PC Gamer

Valve tell us Steam now has over 30 million accounts, with new user growth up 178% over last year, and sales up over 200%. For reference, Xbox Live has 25 million accounts total. Even if Steam accounted for the entirety of PC gaming, which it doesn't by any means, this would give you some idea of how not dead it is.

Steam itself has now seen sales more than double every year for six years straight, and this year they more than tripled. Valve say they're gearing up the network to run at 400 "Gps". Presumably gigabytes per second, which makes their claim that it's "enough bandwidth to ship a digitized version of the Oxford English Dictionary 92.6 times per second" sightly confusing. Is the OED 4 gigs? Someone should zip that thing. Anyway, Steam is apparently fast and popular and PC gaming is massive and exploding and awesome. Here's a press release.
PC Gamer

In a move that'll likely to have fans begging them to make a feature length movie, Blizzard have released the amazing intro video for World of Warcraft: Cataclysm. It features "PAIN", and "AGONY", and the apocalyptic dragon Deathwing unleashing his vengeance on Azeroth. The video is below. You'll definitely want to watch this one.

Deathwing's rampage is the apocalyptic event that will be remaking Azeroth's old world. The question is: are we going to have to fight that thing? If so, how are we supposed to fight that thing? I'll be leaving him well alone, I think. He can vent his rage as much as he likes, I'll just be over here, in this cave, crafting trousers.



We'll get to see the aftermath of Deathwing's frenzy when Cataclysm is released on December 7th.
Oct 18, 2010
Recettear: An Item Shop's Tale

Don’t you just hate trying to vanquish evil on a budget? Dragon bearing down on the town? Entire world facing apocalypse? Don’t expect so much as a discount. Shopkeepers? Bastards.

Well, perhaps not. Recettear puts you on the other side of the counter, where saving the world doesn’t mean much if you don’t have a roof over your head afterwards. You play Recette, a young girl whose adventurer father has saddled her with a debt so large, his loan shark won’t even tell her how much she owes. To save her house, she converts it into an item shop, where you have to buy low, sell high, and occasionally head into dungeons with a mercenary hero to stock up on supplies, all while struggling to make the impossible weekly payments.



That’s the theory. Really, that’s not quite what Recettear is about. Your main resource isn’t money, it’s experience, to the point that if you follow the tutorial’s advice to haggle a few extra coins per purchase, you’ll fail almost immediately.

Instead, you’re better off making only slight profits but plentiful sales, This earns you a combo-bonus to your merchant XP that unlocks far more valuable abilities and store upgrades, as well as making your customers like you enough to spend big when you get your hands on the good stuff. In short, you quickly learn to sell everything at 104/5% and buy at around 70%, with only occasional exceptions.
Small change
Much of the game also relies heavily on luck – or at least unexplained triggers. You can’t rely on getting the right item-crafting ingredients in the dungeons, or on certain important characters turning up during the story. If the lady thief Charme never comes a-shopping, for instance, you won’t get access to the crucial third dungeon. Equally, nothing good comes if con artist Euria pays a visit.

In traditional Japanese RPG style, there’ll be FAQs available online that explain the ins-and-outs, but avoid these: they’re killers of fun. Recettear is adorable, which makes just piecing together the rules a fun experience. If you do fail, (and you will, at least once), you’re booted back to the start of the game, but retain your character’s level and stocks, along with a fully kitted-out hero. After the (short) campaign come extended play modes with more content, but the story mode is the real hook.



The odd thing is that while every element of Recettear is dirt-simple and easy to pick holes in, the game as a whole is incredibly likeable. It’s funny, well translated, and while you do spend most of it doing the exact same simple things, doing so quickly becomes a frothy, capitalistic bubblewrap. It won’t make you long for Hawke, Shepard and your other favourite RPG heroes to put down their swords and laser rifles in favour of BOGOF deals and pricing guns, but it’s a fun weekend job.
PC Gamer

Football Manager 2011 is out soon, dooming many of us to dozens of hours of horribly addictive management action. If you really, really can't wait, then you'll be glad to know there's a demo coming to Steam on Thursday.

