Dishonored
Dishonored-Tallboys


The first time I completed Dishonored, I did what I'd recommend anyone to do: I played according to my own personality and morality and saw where that took me.

That doesn't do for a second playthrough, however, so I've been brainstorming some new rule sets that make the game substantially harder and very much sillier.

Bear in mind that this video includes spoilers for Dishonored's first proper mission. If you haven't played it yet, come back when you have.



Let us know which of these approaches you like the best in the comments, and check out Tom's Dishonored review for more on the game.
XCOM: Enemy Unknown - PC Gamer
podcast_rgct


Graham, Rich, Chris and Tom F return after a long hiatus, discussing Little Inferno, XCOM, The Walking Dead, playing competitive games in order to relax, the ethics of teleportation, and what Worms says about you.

Ever wondered what we look like? Ever wondered what we look like to Marsh? Well, wonder no more! Our brand new web editor has furnished us with the podcast caricatures that you see above. Look at our little faces. They are pretty much all the same, but: Rich, Graham, Chris, Tom, from left to right.

Show notes:
 

The official site for Little Inferno.
Chris' XCOM Ironman guide and Evan's review.


Show notes bonus round: 'AWFUL IF TRUE' ANSWERS REVEALED!

Post-show research has revealed that Borderlands 2's Season Pass does not include the Mechromancer DLC, Dishonored is currently at number two on the Steam Charts, and dogs are flammable.

PC Gamer
0x10c


The fan forums are full of wild speculation about what might be in Markus “Notch” Persson’s next game, but the devs over at Mojang are still experimenting with the precise form 0x10c will take. When I head over to Stockholm to visit them, Notch has only just decided it's going to have textures.

What is clear, however, is that this is a project of considerable ambition, which brings together the principles of player-creation, multiplayer and resource-gathering that established Minecraft’s success, and pitches that into an Elite-style space-game.

Except, unlike Elite, you take control of a person inside a ship rather than the ship itself - which has a 16-bit brain you can programme. Oh and there are seamless space-to-planet transitions, too.



“The goal is to have it feel a bit like Firefly,” says Notch. “You can try to land on a planet but you mess up and, instead of having the ship just explode like it would in real life, the landing gear gets broken. Then you have to try to fix that by finding resources. Instead of the adventure being flying from here to here, it's: I set the destination, oh god I hit a small asteroid and the cloaking device broke. I think they really nailed that kind of emergent aspect in FTL. ”

It’s more of a forgiving game than FTL, however - a long-form style of game without FTL’s brutal cycles of life and death.

“I’d really like for stuff to go wrong,” says fellow 0x10c dev, Tobias Möllstam. “But I think we’ve managed to establish a philosophy where things can go wrong and we’re not going to judge too much. Like you run something at 120% and catches fire, but you just about make it. It’s kind of cheesey but I like it. Having a programmable and customisable ship means that there’s a lot more investment, and the game should reflect that and allow you to have it for a long time.”



Notch specifically wants to recapture that demoscene era of programming when it was relatively simple for a single person to do everything. But will code-newbs such as myself even be able to play the game? Notch suggests we will.

“I'm trying to design the game so you don't have to know programming but you can share the code,” says Notch. “If you have a friend who’s made this really awesome docking algorithm, you can put that on a floppy disk within the game and put that into your computer.”

We’re some way of a black market for docking mechanisms though - the game doesn’t have any netcode yet.

“Right now it's not multiplayer at all, I’m just trying to figure out the actual mechanics for it,” says Notch. “With Minecraft I waited too long to add multiplayer, so that was a huge hassle. So now, as soon as it's fun, I'm going to do the multiplayer. But nothing in the game is fun right now. I need to figure out what is actually a fun game mechanic in all of this.”



The fun will come, no doubt - shortly after Notch has figured out how to get stairs working. It’s a little more challenging than it might otherwise be, because Notch is working with the same physics model for both the simulated gravity of the ship’s interior and the weightless vacuum of space.

“The idea is if the gravity generator crashes and you accelerate, you kind of get pushed backwards. If you get hit by something, everything can go ‘Bonk!’ You have wires, you have attachment parts that kind of hang down, so you can see in how the wires hang. That's one thing I don't like about space games: they focus on the ship instead of the people in the ship. I want this to feel a bit like Alien, where the ship has this personality.”

