Counter-Strike
20 of the most baffling Steam user reviews
Borderlands 2
borderlands 2 8


If for some reason you're interested in Borderlands 2 but have yet to play it, then here's good news: the game is free on Steam this weekend. Even better, if you enjoy the game there's a hefty 75 per cent discount on both Borderlands 2 and its Game of the Year edition during that period. Naturally, you'd be better off going for the latter as the DLC packs include a wealth of extra content.

The free weekend is timed perfectly to get indecisive punters aboard the Borderlands train ahead of the October release of Borderlands: The Pre-Sequel. Indeed, the game is now available for pre-purchase on Steam. You can play as Claptrap, which is great, because it means you can send the annoying robot to his death.

We had a hands-on session with the pre-sequel recently, describing it as "familiar, but fun". It releases October 14.
Aug 20, 2014
BioShock Infinite - Valve
Enjoy deals on the entire 2K Games catalog during the 2K Publisher Weekend! Save 50% and up on Civilization V, Borderlands 2, Bioshock Infinite, XCOM: Enemy Unknown along with many other titles.

The 2K Publisher Weekend begins at 10am PDT on Aug 20th and ends at 10am PDT on Aug 25th.







Borderlands 2 - Valve
Play Borderlands 2 for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup Borderlands 2 at 75% off the regular price!*

If you already have Steam installed, click here to install or play Borderlands 2. If you don't have Steam, you can download it here.

*Offer ends Monday at 10AM Pacific Time

XCOM: Enemy Unknown
XCOM-soldiers-3


Written by Julian Murdoch

Most board/videogame crossovers are terrible, so it was with a healthy amount of skepticism that I sat down at GenCon 2014 in Indianapolis this weekend to play XCOM: The Board Game, a coop strategy game due later this year from Fantasy Flight Games.

Fantasy Flight has a small pocket industry making these crossover attempts: several runs at the World of Warcraft license, A Gears of War game, even a game based on the world of Doom. Most of the time, the theme of the videogame seems like a weird bolt-on to the cardboard version, both watering down what might be good gameplay mechanics and failing to create a meaningful connection to original game. XCOM: The Board Game avoids both of these traps, both delivering a new, fun coop experience and conjuring up the XCOM world in interesting ways.

It s worth noting that when XCOM: Enemy Unknown hit the PC in 2012, many reviews pointed out that core tactical gameplay was actually prototyped as a boardgame before being brought digital. XCOM: The Boardgame has nothing to do with that tactical miniatures (video)game we all lost countless hours too.



That s good news. Eric Lang, the designer of the upcoming digital/boardgame hybrid, put it this way: Why would we try to replicate that exact experience, he said, sitting across the plastic counters and cardboard chits that define the boardgame experience. It already exists. We all played it. So we pulled the camera way back and put you in charge.

The core conceit of XCOM: The Board Game is precisely that. In the video game version, most of the gameplay happens at the ground level, occasionally pulling out for a brief geoscape perspective. In the board game, you sit above the geoscape level, the big-boss of all. Each player assumes one or more key roles: Commander, Squad Leader, Chief Scientist, and Central Officer. Each role has its own tasks to accomplish, working together to defeat an incoming alien invasion: assigning ground troops, interceptors, and satellites to defend planet earth, researching technologies, salvaging wreckage, and completing critical missions to repel the invading sectoids, floaters, and the rest of the XCOM menagerie.

As a cooperative boardgame, it shares much in common from games like Z-Man Games Pandemic, which assigns each player at the table a critical role in achieving a common objective against the game itself.

The Commander sends interceptors to shoot down incoming UFOs and manages the budget, allocating cash to all of the other players. Everything in the game costs money, and money is always scarce. The commander will never be able to give everyone all the money they need.
The Chief Scientist researches new technologies that act as buffs for other members of the team using card game mechanics. Each other player has buffs that can provide enormous benefits, but she only has so many scientists to deploy, and more scientists cost more money.
The Squad Leader assigns specialist troops (assault, sniper, special ops) to both defend XCOM home base and achieve the missions required to actually win the game. But troops get killed in combat, and recruiting new ones or leveling them up costs money too.
The Central Officer manages satellites and communications infrastructure. But the enemy is always targeting satellites, and new ones are expensive.



Each turn, each member has critical tasks to accomplish, and as a team, there are limited resources available to tackle the ever-changing crises which spread panic to the continents of the world. Too much panic, and the game is lost. Successful resource allocation requires real team communication and collective decision making.

