PC Gamer

Charr cinematic


In the same tradition as the first Guild Wars, ArenaNet's ensuring that every storyline in GW2 feels suitably unique and grandiose. As you saw in our character creation videos, your customization options aren't limited to visual appearance tweaks—you'll also determine your origin story and personality traits. The choices even affect your introductory cinematic, as you give an account of your past triumphs and present aspirations. In Guild Wars 2, one thing is for certain: this is your story.

The character creation choices (which you can watch in action here) for these heroes are as follows:

Charr: Spangenhelm, Dignity, Iron Legion, Reeva, Loyal Soldier
Norn: Anonymity, Ferocity, Strength, Lost an Heirloom, Wolf
Human: Eagle-eye goggles, Dignity, Nobility, Missed Opportunity, Grenth


Be sure to check back at PCGamer.com for more Guild Wars 2 videos over the coming week.

Norn cinematic


Human cinematic
PC Gamer

Human Character


The feral Charr may not be the most attractive race in Tyria, but they sure do make you look like one tough hombre. Of course the Norn are nothing to shake a stick with their crazy tattoos. Standing next to them on a human character you'll feel safe or incredibly inadequate. Whatever your preference, character creation in Guild Wars 2 has improved dramatically since the our first step in Tyria nearly seven years ago. We grabbed some footage to help spark some ideas on which race will embody your inner hero. Check out the fabulously-funky Human Engineer above, then watch a Charr and Norn take form inside.

Check back at PCGamer.com for more Guild Wars 2 videos over the coming week.

Charr Character


Norn Character

Portal
Keys of a Gamespace header
Writing a regular column about free games has been one of the most transformative jobs I've ever taken. Buried away in the depths of the internet are some remarkable things, and being able to unearth them, then share them with a huge number of like-minded people, is always an absolute pleasure.

It's also changed the way I think about games, changed the way I write about games, and even inspired me to make games. All this from spending one day a week playing mostly amateur creations then scrawling down some words about what I made of them.



I've played some fantastic games while preparing these columns. Nous, a fascinatingly dark abstract shooter that poses as a personality-evaluating AI, was one of the more intriguing ones. It's a game that spins an unnerving story through its only character, who flits worryingly between help and harm. It's immaculately presented, and alternately amusing and sinister. A real gem.



Or how about Wonderputt? It's a crazy golf game among the most delightful freebies I've ever seen. It presents an ever-changing landscape, a world that morphs around you as you progress through its 18 holes, and one of the most fabulously animated things. It only lasts about 15 minutes, but I spent that time with my face fixed into a grin.

For absolutely no pennies, you can experience things unlike anything else in our medium. Take Terry Cavanagh's At a Distance, a co-op game that asks two players to sit on a local network, exploring an abstract maze, making changes to each other's versions of the world as they work to solve its ultimate puzzle. Haunting and abstract, it's a fascinating look at how we can work together within games in new and exciting ways.

The Snowfield, too, is an experimental game. In it, you explore a harrowing wartorn environment, a place where the snow continues to fall and haunting sounds emit from its farer reaches. Soldiers who are still standing walk among the dead bodies, crying. It's not polished, but it's utterly affecting.



And, more recently, Unmanned's split-screen dialogue-choosing and mundane-task-completion contrasted stunningly with the more hard-hitting elements of its storyline. Its central character is often unpleasant - a liar and a cheat and a racist, if you let him be - but the questions it asks you as a player go far beyond those that are a part of the game itself.

Then there's been the bigger games. Portal was free for a while (it's currently just £7). World of Warcraft got a stripped-back free-to-play version. Team Fortress 2 went almost entirely free as it continued to expand, and Bungie's Marathon trilogy turned up without charge. That even the major studios occasionally give us something for nothing is a lovely thing: it might often be a smart business decision, advertising other titles or enticing in new players, but it still presents us with opportunities to try out some truly special releases without stretching our wallets.

Perhaps most importantly to me, I've spent time delving into the Adventure Game Studio community. AGS is a free-to-use game engine that's powered a number of commercial games, such as Time Gentlemen, Please! and Gemini Rue, but it's also the tech behind a huge number of free releases created as projects of passion. Being astonished by the quality of Keys of a Gamespace, Egress and Donna: Avenger of Blood inspired me to make my own game - Masked - in AGS. And I'm currently working on an even bigger project that utilises it.



