Eurogamer


Reverge Labs has unveiled Valentine, the latest addition to the roster of 2D fighting game Skullgirls.


Valentine is a ninja and a nurse - as you do - and is nimble. She attacks with medical implements, including a bone saw, defibrillators and... wait for it... corpses. She can also inject her opponents with poison. If they don't faint from the thought, first.


She is the only survivor of the Last Hope, a group of Anti-Skullgirl Lab operatives. Now Valentine serves the Skullgirl. Bwahaha.


PlayStation Network and Xbox Live Arcade fighter Skullgirls is due out in early 2012. It stars an all-girl cast, with art designed by Scott Pilgrim contributing artist Alex Ahad. The soundtrack is the work of Yamane Michiru, who scored Castlevania: Symphony of the Night.

Nov 24, 2011
Eurogamer


We're a fussy bunch, really. Soon after a game's release and public forums become autopsy slabs, full of should have, would have, could have. It's at this point in a game's life cycle, once the hype has blown away and after the controller's been put down, that everyone becomes a game designer; everyone knows how to make a game better.


Project Cars, Shift developer Slightly Mad Studio's latest project, inverts the process. Here, it's those suggestions, that nitpicking and those moments of fan inspiration that are being harvested for a game that's bravely decided to do much of its growing up in public.


It's all quite simple; sign up to WMD, the somewhat unfortunate acronym chosen for Slightly Mad's World of Mass Development platform, and you're granted access to regularly released builds of the game, which you're then free to pick apart in the official forums. That feedback then gets absorbed by Slightly Mad Studios, a simple loop that means that, when the game is eventually released, it'll be as much a product of the community as it is of the studio.


"The whole point of WMD was creating a game where you're listening more to the fans than you are to the publisher," says Slightly Mad's lead designer Andy Tudor - and it's hard not to start wondering how working with EA on the ever-shifting Need for Speed brand may have provided the catalyst for such an open-armed approach to development.


"I don't want to suggest that publishers are evil," Andy continues, "but we'd rather ask the community what cars they want in the game and what tracks they want in the game, and then we know that the game we're making is the one that these people want to buy."


"In normal development you arrange all your design features," explains producer Suzy Wallace, "and then you get to post-alpha and you get some feedback on what real gamers think of your game. By then, you can make tweaks but you can't really change any kind of big design pillars. The whole idea was to get people involved right from the beginning."


For all of its novelty there's a solid logic underpinning Project Cars' unique approach to development, and while it's far from traditional the benefits are clear. "The great thing about having the community involved is all the feedback," says Suzy, "It's like having a focus group all of the time."


It's to be shaped by those who are playing it, then, and there's a stirring spirit of democracy to the whole process - even if it is, understandably, a democracy built around a financial framework. There are tiered memberships available, with bigger investment buying you a bigger voice, but once the finished product releases there'll be bigger rewards too, with proceeds from the final released product to be split 70/30 in the community's favour.


How that finished product makes it to the market remains in-flux. For now, it's set to be a free-to-play PC game, powered by micro-transactions that will, Slightly Mad says, be competitively pitched, undercutting its competitors in what they're calling a supermarket pricing philosophy. There's the intention of having it come to console too, with Xbox 360, PlayStation 3 and Wii U versions currently slated - which suggests a boxed copy when the project nears completion in 2013, an idea that Slightly Mad aren't entirely adverse to.


We've an apocalypse and an Olympics to get through before then, but with builds being distributed on a weekly basis Cars can be played this very second if you so desire. It's light on content but otherwise feels surprisingly complete - though that's perhaps no real shock given that it's built upon the foundations of the technically adept Shift series. "We're using the same engine, but we're adding to it," says Andy, "It's supposed to be modular so there are things like weather, streaming and all that stuff that is being added to this game. We didn't need to start from scratch again."


So what you're getting right now is a handsome racer that's inherited some of the attributes of the Shift games that preceded it. Thankfully for some, it's also jettisoned some of the excesses of those games, and in feel and spirit what's here feels closer to GTR 2, Slightly Mad's more sim-minded predecessor, than its work with EA.


