PC Gamer
Battlefield 3 Armored Kill
DICE revealed more details about the upcoming vehicle-centric DLC pack, Armoured Kill, in a live chat on Origin yesterday. There were many questions about the AC-130 gunship shown in the recently released Armoured Kill screenshots. DLC lead designer Niklas Fegraeus provided some answers.

To get the AC-130, your team must first capture a base, at which point it will spawn and start taking its own route around the map. There are two gunner seats equipped with a 25mm autocannon and "a big cannon." The gunship will also act as a roaming spawn point, so the remaining members of your squad can choose to para-drop from the gunship on respawn.

The AC-130 gunship is by no means invincible. Fegraeus says that "if your team has the AC130 it's really, really important for your pilots to protect it because it is vulnerable, it's a big target, it's not nimble in any way, it's just flying on its path."

The live chat was accompanied by footage of Bandar Desert, the biggest map in Battlefield history. Armoured Kill will come with three other maps that will also be expansive enough to stage some fierce vehicle battles. Fegraeus promises some "diverse environments" too. There won't be any new guns in Armoured Kill, but the new vehicles included in the pack will have their own unlocks.

Armoured Kill will be the third DLC pack for Battlefield 3, following on on last year's Back to Karkand pack and the imminent, infantry-focused Close Quarters pack. Beyond Armoured Kill there will be two more packs, including Endgame, which will add motorcycles to battlefield 3, and Aftermath, which Fegraeus reveals will be set in post-earthquake tehran.

Battlefield Premium was released at E3 this week, giving players a chance to buy all five Battlefield 3 packs in a $50 bundle and get some bonus tags and camo.
PC Gamer



Here it is, part of the Unreal Engine 4 tech demo shown behind closed doors earlier this year, from GameTrailers. Unreal Engine 4 wasn't powering the new games on show at E3, so it'll be a while before we start seeing games using this tech, but it gives us a good look at the levels of spitshine we can look forward to in the coming years.

There's also another video that rolls lots of the techniques shown above into one sequence. It shows an armoured demon waking up and walking outside for a bit of a stretch. He takes his time about it though, so we can get a look at the new effects that Epic's next generation engine has to offer. Take a look.

PC Gamer
Watch Dogs
As spotted by VG24/7, the official Watch Dogs Twitter account confirmed earlier in the week that Ubisoft's open world phone-hacking and face-shooting action game will be released on PC next year.

We already knew that Ubisoft's impressive demo of the game was running on a high-end PC, but it's good to get confirmation that it's coming our way - and hopefully day and date with the consoles. It's possible that the PC is listed first because the 'consoles' being referred to are Microsoft and Sony's next generation offerings. Nonetheless, it's nice to get a proper confirmation at this early stage.

It was revealed earlier in the week that the second character seen in the reveal demo was in fact another player. “Online is in the DNA of Watch Dogs” said executive producer Dominic Guay.
PC Gamer
dragon_commander_featured
My impression of the Larian team after our E3 meeting is that they're absolutely in love with what they do. I was so wrapped up in the constant smiles, passionate board game discussion, and Belgian beer that I nearly missed the opportunity to see one of the craziest games at E3: Dragon Commander. Lead Designer Farhang Namdar isn't showing a lot of new stuff (don't worry, we've got a bigger preview coming soon), though he did tell me that they plan to release the game in the first quarter of next year.

Nevertheless, I walked away with too many thoughts to not organize them into something with words. Here are five reasons Dragon Commander is one of the most interesting and strangely compelling games I saw at E3 this year.





1
You control a dragon. He wears a jetpack and can slow down time.

This has been one of the most talked-about features since the game was announced, but it deserves reiteration. When you're not setting waypoints and attack orders for your units, you're fighting alongside them as a giant dragon with a three-nozzled jetpack.

The philosophy that putting one improbable thing on another improbable thing makes an infinitely awesome thing can sometimes dull the impact of everything. Sticking a cliché on a cliché isn't usually very funny or crazy. This however, looks right, because the dragons have a good reason to shoot flames out of their backs. They're not being poked at by spears and arrows -- they've got to blow through Roman formations of airships and ravage bases while dodging turret fire.

