Call of Duty: World at War


 
Call of Duty: Black Ops Rezurrection is out this Thursday, bringing us the mad new zombie map, Moon, and four other remastered zombie survival missions from Call of Duty: World at War. Yes, it's yet another Call of Duty: Black Ops map pack, but this may well be the best of the bunch. The zombie maps have consistently been the best part of the rest of the DLC, with brand new enemies and some memorable weapons. The Moon map will have its own selection of mad weaponry, including moon grenades. See them action in the truly disgusting new Rezurrection trailer above. Everyone will earn double XP this weekend in Black Ops to celebrate the last bit of CoD DLC before Modern Warfare 3 arrives. But will it be worth $14.99 / £11:49? Hmmm.
PC Gamer
Hedonebetathumb
Hedone is a new free-to-play MMO FPS from Acony set in a near future where hedonistic combat game shows are all the rage. Their closed beta has recently started, and we've got 1,000 beta keys to give away so our European readers can try your hand at this world of ultra-violent blood sports for yourself.

Check inside for details of how to enter.

Hedone is set 2020, where the technology to clone yourself a new body has become widespread, so death is no longer a big deal. Yes, unlike most 'televised blood sport' concepts, this one actually makes sense!

To get you beta key simply go to our competition site and fill in your details. At the end of the week beta keys will wing their way to the first 1,000 people to sign up. You must be in Europe to qualify. Sorry Americans, the Hedone US beta hasn't started yet.

Check out the official Hedone website for more info.
PC Gamer



Yesterday Reddit spotted some footage from the cancelled Avengers movie tie in, and it looks like it could have been something very special. The game, which was being worked on by THQ Studio Australia before closure, was a first person shooter/brawler with co-op features. So you could've been punching Skrulls till they explode as The Hulk, while your buddy soars through the skies as Iron Man, blowing up enemies from afar.

Also on show is the infamous Super-Skrull who can imitate the powers of superheroes, and looks like an amazing enemy to fight. In one scene he combines with Wolverine's claws and Cyclops' eye beams, while in another he manifests the powers of the Fantastic Four.

The game looks like it could've been fantastic fun; it's a real shame it'll never see the light of day.
PC Gamer
World of Darkness
Eve Online creators CCP have revealed more about their sinister MMO, World of Darkness. It's all about being a vampire. It's based on the World of Darkness pen and paper RPG system developed by White Wolf, who CCP merged with back in '06. The same system behind Troika's flawed by brilliant RPG, Vampire: The Masquerade.

Massively have some fresh news from the White Wolf Grand Masquerade event that took place this weekend. Like Eve Online, the whole game will take place at night on a single server. You'll start out as a mortal, and will have to make the choice whether or not to become a vampire for the duration of your existence. Ironically, In a game about achieving immortality as a monster of the night, you will be able to die permanently.

The MMO hopes to stay true to the nature of White Wolf's world. Expect gore, nudity and madness to feature prominently. Massively also say that there will be a heavy emphasis on live action roleplaying (LARPing), with plot lines that will bleed out into real world ARG events. "Player politics" will be a big part of the experience, something CCP have excellent experience with in Eve Online, the most politically fraught and MMO in the world.

Gamespot have some wobble-cam footage of the introductory teaser trailer shown at last year's Grand Masquerade event, which you can see below. It's hard to imagine how the dual mortal life/vampire system, the LARPing and permadeath will work, logistically, but an MMO set in the World of Darkness universe is fascinating prospect. Who wants to be a vampire?

Portal



If the portals in Portal could take you back in time, a) your mind would break, and b) it would look like this.

It's a video of a prototype made by game designer Arthur Lee, in which you can create portals by taking screenshots. Whatever you snapped is what you'll see through the portal. Where it gets braintingling, though, is that the portal will take you back to the time when you took that screenshot. In other words, the portals don't just fold space, they fold time as well. So that's nice.

As Mike Rose over at IndieGames.com points out, there's your Portal 3 right there.
Battlefield: Bad Company™ 2


 
The extended Operation Guillotine trailer for Battlefield 3 landed over the weekend. Frostbite 2's improved lighting engine looks incredible at night. Spotlights cause lens flare, hazy neon signs are visible in the distance and the flashing tracer fire is especially convincing, even on a 360.

