PC Gamer
Game of Thrones MMO
The publishers of Battlestar Galactica Online have teamed up with HBO to create a browser-based Game of Thrones MMO. It's built in the Unity Engine by ArtPlant, the same team behind Battlestar Galactica Online's 3D space battles. It's due to tie in with the Game of Thrones TV show, the second series of which is set to kick off in April.

Details are scarce at the moment. There's a Game of Thrones MMO website bearing the insignias of the three central warring factions, Lannister, Stark and Baratheon. You can sign up there to receive more information as it's announced. It'll be shown privately at GDC next week as well, but until then the screenshot above is all we have to go on.

It's worth mentioning that this Game of Thrones MMO is entirely unconnected to the Game of Thrones, RTS, A Game of Thrones: Genesis, or upcoming Game of Thrones RPG from Cyanide. If only there was a way to send Cyanide and Bigpoint to King's Landing to play a game of thrones for the right to develop Game of Thrones. Hopefully the MMO can capture some of A Song and Ice and Fire's delicious sense of political intrigue. We'll know more in a week or two.
PC Gamer
cs_head
Every week, Richard Cobbett rolls the dice to bring you an obscure slice of gaming history, from lost gems to weapons grade atrocities. But not this time. This time... it's time to go behind the scenes.

Ever since I started writing Crapshoot back in 2010, people have wanted to know why. Why spend so much time playing often awful games? Why dig up something that nobody cared about even when it was released, and often for very good reason? The answer is simple: I get paid to uh... I mean, because it's not just the best games that deserve to be remembered. Something bad might still stand out for its unrealised ambition and cool ideas. Something mediocre can still have one big exciting feature that deserves credit. Decades later, something that once seemed great can suddenly be very silly.

Put simply, Crapshoots aren't about bad games. They're about interesting ones. What makes them interesting enough to bring back into the light? That's what we find out every Saturday...





In fairness though, that's not quite how it started. When we originally came up with the idea to do this column, it was going to be in the UK magazine as a monthly feature, about 400 words long, and focusing specifically on the worst games ever. It seemed like a fun idea, and one with no shortage of potential victims... but the more I thought about it, the less enthusiastic I felt. As fun as a comedy hatchet-job can be, especially when done by someone like The Angry Video Game Nerd, Doug Walker and Spoony, most of the time they end up being unfair for the sake of yuks. Everything has to be the worst game ever; an eye-gouging obscenity against humanity itself that must be smashed up with hammers. Worse, half the time the complaints people make are snap-judgements, things they'd have known better about if they'd read the manual, or just not that big a deal compared to other games that were out at the time. That last one doesn't necessarily excuse problems, but nor does it make Game X the Worst Whatever Ever.

(Oh, and anyone who starts any kind of old game review with some variant of "I really wish I didn't have to do this..." needs a slap. You don't. Quit whining. Play something else if you want to.)

I wasn't in the mood to add to that, at least without cause. Who cares if some platform game from 1991 had bad jumping controls? It's not like anyone's accidentally going to spend £35 on it any more, and it's very rare for a game to still be as offensively bad ten years later as something like, say, Leisure Suit Larry: Box Office Bust was on release. Though I suspect that one will indeed manage it.

http://youtu.be/-4XFW4nnuEQ

By the time we'd decided to make Crap Shoot (as it was then) a web thing, I'd already decided to go in a different direction - to push away stuff like Trespasser and Gotcha Babes X-Treme in favour of lost games that were simply cool to know existed. Traffic Department 2192 came instantly to mind for its awesomely horrible main character - Velasquez, the most toxic heroine in PC history. After that came Darkened Skye - a rubbish platformer, made fun by the war being fought between the designers and their instructions to make a game promoting Skittles sweets. Since then, there's been the good, like Callahan's Crosstime Saloon and Zork: Grand Inquisitor, the bad, as splurted out by Man Enough and Les Manley, and the just plain bizarre, from Harvester to The You Testament. Shudder.



Only playing the big, polished games in your favourite genre is a sad waste of what gaming can do. It's often the smaller games - not necessarily indie - that come up with the best ideas and the most interesting settings, thanks to their creators having more creative freedom to make the game they want. There's also plenty of fun to be had in many games that you'd never usually dream of playing, and even the bad ones can be enjoyable in the same way as kicking back with a really awful b-movie.