The demo will come in two flavours. The 'strawberry' version, as Sports Interactive are calling it, will feature 12 playable leagues including England, Scotland, France, Spain, Portugal, Italy, Norway, Denmark, Sweden, Brazil, Argentina and Chile. The smaller, 'vanilla' version will contain the English and Scottish leagues.

The strawberry demo will hit Steam on Thursday, with both the strawberry and vanilla versions becoming available for direct download from the Sports Interactive and Football Manager sites on Friday.

For more information on what's new in the latest edition of the huge management sim, check out our preview and our interview with Sports Interactive's studio director, Miles Jacobson. Football Manager 2011 is slated for release on November 5th.
PC Gamer

Oh yes. Tyranids are confirmed as the third playable race in Dawn of War 2's standalone expansion Retribution. This means a full story-driven single player campaign for Warhammer 40,000's swarming, spiky, acid-spitting aliens, for the first time ever. I've seen it in action, and it's horrific. But before I tell you the gruesome details, there's a twist to this announcement: in Retribution's Tyranid campaign, unlike its others, you have just one hero. You're the Swarmlord.

As the name implies, he's not a solo operator. He's your only hero, but he can spawn close-combat Hormagaunts and ranged Termagants any time he has the energy to do so. And Retribution works very differently to Dawn of War 2: capturing certain outposts lets you produce squads of small units in the field, and others even let you produce the big stuff like Carnifexes. If you go for pure numbers, your Swarmlord can lead an army of around 140 units. This isn't even in the same genre as Dawn of War 2: Relic are back in the RTS business.



For anyone wondering why Tyranids are such a fan favourite, I'll put it this way: they have guns that fire beetles that eat through flesh. StarCraft's Zerg owe a significant debt to them, but they have a bony, nasty elegance that squelchier alien races often lack. Lead designer Dan Kading says that in Retribution, you'll get to customise your Swarmlord almost as you would a humanoid hero.

"He has his traits that he can level up just like anybody else, and he has a variety of biomorphs that he can equip over the course of the campaign: including scything talons, crushing claws - which is a more anti-vehicle, anti structural style melee weapons - Barbed Stranglers, and Venom Cannons - which is a massive ranged anti-vehicle weapon that the Tyranids use. He’ll get different carapaces he can pick up, and a variety of equipment that will change his various abilities from Rippers, which will just form an entourage around him, to the ability to regenerate some of his units on the field, or to spawn Spore Mines which can drift off and attack."

In action, he's the scrappy backbone of your swarm. As a six metre tall creature wielding four swords made of bone, he takes care of himself pretty well. But he also functions as a caster, chucking the Barbed Stranglers Dan mentioned to slow down and suppress large groups of units, or flush them out of a building if they're garrisoned. His underlings do most of the fighting: huge, ever changing hordes of small units washing over the battlefield. They spawn fast, they die fast, and you're constantly rethinking what to create.



At one point Dan's strength-in-numbers army was smashed by an Ork force heavy on the vehicles. So he rebuilt it rather differently: no squads, just three lumbering Carnifexes, each taking up as much of his population limit as 30 lesser creatures. They cut through the shonky Ork hardware like bone through butter, and he completes the mission.

What you can build in the field depends on what you've unlocked in the Army Builder, a persistent roster of the units you have access to. At the end of each mission, you get to choose from rewards that include Wargear for your hero, new units for your army, or upgrades to those army units that you can then grant them in the field.

" have only got the one hero," says Dan, "which was partly done for story reasons and for the nature of the ‘Nids, which are meant to be much more swarmy. But as a result that also means that since there’s only one guy, more of their rewards tend to focus around the army unlocks, and there tend to be more of those army builder unlocks available to them. Definitely if you want the armada, either for band-boxing (selecting everything and right-clicking the enemy) and washing over the enemies, or a micro style army, you’ll have those options available to you through the ‘Nids. But some of those are going to come through the forms of buildable micro-units (units which have manually activated abilities) such as the Lictor or the Zoanthrope, and the upgrades that you can potentially unlock for them."