They're Supermarine Spitfires piloted by Max Payne, and they spit fire. I can't pretend I'm not charmed by that, and it's not even the craziest thing -- hit the next slide in the gallery for more.





2
A talking skeleton gets angry if you dump your wife for a political marriage to a dwarf princess.

He's the Undead Councilor, and he's quite conservative. Before going off to battle, there's some role-playing to do. You can visit rooms in your palace to talk to advisers such as the rude skull man above, your wife, and sometimes foreign diplomats -- like the dwarven fellow who used his daughter as a bargaining chip. The dialog options you choose will change their attitude toward you, and unlock cards to use in battle and for overall strategic boosts.





3
It was prototyped with a board game...

...which Larian Studios Founder Swen Vincke hopes to release with the special edition and as a stand-alone product. OK, that's not conceptually insane, but it does tell us something about Larian's creative freedom and business sense. If they make something they think is fun, they want it out there.

The board game release isn't solidified quite yet -- Larian still has to decide who's going to produce it -- but Vincke has some options and sounded ecstatic about the idea.

Oh right, the non-board game: this is the tactical map, where troops can be shuttled around and RTS battles initiated. When you claim a new territory for your empire, you've got to keep it in check diplomatically, or by tossing a few occupiers in. These regions produce gold, and some contain factories which can be used to produce new units.





4
This.

This is what you're dealing with when you're not assuming dragon control. Dragon Commander is a fast-as-hell RTS, which was especially apparent during the brief multiplayer demonstration. Designer Farhang Namdar was on the base defense side, while his opponent (who he described as a "hardcore StarCraft 2 player") attacked.

Namdar's base was built and destroyed in just about three minutes, but it wasn't an easy fight. Both sides had to worry about resources and strategy while also engaging in dragon dogfights, so a high actions-per-minute rate is only part of the required skillset.

Color me daunted (kind of a purplish-gray, I think).





5
It's a board game/card game/real-time strategy with role-playing elements and third-person action dragon piloting

The final insanity is the sum of Dragon Commander's parts. Mashing together genres is as dangerous as putting a jetpack on a dragon and hoping everything goes well. If it works, you'll have the full experience of being a leader in an ancient part of the Divinity universe: diplomacy, economics, political wives, territory control, direct command over individual battles, and participation in those battles. If it doesn't work, the whole tower will fall and the good bits will be lost among the remains of the weakest features. That's an ambitious gamble.

I'd like to see it work. If you would too, we'll have a more in-depth preview in the coming months. In the meantime, check out the official site for official words about it.
RIFT
rift thumb
Rift is on a roll. Massive-scale open world-style PvP is on the test server and a brand new expansion is just around the corner with new continents that triple the world's landmass.

Massively spotted a livestream of some of the Storm Legion expansion's content, and it has one of the craziest open-world boss fights I've ever seen.

During the livestream, the developers showed off multiple areas on the new continents including deserts, plant-infested ruins, and clockwork dungeons. But the most impressive part was a mammoth-sized golem/monster boss fused with electricity goes crazy and starts smashing down walls in the open world.



That's not just a pretty effect either: when you force the boss to bash down that wall, it unlocks a new zone in the world filled with quests, crafting recipes, and other goodies. So how do you force this guy to go Jericho on the zone? You have to wear him down in combat--and that fight looks amazing.

Different parts of Volan's body can be targeted and destroyed, which will affect the way that the boss fights you. You can use catapult weapons and platforms to launch yourself into the air and collide with the boss for special one-time abilities that deal massive damage to it.

You can watch more Storm Legion footage on our site. No release date has been announced yet.
Arma 2: Operation Arrowhead
arma3_e3_2012(9)
The same group of questions tend to pop up whenever I mention or write about Arma 3. Will it set my GPU aflame? Is the AI any better? If I’m an everyday FPS player, will the controls give me cholera?

