PC Gamer
First Fifa 12 screenshot
Details of the next Fifa game have appeared in the latest issue of OXM, outlining revamped controls for defenders and describing the new "impact engine," which will take into account the size and strength of players in tussles, and calculate injuries more accurately.

The impact engine will give previously sluggish but powerful players a more important role on the pitch. Bigger players will be able to crash through defenders and win headers more easily, and brawny defenders will find it easier to shove flighty wingers off the ball. This has knock-on effects for the AI, too. Strong players will know to bully defenders in the box.

The impact engine calculates contact points when players tussle, and promises to improve the already excellent animation system we saw in Fifa 11. The game will track player body parts that are attacked most often, and calculate injuries based on the tackles suffered on each limb over the course of the match. Ongoing injuries will be especially important in career mode.

The engine upgrades ought to make tackling even more realistic, a point that should work well with the new defensive control system, which places greater emphasis on timing challenges perfectly. There's now a button that will contain attackers. This will let you block their progress while before diving in to snatch the ball at the right moment.

Recent Fifa PC games have been playing catch up with the console versions. Fifa 11 came close to bringing the PC version up to scratch, hopefully this year's edition will get it right. You'll find all the latest on Fifa 12 in the latest issue of Official Xbox Magazine.
Super Meat Boy
Super Meat Boy Thumbnail
Super Meat Boy's levels make marvellous torture chambers. Crumbling walkways, crumbling walkways positioned over circular saw blades and laser beams are just a few of the perils that await your slippery chap. Imagine, then, being on the other side of the equation, designing challenges to drive other players mad. The brand new Super Meat Boy level editor is out on Steam now for free, and will let you do just that.

The level editor is free to download in the “Tools” section on Steam. The launch of the editing suite coincides with the launch of Super Meat World, a new world that will act as a hub for the best user made maps and new levels from guest contributor devs from other studios.

The level editor will let players create anything they’ve seen in the main game, apart from boss fights and warp zones. It’s even possible to bundle a group of levels together into a full chapter with its own par times, custom titles and soundtrack. All new levels can then be submitted to Super Meat World to be rated by the community.

Team Meat announce that, apart from one more update next week that will fix a few level editor bugs, this will be the last addition to Super Meat Boy before they move on to their next game.

Team Meat add that “there will never, ever be a Super Meat Boy 2.”

For more information on the new level editor and Super Meat World, head over to the Super Meat Boy blog.
Call of Duty®: Black Ops



The new Escalation map pack for Call of Duty: Black Ops has been released on Xbox, but will be coming to PC soon enough. CVG have spotted some videos with plenty of in-game footage from each of the new multiplayer maps. The one above shows off the level set in an abandoned Russian zoo, complete with shattered monorail. Best. Day trip. Ever. You'll find the other three videos below.





Mass Effect (2007)
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Just we were get excited by the latest screenshots, Bioware have announced on Facebook that Mass Effect 3 has been delayed until the start of 2012. No specific reason for the delay is given beyond executive producer Casey Hudson's explanation that "the development team is laser focused on making sure Mass Effect 3 is the biggest, boldest and best game in the series."

Still, at least it gives those of us planning a mammoth total Mass Effect replay more time to save the universe again before the final part of the trilogy comes out. Okay, I admit, that's not much consolation. Get your Mass Effect fix from our Mass Effect 3 news feed instead.
PC Gamer
NEA-logo-color
Looks like the "are games art?" argument just got a little more complicated. The National Endowment for the Arts, an independent federal agency that has so far allocated over $4 billion to "support artistic excellence, creativity, and innovation," has reworked one of its grant categories to include "digital games." If you think your game's got enough artistic merit, the NEA could be willing to grant you up to $200,000. And that ain't chump change.

The NEA recently announced that it's replacing its "Arts on Radio and Television" category with the more general "Arts in Media," which includes "all available media platforms such as the Internet, interactive and mobile technologies, digital games," in addition to the platforms previously eligible. They include the very broad statement that "Media projects that can be considered works of art" will be considered for grants.



It's not entirely clear what exactly makes a "media project" worthy of the NEA's resources, but this could mark a turning point for games garnering more respect from the general populace. And it's a happy sign that the NEA--a government group--is taking gaming seriously. If this means that the NEA is willing to fund projects like Tag, The Majesty of Colors, and Covetous, this could have a colossal, positive impact on the indie gaming scene.