I've revisited older games and I continue to find new ones. Spelunky is still, I genuinely believe, one of the best games available on PC - a free roguelike platformer with an stupidly ruleset and a fascinating environment to explore and destroy. Digital: A Love Story is an indie adventure set in the late 1980s, and sees your teenage character embark on a touching journey of discovery. And the terrifying but brilliant Dwarf Fortress recently got an enormous update.

This week, Flatland: Fallen Angle turned up with the best name in the world and a minimalist, noir-esque vibe. It's a game in which you play as a triangle on the run in a two-dimensional city. (Its 'Appreciation Version', which functions on a pay-what-you-like model, recently fell foul of PayMate - who cancelled and refunded all orders without notice, deciding only to inform the developers afterwards that they don't work with games because 'teenagers steal their parents' credit cards to buy them'.) Meanwhile, Russian Subway Dogs sees your canine character scurrying around the underground picking up scraps of food, fighting with other dogs, and - most importantly, of course - exploding bottles of vodka.

This is my last free games column for PC Gamer, but those fantastic free games won't stop coming, and I'm sure PC Gamer will continue to write about them.



Recently, I interviewed some developers as part of a feature I was writing. I wanted to find out why, when they are clearly such talented designers, artists and programmers, they persist in giving away their creations and asking for no money in return. Some of them worked full-time in the games industry and made their freebies on the side. For others, it was just a hobby. But one thread ran through every one of their answers: games are awesome, we love making them, and we want as many people as possible to benefit from that.

In what can often be a cynical industry, these developers are quite remarkable people. Long may their fabulous work continue.

Thanks for reading, folks.
PC Gamer
Gamejam thumbnail
Usually, game jams are about pure creativity, albeit with a theme; they’re to challenge developers to think outside of the box. Sadly, as most disabled gamers know, the biggest games companies are usually the ones who are the least creative about accessibility, if they think about it at all. This year’s Global Game Jam, the world’s biggest collaborative development session, changed that up, featuring an accessibility challenge, with aim of raising awareness amongst the development community of the barriers facing disabled gamers - and how straightforward it is to avoid them.

Designer & accessibility consultant Ian Hamilton co-ordinated the UK challenge on behalf of the IGDA and he explained how it’s a deceptively simple problem. “The common misconceptions about game accessibility are that it is difficult, expensive, dilutes the proposition and only benefits a small minority. In reality, 1/5 of the average gaming age population is affected by a disability, and the kind of considerations involved are often simple design decisions that make the game better for everyone, and cost very little time or money if thought about early enough.”

Though AAA companies sometime make one-off accessibility efforts, like Treyarch’s colour-blind mode for Call of Duty: Black Ops, Hamilton emphasises that events like these are needed to raise awareness; “The red/green colourblindness that Treyarch addressed affects 8-10% of males, meaning they were finally able to tell their team-mates from their enemies. Even just a few minutes thinking about each of the four types of disability - motor, visual, hearing and cognitive - at the outset of a project can make a huge difference, as all of the Game Jam games demonstrate very well.”

Here in the UK, designers, developers, sound producers and artists spread across seven locations were given advice and accessibility mentors to help throughout the event, and split themselves into 20 teams to come up with new, accessible designs for games. We caught up with five of the developers and mentors to find out what their top tips for developing for the disabled were.


1. Hearing: Subtitles and visual cues
Lynsey Graham, a designer from Leamington Spa’s Blitz Games Studios, talked us through designing for hearing-impaired players; “Good subtitles and visual cues can make the difference between a fantastic game and an unplayable one for a gamer with hearing impairments. Subtitles should not only feature the dialogue, but also give some indication of context. Is that line of speech coming from a character that’s physically near the player, or across a radio? Who’s talking? Can you see their facial animation to tell whether they’re being sarcastic or sincere?”

Graham also emphasise the need to duplicate the cues for sound effects visually, so those with hearing impairments can keep up; It’s all about providing alternatives to sound. “If you have an audio cue for an event that isn’t accompanied by a visual cue, then those with hearing difficulties are going to miss a key bit of information. Reinforcing important information with both sound and visuals is good practice in general – for all players.” Finally Graham recommends: including character names or portraits in any subtitles, so the player knows who’s supposed to be speaking; subtitling off-screen sounds and events; and including both visual and haptic (that is, force-feedback) cues for game critical events and information. These things are helpful to a great many people, including everyone who plays with sound muted or even just has a noisy house. Subtitles are proven to earn you extra sales.


