Dec 21, 2012
PC Gamer
PCG249.rev_hawken.money1


This review is based on the open beta version of Hawken, with its final release not due till 2013. We felt we had to review it at this point as it's possible to spend money inside the game, and it's our responsibility to provide timely buyer's advice to readers. We'll update this review should the game significantly change between now and release, to make sure it reflects the current state of the game.

They may look like unwieldy lumps of steel, but Hawken’s war machines are surprisingly agile. Meteor’s free-to-play shooter gives you control of a twenty-foot-tall mechanical warrior, but it’s not another MechWarrior: the maps here are small, and the combat snappy.

It’s all about the movement. As my mech thuds around, the cockpit wobbles and dirt flecks the windshield. I hear the mechanical clank of each heavy footstep, and when I fire my weapons I can sense the vibrations rattling my chassis. When I move the mouse to turn, there’s a slight delay and the whir of a motor as my robo-head swivels around. I haven’t felt as physically connected to a first-person game since Mirror’s Edge.

It’s the ability to dash that gives Hawken’s machines the edge over their squishy human peers. Press Shift + W and a back-mounted jet engine will ignite and propel you forwards. This is considerably faster than walking, but uses fuel, of which you have a limited – but constantly regenerating – supply. Hitting Shift and a direction key enables you to dart out of the way of incoming missiles, although it takes practice. You can hover by holding Space, and a good way to confuse an opponent is to float over their head, then launch missiles into their back before they can reorient themselves.



When you nail the timing, you get a feeling of immense satisfaction in sidestepping a rocket at the last second, launching into the air, then raining death on whoever fired it.

Streaking in and out of cover to avoid explosive projectiles is the hallmark of a skilled player, as is unpredictable movement – deftly combining boosting, dashing and hovering. Seeing two accomplished players pirouette around each other is an impressive sight – or a depressing one, depending on how good you are, and how much money and time you’re willing to plunge into Hawken’s free-to-play economy.

The more time you spend with the game’s mechs, the better they get, both in terms of the free-to-play bolt-ons you can add on to specialise them, and the familiarity you gain with your robot friend over the course of repeat battles. Battles also garner you experience for the vehicles in your persistent garage.



There are some issues with combat feedback. It can be difficult to tell whether your bullets are connecting or not in the hysteria of battle. Health bars get lost in the dense, cluttered scenery of the maps, and there’s no sense of impact from a connecting shot. When multiple players engage in combat in the same area, your vision becomes obscured by explosions, dust, smoke and the bulky frames of other mechs wobbling around in your crosshairs like angry household appliances. This all adds to the physical sensation of piloting a mech, but also makes busier firefights confusing.

Melee attacks are notable in their absence. The ability to whack enemies from behind like naughty robo-children would be a welcome addition, even as an optional – and hilarious – upgrade. The abundance of blind corners in the game’s maps means you always end up cockpit-to-cockpit with other players, and it would be good if there was another way to react to those situations other than strafing backwards in panic.

There are nine classes, each offering a different play style. The game also gives each mech a difficulty rating. At the boring low end there’s the Assault, a lightweight all-rounder that combines a medium range rifle with a TOW rocket launcher. Assault mechs are easy to use, but lack personality, like an off-brand toaster. The Rocketeer is more of a challenge, but a powerhouse in the right hands. Hold your crosshair over an opponent as you fire your Seeker rockets and they’ll thunk into its armour, shredding it in seconds. The Brawler’s flak cannon rips through armour at close range. The Sharpshooter is a sniper, although none of the maps really lend themselves to long-range combat. And the Scout can quickly recharge its fuel. They’re all fairly standard multiplayer archetypes.



Heavier mechs like the Rocketeer can transform into mobile turrets. The metal plates on their head clamp down and form a protective shell, which makes them slow to a crawl, but toughens their armour up considerably. If someone gets behind you, you’re done for, but having one of these guys at the front of a team push is mighty useful.