Retribution now has three confirmed single player campaigns: Orks, Eldar and Tyranids, each more than fifteen missions - the length of previous expansion Chaos Rising's campaign. Dan assures me there's "at least" four total, which would be a strange thing to say if there were only four total. There are only two other races in Dawn of War 2 right now, Chaos and the Space Marines - it'd be a shame to exclude Chaos so soon after introducing them, and Space Marines seem like a given. Retribution will introduce one new race to Dawn of War 2, but Relic won't say whether it's playable. My guess is it won't be, but if they do announce a full Necron campaign, I will do a little dance.

Tell us your theories about the remaining campaigns, and the surprise race, in the comments. And grab the next issue of PC Gamer for a full preview feature on Retribution.
PC Gamer

Tyranids are confirmed as the third playable race in Dawn of War 2's standalone expansion, Retribution. Check out our full Tyranid campaign preview, and get a brief but deliciously high def look at them in action with the announcement trailer below.

BioShock™

My first glimpse of Columbia, the floating city where Irrational have set their follow-up to BioShock, is of a sneering caricature of a Mexican face, reminiscent of racist US propaganda from the turn of the last century. Then the camera pans to a similarly twisted Asian face. Finally, it pulls back to reveal that we’re looking at a mural of a heroic George Washington, chin up, perfectly lit, surrounded by these sketchily drawn foreigners. Below it, the words ‘It Is Our Holy Duty to Guard Against The Foreign Hordes.’

Columbia is more than just a city: it’s a floating World’s Fair, travelling from country to country on vast hot-air balloons, a shining example of American endeavour. Beautiful colonial buildings hang in the void, tethered to each other by travel rails, parting clouds as they glide. It looks peaceful, but it’s a façade. Following an unexplained international incident, Columbia’s true nature is revealed. As Irrational’s creative director Ken Levine puts it: “it’s a DeathStar.” Columbia disappears up into the sky, and becomes a twisted symbol of what it once was. Years pass, countries fear its arrival, but it remains hidden from public view. Like Rapture, the ocean-floor hugging art-deco neighbourhood from the original BioShock, Columbia is another city cut off from the world, a place where an idea has festered, infecting the population. Here, American exceptionalism has twisted into evangelical xenophobia.



It is 1912, years after the city vanished above the clouds. You’re Booker DeWitt, a disgraced former Pinkerton Agent (19th century detectives and skull crushers). He’s been asked to find a missing woman, Elizabeth. She’s in the sky. She’s on Columbia.
Same but different
At the game’s announcement event in New York, I asked Ken Levine how all this fits into an Ayn Randian world of Big Daddies, crushing fathoms of water and notions of free will? How can this possibly be the same universe that the original BioShock was set in?

“There are two things we think are essential to a BioShock game,” he said. ‘Put away all the things with Splicers and Little Sisters and all these... they’re important, and in Rapture they were important to BioShock, but they weren’t the centre. The centre was being in a world that is amazing and weird and strange and fantastical, but also grounded in the human experience and believable, and then exploring that world.

“The second thing is having a huge suite of tools and a huge range of problems coming at you, and you determining how to deal with these problems with your set of tools. To make a game and have those things – and we weren’t done with those ideas – and to put it in another city and not have it be a BioShock game would not be, I think, really honest.



“It is a BioShock game. BioShock has never been about Rapture, it’s been about those two core ideas.”

So while there are plasmid-like powers and metallic, groaning beasties to fight, Infinite is looking like a clean slate on which to write ‘fuck everyone’ over and over and over again.

The demonstration continues. A robot horse drags a cart along a cobbled street, passing Booker.