2. Motor: remappable controls
Barrie Ellis, a technical specialist at disabled gaming charity SpecialEffect, gave us a few tips for helping out gamers with motor control issues, like Gareth Davis, the disability campaigner we interviewed in early 2011. “Offering players a flexible way to reconfigure game controls, and ideally a way to reduce the controls if needed, takes into account those who play in non-standard ways.” says Barrie. “Such people include left handed players and those reliant upon custom controls. Without such a feature, games can be uncomfortable to unplayable.” Remappable controls are simple to include and standard practice for PC games, but currently rare on consoles. Such players also especially benefit from difficulty levels that affect speed or length of time available.




3: Cognitive: flexibility
Jake Manion is the Assistant Creative Director of Aardman Digital, part of Aardman Animations, creators of Wallace and Gromit. He gave us some tips for helping out players with cognitive impairments. Given this covers such a large range of players, the tips in this field are almost be good tips for developing games in general.

“Use ability-sensitive hints and play settings that aren’t simply limited to ‘easy, medium, hard’.” says Manion. “Let the player decide for themselves which aspects make a game too hard or too fast. Allow players to experience your games without fear of failure, if they wish. Configurable games can be enjoyed by a far wider range of abilities, and are usually enriched by the unexpected gameplay that emerges.”



4: Visual: Contrast
Tom “Fanotherpg” Kacmarek, winner of the London challenge, is a solo developer from Poland who works out of Buckinghamshire New University. “A great deal of effort is put into visuals, but they're not always accessible. At the Global Game Jam, we demonstrated how options such as a Fallout 3 style high contrast interface (or even just better contrast by default) can be very easy to implement and help many people - so why not include them?”

Another easily solved issue for people with visual impairments is being able to read text – simply use clear well contrasting fonts and make sure that they’re a decent size. A simple option for whether or not to scale with screen resolution helps.



5: Colour-blindness: Patterns and Palettes
As a colour-blind gamer, I’ve long found that the industry doesn’t think about disability; almost every time I go to a preview event, I have to point out to developers that their colour scheme doesn’t work. Tom Parry, the Lead Artist at Bristol-based Mobile Pie, was part of the winning team at the Bristol jam (you can play their game here: http://globalgamejam.org/2012/super-space-snake-space/play). He isn’t himself colour-blind, but worked along side programmer Daniel Twomey, who is and was able to test the in-game colour schemes.

Parry explains “Catering for colour blind gamers can be easily achieved by implementing a few things: using shapes or patterns to represent colours, creating high contrast between sprites and backgrounds and staying away from red/green, red/black and blue/yellow combinations.”

Colour blindness affects huge numbers of people, caucasian males in particular, meaning that for example red and green both appear to be brown instead. Not thinking about it can make your games unplayable. The most common culprits are use of colour alone to indicate friends/enemies in deathmatch or on a mini-map, to show good/bad racing lines, or to distinguish objects in a puzzle game. Great examples of how to solve it are GTA’s symbol based map, or Peggles’s colour-blind mode which increases contrast and adds symbols.




General Tips
Just as important an issue as the features themselves, and one that Gareth Davis brought up over a year ago, is for developers to include accessibility information on their box and on their website. PC Gamers can’t return opened high street games and especially not downloaded games; letting them know your game is accessible means they won’t waste money on games they can’t play - and that your game can reach as many new players as possible.

It’s notable that the tips the developers gave us are all easy to implement and almost all developers have some awareness of the problems disabled gamers face - they’re just not always sure where to start, or assume (incorrectly) that lots of development time would be needed. Yet, given the extra sales and positive word of mouth in the disabled and wider gaming communities generated by making your game accessible, it seems a madness for a team not to take people’s different needs into consideration.

As Hamilton puts it; “Although many AAA studios such as Splash Damage, Bioware, Valve, Blizzard, Bethesda and Team Bondi are are starting to do some great individual things, supported by the fantastic work of groups such as the charities Special Effect and AbleGamers, we're still lagging far behind other industries such as web or construction. However access to entertainment, culture and socialising is just as important as access to services and buildings, so game accessibility gives us a fantastic opportunity not just to reach new audiences but to make a real difference to people's lives.”

PC Gamer
Time Gate
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, the third part of the Assassin's Creed series was announced to much excitement... but to him, it's all just a little bit of history repeating.