The latest trailer is a rare bit of non-PC footage, perhaps because console players voiced worries that DICE weren't showing enough of the shooter running on their machines. "People don’t understand that the PC is more powerful” DICE responded, adding “we always want to show a platform that we have chosen to be our lead platform." Battlefield 3 is out next month, on October 25 in the US, October 27 in Australia, and October 28 in Europe.
PC Gamer
Gender Wars
Every week, Richard Cobbett rolls the dice to bring you an obscure slice of gaming history, from lost gems to weapons grade atrocities. This week, misogyny meets misandry in a battle of the sexes with only one redeeming feature... nobody's going to turn it into a first person shooter any time soon.

Syndicate was brilliant. You, as a ruthless corporate executive, commanding four brainwashed cyborgs on a mission of pure greed and avarice. Cyberpunk cities, filled with a terrified populace to brainwash and turn into your own personal army. A victim somewhere below, a poor soul you can almost imagine getting up in the morning and ambling to his bathroom for a quick pee, only to look out of the window and see the entire city outside, every glazed-eyed citizen clutching mini-guns and Uzis and Gauss guns, up to and including his own protectors. And as the warm trickle runs down his leg and onto the floor, you sit in your evil, all-seeing blimp, steeple your fingers, and whisper the single word: "Excellent."

Gender Wars is Syndicate, only mixed with a Boys vs. Girls soccer match.

Talk about two tastes that go together like caviar and stupid.





There's a basic rule in comedy, that the more offensive you want to be, the funnier you have to be to get away with it. If someone laughs, they effectively forfeit their right to complain. It's the Law. Unfortunately for Gender Wars, there's little chance of anyone laughing. At all. At anything. It's the comedy equivalent of a prolonged mother-in-law joke, not so much playing off tired old stereotypes and simply holding up flash-cards. There are jokes about women drivers. There are jokes about men not being able to pee without getting it all on the floor. There are jokes about women liking to shop. There are jokes about men not being any good with directions. They are all jokes so old, we should only have them because John Hammond found them in amber and cloned them to make the world's dumbest theme park.

Mostly though, there aren't any jokes at all. The overwhelming majority of the game is a pure arcade shooter where half the combatants have a couple of extra lumps on their armour, and civilians are either fat slobs or mini-skirt wearing teenagers depending on whose city you're wandering around. Still, perhaps that's a good thing. This is what happens when the game tries to be funny, even calling in the cast of Blake's 7 to record what has to be the world's dullest intro. Why? I have no idea. I do however recommend putting a pillow on your desk before trying to watch this video. A very, very soft pillow. PC Gamer cannot be held responsible for you falling asleep and breaking your nose.



Honestly? I'm disappointed. A game like this should, at the very least, lend itself to lots of shouting and mockery, being castigated for its sexism and generally set on fire for crimes against gaming. But it's not really worth that, in either sense. It's not a great game, but there are far worse. The biggest practical problems? The lifts are awful, and the maps are too big. Neither is helped by the fact that your soldiers could frankly do with a bit of Syndicate style brainwashing to stop them running around whenever they feel like it, almost guaranteeing that you'll leave a few wo/men behind as you try to work out where the hell you're meant to be going, and not having a clue how to reunite the team.

If you're lucky, the mission briefing will tell you to go to Building B or something. Usually though, you'll just have been told to go to "the reactor", and it's up to you to work out where the hell that is from an unhelpful briefing map and no in-game assistance. You have to stomp round identical map after identical map in the vague hope of finding both that, and the specific rooms you need, all the while under constant siege from your colour-coded counterparts, and almost guaranteed to die as soon as you find the damn place. Quicksaves? Any in-game saves at all? Please. Not in the mid-90s...

(Yes, there's a cheat code, but you're not allowed to type it. Why? Because it's "BUY A PLAYSTATION", you traitor. Which still pales in comparison to Syndicate Wars' unforgettable 'pooslice'.)

Here's a YouTuber just trying to get down to the bottom of the game's first building.



That's Gender Wars in a nutshell really. It's a shooter with briefings promising your enemies will be 'armed to the tits' or that your own squad has 'synchronised our natural cycles to ensure that we are all at maximum hostility', or making plans based on 'if men go without beer their testicles will fall off', but what stands out? The bloody lift mechanics being rubbish. Can a game fail any harder?

