Red Orchestra: Ostfront 41-45
Red Orchestra 2


Have you got any plans this weekend? Maybe you're thinking about going somewhere nice or meeting up with a few friends. Fool! Weekends aren't about that any more. These days, they're for trialling games that have been made temporarily free to play, then pondering whether they're worth the rather hefty discount they've also been given.

From now until Sunday evening you can download and play the hardcore World War 2 multiplayer FPS Red Orchestra 2. Should you find doing that a pleasurable experience, there's a 75% discount in effect until Monday, bringing the game down to £3.74.

This is all to celebrate the release of the Fall 2012 Free Content Pack, which brings a new map - Barashka, from the first Red Orchestra - and a redesigned Countdown mode.



There's also a 75% discount on the Tripwire bundle, which includes both Red Orchestras, first-person puzzler The Ball, Dwarfs?! and the rather good zombie co-op FPS Killing Floor.

Anyone planning to give this a shot? RO2 was pretty wonky on release, but I've since heard that it's been fixed up nicely and is well worth a try.
PC Gamer
Guild Wars 2 bot triplet


ArenaNet triumphed over a ton of pesky Guild Wars 2 bots last month, as an official post yesterday by Security Coordinator Mike Lewis announced over 34,000 bots were sent packing by the studio's security team during November. Bot reports took a massive dive as well from 2,000 to 20 hourly reports in October. Maybe now I can visit Lion's Arch without spotting any more suspiciously identical-looking characters all hovering over the same ore node.

Lewis explained how ArenaNet used "comprehensive tools" and "manual observation" for tracking and hunting down bots like some sort of Minority Report strike team. The post didn't contain any further info on the specifics of how these systems work—perhaps to keep their inner workings from prying eyes—but Lewis stated, "The combination of these resources is formidable, and we’ll continue to expand and refine our tools and processes as time goes on."

Guild Wars 2 will Christmas-ify itself tomorrow with its Wintersday event update running until January 3, bringing with it a number of tweaks to World-versus-World PVP as well.
PC Gamer
Enemy Starfighter


We're in the midst of a space-sim renaissance, with ambitious projects warping in from everywhere to turn 2013 into the year of the starry expanse. Here's another: Enemy Starfighter, a one-man indie effort emphasizing heavy planning and tactical fleet movements in addition to including standard cockpit-cam dogfights.

Creator Mike Tipul, who previously worked at Bungie, Pandemic, and Take-Two as a technical designer, spent just three months crafting the prototype version shown in the debut trailer, and it looks quite impressive so far. According to Tipul, each mission includes a planning phase for establishing attack and movement orders to your ships, a mechanic similar to Homeworld's tactical overview or Rainbow Six's waypoint system.

Swapping from a (space)bird's-eye view to a first-person view of the action is a shiver-inducing transition as you're whisked from a grid view with blocky unit icons into the cockpit of a spacecraft with a single swift zoom-in. Tipul writes on his development log that units are permanently lost when they die and hinted at hijacking other ships as an effective method of staving off losses.

Tipul also indicated that he plans on boosting the ship count and mission types, as well as adding voicework and natural hazards such as certain kinds of nebulae and dust clouds that may affect ship performance. And yes, we can confirm the inclusion of ever-important engine trails.
PC Gamer
dead_space_3


The first Dead Space was lonely and unsettling. No one yelled about how much everything sucked or checked to see if I was alright, and I liked that, so Dead Space 3's co-op mode concerns me. Will this new focus kill the mood? The latest trailer acknowledges my concern and tries to make all my worries go away. Single-player is about confronting fears, it says, while co-op is where I'll "take down the terror."

Those sound like two very different experiences, so I'm curious to see just how different they are, and how well Dead Space 3 does both. Can it pull off a sense of isolation in one mode and a sense of camaraderie in the other? And is it going for either? We've previously heard conflicting messages about just what kind of mood Dead Space 3 is after.

I don't know, but there is at least one thing I can tell from the trailer: it features excellent sound effects for gurgley, squishy things. Shbbblargle.

