PC Gamer
Star Wars The Old Republic
We already have a pretty good idea of what the big 1.2 update for Star Wars: The Old Republic will contain. Bioware have already dropped details of Legacy races and dual spec support, updated crafting and companion dances, white lightsaber crystals and more. Now Bioware have confirmed that it'll definitely be here in April, and have revealed a little bit more about the new Flashpoint, Operation and Warzone that'll be added when it arrives.

The new Flashpoint (one of TOR's 4-player dungeons) is called Lost Island, a follow up to Kaon Under Siege, which was added in 1.1. The mission will send players to Ord Mantell to discover the origin of the Rakghoul virus. The new 8/16 player Operation is set on Denova, where a band of shifty mercs are shifting volatile Baradium bombs. That's called "Explosive Conflict," fittingly enough.

There's a new Warzone, too, which is good news for PvP fans. Novare Coast will have you and your team fighting for control of mortar points which can then be used to bombard the enemy base. In addition to the new endgame bits, 1.2 will add extensive UI customisation and guild banks.

The patch will also expand the Legacy system, letting you create a family/friend tree that will combine your alts together. Legacy XP amassed across all of your characters will unlock new race options for each class and give you access to convenient bonuses like "an on-board mailbox and Galactic Trade Network terminal" for your ship. In addition, "companion character affection and moral alignment will also benefit from Legacy bonuses, giving players even more control over their crew mates."

That's all to come next month, but the Friend Trial will launch tomorrow. That'll let players invite up to three friends for a seven day trial. Their progress will be capped at level 15, but they'll be able to try out all the classes.

The Star Wars: The Old Republic guild summit is kicking off in an hour, so there's bound to be plenty more info on upcoming features arriving over the course of the next day or so.
PC Gamer
hd7870
Even I've been forced to admit that PC hardware has seemed pretty dull lately. While there's been no shortage of new launches, there's been no must buy upgrade. That might have changed today with the launch of AMD's Radeon HD7850 and HD7870 graphics cards.

Based on 'Pitcairn' revisions of the Southern Islands processor design, the HD7800s are slightly cut down versions of the hugely powerful but hugely expensive 7900s, with the same Graphics Core Next (GCN) tech at their heart. They're fast, futureproof and with prices for both cards around the £200/$300 mark, they're also relatively affordable.

The Radeon HD7870 is the more potent of the two, available for preorder at eBuyer for less than £209. It has 1280 individual shader cores arranged into 20 of AMD's Compute Unit (CU), along with 80 texture units and 32 ROPS. The shader cores run at a flat 1GHz, paired with 2GB of GDDR5 memory running at the equivalent of 4.8GHz.

To compare that with the top end HD7970, the flagship card has 32 CUs for 2048 shaders, 128 texture units and the same 32 ROPS. The HD7970's clock speed is marginally lower at stock settings, running at 925Hz.

The new HD7850, meanwhile, is the one that's pitched to sell, currently available to order at £190. That is essentially a HD7870 with four CUs switched off to leave 1024 shaders, 64 texture units and 32 ROPS.

That's the basic details, but you could read all that at Wikipedia. What you want to know is performance. We've not had a card in to review yet, but early reviews mark the HD7870 as at least matching, if not beating, the more expensive GeForce 570 and Radeon HD6970. They're the 'play anything at any settings comfortably' cards which are just outside of what I'd consider affordable at the moment. You have to be pretty committed to spend £300 on a GPU these days.

The HD7950, meanwhile, seems to have a clear edge over the GeForce 560Ti in most games but not all. As Anandtech points out, the 560Ti can be had for a bargain if you shop around (which is why it's still my choice for the Rig). While the new Radeons look like a better bet for the future – they have more RAM, the drivers can only mature and they have AMD's brilliant power saving tricks on board – in terms of raw performance it's not a definitive win.

Then again, the prices for the new AMD cards are still only provisional and may yet fall. And there's NVIDIA's Kepler chips to look forward to as well, of course. They could finally spark off a real and more meaningful price war than we've seen for a couple of years.
PC Gamer
Project Cars - grass stains
If you saw the Project CARS trailer we posted back in January, you'll already know how good it's looking. Evil Avatar indicate that new screenshots have been released, giving us a closer look at those carefully modelled vehicles.