Okay, see if any of this sounds familiar. It's the present day, and American born William Tibbs has just discovered that he's the descendant of a noble Templar knight - a fact he learns when an assassin breaks into his room and tries to kill him with an axe. While he survives, mostly by dumb luck, he's soon captured by his enemies and forced to relive the life of his ancestor circa 1329. His mission? To track down a set of magic weapons forged by the precursors of mankind. His family symbol? A falcon.

Oh, and the cherry on top? There were three Time Gate games planned, though only one was ever released, and the start of this adventure shows when they'd have been set. The first? Templars. The second? Mumble mumble not relevant. But the third? The American War of Independence.

Ubisoft, consider thyselves well and truly busted!





Okay, okay, so I'm simplifying things - a little. Unlike Assassin's Creed for example, William actually does go back in time for his adventures, and everything is built around magic rather than science. The Templars aren't an evil worldwide conspiracy. The transportation is handled by a magical portal hidden in the well of a museum. The focus of the series would have been William's assorted incarnations fighting an eternal battle with an enemy called Wolfram, much like there's always a Blackadder and there's always a Baldrick. And there's no parkour. The exact opposite, really. But we'll get to that.

Revolution might have some explaining to do, mind. Who's William Tibbs? An American law student in Paris caught up in the secret of the Templars? Well break my sword and call me Shirley! There are mitigating circumstances though. First, both games came out in 1996. More importantly though, PC gaming was somewhat obsessed with the Knights Templar at the time, so it's not too surprising.

In case you're not aware, the Knights Templar was a real organisation. They were respected combatants (though only a fraction of their members were actually knights), but their real power came from banking. Sending or carrying money around the world was a dangerous business in the 12th century, especially for those who couldn't afford to travel with a small army to ward off bandits and other threats. Instead, people could pay the Knights for a letter of credit, do the journey, and cash it in at the other end.

With this and other sources of income, what began as an intentionally poor order - their symbol of two knights on horseback symbolises that they couldn't afford one each - soon became staggeringly rich and powerful throughout the world. This brought them into conflict with King Philip the Fair of France, who was already in debt to them and angry at being refused a new loan, and worked with the Pope to crush them into dust. Templar leaders - most famously a man called Jacques du Molay - were dragged before the inquisition and tortured until they admitted everything from homosexuality to worshiping the idol Baphomet to urinating on the cross. None of this has any real evidence backing it up, and even at the time, many were deeply suspicious. It didn't matter though. The Order was toast. Literally.



Why are these chivalrous bankers so embedded in pop culture? There are many apocryphal stories tied to these events, like du Molay cursing both the King and the Pope and having them die within a year (not true, but never mind), but mostly it comes down to money. The Templars were phenomenally rich, which makes people assume they must have stashed away huge fortunes before folding. They've also been connected to many relics and supposed relics, letting them act as a kind of religious McGuffin warehouse. The Holy Grail is the most commonly used, as seen in another game, Azrael's Tear.

Mostly though, they're just convenient, and people have heard their name. They're well enough known to be useful, but with enough grey areas and convoluted bits of history to be worked into any story that needs a bit of conspiracy theory. The standard schtick is that they're still around, powerful, and usually evil - usually trying to enforce their rules or change the world through some weaponised religious artefact. Actual connections to the real order are few and far between, because du Molay probably didn't really pick his teeth with the Lance of Longinus or wipe off sweat with the Shroud of Turin.

In Time Gate? They're all dead by the start, so none of this matters one little bit.

Still, learning is fun, right?



Time Gate was intended to be the successor to Infogrames' staggeringly popular Alone in the Dark series, which started off as a tense, Lovecraftian horror that would set the template for the later Resident Evil games, and then quickly became very silly indeed. In the second game for example, the enemies are zombie pirates and at one point you sneak past a load of them by dressing in a Santa suit. The third game moved the action to the wild west, with undead cowboys, Indian magic, and the main character occasionally transforming into a cougar. Then came The New Nightmare, most notable for adding the elements that Uwe Boll would use for one of his terrible, terrible movies, and the most recent failure to revive the series, Alone In The Dark: No, Not That One, A Crappy New One With No Ending.

http://youtu.be/gGTU7nmNB5E

The real Alone In The Dark - while barely playable now - was a must-play at the time. Unfortunately for Time Gate, what made it memorable was its dark atmosphere, the technical innovation putting 3D polygon characters on gorgeously detailed backgrounds, and genuinely frightening moments. The opening scene was in the attic of a haunted house, unarmed, a couple of minutes before a monster attacks. You had to rush around blocking any entrances before it burst in and gutted you.

