Eurogamer


You would imagine that getting to play The Elder Scrolls V: Skyrim for the first time is an enormous pleasure, but let me tell you a secret: it is not.


It probably will be for you, of course, because you will get to take your time playing with the character creator, running your fingers through the long grass and listening to water rushing downriver before you even have to think about following one of those tempting icons that keeps flashing up on your compass.


It wasn't unusual for people playing Oblivion to log well over 100 hours, and if you want to get the most out of Bethesda Game Studios' unique RPGs, you need that sort of time to do so. These are games where you create your own stories through exploration as much as you rely on the script, and you can't do that in a weekend or even a month of Sundays.


Meanwhile, at QuakeCon 2011, I get around 60 minutes to make sense of Skyrim. What follows is inevitably closer to panic than pleasure.


The best I can really do is to pick one path and see where it goes, so as soon as I exit the character creator – decked out as a smart but sexy male Khajiit cat warrior – I grab a fireball spell in one hand and a war axe in the other and make a beeline for the nearest mountain.


It's not a long climb to the summit, but it's eventful enough. One of the first things that happens is I run into some bandits protecting a small tower outpost on the mountain road. My left hand's effectively a flamethrower and I drench them in magic, finishing them with the axe if they get too close.


Switching magic out for a shield for a bit of variety, I block a couple of blows and respond with a flurry of slashes that send blood flying and culminate in a neat axe-through-skull finishing animation. These contextual finishers pop up a few times in the next hour and they always look snazzy.


Naturally I loot all my victims down to their underwear as I climb the inside of the tower, and before long I'm moving slowly and being told I need to dump some gear or else I'm never gonna dance again.

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RPGs send you into menus more than almost any other game genre, so it's weird that more thought doesn't go into inventory design, but as I play around with powers, weapons and items to lighten my load it becomes clear that Skyrim is a welcome exception.


Its nested menus are accessed almost as smoothly as iPad page swipes, and navigating them is quick and clean. You can set favourites, equip items to either hand, and examine things in detail.


More than once during my brief hands-on I have to rotate an object to look for a clue to a puzzle, or read a document, and it's all done without going to a different screen or do anything more complex than wiggling sticks and hitting a face button.


It's easy to imagine that a system like this in Oblivion or Fallout could have shaved hours off the average player's actual game-time. As it is, it saves valuable seconds in my hands-on, and seconds are my currency today, so thank you to whomever at Bethesda designed the inventory.


Resuming the path, I move up into falling snow as the wind intensifies and drifts thicken around me, eventually clambering over stone steps towards a big wooden door in the side of the mountain.


I've kind of been here before – in my haste to just pick a direction and explore, I've wound up following a similar path to the one Todd Howard chose
when I saw Skyrim in April. But whereas Howard showed us what he tells me was "a greatest hits of that dungeon", I get to examine it in detail.


If it's representative of the average quest, the Bleak Falls Barrow is hugely promising, rich in varied combat, booby traps, puzzles and lore.









There are bandits to eavesdrop on and sneak around – the Khajiit are especially good sneakers, so I huddle in shadow and draw a longbow on the nattering bad guys from a few feet away. Later there are the skeletal draguar, who employ magic as well as swords and axes, and there's a mini boss fight with a giant spider.


There are door switches rigged to banks of arrows that need to be disarmed by observing your surroundings and rotating totems like tumblers in a lock, and there are pressure plates and levers that activate spike doors and swinging blades, which are great for making short work of draguar as their numbers increase.


All the while your individual attributes continue to rise through use and you level up. With each level you can stare up to the heavens and the constellations of perks above you and, after deciding whether to increase Magicka, Health or Stamina, choose the upgrade you want.


You don't have to bank perks immediately though – if you are trawling through the constellations and spot a perk you want that requires a higher attribute value than one you have at the moment (Destruction 40 vs. your current Destruction 21, for example), you can simply wait until you've met that requirement.


Navigating the dungeon is no trouble. Skyrim's overworld map is in 3D and gives you unambiguous top-down 2D layouts for dungeons, but despite its name Bleak Falls is colourful and diverse – caves filled with running water sparkle with iridescence, the spider's lair is warmed by lattices of bright and intricate webbing, while burning torches illuminate the dusty catacombs and send flickering soft shadows cascading over the time-hewn curves of stone stairways.


And even within these linear confines, there is a sense of exploration – a mixture of adventure and archeology, manipulating picks to break through the locks on treasure chests and emerging with some arcane relic, or rummaging through your inventory for a golden claw with markings similar to the cylinders on a stone door.