There are some other, less exotic, special abilities too. The Assault, for example, can instantly cool down its weapons if they overheat. And there are ‘countermeasures’, which have caused some controversy in the community. These consumable paid-for items enable you to instantly counter the effects of disabling attacks such as the EMP. Some say they bring an element of pay-to-win to the game, but the effects are so brief that they don’t really affect the balance of a match.

If you stick with a class, you’ll earn optimisation points that you can use to advance through three RPG-style skill trees. Offence increases bullet damage, fire rate, and reduces weapon heat. Defence toughens up your armour and increases your dodge speed. Movement enables you to walk faster, makes you less visible to radar, and increases your fuel regeneration rate. On top of that, you can customise your mech with internals (engine parts that give small stat boosts), weapons, and support items. These range from deployable turrets and protective shield bubbles to EMP blasts that shut down an opponent’s HUD and weapons. Then there are the cosmetic upgrades, which let you change the shape of your mech or give it a gaudy neon paint job.



There’s a lot to tinker with, but it’s not deep enough that you feel like you’re actually creating your own machine from scratch, and visual mods can’t be earned in-game: you have to buy them. Hawken is free-to-play, and it suffers for it. When you start a new account, you’re given a single Assault class mech. Hawken should have used PlanetSide 2’s free-to-play model, giving you a basic, no-frills version of each class that you can then plug better parts into once you’ve settled on one you like, and weapon trials to take the sting out of a hefty purchase. Some people may not find the Assault class to their taste and conclude that the game itself isn’t for them, but if they had a chance to try the other mechs out, they might stick around longer and eventually become a paying customer. F2P successes have proved that, even with much offered for free, people will still spend money.

Buying mechs is a gamble. You can take a handful of them out for a test run – the Rocketeer and Scout at the time of writing, and that selection looks set to revolve – but you can’t customise their loadouts without committing to them. You’ll have to spend 6410 Hawken Credits for that right – the result of many hours of grinding. Or you could just spend 720 Meteor Credits instead, the game’s real-world currency, and save yourself the hassle. The pricing isn’t bad – a mech costs roughly £4, which is about the same as a PlanetSide 2 gun – but the F2P model makes free players feel like outcasts, stuck with the boxy, unremarkable CR-T Recruit for hours, while paying players dance around them in their fancy new Bruisers and Brawlers.




It was clever of the developers to make the starting mech the ugliest. Some players will probably end up buying Meteor Credits just so they don’t have to look like an old TV with legs any more. But that aside, the game’s art direction is stunning. Its vision of the future is hard and industrial; a battered, lived-in world. The mechs look like they were pieced together from scrap metal, and designed for war, rather than to look pretty. Soft, natural lighting and a subtle grain filter add a layer of grit and realism. It looks like the concept art for a ’70s sci-fi film come to life. It’s such a compelling universe that it almost feels wasted on the confined maps of a multiplayer shooter.

Prosk is my favourite map, boasting storm drains you can use as makeshift trenches, and rooftops to hover up to and perch on. It’s a bleak, futuristic cityscape, like something from Ghost in the Shell, dotted with buzzing neon signs. Bazaar is a sand-blasted desert town, and features long, open stretches that offer Sharpshooters a rare chance to target distant enemies. Uptown is another city map, with a network of twisting corridors running through it that you can use as choke points. Origin is perhaps the most interesting in terms of verticality, with a series of stacked levels to fight on, and jump pads that spring your mech into the air. It’s not an enormous selection, and they’re small compared to most shooters, but they’re all visually, and tactically, distinct.



The Deathmatch and Team Deathmatch modes are entertaining enough, and the narrow maps mean that kills (and deaths) come fast. But besides the fact you’re fighting against robots, there isn’t much distinction between these modes and a run-of-the-mill, small-scale FPS. Kill assists are frequent, and you often find yourself finishing off mechs that other players have softened up. The action is fast and satisfying, and these battles a good way of swiftly racking up the XP necessary for item purchases, but Hawken sets itself apart from other shooters in its healing mechanic. At any time, you can hold C to heal. Your mech folds up into a ball and a tiny drone zips around it, zapping it with soothing lasers. This leaves you open to attack, but means that if you limp out of a firefight with only a sliver of health left, you can find a safe corner to repair, then come back fighting without having to respawn. It adds a layer of tactical consideration to a twitch shooter.