That’s one of the reasons Tobias was attracted to the project too: “I also wanted to be a person on a ship - you’re always a ship - it’s like a flight sim in space, when I’d like it to be much more like a submarine simulator or something.”



All these ideals stated, both Notch and Tobias are careful to leave the future of the project ambiguous.

“We don’t know where 0x10c is really headed,” says Tobias. “We’ve built a lot of hype around it - now we need to take a step backwards and not raise too many people’s expectations. I like hearing fans hypothesising about what will be in the game. I think I read someone saying, ‘I want to have a station with automated turrets that identify incoming ships, and if they’re not identified they’ll warn them and then shoot at them, fully automatically.’ And that sounded fun - it wasn’t so much that we should take that idea, as that we should make a game so people can do stuff like that. Because with Minecraft it’s been really rewarding to create that sort of environment.”

But first, Notch still has those textures to sort out.

“I'm very tempted to go with the Minecraft look of like pixelated textures,” he says, “but I have the problem of planets being very very far away. If you go closer you don't want the pixels to be like 15 kilometers large. So it has to switch between different textures, and you don't want that switch to look bad. But maybe we could do it to intentionally look like games used to when they loaded in a texture. We could do that in a kind of ironic way.”
PC Gamer
the old republic


It might not be going down too well with MMOers, but Star Wars: The Old Republic has scooped enough gongs to fill a Sarlacc pit at this year's Game Developers Choice Online Awards. It's been awarded Best Game Design, Best Online Visual Arts, Best Online Technology, and Best New Online Game by a panel of judges consisting of game developers working in the online space. League of Legends also won big, taking home the award for Best Community Relations, Best Live Game, and the coveted Audience Award - the only one voted for by the public.

The awards themselves are concerned with online games only, distinguishing the ceremony from the near-identically named Game Developers Choice Awards, which was held earlier in the year. If you're wondering why Guild Wars 2 isn't scooping trophy after gilded trophy, it was released too late to be included - the nominations were decided back in July. At least Day Z has received some recognition, even if it lost out to Journey in the Online Innovation category. You can see the full list of winners in handy bullet point form below.

Best Live Game: League of Legends (Riot Games)
Best New Online Game: Star Wars: The Old Republic (BioWare Austin)
Best New Social Network Game: Draw Something (OMGPOP/Zynga)
Best Online Technology: Star Wars: The Old Republic (BioWare Austin)
Best Audio for an Online Game: Diablo III (Blizzard Entertainment)
Best Online Visual Arts: Star Wars: The Old Republic (BioWare Austin)
Best Community Relations: League of Legends (Riot Games)
Best Online Game Design: Star Wars: The Old Republic (BioWare Austin)
Audience Award: League of Legends (Riot Games)
Online Innovation Award: Journey (thatgamecompany)
Hall of Fame award: World of Warcraft (Blizzard Entertainment)
Online Game Legend Award: Raph Koster
PC Gamer
webgame header crop JC


This week's round-up is brought to you by Dishonored and XCOM, one or both of which is presumably going to envelop you this weekend. Between sneak-stabbing people wearing weird hats, and sneak-shooting people of entirely the wrong species, you might not have much time left to sample this week's crop of browser games. That would be a shame, because this round-up is also brought to you by Second Wind and Guilded Youth, two of the best webgames we've come across yet. Read on for a series of often hilarious random encounters, and the spookiest house since 1313 Mockingbird Lane.

Second Wind by Squidly Play it online here.



Squidly's Second Wind is a dungeon crawler – without the dungeon. It's also a roguelike, only without the environment, or possibly even a J-RPG. It takes the meaty, gamey bits of those genres – the combat, the shopping, the interacting with colourful characters – and strips them of all context, instead linking them with a single line of text. What the game is really doing is loading the next random encounter – and they truly are random, moving from a chance meeting with J.C. Denton to a fight against some lichen to a priest trying to sell you on religion.

You don't know where you are. You don't know where you're going. But as you win battles, upgrade your items, and slowly increase the prowess of one of many character classes you get the feeling that you're heading somewhere special. Encounters repeat, but as the game senses your power growing it begins to throw different, deadlier monsters in your way. Death is inevitable, in roguelikes, real life, and Midsomer Murders, but Second Wind includes a nifty, er, Second Wind feature that revives you once upon death.