If you think the game you're developing can make a grown man cry or inspire thousands, check out the NEA website to find out more about Arts in Media grants before the deadline on September 1, 2011.

PC Gamer
dragon age 2 - webthumb
The ones we love always hurt us the most, and the roleplaying genre has, over its many years, inflicted its rabid adherents with a few post-traumatic stress disorder-inducing moments. The most infamous occasion was the 1994 release of Ultima VIII: Pagan, the sequel to one of the most beloved RPGs. It completely abandoned the renowned features of its predecessor, and its reception prompted a written apology by series creator Richard Garriott. The simplified Deus Ex: Invisible War was another PTSD moment, as was Bethesda’s transformation of the Fallout franchise (for isometric perspective turn-based combat fans, at least).

Ultimately, whether or not you’re traumatized by changes to a beloved franchise depends upon how much you personally cared about those specific features that were most mutated. I actually love Fallout 3 as much as its predecessors, and wasn’t remotely turned off by Bethesda’s radical design changes, but other fans felt betrayed. Similarly, many RPG fans are enjoying Dragon Age 2, but for me, its release is very much a Pagan moment.

This is probably my most subjective point, but I really despise the graphical changes in DA2. I love the realistic, gritty artistic style of Dragon Age: Origins. It’s grounded, and doesn’t look like a cartoonish Final Fantasy game or an anime movie. It’s Tolkien, as opposed to World of Warcraft. Dragon Age 2 is the opposite: it’s characters are blindingly colorful, with absurdly disproportionate features, twirling fancifully-oversized and apparently weightless weapons that detonate their cartoonish enemies into fountains of gore. I find it embarrassing to play a game that looks so child-ish. The last thing Dragon Age needs is to look and feel more like God of War. Dragon Age 2’s environments are attractive, but even that’s offset by the fact that they’re also recycled more frequently than in any previous RPG I can name (maybe in any game since Halo), and they’re just as non-interactive and even more relentlessly linear than in Origins.

What annoys me most, though, are the changes to Dragon Age’s combat. The tactical, isometric perspective has been pointlessly removed, characters hop around the battlefield like spastic Spider-Men, and combat is so frenetically paced that it’s needlessly difficult to manage an entire party of characters. To compensate for the design (which seems primarily intended to allow gamers who don’t like messing with details to control a single character) the game has been made incredibly unchallenging. Friendly fire has essentially been removed, since it’s now relegated to an impractical option only available on the highest difficulty level—and it doesn’t even work there, since the game clearly wasn’t designed to accommodate it.

Also lost is Origins’ feeling that each battle is a carefully designed tactical set piece, with enemies sensibly placed to utilize terrain features or otherwise effectively organized. In the sequel, enemies are generally just jumbled together in meaningless masses, and each battle is indistinguishable from the last. Reinforcements haphazardly appear in virtually every fight, often behind your party, rendering tactical placement pointless. The lengthiest combat sequences are just arduous battles of attrition against enemies possessing massive hit point pools, rather than posing more tactical challenges.
At least Dragon Age 2, unlike Pagan, does have some significant strengths, particularly in its storytelling. Additionally, the UI is effectively streamlined, and the new skill trees are an interesting way to shape character development. The look and combat aren’t inherently poor, and would’ve been perfectly worthwhile in a sequel to BioWare’s other experimental action RPG, Jade Empire. As part of the Dragon Age saga, however, this is more like a spin-off than a sequel.

Desslock is grudgingly playing DA2, but also Drakensang: River of Time, Two Worlds II and the apparently obsolete masterpiece, Dragon Age: Origins. Email him at alternatelives@pcgamer.com.
Deus Ex: Game of the Year Edition
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Eidos Montreal have been telling us about the extra effort that has gone into developing the PC version of Deus Ex: Human Revolution. As well as the Montreal team, they have drafted in developers Nixxes to make sure that Deus Ex: Human Revolution will feel like "a true PC game," with its own UI, proper mouse support and advanced graphics options that will take advantage of our gaming machines' superior hardware.

Director of technology on Deus Ex: Human Revolution, Julien Bouvrais explains the daunting task of getting Deus Ex: Human Revolution right on PC. "Certainly the biggest challenge in developing Deus Ex: Human Revolution for PC has been ensuring that the franchise lives up to the expectations of the gamers who have been following the franchise since it started in 2000," he says, adding that "the PC version of the game needed to be a game in itself and not just of port of the console version."