This is the kind of opening that demands attention!



Time Gate didn't have anything like the same hook. It was appallingly marketed, right down to being given the nonsensical subtitle "Knight's Chase". The demo then revealed a spectacularly poor start, mostly involving wandering around a museum being bored, and realising that both the engine and stodgy combat had long since lost its charm and now creaked with the force of a sonic boom. Even if you don't mind the constant pixel hunting for items or pixel-perfect movement required to dodge laser grids, a main character who's heard of charisma but decided he doesn't want any of it, or the fact that the villain has no reason whatsoever to not just walk up and punch you... actually, I have no idea. You should be bothered by that. It sucks. If it sounds like your idea of fun, seek help.

Hypothetically speaking though, should you have standards so low that worms use them for limbo practice, the scraps of writing you actually get are beyond terrible. Picture the scene: William, beaten unconscious by mysterious guards and hurled down a well, only to find himself cold and alone in the distant past. He barely gets a second to shiver in the snow before guards are on him - spears thrust in his face. From behind, a red-headed monster who has already broken the laws of time itself to strike him in his bedroom strides up and declares himself an Inquisitor - condemning William to a rotting cell to await an agonising death by fire and possible eternity in hell depending on personal religious belief.

And his first response to all this?



Time Gate's biggest problem though is its plot. It barely has one. The majority of the game is spent simply stumbling around a castle and trying not to be killed by guards, random deathtraps, or your brain dribbling out of your ears at the inane puzzles it forces you to - for want of a better word - solve.

Many are simply 'push the thing' in design, but every now and again something stranger will happen, like William coming across an old Templar knight who starts beating him to death, but refusing to so much as lift a finger to defend himself on the grounds that "He's not right in his mind!" Or later on, facing an executioner coming at you with a giant axe - an enemy defeated not by picking up a mace on the floor and smacking his head until his brain turns into a delicious snack for toothless vultures...

...wait for it...

...but by blowing a horn that just happens to be sitting on a table to...

...I swear I am not making this up...

...transform yourself into a gold-armoured falcon beast with THE POWER OF AN EGYPTIAN GOD!

(You then reach the next stage of the game by flying up the side of the castle, Super Saiyan style. And then, for no particularly good reason, actively give up those powers before going to face your nemesis in his Satan pit. I suppose William decided anything else just wouldn't be fair. Idiot.)

To compensate for the lack of plot throughout the game, Time Gate puts all of it into just two scenes, both right at the start of the game. The first is okay - it's the intro, which starts off in the past with a Wolfram victory that ends up dragging William into the chaos. As for the second... well... skip to 23:00 to see the whole metaplot spoiled before it even starts. Game writers? See this? Don't do this!

http://youtu.be/VSUGz8_uTWU?t=23m00s

The number of actual plot points beyond that can be counted on the fingers of one hand making the 'up yours' sign at this game. What is the secret of the Templars? Well, shockingly for an organisation that was into banking, it's that they have a treasure room with a few chests of gold and jewels in it. It's the kind of haul that would make a person fabulously wealthy, yes, though not exactly National Treasure level loot. What's Wolfram up to? Evil, mostly. He spends most of the game just cackling in a high-pitched voice like a cross between The Joker and Judge Doom. William defeats him not in an epic sword-fight, but by wandering past with little more than a "Yo, 'sup?" and dropping a stone cross on him.

(He does get in a line afterwards, but unfortunately it's "FAREWELL, WOLFRAM! MONK OF THE UNDERWORLD!" I won't say it's the worst one-liner a hero has ever said to his nemesis, but that's only because Little Big Adventure 2 featured the immortal "You suck big time and I'm going to take you out and I don't mean for pizza!" That will never be beaten. Ever. It's just not possible.)

What else is there to say about this one? Not a lot. It was quickly forgotten, and the rest of the games cancelled immediately. It's an amusing glimpse into another world though - one where Assassin's Creed didn't try to make its name with parkour and epic cities, but with adventuring and puzzles. Infogrames wasn't up to the challenge of making it work, but maybe... in the hands of better developers...



On second thoughts, maybe not.