("Erotic" games for example usually fail miserably at being sexy... but they can still be hilariously funny. Just look at Lula 3D - one of the most surreal road-trip games ever made. Or Bikini Karate Babes, which actually manages to come across as less sleazy than the average 'serious' beat-em-up by being played purely for laughs. Occasionally, one of them will even be decent in its own right. Playboy: The Mansion for instance was a perfectly respectable strategy game, albeit an embarrassing one to own.)

The problem with going back to old games is that they really, really don't age well. Even the good ones can be painful to play - bad interfaces, the horrors of early 3D titles, the pacing, the reward, and even basic rules that the industry has grown out of. Classic adventure games for instance saw no problem with letting you get into an unwinnable situation by not having picked up a pixel-sized pencil, while a classic RPG designed with the idea that it's fun to map out entire fantasy worlds on graph paper is a tough pill to swallow after years of automaps and objective icons. The saddest thing though is to find out a flaw you never even noticed at the time. Take Realms of the Haunting, a game I'm very fond of, but which is definitely harder to get into when you realise the enemy AI is so bad, the demons you're fighting can't actually get through doors. That plus magic recharging weapons does somewhat dull the horror.



The quirkier something is though, the easier it is to forgive mechanical faults and enjoy it for what it is. It might be a specific gimmick, like Life and Death's medical simulation, or It Came From The Desert's take on interactive movies. It might be that you're too busy going "What the hell?" to even notice, like when Hopkins FBI breaks off its gory adult detective game to have the main character go to Purgatory, escape by stealing a woman's clothes, dressing in drag, and chatting up a male angel.

http://youtu.be/Hzp3AtyqB9M

Sometimes, fun comes from the strangest places. The Doom novels for instance are obviously the worst idea ever - there are four of the things, and the entire series is wrapped up by the end of the second. The sheer craziness of them though makes for an amazing read, with the authors quickly giving up on trying to maintain a dark mood in favour of ripping the piss out of the game. You know the demons? Well, they're not demons in the novels. They're an alien race called Fred, and the entire invasion is just a footnote in something the books themselves describe as "The Galaxy's Most Stupidest War".

On the other side of the spectrum entirely, there's Wing Commander Academy. A Saturday morning cartoon based on Wing Commander? Before watching it, I was sure it was going to suck. Instead, it turned out to be one of the best surprises since I started writing Crap Shoot. Since then, it's been picked up for a DVD release that's due out in the US next month. Definitely worth checking out.



What makes for a good Crapshoot game? There's no specific criteria. I like to find games that people haven't heard of, from Bert Higgins: The Man From HELL to The BlobJob and the awesomely named Tongue of the Fatman, but it's always amusing to see how many other folks actually remember them. They have to offer more than simple obscurity though, and there are many that have been sidelined over the years simply because they didn't offer any real hook.

Most of the time, simple arcade games are out for the same reason - there's just not much to say about them. There are exceptions, like with Mega Man and Dalek Attack, but usually relating to something wider than the game itself - a franchise, or one feature that nobody else has done before. Like Wrecked, the crazy anti-drugs edutainment platformer that used real-world drugs as power-ups. Yes, really.



Flicking through the archives, you can probably tell that my favourites games are the ones that tell interesting stories - especially the ones that take something that sounds fairly run of the mill and then go absolutely crazy. Leisure Suit Larry 2 for instance. The first game was about him trying to lose his virginity in a sleazy gambling town. This one was about being chased round the world by the KGB, and ended with fighting a supervillain in his evil volcano lair. And in other bits, it got even sillier!

http://www.youtube.com/watch?v=uTMqM2TJqvc

Long-form write-ups started back with Leather Goddesses of Phobos because it seemed like a good idea and I've always reading sites like Agony Booth and Jabootu for movies. I don't always have the time to do them for games, but they're often fun to do - especially when taking it over the top in write-ups like The Princess Bride or The Unicorn Killer. Definitely won't be doing another Les Miserables in a hurry though. Top writing tip: Never be amused by a tricky idea at 11AM if you plan to get any sleep.



