PC Gamer

http://youtu.be/-y2NACUlwmE

Minecon kicks off next Friday in Las Vegas and Hat films have released the official Minecon trailer. A few weeks ago they launched a competition seeking character skins from their YouTube followers, which is where they got the spectacular outfits worn by the party guests. The Yogscast guys get a cameo, too, and it takes place in a fantastic boxy recreation of the Mandarlay Bay building, which you can download here and explore for yourself.

The Las Vegas event also marks the launch of Minecraft version 1.0, which is exciting. And it means we get to review Minecraft! The Hat films chaps made a making of video that goes behind the scenes on the massive Mandarlay build. You can watch that below.

http://youtu.be/7JUCxxqbQjY
The Elder Scrolls IV: Oblivion® Game of the Year Edition (2009)
Skyrim review thumb
Don't worry, I'm not going to spoil anything here - I'll steer clear of anything story-related beyond the premise. With another game, that would be tricky. With Skyrim, the stories that come from how the game works are often the best ones.

It's a frozen nation, just to the north of where the previous game, Oblivion, took place. A pleasantly brief introduction sets up the plot: Skyrim is in the middle of a revolt, you've been sentenced to death, and dragons have just shown up. Good luck!

At that point, you emerge from a cave into 40 square kilometres of cold and mountainous country, and that's it. Everything else is up to you.

Even after spending hundreds of hours in Morrowind and Oblivion, the sense of freedom in Skyrim is dizzying. The vast mountains in every direction make the landscape seem limitless, and even after exploring it for 55 hours, this world feels huge and unknown on a scale neither of the previous two games did.




Not all of the landscape is subzero, and even among the frosty climes there's an exciting variety: ice caverns that tinkle with dripping frost crystals, hulking mountains with curls of snow whipped up by the howling wind, coniferous forests in rocky river valleys.

The mountains change everything. Wherever you decide to head, your journey is split between scrambling up treacherous rocks and skidding down heart-stopping slopes. The landscape is a challenge, and travel becomes a game.

It's hard to walk for a minute in any direction without encountering an intriguing cave, a lonely shack, some strange stones, a wandering traveller, a haunted fort. These were sparse and quickly repetitive in Oblivion, but they're neither in Skyrim: it's teeming with fascinating places, all distinct. It was 40 hours before I blundered into a dungeon that looked like one I'd seen before, and even then what I was doing there was drastically different.

These places are the meat of Skyrim, and they're what makes it feel exciting to explore. You creep through them with your heart in your mouth, your only soundtrack the dull groan of the wind outside, to discover old legends, dead heroes, weird artefacts, dark gods, forgotten depths, underground waterfalls, lost ships, hideous insects and vicious traps. It's the best Indiana Jones game ever made.



The dragons don't show up until you do the first few steps of the game's main quest, so it's up to you whether you want them terrorising the world as you wander around. A world where you can crest a mountain to find a 40-foot flying lizard spitting jets of ice at the village below is a much more interesting one to be in. But fighting them never changes much: you can just ignore them until they land, then shoot them from a distance when they do.

Your first dragon kill is a profound, weird moment. I rushed to the crashed carcass to loot it, then looked up. The whole town had come out to stand around and stare at the body, a thing as vast and alien to them as a T-rex in a museum.

I tried shooting an ice bolt at it, just to demonstrate it was dead, and the force unexpectedly catapulted the whole thing violently into the distance. A beggar looked at me and said, "Oh sure, just throw your trash around."



Your character gets better at whatever you do: firing a bow, sneaking up on people, casting healing spells, mixing potions, swinging an axe. There's always been an element of this practice-based system in Elder Scrolls games, but in Skyrim it's unrestricted - you don't have to decide what you're going to focus on when you create your character, you can just let it develop organically.

That alone would feel a little too hands-off, but you also level up. When that happens, you get a perk point: something you can spend on a powerful improvement to a skill you particularly like. Every hour, you're making a major decision about your character's abilities.