Want to see the whole Time Gate experience for yourself? Check out this Let's Play over on Viddler. (Incidentally, you know a classic game was forgotten when even YouTubers can't be bothered to run through it again...) Alternatively, take a look at this epically short Making Of to see what they thought they were working on. Either way, be glad for William Tibbs, the rare hero last seen in a cliffhanger ending who still gets to walk away with his life, the girl, and the satisfaction of a job well done.

But if the world ever blows up for want of ancient magic weapons, we know who to blame.

Mar 2, 2012
PC Gamer



We're still waiting on the MLG StarCraft 2 Winter Arena videos go become available for free (that happens on Monday), but in the meantime you can check out the highlights from the Leenock - NaNiwa matchup I mentioned earlier this week. There was some stuff I had forgotten, particularly NaNiwa's maneuvering to open a line of attack on one of Leenock's expansions. It's worth watching.

On a related note, the MLG's Sundance DiGiovanni will be in Boston tomorrow to talk about the future of eSports with Evil Geniuses CEO Alex Garfield, noted caster Sean "Day" Plott, and Blizzard President Mike Morhaime. MIT will stream the discussion here ($21 fee for the conference streams), at 1 P.M. Eastern time.

On Twitter, Evan has been hollering about some great Tribes: Ascend this week. Yesterday and Wednesday night, the NASL broadcasted matches between top European and American teams. Dig them up from NASL's YouTube channel; Wednesday's matches are there, Thursday's games should be posted soon. If you have to watch just one, check out game two between ZfZ and Tao of Tribe below.

http://www.youtube.com/watch?v=Cm1YR4lXCmQ

You might also consider watching the final round of The Defense, a DotA 2 tournament sponsored by own3D.tv and Razer. The stream goes live at 12 P.M. Eastern tomorrow. You can watch caster Tobi-Wan's stream here.

Finally, the Intel Extreme Masters World Championship starts Tuesday of next week, and feature championship competition in League of Legends, StarCraft 2, and Counter-Strike 1.6.

If there are other events I've missed that are worth paying attention to, feel free to bring them up in the comments. Also, is there anything in the IEM finals that you're particularly excited to see?

Update: I was just reminded that the ESEA LAN Finals, encompassing, TF2, Counter-Strike 1.6, and Counter-Strike: Source are happening right now and through this weekend. You can find the broadcast schedule here.
PC Gamer
RSG_MP3_187_v2
Max’s employer has his back against a wall. His wife has just been kidnapped and he’s gotta pay up soon. As he gesticulates at his hired muscle, the screen splits into panels and text is plastered across the action in homage to the series’ original graphic novel transitions.



I’m transported to the center of a stadium, where Max and his partner Raul Passos, a colleague from his police academy days, present a duffel bag of cash to the extorters. Is it ever that easy? Laser sights from the bleachers sweep across the field. Snipers opens fire. The men scatter and Max is shot in the arm. I’m in control now—barely—as I hobble into cover with a craving for pills.

The “new” Max has aged quite a bit, but he still takes a bullet like a champ (with a side of narcotics). Still, he’s not the Max Payne we’re used to, and like many others, I was initially put off by his gruffer, beardier replacement. I’m not so sure now. Could the new Max actually be better than the one we know and love?



The previous games told Max’s story through a heightened film noir filter which intentionally made him a brooding impression of a person: a caricature instead of a believable character. Max is human now. He’s not a righteous, renegade cop--he’s a lonely mercenary in an unfamiliar country, and he’s grappling with the drugs, booze, and emotional wounds that got him there. James McCaffrey, who has voiced Payne in each game, is as gritty and clever as ever. When Raul pokes at a dead guy and points out his exceptional gear, Max replies, “I’ll get you one for Christmas.” I chuckle and move on, forgetting I ever had a problem with the direction.

The characters are expressed with motion-captured acting (which Rockstar achieved by recreating levels in sound stages) and complex, cinematic editing which moves the story forward without ever stopping to load or overusing smash cuts from gameplay to scripted events. Control is gently dragged away from the player when the story needs progressing, then given back the instant guns are fired. It’s fun to watch, but I do miss the graphic novel transitions, which are only maintained in spirit. Either way, I’m itching to get to the best part: shooting.



Actually, my favorite part of Max Payne is the moment before I storm a room, when I’m plotting who I’ll take out first, where I’ll take cover, and when I’ll activate the series’ signature slow-mo “bullet time” for the deadly conclusion. It’s like I’m a film director with the power to choreograph and execute absurdly challenging action scenes on the fly.

