares Pandora for its incoming Ultimate Vault Hunter DLC and a level cap increase to 61. Somewhat confusingly, a new Ultimate Vault Hunter mode will arrive in the patch everyone gets, but the similarly titled $5 DLC is where the extra levels, skill points, and weapons all reside.

Here's Gearbox's breakdown:

Changes in 4/2 Software Update (Free)

Adds new items to the Black Market:

One additional ammo upgrade for each ammo type at 50 Eridium each.
Two more backpack storage space upgrades at 50 and 100 Eridium respectively.
Two more bank storage space upgrades at 50 and 100 Eridium respectively.


Increases the maximum amount of Eridium players can hold from 99 to 500.
Adds a new playthrough balanced for top-tier play: Ultimate Vault Hunter Mode.
Various bug fixes.

Ultimate Vault Hunter Upgrade Pack (Free with Season Pass or $5 separately)

Raises level cap to 61, allowing characters to gain 11 additional levels.
Characters gain a skill point with every level from 51 to 61, for a total of 11 more skill points.
Powerful new "Ancient" E-Tech relics and rare Pearlscent-grade weapons can be picked up in Ultimate Vault Hunter Mode.

Gearbox also delved into the specifics of Ultimate Vault Hunter mode in a separate post:

Ultimate Vault Hunter Mode is unlocked for a character once they have completed the main story missions in True Vault Hunter Mode and reached level 50.
Unlike other playthroughs, Ultimate Vault Hunter Mode can be replayed multiple times with players able to reset their overall mission progress at any time from the Main Menu.
No more tutorial missions—characters in Ultimate Vault Hunter Mode begin in Southern Shelf with the "Cleaning Up the Berg" mission.
While playing in Ultimate Vault Hunter Mode, enemies and bosses will scale according to the player's current level or, if playing with others, the highest-level player in that party.
Gameplay changes in UVHM:

Enemy health generally increased 4x.
Enemies now have a moderate amount of health regeneration.
Increased duration of slag damage multiplier effect.
Upped the damage that slagged enemies take from 2x to 3x.
Weapon swap speed increased to better facilitate slag use.
Enemies now more likely to drop ammo.
Loot Midgets are now "Legendary Loot Midgets" that can drop Legendary and other top-tier gear.



Both the free patch and the DLC releases on April 2. The next DLC hits one month later, when that scary Krieg guy will jump down from his hiding spot and rip everyone's arms off.
XCOM: Enemy Unknown
XCOM Enemy Uknown Muton


ALIEN MOVEMENT. Firaxis teased more XCOM at PAX East recently. This triggered a series of quick sensations. First: the flashbacks. I saw all the soldiers I'd lost last October when I ploughed through XCOM: Enemy Unknown. So many dead. Then there was happiness as I remembered how Enemy Unknown successfully modernised a classic turn based strategy while keeping its soul intact. Then - excitement, and questions. So many questions. Will it be an expansion, or a sequel? What could they improve? What would we want from more XCOM?
More hero customisation
I remember when John Keats was a rookie with little more than a basic assault rifle to his name. By the end of the invasion he was a bright yellow bus with a plasma rifle. He lost friends along the way. William Blake died on the asphalt outside a shop in some nameless American town. Sergeant Balls Balls died in the mud at the entrance to a crashed alien spaceship. Keats endured. Just when I thought he couldn't get any more powerful, he went psychic.

But all his comrades were dead, replaced by a procession of fresh-faced strangers. They feared their bright yellow leader more than the alien menace. Silenced by loss, Keats had become a scarred, paranormal monster. In my head, that is. That XCOM soldier stared back with the same blank face from mission to mission. In my head Keats' armour became scuffed and worn. His faceplate became flecked with dull green alien bloodstains. Mind's-eye Keats lashed a circlet of crooked Thin Man fingers to his belt - trophies of foes killed in the name of fallen Sergeant B. Balls.