But it s the Central Officer that sets the game apart. Instead of a traditional fixed turn order (I go, you go, the game goes), the Central Officer uses an app (iOS, or browser-based) to tell each team member what to do, when, and to relay the new information that comes in from the computer controlled AI. She also manages the satellite network to make sure that the best possible information is coming into the team. And it all happens on a timer.

Here s how it worked in practice, in my demo game:

Commander, assign your interceptors. You have 15 seconds.

Africa s about to fall into panic. Europe s no better. I have six inbound UFOs, and six interceptors, but I m short on cash. If I move to defend, I ll have nothing to give my ground troops, who are repelling a base-invasion at XCOM HQ. And the Science Officer won t shut up about wanting to get more salvage.

Five seconds! screams my Central Officer.

I let Africa fall, assigning three interceptors to Europe.

Done! I cry. He presses a button on the iPad next to me. Squad Leader, Defend the Base! You have 13 seconds.



Time itself is the most critical resource. If the Commander (me, in our demo) takes too long, there are consequences. If anything goes wrong like losing satellites or letting a continent fall into chaos there are consequences. Sometimes the consequences are traditional boardgame consequences fail a few dice rolls when trying to defend XCOM base, and your soldiers die. Fail to research a new technology often enough and your scientists have to take a turn off and think about what they ve done.

But because the AI for the game is in the App, both time and information are part of those consequences too. After our failure in Africa, the next round had us assigning resources before we even knew where the UFOs were going to land. After running over time last turn, the Squad Leader, forced to decide between three missions to pursue, only gets 10 seconds to read the mission cards and decide, instead of 25 seconds.

And just like that, the game goes from strategic allocation and resource management to real time panic. The irony here is that this is unique in the XCOM universe. XCOM, after all, is a turn-based strategy game. A safe haven for people who don t like the stress of managing a build order in StarCraft 2 or getting a skillshot just right in League of Legends.



This is the genius of XCOM: The Board Game. It uses an app to change the very structure of the game (Do well, and you ll get critical information before you have to act. Do poorly, and you re flying blind), and it adds an element of real-time panic to what would otherwise be a fairly staid resource and strategy design.

This, it turns out, was the entire point: to stress you the heck out while you re trying to save the world. Making decisions with limited information and limited time is what brings out stress, explains Lang. Real time is the best way to do that. But using a sand-timer just doesn t cut it. An App feels really impersonal, it actually feels actually sinister. When the app pings you, that sound effect starts stressing you out.

By turn three of our demo, I d failed to allocate resources effectively with time being our most critical resource of all. And the earth was lost.



XCOM: The Board Game works as a boardgame for two reasons. The first, obviously, is it s connection to a beloved strategy videogaming franchise. The second is it s integration of a digital component. It will be easy for crufty grognards to immediately dismiss that as a gimmick designed to appeal to people who aren t real boardgamers a comment I heard more than once on the floor of GenCon.

But XCOM: The Board Game is doing something that happens all too rarely in board games it s actually innovating. I only got to play once the line for demos ran around the Fantasy Flight Games booth all weekend long but I will for sure be playing many, many times again, when it s out later this year for $60.
Borderlands 2
borderlands 2


Every week, keen screen-grabber Ben Griffin brings you a sumptuous 4K resolution gallery to celebrate PC gaming's prettiest places.

Famously, Gearbox changed Borderlands' visuals at the eleventh hour, completely re-doing the character models and textures to turn it from an ugly caterpillar into a bazooka-firing butterfly dipped in a vat of leaky glowsticks. Gearbox further loosened their belt for the sequel. They continue the first game's cel-shaded mania but notch up the environmental variety, with arctic wastes, gleaming metropolises, bone-dry dust bowls, and green goo-filled mines. It makes for a game that delivers plenty of spectacle.



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Street Fighter® IV
The best living room PC games
XCOM: Enemy Unknown - contact@rockpapershotgun.com (Graham Smith)

So many little pieces!

It’s been almost two years> since XCOM: Enemy Unknown, and even with the Enemy Within expansion in between that’s too long a time to live without a new XCOM game to play. We can therefore justifiably lust over the just-announced XCOM board game coming from Fantasy Flight. It’s called XCOM: The Board Game, it requires a digital companion app to play, and it’s due out before the end of the year.

Cor, look at all the little cardboard pieces in the image above. I could roll around in those all day.