It's hardly needed. You'd have come back anyway, to try out a different class, to probe J.C. Denton about whether he asked for this or not, or to take vengeance on the orc that did your rogue in. Second Wind is rather exciting, in other words; a role-playing conga line that manages to be both linear and freeform at the same time. Give it a second look, you won't regret it.

Legend of the Void 2 by Violator Games Play it online here.



After Second Wind, Legend of the Void 2 seems like a rather bland affair, but this top-down, turn-based RPG just about makes up for it with its well-oiled combat and surprisingly expansive campaign. The story and dialogue and odd puppety people will wash over you, or intermittently freak you out, but there's something to be said for a game that, while doing nothing original, takes an old idea and buffs it to a smoothly polished sheen. Despite the occasional Facebook nag – entirely optional, thankfully – and, again, that hideous art style, this is the kind of game you can idly sink into at a moment's notice.

Physics Symmetry II by Eldzhin Play it online here.



More puzzle games should feature endlessly looping, earnest piano music. It tricks you into thinking you're playing some kind of art game, rather than another bastard-hard puzzler. Physics Symmetry II invites you to balance both sides of the screen, by clicking on and removing red shapes until the playing area is as symmetrical as an OCD clinic's waiting area.

Our old friend Mr. Physics is on-board to keep things interesting, which here means 'to ruthlessly punish your mistakes', so of course it's not as easy as it sounds. Eventually, that earnest ivory-tinkling becomes the mocking soundtrack to your own rank stupidity, much like a Jools Holland song. Physics Symmetry II is an evil, horrible, terrible game, then, and obviously one we recommend.

Guilded Youth by Jim Munroe and Matt Hammill Play it online here.



Submitted for the Interactive Fiction Competition – the same one that brought us last week's Living Will – Guilded Youth is an evocative, brief adventure, (mainly) revolving a creepy old house. While the story could easily stand alone, the game shows what can be achieved with just a light sprinkling of artwork, in this case from the talented Matt Hammill.

I won't say much more, because I don't want to spoil it, but this is a wonderful piece of fiction that gave me the same sense of nostalgia for the early days of the internet as Christine Love's exceptional Digital: A Love Story. That should be all the praise you need to give Guilded Youth a go, even if you've never played any Interactive Fiction. Actually, especially if you've never played any IF.
PC Gamer
Hawken


In advance of the game's December 12th launch, Hawken devs Adhesive Games are running a series of closed beta sessions, the first of which is due at the end of the month. You can sign up here for a chance to take part in the first event running October 26th to the 29th. Doing so will let you choose your in-game callsign ahead of the robo-battling game's release. I'm going with 'Iceman', unless it's already been nabbed by someone else.

Two new pieces of machinery have also been revealed: a mech capable of transforming into a turret (doesn't sound particularly helpful), plus a Repair Torch weapon that can patch up your fellow robots. If you want to know what one of those looks like, we've included a sexy, military grey pinup below.



If you're not excited about the free-to-play mech-battling game, then you haven't been paying close enough attention. Kickstart your education by reading our recent hands-on preview, or by watching the second half of District 9.

Corrections: Closed beta dates after October have not been announced, and were posted in error. The term "browser-based" has also been retracted.
Football Manager 2011
Football Manager 2013 - header


Football, to paraphrase the great Bill Shankly, may be more important than life and death, but sadly such inconveniences tend to get in the way of the digital version. In recent years I’ve found myself drifting away from Sports Interactive’s series as it grows steadily more complex – and with it, more time-consuming.

This season’s headline feature, the stripped-back Classic mode, feels made for me: I can whizz through a season in half the time, ignoring peripheral concerns and concentrating on buying players, picking my team and sending them out to do me proud. Crucially, it still feels like FM: convenient, rather than compromised.

I start the preview version by taking the reins at Man City. It feels strange: the point of FM is the realisation of the eternal fan complaint, “I could do a better job”. In the past, picking City gave you the chance to exceed low expectations, but no longer being the underdog brings pressures of a different kind. Still, a £100m transfer budget? Not the worst problem to have.



