Dragon Age: Origins
Dragon Age 3 concept art shot


BioWare waxed artistic at the Animation Festival held at the UK's Bradford University yesterday (via Eurogamer) as part of a discussion charting the progress of gaming art throughout the years. It's certainly come a long way from poking a couple of dots into a face-shaped blob, but BioWare Art and Animation Director Neil Thompson focused more on how both painting pixels better and the meaty Frostbite 2 engine led to the Dragon Age 3 concept art snapshot he flashed upon the screen for all of three seconds.

The blurry image's contents seemingly show a figure with an altitude superiority complex hailing a cab in the middle of The Shire, but it's probably nothing more than an rustic Orlesian landscape. Still, I squinted really hard. For glory.

Thompson extolled DICE's Frostbite engine as a catalyst for greater artistic freedoms when rendering conceptual sketches, saying, "Dragon Age was done on the proprietary Eclipse engine. I think anyone who played Dragon Age 2 would agree that engine was starting to creak a little bit by the time that was released. Obviously, Frostbite is the Battlefield engine built by DICE. It's a beautiful, beautiful engine. And what we've found is an improvement with DA3, and the artists who were really battling with the Eclipse engine have just embraced Frostbite.

"The work they're doing now is stunning. I think the screenshot I showed earlier is pretty amazing. That's unusual for pre-production. Usually you don't get to that kind of quality until a week before gold master."

We learned earlier this week that Dragon Age 3's crop-topped brother Mass Effect 3 also equips Frostbite in its Engine slot, but BioWare hasn't elaborated yet on how exactly it's utilizing the punchier pixels. For Thompson, it's a breath of fresh, lens-flared air.

"It makes my job easier because then it's all about discussing the aesthetic and what you want to achieve," he explained. "When you're a character artist or an environment artist, you're focusing on a small aspect of the greater whole of the game. As an art director, you're concerned about the whole, the frame, and everything it contains and how everything sits and the consistency. An engine like Frostbite allows you to focus more on that rather than the technological challenges of just getting the damn thing to run."
PC Gamer
Featured Britain


Over the course of my Crusader Kings Chronicle, I built up a dynasty that jockeyed for power across the middle ages. Paradox's sister series, Europa Universalis, picks up in the late 1400s where Crusader Kings leaves off and gives you the entire world (instead of just the medieval Eurosphere), the Renaissance, and the Age of Exploration to play with. I had a chance to explore Europa IV, due out in the second half of next year, which looks to bring the grand strategy series' trade, warfare, and politicking up to modern spec.

I didn't have more than cursory experience with Europa when I sat down in front of the massive world map. As a Crusader Kings player, it looked familiar... except that the world didn't stop with a box mostly consisting of Europe, the Middle East, and North Africa. The entire world is rendered in 3D, including some shiny new water effects and ships that move along major trade routes in real time. Most of the Americas, sub-Saharan Africa and Australia are initially labeled as "Terra Incognita," a more educated-sounding version of "Here Be Dragons." Part of the game will be sending out explorers to wash away this fog of war and replace it with the names of native provinces to exploit and conquer.



Or, if you prefer, you are fully permitted to start as, say, the North American Shawnee Nation, and try to build a strong and independent empire that points and laughs at actual history. The devs said that such a task won't be easy, and they wouldn't recommend it for a starting player. The game is called Europa Universalis after all. But there's nothing stopping you from trying. In my book, that's grounds for a "Challenge Accepted."

The other big difference from Crusader Kings is that you play as a nation and not a dynasty. This means that no matter who comes to power, you will always remain the "disembodied guiding hand" of your chosen empire. Some playable countries will have monarchies with lines of succession, while others function as republics with elected leaders. While you won't play as your head of state, they will still have a significant impact on how your empire functions. A king who is a great military commander will give you bonuses for fighting and conquering. When his son, who is a bit of a pansy, succeeds him, you'll probably want to transition to focus more on trade and internal infrastructure.



I was pretty impressed with EU IV's trade system, come to mention it. The world is streaked with land and sea trade routes that bring wealth to your nation. The catch is that these trade routes branch at certain places, and which "branch" gets the lion's share of the cash flow is determined by who has more influence in the region where the diversion occurs. The concept of trade bottlenecks is also significant: a relatively small nation that controls the one trade route between two wealthy regions can become filthy rich despite their size. Denmark and the Netherlands provide two notable, real-world examples. On top of all of this, establishing colonies in the New World gives you a new, lucrative, trans-oceanic trade route.