What's coming up in the next few weeks? Oooh, lots of great stuff - some good, some bad, some just plain weird. I'm always open to suggestions though - either in comments, by mail, or Twitter. I certainly haven't played every obscure game out there, and a pointer or reminder of something cool never goes amiss. There's at least one reader-suggested game-related movie on the list at the moment which I've been putting off watching, and several previous subjects have been chosen as a result of just chatting about them. Maniac Mansion for instance, and the mandatory capitals of NITRO FAMILY!

http://www.youtube.com/watch?feature=player_embedded&v=mL6f-9jveUI

There are currently 75 Crapshoots to read, enjoy, and say tl;dr about. Browse them all here, and with the 'Crap Shoot' tag at the end of each article. As long as people keep reading them. And remember - if you enjoy one, we're always grateful when you hit the Facebook Like, Tweet or Google +1 button to share the love. The bigger those numbers get, the sexier your armpits will smell. (We call it the "Links Effect.")

See you on Saturday for the next one, around 10AM GMT or whenever you get out of bed. Will it be good, bad or just plain weird? You'll have to wait and see... mostly because I haven't decided yet.

But it probably won't be this, one of the first PC games I ever played. This one speaks for itself.

http://youtu.be/wmVmNYcpeOo
PC Gamer



The very first thing I did in Minecraft, once I'd had a quick look around, was to build a tower as tall a possible so I could survey my surroundings and then jump off. I suspect I'm not alone. Patch 1.2 will let us build structures twice as tall before hitting the invisible ceiling of the world, which is good news for Minecraft mega builders.

For adventurers, the latest patch has plenty to get stuck into. The new jungle biome is home to wild ocelots who can be tamed and turned into cats, and tamed wolves can no have puppies, making Minecraft about 12% more adorable. If you want more NPC pets, Iron Golems can be crafted to protect villagers. They're pretty fierce when angered, but have a softer side. According to the Minecraft wiki, "Iron Golems are able to hold roses and give them to Villagers, symbolizing the friendly relationship between the Villagers and Iron Golems." Bless their cold, metal hearts.

The patch has improved enemy AI and has added some brand new blocks as well. Read on for the latest list of changes from the Mojang site.


New jungle biome
Added ocelots
Added cats
Added iron golems
New AI for mobs
Tame wolves can have puppies
Villagers will have children if there is room in their village
New map height limit (256 instead of 128)
New items and blocks
Doors have been updated so that double-doors work better with redstone
Added rare drops for mobs
Many other minor tweaks and fixes

 
BioShock™



Put that Little Sister down, get those bees back in your arm and ready your skyhook, one of this year's most exciting games now has a release date. 2K say that Bioshock Infinite be out on October 16 in the US, and October 19 in Europe. We'll leave Rapture's damp, mouldy dungeons and take to the skies in the flying city of Colombia. Infinite will be brighter and less lonely than the original, but just as dangerous. As Pinkerton agent, Booker DeWitt, you'll be trying to protect your companion, Elizabeth, from the Songbird, an enormous evil robot crow. He's scary. Find out why in the E3 2011 trailer above.

Irrational recently revealed 1999 mode, an advanced difficulty mode that will offer scarcer resources and more meaningful levelling choices. That's just one of the reasons Bioshock Infinite is one of our games of 2012. We'll get to see if it can live up to the hype in October, which feels very, very far away right now.
PC Gamer
Kingdoms of Amalur Reckoning DLC
If you've already chopped and smashed your way through Amalur's lengthy campaign and have an urge to hit yet more monsters with those massive hammers, The Legend of Dead Kel DLC will add a new continent that will expand Amalur's landmass by 15%, a portion of which will belong to you. The DLC includes a large, personal estate called Gravehal Keep, a large fort that will also house a team of personal retainers with their own "back stories, side quests, perks and quirks."

The keep will serve as a good place to rest as you explore the new lands of Gallows End. There will be new monsters to kill and 18 new weapons with which to make them dead. The DLC will include eight armour sets and shields, too. It's out in just a few weeks, on March 20.





































PC Gamer
windows 8 out
Want to know what your games are going to look like in Windows 8? You can find out first hand if you like - Microsoft has put the 'Consumer Preview' version of its operating system up for download, and you can grab your copy here. Cost to you? Just bandwidth and patience my friends.