Yes. For instance, it could claim to have 'massive playability'.



Games like this, along with most 'adult' titles, frankly confuse me. You'd think that if you were making a game like this, you'd want to embrace the controversy you're chasing. It'd result in utter crap, obviously, but at least it would be understandable crap. Instead, Gender Wars goes out of its way to avoid all but the most childish elements, from its futuristic setting to incredibly sterile armour whose only major sexual coding is that all the women apparently have long flowing blonde hair sticking out of the back of their helmets, to hiding most of its crudeness in optional briefing screens that are displayed a single letter at a time. There are no real characters except for the Patriarch (possibly the laziest gay stereotype in the history of gaming), and only a few minor details in the two genders' cities to differentiate them. The men for instance have bathrooms with urinals... and no toilets, eew... a few girly posters on the walls... which seems a little treacherous, really... and the occasional pair of discarded underpants. The women have cleaner rooms, fewer bars and an obsession with splashing the Venus symbol on things.

Hmm. Thinking back, I don't actually remember much else from their city at all. In fact, for the most part, even their briefings are far less unpleasantly charged. The men talk about their 'Coach', beer, not acting like 'girlies', lots of stuff about 'bitches', beer, and the other stuff you'd expect from a game that wouldn't know subtlety if it slammed it into its own nutsack. During the female briefings, the equivalent misandry only seems to come up when the narrator remembers, with the majority of the chatter far more to the point and focused on the business at hand. Pointed social commentary, or an unsurprising consequence of an almost entirely male production team? I wonder...

...but honestly, not very much.



Only in the cut-scenes does Gender Wars reach for humour, in much the same way a man trapped in a deep oubliette in some far-flung banana republic may desperately reach for the moon. Here then is every single joke in the game... all three minutes of them... for your entertainment and enlightenment. Don't worry about the painful sucking coming from the screen, it's just the comedy vacuum.



As often happens, the real sexism of these jokes isn't quite what it seems. Yes, Gender Wars does gags so tired, Rip van Winkle looks at them snoozing and calls them a bunch of lazy arseholes. It's the non-intentional stuff that really jars though, like the fact that whichever side you play for the final mission, the camera follows the men and shows their reaction to events - or for that matter, the way the cut-scenes consistently depict them in a more battle-ready state (even if it is mitigated by them being a bunch of idiots). When the men are on the defensive, we see them rushing to protect their base, while the women's equivalent shows them running away. Stepping down a level, it's also notable that the men are shown as being incompetent due to the influence of alcohol. The women on the other hand are invariably seen being naturally ditzy. For all that Gender Wars tries to be even-handed, it doesn't do a great job of hiding its prejudices - right down to the manual, where both sides spin the history of the war. The female version is called "A Tale of Two Genders". The male version? "Get Back In That Kitchen!".

Hmmmm. And in the interests of equality: Hrrrr as well.



If there's one good thing to say about Gender Wars' take on the great divide, it's that at least it handles it better than Rex Nebular and the Cosmic Gender Bender - though with a name like that, are you really surprised? This was a dismal attempt at mixing Space Quest with Leisure Suit Larry, starting out with a scene where the main character crashes on a planet and promptly peeps at a topless native frolicking nearby, then immediately loses its balls. Most of the story involved moving between two cities, one run by women, another that used to be populated by men. The men's city, Machopolis, had software stores and strip clubs. The women's city had... well... psychotic doctors and lesbian bars and lots and lots of corridors, because it's one of the most uninspired adventure games this side of Gord@k.

It's been on the great Crap Shoot list for a while, but never enthusiastically because, basically, it's an incredibly boring game apart from a couple of individually funny-but-stupid rooms. The weirdest thing in the game is the Gender Bender itself, not because it gives every player a chance to experience life on the other team in one direction or the other, but because for some reason it turns you into King's Quest designer Roberta Williams. No, really. This actually happens. Look! See?



Where was I? Oh, yes. Playing a rubbish Syndicate wannabe that nobody cares about.