The nervousness of Shift's cars is still there, though it's been toned down to make for what feels like a much more authentic ride, savage enough to punish but smooth enough to really engage with. "There's this illusion that to be a hardcore sim you have to be nearly impossible to drive," says Suzy, a veteran of track days across the country, "I don't think that's necessarily true - otherwise the roads would be a terrifying place. Cars are not that hard to drive on track until you start getting them to the limits."


One of Project Car's big draws is the variety of machinery whose limits it allows you to explore. Licenses are currently being explored, and while there's some already in place - Caterham, Aerial Motors and the Gumpert Apollo are all confirmed, while on the track side Motorsport Visions will be bringing its UK quartet of Brands Hatch, Snetterton, Oulton Park and Cadwell Park - it's the fictional pairings that suggest where the real appeal may lie.


A thinly veiled Lotus 49 offers a thrilling ride around a track that's Watkins Glen in all but name, while elsewhere a take on the Lotus 98T pounds around a Bologna track that mimics Italy's Imola circuit. There are more modern machines too; a Formula B car provides a more contemporary open-wheeled experience, and there are recognizable variations on Audi's DTM tourer and its R18 TDI.


Such diversity is what the career mode's built on, and Slightly Mad's looking to create a single-player mode as compelling as anything seen since Codemasters' excellent Grid. Governed by an in-game calendar, you'll have to manage your career, starting off in karts and choosing whether you progress into tin-tops, single-seaters or off-roaders. "Basically, there are no stars, there's no XP - there's none of the traditional gamey things," assures Andy, "We said the way to do an authentic racing game is to look and do what real racing drivers do."


As it stands it's an impressive racer, but of course the really exciting part is how much more is to come - and, more precisely, how what's to come is in the hands of the game's community. "People have a voice here, and the game's not finished," says Andy, "If they want a feature, tell us and we'll look into doing it." Project Cars could well be one of the best racers of recent years - and whether it is or not is largely down to those that choose to support it.

Nov 24, 2011
Eurogamer


We're a fussy bunch, really. Soon after a game's release and public forums become autopsy slabs, full of should have, would have, could have. It's at this point in a game's life cycle, once the hype has blown away and after the controller's been put down, that everyone becomes a game designer; everyone knows how to make a game better.


Project Cars, Shift developer Slightly Mad Studio's latest project, inverts the process. Here, it's those suggestions, that nitpicking and those moments of fan inspiration that are being harvested for a game that's bravely decided to do much of its growing up in public.


It's all quite simple; sign up to WMD, the somewhat unfortunate acronym chosen for Slightly Mad's World of Mass Development platform, and you're granted access to regularly released builds of the game, which you're then free to pick apart in the official forums. That feedback then gets absorbed by Slightly Mad Studios, a simple loop that means that, when the game is eventually released, it'll be as much a product of the community as it is of the studio.


"The whole point of WMD was creating a game where you're listening more to the fans than you are to the publisher," says Slightly Mad's creative director Andy Tudor - and it's hard not to start wondering how working with EA on the ever-shifting Need for Speed brand may have provided the catalyst for such an open-armed approach to development.


"I don't want to suggest that publishers are evil," Tudor continues, "but we'd rather ask the community what cars they want in the game and what tracks they want in the game, and then we know that the game we're making is the one that these people want to buy."


"In normal development you arrange all your design features," explains producer Suzy Wallace, "and then you get to post-alpha and you get some feedback on what real gamers think of your game. By then, you can make tweaks but you can't really change any kind of big design pillars. The whole idea was to get people involved right from the beginning."


For all of its novelty there's a solid logic underpinning Project Cars' unique approach to development, and while it's far from traditional the benefits are clear. "The great thing about having the community involved is all the feedback," says Wallace, "It's like having a focus group all of the time."


It's to be shaped by those who are playing it, then, and there's a stirring spirit of democracy to the whole process - even if it is, understandably, a democracy built around a financial framework. There are tiered memberships available, with bigger investment buying you a bigger voice, but once the finished product releases there'll be bigger rewards too, with proceeds from the final released product to be split 70/30 in the community's favour.


How that finished product makes it to the market remains in-flux. For now, it's set to be a free-to-play PC game, powered by micro-transactions that will, Slightly Mad says, be competitively pitched, undercutting its competitors in what they're calling a supermarket pricing philosophy. There's the intention of having it come to console too, with Xbox 360, PlayStation 3 and Wii U versions currently slated - which suggests a boxed copy when the project nears completion in 2013, an idea that Slightly Mad isn't entirely averse to.