… [visit site to read more]

BioShock Infinite
samsung-4k-teaser


The future aka 4K gaming is made up of very, very small pixels. After spending the past two weeks checking out games on Samsung's U28D590D 4K monitor, I'm still going to call 4K gaming the near future rather than the present. Yes, you can play games at 3840x2160 pixels right now. Yes, 4K monitors are becoming more affordable. But are they worth it? After spending a couple weeks using one, I can comfortably say: no, not yet. Even for a high-end graphics card (or two), 4K is too demanding for max settings and high framerates. If you're willing to play at 30 frames per second, though, 4K is a different story.

If you want to skip straight to the 4K gameplay section, click here to jump to page 2.

The Samsung U28D590D and the basics of 4K
The Samsung U28D590D is a 28-inch, 3840x2160 monitor that has an MSRP of $700, though it's only $570 on Amazon as of this writing. The monitor has a 60Hz refresh rate, unlike some earlier 4K monitors, though you'll have to use DisplayPort for 60Hz. The current HDMI spec only supports 4K at 30Hz.

I gave a general overview of the U28D590D and the demands of 4K gaming in a segment of The PC Gamer Show, which you can watch here:



The monitor looks great and I never noticed any issues with refresh rate or response time, but I didn't perform in-depth testing to determine the actual response time (never trust the too-good-to-be-true listed response time. TFT Central offers a good primer on what those specs mean). Because it uses a faster, cheaper TN panel, response time comes at a cost: inferior viewing angles and color accuracy compared to IPS displays. The monitor stand is also disappointingly limited--it has no height adjustment, rotation, or VESA mount support.

Unfortunately, if you're still running Windows 7, 4K is a terrible experience, no matter what 4K monitor you're using. The OS isn't designed to scale to such a high resolution, and everything will be impossibly tiny unless you crank up DPI scaling to 125% or 150%. But that scaling is for text it doesn't properly resize other UI elements or affect some applications like Steam. Chrome doesn't scale its text properly, either. Windows 8 is much better about properly scaling, and requires no setup to scale text, UI elements like Windows Explorer, and applications to 4K resolution. Text in Steam and Chrome is noticeably fuzzier than system text, but everything is usable and legible without constantly squishing your face up against the monitor.

The Samsung's $570 may be cheap for a 4K monitor, but it's still expensive for a monitor, in general. What that money buys is an extremely pixel-dense display, and games really do look amazing on it. My standard monitor is a 27-inch, 2560x1440 display, which comes out to a pixel pitch rating of 108.79 PPI. That's way higher than, say, a 24-inch 1080p monitor (95.78 PPI) or a 50-inch 1080p TV (44.06 PPI).



At 3840x2160, the 28-inch Samsung U28D590D has a 157.35 PPI. As a result, games running at native resolution look sharp, even without anti-aliasing enabled. The pixel density really does make a difference. Remember, a 1920x1080 monitor creates an image out of 2,073,600 pixels. A 4K monitor displays 8,294,400 pixels. As a result, a graphics card has to push out four times as many pixels. Not even two Nvidia Titans, or a newer Titan Black, can handle refreshing eight million pixels 60 times per second.

On the next page: my gaming experiences with Metro: Last Light, Tomb Raider, and other games, with some gameplay footage captured with Nvidia Shadowplay (at the max capture resolution of 1440p).


Gaming at 4K
The first game I tested at 4K was the most graphically intensive game I could think of: Metro: Last Light. With settings cranked up to Ultra, Last Light had trouble cracking 20 frames per second. Mostly, it ran in the teens, and even lowering a few settings barely helped. The world isn't ready for Metro: Last Light at 4K. Luckily, most of the other games I tested ran better.

For the games listed below, I'm going to give a rating based on playability at 30 fps and 60 fps. While I did tweak some specific settings like antialiasing, depth of field, and tessellation, I didn't turn game settings down to medium or low just to see if they'd perform well. I'd rather play a game at high settings, with better textures, lighting, and particle effects, than sacrifice those graphics options for pure resolution.



Bioshock Infinite

Bioshock Infinite runs on a heavily customized Unreal Engine 3, but it's not a particularly demanding game I had no problem running it at 60 fps on an AMD 7870 at 1440p when it was released. At 4K on a Titan Black, with all settings on Ultra, it was playable, but the framerate fluctuated considerably. It only occasionally reached 60 frames per second, and mostly hovered in the low 40s. Not bad! Usually. I found that some particle effects and rapid animations like the carnival games in the plaza near the beginning of the game--sent the framerate plummeting down into the teens.