There are fourteen missions per side in Gender Wars, both telling the same basic non-story - whichever side you're on committing assorted acts of sabotage, before capturing an enemy agent, torturing the location of the Patriarch or Matriarch out of them, and then heading over to say hello. And then the world is yours and it's time to celebrate your glorious victory! Yes! Or, to be more accurate, no! Because while you'd think these two sides would have very different plans for the world in the wake of their sexual conquests, in practice the only thing that changes depending on who wins is... well... this...



Yep. I think the robot sums it up at the end there. Thump. Thump indeed.

I'll give it one thing though. It's still better than the ending of Syndicate.
PC Gamer
Rata_05FAV -edit
Yesterday, NCsoft and ArenaNet released a metric ton of info on the egotistical race of mini-geniuses known as the Asura, one of the many playable races in Guild Wars 2. Earlier this week, we sat down with Game and Content Designers Jeff Grubb and Ree Soesbee to talk about the smallest sentient beings of Tyria. In part one of this two-part post, we gleam insight on the Asura capital city, Rata Sum, and the golems that act as the brawn to the Asuras' brains.


PCG: What led to the decision to make Rata Sum a levitating city, rather than returning them to their roots underground?

Jeff Grubb: Well, one is a superiority thing. They’re above it, they’re basically showing off. But another reason is that Tyria is a very plastic landscape. The type of thing where land either sank beneath the waves, or rose up between the waves. Primordus, the one who drove them from their underground lairs, is still underground, they’re still dealing with that. The idea of the most defensible position is off the ground. And with that comes an implied portability. It’s not just Rata Sum—you go out into the Metrica province, which is right outside, and you’ll find floating buildings out there. You’ll find a lot of their structures have power stones under them to levitate so that, if need be, they can move them somewhere else. Could Rata Sum move? It would have to be a really big threat. It would have to be like a dragon champion taking up residence right on top of them. But the idea of, it’s a much more defendable position than on the ground.

PCG: Are we going to see a lot of the subterranean roots of Rata Sum? Like underground elements specifically.

Ree Soesbee: There's an underground area of Rata Sum—Rata Sum has some deep clefts that you can stand at the top of and look down on and see golems and Asura working to clear the mines.
JG: Asura are a spectrum, so there are Asura who feel that, when they were driven to the surface, they lost knowledge, and so there is stuff to be found down below. The old labs, the old cities, and some of our story gives an insight into that recovery of lost knowledge. This is one of the problems for the Asura: they're a race of mad wizards who are all individualists, who are all going off and making individual discoveries, and then stuff gets lost. And some of Asura feel, we should be moving back in. We should be moving down below—if we can take care of the elder dragons. Once that’s taken care of, that’s one more area we can expand into. But we've lost stuff when we had to book it out of there.



PCG: Will players get to experience the recovery of some of this lost knowledge?
JG: Yeah.
RS: We have dynamic events and so forth that will take you into the underground, but we’re not actually taking back the old Asura cities right now. They’re just far too dangerous.
JG: It's more likely to be something similar to Oola’s old labs.
RS: Old labs and so forth. Individuals who have found things under there and are doing stuff with it that you have to investigate.

PCG: Since Asura always want to be the best and brightest individuals, is this going to be reflected in the size of the city? Are we going to see a massive thing here, kind of a “we can build the biggest city” attitude?
RS: I don’t know that it should be in any way correlated with the Asura that "bigger is better." I just don’t think that's the case.
JG: We are short, you’re freakishly tall.
RS: In their opinion, they have the best city of course. It has the most magic, it has floating things, it has brilliant lights, it has magnificent architecture, it has wonderful gardening, the works. The area around it is lovely—it has views, and it has exceptional laboratories, and I can say with 100 percent certainty that the Rata Sum laboratories are second to none in the world, and that's the most important thing to them.
JG: It’s also close to mass transit and schools.



PCG: Well, speaking of mass transit, let's talk about Asura Gates—are they going to be a method for traveling around the world, of getting from place to place?

JG: Yes. In Eye of the North, they had of course built their central transit hub right over a strong source of arcane energy, which, by the way, turned out to be an elder dragon. And when the Great Destroyer arrived, they used that hub to spread through the underground and bring about the devastation. Now, the Asura has fixed that hub, but they are still using Asura Gates to transfer across the world. So there's an Asura Gate in Divinity’s Reach, there’s an Asura Gate in Hoelbrak. So the end result of this means that, if you're playing a Norn, and you want to play with your friend who’s an Asura, you can get to Rata Sum without too much problem. From a social aspect, it means that the Asura are infiltrating and investing much more in the other races. So there'll be an Asura Gate in the Black Citadel. They have it away from everything else, they keep an eye on it, they’re very suspect of the whole idea that here’s one more gate into our city, but there is an Asura Gate in the Black Citadel.