Instead of writing a standard preview, I wanted to directly address these big concerns. I asked Twitter to give me Qs, and I’ve provided 1,400 words of As based on my hands-on.

Which improvements over Arma 2 did you notice immediately? (@keenanw)
Scale and terrain detail. Creative Director Ivan Buchta gave me an exclusive look at Limnos by hopping around different points Arma 3’s editor. It’s more beautiful and authentic than any developer- or player-made island I’ve seen in Arma.

Myrina, its largest city, is easily two or two and a half times the area of Chernogorsk (Arma 2’s largest city). But it’s not just “more objects;" the variety of structures and the detail they’re granted makes the terrain feel much more developed and authentic. Buchta showed me an enterable airport terminal, a cemetery, a power plant, school playground, high school athletics track, a beach with colored umbrellas stuck into the sand, and a basketball court at night, lit by floodlights.

Exploring Limnos is going to be a joy. I can’t wait to fight in these areas; structures instantly appeared and felt less static, and less like cardboard facsimiles, as they sometimes do in A2. 80-90 percent of the buildings I saw were enterable.



Another instantly noticeable difference was lighting. The night section of the demo showed a few soldiers idling under a full moon with chemlights, a campfire, and other light sources around. The exception to this is the nightvision, which other than being a little less neon than A2’s pale green filter, still doesn’t really resemble authentic nightvision.

What hardware were they running it on and how smooth did it play? (@erockbart)
Very, very smoothly. A frame counter wasn’t visible, so don’t interpret this as scientific, but I felt I was running at 50-60+ frames throughout the demo. Bohemia was running a Core i7 at 3.2 GHz and a single GTX 580. Not low-end equipment, certainly, but I wouldn’t call that exotic, either. I encountered one or two microscopic hitches while helicoptering, but the game behaved extremely well overall. There was no noticeable dip in framerate when I right-click zoomed in most situations, and gunfire/explosions had zero effect on performance. The largest mission I had probably had 20-25 enemy infantry (and an enemy vehicle) scattered across a kilometer or two, plus my six or seven-man squad.

How do the new animations affect close quarters combat? (@craig_vg)
You heard it here: Arma 3 is balanced for double lean. The new stance animations operate as modifiers. Like Arma 2, you still hit Q or E to lean, X to crouch, and Z to go prone. But you can take an additional step left or right by hold Ctrl and hitting Q or E again. These adjustments are specific to each stance, so if you’re crouched and hit Ctrl + W, you’ll poke your head and upper body up a bit. If you’re prone, you can twist to the right by hitting Ctrl + E.

There’s at least one ridiculous animation, too: when you’re prone, if you tap Ctrl + W, you go into this “last stand” kind of pose, you lie almost flat on your back, cradling the gun on your left forearm with the barrel pointed forward. And you can fire while doing this. It looks lazy and heroic and hilarious. I didn’t experience too much CQC in the demo, but mostly I’d expect these commands to increase the viability of fighting from windows/openings. They definitely let me peek around corners without taking awkward, stuttering steps, as is often the case in A2. We’ll finally have the movement flexibility to pop in and out of cover without being at a disadvantage.



Is the AI stupid? (@keenanw)
From what was shown? Yeah. The battle scenarios being shown were pretty lightly scripted, but the AI felt like they had the same brains of A2: Operation Arrowhead’s soldiers. When engaged, they either ran perpendicular to me or dropped prone where they were and returned fire.

Enemies did a couple of unexpected, semi-smart things, though: I slowed down in a light helicopter (an equivalent of a Little Bird), and got shot out of the cockpit by a rifleman on the ground. I opened fire on a ground base and almost immediately started taking sustained grenade launcher fire from a ground vehicle (that seemed content to stay completely still)--when I crawled to the right. I got injured, reported “Injured” through the action menu, and a squadmate came to heal me within seconds. An infantry group (after splashing about six of them with grenades from a mounted gun), eventually destroyed one of my tires.