I'd like to see a bit of that realised in-game. Perhaps veterancy could be represented visually to differentiate weathered vets from trembling newbies. More squad customisation options would give players a chance to personalise their favourite soldiers and impose their own sense of order on the squad. In the PC Gamer office we all ended up colour coding our soldiers differently, some by role, others by seniority, others by each soldiers' perceived personality. You spend a lot of time looking at your soldiers in XCOM, greater control over their appearance would build stronger bonds player/squaddy and make every dramatic perma-death even more nyoooooo-worthy.


Interesting air combat
Shooting down alien ships was more of an extension of the research and development metagame than a contest in its own right. Success and failure depended entirely on the quality of your vessel, and whether or not you chose to boost a ship during combat - a resource spend action that never felt worthwhile. If air combat is going to have its own interface system and require the attendance of the player during conflict then there should be some interesting decision-making going on.

It could become a game about organising good planetary coverage, placing launch sites and refeulling depots around the world map. If you wanted something more involved, this excellent little flash game, SteamBirds, shows how accessible turn based air combat could be presented. If you wanted to go even further, the pilots themselves could become characters and hang around your base getting into fights with the infantry, Starship Troopers style.
More mission types
More of everything would be nice, of course. More aliens, more weapons, more armour types, more weird alien tech to assimilate. That's a given, but I'd especially like to see more varied missions. Terror missions, crash/landing sites, Bomb defusal and escort targets provided a good range of objectives initially, but lost their novelty value before the campaign was through. More high-stakes events like terror missions could offer commanders a way to rescue a despondent country on the verge of quitting the XCOM project. Rescuing the Queen from an alien attack on Buckingham Palace would do wonders for XCOM's reputation in the UK, for example. Battlegrounds could also do more to differentiate between the continents they're set in.


Emergent soldier personalities
XCOM is a good story generator, but it could be better. Every XCOM player I've spoken to has stories about the heroes and dunces that lived and died in service of their XCOM project. Additions that allow for more complex narrative arcs will only strengthen the player's natural tendency to weave combat happenings into epic war stories. Emergent events could do more to turn your faceless squaddies into individuals. Soldiers could risk picking up lasting war wounds, for example, or gain terror/vengeance penalties/bonuses toward the alien hybrid that scarred them. Randomised personality traits could denote how they react when panicked. String enough little milestones like this together and you get a varied and interesting backstory for your surviving characters.

Soldiers could also interact with each other a bit more. If a rookie panics near a vet, the experienced soldier could calm them with a barked order. "Get your head back in the game, soldier!" Fighters could bond on the battlefield. If a soldier rescues a fellow rookie on the verge of death, they could enjoy improved morale when fighting together. There are much more elegant ideas out there, I'm sure. What would you like to see?
International Accents
XCOM's campaign is a heartening story about nations coming together for once to kick the vital goo out of greater foe. It's not a new story, sure, but it's effective, especially when the tide starts to turn in humanity's favour. It's like the bit in Independence day when the aliens' weakness has been discovered and everyone in the world phones everyone else, only without all the horrendous cultural stereotyping.

I loved having a squad made up of the best of the best from armies around the world, but it's a shame they all spoke in the same generic US voices. It sounds like a minor gripe, and an it's an expensive fix given all the extra voice talent you'd need to make it happen, but accents inflections from other countries would do much to sell the fantasy of assembling a group of transglobal superheroes.


Mod support and a map maker utility
Firaxis backed up Civilization V with a map making tool and Steam Workshop support. A similar show for XCOM would be most welcome. I enjoyed the range of maps XCOM provided, but any scarcity problems would swiftly be solved by a busy modding community. Think of all the new new aliens, weapons, missions, texture packs, visual tweaks and voice packs we'd get. Modding is a great way to give a game extra legs and XCOM could be a great canvas for player creativity.
Multiple endings
Every XCOM campaign filters into the same slipstream for the grand finale. Multiple endgames would encourage more replays and could present consequences that reflect how well you've done. The story could so easily end horribly. When countries leave the XCOM project, you lose resources and they effectively vanish from the map. It would be easy to imagine them descending into in-fighting or forming their own competing defence force.