One of the reasons BioShock Infinite is taking so long to develop is that Irrational are rebuilding everything from the ground up. Or in this case, from the sky up. Their new tech allows every building to float independently. A colonial building, gorgeously white, on top of an airbag, pitches forwards, thumping into the road. The bell on top clangs to the ground, swinging towards Booker. Columbia is broken.

Booker continues through the streets, passing a building engulfed in flames. A woman sweeps in the doorway, framed by the fire. Columbia is all the creepier for setting scenes like this in bright daylight. Ken Levine’s touchpoints, he says, are an imaginary July 4th, 1900, with hopeful, perfect blue skies, and the films Blue Velvet and The Shining.



The first dead body I see is a horse still attached to its cart, slumped on the ground and being eaten by flies. The feeling here is that, once again, the infrastructure has collapsed and insanity is taking hold. Not as badly as in Rapture, at least not yet. But you can feel a breakdown coming.

As Booker steps over the horse, a voice swells from a garden. “The needs of our great city of Columbia must come before the desire of any foreigner, whether they be enemy or friend. For I have looked into the future and one path is filled with amity and gold, and the other is fraught with the perils of a hostile and alien world.”

Booker enters the garden. He passes a man sitting on a bench, surrounded by birds, and approaches the speaker. This is Mr Saltonstall. He’s preaching to no one, dressed in a suit that looks like it was made out of the American flag, surrounded by placards warning about the theft of your guns.

Is Saltonstall BioShock Infinite’s caricature of the activist Tea Party movement in America? Not quite, according to Levine: “Those are not new movements in this country, those are recurring movements in this country and we started work on this before those things happened. Unsurprisingly, because these things come around every X number of years, you have the nativist movements, you have second amendment movements, you have things that are often combined, it’s very, very common, and it occurs with some frequency.”


Sending tweets
When Booker DeWitt grabs one of Saltonstall’s weapons, it all goes a bit BioShock: Saltonstall’s face glitches and flickers, his eyes glow and he sets his henchman, Charles, on DeWitt. Charles is the guy surrounded by birds. He launches a murder of crows at Booker, as Saltonstall leaps up and hooks onto one of Columbia’s travel rails, which whisks him away. From amid the diving black cloud of birds, Booker manages to snipe Charles, who falls over the edge of the garden. Booker peers over the wall: the body has caught on a platform below. He uses his telekinesis power on it, and a bottle Charles was carrying swooshes towards him. Drinking it gives him his foe’s power over birds.

That’s interesting. Certainly easier than gathering Adam from the dead body of a little girl. (What, you saved the Little Sisters? Wimp.)

Saltonstall’s invective echoes through the floating city, and Booker turns to look for him, affording me a wider glimpse of Columbia in the process. The buildings move gently in the breeze, cutting through clouds. Below is the checkerboard pattern of fields – a long, long way below. I want Booker to spend more time admiring the view, so that I can take in the remarkable world of floating buildings, teetering on dirigibles, and all moving independently of each other. But Saltonstall’s escape, while cowardly, was also tactical. He’s retreated to a big god-damned cannon.

There’s a distant crump, mixed in with Saltonstall’s threats, and a flaming ball arcs over the serene view. It crashes down near DeWitt, who grabs a hook on a travel rail. He’s taking the Eddie Izzard approach of fighting someone with a giant gun: head towards them. He’s whizzed along the track through the floating city, dangling with one arm free. Another of Saltonstall’s men heads towards him, hanging from another rail. DeWitt swings a wrench at him and whacks him off the rail. He ragdolls into a building and drops out of the city altogether.



I suspect a lot of people will die as victims of Columbia’s sky-high locale, which Levine confirms. “Verticality and movement is much more important to us. The goal is more than little inspired by the original Halo where you’re in these dungeony sequences and then you’re out and moving at 60 miles per hour. We wanted that variety because it’s cool and it’s exciting, but also it adds a lot more to your toolset.”