Did you get to do any underwater gameplay? (@serow_man)
Yup. Bohemia was showing a five-minute showcase that I got to play. It's the same demonstration that we saw in this trailer last week.

Piloting the SDV felt like controlling an escape pod in space--Q and Z controlled ascend/descend, A and D turned the vessel. It was absolutely easy to drive; it's literally impossible to roll the thing because W and S don't roll the nose of the ship. The SDV maintains a flat orientation no matter what you do.

The underwater mission was essentially target practice. I floated forward in the SDV a bit, ejected, and swam with my flippers (while using Q and Z to ascend/descend), to a sunken ship. The enemy swimmers in the demo were just treading water. I fired at them with an SDAR, a fictional 6.65mm underwater rifle based on a real-world weapon. The gun made bubbly tracers as they burrowed through the sea, and it was neat to see.



The demo didn’t really showcase how a player might use an SDV to quietly observe (with a periscope) or infiltrate a shore, and it’s those expanded tactical options that I’m most curious about. Oh, a Blackhawk helicopter did fly overhead while I was underwater at that point. Oh my god, that was wonderful--imagine a shadowy silhouette whirring overhead, blurred by the sea.

How has the UI been improved? I found Arma 2 to have one of the most needlessly byzantine interfaces in recent memory. (@hhjanes)
The action menu as we know it (using the scroll wheel to do everything from entering vehicles to grabbing ammo and phoning in airstrikes) is in tact. Bohemia says this system could still change, though.

What has been revamped, thank goodness, is player inventory. The version of the gear menu shown wasn’t final, but . A left-side column of the menu represents what’s on the ground, with the right ⅔ of the screen separately showing what’s on your person. That’s already an improvement over having the items mixed together, as it is in A2. There’s also discrete spaces that show the type of vest you’re wearing and the type of backpack you’re carrying, and their encumberance levels.

Removing a scope from a weapon (or reattaching it) was as simple as hitting G, double-clicking the scope, and hitting G again to close the menu. The response time of the inventory was much better, too. I didn’t have to wait a full second for a magazine or weapon to transfer.



Are there smooth transitions when switching stances? (@heartborne)
Yup. In first and third person, the new soldier animations have almost none of the rigidity of Arma 2’s. They feel a little shorter, too...I didn’t feel like I was waiting for a prone or crouch animation to terminate before inputting something else. I especially liked the stance adjustments.

Is the game more accessible than ARMA 2? For example would a Battlefield 3 player perhaps enjoy it? (@serbusfish )
It’s not a fundamentally different game, or anything, but weapon/player movement does feel a little more modern in terms of accessibility, the version I played had a toggleable acceleration setting that made turning with the mouse feel like a modern FPS. Arma typically has an “aiming deadzone” slider which can allow your arms move to independently from your player’s body. It may not be cut, but I couldn’t find this slider in the version I played.

One design change that’ll contribute some accessibility is the addition of a camp hub that you visit between campaign missions. There’s a few different things to do scattered around the camp, but the firing range was one of my favorites. It features pop-up targets that you can fire at with different weapons, but smartly, a picture-in-picture close-up of the target itself appears as you’re shooting to provide feedback.
PC Gamer
Star Wars 1313
Star Wars 1313 has delivered one of the most visually impressive demos of E3 2012 so far. Like Watch Dogs, it was running from a PC. Not only that, but CVG report that it was running on a tooled-up version of the Unreal Engine 3. The demo showed impressive facial animation, lighting and a considerable density of detail and debris.

It looks like the first sign that some of the visual spice we saw in last year's Unreal Engine 3 Samaritan Demo is starting to make it into new games. It means we'll have to wait longer to see what Unreal Engine 4 can really do, though. For now, we'll have to make do with the UE4 teaser screenshots Epic released recently

Lucasart's darker, moodier take on Star Wars is set in the depth of Coruscant's urban hives, on level 1313. As Henry mentioned in our Star Wars 1313 screenshots post earlier, it seems at least in part to be set in a giant pipe, which suggests it'll be a fairly linear experience. Creative Director Dominic Robilliard confirmed to GameFront that this is indeed the case.