They're dramatic. The first point you put into Destruction magic lets you stream jets of flame from your hands for twice as long as before. As you continue to invest in one skill, you can get more interesting tweaks: I now have an Archery perk that slows down time when I aim my bow, and one for the Sneak skill that lets me do a stealthy forward roll.

Again, the freedom is dizzying: every one of 18 skills has a tree of around 15 perks, and the range of heroes you could build is vast. I focused on Sneak to the point of absurdity - now I'm almost invisible, and I get a 3,000% damage bonus for backstabs with daggers. It's the play style I've always wanted in an RPG, but I've never been able to achieve it before.



The enemies you encounter are, in some cases, generated by the game to match the level of your character. In Oblivion that sometimes felt like treading water: progress was just a stat increase, and your enemies kept pace. That doesn't apply now that your character is defined more by his or her perks, because the way you play is always changing.

Levelled content is also just used less: at level 30, my most common enemies are still bandits with low-level weapons. And I still run into things too dangerous for me to tackle.

Taking a narrow mountain path to a quest, something stops me in my tracks: a dragon roar. I check the skies - nothing, but I hear it again three more times before the peak.

At the top I find a camp full of bodies, with a large black bear roaring over them. Hah. He's still more than I can handle in straight combat, but as he reaches me I use a Dragon Shout. It befriends any animal instantly, and he saunters casually away. Feeling slightly guilty, I stab him in the back before it wears off.

Which is when the dragon lands, with an almighty crash, six feet from my face.

I run.



A roar of frozen air catches me in the back, but I keep going - over a ridge, down a short drop, and straight into a bandit. I dodge the bandit, straight into a Flame Atronarch. There are five more bandits behind it. The dragon is airborne. I throw myself off the mountain, several hundred metres into the river below.

I plummet to the riverbed, and swim until I run out of breath. When I surface, the sky is alight with fireballs and flaming arrows, the dragon is spewing a stream of ice down on the bandits, and I'm laughing.

The stealthy character I built in Skyrim would have been less fun in Oblivion. Whether you were detected was a binary and erratic matter. Skyrim cleverly gives you an on-screen indication of how suspicious your enemies are, and where they are as they hunt for you. It makes stealth viable even against large groups: if you're rumbled, you can retreat and hide. And there's a slow, methodical pace to it - long minutes of tension broken by sudden rushes of gratification or panic.

Magic, meanwhile, has been given an incredible crackle of raw power. Emperor Palpatine would be a level one mage in Skyrim - unleashing two torrents of thrashing electrical arcs is literally the first trick you learn, and it doesn't even get you tossed into a reactor shaft.



One tweak is a huge loss, though: you can't design your own spells. Oblivion's spellmaking opened up so many clever possibilities - now you're mostly restricted to what you can buy in shops.

While we're on the negatives, physical combat hasn't improved much. There are cinematic kill moves when your enemy is low on health, but whether they trigger seems to be either random or dependent on whether the pre-canned animation fits into the space you're in. Too much of the time, you wave your weapon around and enemies barely react to the hits.

The exception is archery: bows are now deliciously powerful, and stealth shots can skewer people in one supremely satisfying thwunk.

What does improve the general combat is a feature I didn't quite expect: you can hire or befriend permanent companions. I did a minor favour for an elf at the start of the game that earned me his loyalty for the next 40 hours of play. Sidekicks add a wild side to fights: an arrow from nowhere can end a climactic battle, or a misplaced Dragon Shout can accidentally knock your friend into an abyss.

The Dragon Shouts, gained by exploration and killing dragons, are like a manlier version of conventional magic. One can send even a Giant flying, one lets you breathe fire, another makes you completely invincible for a few seconds. Even the one for befriending furry animals is macho: it can turn four bears and a wolf pack into obedient pets with one angry roar.



Before I got the animal shout, I had a Sabre Tooth problem. Crossing a fast-flowing river at the top of a waterfall, a huge feral cat spotted me. A good shot with a bow made no dent on its vast health bar, and it splashed into the water to get to me. The current was too strong to get away in time, so I did the one thing it couldn't: turned invincible and threw myself off the waterfall.

