PC Gamer
crusader kings 2 sword of islam competition


Trust me when I say that the Paradox Interactive grand strategy Crusader Kings II is not an easy game to get to grips with. A few poor decisions and before you know it you're playing as an inbred imbecile in charge of a patch of land the size of Warwickshire. Luckily, for those of you not yet acquainted with the complex political wrangling of medieval lords, the game's developers are streaming an introductory session this evening, designed to ease new players into the game.

The stream is scheduled to start at 7pm GMT (11am PST), and you can watch it at Paradox's Twitch.tv channel, or right here in the large box underneath these words:



If you like what you see, you can buy Crusader Kings 2 at 55% off ($13.50) courtesy of the Paradox Webshop's opening sale.
PC Gamer
Billy, don't be a Hero. Be a General instead...
Billy, don't be a Hero. Be a General instead...Choice is a wonderful thing. Coke or Pepsi, Ant or Dec, terrorist or counter-terrorist (er, in Counter-Strike, obviously). So we’re chuffed to see Square Enix’s latest free-to-play shooter offering the choice to fight WW2 as either a Hero, or – and this may surprise you - a General. It’s in closed Beta for now, but we’re giving away 1000 keys to give you a taste before the public Beta arrives. What’s the game all about? Well, the hero part is pretty self-explanatory. You’re on the ground as either an allied or axis soldier, fighting battles for the pen-pushers back in Berlin / London / Washington. As a General, you are the pen-pusher; managing troops and vehicles in a bloody RTS war for Europe.

The two play styles interlink, a little like EVE Online’s relationship with Dust 514. As a General, you're creating the battle parameters for troops on the ground, including stuff like reinforcements and how many tanks either side has. It’s actually pretty clever, which is why we caught up with Peter Fleckenstein, co-founder and Managing Director of developer Reto-Moto to talk stamping out cheats, balancing strategy, and Nazis on bicycles.

You’re attempting to blend strategy and action. How do you intend to compete with best-in-genre games on two fronts?

Our very first idea was to create an action shooter where you were part of something bigger. Where the battles you fought were crucial for the overall outcome. We all wanted something more than just a character shooting up another character in an endless map cycle, we wanted each player to feel ownership for the battles they were fighting in – and for every battle to be unique and have a unique position on the campaign map. So we knew we wanted to promote interaction between the campaign map and the individual battles - and so we created the Campaign layer. The Campaign layer is where the Generals manoeuvre their Assault Teams around the campaign map in order to capture battlefields. As soon as two or more opposing Assault Teams meet on the campaign map, a first-person mission is created . The type and size of the Assault Teams sets the framing for the battle - sometimes you might be a foot soldier fighting against mechanized infantry and tanks and the next time it might be you sitting in that tank.

During a battle the Generals can send in reinforcements; launch air strikes or drop paratroopers into the on-going battle. A new aspect we’ve introduced to blend strategy and action in Heroes & Generals is something we call 'social F2P', where you can upgrade your Assault Team with larger weapons or vehicles. In doing this, you are giving the players joining your Assault Team a better chance to succeed - and thereby you also have better chance of success yourself as a General.

Many games are going modern / future warfare. Why did you decide to go back to World War 2?

We decided to go for WW2 for a number of reasons. First of all it's a classic, conventional war with many parties involved and many territories to explore, plus there was also a lot of war technology evolving during the war. To us, the interest in World War 2 never ends. We don't go historical in terms of battles and precise locations since it's a game, not a Discovery Channel programme, so we balance all gameplay in terms of the 'fun-factor'.

Now, serious question: are you the only game to offer Nazis on bicycles?

We are proud to announce that we are the first and only WW2 game that supports bicycles with luggage rack passengers! Besides bicycles we have motorcycles, jeeps, half-tracks, fighter planes and tanks. Right now we have three types of tanks on both sides - light, medium and heavy tanks. Over time you can upgrade your Armour Assault Team, as mentioned before, so the Generals give benefits to the players that join his Assault Team. We are also trying to get some less 'game famous' vehicles into play, which make it a fun and new experience. We are making a game with different layers and depth, so we can get the core players involved. For instance the armour thickness and armour models combined with different types of ammo are well discussed topics on the forum of our beloved community.

This is the Heroes bit...

How do you balance the interaction between strategy and on-the-ground action?