I wonder if Max Payne 3’s new cover system will disrupt that flow, and as I struggle with it, I start to think I’m right. But as my coordination improves, it becomes a useful addition to my tactical inventory, allowing me to take refuge behind a bar, blind-fire to disrupt the paramilitaries on the other side, then perform a bullet-time leap out of cover to pick off the frazzled troops. Or not. Guns blazing is still a viable option.



Either way, the result is pretty glorious. I’m the conductor of a big gory symphony, and the Euphoria engine’s procedural animations are my musicians. Enemies tumble over railings, Max braces his falls, and every bullet jerks and contorts its victim. OK, so it’s no Tchaikovsky, but it’s damn fun. In what’s now one of my favorite Max Payne moments, I leap over an entire section of bleachers and drop four guys during a slow-mo dive that seems to go on for ages. Then, still lying prone from the fall, I spin around like a deadly breakdancer, blasting at dudes who are probably already dead. And the brutal, beautiful violence just keeps escalating from there.

As in the previous games, killing the last guy in a section treats you to a close-up of his demise. But with Euphoria in control, when you keep shooting during the death cinematic the body responds to every bullet, performing a morbid, slow-motion dance on its way to the ground. Even more entertaining are the melee kills, which kick in automatically at close range. Max clocks the baddy and takes aim with his gun, bullet time activates, and all you have to do to gain satisfaction is pull the trigger.



As my demo of the game (which, to assuage one more fear, is definitely not a console port) comes to a close, Max reminisces about his days in NYC. The stadium falls away and is replaced with a dive bar. My time is up, but I want to go on--Max Payne 3 may be different, but if it keeps up the pace from where I left off, I want to see it all. When I reluctantly hit the “Esc” key, it looks a lot like Max is about to beat the crap out of a spray-tanned, spikey-haired New Jersey gang. Or maybe not, but I can’t wait to see how the, ahem, “Situation” unfolds (sorry).

Addendum: Commenter PatchRowcester asked a very good question--will the game feature quicksave? Rockstar tells me that saving is checkpoint based, so the answer is no. While it's a feature I would have liked, the checkpoints do seem to be plentiful enough to not cause frustration. I hope that's the case.
PC Gamer
diablo3-giveaway
All of the keys have been given out! Thanks again to everyone who participated!

Greetings, PCG visitors! Stay awhile, and listen! We've got a heap of Diablo III beta codes, and we want to give them to you. Whether you're amped to play the crafty Wizard, cold-blooded Demon Hunter, combo-centric Monk, shamanistic Witch Doctor, or the classic Barbarian, this will be your chance to get ahead of the pack.

We'll be giving away the codes en masse on the PC Gamer Facebook and Twitter pages; simply find the post, hit the "Like" button, then click "Reshare." Once we've hit our (super-secret) tallies, we'll throw out another batch of codes like money onto a crowded street. No longer do you need to consider sacrificing a goat to Rakanishu to get Diablo III beta access—this is your chance!
PC Gamer
Flight 03
Taking wing on your PC has traditionally been the bailiwick of Microsoft and its many Flight Simulator variants over the years (as well as an enthusiastic modding community). From Bruce Artwick’s formative early 1980’s releases to 2006’s series-concluding Flight Simulator X, the best way of getting a heavier-than-air craft aloft via Windows has been through flight entertainment products published by the OS’s manufacturer. That tradition continues—after a six-year hiatus—with the release of Microsoft Flight.

This is definitely a bird of a different feather, however, because unlike the title’s many predecessors, Microsoft is releasing Flight as a free-to-play product through its Games for Windows Live service. The initial download includes two planes—a classic Boeing Stearman biplane and the still-in-development Icon A5 amphibious concept aircraft—as well as an intricately modeled version of the big island of Hawaii to hop around in.



Free stuff is great but, for the record, the gravy train ends with this two-plane, one-island Starter Pack. If you want to expand beyond the beaches of the big island you’ll need to buck up $19.99 for the Hawaiian Adventure Pack, which adds the full eight-island Hawaiian chain and a Vans RV-6A two-seater kit plane. Expanding your hangar will also cost. Downloadable content aircraft will initially include the Maule M-7-260C and North American P-51 Mustang at $14.99 each (or $7.99 for an exterior view only “basic” model).