Missile Assault and Siege are more interesting. They’re team-based games, and sticking with other players is pretty much essential to victory. Missile Assault has two sides fighting to take control of three missile silos. When a silo is held, it continually launches rockets at the enemy base. The first team to destroy the other side’s base wins. It’s a fun take on Battlefield’s tried-and-tested Conquest mode, and more esoteric mech classes, like the Grenadier or the Rocketeer, feel more useful here. If they spot a group of enemies clustered around a silo, they can pummel the area with explosives to drive them away. You can hit Q to spot in team games, but it won’t mark specific enemies; only the area of the map your crosshair is pointing at on the mini-map.



Siege is the most difficult mode to get used to, but also the most rewarding. Players have to gather energy from nodes in the centre of the map, then rush back to their base and dump it. When a certain amount is harvested, an enormous battleship is launched and heads towards the opposing team’s base. When this happens, the other team has to secure an AA gun to shoot it down. When you’re with a team who know what they’re doing, Siege is Hawken at its best, more tactical and measured than a standard FPS but with all of that genre’s innate reactivity. When you’re not, it’s impossible to make any progress and can be hugely frustrating. You’re at the mercy of matchmaking, and there’s no server browser – although this may change in the future. The game is constantly being updated and tweaked, and the community is extremely vocal.

Piloting Hawken’s brawny mechs is a thrill, but the game’s tight-fisted F2P structure holds it back. If you don’t spend money you feel like you’re being punished, and you miss out on a large portion of the game. The classes are so wildly different that saddling new players with just one feels short-sighted. Buying a new mech with Hawken Points will take many hours of dedicated play, and by then your attention will have probably wandered.

If you don’t mind forking out, this is a beautiful and competent shooter with some depth. With additional maps and a more generous free-to-play model to enable players to more easily tweak their robotic steeds to some level, it could have been great.

Expect to pay: Free-to-play
Release: Out now
Developer: Adhesive Games
Publisher: Meteor Entertainment
Multiplayer: Up to 12 online
Link: www.playhawken.com
Far Cry 3
Far Cry 3 Vaas thumb


The 1.04 update for Far Cry 3 has the usual collection of bug fixes and tweaks. Removing the "reloading" shout after shooting the bow in multiplayer? Makes sense. Fixing a bug that made weapon models stick to the character's arm? Totally useful. Adding support for downloadable content? Inevitable.

But forget all that, because there's something far more useful hidden in those patch notes.



Did you spot it? Exactly!

A new selection of options allow you much greater control over the seemingly constant bombardment of HUD messages. You can turn off crafting tips, tutorial messages and those goddamn objective reminders, among others.



The patch is out now through Uplay or from the Far Cry 3 website. Here's the full list:

GENERAL FIXES FOR THE PATCH
Fixed several issues with customize controls

MULTIPLAYER

Improve stability on multiplayer maps.
Fixed the crash when the player was planting explosives.
Fixed several crashes.
Fixed bug where user was unable to jump on certain surfaces.
Fixed bug where players could become invisible.
Fixed bug with 3D weapon images in Decoding menu.
Fixed bug where weapons could disappear after completing objectives in Co-op.
Fixed bug where users could get stuck in Loadout screen in Co-op.
Removed “Reloading” shout after user shoots the bow.
Parties will no longer be allowed to numerically unbalance games.
Improved and fixed several issues with host migration.
Connection degradation will now properly trigger a host migration.
Fixed several bugs with Loadout menu.
Fixed bug that could display a profile restriction message when trying to join a lobby.
Fixed bug where users could get stuck in 3rd person in Custom games.
Fixed bug with Flamethrower not doing any damage in certain circumstances.
Fixed bug where “Player is on the way” tag could stick to downed players.
Fixed bug where clients could remain on black screen if host left the game.
Fixed bug where Fire Arrows did not do fire damage.
Fixed bug where Long Distance Kill was not awarded.
Fixed bug where Tag Assist was not awarded.
Fixed bug where Killcam wasn’t shown in certain circumstances.
Fixed bug where Survival Instinct was not cancelled properly.
Fixed bug where Psych gas could get dropped in the wrong place.
Fixed bug where Psych gas could affect players outside of the deployment area.
Fixed bug where users could get stuck when killed by Poison gas.
Fixed bug where other player’s footstep sounds sometimes did not play behind you.
Fixed bug where sound could get muffled when being revived.
Fixed bug where user could get de-synced if killed in mid-air