We've an apocalypse and an Olympics to get through before then, but with builds being distributed on a weekly basis Cars can be played this very second if you so desire. It's light on content but otherwise feels surprisingly complete - though that's perhaps no real shock given that it's built upon the foundations of the technically adept Shift series. "We're using the same engine, but we're adding to it," says Tudor, "It's supposed to be modular so there are things like weather, streaming and all that stuff that is being added to this game. We didn't need to start from scratch again."


So what you're getting right now is a handsome racer that's inherited some of the attributes of the Shift games that preceded it. Thankfully for some, it's also jettisoned some of the excesses of those games, and in feel and spirit what's here feels closer to GTR 2, Slightly Mad's more sim-minded predecessor, than its work with EA.


The nervousness of Shift's cars is still there, though it's been toned down to make for what feels like a much more authentic ride, savage enough to punish but smooth enough to really engage with. "There's this illusion that to be a hardcore sim you have to be nearly impossible to drive," says Wallace, a veteran of track days across the country, "I don't think that's necessarily true - otherwise the roads would be a terrifying place. Cars are not that hard to drive on track until you start getting them to the limits."


One of Project Cars' big draws is the variety of machinery whose limits it allows you to explore. Licenses are currently being explored, and while there's some already in place - Caterham, Aerial Motors and the Gumpert Apollo are all confirmed, while on the track side Motorsport Visions will be bringing its UK quartet of Brands Hatch, Snetterton, Oulton Park and Cadwell Park - it's the fictional pairings that suggest where the real appeal may lie.


A thinly veiled Lotus 49 offers a thrilling ride around a track that's Watkins Glen in all but name, while elsewhere a take on the Lotus 98T pounds around a Bologna track that mimics Italy's Imola circuit. There are more modern machines too; a Formula B car provides a more contemporary open-wheeled experience, and there are recognizable variations on Audi's DTM tourer and its R18 TDI.


Such diversity is what the career mode's built on, and Slightly Mad's looking to create a single-player mode as compelling as anything seen since Codemasters' excellent Grid. Governed by an in-game calendar, you'll have to manage your career, starting off in karts and choosing whether you progress into tin-tops, single-seaters or off-roaders. "Basically, there are no stars, there's no XP - there's none of the traditional gamey things," assures Tudor, "We said the way to do an authentic racing game is to look and do what real racing drivers do."


As it stands it's an impressive racer, but of course the really exciting part is how much more is to come - and, more precisely, how what's to come is in the hands of the game's community. "People have a voice here, and the game's not finished," says Tudor, "If they want a feature, tell us and we'll look into doing it." Project Cars could well be one of the best racers of recent years - and whether it is or not is largely down to those that choose to support it.

Tom Clancy's Ghost Recon®


Somewhere down the line, Ubisoft transformed Ghost Recon: Future Soldier on PC into the free-to-play game Ghost Recon Online.


The publisher told Eurogamer this afternoon that "Ghost Recon: Future Soldier has not been announced on PC", and that "Ghost Recon Online is the PC equivalent".


However, Future Soldier was announced for PC in 2010, albeit partially - specific details were to follow (but never did).


An official forum for Ghost Recon: Future Soldier on PC supplies further evidence that a multi-platform release was once Ubisoft's intention.


Ghost Recon Online senior producer Sebastien Arnoult, to PC Gamer, explained: "When we started Ghost Recon Online we were thinking about Ghost Recon: Future Solider; having something ported in the classical way without any deep development, because we know that 95 per cent of our consumers will pirate the game.


"So we said okay, we have to change our mind.


"We have to adapt, we have to embrace this instead of pushing it away. That's the main reflection behind Ghost Recon Online and the choice we've made to go in this direction."

"To the users that are traditionally playing the game by getting it through Pirate Bay, we said, 'Okay, go ahead guys. This is what you're asking for. We've listened to you."

Sebastien Arnoult, senior producer, Ghost Recon Online


He added: "We are giving away most of the content for free because there's no barrier to entry. To the users that are traditionally playing the game by getting it through Pirate Bay, we said, 'Okay, go ahead guys. This is what you're asking for. We've listened to you - we're giving you this experience. It's easy to download, there's no DRM that will pollute your experience.'"