That last option is a dead giveaway. Flying an airplane from an outside view effectively removes you from the simulation experience and plunks you straight into gaming territory, a direction Microsoft is unapologetically heading with Flight. The game does offer some appeal to hardcore simmers—the superb terrain graphics feature some of the best optimization techniques to ever grace a flight sim—but it’s clear MS is rebooting this lucrative franchise for a new demographic… the casual gamer.



“Microsoft Flight is not the next logical extension of the Flight Simulator franchise and its enhancements will make the experience of flight more enjoyable to a wider range of users as well as the long time FlightSim enthusiast,” explains Executive Producer Joshua Howard. “ will have new structured gameplay that will take on a more persistent nature to give users that great sense of accomplishment and to keep them coming back for more.”

Translation: MS hopes to tap into an entirely new audience of virtual pilots with Flight, one that doesn’t own a joystick (or rudder pedals or independent throttles) and is largely disinterested in by-the-book FAA flight procedures. To that end, the game’s development team—about a third of whom were part of the original Ace’s Studio that produced FSX—has created one of the better keyboard and mouse control schemes I’ve ever used, binding aileron, elevator, and rudder responses to appropriate fore, aft, and lateral mouse movements and a convenient mouse wheel throttle. Hardcore sim fans will eschew the gimmick (most have a significant peripheral budget to defend) but, for newbies, this is a significant development that lets them execute three-point landings and basic aerial maneuvers with relative ease.



“Mouseable” planes may help expand the franchise’s user base but the game’s aircraft respond better to a proper flightstick. The Icon and Stearman are simple planes—neither features complex radio equipment for Instrument Flight Rules navigation—but the game’s physics are still realistic enough that nailing a crosswind landing in either machine cries out for independent rudder action. “At a simulation level, Flight features a more sophisticated flight model than the franchise has ever seen,” states Howard. “Real world pilots tell us that Microsoft Flight has captured the airplanes available so far better than they have ever experienced. We did this by continuing to invest in a deep simulation, but then softened it in ways to ease a brand new user into the experience.”

Better yet, the picturesque and impressively detailed Hawaiian scenery doesn’t demand a ton of PC horsepower and I was able to max out all of the beta’s graphic options on my aging dual-core system without any slowdowns or hiccups. This is a game built for aerial sightseeing and, from the historic Waipio Valley cliffs to the crevices of the Hawaii Volcanoes National Park, Microsoft has produced some truly memorable sights. To keep the gaming crowd occupied, they’ve also thrown in a number of treasure hunt-style aerocache challenges and missions and, for those who like company when they fly, a 16-person Games For Windows Live multiplayer component.



Commercial and community-built scenery, aircraft, and add-ons helped push Flight Simulator X (and previous FS chapters) to extraordinary heights but Microsoft Flight will remain a closed shop for the foreseeable future. For a free-to-play game it’s an impressive and approachable piece of work that’s well worth the download for both casual gamers and hardcore simmers. As for whether its in-house, pay-as-you-go aircraft and scenery can keep it in the air, only time will tell.
PC Gamer
Dead End Thrills Syndicate
Today we've seen Hawken's stompy walking tanks take on the first screenshots of Mechwarrior Tactics in a battle to see who can get the most people excited that it's apparently 1995 again. It's 1995 again! I'm off to trademark 'Google'.

Elsewhere in PC gaming news, teenage John Romero writes a letter to Jordan Mechner, a new Dragon Age II patch emerges from the smoke and embers, and Ubisoft take you through the 'Future' bit of Ghost Recon: Future Soldier. All this and more after the jump.


Today's header image is once again courtesy of Dead End Thrills.
Listen to a man explain Ghost Recon: Future Soldier's gadgets and gizmos, which include drones, cloaking devices, and the ability to fall through skylights like Batman.
The February edition of the Unreal Development Kit beta is now available.
GamesIndustry.biz have interviewed Robert Briscoe, the man behind Dear Esther's revamped environments.
A new Dragon Age II patch has fixed Aveline's vibrating head, among other issues.
17-year-old John Romero writes a fan letter to Prince of Persia/Karateka creator Jordan Mechner.
This unofficial GW2 tool lets you play with the game's unique skill-slotting system.
Paradox have announced the Mount & Blade Collection, gathering all of the games in the series into one package.
The new Sniper Elite V2 killcam video shows a man being mean to a truck in slow motion.

 
How are you planning to take advantage of the backwards time jump, readers?
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