I follow my scout’s instructions and sign Fulham’s Bryan Ruiz. Ruiz arrives on a temporary visa – at which point a little shopping trolley appears at the bottom-right, allowing me to pay real-world cash to abolish work permits. That might sit uneasily with FM veterans – although it’ll never show up in Sim mode, paying to remove inconvenient design decisions, even those based on reality, never feels satisfying. The option to top up my transfer budget appears next, and more options turn up later in the campaign.

The pace is palpably quicker. You can even hit an Instant Result button, which puts match day responsibilities in the hands of your management team. I regret it the one time I try this – a match I’d comfortably won on a different save ends up a 2-1 bum-squeaker. Players and tactical selections are erratic, and one of my team is sent off, failing to understand the concept of a friendly by scissoring his opponent in a vicious touchline lunge.



That incident does, however, highlight the superior animation and match engine. It’s still awkward at times – player positioning is immaculate, but the ball takes some bizarre bounces, while players will shuffle sideways like crabs. Yet it’s more satisfying to see your striker slam one into the top corner than in the overhead view, and even with some kinks to iron out it’s a marked improvement on last year.

Sim mode, meanwhile, now allows you to get moody in press conferences. You can be timid, deadpan or aggressive as you praise or berate rivals or players. And it’s as authentic as ever: here, Balotelli turned up for the first day of training with whiplash, claiming he’d got it from a fall at home. Perhaps the bookies should consider revising those 7-2 title odds.




Developer: Sports Interactive
Publisher: Sega
Link: www.footballmanager.com
Release: winter 2012
Borderlands 2
HandsomeJack


If you're worried that Borderlands 2 might not receive a sequel - maybe you were recently hit on the head, or you're perturbed by the revelation that no one's started working on one yet - let these extraordinary sales figures (interpreted by the folks at NeoGaf) put your mind to rest. According to a report from market research company NPD, Gearbox's sequel shifted 1.48 million copies in the US across September, 234% higher than the original game managed in its own launch month back in 2009. On a spreadsheet in 2K's offices, someone just ticked the 'Sequel?' box. They may even have drawn a smiley face.

Compared to the latest Madden, however, Borderlands 2 is the equivalent of that kid in an American neighbourhood flogging homemade lemonade. With a whopping 2.55 million copies sold in September alone, the American Football sim has broken its own record for launch-month sales. EA must be patting themselves on their behinds as we speak. Of course, as with any of these statistics, it's worth noting that the NPD still doesn't count digital sales, so those numbers should be taken with a pinch of salt. Still, it's good news for Gearbox, and great news for fans of Borderlands 2.
PC Gamer
erie


Erie is your latest atmospheric first-person horror game, following in the footsteps of Slender Man like some sort of supernatural stalker. Developed for the University of Utah's EAE Master Games Studio Program, the game takes place in and around a nuclear plant on the shores of lake Erie, in the terrifying period known as the mid-sixties. It promises mutants, scares and, clearly best of all, "hidden, rotting cats". Well, at least they were considerate enough to conceal their stinking corpses from the world.

You can download Erie from Desura, and despite the time and effort it must have taken to create a horror game this effective and professionally made, developer 'kcoppersmith' has decided to release it for free. Madness. By now you know exactly what to expect from these sorts of games - unexplained sounds, creepy baby noises, and toilets filled with blood - but Erie contains at least one new addition to the formula with its novel spraycan feature.

While exploring, you can mark where you've been by tagging walls, surfaces, pretty much any object with graffiti, so it's possible to find your way back if you get lost. It's a bit like the maze scene in Labyrinth, only with more Banksy and sadly less Jennifer Connolly. You can see the spraycan in action in the following video, but be warned: it's mostly being used to draw willies.

XCOM: Enemy Unknown
aiming inside bus 2


Just in case you've been sealed in a laboratory within a secret subterranean military complex for the last week or so, we bring you the shock news that XCOM: Enemy Unknown has been released! And now, finally, in Europe, too! And that it's also really quite excellent - as you will discover by reading our XCOM: Enemy Unknown review.

And after you're done reading the review, why not bone up on the alien threat with our massive XCOM: Enemy Unknown guide? Or, if you've already mastered the elementary aspects of Earth defence, you might take a look at our XCOM Ironman video guide, for the best survival strategy in the game's hardcore mode. (Good luck with that.)

Have a look inside for our screenshot gallery - though, spoiler-averse players be warned, it may dispel a few of those titular unknowns.































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