It isn't long before, much to everyone in the room's frustration, Bethesda Softworks VP Pete Hines tells us all to stop playing. I look around and the guy next to me is in a tavern talking to someone about local politics. Over on another bank of consoles I can see someone hacking through a forest.


Speaking to Hines afterwards, he tells me that there were 13 players in the room and all 13 had done totally different things. He says that one of the things he loves about these games is that even when they are finished and he's spent a year or more picking through them for work, he can still take them home, play them and have new experiences.


There were a couple of lock-ups in this alpha build for other journalists, but I didn't encounter any bugs myself. Hines says that some quirks, like a rock floating a foot in the air, are probably inevitable in a game with such a dizzyingly broad spectrum of possible actions, but they are working hard to get better at quality assurance – and in particular to make sure the number of bugs that actually halt your progress is as close to zero as reasonably possible.


The small scale of our playtest means that there's about a billion things I haven't done. I haven't really had a proper conversation with an NPC yet. I haven't taken on any actual quests. I haven't fought a dragon (in fact they're turned off in this build, as are the dragon "shouts" that act as further combat modifiers).


To be honest, it feels like all I've really had a chance to do is run up a hill and then burrow to the bottom of it.


What's really promising, though – apart from all the other things that are inherently wonderful and exciting about a new Elder Scrolls adventure – is that all the important layers of artifice, whether it's inventory management, combat controls, pathfinding or even just texture quality and level geometry, are already so harmoniously attuned to immersing you in Skyrim that it's possible to pick it up from scratch and feel completely at home an hour later.


Bethesda hasn't let anyone play Skyrim before – something game director Todd Howard is keen to point out. "I'm f***ing terrified," he announces before we first turn on our screens and pick up the pads.


The fact is though that he could show it to us another dozen times in the same conditions and we'd find another dozen experiences to catalogue. November can't roll around soon enough.

Eurogamer


Bungie has offered a tantalising glimpse at its next project in a new documentary released to mark its 20th anniversary.


Skip to around the 53 minute mark in the film, shared below, and you'll hear a few references to the game, which appears to be codenamed Tiger.


"One reason that Tiger is so intriguing to so many people in the studio is that it's reaching players in a way that we haven't before," says co-founder Jason Jones while discussing what the former Halo studio is currently working on.


Executive producer Joseph Tung adds, "I believe that it absolutely will be a game-changer in the way that Halo was a game-changer."


"We want build a universe where any crazy s*** can happen," says another staffer.


As well as a few snatches of some motion capture being filmed, there's also a quick glimpse of a desert landscape dotted with windmills.


There's no confirmation that it's from the unannounced multiplatform title that Bungie's currently making for Activision, but it certainly isn't from the Halo universe.


Take a look and toss in your ten cents.

Eurogamer


A DLC pack is in the works for this week's Summer of Arcade release Insanely Twisted Shadow Planet, its co-creator has told Eurogamer.


Fuelcell Games CEO Joe Olson revealed that a new multiplayer mode is currently in the works for the quirky Metroid-with-flying-saucers caper.


"I can't talk too much about it as we're still in the earlier stages," he told us over the phone earlier today.


"One of the things - while we're really happy with how [existing multiplayer mode] Lantern Run turned out - we wanted to bring a co-op experience that's a little bit more like the core campaign experience. That's kind of our goal with the DLC."


Olson also touched on his future plans, explaining that though he'd like to do a sequel, it might not be the next game he works on.


"We're just going to see how this one does. But we're always looking for something new to do so if there is a sequel it might be the third or the fourth game [we make]."


It seems there's plenty of material left over for a follow-up - the original game was significantly larger than the final product at one point.


"It was a lot bigger," he revealed, "but to make it a focused experience we ended up cutting a lot. Ultimately, cutting some areas out of the game meant cutting some really good gameplay ideas. They either got incorporated elsewhere in the game or just got shelved for use down the line."


Discussions are also ongoing with publisher Microsoft regarding a possible PC release, though that's "to be determined at this point".


The third release in this year's Summer of Arcade season has met with rather a mixed response following release yesterday. Its Metacritic currently sits at a very respectable 78, but scores run the gamut either way, with Eurogamer's Simon Parkin settling on a 6/10.


Why the spread? Olson believes the decision to take a less-is-more approach to sign-posting and storytelling proved a Marmite design choice.


"It seems like the biggest polarising factor is the fact that we don't give you completely cut-and-dried, black-and-white goals. It seems like those who have an active imagination - just from what I can tell - seem to fill that in and enjoy it, and that's actually their favourite aspect of the game.


"But other people seem to ding us on the fact that we're not pounding you over the head with the task hammer every second to let you know exactly what you have to do next.