The Consumer Preview is what was known in old money as the beta. It's a fairly finished version which won't change hugely between now and the final launch, other than bug fixing and last minute tweaks that arise out of testee feedback. The beta is free of charge to use, should install on just about any PC or laptop, and will work at least until the release candidate is out. The exact expiry date hasn't been confirmed yet.

Apparently there are over 100,000 changes that have been made to the code since the Developer Preview last year. You can upgrade an existing PC using the setup tool on the Consumer Preview site, but remember that downgrading back to Windows 7 later on could be tricky if not impossible. It's probably not a great idea to use this on your main PC as the sole operating system (rather than dual boot) yet. At least back up your files before you overwrite your hard drive won't you?

You're probably aware that Windows 8 introduces some big changes to the desktop - and it's clear now that they're going to be unavoidable. The traditional Windows look and feel still exists, but it's treated as another app rather than a separate environment. The way you control your PC is changing completely and it doesn't look like there's a safety net after all: there's no more Start menu and task bar, it's all apps, gestures and moving the mouse to the corner of the screen to start switching.

Move your mouse to the bottom left of the screen, for example, and you'll bring up the big Metro overlay with icons for all your apps. Move it to the bottom right and you'll get the 'Charms' menu - a sidebar you can share content, run searches and reply to messages and other notifications.
Faster bigger better more
One thing that does look interesting is the new memory management system which pauses background processes, just like iOS and Android. That seems useful for getting back into a running game after you've noodled off to do something else. And Windows 8 is very good at task switching. It's ludicrously fast all round, by the feel of it so far. The superfast boot claims, for example, seem so far to be true.

And speaking of games, apparently there's a non-specific but good financial incentive for indie devs to use Windows over iOS or Android, as Microsoft says it gives them a larger share of any takings made in the Windows Store. Hopefully that means we'll see something more creative than just more Angry Birds clones on the PC.

All of the preview apps in the Store, by the way, will be free to use for the duration of the beta.

It looks like it'll take some getting used to - speaking personally, many of the changes look a lot like what happened with Gnome 3 and Unity on the Linux desktop. There's a big debate in UI design at the moment around whether Windows are generally a bad thing - does a 'one app at a time' approach make you more productive.

In other words, if you can't see your email or Twitter feed, it can't distract you. That's a bit how I'm thinking of Metro on the desktop at the moment.

Mercifully, it means it doesn't really interfere with full screen games at all. But the changes to Gnome left me cold - I can't speak for other trades, but most people who write for a living tend to have multiple windows open displaying lots of information that we're referencing at any one time. When we need to focus, we can use a full screen text editor - but we don't need or want that control taken out of our hands.

But I digress. I quite like the fact there's no permanent task bar, for example - it's a waste of screen space even on my giant 30 inch monitor, to be frank.

I'm downloading the ISO file now so I can report back with more of a hands on this afternoon. Check back then.
PC Gamer
Risen 2 - muskets at dawn
I found myself falling into the trap of thinking that Risen 2 was much gloomier than it actually is. First, there was that tag line,"Dark Waters," then there was the grimy back-street brawling of the Risen 2 debut trailer. In fact, Risen 2 may be one of the sunniest RPGs around. It's set among a series of Southern archipelagos run by pirates and brigands. The choppy waters between landmasses hide dozens of roaming sea monsters preying on ships and assaulting ports. A pirate RPG, with guns, and kraken? That'll do very nicely indeed.

Risen 2 is due out in the US on April 24 and Europe on April 27. Check out the Risen 2 site for more info, and get the latest screenshots below, featuring jungles, a really cheerful spider fighting an alligator, and lots of guns. Click to see them full size.











Assassin's Creed™: Director's Cut Edition
Assassin's Creed 3 teaser
A poster sent to Kotaku suggests that the next Assassin's Creed will be set during the American Revolution. The image shows an assassin in the classic peaked hood of the brotherhood of assassins posing with a pistol and an axe in front of the early continental flag, pegging the setting for 18 century US. Game Informer also briefly published a banner image showing the same assassin posing with George Washington. It's since been pulled, but not before a NeoGaf user grabbed a screenshot.