Booker swoops through a Parisian floating archway and lands near Saltonstall. The crazed political preacher turns and fires again, but Booker escapes... into a nearby pub. Whereas everyone was against you in Rapture, things aren’t so clear cut in Columbia. The pub patrons, seemingly oblivious to the concussive cannon shots outside, ignore Booker’s presence at first, at least until more of Saltonstall’s men arrive and attack. There are way more of them than you’d get attacking you in Rapture, but this is tempered by Booker being able to dualwield his powers and weapons. He plucks a shotgun from one attacker, cocks it and fires it mid-air before it even reaches his hands. When he does grab it, he can blast away while also firing electrical bolts and unleashing his murder of crows to make an escape. He emerges onto the street, and Saltonstall is waiting. With a gun.

Saltonstall fires, nearly point blank. Booker grabs the projectile out of the air with his telekinesis and fires it back, sprinting away without looking to see if Saltonstall survived.

Still fleeing, Booker is forced to duck behind a train of wooden trucks. He seems overwhelmed. I’m starting to wonder if the game is unbalanced, when Elizabeth, the woman Booker has been sent to rescue, appears.



She’s been trapped on Columbia since her childhood. It’s not explained why you’re here to get her, but it’s clear her powers are a factor. As Booker cowers behind the train, she creates a localised storm above his pursuers: the blue sky disappears and the day darkens. “Hit it,” she shouts and Booker zaps the cloud with a bolt of electricity, launching the 15 men into the air, scorching them all with a hairraising blast of crackly power.

Elizabeth is present in combat to provide a different way of fighting. She can use her powers to change the flow of a battle, although you’ll be free to ignore her if you have a different plan.

She’s clearly a useful ally to have: as Saltonstall’s men keep coming she shows off another of her powers. As she sweeps her arms in a wide arc, the tops pop off the little train carts, and every metal object in them rises up and welds together with a satisfying clang. She holds the ball above her head and Booker hurls it at his enemies with his telekinesis. It wipes them out.
Dapper Dan
Rest? Recover? There’s no post-fight lull. A ratcheting, cranking noise breaks the briefest respite you could hope for. A Big Daddy has arrived. Except this oversized, half-man, halfrobot can’t be a Big Daddy. It’s similar to the lumbering giants of the deep, but it’s something else, and currently labelled ‘Alpha’. It looks like an oldtime barber gone wrong: on top of an exaggerated, frighteningly powerful body that houses a beating heart in a glass dome, there’s a slightly confused, moustachioed face with pomaded hair. He looks sad, and Levine later confirms he wanted the creature to be crying during the attack. However sad he is, it’s not enough for me to feel bad for him. Standing on the bridge Booker and Elizabeth were trying to flee across, he picks up a horse and tosses the whinnying thing at them. It misses, and Booker and Elizabeth team up again. She focuses her power on the bridge’s overhead structure: it glows and weakens. Booker zaps it and it collapses onto the bridge, crashing right through it, catching the Alpha and dragging him over the edge.

Elizabeth collapses, bleeding from the nose. Booker says: “That was the one that was chasing you?”

“No, that wasn’t the one.” She’s staring over Booker’s shoulder.



There’s a huge metallic clunk. Booker spins around: settling on top of a nearby building is the gigantic, birdlike robot seen at the start of this feature. It screams and the demo ends.

I feel breathless. My initial worries about the linearity of what was shown are dismissed by Ken Levine. This was a brief taste, only ten minutes of a game so unfinished that he’s still writing it.

“The way we work is when you see a demo, that’s very representative of what the game’s going to be. When we show a demo, we are very confident about this aspect, or that aspect. Until we’re confident about something, we won’t show it. You noticed we’re not talking about a ton of characters in the game. Some of them are evolving; some of them are yet to be created. Like, when I first started showing BioShock there was no Anna Culpepper, there was no Dr Steinman, they didn’t exist when I showed that first demo. They evolved. Though I had a medical level, I didn’t know who the doctor was on that level, I didn’t know that he was going to be, you know, putting up these paintings of faces that he was transforming, or exactly the nature of his insanity. That’s all evolved.”