After seconds of freefall, I hit the rocks, got my bearings, and looked up. The cat - a speck above - seemed to be looking over the falls at me. Then it slipped. Its lanky ragdoll smacked every rocky outcropping on the way down, and wedged between two stones directly above me, his huge head glaring emptily.

The first few quests you're nudged towards get you the Dragon Shouts. After that, the main quest is a bizarre mix of some of the best moments in the game, and some of the worst.

It fails where the previous games fail: it tries to make your mission feel epic by making it about a prophecy, then does all its exposition in the time-honoured format of old men giving you interminable lectures. The acting is stagey at best, painful at worst. And it adds a new problem: your dialogue choices are now written out in full, and your only options are to react like an incredulous schoolchild to every predictable development. It doesn't make it easy to feel like a hero.



The main quests themselves are mostly good: a happy mix of secrecy, adventure, and exploring incredible new places. One location, which I won't spoil, got an actual gasp. But then there's an abysmal stealth mission that seems to work on a logic entirely its own: guards spot you from miles away, despite facing the wrong direction. And the boss dragons it keeps throwing at you never get any more interesting to fight - adding more hitpoints just makes the repetition even harder to ignore.

Everywhere else, the quests are magnificent. Chance encounters lead to sprawling epics that take you to breathtaking locations, uncover old secrets, and pull interesting twists. Even the faction quests are better here. It feels like Bethesda realised these became the main quest for many players, and built on that for Skyrim. They start small, but each one unravels into a larger story with higher stakes. Some of them feel like the personal epic that the main quest has always failed to be.

We got a review copy of Skyrim the day the game was officially finished, but it's curiously buggy. Among a lot of minor problems such as issues reassigning controls, there's glitchy character behaviour that can break quests, and AI flipouts that can turn a whole town against you. And the interface isn't well adapted to PC: it sometimes ignores the position of your cursor in menus. There's an update due as soon as the game's out, but there's a hell of a lot to patch here. Next time, maybe don't commit to a specific release day just because it has a lot of elevens in it?



These aren't engine issues, though. Skyrim is based on tech Bethesda built specially for it, rather than the middleware engine used by Oblivion and Fallout 3. It's a lean, swift, beautiful thing. New lighting techniques and a fluffy sort of frozen fog give the world a cold sparkle, and the previously puffy faces are sharp, mean and defined. Even load times are excitingly quick. On maximum settings, it runs at 30-40 frames per second on a PC that runs Oblivion at 50-60 - a decent trade off for the increase in scenery porn.

There's a lot of that. There's a lot of everything, and you have totally free rein of it. Skyrim feels twice the size of Oblivion, despite being the same acreage, just because there's so much more to see and do. Searching for Dragon Shouts is a game in itself. Exploring every dungeon is a game in itself. Each one of the six factions is a game in itself. So the fact that the main quest is a mixed bag doesn't hurt Skyrim's huge stock of amazing experiences.

The games we normally call open worlds - the locked off cities and level-restricted grinding grounds - don't compare to this. While everyone else is faffing around with how to control and restrict the player, Bethesda just put a fucking country in a box. It's the best open world game I've ever played, the most liberating RPG I've ever played, and one of my favourite places in this or any other world.

In case I'm not getting it across, this is a thumbs-up.

The Binding of Isaac
Gosh it's Gish
The Humble Voxatron Debut deal has expanded again. There's four days to go until time runs out, but if you decide to pick up the voxelly indie blaster, you'll now also get a copy of squishy platformer, Gish.

It's worth remembering that if you pay more than the average donation, which currently sits at $5.18, you'll get bonus copies of The Binding of Isaac and robotic puzzle platformer, Blocks that Matter. As with all the Humble Bundle deals, you can pay what you want, and choose how much of your donation goes to the developers, Child's Play and the Electronic Frontier Foundation.