Ubisoft Singapore is making Ghost Recon Online. The PC game doesn't look dissimilar to Future Soldier on PS3 and 360 but won't, by the looks of things, feature a single-player campaign.


"I don't like to compare PC and Xbox boxed products because they have a model on that platform that is clearly meant to be €60's worth of super-Hollywood content," said Arnoult.


"On PC, we're adapting our model to the demand."


Ghost Recon Online is in closed beta in Germany and France. The closed UK beta test is schedule for the next few months, reported PC Gamer. You can apply for the Ghost Recon Online beta on the game's website.


Ubisoft is a publisher synonymous with problems regarding piracy on PC. The publisher tried to combat piracy with DRM, but ended up alienating legitimate PC game buyers in the process. Those legitimate buyers tussling with restrictive DRM had to wait weeks after console release for their port, too.


The result was angry backlash for Ubisoft. And things seem to have come to a head with downloadable XBLA and PSN game I Am Alive, which isn't being offered on PC at all. Can we presume that Ubisoft has had enough?


"Perhaps it will only take 12 guys three months to port the game to PC, it's not a massive cost but it's still a cost. If only 50,000 people buy the game then it's not worth it," I Am Alive creative director Stanislas Mettra explained this week.

Eurogamer


Offbeat adventure Catherine has had its European release window narrowed to next February, local publisher Deep Silver has revealed.


Both PlayStation 3 and Xbox 360 versions of Catherine will feature a special flip-cover, each side of which features one of the game's rival love interests.


The eye-catching puzzle-platformer has already launched to success elsewhere, with Japanese and US sales of the niche title totalling over 500,000. Developer Atlus previously announced the game was its most successful launch ever.


You play as Vincent, a man who must choose between settling down with Katherine his girlfriend, or chasing the alluring Catherine he finds himself waking up with after a night of partying. The game is punctuated by dream-like puzzle stages, where Vincent is pursued by demonic sheep-like creatures.


John Teti flocked to the US version, where he shepherded in a 9/10 score for Eurogamer's Catherine review:


"Catherine plays its eccentricities against its more down-to-earth side, which makes for a richer comic world than you might get from bizarro fare alone. The upshot is an experience that's both fun and provocative - a nightmare worth staying awake for," read his Catherine review.

Eurogamer


Microsoft plans to launch two very different versions of the next Xbox, according to a Digital Foundry report on GamesIndustry.biz.


The first is described as a "pared down machine" to be released as cheaply as possible. It is likened to a set-top box, and will act as a Kinect-themed gaming portal.


The second is a "more fully-featured machine" with optical drive, hard disk and backwards compatibility. This would be aimed at hardcore gamers and released at a higher price-point.


Kinect, Digital Foundry has heard, will be bundled with both SKUs.


Next-generation talk has ramped up in recent weeks, with Edge reporting that the next Xbox will launch late next year.


Digital Foundry believes this is unlikely, however, suggesting a 2013 launch. The console is rumoured to be set for a reveal at E3 2012.


Edge claimed Ubisoft Montreal is currently developing software using "target boxes" - PCs containing off-the-shelf components provided by Microsoft - and that true dev kits will be available before the end of the year.


The report added that a number of other developers also have the target boxes, including a number of EA studios.

French site Xboxygen reported that Microsoft plans to unveil its next console at the CES show in Las Vegas in January 2012.

Eurogamer


UK PlayStation 3 owners can now download episodes of US TV shows such as Arrested Development, Bones, South Park and 24 from the PlayStation Network Video Store.


Pricing has been set at £2.49 an episode for HD shows, with SD content a pound cheaper.


Totalled up, that means a standard US 22 episode season will cost £54.78.

TheSixthAxis points out that the available content is far from comprehensive however - you can watch seasons one and six of 24 but will have to go elsewhere for the rest. Likewise, you can download the second season of Avengers director Joss Whedon's Dollhouse, but not the first.

Eurogamer


Battlefield 3's infrared/night vision scope and flashlight will be nerfed in a future patch, DICE has confirmed.


Some fans complained after discovering that neither had been altered by the PC patch released on 22nd November.


But DICE community manager Daniel Matros reassured fans that the controversial IRNV and flashlight will be altered - eventually.