That medical centre sequence of the original BioShock is BioShock Infinite in miniature: structured as a hub, with ‘spokes’ extending into the world beyond. Each spoke, or in this case building, is host to some of the characters Ken is creating. Little dramas are unfolding there, until the player peels back the curtain midperformance, peering into the ghastly mess of people surviving in their own world, isolated from the crumbling nightmare outside.



Structurally it creates a place for Irrational to explore themes not often touched by games, as Ken explains: “I’m thinking a lot about how to make the characters in this game not just a paradox, or these people building something that is abstract, but how it relates to what we all go through in our lives on various scales. None of us are going to create a utopia, but we create little mini utopias in our lives, and sometimes we let those creations drive us, no matter what data presents itself.

“This is a new utopia. But it’s fractal, right? So you have this large thing and all these things are reflections of it. I think that people are utopian by definition and that’s why you get a lot of people who say ‘well if we just did it this way, everything would be perfect and there would be no flaws’, and that’s just an endlessly fascinating topic to me. One of my interests in this is how do you go from Andrew Ryan, to Fort Frolic, down to the individual man with his wife and the book he’s writing, and this and that, and how do you have that make a fractal expression rather than a broad expression? These little petri dishes of mini societies are interesting because cultures form, and they define and coordinate these intellectual principles, and it’s interesting to dig into those.”

The game is a shooter first, and it’ll always be about the accurate positioning of crosshairs, but every person you meet will have a backstory. Their role will be shaped by their beliefs; they’ll make you wonder about how they got there. Bigger, bolder, BioShock Infinite already feels epic. It has its head in the clouds, but that’s exactly why it’s so exciting.
PC Gamer

Square-Enix share prices took a mysterious dive recently, but what was first assumed to be a misplaced stock sale was allegedly down to the actions of one disgruntled investor, who decided to sell his $26 million worth of shares in one go in protest at the release state of Final Fantasy XIV. It's the ultimate ragequit.



As reported over at Massively, it's estimated that the unnamed Japanese investor sold approximately 1% of the company at an estimated value of $26 million in protest over the quality of the game.

Here's the statement he released explaining the decision: "first thing in the morning tomorrow, I intend to instruct those who manage my precious SquareEnix stock to arrange to sell all of it. To Square, thank you for the enjoyment of your products up until now, with the exception of this last one. Goodbye." Square Enix's share prices recovered within the day.

Normally investors influence company decisions by threatening to sell before a company makes a decision, to do so without warning after the fact suggests he must have been one angry fellow. What do you think, a bold move or a rash decision?
Burnout Paradise: The Ultimate Box

On paper, it’s a match made in automotive heaven: the creators of Burnout Paradise, Criterion, take on the franchise known for making them look beautiful, Need for Speed. The result is chaotic, gorgeous and faster than greased lightning.

The twist is that equal billing has been given to both cop and racer. If the average bobby car isn’t appealing to you, fear not: Hot Pursuit’s boys in blue are in the same Lamborghinis and Ford GTs (to name a few of the licensed behemoths) as their criminal opponents. It’s a different experience in each role, the two opposing sides of the law demanding a different approach to the open world of Seacrest County. The in-game currency – ‘Bounty’ – is the key to unlocking the many weapons Criterion have made available. Drive dangerously as a racer to earn yourself a radar-jammer or some boosting power, or drive well as a cop to earn yourself tyre spikes and helicopter support. Along with this extensive inventory – the full contents of which have yet to be revealed – Criterion are promising a massive garage of around 65 cars, all high-end fuel guzzlers, most of which will be available from the off.



At Criterion’s EA headquarters in Guildford, I take the wheel as a racer. My rolling start is undercut by the fact that, two chevrons behind, there’s an angry, whining squaddie on my tail. It’s fight or flight time: if I’m damaged enough, the round ends – so I floor it. It’s seconds before we hit a Burnout velocity and all the qualities that have made Criterion’s series such a gear-headed rush are here, turned up to 11. The screen goes in to tunnel vision when I slam on the NOS (nitrous oxide boost-y juice, to the more pedestrian among you) and my bright orange Lamborghini is launched into hyperspace, to the cheer of fashion police everywhere.