Also of note is the introduction of "rebels with a cause." Rather than just a stack of malcontents who want to ruin your save file and chew bubble gum (and bubble gum hasn't been invented yet), opposition factions within your borders will have clearly-stated goals which you can of course cave in to and make them go home. It seems to be sort of an evolution of the Faction system introduced to Crusader Kings II in the recent Legacy of Rome DLC. Examples I was presented with included ethnic natives of conquered territories demanding more autonomy, and of course the crapstorm sure to ensue when the Protestant Reformation event rocks the balance of Catholic Europe.

Europa IV looks to be shaping up to be a deep, multi-dimensional, open-ended grand strategy title that will require at least 45 minutes of YouTube videos to figure out what the hell you're supposed to be doing. And that's just the way I like it.
Call of Duty®: Black Ops II
Call of Duty: Black Ops 2 Search Preferences


I haven't experienced any ping-related dysfunction in Black Ops 2 multiplayer yet, but to stay safe, here's a quick tip which may improve your matchmaking connections.

In the Online > Public Match > Find Match screen, there's a sneaky little "Search Preferences" option camping in the lower-right corner. It defaults to "Normal," which finds a balance between connection quality and matchmaking speed, but I've found that switching it to "Best" doesn't affect how quickly I can join matches. It also doesn't affect how quickly I can join the dirt, where I often curl up for naps under a blanket of bullets kindly provided by whoever just bunny hopped around a corner and surprised me.

Want to know what we thought of the game? Head to our Black Ops 2 review and join the divisive comment argusation.
PC Gamer
Featured


On February 16th, Blizzard's eSports organizers kicked off the year-spanning World Championship Series for StarCraft II. Hundreds of players from dozens of countries have battled through local qualifiers, national playoffs, and finally continental championships to make it to Shanghai this weekend for the tournament to end all tournaments. 32 players from every corner of the globe remain, but only one will go home with the title of global champion.

Places in the World Championship were awarded to the national champions of China, France, Germany, Russia, South Korea, Taiwan, Canada, and the U.S., along with varying numbers of the highest seeds from each continental championship.

Player portraits from WCS Official Site.

The South American Champion is Felipe "KiLLeR" Zuñiga of Team Dignitas, from Chile. Before this year's WCS, he was most known for his 2v2 play along South Korean teammate SeleCT.





The North American Champion is Sasha "Scarlett" Hostyn of Team Acer, from Canada. She is the most successful female player in the history of StarCraft II, having pulled a major upset at the Canadian and North American finals, unseating several well-known pros.





The Oceanic Champion is Andrew "mOOnGLaDe" Pender of Team Nv, from Australia. A former pro WarCraft III player (in case the name didn't give it away), he has been active in the Wings of Liberty scene from the beginning, but just this year has become a figure in the international scene.





The European Champion is none other than Ilyes "Stephano" Satouri if Team EG, from France. Stephano among the handful of non-South Korean players who is seen as able to play on the level of that country's best. He was offered a spot in the prestigious GSL Code S earlier this year, but elected to turn it down.




Finally, the Asian champion is SK Telecom T1's Jung "Rain" Yoon Jong of South Korea. Despite never placing higher than third in the GSL, he managed to fight to the top of the most competitive national championship of them all.




Other notable players include 2-time MLG champion Chris "HuK" Loranger from Canada, American "bad boy" Greg "IdrA" Fields, StarTale's Won "PartinG" Lee Sak from South Korea, and Spanish brothers Pedro "LucifroN" Durán and Juan "VortiX" Moreno Durán, who became the talk of the European Championship when they both advanced to the semifinals and ended up facing off in the loser's bracket.

This is about as close as we can get to having StarCraft in the Olympics. Which nation and which players will win glory on the battlefields of the Korprulu Sector? You can tune into the free livestream starting November 16 at 6:00 p.m. PST and find out!

Oh yeah, and there will be World of Warcraft Arena.

http://youtu.be/z3dUax2MUhg
Dishonored
Dishonored chronic shoulder pain


Oh, bother. Gentlemanly royal bodyguard Corvo Attano seems afflicted by a rather sadistic streak while slaying his way across Dishonored's Dunwall. Bethesda collected a slew of player-submitted creative murders, kills, and assassinations into nearly three minutes of cat-and-mouse, oil-tank candy trails, grenade sniping, and other custom combos, impressively proving how much I suck at this game by comparison.