MAP EDITOR

Added information for Player Map playlists.
Improved available space for Player map names in lobby.
Fixed bug where User made maps wasn’t downloaded properly in lobby.
Fixed bug that made the user stuck when igniting Firestom nodes on certain maps.


SINGLE PLAYER

Fixed the accessing bug for the camera and the throwing rocks.
Users that have miss the Relic located in Dr. Earnhardt cave will have the relic recover.
Fixed the bug with the weapon models staying on screen / stuck on the charatcer arm.
The leaderboard is now updating correctly even after if the user is disconnecting/reconnecting the ethernet cable.
The objective is now properly updated after Jason burns the weed fields.
New options the hide the HUD are now available in the option menu.
Add support for downloadable content.
Fixed the issue when the user was becoming invincible after failing mission 'Black Gold' several times.
The Phonecall from Hurk (ULC missions) is no longer overlapping the brief of the 'Piece of the past' mission.
Fixed the issue when Sam was no longer in the jeep's turret after placing two bomb and being kill several time in 'Black Gold' mission.
Sam is no longer getting stuck when the user destroy an enemy car.
Far Cry 3 - PC Gamer
Martin Chris TomS


Chris, Tom Senior and Martin discover headphones and subsequently blow their own minds. Also featuring discussion of Company of Heroes 2, Warface, and Far Cry 3 co-op - plus your questions from Twitter.

This weeks episode was recorded while a record number of podcast-contradicting news stories occurred, such as THQ's bankruptcy and the Dota 2 Christmas switcheroo. Also, the world does not appear to have ended.

Oh well. Merry Christmas anyway, I suppose.

Show notes
The Penny Arcade Report's interview with Far Cry 3 writer Jeffrey Yohalem.
Craig Lager's preview of Company of Heroes 2.
Nasa's Mayan apocalypse video (via The Guardian).
PC Gamer
World of Tanks


Wargaming.net are rounding out the year with some light bragging about the success of their free-to-play tank battler, World of Tanks. To celebrate their "incredible year," they've posted an infographic full of figures showing off the success of the game. The big number? Over 45 million tank commanders have played the game.

600 million battles have been fought by players all around the world, including Vatican city. Which may explain why the Pope hasn't been tweeting much. Those battles stretch across 23,000 years of collective playing time.

Here's the full round up:



World of Tanks is just the start of Wargaming.net's plans for global war machine domination. The upcoming World of Warplanes is currently in closed beta testing, with World of Warships also due sometime next year.

Thanks, Polygon.
PC Gamer
xmas roundup


Happy End of the World! At least, that's what I assume happened today - the Mayans have never steered me wrong before. If you're wondering, I'm typing this from a lead-lined vault deep underground, which I escaped to last night; one of the other Vault-Dwellers has been stealing water, but apart from that everything is fine. *Sobs*. Assuming there's still an Earth left, I'm guessing you've been transformed into some sort of hideous mutant, so I hope you have enough fingers to play a selection of the week's best webgames. Most of them aren't particularly Christmassy, so I suggest you Xmas them up a bit by wearing a santa hat and drinking a glass of mulled wine seasoned with a couple of sprouts. Oh and make these games last - I won't be leaving the vault until next year. Merry everyone!