At this moment, The Humble Voxatron Bundle has received $757,593.38 in payments, with 146,195 purchases. It may well clear ONE MILLION DOLLARS before it expires in ... four days, ten hours and 38 minutes (and counting). Head to the Humble Bundle site to get in on the deal.
Star Trek Online
Star Trek Online
Star Trek Online will be go free to play in the new year on January 17. Massively mention that Cryptic are planning to move the current test build to live servers in the first week of December in preparation for the full switch over, and they're starting the monthly in-game currency wage early for gold members.

In the free to play version of Star Trek Online, subscribers will get 400 Cryptic points a month. Even though STO will go free to play in January, subscribers will get some bonus credit in December. "We are starting the Gold member stipend early as a way to thank our loyal customers during this transition period prior to the launch of Free-to-Play," say Cryptic on the Path to F2P blog.

The move to free to play will divide Star Trek Online's player base into two tiers. There's free players, who will have access to every level and zone, but don't get the Foundry mission creation tools. If you become a gold member, you'll get extra inventory slots and unlimited access to in-game chat and mail. For a full run down of how free accounts will differ from paid ones in Star Trek Online, plug yourself into the Free to Play Features Matrix.
PC Gamer
Diablo 3 player thumbnail
Diablo 3's auction house is a contentious subject. It'll let players trade in-game loot for real-life cash. Blizzard will take a set fee for each transaction. It's being described in very different ways to players and to investors. To players and the specialist press, Blizzard have repeatedly emphasised that the real-money auction house is meant to protect gamers from shady gold sellers. To investors, Activision-Blizzard are talking up the profit potential.

We spoke to Diablo 3's Jay Wilson about Blizzard's motivation for the feature in August. At the time, it seemed that making a profit from the auction house wasn't high on the game designer's priority list: “We expect it’ll break even. We talked about this as a service we wanted to provide players and not primarily as a financial model. We don’t know if it will make us money," he said.

"It would be nice if it did, but as long as we don’t lose money; that’s really what we care about: that we provide the players with a great experience that doesn’t put us out of business," he continued.

That was three months ago. The auction house came up at Activision Blizzard's recent Q3 2011 Earnings Call multiple times, mostly when people were talking about profit margins and business models. It seems that the auction house could end up turning a profit, accidentally or not. And in corporate land, Activision Blizzard's CFO Thomas Tippl, is enthusiastic about the item-trading system's potential for generating cash.



Speaking about the World of Warcraft annual pass (which comes with a free copy of Diablo 3), CFO of Activision Blizzard, Thomas Tippl said: "The larger the Diablo community is, and the larger the marketplace around Diablo’s real money auction house is, the greater the opportunity to also generate income and have a long tail behind Diablo."

"The general acceptance of gamers for a different type of business model has increased substantially over time. We’re really looking for upper benchmarks outside of currently relevant microtransaction-based games so those trends have been very encouraging," continued Tippl. But for us, we’ll have to see what happens when we get into the marketplace. If we didn’t think there was a significant opportunity, we wouldn’t be doing it."

That directly contradicts what Blizzard have been telling us. Back in April, we asked the Blizzard designer whether he would still launch a real-money auction house if Blizzard couldn't earn cash from each sale. "Absolutely," he responded. Thomas' emphasis on the Auction House's margins seems contradictory to Jay's take.

At least Blizzard co-founder, Mike Morhaime, got the final word at the Investor's Call. And reassuring words they were, placing the emphasis back on the game experience instead of cold, hard cash.

"Let me add to that. If you look at Diablo 2, and even Diablo 1 player bahaviors, there was a need to trade items between players. We found that a lot of our players were trading items on third party sites. The main reason we’re doing is to provide them with a safe and secure environment which we think it going to make for a better game."
Assassin's Creed™: Director's Cut Edition