This lead Eidos Montreal to contact Nixxes, who have been working on extra PC features. Nixxes founder and president, Jurjen Katsman explains. “We’ve been developing Deus Ex: Human Revolution on PC, Xbox 360 and PS3 simultaneously since the beginning, with the same level of importance.”



“Nixxes stepped in pretty far along in the project to give us a hand on the PC version because by its very nature it’s the version that requires the most platform specific work.”

He goes on to describe a few of the features we can expect from the sequel, saying “Deus Ex: Human Revolution is a true PC game. Yes, you will have a lot of options, no 'Press start' screen, full mouse support - everything we feel a PC game should have.

“Further, with the graphics, there are multiple options for anti-aliasing, shadow quality levels, and the ability to enable or disable various post processing effects. All controls can be fully remapped as expected from a PC game as well.”

Deus Extras

Katsman adds that there will be “additional graphics features and a different weapon selection bar to tailor to the keyboard and mouse. There is a simple drag and drop interface to bind things in your inventory to specific keys on your keyboard, making them quickly accessible, and you can then also cycle through these with your mouse scroll wheel while in-game.

“For graphics, there are some unique features, like smoother shadows, more realistic ambient occlusion effects, stereoscopic 3D-- various things that the extra hardware allows us to do. Our focus has been making sure that the game is built for the PC platform as well as possible.”



There will also be full mouse support for the game’s menus, and the team have entirely re-thought the interface for the hacking mini-game. There are also a few extra surprises in store.

“There is a lot of cool stuff in the game, says Katman, “But one thing specific to the PC version that we think is quite cool are some features we have been working on with AMD. I can’t talk about these right now, but a video and details will be released on Thursday.”

We’ll be bringing you more on Deus Ex: Human Revolution throughout the week. If you haven’t already, check out the first Deus Ex: Human Revolution PC screenshots and have a glance over the game’s system requirements. Alternatively, check out our huge Deus Ex: Human Revolution preview.
PC Gamer

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First of all, we've updated the design a little bit. It's quite a bit prettier. We've added the ability for you to log in with Facebook, if you like that kind of thing. You can now vote for your favourite comments in our comment system, and help us smash any spammers that might appear. We've also made a few changes to the back end of the site which should significantly help performance.

We'd just like to highlight the hard work of our web developers, Peter Meech and Stuart Knox, and our designers, Jon Knight and Ian Miller. They're good.

Please do let us know what you think in the comments thread.
Deus Ex: Game of the Year Edition
Deus Ex Human Revolution - steel hands shoot straight
We've got another pair of exclusive screenshots of the PC version of Deus Ex: Human Revolution to share today. Yesterday's images gave us a taste of Human Revolution's cyberpunk streets, today's get stuck into the thick of combat with two new action shots. You'll find both embedded below. For more on Deus Ex: Human Revolution's PC exclusive features, check out the latest on Deus Ex's UI design.



PC Gamer

I am a hero, sat in a room full of heroes. The Old Republic is a massively multiplayer game that starts by condensing down, aiming to deliver an experience comparable to a single-player RPG. Then, once the quests and dialogue and twists and moral choices are in place, its overlaid with the trappings of an MMO: the groups, the clans, and the promise of glorious, shiny loot.

During the first fourteen hours of the game, the former seems to win a powerful victory over the latter. Every single person has their own story, and it's at this stage in the game that BioWare want you to buy into their quest.



To that aim, TOR is a success. An hour with my character (an Imperial Agent), and I had more of a sense of him as my character than I've ever had with an MMO. My Agent was closer to the RPG hero of BioWare and Bethesda games than MMO heroes: outside of RP servers, often little more than vessels for skills. My Agent was sympathetic to a Hutt's right-hand man, cold to his money-grabbing usurper, and genuinely remorseful when I had to betray him. I could've approached the situation differently – chiding the guy for his trusting naivety – but the outcome would've been similar. The game's starting planets are launchpads for galactic exploration and story-forging, so your trajectory is somewhat fixed. Still, you take the lessons you learn and the memories of the people you insult off-world with you – some of which may come back to bite you in the blue-toned rear end in your later levels.