By switching Bioshock Infinite's settings down to "Very High," I was able to run it at a reliable 30+ fps. I also ran the Infinite benchmark utility on its highest setting: DX11 with Depth of Field enabled. It averaged an overall framerate of 37.01 fps.

Consistent 60 fps at 4K? No.
Consistent 30 fps at 4K? Yes.



Tomb Raider

When I played Tomb Raider on my (overclocked) AMD 7870 last year, I was shocked by how well-optimized it was. I ran the game at max settings, with TressFX enabled, and kept a solid 60 fps. It didn't fare as well at 4K. At first, I ran the game at Ultra on a Titan Black, with only TressFX disabled. Depth of Field was turned to high, and tessellation was enabled. On those settings, the game typically ran at 22-24 fps and peaked around 30 fps. That framerate, combined with the game's handheld-style shaky camera, made cutscenes uncomfortably twitchy to watch. In smaller enclosed spaces, the game ran better when I took Lara into an underground area, it actually ran at 55-60 fps.



Tweaking individual settings in Tomb Raider also makes a big difference. By disabling tessellation and turning down depth of field and SSAO to normal, the framerate hung steady in the mid-30 fps range, even in cutscenes and open environments. I didn't get to any of the game's dramatic action setpieces, but a little settings tuning should be enough to keep the game running over 30 fps at all times.

Consistent 60 fps at 4K? No.
Consistent 30 fps at 4K? Yes.



Sleeping Dogs

United Front Games' Sleeping Dogs has a gorgeous open world, but it relies on the rain-soaked neon of Hong Kong for its looks, not tessellation like Tomb Raider or the lighting and physics of Metro: Last Light. With all of Sleeping Dogs' settings cranked to Ultra (except anti-aliasing) and its high resolution textures installed, the game managed to run at an almost-but-not-quite solid 60 fps during gameplay. It sometimes dipped into the 50s, but still played extremely smoothly.



During cutscenes, the framerate dropped into the 40-50 fps range, but never dipped anywhere near 30 fps.When I ran the Sleeping Dogs benchmark utility (with AA enabled), it returned an average framerate of 56.5 fps, a maximum of 67.1 fps and a minimum of 39.2 fps. Not bad, Sleeping Dogs. Not bad. And you still look pretty good, too.

Consistent 60 fps at 4K? Very, very close.
Consistent 30 fps at 4K? Yes. Easily.



Counter-Strike: Global Offensive

Surprise! A game running on the Source Engine runs putters along at 4K resolution and 60 frames per second just fine. On the Large Pixel Collider's three Titan setup, CS:GO blazed past 60 fps with max settings and showed no signs of dipping down below that threshold. Even on a weaker computer, Source engine games should be able to run at 60 fps no problem, especially with tweaking to settings like AA.

Consistent 60 fps at 4K? Yes.
Consistent 30 fps at 4K? Double yes.



Total War: Rome 2

The last game I tried, Creative Assembly's Total War: Rome 2, ran better than I expected. The Total War games are notoriously system intensive on both the CPU and GPU, but even on Ultra settings, the game ran well at 4K. At least, "well" by Total War standards. On the battlefield, zoomed out, the game consistently ran at more than 30 fps. Zoomed in, the framerate slowed to around 24 fps when there were dozens or hundreds of units on screen at once. But that feels normal for Total War, so the game didn't feel sluggish.



In fact, on a Titan Black, Total War: Rome 2 runs better at 4K than it did for me at launch on my AMD 7870 at 1440p. Creative Assembly has patched the game numerous times over the past year to fix bugs and increase performance, but overall Rome 2 ran better than I expected. Still nowhere near 60 fps, but that's hardly a surprise for a game rendering thousands of units at once.

Consistent 60 fps at 4K? No, but that's no surprise.
Consistent 30 fps at 4K? No, but closer than expected.
Wrapping up
The games above are just a small sample of how PC gaming fares at 4K resolution. Obviously performance will differ between systems not everyone has a Titan Black to play on, but a pair of overclocked SLI'd cards could handle these games even better, and even manage to keep framerates hovering around 60 fps. From my testing, though, I don't think 2014 is the year to invest in a 4K monitor. Even 30 fps at 4K is a struggle for some games, but it's doable with the right tweaking.