PCG: How about these colleges that you mentioned? What's their significance for Asura players?

JG: If you’re playing a Charr, you choose a legion in your initial story. If you’re playing a Human, you choose a social class. If you’re an Asura, you choose your initial college. Each of the colleges has a different outlook on the universe, how they’re going to solve everything. The Asura believe in the eternal alchemy: that everything is a big machine, a big equation that can be solved, a big machine where everything interacts with everything else. How they approach it depends on their college.



The College of Statics is more traditional, more conservative; those Asura who want to go in and find old knowledge that is lost tend to be of this college. This is where you’re going to find people who are looking for the ancient artifacts, etc. They tend to be more stable, they're more structural—the floating castles and labs are a good example of their type of thinking. They’re still using magic inherently—that’s part and parcel of being an Asura—but they’re using it in a very stable fashion.

The College of Dynamics is much more active. Much more energetic, much more explosive. They are experimenters. Their belief is to move everything forward. They are the ones who are building new creations. They are the ones who are coming up with radical new plans and if it does not necessarily work, the important thing is to what we learn from what we’ve done to move forward. An experiment where you learn is a good experiment even if it isn’t what you intended to learn. They are much more into energies, and devices.

The College of Synergetics is much more theoretical. They’re a little more mystic. They’re dealing with primal building blocks. They’re saying, “What is magic? How far can you divide magic before it stops being magic? How does everything interact with everything else?” They’re very much about the spaces between the cogs. They’re about how different systems interact, they’re the ones who were looking at larger ecosystems, or interactive personal systems, or how the planets spin around the sun. An example I’ve been using has been, think of it as three branches of engineering: the school of statics is civil engineers, those of dynamics are chemical engineers, and those of synergetics are nuclear engineers, because they’re working with forces they cannot necessarily examine firsthand.



PCG: Tell us more about golems. Are they still a major part of the Asura and Rata Sum?

JG: Very much so, and there’s a wide variety of golems. The most traditional golem you see will be the big radio-type golem that you see in the demos right now. It looks like an old RKO radio, that’s what it reminds me of. But there are other types of golem forces they use as well.

RS: And one thing that can be pointed out is that the Asura are very efficient in the use of golems. Where the Humans have the Seraph to protect Divinity’s Reach, and that’ll be a team of five or six guys going about and handling trouble, the Asura have one Asura who does the same job—but he has multiple golems who assist him in keeping down trouble and in handling problems in the city. And the peacemakers, who're the city guards for the Asura, are really very efficient in their use of those golems, and how they bring that technology to bear for the benefit of the city.



Want the rest of the interview? Check back Monday for more goodness when we detail the culture, conflict and softer side of the Asura.
PC Gamer

Our shiny new PCG Digital won't replace the podcast, but this week it sucked up too much of our time to do both. Stay tuned: we'll be back next week!
PC Gamer
pc_gamer_Digital_logo_2011
The future of games coverage has arrived, and you can be among the first to get a crack at it. Made by the same team that brings you the best-selling PC gaming magazine in the whole world, PC Gamer Digital gives you a totally new way to explore, discover, and experience PC games, and lets you share those experiences with your friends, Steam groups, and the entire PC gaming community. It’s a digital companion that’s been designed from the ground up to help you be a better gamer.

We could go on and on about it, but that’s not the point of a beta. We want you to download it, try it out, push every button, pull every slider, wander around our GameViews, rummage through our Protips, and even enjoy a nice Three-Way. Then let us know what you think at pcgdfeedback@pcgamer.com. Your comments will help us tweak the debut episode, which will hit Steam in less than a fortnight.

The most advanced, innovative gaming platform in the world demands advanced, innovative coverage. The most sophisticated gamers in the world deserve sophisticated coverage and hands-on experiences. So go forth, pilgrims – discover the future of games coverage. And tell us what we can do to make it even better!


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