PC Gamer
cliffy


Back in October, developer/gaming rock star Cliff Bleszinski announced that he would be leaving Epic Games after 20 years. The question that immediately started circulating was, unsurprisingly, what's next for Cliffy B? In a recent interview with X-Play on G4, he made it clear that his days in game development are far from over.

"I had been working with them since I was 17 years old," he said of Epic. "It's time for a fresh start." On the subject of said fresh start, Bleszinski mentioned ""It's not a matter of if, it's a matter of when and with who."

Bleszinski's time at Epic saw some of the PC's most well-known franchises, including Unreal, Unreal Tournament, and the Unreal Engine, which has driven everything from Mass Effect to BioShock. It's a tough act to follow, but Bleszinski thinks he has a bead on how to take his career forward. "I just want to create an environment where people can pan for gold..." he said when asked what his future studio might look like. "You kind of have to trust the process, and trust the people in that process."

via G4tv.com
Portal
Pacific Rim


Contrary to the norm, Hollywood isn't entirely composed of heartless corporate robots. It has people, too, and when not fetching oil martinis for their robot overlords, they like playing games. Take director Guillermo del Toro, for example. Sure, his latest science-fiction epic, Pacific Rim, tips its hat to the Japanese monster films of old with supersized bot-on-brute action, but that's probably not why its debut trailer caught onto gaming circles so quickly. Watch for yourself, but more importantly, listen carefully.

Yep, that's Ellen McLain lending a perfectly replicated GLaDOS voice to the computer systems of Pacific Rim's mega mechs. Someone—perhaps even del Toro himself—on the film crew is an avid Portal fan and decided McLain's modulated tones jives perfectly with punching giant beasts in the face. Considering everyone's favorite evil AI wouldn't ever get caught actually helping humans, that's an impressive feat.

Pacific Rim releases July 12 for the theater platform. McLain has previously trusted us with her delicious Pecan Tassies recipe, which we're still enjoying.
PC Gamer
Ace of Spades


Ace of Spades seems like what would happen if you dumped a Home Depot on Battlefield. Yes, it touts an obvious comparison—Minecraft with guns, gasp—but the apparent copycatting didn't chip away at PC Gamer freelancer Cara Ellison's fun blowing fellow block-people to bits during her hands-on last month.

Set to the crunchy chords of Spades' musical namesake, the launch trailer introduces each team's classes (Marksman: yes, please) and shows some clever tunnel flanks. Ace of Spades is buyable on Steam for $10/£6.
PC Gamer
bioshock history


In between gathering good and ungood impressions of BioShock Infinite during my hands-on last week, I had a chance to talk with creative director Ken Levine about the game's interesting expression of American history and social issues like racism.

Ken Levine is creative director of BioShock Infinite.

PCG: In some ways it feels like Columbia, as a setting, lays bare the worst of American history. Do you or does BioShock have a cynical or a negative view of American history?

Ken Levine: As a student of American history, it is a much broader story than what’s shown in Columbia, but I don’t feel that it’s the purpose of the game or the responsibility of the game to be a survey of American history. Certainly there are many things that are in Columbia that were very prevalent at the time, whether it’s charismatic religious movements, whether it’s a sense of growing nationalism—which was very present at the time. I’ve talked about that before, so I won’t bore you with that again. Or the deeply institutionalized racism and classism, which were… It was so prevalent that when you go back and read the writings of known figures like Teddy Roosevelt, who was extremely progressive in so many ways… I’m not using “progressive” in the sort of "Fox News versus MSNBC" way. I’m just saying that he was involved in anti-trust, in splitting up large corporations like Standard Oil. He was also a champion of the rights of the poor. But he was also what you would call a neoconservative in a lot of ways. He was very keen on American expansion. When you read his writings as sort of what you would call, at the very least, an extremely compassionate conservative, he would refer to Jews and African-Americans in the most horrible of terms. He was a man of his time. Abraham Lincoln, if you read his writings now, you would ascribe him? Even though he’s the most important abolitionist of all time, and a great man, he was a man of his time. He viewed African-Americans as a lesser race. He just thought they should be free. Thomas Jefferson owned slaves. George Washington owned slaves. People were men of their times, and this is a game that’s set in a time where, if you don’t have those elements in the game, it’s just dishonest, you know?