Our ambition is that players will have a fun experience regardless of what and how they choose to play. We believe that allowing the Generals to create their own strategies will create 'living games' and the most dynamic experience. The Generals choose which types of Assault Teams are attacking where and when, and as one of the Heroes players you will have a lot of variety, so two battles will never be the same. The battlefields hold up to five access-points, all leading into the objectives. Each route has different challenges and the attackers can choose to attack from multiple access-points (if they succeed in conquering the adjacent battlefields in their advance). If you want to play with only your own friends you can get your own Assault Team and join only those battles you start yourself.

How challenging was it to implement the cross-platform support between PC and iPad?

Our first goal for cross-platform functionality is to release our Mobile Command app, where all the players at anytime and anywhere can log in to see how the campaign map and war is evolving, and chat with other players. The first version of Mobile Command is currently being wrapped up and will soon be ready for our community on iOS and Android. The plan is to expand this app with many more features and we have a lot of ideas for more interaction with the game.



Many games handle the Free-to-Play model differently – what existing titles have been the biggest influences on H&G?

We were ten guys who started Reto-Moto a little over four years ago - when the world almost didn't know anything about F2P. Our business case was built on a classic subscription based model, but we all came from a company with AAA boxed titles, so we didn't have any experience with online multiplayer games - and no clues whatsoever about subscription based games. At first we looked at EVE Online - fascinated by both their solid and steady growth in users - and of course their business model. But when World of Tanks entered the global scene in 2011 everything changed. We could really see the benefits from having a F2P model, both in terms of a business model and as a way of growing a large numbers of players. In many different ways a F2P model is ideal for our game; it suits our massive campaign game to have a huge population, and the monetization model works for both the core players and the players with less playing time available.

Do you think free-to-play will eventually replace the traditional $50 / £40 upfront game? Or live alongside it?

That’s a tricky one as there are so many gamers out there, and they all want to access their chosen games in their preferred ways. I think there are enough consumers to sustain multiple business models, I don’t think it will necessarily be a case of one size fits all.

And this is the Generals bit...

How important is community to your game? How are you planning to stamp out the cheats, and keep your players engaged?

The community is essential for our success; it’s as simple as that. As a small company with a small developing team we are trying to involve them as much and as often as we can. We listen to their thoughts and complaints, and our most dedicated community members help us test new builds and mechanics before we release them. A while ago we made a live-action trailer with a bunch of community-members, and occasionally we have visits from community-members at the studio. Our QA Lead and Community Manager are in dialogue with them on a daily basis - they’re cool.

Would you consider bringing Heroes & Generals to console?

Yes, why not? Connectivity is the keyword and if we somehow could manage hand-held devices, PC, Mac and consoles and use them together in a new and different way with the advantage of each media, I wouldn't say no. But it's not planned.

Finally, would you rather be remembered by history as a hero or a general?

An everyday hero is what our civilization was built upon. I do find both types of involvement in Heroes & Generals fun - but I always end up being in the front line with an SMG!
PC Gamer
Crysis 3 Ceph thumb


Crytek are providing the chance to hone your predatory instincts in preparation for the launch of Crysis 3. A two week open multiplayer beta will be running from January 29 - February 12. The test will give players a chance to try out two maps and two multiplayer modes, including the return of Crysis 2's king-of-the-hill style Crash Site, and the hide and stab fun of new addition Hunter. Here's a video rundown of the two modes, found cloaked in our archives.



Unusually for an EA beta, it seems that this one is open to everyone rather tied into some pre-order deal. Hopefully by then they'll have ironed out the EULA troubles they've been having recently.

Crysis 3 is due out on February 22nd. More details on the beta are available here.
PC Gamer
SimCity


Last week, it was reported that a Swedish school was to use Minecraft to teach kids about "city planning, environmental issues, getting things done, and even how to plan for the future." The obvious objection is that there are better games for learning how to simulate cities. Like, I dunno, that one called SimCity.

Clearly Maxis also see the potential of their sandbox sim as an education tool, as EA have announced SimCityEDU, an online community designed to let teachers create and share lesson plans based on the game. This one is US focused, with the curriculum and tools being designed around the US Common Core State Standards Initiative. The goal is to spark student's interest in science, technology, engineering and maths.