And on top of all that, there are the ideas that the XCOM series has explored before, like the aquatic warfare of Terror from the Deep. What would you like to see from a new Firaxis XCOM? Underwater battles? A return to multiple bases? A black market that lets you sell weapons of destruction en-masse on the black market for huge profits? Aliens the size of skyscrapers? Let us know.
IN MEMORY OF SGT. B. BALLS. GOD REST HIS BALLS.
BioShock Infinite
bioshock-hard


38 seconds! That's how long it takes for Bioshock Infinite to play its plethora of unskippable introductory splash videos and let you into the game. I know it's 38 seconds because I measured the level of bruising incurred by repeatedly hammering the escape key in a desperate, but ultimately futile, attempt to get to the bit where I shoot a man with some crows. Then I remembered my phone had a stopwatch. Now I feel a bit stupid and my finger hurts.

Luckily, you can avoid my mistakes thanks to the clever folks at PCGamingWiki, who offer up a selection of .ini file tweaks that can not only skip that long intro wait, but also increase the FOV range and mouse sensitivity options.

For all the tweaks, you'll need to first find the config folder. It's hidden away here:

%USERPROFILE%My DocumentsMy GamesBioShock InfiniteXGameConfig

Disable Intro Videos:

Find XEngine.ini in the config folder, and change:

StartupMovies=2KLogoSweep720p2997
StartupMovies=IrrationalLogoTest
StartupMovies=UE3AnimatedLogo_ProRes
StartupMovies=AMDLogo720p

To:

;StartupMovies=2KLogoSweep720p2997
;StartupMovies=IrrationalLogoTest
;StartupMovies=UE3AnimatedLogo_ProRes
;StartupMovies=AMDLogo720p

Increase FOV Range:

Bioshock Infinite's FOV slider currently only offers a 15 degree range. A fix is incoming, which should offer a much increased display, but you can get the same results by tweaking a value in the config folder's XUserOptions.ini.

Locate the line: MaxUserFOVOffsetPercent=15.000000, and change the value to 100. Alternatively, if you want an FOV setting of 90, set the value at 28.5 and increase the in-game slider to its maximum.

Adjust Mouse Sensitivity

If you'd like some finer control over the lowest settings of the in-game mouse speed, you can easily change the option menu's slider range. Again, you want XUserOptions.ini for this one.

Search for the lines: MinMouseLookSensitivity=0.100000 and MaxMouseLookSensitivity=4.000000. Change the Min value to 0.05, and the Max one to somewhere between 0.5 and 1. Again, this is purely for those wanting a finer spectrum over the lower range of mouse speed. If you prefer a twitch shooting style, you can happily skip this tweak.

Finally, as previously noted, you can unlock 1999 Mode from the very start with a keyboard modified version of the Konami code. Just enter Up, Up, Down, Down, Left, Right, Left, Right, Esc, Enter at the main menu. I'm assured that 1999 Mode doesn't just replace the soundtrack with an endless loop of Ricky Martin's Livin' la Vida Loca. That would be awful.

Enable Multiple Save-game Slots

Infinite's saving system defaults astonishingly to only one slot, and that throws an electric-charged wrench into the prospect of keeping several playthroughs at once with different power combinations and choice outcomes.

Luckily, GameFront figured out, with a little file finagling, how to swap around multiple saved games whenever you need them. The process is somewhat clunky, but it gets the job done:

1. Make sure Steam cloud synchronization is disabled.

2. Make a backup of your BioShock Infinite “savedata” directory. It should be located here: ..Steamuserdata8870remotesavedata

3. Create as many subfolders as you want within this directory. Assume that each of them contains a save game.

4. Simply move the contents of the “savedata” directory into the corresponding subfolder whenever you or anyone else wants to start a new game.

5. When you start a new game, a new save file for that game will be automatically created within the main “savedata” directory.