The segment of Seacrest County I tear through is idyllic and picturesque, drawn beautifully by Criterion’s proprietary engine and reminiscent of a more luscious rendering of Paradise City’s upper reaches. Pine trees and cliff edges blur by as the chase rockets through this sleepy old town. It’s the sterility of Seacrest that enhances the thrill and sense of outlandish danger as much as the grunting engines and crunching metal, and the environment itself becomes a weapon. That sharp bend? Let’s slam on the brakes and send the boys in blue careening into it bonnet-first. Those railings? Time to sandwich our escapee before the tyre spikes finish them off.

It’s as the cop, ironically, that the real renegade instincts fire up. Constantly a step behind, you’ve got to think two ahead, trapping your prey with all the guerilla tactics you can muster. Timing a controls-reversing EMP with a racer’s arrogant boosting gives the race a tactical angle rarely seen in big-brand racing titles. You’ll find yourself trying every trick in the book, from fishtailing to sideswiping, in your battle for honour and credibility.



Unlike the fast and loose handling of the cars in Burnout, there’s a sense of weight to the handling in Hot Pursuit that feels closer to Need for Speed: Shift than any other EA title. It means that corners and distances have to be judged, that Hot Pursuit is as strategic as a simulation but still very easy to pick up and play.

With your eyes scorched and your hands shaking, the extraordinary sound design rattles your eardrums as it bombards you with the overhead roar of a chopper or the sound of your gorgeous paintwork being stripped away by raining gravel. Whether custom soundtracks make an appearance remains to be seen (Criterion plus Motorhead equals ecstasy, no?) but the current backing tracks are suitably pulse-pounding.

Connectivity is one of the buzz-words of the Criterion team, and the hope is that players will flock to Hot Pursuit for the social thrill of a good old-fashioned chase. Though details have been scarce thus far, Criterion’s proposed “Autolog”, which will dynamically track and share the experience and performance of friends, sounds like a tantalising prospect for anyone who wants to keep up with the Joneses without having to actually go head-to-head with them.



Rather than dirty their hands with anything as elaborate – and needless – as a hokey Need for Speed career story, the team have clearly focused their energies on doing what they do best: blistering speed. It’s as much a blessing to the player as the franchise that any frivolous stab at bolting on a story about mini-skirts and all- American youths has been canned, and it allows the personalities of the players to really do the talking.

On the basis of this test-drive, with months of polish to go and with lots of content still hidden under the hood, all signs point to Hot Pursuit being a revival as much as a reinterpretation of Need for Speed’s race and chase origins. With a few friends – and many enemies – this could be a blast.

Developer: Criterion Games
Publisher: EA
Link: hotpursuit.needforspeed.com

David Valjalo
PC Gamer

The ‘feeding on excrement’ and ‘laying eggs on rotten flesh’ part of being a fly has never really appealed, but I’d be lying if I said I hadn’t occasionally watched a Musca Domestica alight on a ceiling or dodge a rolled-up magazine, and thought “Blimey. Imagine being able to aviate like that.”

Having just played through the still-special Descent 3, I’m more convinced than ever that our compound-eyed companions are having a whale of a time. In this 1999 sci-fi flight curio not only can you move forwards, backwards and sideways at the touch of a key, you can also rise, sink, tilt, rotate, and hover. Combine these abilities with gravity-less maps crammed with aggressive aerobots and you have the recipe for one of the most liberating and disorientating combat games ever made.

People will tell you that the first two Descents are superior to the third, and those people are not idiots. I’ve chosen to return to the fray via the last game purely because it offered the smartest foes and the prettiest venues (I’m shallow like that). When development started in 1996, the 3D card revolution was just kicking off. Outrage wisely chose to ditch their faithful software renderer. The result was a game that outhandsomed almost everything on the market. Even today, the way the glowing sputum of battle illuminates walls and bulkheads is very pleasant on the eye.