If you're accustomed to playing games at 30 frames per second already, chances are you don't have a graphics card capable of handling 4K. Buy a new GPU in 2014 or 2015, though, and 4K at 30 fps will be within your reach

For 60 fps, you'll need at least two Nvidia 780 TIs in SLI or an AMD R9 295X2, and neither of those cards will guarantee 60 fps in every game. Total cost for those cards? Between $1400 and $1500. Throw the cost of the 4K monitor in there, and, well...Unless you want to spend a whole lot of money, the 4K future is still a year or two away.
Sid Meier's Civilization® V
mod of the week


Rome wasn't built in a day, but now it can be built in a turn. A new mod for Civilization V, called CivRome, lets you play from 323 B.C., the death of Alexander the Great, to 500 A.D., the fall of the Roman Empire. You can play as one of 22 possible civilizations including the Romans (Caesar), the Egyptians (Cleopatra), the Macedonians, the Goths, the Gauls, and even the Huns (led by one Mr. Attila T. Hun). There are new technologies to research, specific attributes for some of the civs, and a beautiful, historically accurate new map to conquer. In other words, it's a toga party, Civilization-style.

I'm a little hesitant to cover this mod, as it's still in development and there are tons of planned features that aren't implemented yet, but I figure getting players involved early to show interest and provide feedback and suggestions can't be a bad thing. Besides, I tried it out for a while this week, and it's highly playable with plenty to keep you occupied even in its unfinished state.

So much to conquer!

There's the map, and it's lovely and accurate, not to mention massive (not my picture, that's from the mod's Steam page). Obviously, you can play the mod on a random map, too, but I think the custom map will let you really get into the frame of mind to mess around in ancient Rome. One important note: the mod requires all of Civ V's DLC and expansions to run.

This! Is! An! Area! Outside! The! Border! Of! Sparta!

Along with the 22 playable civs, you'll be able to interact with a massive slew of familiar city-states. Early in my game, I ran into Jerusalem, Cyrene, Rhodes, Nazareth, and of course, Sparta, though deviating from completely realistic movie history, the Spartans wore more than tiny underpants and capes, and there didn't appear to be exactly 300 of them. Oh well, you can't have everything. On the other hand, I'm playing as Caesar, so I'm still going to try.

Yay. We are so happy! Well. Some of us! The rich ones!

What makes citizens happy in CivRome? Well, researching Happiness technology demonstrated that everybody loves slave labor. In fact, the CivRome mod makes slavery a big part of day-to-day life. The system isn't complete yet, but when it is, slaves will function as a resource, able to be imported and exported, used as labor to boost production, functioning as private tutors to buff science and culture, and increasing the happiness of the citizens who aren't slaves themselves. (The slaves, one presumes, will be pretty damn miserable.)

Okay, Rome is founded. Let's get to work on the vomitorium.

There are some interesting and unique facets to some of the new civs. The Huns, for example, were a nomadic people, so if you play as Attila you won't be able to build settlers to found new cities, though you'll be able to capture settlers from other civs. Their cavalry, naturally, will be top notch. Carthage, meanwhile, begins the game with a whopping five cities, owing to the fact that they were a territorial powerhouse at the time, though their military units will be unable to cross the sea as other civs can.

I'll be remembered through history as... a salad? A friggin' salad? Sigh.

The Romans have their own issues. As they grow an advance, a curious problem will arise among their military: soldiers will become more and more unhappy. It makes sense. If Rome was a remarkable paradise filled with wonders and luxury, who the hell would want to go tromping off to die in some distant war? To boost morale, Rome will need to ratchet up the distractions, devoting a lot of effort into keeping its citizens happy, like holding chariot races in the Circus Maximus and by building the Colosseum. Nothing to take your mind off faraway bloodshed than by watching some local bloodshed.

Darn Vandals. They keep tagging my storefronts.

I'm no ancient history buff, but I can appreciate the efforts being made to reflect this era as accurately as possible, and with such a wide range of civs to choose from, I think this could grow into a really spectacular mod. Again, while playable, this is still largely a work in progress and there's a lot more planned. You can check out the discussion page on the 2K forums here, and there's tons of talk on the mod's Steam Workshop page.

Don't forget, you need all of the Civ V DLC and expansions to run this mod!

Installation: You can subscribe to the mod on the Steam Workshop page I just linked. When you fire up Civ 5, just activate it on the Mods menu, and make sure you choose the CivRome map if you want to use that one specifically (trust me, you do).
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