The tool is in development by GlassLab, a non-profit collaboration between the Institute of Play, EA, the ESA and others. SimCityEDU is due out in March, and teachers can sign up for the program here. Your pupils will love for it.

Thanks, Joystiq.
PC Gamer
Starcraft 2 Heart of the Swarm preview


Thanks to its esports scene, much of the attention surrounding Starcraft 2 and its upcoming Heart of the Swarm expansion centres around the multiplayer. But it sounds as if Blizzard are aware that a large contingent of gamers never surface from the singleplayer ghetto, and plan to ease the transition to online play. That sound you hear is committed ladderers across the world salivating over fresh meat.

Speaking to Polygon, Starcraft 2's game director Dustin Browder said, "We have some time set aside to give new users a better experience."

The result will be a new training mode for Heart of the Swarm: three missions that steadily increase the tech tree complexity and game speed, preparing players for life in the ladder.

"We used to say 'The campaign is the tutorial for the multiplayer' and it never really was," Browder explained. "It was partially true. You'd learn the race, you'd understand what the units did, but you didn't know how many barracks to build, you didn't understand that a rush was incoming right now, so get ready!

"The campaign just doesn't play that way. The reason a lot of players are strong at 'turtling' is because that's how campaign teaches you to play; a lot of our past campaigns certainly did. We're doing that less in this game."

Browder also revealed a series of UI tweaks that will help players get a feel for how many workers are ideal for mineral or gas harvesting. Other new features include auto rally points, unranked play, and a new experience system that allows you to gain something regardless of whether you win or lose.

Finally, a new Versus AI mode has been added, giving players the chance to face off against computer-controlled opponents of varied difficulty levels. According to Browder, "I don't know that this will get you to Grand Master or anything, but it might at least get you into Bronze. Which is sort of what we're hoping for with players that are struggling with that transition."

You can read the full interview over at Polygon.
PC Gamer
Chillblast Fusion Stealth


Chillblast’s Fusion Stealth PC has left me stunned. That it lives up to the discrete noise profile promised by its name is just half the surprise - it does so without compromising polygon-crunching power.

Normally, high-performance, overclocked gaming rigs come at the cost of your ears. I’ve become accustomed to high-spec gear whining like so many jet turbine the second I stress them with high-fidelity, high-resolution game engines. But the Fusion Stealth remains almost silent at 100% load on either CPU or GPU.

You might naturally assume that’s because it’s using specially picked low-power components, like a low-voltage CPU or passively cooled graphics card. But no: this thing’s packing an Intel Core i5 3570K and an Nvidia GTX 670.

Oh, and that processor’s running at 4.3GHz, too.

The full specs are:
Chassis Fractal Design R4
CPU Intel Core i5 3570K @ 4.3GHz
Motherboard Asus P8Z77-V
Memory 16GB Corsair Vengeance
Graphics Asus GTX 670 DCU II
Storage Intel 330 120GB SSD, Seagate 2TB HDD
PSU BeQuiet Straight Power 680W

The only way that you’ll know this machine is even turned on is by the subtle blue ring around the chassis’ power button. Okay, if you stick your ear against it you’ll pick up on some sounds of gentle inner workings, but that Fractal Design case, with its sound-dampening material and slow-spinning fans, shut down almost all external sound.

The Gelid Tranquillo CPU cooler - active air-cooling not liquid - also comes with chunky fans that don’t need to spin so quickly to keep things chilled.

You might then expect things to get pretty warm inside that insulated chassis, but even at 100% load the CPU barely pushed above 60ºC. This is hugely impressive.

Normally I’d be more fussed about straight-line gaming performance and hang the noise - hell, I can just turn my speakers up - but there's no such compromise necessary here. Gaming performance is not being sacrificed for the privilege of an effectively silent machine.

As an example this machine had the Heaven 3.0 benchmark - an extremely graphically-intensive, tessellation-heavy test - running at 35FPS at 2560x1600. With 4x MSAA chucked in for good measure. That's right up with some of the best rigs around.

Coming in just shy of £1000 ($1590), not including VAT, it's not be the cheapest full rig out there, but the Fusion Stealth is a brilliantly pieced-together gaming machine.
Portal 2
Turret thumb


If you hadn't previously heard of Zachariah Scott, then you've got a fun (and entirely unproductive) afternoon ahead of you. The Bioware cinematic designer has been doing some amazing things with Valve's Source Filmmaker in his spare time. But with this Portal 2 short, The Turret Anthem, he's possibly outdone himself.