So too are many of the elaborately wrought interiors. Though one of D3’s proudest boasts was its introduction of topside environments (plains, hills, valleys and streets) it’s the subterranean spaces that steal the show. The vast reactor halls, cathedral-like hanger systems, and cramped mazes of ducts and corridors, where you’ll spend most of your time, are amazingly varied and mind-bendingly omni-directional. With lurking enemies, floating power-ups, and shot-activated hatches appearing just as frequently above or below your craft as in front or to the side, you rapidly learn to let go of useless notions such as ‘floor’, ‘ceiling’ and ‘wall’.

Not being rebuked by gravity every few seconds, or constantly reminded through architectural or HUD cues, which way is up, encourages a gloriously playful aerobaticism. Before long you’re flitting about like a juvenile swallow on the first day of swallow-school summer hols. Curving corridor? Think I’ll take that with afterburner on and at a 40 degree bank angle because it will look way cooler that way. Pipe running down the centre of this chamber? Reckon I’ll corkscrew round it while plasma-bolting those turrets over there. This insane freedom is half the appeal of D3.

The other half is trashing the 24 different kinds of death automata Outrage have thoughtfully provided. Behaviour circuits scrambled by a dastardly virus, many of these devices once served as industrial drones. Now they use their rivet guns, welding lances, and salvage claws for darker purposes, ie, tearing you a new one.

Anyone perfectly happy with their old one (93% of gamers – Gastroenterology Ed) will need to be quick-fingered and super-spatially aware to survive. They’ll also want to get to know their enemies’ species-specific quirks.
Assault on a miner
Bots such as gangly mining droid Old Scratch rely wholly on melee, and will close rapidly when alerted. Others like the lumbering Thresher are content to sit back and pound you with missiles or energy gobbets. One of the most troublesome targets is the Thief, a diminutive ex-quarry droid that likes to ram, jolting loose precious weapons.

Slowly you learn which of the 25 weapon types to use in what circumstances. Strongarmed Tubbs can be kept at bay with blasts from the Vaus cannon. Small Sharcs can be lit-up with the flamer, then pummelled to death with a few pink fusion spheres. Gunboy turrets and prox mines deal with pursuing Hunters. Every munition has a mission in D3.

And talking of missions, most of the 17 stand up pretty well a decade on. Apart from the odd ill-judged boss fight and thorny puzzle, and a train-dodging section in Mission 4 that illustrates perfectly why the First-Person Frogger sub-genre never took off.

You play Material Defender, a shaft-explorer shafted by his employers, mining conglomerate PTMC. If Dravis, the sinister boss of PTMC, is to be brought to justice and his devastating robo-virus eliminated, you and your little ship are going to have to singlehandedly pull off a string of hair-raising heists, prison breaks, sabotage and defence missions.



You’re not totally alone. D3’s Companion Cube is a hovering hunk of helpfulness called Guide Bot. As its name suggests, the primary purpose of this attentive attendant is to guide you through the labyrinthine bowels of the various complexes. One click releases him from the protective cocoon of the ship, another sends him scurrying him off to a location of your choice, be it a mission objective, or a manually dropped marker beacon. If you fall behind, he’ll double-back and urge you on with a cute R2-D2 chirrup. If you lose sight of him, he’ll fire a bright flare to catch your eye.

Guide Bot will also help you locate power-ups, energy, and targets, and – assuming you’ve got the appropriate upgrade – provide limited fire support. Perhaps his most endearing role, though, is as emergency firefighter. Should you get bushwhacked by a napalm-spewing Gyro he’ll dart over and get busy with his extinguisher. Sod all that Last Rolo nonsense, a willingness to quench flames – that’s the sign of a true friend.

Whether you return for the companionship or the stirring six-degrees-of-freedom skirmishes, Descent 3 shouldn’t disappoint.
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