 
"There comes a time in every man's life when revenge is not enough" grunts the Assassin's Creed Revelations launch trailer. That time came for me yesterday when my housemate ate the last cupcake, for Ezio, that time will come on November 29 when Assassin's Creed Revelations hits PC in the US, and on December 2 for those in Europe. No series does hitting men in the back of the head with maces better, and the third entry in the Assassin's Creed 2 trilogy should hopefully answer some big questions. Will Ezio get the answers he seeks? how does his fate tie in with Altair's? Will Desmond get a personality? If we don't find out this time round, there's always next year's entry.
The Elder Scrolls V: Skyrim
The Elder Scrolls V Skyrim - Orc trouble
Tom Francis has returned from the Skyrim review dungeon glowing with consumed dragon souls. "DO VA KHIN! (hello)" he shouted, taking out Tony's desk with a wave of magical energy. "RO SHA VAN! (my review of The Elder Scrolls V: Skyrim is complete)" he added, blasting Hatfield clear across the room. "RAM BO FIRE! (It will go live on PCGamer.com at 1pm)," he continued, immolating Tim's keyboard and setting fire to my best typing hand.

After some wrestling, we managed to confine him safely to his desk. He's been ordered to drink coffee and listen to calming music while we put his words into our system. Read them all at one o'clock this afternoon.
PC Gamer
DCUO F2P
You thought you knew the score. You thought you had a pitch-perfect plan for precisely how this was going to go down. "I'll play for free, get bored, and move on. Nice and simple. No muss, no fuss," you explained to nobody in particular. And then: whammo! Your lunch money's gone. Now you're residing in a cardboard box and competing with large wildcats (or your local large wildcat equivalent) for sustenance.

But on the bright side, free-to-play MMOs had a fantastic year.



So said a report from market analysis firm NewZoo (via Gamasutra). Specifically, US gamers have hopped aboard the free-to-play MMO bandwagon to the tune of $1.2 billion - up 24 percent from 2010. Free-to-play now accounts for 47 percent of all MMO spending in the US, and it's pretty easy to see why. 2011 - with a couple exceptions - has been one giant F2P success story. Most recently, DC Universe added that particular superpower to its repertoire, and now it's very nearly drowning in demand.

In other countries F2P's wolfing down an even bigger slice of the pie, with Europe rocketing to 53 percent, Asia to 51, and emerging countries climbing highest of all at 59 percent. That said, if your MMO's looking a bit green around the gills from the lack of green around its wallet, don't expect F2P to magically make it good as new.

"Recent news about Lego Universe and several titles from Gameforge underscore that it is not enough to call a game 'free-to-play' and expect to generate revenue," said analysis and consulting firm iQu. "Simply put, publishers must use social and mobile platforms to communicate with gamers, because that is where they socialize and how they stay connected, thanks to the rise of smartphones and tablets."

Regardless, it looks like free-to-play is here to stay - at least, so long as these numbers hold up and other numbers, er, don't. Which is, of course, a blessing and a curse. On the one hand, who doesn't like free things? But on the other, I heard those wildcats stole your girlfriend. So, um, sorry about that.
PC Gamer
Battlefield-3-fully-automatic1
So, Battlefield 3's been out for, what, seven seconds now? OK, it's old news. Time to start gearing up for the sequel - which does, in fact, exist. So said EA president Frank Gibeau during a keynote at the University of Southern California (via Industry Gamers):

"There is going to be a Battlefield 4."

That's that, then. This is Captain Obvious, signing off.
PC Gamer
A Game of Thrones - Baratheon
Remember the opening of A Game of Thrones? That spooky forest, that lone patrol from the Wall, the creeping sense of dread as they approached a camp full of mysteriously dead bandits? I loved it. All I could think was, "This would make a great Facebook game."

OK, we're not just getting a social Game of Thrones, but it is one of three upcoming licensed games for George RR Martin's fantasy series. Eurogamer spotted a USA Today story about the various forms that AGOT-games will take, in which we learn that Cyanide is making an RPG "based on an original story by Martin." Bigpoint (Battlestar Galactica Online) is developing a F2P MMORPG. And finally, the social game.

If you've played A Game of Thrones: Genesis, Cyanide's last Martin-related game, or Bigpoint's Battlestar Galactica, you've probably already tempered your enthusiasm. And somehow I suspect a social game will not be the best use of the license. But like Ned Stark, I can be surprised.
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