Ubisoft are warming up for a big reveal as well. A post on the Assassin's Creed Facebook page says that "a major announcement from Assassin’s Creed is only days away." They recommend keeping an eye on the official Assassin's Creed site for details. GDC is set to start within the week, that seems as good a time as any for Ubisoft to blow the lid on the sequel. You'll find the poster sent to Kotaku below, note the interesting Native American vibe.

PC Gamer



This is our first look at The Banner Saga, a Viking adventure from an ex-Bioware indie team, Stoic. We got a few glimpses of that hand drawn artwork when the Banner Saga site went live recently, but it looks even better in motion. The turn based combat in particular looks livelier for that hand-drawn touch. Lovely stuff.

Stoic say that The Banner Saga will be made up of a series of mini-adventures. Expect lots of Vikings talking, Vikings walking and Vikings hitting knights with massive longswords. Have a look at the screenshots below for more Viking art, and a really, really big banner.









PC Gamer
MarineKing early in the finals against DRG. Photo from TeamLiquid.net - Rich
Last weekend, I spent a few hours watching the MLG Winter Arena on the MLG's pay-per-view streams and I have to say, as someone who has always been a bit leery of eSports and does not particularly care for StarCraft 2, it was an incredibly good time. Not just as a StarCraft or gaming experience, but as a sports event. Old news to a lot of competitive gaming fans, but a pleasant surprise for someone just getting into eSports.

Part of that was due to the high quality of the MLG's production and the way it ran the streams. With five streams and about a half-dozen casters, there was almost always something to watch and most of it was pretty good. I ran into the odd bit of lag (some of it very poorly timed), and occasionally the casters lapsed into the same kind of banalities with which fans of any sport are familiar, but those were the exceptions to an otherwise stand-out presentation.

I was particularly grateful for the casting team, especially Artosis and DjWHEAT, who managed to make a fast-paced and complicated game very accessible to a novice like me. I was worried that by going PPV, the production team would simply focus on the hardest of the hardcore. I was relieved that wasn't the case.

I know the move to PPV was a controversial one, and I can easily understand why people might take issue with that. But by Saturday night, I don't imagine there were many viewers who felt they had mis-spent their $20.

The MLG has since announced two more PPV Arena events in the Spring season, and I asked MLG Senior VP of Operations Adam Apicella whether PPV is now the future of the MLG.

"Yes and no. I don’t think a 100 percent PPV approach is the answer," Apicella said. "However, I do think a blend of open broadcasts mixed with some high quality PPV activity is something we will look to explore, an approach that resembles the UFC model. Continuing to grow the audience is still a major focus at MLG and with our freemium Championship Events, we hope to do just that. Fans will have the opportunity to watch both free and paid streams of the Winter Championship at the end of March."

NaNiwa's Mobile Maginot Line

The replays won't be available for a few more days, but I have to tell you about a couple amazing moments from the tournament. They don't require any deep appreciation for StarCraft or its strategies, they were self-evidently feats of skill and ingenuity. Maybe when you hear about them, you'll understand why I'm going to be paying a lot more attention to competitive gaming moving forward, and can't wait for the MLG's Winter Championship in Columbus next month. Beware, match spoilers abound.

The first moment that brought me to my feet came during the Leenock - Naniwa match on Saturday night. Leenock (Lee Dong Nyung) is a Korean Zerg player, and he'd put NaNiwa (Johan Lucchesi, from Sweden) on his back-foot in the first game. NaNiwa used what the casters calling the match said was a total cheese tactic: he had a drone go to NaNiwa's natural expansion and start building a Zerg Hatchery, cutting off NaNiwa'a access to the site. Every time Naniwa nearly succeeded in killing off the hatchery with his Protoss probes, Leenock would simply cancel the construction, recover the resources, and move the drone a few spaces over and start building another hatchery. It completely sabotaged NaNiwa's opening, and he had to concede.



The second game got off to a similarly rocky start for the Swedish Protoss player. He got behind early and found himself holding Leenock's Zerg at bay with nothing but a swarm of Stalkers and Sentries. These were cheap, low-tech units, but Naniwa could not stop building them because he could not spare the resource necessary to improve his technology and build better units. Finally, with the game fast approaching a tipping point, Naniwa took his force from the center of the map and started probing Leenock's bases. He sent a force to one of the expansions, and used the Blink ability to warm them onto the plateau so they could start raiding the drones collecting resources. Leenock immediately attacked the raiders, but just as his Zerg got there, NaNiwa used the Sentries to create a wall of Force Fields between his ranged Stalkers and Leenock's army.