"IRNV and flashlight fixes are in a later patch," he said on Twitter. "Didn´t make it into this one. We found these changes to be more necessary than waiting."


Earlier this month Battlefield 3 senior gameplay designer Alan Kertz said DICE will tweak the tactical light attachment - used to blind enemy players.


The brightness of the light will remain untouched, but its range will be reduced. Up close, the light will continue to be as effective as it is, but at a distance it will be less effective.


The Battlefield 3 PC patch notes were released last week.


Console versions of the patch are also due, but are taking longer due to the platforms' certification processes.

Eurogamer


"Dumb fun" is easy to take for granted. There's a natural tendency to assume that any game which favours action over depth is working at this level, but that underestimates just how smart game design has to be in order to successfully work as dumb fun.


Throwing mayhem at the screen isn't enough. It has to be orchestrated, paced and balanced so that while the player feels thrillingly overwhelmed, there's always a method behind the madness, a symphony of slaughter that keeps the game in constant motion.


Croteam, the small indie studio responsible for the Serious Sam games, understands how smart you need to be to play dumb. The Sam series is rightfully feted for its manic gameplay, a juggling act of impossible odds and cathartic excess that rises and falls in pitch at just the right times.


Key to this success is the bestiary of creatures ranged against Sam, our barrel-chested, gravel-voiced hero who saves the world from alien hordes clad only in t-shirt and jeans. They're a bizarre bunch, drawn straight from the surreal arcade playbook. Skeletal horse things shoot ball-and-chains at you. Cyclopean ape-things try to smush you into paste. Decapitated humanoids with bombs for hands run at you, screaming, in suicidal waves, while screeching harpies swoop from above.


Each has a distinct timbre in Croteam's composition, and the developer knows just which instrument to deploy, and when, in order to change the tempo, forcing the player to hastily adapt to each new threat in different ways.


That's why Serious Sam works where so many other throwback FPS games fail. It not only plays the right notes, but plays them in the right order. At its best, Serious Sam 3 is a worthy movement in that symphony, a nostalgic swoon of circle-strafing, weapon-switching, monster-gibbing fun. For anyone tired of brown military shooters with heavy, realistic movements and strict weapon limits, it's incredibly refreshing.


Nostalgia only gets you so far, however. With the sliders all the way to the top, the game looks better than any previous Sam game, though it won't trouble the benchmark titles, for obvious reasons. The Serious Engine is designed for maximum enemy population and high draw distance, but it still struggles with basic things. Scenery snags and clipping are common, both for Sam and his foes, while any movement beyond the traditional horizontal axis tends to throw out glitches and hiccups.


The game has also inherited some of the less favourable aspects of old-school FPS design. Campaign maps too often become repetitive mazes, and with no map or radar you can spend fruitless minutes scampering around empty halls and corridors in search of the way forward. There are even a few keycard doors and some basic lever puzzles, but they're not too taxing.


Single-player balancing throws up problems of its own. Played on Normal difficulty, the game is pretty tough. Not only does Sam's health vanish in hefty chunks, but ammo and armour are in short supply, forcing you to back-pedal away from waves of enemies until you find a doorway bottleneck where you can pick them off without being sideswiped or backstabbed out of the blue.


This is compounded in the early stages of the game, where you're stuck with a pistol, weak shotgun and melee sledgehammer combo for too many encounters. Toss in some poor checkpoints and a limit to how many quicksaves you can use, and progress can become a headbanging trial of patience.


The game boasts of its throwback heritage, harking back to a time when "cover was for amateurs" - but by making its tough-guy hero so fragile and limiting his arsenal so ruthlessly, it often steers you into positions where a bit of cover might not be a bad idea. You want to let rip in true Serious Sam style, mowing down dozens of enemies with a hail of bullets, but the difficulty settings make that impossible.


Ironically, if you want to enjoy the game in the old style you need to knock the difficulty down to Easy or the even-simpler Tourist setting. Here your ammo can be counted in hundreds rather than tens, and Sam is able to withstand enough punishment to make standing battles against the horde feasible. FPS veterans, however, will find the game is far too easy at this level - with recharging health, no less. Visceral thrills with no challenge, or tougher gameplay with limited opportunities for mayhem? There's no balance to strike between the two, and Serious Sam's signature thrills often get lost in the gap.