6. When you want to switch playthroughs, first move the current file in the “savegame” directory into a sub-folder for safekeeping (remember to name the sub-folders so you remember which is which). Secondly, move the playthrough you’d like to load from its sub-folder into the main “savegame” directory, which will enable you to continue from that file.
XCOM: Enemy Unknown
gdcaiheader

In preparation for our not-too-distant subjugation by skull-faced machine-men, I thought I'd bone up on the latest advances in electro-brain design and stop by this year's GDC AI summit. Kicking off the summit was a trimuvirate of talks about the AI behind PCG-fave XCOM, stabby sequel Assassin's Creed 3 and the super-shiny “space ninjas with machine guns” shooter Warframe.

The talks showed a fascinating variety of uses for AI: XCOM's combat AI was the most immediately familiar, but supremely clever in insinuating the personality of enemy types - a far cry from the use of AI to determine Connor's foot placement in AC3. Warframe, meanwhile, deploys AI as a dungeonmaster, cobbling together levels from pre-built components to fit the needs of its players. It's smart stuff. Perhaps... too smart? Read on to unpick alien plans, parkour and player-centric dungeon design.

Alien nation - making XCOM's enemies distinctive
 
Firaxis had a problem in updating the classic X-COM (UFO: Enemy Unknown to Brits): how do you balance the game's appeal to modern and nostalgic audiences? Luckily, it seems it was a problem that they managed to solve, in part by way of a complex and hybrid approach to the AI, as described by AI/Gameplay Programmer Alex Chang (pictured right). The challenge was to revive X-COM's classic enemies, whilst keeping their behaviour distinctive and entertaining in the limited action system of the new game.

Chang's team did this by means of a utility-based system – a system that gave a measure of 'usefulness' to every possible action. This means that, at any time in the game, the AI rated each ability for each alien on the basis of its defensive, offensive and 'intangible' benefits. Each race also had its own inherent biases and special abilities which also affected different behaviour; so the Muton's 'Blood Call' ability, which buffs nearby allies, would be heavily weighted to be used, if there were other Mutons nearby and if they weren't already buffed.

Given the limited movement system of XCOM, one of the choices the AI made at a given time was to move or use an ability. Similarly, the units would generate a movement map of the area around them, to see what area gave the maximum utility. In this case, utility was generated by taking into account distance to the location, whether the location flanked an enemy or got the alien closer to flanking an enemy, the cover bonus the location gave, proximity to other aliens (to avoid grenading or rockets), the number of visible enemies (with just one being optimal) and an alien behaviour specific value. If the optimal location was where the alien was already... it stayed where it was and chose to do something else.



Of course, this only really applied to the normal units – the sectoids, thin men, mutons and so on. Fliers had an entire extra range of behaviour choices, and melee enemies were configured to charge pretty much directly at the nearest troops. Fascinatingly, this latter includes mind-controlled troops.

Meanwhile the elite units – the Sectopod and Ethereal – also didn't care about cover, but also didn't care about getting near to the enemy. The Ethereal was programmed to hang back and stay close to its bodyguards; the Sectopod was programmed to get as many enemies into range as possible, given its ability to attack multiple times in a single turn. With these special utility rules, the weighting towards choosing individual abilities, and the differentiated behaviours based on custom weights, the team ended up with about 17 different AI behaviour sets.

Happy feet: starting from scratch with Assassin's Creed's movement
 
This might not sound like an AI problem to us lay people, but the decisions on where Connor put his feet are hugely more complex than Ezio's lumpen feet – mainly, as far as we could tell, because Ubisoft Montreal is ramping up for the next generation consoles, which will no longer limit the complexity of their simulation. “The challenge was to change everything but change nothing,” said Aleissa Laidacker, Team Lead for AI and Gameplay, Ubisoft Montreal (pictured left). “The fans would have killed us.”

The four movements of the new Assassin's Creed engine were ground navigation, climbing, free-running and tree-running. While they were revamping these, they also revamped the animation system completely, making it totally procedural, as Laidacker demonstrated with sample videos showing Connor's reactions to varying conditions.

The basis for the movement style was the movie Apocalypto, with its wild forest-running. As much of Assassin's Creed 3 takes place in the heavily-wooded frontier, this was an important parallel, but it meant that Connor had to react correctly to the environment, whatever he was doing. This meant running, fighting and assassination animations all had to take place on uneven and even moving surfaces – considering the ships and sails, but also the rocky, bumpy surface of the frontier provinces.