The video features music by Lars Erik Fjøsne. Of the project, Scott says, "This video was shot on black void, using a rebuild version of glados' chamber that I put together by hand. Fun story about this video, I've been trying to make it for about 6 months, it's a super late Turret Week video. I kept overthinking it, and had much of the principal synchronization done but couldnt' figure out how I wanted to shoot it, well I sat down this weekend and knocked it out in two days, and I'm pretty sure nobody will have any problem with the results." Too right.

Thanks, Kotaku.
PC Gamer
chasm eye eye


You probably think you've maxed out on procedurally generated RPGs set in dank subterranean environments, but boy are you dead wrong. Also: you're dead, because you just stepped on a trap plate, you idiot. Chasm is the procedurally generated dungeon crawler by way of a 16-bit, Metroidvania-style platformer, with added randomised sprite-slicing (those evil floating eyeballs will never know what hit them), oh and random loot drops, an optional permadeath mode, and an absolutely lovely visual style.

Here's the premise, taken from Chasm's Steam Greenlight page. "Players take up the role of a soldier passing through a remote mining town on their journey home from a long war. The town's miners have recently disappeared after breaching a long-forgotten temple far below the town, and reawakened an ancient slumbering evil. Now trapped in the town by supernatural forces, you're left with no option but to explore the mines below, battle enemies and bosses, and increase your abilities in hopes of finally escaping and returning home." So it's like Quantum Leap, but with bosses - got it.

Chasm's expected to be done 'late 2013', though James Petruzzi of Discord Games will be taking it to GDC in March, by which time he hopes to have the first area ready for attendees to play. After that, some sort of funding campaign may be in order, because as James explains on a Greenlight FAQ, "I definitely don't have enough money on hand to do the whole thing, so some solution will eventually be needed. I do NOT want to ask anyone for money though until I have something representable of the final product that they can play."

We can probably expect a demo (alpha or otherwise) a few months down the line, then, but in the meantime, check out the game's third development video, which is already showing a ton of promise.

PC Gamer
Zineth thumb


The 15th Independant Games Festival award shortlist already contains plenty of weird and wonderful indies. Now the IGF's organisers have announced their contenders for the best student game of last year. It's a strong list of quirky, experimental and mostly free games that are well worth trying. More importantly, a quick search shows that we haven't covered the excellent Zineth before. This just won't do!

Here's the list:

ATUM (NHTV IGAD)
Back to Bed (Danish Academy of Digital Interactive Entertainment)
Blackwell's Asylum (Danish Academy of Digital Interactive Entertainment)
Farsh (NHTV IGAD)
Knights of Pen & Paper (IESB - Instituto de Ensino Superior de Brasilia & UnB - Universidade de Brasilia)
the mindfulxp volume (Carnegie Mellon University Entertainment Technology Center)
Pulse (Vancouver Film School)
Zineth (Rensselaer Polytechnic Institute)

I'm ashamed to admit that I've only played a few of these. ATUM is an enjoyably meta puzzler, in which you play both a 2D platformer and the person playing the 2D platformer. Items from around your in-game desk can be used to aid the progress of the on-screen protagonist. Then there's Back to Bed, an isometric puzzle game in which you guide a sleepwalking man through a surrealist dreamlike environment.

Also in the shortlist are Blackwell's Asylum, a horror game about escaping an asylum; Farsh, a game about rolling and unrolling a Persian carpet; Knights of Pen & Paper, an iOS RPG; the mindfulxp volume, a minigame collection focused on expressive game mechanics; and Pulse, a survival game in which you play as a blind girl.

Finally, Zineth! It's a Jet Set Radio styled arcade skater that was made "to celebrate speed, movement, and twitter." It's also brilliant, with tight controls that make careening about its gorgeously abstract world an absolute joy. You should really give it a go. Here's the trailer.



Each finalist will receive $1,000, and the shortlisted games will be playable on the GDC show floor. The winner of Best Student Game will receive an additional $3,000, and will be announced during the IGF award show. You can also check out the honourable mentions on the IGF finalists page.

PC Gamer
subscribe rage st


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