Moonlight by Jonas Kyratzes Play it online here.

You'll go some truly amazing places, and become some amazing things.

A beautifully written, moving, and clearly personal story from the Dreamweaver himself Jonas Kyratzes, who you may know from The Sea Will Claim Everything. It's a story that will take you everywhere, from a party to the moon to a deep dark hole, accompanied (for much of it) by Stephen Fry.

Tyranoforce by Blob and Xewlupus Play it online here.

I'm not sure where the dinosaur comes in, but I do like the name TYRANOFORCE.

Courtesy of IndieGames comes TYRANOFORCE, a shmup where you play as the bad guy, spawning ships (by holding Space) to try and take down a particularly wily hero in just 60 seconds. It was created for Ludum Dare 25 - theme: You are the Villain - so it is a little rough around the edges. However, it's also hugely creative, and bastard-hard - I haven't managed to destroy the hero yet.

Atomic Creep Spawner! by Sebastien Benard Play it online here.

You can drop treasure chests to distract the adventurer.

Stopping the hero is the theme of Atomic Creep Spawner!, as well, probably because it was also made for LD25. It's Dungeon Keeper, basically, but as a simple browser game; depositing monsters is as easy as clicking on the ground. As you hurl things in his path, the hero mutters funny little sentences, for example insulting your dungeon-running prowess by calling you a "noob". That's your cue to prove him wrong. (Thanks, Free Indie Games.)

Sole Gunner by Sinclair Strange Play it online here.

Nothing says Christmas like carnivorous robot plants. At least, in my household.

Sole Gunner starts with a warning to resize the window or download the game if you're short on CPU, and true to that promise it ran like a melted snowman on my PC. Despite that, this tribute to games like Gunstar Heroes is worth a play - well, it is if you like games like Gunstar Heroes. (Again, thanks to Free Indie Games.)

Holly Jolly Pyromaniac by UndergroundPixel Play it online here.

It's a jolly holiday with EVIL SANTA. EVIL SANTA WILL DESTROY YOUR CHRISTMAS, AND YOUR SOUL.

Ho ho ho! Finally, a bona fide Christmas game - spotted by the good folk at IndieGames. As Santa Claus, bring Christmas cheer to the masses by blowing them up and - oh, it's another Ludum Dare game. You're a bad santa (no, not that Bad Santa); instead of dropping presents in the living rooms of innocent children, you're dropping bombs on the heads of rebellious elves. Holly Jolly Pyromaniac is a very simple one-button action game, but it kept me amused for a few minutes, and isn't that what Christmas is all about? No, I'm really asking - I have no idea.
PC Gamer
Club3D QuadFire


Christmas is generally a time when we give ourselves over to excess, and in that spirit I’ve got my hands on possibly the most excessive graphical combination on the planet. Yes, my poor tech-whipped test rig is now playing host to a pair of Club3D HD 7990s in quad CrossFireX configuration.

That’s four GPUs working in unison to create some of the most freakishly fast benchmark numbers I’ve ever witnessed.

Now, it has to be stressed that even Club3D haven’t tested this configuration, and thanks to the joys of AMD’s CrossFireX drivers it’s not the most stable setup I’ve ever used. In fact I struggled to get through even half my usual gaming benchmarks.

That’s a real shame as from the synthetic Heaven 3.0 benchmark numbers there’s a huge amount of potential in this setup if AMD could sort its drivers out.

Running the quadfire rig at 2560x1600, with 4x Anti-aliasing and EXTREME tessellation settings, I was hitting 125FPS. By comparison a pair of GTX 680s will hit 72FPS on the same settings. Sleeping Dogs - not a great game, but an intensive benchmark - running on EXTREME settings delivered 90FPS.

In a word. Damn.

Four GPUs, 800W peak load, 12GB GDDR5, £1400 and a few driver issues...
Sadly though Max Payne 3 didn’t recognise the second card, and Batman:Arkham City and DiRT Showdown refused to boot at all, completely crashing the system.
So while it’s quick in a few benchmarks the drivers are none too stable. And when you’re dropping £1,400 on a pair of graphics cards you kinda want to know they’re going to work.