Once the animation and AI team had made it so that Connor's feet could stand properly on uneven ground, Ubisoft Montreal's procedural animation guru, Simon Clavet was called in. His task was to ensure that the animation system could take advantage of this, by predicting where Connor's feet would end up as he was running and ensuring that his legs moved in the correct way. He did this by raycasting possible paths and making sure Connor's feet were ready to step over the highest point, and his pelvis was properly tilted. (This is scarily similar to the procedure the human body does automatically when we're walking.) Added to this, Front Strafing meant that Connor would step from side-to-side as ran; when players started turning, Connor would strafe first, meaning the animation wasn't disturbed if the player then turned him back.

The free-running model was also changed substantially for AC3. Every movement was given new animations, with short jumps chained together and long jumps separated off by 'settle' animations, so the animators could create new variations without having to think about how to integrate them.

Richard Dumas, the Technical lead (pictured right), explained that climbing was revamped by basing Connor's movement on that of professional speed climbers like Dan Osman, who can climb a 400m cliff in 4 minutes. “If he can, an assassin can too,” said Dumas. Connor doesn't settle after every move, like Ezio, but can flow from move to move, along the more organic surfaces of the frontier. Similarly, he doesn't just move up, down and sideways, but can move 360 degrees on the rockface, climbs vertical cracks in a totally different way, and has a dynamic system of how he positions his body, depending on how close to an edge his hands are or whether his feet are resting or dangling. Frankly, this was a crazy amount of work compared to its nearest climbing competitor... QWOP.

Finally, the newest form of movement was tree navigation. The trees came in three types. The unclimbable tree was smooth and branchless. The normal tree had anchors and horizontal branches, and could be climbed slowly. Finally, the V-shaped trees acted as fast elevators, and allowed players to hop up, from V to V, extremely quickly, so they could get back into position for assassinations.

To make it so that Connor (and the other characters and animals) had proper foot placement took the best part of three years work by AC3's AI department, and even now they're limited by the hardware power of the consoles. The movement behaviour was similarly involved. However, we're betting this totally dynamic system, which was under-used by AC3 because of console memory limitations, will make a more impressive reappearance in future editions of AC.

Warframe: AI-designed levels
 
Digital Extremes' new shooter Warframe may suffer from the GameFace / WarFace / FaceGame associations, but it's out today on Steam and worth checking out. In it, players battle in thirdperson co-opagainst a variety of AI factions, which level and scale in difficulty with the players. Daniel Brewer, the Lead AI Programmer (who we forgot to photograph, left), took us through the development of its procedural levels, which are AI designed from pre-built components each time a level is started, and auto-balanced to ensure that they're always challenging.

When the level is first generated, the game takes pre-built elements and connects a start block to various objective blocks and intermediate blocks, where the majority of the combat takes place, and eventually generates an end block, producing something that can be entirely linear or sprawling. Once the blocks are stitched together, the game works out a navigation mesh through them all and then a combat mesh. Yet, because the team don't know the orientation of the blocks to the player's route through the level and because they don't want players to have the same experience every time, they had to be very careful in the design of the AI that manages the levels and enemies.

The combat mesh – called the tactical area map – shows the areas of potential conflict. It also allows the AI to draw a distance map between the start point and the objectives, so it knows if the players are heading the right way, whether there are AI agents in the way and, if there are, where there are obstacles they can defend or chokepoints to fall back to. As the players move, the game spawns more enemies, with a higher density in in the direction of the objective and in the direction of player movement, acting as a subtle hint to players. Areas the players have left are deactivated gradually, reducing processing power and allowing agents in those areas to be temporarily removed from the unit cap (they reactivate if players head back their way).