"It was a conscious decision on our part to leave that open. Even on the story side, we did it in a style that has no words, no text, no dialogue. Take from it what you will, add to it, it is what it is."


Olson also answered criticism from some reviewers that the game is too short, insisting that if you play the game as intended you'll get plenty of value for your money.


"I think that just about every game that's on XBLA has been bashed for this. In the critics' world it seems a lot of the time we're getting reviewed as if we're full retail games. We were only in full production for a year and a half and our budget was fairly small, so we did what we could with it.


"We wanted to make sure we weren't just giving people hours of gameplay that wasn't tight. We wanted to make sure that however short or long the experience was, it was consistent throughout."


"I'm reading some reviews where critics are saying it took them three or four hours," he continued.


"I'm wondering how much they actually tinkered with everything or if they just blazed through it. The idea of the game is to experiment and explore. A lot of the tools function in different ways depending on how you use them - they can be offensive they can be defensive.


"Blazing through it is a style of play you can do - it's up to you as to how you want to play it and how much time you want to spend with it. A lot of these reviews that say it's too short for the price... I don't know. It depends on how you play it. I think it's good value."

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Eurogamer

UPDATE: Runic has clarified via its Twitter feed that it's the XBLA memory limit that's the problem, not the file size restriction.

ORIGINAL STORY: Super-sized PC action RPG sequel Torchlight 2 is too big to fit on Xbox Live Arcade and will need to be "comprehensively redesigned" if it's ever to see a console release, developer Runic Games has revealed.


CEO Max Schaefer told Eurogamer that it had only just managed to squeeze the original game below Microsoft's file size limit. As it stands, the significantly more ambitious sequel is not even close.


Whereas the first game had just one just small town and a few dungeons, the sequel has vast outdoor areas, multiple hub cities, different terrain types and, crucially, co-operative multiplayer.


"With Torchlight 2 there is a little more complication as far as just being able to do a straight port, as we did with Torchlight 1," he explained. "In all likelihood, if Torchlight 2 gets to the Xbox it would be probably fairly comprehensively redesigned.


"We would have to be redoing the interface for a console release anyway, just like we did with Torchlight 1, so it would probably make sense to do something more specifically tailored to the Xbox.


"We managed to shoehorn Torchlight 1 in there but just barely," he continued.


"As some people have pointed out, there's a little bit of frame-rate slowdown when it gets super crowded on screen. That's another fact of it not being designed for the system and just being shoehorned onto it."


That said, it still hopes to bring the game to consoles in some form, given the huge success of the original on XBLA.


"Torchlight on Xbox Live did very well for us. I think it's the number one revenue game on XBLA for the year so far. We missed out being the top for units sold to Full House Poker by a little bit but they cost less than we do. It was definitely a profitable and valuable experience and we're happy with the results.


When asked whether he was interested in pursuing a full retail release for consoles rather than sticking to the limiting confines of XBLA, Schaefer replied, "We would absolutely consider that." However, no formal discussions with any prospective publishers have yet been held.


"We're very consciously trying to focus on one thing at a time and at the moment it's getting Torchlight 2 out for the PC. Then the next thing will be the Mac port.


"Beyond that we're keeping our options open, depending on what happens. We have a lot of opportunities to do a lot of different things but we want to stay a small studio. We're 30 people total, so we really like to do one thing at a time and not over-commit and grow the studio more than we would like."


Schaefer was good enough to provide Eurogamer with a few more tidbits of information on the keenly-anticipated follow-up to its acclaimed 2009 dungeon crawler.


First up, the The Railman character class has been renamed The Engineer, "because in re-doing our story 25 times we've actually got rid of rails, so it didn't make sense anymore."


He also added that the game's fourth and final class will be revealed at PAX Prime, later this month.


A player limit for the new co-op mode hasn't been decided on yet, but Schaefer reckons "It'll probably be between four and eight."


However the modding tools will allow you to tinker away with that number to your heart's content.


"You'll be able to break the game by setting it to 1000 or whatever – there's quite a lot of flexibility with the tools. If you really want to put more people in and design a level that fits that many people as a customer you're free to do so."


He declined to offer an update on what new pets we'll see in the finished game, explaining that that will be one of the last aspects of the game to be finished up.


"It's everyone's favourite thing but it's also one of the more trivial aspects of making the game," he said.


"We haven't actually tackled the new pets yet, so I don't even know what we're going to add. But they are a little bit more fully-featured and we'll have really fun, cool pets. Everyone likes the pets, but it is the thing you do at the very end after everything else is working.”


A release date still hasn't been pinned down, but Runic is hoping to have it out this Autumn.