Columbia, the floating world of BioShock Infinite.

I realized, in BioShock, that we didn’t have any minority characters. Well, we had a lot of Jewish, Eastern European Jewish characters, which probably comes from my background. Whether it’s Ryan or Tenenbaum. And that game was suffused with the immigrant experience to some degree. But we didn’t have African-American characters. We didn’t have Chinese characters. It’s very important to us that we diversify. Not because… I’m not like, “Oh, we have to have diversity because it was unrepresentative of reality, and I want to be representative of reality.” I wanted to be representative of reality, but that reality was a particular reality to a level that most people don’t even understand. Most people don’t know how Catholics were viewed in this country, or how the Irish were viewed in this country. They were viewed as… I use this term obviously not from myself, but at the time they were viewed as subhuman by some people. When we had our first Catholic president in 1960, many people thought he was going to be an operative of the Pope. He had to publicly proclaim that he wasn’t. We’re fortunate to grow up in a time where a lot of that is behind us. But this game wouldn’t be honest if we didn’t have that.

Along those lines, how do you think the experience of someone that isn’t a US citizen playing BioShock Infinite will differ?

Levine: At the end of the day… It’s hard for me to talk about where all that element is going in the game. Not the element of “the foreign element,” but the thematic elements you’re talking about, where they’re going. Because they may not be going where you think they’re going. This may not be about, necessarily, what you think it’s about. In the same way I really think BioShock wasn’t truly about a critique of Objectivism. I think it was about something else. Trust me, I get tweets… When I started working on this game, relatives of mine were very offended, because they thought it was an attack on the Tea Party. Specifically an attack on the Tea Party, which they were very active in. Then, when we sort of exposed the Vox Populi people, I saw a lot more left-leaning websites being like, “This is trying to tear down the labor movement!” I remember that I saw postings, unfortunately, on a white supremacist website, Stormfront, where people literally said, “The Jew Ken Levine is making a white-person-killing simulator.”

Yikes.

Levine: And BioShock had the same thing, where you had Objectivists being infuriated by it, and people more on the left thinking that it was a love letter to Objectivism. I think these games are a bit of a Rorschach for people. It’s usually a negative Rorshach. It pisses them off, you know? But I’d way rather have that than to…These games are, to some degree… If they’re about anything they’re about not buying into a single point of view. About having a lack of confidence in anything. They’re not ever an attack on a single idea. It’s a bit of a plague on all your houses. The American experiment is insanely successful and positive. The notion of democracy is the most… There’s that saying that “it’s the worst political system in the world, except for all the others.” It’s transformed the entire world. The founders in this world, this city, were worshipped.

"I think these games are a bit of a Rorschach for people. It’s usually a negative Rorshach. It pisses them off, you know?"
 
But in a lot of ways, from where I’m sitting, Thomas Jefferson… How did people like Thomas Jefferson and Ben Franklin and George Washington come along, where you had these people who had the foresight to build… Rich, wealthy men who had the foresight to build a system of power that’s shared by design. And then a man like Washington. They offered him the kingship. Not only does he turn it down and become a president instead, he steps down out of power after his first term, setting the tone for the entire experiment. These are so assuring, then, that they almost are gods. But they were also men. Their feet were clay, you know? They were slaveholders. I’m sure they were what we would call at this point white supremacists, many of them. They did things that we would now view as abhorrent. Just as I’m sure a hundred years from now, people will look back at things we do… That’s what I always wonder. What is the thing that, a hundred years from now, that they will look on that we do and that people will find abhorrent? We evolve, but we are people of our time.



That “Rorschach response” you mentioned—people seeing the bad that they want to see in a BioShock game—does that make you wish that there were more games that addressed social or historical issues? Are enough games addressing those subjects?