If you have friends online then these problems tend to evaporate, as Croteam has gone above and beyond in its service to multiplayer. The entire campaign is playable in co-op with up to 16 players, the number of enemies scaling depending on the size of the lobby. You can also play four-player in split-screen, an option that was welcome in previous Sam games but is downright charitable in 2011.


Traditional competitive modes also return, with deathmatches and flag-capturing joined by old Serious favourites such as Beast Hunt (where you earn points by killing monsters, then trade in those points for the chance to kill another player) and My Burden (which increases your score only while you're weighed down by the burden of the title).


The jewel in the crown, however, is the survival mode, where Sam's brand of ultraviolence really comes into its own. Again playable with up to 15 companions, it's perhaps the purest distillation of the "dumb fun" ethos you'll find this side of 1995. It's here that you get to play with the most explosive weaponry straight away, and where the onslaught of the game's rhythm makes the most sense. It's a shame, therefore, that there are only two maps on which to play this mode.


Tweaks and customisations abound elsewhere; it seems that Croteam has taken every possible request an FPS player could have and ensured there's a response in the options menu. Blood can be set to red or German-friendly green, or replaced with hippy flowers or sparkling stars. You can opt to remove the bobbing motion from Sam's gun for the true retro experience, and the multiplayer skins feature not only Sam and other characters, but a cowboy, a pirate and a disco dude with an afro of heroic proportions.


Fun, you see. Dumb fun. And on that basis, Serious Sam 3 is a definite success, its rough edges smoothed out by a charming desire to please. It's just a pity that Croteam has been so devoted to recreating the past that they've neglected to include much that's new.


The weapon set is predictable, relying almost exclusively on tried and trusted favourites with only the Sirian Mutilator leash bringing something new to the table. Enemies are the same, with the most common foes already familiar from the previous games. What new creatures have been added to the mix rarely deviate from the "gruesome monster with weapons for hands" template. Even the locations are second-hand, as the series has done Egyptian ruins before, while the demolished city streets could be drawn from the sort of second-tier military shooter the game sets out to mock.

Eurogamer


Rockstar is fitting Max Payne 3 with familiar shooter mechanics cover, and over-the-shoulder zoom aiming.


"We've introduced a left trigger, over the shoulder aiming feature that most games have, where you can sort of zoom in a bit closer and aim more precisely on your target at the expense of your ability to move around quickly," art director Rob Nelson told GameSpot.


"So we added that, and we've added a cover mechanic, but those are ancillary additions to the core of the game, which is still very much the run and gun."


Max Payne 3, like the Max Paynes before it, also has bullet-time.


"As far as the way bullet-time works now, compared to the way it worked in the old games - and what the greatest addition, enhancement is - it works pretty much the same," Nelson said.


"It's still there for players to use as a tool to slow-down time to give them an advantage over their enemies when things get hectic, which they do all the time. And that is something that we really needed to keep - allowing players to have that control.


"It really, it hasn't changed," he added. "But yet it looks and feels completely different because of the depth at which we've integrated it."


Max Payne 3 also retains shoot-dodge, which refers to Max jumping all over the place trying to avoid bullets. You can even stay grounded after a dive, which enables you to shoot 360 degrees around you.


Helping all of this look realistic is the improved Euphoria engine - the same one used for Grand Theft Auto 4 and Red Dead Redemption. Rockstar has blended physics and animation, so that when Max dives around, he does so appropriately according to his surroundings.


Shooting enemies in Max Payne 3 looks more realistic than in other Rockstar games, too.


"As far as Euphoria, it's basically a set of behaviours that you can tune, and so it's really how much effort you put into that. With Max, we put a lot of effort into the different aspects of Euphoria and how we use it. So there's the hit-reacts for the enemies - we sort of evolved that and made them feel more connected," explained Nelson.


"I think we had a good jump from GTA4 to Red Dead, and you're going to see another good jump from Red Dead to Max, where you want individual shots to react properly, you want people to fall realistically.


"We're always pushing it. Plus we have bullet-cams and things like that."


Max Payne 3 is being made internally at Rockstar. Max Payne 1 and Max Payne 2 were made by Alan Wake developer Remedy Entertainment.

...