But with NaNiwa's force split, and half of it trapped on the plateau, Leenock went in for the kill against the other half. Zerg swept like a wave toward Leenock's army...and broke against another wall of Force Fields that formed an enormous crescent around the Protoss troops. The Stalker raiding force Blinked down into the valley to join battle. The Stalkers were deadly by virtue of their sheer numbers, and the Zerg simply could not get in close enough to do serious damage, especially since the Stalkers were free to target and slaughter all Leenock's ranged units. Every time Leenock tried to launch an attack, NaNiwa created another perfect line of Force Fields, so that it was almost like they were fighting from within a moving breastwork. Leenock conceded the match after breaking his army on those walls.

And at that moment, it was like the spell Leenock had put on Naniwa was broken. The final match was also very good, but NaNiwa was much more aggressive and dominant, knowing that Leenock did not have any answer for his Force Field micromanagement. It's worth seeing the end, where he used Force Fields to prevent Zerg from escaping an attack.

MarineKing Takes a Crown

The other highlight isn't so much a single moment, but a series of them. The finals between Koreans DongRaeGu (Park Soo Ho) and MarineKingPrime (Lee Jung Hoon), Zerg and Terran respectively, were an emotional roller coaster and a perfect clash of opposing styles.

MarineKing came into the game needing to win a two-out-of-three series, since he was the champion from the winner's bracket and DRG was coming from the loser's bracket. He won his first match, then imploded as DRG took two in a row and forced the series into a best of 7. MarineKing looked beaten, and DRG looked as dominant as he ever had throughout the weekend.



Worse still, MarineKing had a history of coming up short in final rounds, and the casters were starting to wonder if this was a mental block. However, MarineKing came back to win three in a row. He fixed his struggling bunker rush, saving one failing assault by having the SCV's stop work on a bunker and heal each other faster than the Zerg could destroy them. It was fast-thinking and even faster micro-management. Marines came up to rescue them, they finished the bunker that cut DRG off from his natural expansion, and DRG conceded. In another match, MarineKing sent a small assault force to storm one of DRG's bases, and flew a factory in behind them to block DRG from sending reinforcements. By the time DRG found a way past the factory, the expansion was gone and so were his hopes of victory.

When MarineKing won the tournament in Game 6, he sat at his computer, looking confused as DRG began packing up. He was intent on his screen, like he was getting ready for another match, when the news got through to him that it was over. He'd finally won a major tournament, and done it by coming from behind to beat one of the strongest Zerg players in the world.

Fromage Party

I was surprised, and so were the casters, at how often players resorted to cheese tactics, and how often those tactics worked. I asked Rod Breslau, one of the hosts of the Live on Three eSports podcast and a freelance eSports reporter (check out his reports from the Winter Arena, for GameSpot) if the use of cheese tactics at the Winter Arena was unusual.

Not really, in his view. "You really have to have 'cheese' in your repertoire. Because if you don't have it, your opponent knows what you are going to do already. If you're not able to surprise your opponent with something that they're not expecting early on in the set, you're probably not going to win."

Breslau explained that people can still win by playing standard strategies, but they still have to be prepared to defend against a number of cheese tactics. If they don't have their own brand of cheese, they end up ceding some of the initiative over to players who do employ cheese tactics. Oddly enough, it's Korean players who tend to employ cheese, while non-Koreans ("foreigners" in the Korea-centric vernacular of Starcraft) tend to play things straight. If there was more cheese than usual at the Winter Arena, Breslau pointed out, it is probably because more foreigners like NaNiwa and Huk are embracing it.

"Every GSL champion ever and nearly every foreign champion ever, has had some cheese in their gameplan that they perform in some of the matches," Breslau said.

It will be interesting to see whether these sorts of tactics play an expanded roll at the MLG Winter Championship in Columbus, OH from March 23 - 25. They played an occasionally decisive role at the Winter Arena, but these tactics are only really effective when, like the Spanish Inquisition, nobody expects them.

All photos courtesy of TeamLiquid.net-Rich
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