"This version of the game is definitely going to be more along that linear path," he said. "It’s more of a crafted roller coaster ride. You’re not going to have much freedom where you go location-wise, but again within those levels you will have more freedom than you might expect."

Don't expect many Jedi to turn up, either. Robillard told Kotaku that the Force clashes with the ethos of Star Wars 1313. "The criminal underworld of 1313 is a little more grounded and that has to live in the mechanics of the game," he said. "Having mechanics that are limited by human ability makes things more relatable, then we can put all the cool stuff you can do into the gadgets and weapons.

"You still get to do all of these amazing things because of the environment the game takes place in and because of the gear you have. But at the core you still have these vulnerabilities that are a bit more relatable, so you won't have the demigod complex of a Jedi."

LucasFilm's Industrial Light and Magic, LucasFilm Animation and Skywalker Sound are all collaborating on 1313 to try and inject some cinematic bombast into its set pieces, but can it beat Dark Forces?
PC Gamer
Warface thumbnail
You probably don’t associate Crytek with free-to-play games, but now they’re making Warface - a free-to-play FPS running on CryENGINE® 3.

According to the devs, making scalable tech isn’t really an issue; the hardest part is in localising WARFACE for different cultures. It sounds like a minefield of etiquette.

“There were very big cultural differences,” managing director Avni Yerli told Gamasutra. “One of the anecdotes we were told in China is that it's okay to charge for the right to not be muted. Someone can pay so that everyone has to listen to them. In the West, I can't imagine that.”

Me neither. Imagine being forced to listen to someone playing muffled hippidy-hop because they can afford the privilege to be annoying. It’s a shocking prospect, but one you won’t have to worry about unless you move to China, and start playing localised free to play games.


 
Creative director Michael Khaimzon shed some light on the Russian perceptions of the payment model: “In Russia, no one complains about pay to win. Everyone understands that you pay for comfort and time-saving, and the skilled player still wins. Some people still spend thousands of dollars.”

If the skilled player still wins, I’d argue that “pay to win” isn’t really the appropriate term, but I get where Michael is coming from: Russian dudes don’t mind spending more cash. And they're obviously having a good time; last month Warface landed a million subscribers over there.

Warface will have its own set of priorities though: “We had to make a lot of decisions about what we wanted; the key to us is that it's not pay-to-win," says Nick. "There is a charging side to it, but it's about visual customization, different styles, and convenience. If you don't want to play four hours to get a weapon, you can get a boost that lets you get it in an hour."

“We've put a lot more time into Warface than a lot of people have into their free-to-play games. But we've done that because we believe that's the way to go. We believe that triple-A free-to-play is gonna be great, it's just playing a great game in a different way," he concludes.

When do you think the free-to-play model breaks down? And what are the best and worst offenders you’ve sampled?
PC Gamer
Diablo 3
The game changed when I dipped into Diablo 3's auction house for the first time recently. I was staunchly determined to make it through to Inferno on my own loot finds alone, but the challenge was proving too high in the latter stages of Hell. I needed a one handed weapon with massive DPS and perhaps a little bit of bonus life steal. The chances of a decent rare item with those stats dropping seemed near to nil, and I was being regularly mauled by the deadly hero mobs that start popping up in Hell. I caved.

After just a few minutes of searching, I found a holy spear that was better than anything I'd seen. It cost 40,000 gold. Not unreasonable. The damage per second rating on my character sheet sprang up by thousands of points. Oh, so this is how you gear up in Diablo 3, I thought. I don't need drops, I need money.

Soon the entire game was about cash. Fortune shrines became more valuable, I started auctioning off my own items for bonus wads of gold and I smashed every urn for every hidden cent within. Instead of scanning drops for items I could use, I hoarded rares and high level magic items that could be useful to anyone, and flogged them.