The Old Republic's story – where everyone has a life-altering personal quest - would be torture to implement in any kind of context. If you're an Agent, every Agent you see has been told by the same handler you have that only they have the ability to complete the mission. That setup isn't far off other MMOs – you have to save my X from ten rampaging Ys! - but The Old Republic's quests are multi-tiered things, incorporating kill and fetch quests into more creative and engaging missions. Your actions force people off-world, result in deaths, relationships breakdowns, and the fate of your chosen faction across the whole sector. Like BioWare's approach to character, the plot is epic and fluid in a way more typically seen in single-player RPGs – just with a gang of human-controlled avatars sprinting in and out of your peripheral vision.



There's a slight disconnect between the Old Republic's flavours of RPG. Seven hours into the game, and I was feeling lonely. I'd been levelling Imperial Agent in London (Tom, meanwhile, had played as a Bounty Hunter a few days before at BioWare's Austin studio, and had found little cause for human interaction. In a bid for some contact – be it human, Twi'Lek, or blue-skinned, red-eyed Chiss – I took to hanging around outside a bar (one of the game's quest hubs), trying to find a friend to go adventuring.



The Agent shares their first planet with the Bounty Hunter. Hutta (shedding the 'Nal' prefix common in the galaxy's later lore) is the home of the Hutts: giant slug-men, as well you know, with a propensity for organised crime. Both classes have a good reason to be planetside: the Bounty Hunter wants to earn his/her Bounty Hunting stripes in a hunting contest. I – as Chiss Imperial Agent – was aiming to get the support of the region's fattest slugs to make life easier for the Sith Empire.

The Imperial Agent is suave, cold, and ruthlessly calculating, voice acted to perfection by a conspicuously clipped-tone Brit (remember: in Star Wars, the British are evil. In real life, we're more chaotic neutral). It felt a little strange to take my character – one who consciously flies under radars to complete covert jobs – and make him hop up and down outside a pub, pleading for friends.



Eventually, after countless players averted their eyes from the strange bouncing man, I found a buddy. Following him out into the wilderness, we got down to killing. For all the Old Republic's character focus, it's not above a 'kill X things' quest. The Imperial Agent's first set of missions are riddled with these jobs: kill five bandits, murder seven rogue droids. What they lack in creativity, they make up in tutorial: the Agent's skill-set is more complex than the stand-and-shoot Bounty Hunter, or the stand-and-stab Jedi Knight (the other two classes I've played). The Agent's best suited in cover, and comes pre-loaded with a skill that, when activated, launches him behind the nearest hard surface. It's not a perfect system – the game sometimes pushes you against a wall facing the enemy – but it clicks well with the Agent's other long-range skills, and makes thematic sense. Aup to level 10, my Imperial Agent had the same skillset as every other Imperial Agent in the room. Skills are bought via a trainer, but not specialised: gain a level and you unlock one ability. Reaching level 11 allows you to specialise to an extent: I got to choose between Commando and Sniper as my secondary class, with the former acting like a typical rogue and focusing on invisible backstabs, as the latter dealt long-range damage. But leaping down these skill-paths didn't bust the game open. Instead, all Agent Snipers continued to get the same Agent Sniper skills as each other, at least up to the level 14 I reached.



Of the skills I did get, I got on best with 'suppressing fire.' Aiming at a mid-range target and tapping the skill launched a steady stream of blaster bolts, powerful enough to knock most of the health bar off three clumped enemies. For longer range engagements, I'd use 'snipe': a second or two of aiming, and my Agent would launch a well-aimed blaster shot at an opponent's neck. Close-up, my tactic involved more gibbering and sprinting away: the Agent's built for ranged damage.

Myself and my new chum had grouped up soon after meeting, but he was playing an Agent too. Our attempts to share quests on Hutta went slightly awry: trying to coordinate our actions and quests after a few hours levelling separately became more trouble than it was worth. We soon split up, agreeing to meet again later for more murdering. I spoke to Daniel Erickson – the game's lead writer – about the lack of group activities on the first planet. He explained that Hutta, like all of TOR's starting planets, is built largely for solo play.



Across the fourteen hours I played, that sensation was fairly constant. The next planet – the dark jungle world of Dromund Kaas – had many more opportunities for group play. But buddying up felt more like a distraction than a goal, time taken away from my own progression to help someone else see the revelations I was missing out on. It made more sense to save my group play to the game's 'flashpoints' – something Tom covers in detail in his magazine preview – and become the solo hero the first part of the game is keen for you to be. How that translates to the late game is yet to be seen. Daniel suggested that a lot of players, instead of sticking around in their existing skin, will switch class and see the galaxy from another perspective. The range of stories open to different classes means many who would otherwise be tempted to stick around at the level cap may well do just that.


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