Check out a fearless player's base-jumped air-stab around the 2:25 mark. Kudos to Bethesda for branding the video with a straightforward title instead of—as one YouTube commenter put it—"~xXx+NoSc0pE-MLG-PrO-RzRwIrE-K­1LLsTr3aK+xXx~."
PC Gamer
SWTOR Free


BioWare's story-driven MMO from a galaxy far, far away, Star Wars: The Old Republic, is available for no credits starting today. Free players will be subject to some restrictions, but it's worth noting that the entirety of all eight class stories, running from level one to level 50, are available without dropping a cent. So if you're only really interested in the KotOR 3-ish content, you shouldn't have to worry about the siren call of the cash shop.

If you haven't been following the continuing saga behind this transition, you can read about how the new business model is going to work, and how the restrictions on free players were tweaked thanks to community feedback. And if you're among those who just can't cope with this change, maybe this will make you feel better.

Let us know in the comments if you're planning on returning to TOR or checking out for the first time now that it's, you know, free.
Dishonored
No-Trace-4


In this week's episode of No Trace, I ruin Lady Boyle's masquerade ball with a bit of planning, a lot of luck, and a relatively small amount of unplanned crisis. By my standards - and if you've watched the previous episodes in the series, you can make up your own mind about how low that particular bar is set - this is probably the purest execution of the No Trace concept so far. At least in so far as I don't have to deal with rubber aristocrats or murder innocent people to cover my inept backside. As ever, spoilers within.

As everyone's favourite flying passive-aggressive is fond of telling us, this really will be Lady Boyle's last party. Ladies will move. Gentlemen will move. Somebody will ring an alarm. There may or may not be a fire on the roof.



(There isn't actually a fire on the roof. Nor can I, by the game's rules, throw any elbows. I will throw a few more Corvo kicks, however.)

You can watch all of the previous episodes in the series here, and subscribe to our YouTube channel for the rest of our video things. Check out Tom's Dishonored review for more on why it's one of the most exciting stealth games released this year.
Call of Duty®: Black Ops II
black ops 2 header


Everybody’s second-favourite Call of Duty sub-franchise returns, picking through the carnage of the preceding game’s CIA conspiracy while simultaneously barrelling onward into the cyber-enhanced future-war of 2025.

The game flits between control of David Mason, son of the first Blops’ protagonist, and flashbacks to (not terribly) covert missions taking place during the conflicts of the late 20th century. For the most part, it follows familiar Call of Duty rote: enemies swarm out and you pop their heads and push forward. Like Whack-a-mole, but with foreigners. You shoot men in 1980s Afghanistan. You shoot men and robots in future-LA. Hither and thither, men are shot, their demise serving a globe-trotting anti-terrorism yarn that would be amusingly ludicrous if it weren’t laser-targeted to evoke actual middle-American paranoia.

But before we get to that: let me tell you about my horse. My horse keeps on falling through the ground. It doesn’t fall far – just up to its flanks – but it’s very hard to fend off a Russian assault on a half-buried horse. I can’t get off my horse because I haven’t quite reached the horse-dismounting checkpoint. I am stuck. I reload and reload and reload and eventually make it through.



I mention this because my problem with Blops 2 and CoD in general is not that they are cinematic shooters of little mechanical imagination or meaningful interactivity – I’m completely cool with that. CoD is essentially Duck Hunt with multidirectional movement and a hysterically self-pitying, bellicose view of global politics. That’s OK. That’s allowed. But I take issue when I repeatedly crash through its flimsy world into the unglamorous workings behind.

It’s not even that Blops 2 is buggy: it’s just so inflexible and brittle as to splinter at the most gentle pressure in any direction other than the one in which it is ordained to move. Playing it is to tiresomely re-analyse the ever-shifting boundaries of interaction. The very first level kills you if you stray outside the invisibly defined battle zone; later you are gifted with an entire canyon to roam – assuming your horse remains above ground level.

At one point, I found myself stuck on a beach while angry locals swarmed through the jungle behind. The sign above my AI partner said, ‘Follow’. However, he had stopped. I’d been told there were some boats on the beach, which would seem like a mission-critical observation, were it possible to interact with them. “Keep running, Mason!” shouts my AI partner, apparently unaware that we are hemmed into this tiny sandy deathzone by invisible walls. Several reloads later, I discover that I have to press F on my companion and initiate an ending cutscene. Ah.



This seems like a shame because it torpedoes one of Black Ops 2’s most ambitious endeavours. At key points during the game you are given choices which dramatically change its outcome. But so trammelled are you in the interim that you may not realise your own power.