Within an hour or two, my Barbarian had an entirely new wardrobe. He was spikier than ever, and was clubbing his way through demon champions with relative ease. The shopping spree provided a satisfying turnaround for my character just as things were starting to get frustrating, but it made crafting entirely redundant. Why pay 15,000 to craft an item that could easily be entirely useless to me when I could get exactly what my character needs from the shop? The more I play, the more I realise how central the shop is to the way Diablo 3 works at higher levels. I wouldn't have been able to survive Hell without it.

Blizzard are addressing some of those crafting issues issue with patch 1.03, slashing crafting prices for gems and items enormously. Until then, they're releasing a few small patches to improve performance, reduce server load, make Auction house transactions a little easier, and fix a few infinite loop crashes that can occur when a few choice Barbarian skills are combined. For a few builds that won't crash your game, check out this collection of our favourite Diablo 3 builds. Here are the latest patch notes for patch 1.0.2b.

General

When logging into Diablo III, the "Cancel" button which appears in the login checkbox will now be grayed out for 30 seconds after a Battle.net account name and password are entered. This is to reduce server load during the login process.

 

Auction House

Damaged items can now be sold on the auction house
Once sold, damaged items will be repaired automatically when moved from the purchasing player's Completed tab to their stash
Please note that unsold damage items will not be automatically repaired when returned to the seller's stash
Description messages for several auction house-related errors have been added

 

Mac

Several Mac performance improvements have been made

 

Bug Fixes

General

It is no longer possible to skip entire Acts in a multiplayer game

 
Classes

Barbarian

Active Skills

Fixed a bug that was allowing certain barbarian skills to continuously trigger each other's critical strikes, to the point of causing the player to crash. To address this crash, the following skill and skill rune combinations can no longer be triggered by each other's critical strikes:
Battle Rage (Skill Rune - Bloodshed)
Cleave (Skill Rune - Rupture and Skill Rune - Scattering Blast)
Hammer of the Ancients (Skill Rune - Thunder Strike)
Wrath of the Berserker (Skill Rune - Slaughter)



 
Followers

Monsters who are charmed by the Enchantress's skill "Mass Confusion" can no longer kill event NPCs

 
PC Gamer
d3monk
Diablo 3 has a lot of cool features, the trouble is that it likes to hide most of them from you by default. Elective Mode is a complete game-changer that you have to hear about from a friend to know to unlock.

A friend told me about another hidden tool last night: the Move key. It saved the life of my permadeath Monk last night, so I'm passing along the tip to you.

The Move key is an unbound entry in your keybindings menu. Once it's bound to a key (I use W for quick access) it can be used to move just like a click/hold of your left mouse button. Tapping the key orders a one-time move command and holding the key causes your character to follow your mouse until you release--just like the mouse button. But unlike your mouse button, the Move key completely ignores enemy hit boxes, allowing you to force your character to move to a location instead of attacking the enemy standing there.



This is incredibly useful, especially in boss fights, where large hit boxes can often overshadow health globes sitting on the ground--making it practically impossible for you to move your character to them and receive their lovely life-giving powers with the mouse controls. It's not just health globes though--having a designated move key that can't be overriden by attack commands makes it significantly easier to fine-tune your positioning no matter what you're up to. This is especially important when you're kiting packs with your Demon Hunter: on Inferno, all it takes is one stutter step for the minions of Hell to catch up and tear you apart.

Last night, my hardcore Monk got trapped by some summoner and waller elites. My health was getting low and there were 3 health globes half a screen away. The trouble was that there were about 8 NPCs standing on and all around those health globes. My left-clicks were forcing my Monk to attack the scaly demons when all I really wanted was for her to run like hell straight for those permadeath-defusing red floaty balls. After furious mouse-clicking, I remembered the Move key, and with one tap on the keyboard got my Monk to do exactly what I wanted.

The Move key saved me from tearing my clothes, covering myself with ash, and mourning the permanent death of my level 24 monk that I've invested over 16 hours into so far. I hope it'll help you too.
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