Levine: No. I like… Look. Do you know Tom Stoppard? What I love about Tom Stoppard, who wrote Rosencrantz and Guildenstern are Dead… I went and saw a play of his called Arcadia. It’s in two parts, and the first part takes place about 200 years ago or something in an English manor house. They are building their gardens. There’s a debate over whether the gardens are built in a very structured, organized, English garden way, or there’s a movement to make more organic, flowing, naturalistic gardens. The second half takes place in the same manor house today, but it’s about chaos theory. It’s a discussion of these times. It’s the same actors playing similar parts, and you realize it’s the same thing. Can you control… Do you really, at the end of the day, have control over anything? That there are so many variables that you can’t control anything. The organized garden versus the organic garden. And I walked away… When it first started, I’m like, “Oh my God, am I in for a three-hour play about fucking gardening?” And then you walk away like you’re not even of the same species as this guy, because to be able to construct a conceit like that, and have it be meaningful, is so brilliant. I do love those kinds of things, where there’s a lot going on at once.

We struggle, in games, a little bit, because just getting the technology working and getting a fun gameplay experience… He’s basically just writing a play, and he has to make it work within those lines. Games have so much going on in them, and the technology… However far as we’ve come along with technology, it’s still always a struggle. We’re always trying to squeeze that last ounce of juice out of something. No matter what platform it is, whether it’s PC or Xbox or PS3, we’re always trying to squeeze every last possible bit out of whichever configuration. That takes up so much of our energy. Like, Elizabeth is this invention—not just an aesthetic invention, but a technological invention—that is… She has no instincts. You put an actor on a stage and they come with some built-in software, right? They just know how to do a bunch of stuff. Even a bad actor knows how to go across a room and pick up a cup of coffee from a table, right? Elizabeth doesn’t know anything. Everything she does has to be taught and built.

"Take-Two is very supportive of experimental work."
 
We have so much work to start with, I sort of expect that… Stories, building in metaphors, stuff like that, it’s hard. It’s especially hard. Take-Two is very supportive of experimental work, and experimental work that is big-budget experimental work. There’s not a lot of companies out there, whether it’s movies or… Cable TV is the closest thing in some ways. They’ll support very experimental work, like Mad Men. Who would think that would work? It’s risky, it’s expensive, it’s all those things, and I think it’s similar in some ways, that they support these things and they get behind them because they believe in quality. I always look back on BioShock and think, “I can’t believe they gave us all this money to make a game about failed Objectivist utopia,” you know? It’s insane.

Booker DeWitt, the private investigator you play as in Infinite.

Is that encouraging? Has your faith in the industry changed since BioShock?

Levine: I always believe that gamers, if you… I don’t want to say “raise the bar.” But I’ve always believed that gamers were underestimated. The great thing I felt when I got into the games industry was, “Oh my God, I’m surrounded by the smartest people I’ve ever known in my life.” Especially game developers, because it is… When I went to Looking Glass, there were all these MIT guys, guys who made me look like a moron. It was so thrilling to be around so much intelligence.

"I like thoughtful games. I like stupid games. I like things that explode. I like all of those things. The fun of working on BioShock is that I get to do all of them at once."
 
I think part of the reason gamers, especially older gamers, got into gaming is because we didn’t fit in. We were interested in weird stuff that other people weren’t interested in. If you took gamers as an entertainment demographic, the intelligence level is probably pretty high. Yet the content level of what people think gamers like is actually skewed below, say, television, probably. Well, I don’t know. Watching afternoon television, the Kardashians and all that, not necessarily. But there’s not a lot of opportunities for a Mad Men or a Breaking Bad or an I, Claudius or something like that. BioShock was also a very visceral, frenetic experience in a lot of ways. It has its highbrow and it’s got its lowbrow. It’s cool to be on the Skyline… The process of combat is enjoyable. I’m not ashamed of being a gamer. I like thoughtful games. I like stupid games. I like things that explode. I like all of those things. The fun of working on BioShock is that I get to do all of them at once.
PC Gamer
Code Hero


We first mentioned Code Hero's curious plan to teach code literacy with a gun that shoots JavaScript in our indie ideas roundup. Developer Primer Labs wrangled a successful Kickstarter campaign for Code Hero back in February and released an alpha version shortly after. Since then, Primer Labs has been quiet, and one backer claimed yesterday that the lack of communication was due to "reckless spending" by creator Alex Peake. Peake has since spoken up, and in a statement released on Primer Labs' website, he gave firm assurance that Code Hero "isn't dead."