When the opportunity arose to execute someone, I couldn’t work out how to decline – or even if I could. I tried shooting other people in the room, but the gun just didn’t fire. I tried to wait the decision out, but eventually I assumed there was only one interactive option available. Bang. Sorry. Deciding whether or not to kill someone should be dramatic, but here it felt more like attempting to interpret faded washing instructions. Can I tumble dry this?

Still, such pivotal moments, when they work, do perk interest in the otherwise daft plot as it maniacally flings itself around history, occasionally stamping on the bits of it wingnuts don’t like. Despite all the techno-gobbledegook, conspiracy, brainwashing and betrayal, Black Ops 2 presents a paint-by-numbers world, in which the primary colours are fear, jingoism and self-righteous aggression. In this version of reality, Islamic terrorists are elided with South American socialists, hackers and anti-capitalist protesters.

The game’s arch-villain, Raul Menendez, is a product of American interventionism gone awry, but if there’s a warning there, it’s subsumed by the batshit fervour of his personal quest for revenge. Menendez is not a nice man (you can tell because he has a scar) and his response to his violation by America is to go around yelling and kneecapping people, so it’s hard to sympathise with him. That we are only encouraged to worry about American foreign policy inadvertently creating Menendez-like monsters is itself troubling, but I suppose people whose lives were just quietly and terribly fucked don’t make exciting antagonists.



After this calamitous introduction to the campaign, however, Blops 2 settles down. Its set-pieces become more coherent (if not the plot) and the majority of its novelties work. Except this time, there are no egregiously annoying infinite spawns. Indeed, the game sidesteps many of the series’ clichés. Turret sections are subverted almost the instant they begin, as are other staples: the slow-motion breach and clear, the last-second gun-toss.

Elsewhere, futuristic gadgetry brings welcome variety. You can target enemies with a fleet of drones or hunker behind shambling quadrupedal mechs. Their power is most visible in the radical addition of Strike Force, a simplistic RTS gamemode which runs in parallel to the campaign. Using a high-altitude view, you capture points, defend them, protect convoys and rescue hostages. At any point you can dive into the brain of a soldier or robot and take direct control. The major weakness is the AI – the lamentable pathfinding is all the more visible in the top-down view – but its incompetence obligates you to get your hands dirty, and so creates the delightful tension between strategy and ground tactics. It’s messy, perhaps, but fun: rarely in a Call of Duty game do you get the entire toybox to play with all at once.

Black Ops 2 also manages occasional spectacle, despite a creaking engine. The recreation of a Yemeni hillside township is both visually and spatially fascinating, a wonderful chaos of alleys and stairwells, offering as much vertical variation as horizontal. Elsewhere, an exclusive, floating mega-resort has been taking notes from Brink’s super-white sea-faring skyline – a dazzling, crisp utopia which is disturbingly cathartic to smash.



Exploring that Yemeni township is all the better in multiplayer. In fact, everything is better in multiplayer. Add a few real people, and levels that were inert backdrops to the campaign now reveal a more delicate construction: multiple strata and intertwining paths, every space run through with dozens of sightlines to keep you on your toes. On the deck of a burning aircraft carrier, your objective is to minimise your exposure, skipping between coverpoints, constantly craning this way and that to ensure you aren’t being flanked. A railway station generates an ongoing flow of combat through multiple, looping routes. Rarely do you find a position which isn’t in some way compromised, forcing continual movement.

Myriad multiplayer modes are divided and duplicated among a variety of playlists, although most of the new additions, like the roaming king-of-the-hill gametype Hardpoint, are fairly unadventurous reconfigurations of existing rulesets. The ‘party game’ playlist contains the most outlandish departures from regular Call of Duty gunplay – here you earn extra bullets with kills or automatically cycle through the game’s armoury.

Treyarch have made some canny rebalancing decisions: the special rewards formerly known as Killstreaks have evolved into Scorestreaks. Helping your team with objectives now contributes to earning UAV surveillance, drone strikes and other devastating powers. The unlockable-arms-race seems less painful for new players, too, thanks to an ample starting kit.



This is all to the good – but is it a reinvention worth $60/£40? The menus are biased toward gamepad controls and the lack of dedicated servers is regrettable. To my tastes, Battlefield 3 still remains a broader and deeper (and cheaper) online offering, zipping easily between grand vehicular modes and tight close-quarters firefights. And yet, perhaps because of Battlefield’s wider focus, it doesn’t quite deliver on the instantly gratifying bouts of hectic, adrenalising chaos that we see here.