"It's going to be in the Fall. It's definitely, 100 per cent, for sure this year and not the Winter with any luck. It's coming along really well. We've hit our internal July milestones, so we should be on track for a Fall release."


Finally, Schaefer offered a quick update on the status of the planned Torchlight MMO. Sounds like it's a long way off.


"That's obviously still in the plan. But is it the next thing or is it something beyond that? We just don't know. We have a lot of good ideas for the MMO, we just aren't committing to any kind of schedule yet. If Torchlight 2 blows up on PC and it's the biggest thing since sliced bread we'll probably want to give more attention to that before heading into the MMO world."

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Eurogamer


id Software has announced a bunch of giveaways and deals running throughout QuakeCon.


This includes a frankly bonkers pack that offers you every id and Bethesda game on Steam – including recent stuff like Fallout: New Vegas and Hunted: The Demon's Forge – for just $69.99. Individually we're told that would cost $494.66 to assemble.


If you pre-order Rage or The Elder Scrolls V: Skyrim, you can knock it down to $49.99, and if you pre-order both of those on Steam you can knock the QuakeCon Pack down to just $39.99.


The prices announced were all US offerings.


Other deals active during QuakeCon on Steam are active for 24 hours apiece. Today (Thursday 4th August) you can get the Doom and Quake Pack for $29.99 – every Doom and Quake game, including Quake 4. Pre-ordering Rage today knocks the price down to $19.99 for the D&Q Pack.


Tomorrow, Friday 5th August, you can get the Elder Scrolls Pack (Morrowind and Oblivion Game of the Year Editions) for $19.99, or $9.99 if you pre-order Skyrim.


Saturday 6th August marks the start of a Brink free-play weekend, where you can also buy the game with 50 per cent off for $24.99. Then on Sunday 7th August, there's a Fallout sale – Fallout 3: Game of the Year will be $9.99, New Vegas will be $19.99, and there will be DLC discounts too.


Finally, id said that if Rage received 100,000 Likes on Facebook, it would give away the Rage iOS titles for free for a week.


Phew! Finally, it's also a free premium content weekend for browser-based shooter Quake Live.

Eurogamer


From Dust, Eric Chahi's ambitious attempt to revive the god game genre, has debuted on top of the weekly Xbox Live Arcade chart.

Last week's number one, Supergiant Games' delightful action RPG Bastion, falls to two, with Warhammer 40,000: Kill Team, Pinball FX2 and Deadliest Warrior: Legends making up the rest of the top five. Here's the full run-down:

  1. From Dust
  2. Bastion
  3. Warhammer 40,000: Kill Team
  4. Pinball FX2
  5. Deadliest Warrior: Legends
  6. Castle Crashers
  7. Magic: The Gathering — Duels of the Planeswalkers 2012
  8. Full House Poker
  9. Ms. Splosion Man
  10. Trenched
  11. Trials HD
  12. Battlefield 1943
  13. Game Room
  14. UNO
  15. Dead Block
  16. Yu-Gi-Oh! 5D’s Decade Duels
  17. Plants vs. Zombies
  18. Limbo
  19. Peggle
  20. Dead Rising 2: Case West


Meanwhile, it was business as usual over on the Xbox Live activity chart, with Call of Duty continuing to camp out at numbers one and two. Somebody release some new games please.

  1. Call of Duty: Black Ops
  2. Modern Warfare 2
  3. Halo: Reach
  4. FIFA Soccer 11
  5. GTA IV
  6. Battlefield: Bad Co. 2
  7. NBA 2K11
  8. Halo 3
  9. Gears of War 2
  10. Call of Duty 4
  11. NCAA Football 12
  12. Call of Duty: WaW
  13. Red Dead Redemption
  14. Fallout: New Vegas
  15. Forza Motorsport 3
  16. Madden NFL 11
  17. Assassin’s Creed Brotherhood
  18. From Dust
  19. Left 4 Dead 2
  20. Mortal Kombat
Eurogamer


Bungie has urged Halo fans to give Microsoft "creative flexibility" with the franchise as it formally hands over the reins to new custodian 343 Industries.


Bungie community manager Eric Osborne told Eurogamer that the platform holder should be given the opportunity to take the brand where it thinks best, in the same way that Bungie was given that freedom by Microsoft.


"Going forward, it's their franchise, their IP, and the direction they take has got to be their own," he explained.


"I think for fans, the message for them is that they need to allow Microsoft the creative flexibility to let them do what they need to do. In the same way they gave it to us."


Osborne added that Bungie has had no input whatsoever into next year's Halo 4 and is as in the dark as everyone else as to what to expect.