"I know the level of frustration some people have is high right now and that it's my fault for not communicating about our ongoing progress, but I want to reassure everyone who has backed us not to panic: Code Hero is not dead and we will not let our supporters and Kickstarter backers down," Peake wrote. "All our backer rewards will be delivered along with the game. It's taking longer than we hoped, but the game is becoming more awesome than we planned to. I'll post a more detailed update soon with the new alpha build and answer any questions and concerns people may have."

So, it seems the Hero may live to code in the days ahead. Peake also said he's directly reached out to Dustin Deckard, the backer who initially raised concerns over the game's status, and also offered a direct contact line (alex@primerlabs.com) to address any questions from other backers and fans.
PC Gamer
Sundance DiGiovanni Headshot


This week we had a chance to chat with Sundance DiGiovanni, CEO of MLG, on the past, present, and future of eSports. Read on to learn who he likes to watch, what he sees as being the biggest games for eSports in 2013, and where eSports could go in the next five years.

PC Gamer: If you had to sum up MLG's performance this year in 50 words or less, what would you say?

Sundance DiGiovanni, CEO of MLG: This year we have built upon our successes while learning lessons from our mistakes. We have grown our core audience by 334% by remaining true to our vision and core values. Basically—we've kicked ass, and set ourselves up for continued growth and success.

What was MLG's biggest achievement this year? What do you want to improve on in 2013?

DiGiovanni: It’s hard to choose just one great triumph. I think 2012 was a great year from us and there were so many highlights including our addition of Arena events, collaboration with other leagues including KeSPA and bringing Pro League players to US tournaments for the first time, and of course our success in introducing eSports to a broader audience through live streaming. However, there is always room for improvement. The one thing I most want to improve on is creating a platform where pro-players and even aspiring up-and-coming pros are able to further their careers and increase their earning potentials.

What and who are your personal favorite eSports, players, and teams to follow?

DiGiovanni: This year I have really enjoyed watching Flash. It has been incredible to watch him take on and improve at StarCraft II at our competitions. My second favorite player to watch is probably NaNiwa when he's playing well—or IdrA. When IdrA plays well it's great to watch.

A crowd at MLG's Winter Championship.

What do you see as being the biggest eSports game in 2013, and why?

SD: I think we can expect more growth and investment from Riot and League of Legends and Blizzard has big things planned for 2013 with Heart of the Swarm. Call of Duty is poised to have a breakout year as well. I also think 2013 is going to be a big year for Sony Online Entertainment with PlanetSide 2. I am excited to see what happens with that title. There are a handful of other titles that may sneak up on people—the great thing is that developers are now developing with eSports in mind—it gives us a much stronger playing field of titles to work with.

What's your "elevator pitch" for eSports for our readers who might not get it, or haven't embraced it yet?

SD: If you like to be entertained, enjoy gaming, and appreciate competition, than you must check out eSports. I think most people get hung up on whether gaming truly is a “sport,” however that is not what we are aiming to prove here. Our vision has always been to present gaming like sport and we have borrowed on concepts from traditional sports leagues. As people begin to embrace that notion, I think they will have more fun being entertained by our programming and competition.

Is there anything you think eSports organizers or fans are ignoring or neglecting right now that could drive things forward if we paid more attention to it?

SD: We need to make it easier for people to find and become fans of eSports. We currently have an amazing community and they live and breathe eSports, but in order for us to get to a point where we are truly realizing our potential we need to create more hooks. Hooks that appeal not only to the current audience, but hooks that will help us draw in new generations of fans. We want the next generation to grow up viewing eSports as a global phenomenon that is on the same level as the NFL, European Football, the NBA and other global sports media businesses.

Where do you realistically see eSports five years from now, and what would be your wildest dream in the same timeframe?

SD: If we continue to execute properly and more structure is introduced to the scene, I see eSports rivaling the UFC within 5 years. There's no reason that we can't rival even the NFL eventually, we just need to continue to evolve while growing our scene and focusing on sustainability.

Check out MLG's full December programming schedule to find out what's going on in the world of eSports this month. StarCraft II fans may want to tune in tonight to see Flash fight Rain in the MLG Tournament of Champions
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