CARS has an unusual development model. It makes use of the World of Mass Development portal that lets community members donate money to the project in return for regular work-in-progress builds. Community members can take part in polls on future features, chat to the developers and eventually gain money back on their investment when the game's released. It's all explained over on the Project CARS site. In addition to the official releases, Slightly Mad have been posting some of the best shots from contributing community members. Take a look, and remember to click to see each pic full size.



















PC Gamer
Valve
There have been huge rumours this weekend suggesting Valve could be working on a "Steam Box" mini-PC designed to sit under your TV in your front room. The Verge dropped a payload of as-yet unconfirmed information on Friday which suggested that a prototype of the box was shown off to potential partners at CES. The Verge suggest that it would be an open platform capable of running different types of client software, not just Steam, and would receive regular hardware updates at set intervals every few years, allowing developers to plan their games around a predictable upgrade cycle. The base unit is said to contain a Core i7 processor, 8GB of RAM, and an Nvidia GPU.

Kotaku have dug up a tweet posted by Valve's Greg Coomer showing him working on a mini-PC with very similar specs back in November. The Verge also have word that Valve are working on a controller for the Steam Box. A patent filed last year suggests that it could have swappable components, and it's thought that Valve intend to put biometric measuring tech into the controller.

That might sound insane, but Valve have previously talked to us about how they use gaze tracking, skin galvanic response and pulse rate to gauge player reactions. They also made some surprising discoveries when they let players in a co-op session together see each other's pulse rates. Here's what Gabe Newell had to say about this back in 2010.

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Gabe Newell: There’s some surprising side-effects that we didn’t expect, like what happens when you expose that information in a social gaming context. It surprises us that how much value there is to the people who are playing. So if you’re in a competitive situation, and you see somebody’s heart rate go up, it’s way more rewarding than we would have thought. And if you see somebody in a co-op game who’s sweating, people tend to respond to that way more than we would have thought.

So we can stop using our guess at what your player state is in Left 4 Dead, that we kind of expected. But the value of being able to see what other people’s biological state is in social gaming, that was not something we were anticipating. But that’s just the way things go.

PC Gamer: This is for internal testing right? You’re not going to sell me a heart rate monitor and plug it into Steam?

Gabe Newell: Well, what you want to do is figure out how clients can expose their state. So you’re trying to find non-clunky, non-stupid ways of getting that data. I mean, if you sit there and give a medical technician 30 minutes to wire you up, you can get awesome, awesome data. But it’s just not the consumer experience.

Doug Lombardi: We can ask them to shave their heads before they play…

PC Gamer: That’s a small price to pay.

Gabe Newell: Right. But if someone comes up with a clever way to take some non-visible light and bounce it off your retina, and read it with your web camera, and get your pulse rate that way, then that’s pretty cool. Because it may be a hard problem, but if you solve it once then you’re done. It’s not like a recurring hard problem.

So we think there are several people out there with interesting approaches on the hardware side. Enough that we have confidence that the hardware side will be a sort of resolved problem in the not too distant future. So we need to figure out how to take advantage of it.
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The Verge also mention that the Steam Box would incorporate Valve's already-announced Big Picture mode designed specifically for use with big TV displays.

It's thought that the Steam Box could be revealed at GDC this week or at E3 in summer. Valve haven't confirmed or denied any aspect of the Steam Box chatter this weekend, so all of the info is firmly in rumour territory for now. If the it's real, it's huge news. A reliable, modular, open source alternative to consoles with no license fee or dedicated dev kits could be a game changer. What do you think?
Mass Effect (2007)



Mass Effect 3 is out TOMORROW (in the US, Friday in Europe). Within a few days many Mass Effect fans will finally know how it all ends. It's the climax of a story that's taken Bioware five years to tell and the launch trailer suggests it'll deliver a finale we won't forget in a hurry. Hopefully Hollywood's trailer makers are watching, they could take a few tips from this one.

Also, a quick warning. If you're searching for Mass Effect 3 trailers, we'd recommend you avoid one called "The Invasion." It's thought to be an unofficial fan cut that includes scenes from the ending. If you're avoiding all spoilers, best steer clear.
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.

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