"It's all new. We don't have any insight. I can't really spoil anything or give you any secrets. They're all outside the studio now. And if I had any information and disclosed it I think Microsoft would be very upset with me."


While it's still hosting some stat-tracking, Bungie handed matchmaking support back to Microsoft on Wednesday, drawing a line under its decade-long association with the series.


It's currently hard at work on a brand new, as yet unannounced, multiplatform IP for Activision.


Osborne was speaking to Eurogamer to mark the launch of an hour-long documentary, titled O Brave New World, to celebrate Bungie's 20th anniversary. You can see it in full below.


Check back tomorrow for the full interview with Osborne.

Eurogamer


Resistance 3 will see a day one patch to incorporate a number of last minute tweaks and updates, developer Insomniac Games has announced.


In a post on the PlayStation Blog, Insomniac community manager James Stevenson explained that the though the game has now left the studio to be manufactured, the 11th hour update is necessary to tackle any issues flagged up during the multiplayer beta, due to start on 10th August.


The FPS sequel is due on shelves from 9th September. Stevenson also shared a new trailer, which you can check out below.

Video:

Eurogamer


Blizzard's controversial decision to demand Diablo 3 users have a persistent online connection isn't necessarily there to combat piracy, believes Torchlight 2 developer Runic Games. It could in fact be a vital measure in ensuring the security of the game's new real-money auction house.


CEO Max Schaefer – a co-creator of the original Diablo while at Blizzard North – told Eurogamer that he sees the "onerous" DRM measure as an unavoidable consequence of Diablo 3's ambitious trading features. As such, he argued, it's a valid move.


"We were very happy to see we have more points of distinction now between us and Diablo 3," he joked, while discussing Blizzard's recent announcement.


"However, we fully understand why they're doing what they're doing. They've kind of gone the opposite way we have with an open game and modding tools and stuff like that, whereas they want to have an absolutely secure economy and preserve the complete integrity – or at least try to preserve the complete integrity – of the gameplay.


"To do that you have to have some of these pretty onerous restrictions. I kind of understand where they're going – you have to have those things to have a truly secure economy.


"I don't think it's an invalid choice. While I'm happy they're doing it as it gives us a great opportunity, I also understand what they're doing and I don't think it's an invalid thing to do."


So, Diablo 3's DRM is there to keep the auction house safe?


"Yeah, pretty much. They want to have that be meaningful. I don't really know why they don't allow single player offline as you could segregate those characters and not run into that, but the bulk of what they announced really makes sense given what they're trying to do."


Schaefer also offered a little more information on exactly what sort of DRM measures Runic will be implementing with Torchlight 2 when it launches later this year.


"We don't have zero DRM, we just have very simple DRM. In fact with our boxed copies we'll have almost no DRM at all," he revealed.


"The way we're handling it is that you'll have access to our patching and matchmaking service only by logging in with your account. You don't need to use either of those but that's how we're approaching it.


"We don't want to penalise our honest customers just to squeak out a few more sales from people who pirate."


For more on Diablo 3's auction house, see Eurogamer's in-depth look at Blizzard's new system. For more on Torchlight 2, check back later today when we'll have more details straight from Schaefer.

Eurogamer


Varying Battlefield 3 goodies await, depending on which shop you place a UK pre-order with.


The choice is this: eight new multiplayer costumes, dog tags or two rare powerful weapons and some armour piercing ammo?


Game and Gamestation offer the latter, which is officially known as the Physical Warfare Pack. Inside is a type 88 light machine gun with bi-pod, the SKS sniper rifle flash suppressor and the armour-piercing flechette ammo for the DAO-12 semi-automatic shotgun. You'll unlock instant access to the latter, too.


These goodies will be exclusive to pre-order customers for a limited time. They'll "later" be offered to all players.


The eight multiplayer costumes belong to Amazon and make up the Specact Kit. Images are below.


The dog tags belong to Play.com. These dog tags are your in-game signature and display on screen when you take an enemy down or claim their dog tag.


Alongside the Standard Edition of Battlefield 3 will be the Limited Edition, which offers the expansion pack Back to Karkand for free. Back to Karkand offers four maps from Battlefield 2, including Strike at Karkand, Gulf of Oman and the Shaqi Peninsula. They've all be spruced up by the Frostbite 2.0 engine that powers BF3.


On PC, fans have the option to pre-order Battlefield 3 at EA's digital store Origin. Do so and you'll get the Physical Warfare Pack, Back to Karkand expansion and a pair of Battlefield Play4Free items for free. You'll even get early access to the Battlefield 3 beta test, which starts in September.


Pre-orders for Battlefield 3 are ten times the number of pre-orders for Battlefield: Bad Company 2, EA has revealed.

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