But hey, surely no-one’s ever going to be crazy enough to build this system - I just had to satisfy my own techy curiosity and wanted to share...
PC Gamer
Starcraft 2 Heart of the Swarm preview


In the lead up to the "impending" launch - er, in March - of Starcraft II's Heart of the Swarm expansion, Blizzard are extending its beta to include pre-order customers.

Anyone who bought the game before December 18th through Battle.net has been added to the test, with later buyers being added in waves over the coming weeks. The beta client can be downloaded here, but if you're yet to secure access, turning up at the door and hoping to slip by unnoticed isn't going to work.

For retail purchasers, things are a little more complicated. So far only "select retailers", like Amazon, are offering beta keys. For anywhere else, unless they specify a key, you're probably going to be waiting for March.

Thanks, PCGamesN.
PC Gamer
chivalry chart december 21
'Twas the night before Christmas and all through the house, not a creature was stirring - because they'd all been dismembered by a guy wearing metal pyjamas and carrying a mace. Or should that be the knight before Christmas? Anyway...

It's great to be surprised at this time of year - though not in a 'someone has stolen all of the presents' way - and who could have predicted the number one download at online retailer Green Man Gaming would be Chivalry: Medieval Warfare?

The multiplayer hack and slash features epic battles almost as bloody as scraps between bargain-hunting harpies in the Boxing Day sales queues. And this former number one sits atop the Christmas tree thanks to a major surge on downloads this week, seeing off competition from some big names.

The surrounding decorative baubels in the list include stellar sequels Guild Wars 2 - which was knocked off last week's top spot - Borderlands 2 and Far Cry 3 .

Here's the full list of Christmas chart-toppers:

1. Chivalry: Medieval Warfare
2. Guild Wars 2
3. Borderlands 2
4. Far Cry 3 (EU Only)
5. Tomb Raider (pre-purchase)
6. Football Manager 2013
7. Company of Heroes 2 (pre-purchase)
8. SimCity
9. Aliens: Colonial Marines
10. Metro: Last Light

Brought to you in association with Green Man Gaming.
PC Gamer
Bioshock Infinite


In his Reddit AMA ("Ask Me Anything", a Q&A session with users of the site), Ken Levine made a couple of announcements about the development of Bioshock Infinite. When asked about Irrational's commitment to the PC release of the game, he said, "We have a dedicated group on the PC version. Our first priority is making sure that it feels like a game that is at home on the PC."

"Chris Kline our director of tech, has been driving this process. We're very sensitive (after getting a well deserved reaming once before) on the issues of widescreen and mouse acceleration. We also want to make sure that the fans have effortless access to the game, so we're using Steam's standard DRM. People have asked before if we're using GFWL and/or SecuRom, and we are not. I also have to say, the game looks beautiful on PC."

Good news after the previous Bioshocks both had some significant PC porting issues, specifically with widescreen support.

During the AMA, Levine also confirmed that Garry Schyman, the composer on Bioshock 1 & 2, would be returning for Infinite, and that Bethesda's Todd Howard once tweaked his nipple.
PC Gamer
Deus Ex fan film


It's not the officially licensed movie, but this teaser trailer for an upcoming Human Revolution short film is looking mighty impressive. DCode Films are handling the project, with Moe Charif acting as writer and director, as well as playing Adam Jensen. Getting all those cyborg limb augmentations shows some admirable dedication, don't you think?

There's no firm date for the film's release, with the team saying they're hoping to get it done as soon as possible. Presumably they've still got to edit in a filter to bathe everything in Human Revolution's overwhelmingly yellow hue.

Still, the team behind it have created a seriously well-realised slice of Deus Ex. Except... hang on.



That is not the face of a man whose friend is being thrown through a wall.



That's a man who can't remember if he left the oven on.

Thanks, Kotaku.
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