Similarly the game paces these spawns by judging how the players are coping with the enemies they're fighting. The game will keep ramping up agent spawns until there's a lot of dead agent and players have taken damage. Once it recognises that the players have been properly tried, it'll slow the spawns down again, giving the players a chance to mop up and then heal up. An area that's peaked like this is exhausted and players can pass safely through it – until it's reset by the game rules (such as the players reaching an objective.)
BioShock™
bioshock-hard


Your virginal play-through of a story-driven game like BioShock Infinite is precious. And after finishing Infinite, I think Hard difficulty brings out its best aspects as an acrobatic, frantic shooter—especially if you play plenty of FPSes. Here's why I'd recommend starting the game on Hard.



If you are starting BioShock Infinite this week, read up on our settings suggestions, then let us know what you thought in our BioShock review comments. And when you're done, give 1999 mode a shot.

BioShock™
BioShock Infinite


As it typically does for a major game launch, Nvidia has updated its GeForce card drivers to 314.22 for boosts in performance and stability. It claims recent titans BioShock Infinite and Tomb Raider both get a significant bump in frames-per-second, with the former increasing by 41 percent and the latter by an astonishing 71 percent.

Nvidia's article provides benchmark results and pretty green graph bars to scrutinize. Though the company's test hardware was an Intel i7-3960X and a GTX 680—a beefy setup most definitely on the high-end of priciness—Nvidia says the improvements apply to most other cards in the GTX family.

Other frame gains include an extra 30 percent for Civilization 5, 22 percent for Sniper Elite V2, and 12 percent for Sleeping Dogs. Smaller boosts are given to Batman: Arkham City, Battlefield 3, Borderlands 2, Black Ops 2, and Skyrim. Really, if you're playing nearly any graphics-heavy game from the past few years, and you're a GeForce user, pick up the drivers on the official website or through the useful GeForce Experience tool. It's green across the board.
BioShock Infinite
BioShock Infinite


Only hours remain until BioShock Infinite emerges from cloud cover on leathery steampunk wings, and we're eager for you to play one of the most artistically powerful games we've seen. Once you beat the campaign, you'll enable access to 1999 mode, a throwback to the challenges of old-school shooters with toughened enemies and a leaner health bar. But if you want, you can hop on the pain sky-train right from the start with a very familiar code.

On the main menu, hit this key combination:

Up, Up, Down, Down, Left, Right, Left, Right, (Cancel), (Confirm)

It's the Konami code, the universal cheat found in nearly all of Konami's console games of the '80s and '90s. Irrational has a love for lacing its games with subtle nods to its influences and gaming history, so it's no surprise if more references jump out at you during your time in Columbia.

Irrational also released Infinite's launch trailer, seen below and set to "Fury Oh Fury" by Nico Vega.

BioShock Infinite
Bioshock Infinite Elizabeth


It's over! We did it! Bioshock Infinite's launch is imminent, and according to Tom's review, it's a game you should be seriously excited about. But forget that, because something even more momentous has happened: Irrational have released their launch trailer. And that means we've survived the near-endless visual onslaught of promotional Bioshock Infinite videos that have bombarded us since the game's announcement.

There's been the one with the skyhook violence, the one where Elizabeth cuts loose, the one with the faux-documentary, and then the other one with the faux-documentary. *Deep breath* Then we had the one with Comstock and his City in the Sky, the one with the questionable pre-order bonuses, and the one with the entirety of the game's first five minutes. And that's just been the last few months.

Now, sit back and enjoy Nico Vega's Fury Oh Fury backing one final cathartic burst of moving pictures cut straight from the game's belly. You've earned it.
BioShock Infinite - Valve
BioShock Infinite is Now Available on Steam! Check the game page for the release time in your territory.

Indebted to the wrong people, with his life on the line, veteran of the U.S. Cavalry and now hired gun, Booker DeWitt has only one opportunity to wipe his slate clean. He must rescue Elizabeth, a mysterious girl imprisoned since childhood and locked up in the flying city of Columbia. Forced to trust one another, Booker and Elizabeth form a powerful bond during their daring escape. Together, they learn to harness an expanding arsenal of weapons and abilities, as they fight on zeppelins in the clouds, along high-speed Sky-Lines, and down in the streets of Columbia, all while surviving the threats of the air-city and uncovering its dark secret.

...