Plus, Battlefield doesn’t have zombies. Blops 2’s horror-comedy wave-survival mode is its most elaborate yet: a series of four maps that can be played separately or as one. Each location is discretely contained, but visited periodically by a bus service which optionally takes players onto the next. While holding up in one location allows players to fortify it, upgrades and items may lure them onto the next stop. The bus won’t wait, however, initiating a mad scramble every time players hear the insistent honking of its horn – a microcosm of Left 4 Dead’s dramatic finales.

Killing Floor and Left 4 Dead offer comparable thrills, and arguably more refined mechanics, but this is nonetheless an admirable component of Call of Duty: Black Ops 2’s formidable and mildly refreshed online package. Without it, the singleplayer’s occasional innovations do little to elevate the formula from vapidity, or help forgive its unpalatable tenor.
Call of Duty®: Black Ops II - PC Gamer
Podcast 79


Chris, Tom Senior, and Rich discuss the soon-on-PC Assassin's Creed 3, Football Manager 2013, Planetside 2, some game called Call of Duty, and much more - including plenty of Twitter questions and the first novelty physical challenge in the podcast's history.

You can subscribe to the podcast on iTunes here and download the MP3 directly from here.

Please excuse Chris' periodic background coughing, by the way. He's currently recovering from the plague but is trying to hold on to his cough because he feels that it lends him an air of tragic defiance. He is wrong. It's just gross.

Apologies if we didn't get around to your Twitter questions this week - we had a lot more than we had time for. Hopefully we'll fit a few into the next episode.

Show notes
Assassin's Creed 3 will have fewer bugs on PC, say Ubisoft.
Chris Schilling's Football Manager 2013 review.
The Elder Scrolls V: Skyrim
Skyrim Diary 14 - Dragon


This is the diary of me attempting to play Skyrim using only Illusion magic: I'm not allowed any weapons, armour, or magical items, and I can't attack anyone directly. The first entry is here, or you can see all entries to date here.

A hail of arrows shoots past me, and I scramble up some rubble to get away from the Giant. I look back to see if he's following, just in time to see him crumple a guard like a tin can. Oh Lord. Sorry guard!

The Giant stomps towards me. I still don't have any stamina to sprint with, and I haven't really got anywhere else to run to, so I just run to the other side of the tower. More arrows pelt him as he trudges round after me, into full view of the rest of the guards. At first this seems like a good thing, but then he stomps off into their ranks and starts crushing them one by one.



I do the only thing that seems to irritate him more than being physically injured: try to Calm him down. He turns and runs for me. Let's go around the tower again!

I scamper on a little, then turn back to see if he's following. He's not. He's found Irileth, the Jarl's housecarl, and is beating her to a pulp. She can't actually die because she's critical to the plot, so he's just incapacitating her over and over again, beating her back into the same hole every time she gets up.



I can't help feeling almost partly responsible for this. I anti-Calm him again, and he comes for me.

By my third lap around the tower, the giant's killed all but two of the guards, and the housecarl is on her knees again. The Giant raises his club above her, two more arrows thunk into him, and he goes limp. He crashes to the ground, finally dead.

I look sheepishly at the two surviving guards, then loot the corpse.

The dragon's body crashed down a long way from the watchtower, and as I'm about to head over to it, the guard who killed the giant stops me.

"Hey, I know you." Oh God. Not now. I must have a bounty on my head in this district, though I can't remember why. I suggest he's made a mistake.
"No, there's no mistake, you're a wanted woman, and it's time you paid for your crimes."
I blew all my money on Sarah the Implausible Horse, and all my most valuable possessions - my health potions - are stolen property. Getting arrested right now would be really, really problematic and really, really embarrassing.



But strangely, I have one dialogue option I've never seen before. I try it.
"I don't have time for this. Do you?"
The guard reflects. "You know what? You're not worth it. You can be some other guard's problem."

Phew.

I'm almost at the dragon-corpse when I stop again. I see something bright in the bushes. It's a ghost... of a wolf. And there's a guy who looks like John Malkovich pushing his face through a mop running along behind him. Belrand?! Holy shit, man! Exactly how tough are you? And when did you land?

We trot up to the dragon corpse together, and it melts in front of our eyes. I'm shovelling its gold and valuable bones into my pockets when its soul flows through me, revealing to the city and the world that I am the Dragonborn, Skyrim's only hope of salvation.



We're all in quite a lot of trouble.
...