Antichamber
Antichamber thumb


Antichamber is released tomorrow, which is handy, because I'd quite like to know what the hell's going on in this trailer. There's some serious stairway indecision, followed by lots of mind-melting matter manipulation. Aren't launch trailers supposed to explain things?

That, however, is Antichamber's hook. It's deceptively simple, but delights in turning your perception of the world against you. That's a brilliant concept, and one its great to see being explored in a place where time and space can be absolutely anything.

With physics turned on its head, you're left to experiment with reality and reconstruct the game's rules. According to the game's description, "hallways wrap around upon each other, spaces reconfigure themselves, and accomplishing the impossible may just be the only way forward." Sounds ace.

Thanks, Polygon.
PC Gamer
UrNotAHero


I have high hopes for Ur Not A Hero, a 2D action shooter that developers Peanut Butter Fingers describe as a mix of Elevator Action and Gears of War, but I think leans closer towards Stranglehold or Vanquish - i.e. insanely stylish, and with lots and lots of sliding around on the floor. (There's also a hint of Hotline Miami, I feel.) Picking from a bunch of guys with different abilities (Suit Guy dual-wields pistols, for example, while the dude dressed as a superhero is a dab hand at the old punch-slide combo), your job is to clear a building of hostiles, while defusing bombs, rescuing hostages, or assassinating a key target. There's a brilliant video below, and a playable, early alpha version to whet your appetite.

This is obviously a rough draft, but the fundamentals appear to be in place: quick, stylish, satisfying combat, with superb animation, and a killer hook in the form of the slide move. (Sliding into cover feels so wonderfully fresh in a 2D game.) With some form of multiplayer in the game - co-op or versus, but hopefully both - I could see this really taking off. However, even in it's current, rough form I can't see myself deleting Ur Not A Hero from my hard drive any time soon. Make sure you give it a go. But not before watching this tremendous video:

Thanks, IndieGames.

PC Gamer
Steam greenlight


Valve are continuing to tweak Greenlight, their community-driven popularity contest/Steam audition process. The latest update is a fairly important one, useful to anyone who's come across a game that's clearly too early in development to be judged. Now there's a third voting option - "Ask me again later" - giving you the same get-out clause as an indecisive 8 Ball.

Skipped titles are removed from your queue for a month, after which they'll be giving another chance to filter back into your queue.

The service's social tools have also been rejigged, now allowing you to follow Greenlight titles, causing their development updates to show up in your community feed. Or you can share a Greenlight submission to your friends' feeds, using it to promote games you like (or spam awful looking crap. If you're a jerk.)

Collections - bundles of Greenlight submissions collected together by Steam users - have been updated to allow their creators to post announcements. Hey, here's a neat collection for you to follow.

Developers haven't been left out of the feature creep. Detailed stats are now available, covering how many people are looking at, and voting on, their submission.

Some helpful new stuff, then. Any other changes you'd like to see Greenlight implement?

Thanks, PCGamesN.
PC Gamer
King's Landing Minecraft


A team of builders have created the entirety of King's Landing in Minecraft. In a post to Reddit, one of the members of WestorosCraft explained the scale of the project. "It took me and about 100 other builders a little over 4 months to build the whole thing. We estimate there are around 3000 unique buildings, all hand made and all fully decorated on the interior." Y'know, I'm barely even surprised any more. Minecraft players are insane. Not Lannister insane, but still.

This is just one part of the map, which eventually plans to recreate the entirety of Westeros. So far, they estimate they've completed 70% of the continent.

Plans are also in place for a Phase 2 project, "making a giant, open world RPG with quests and NPCS." Work on that grand idea is set to complete when Mojang release Minecraft's official mod API.

You can explore the world by visiting their server (details at the website). New visitors can only look around though, so don't expect to jump in and immediately declare yourself King in the North. More screenshots below.









Thanks, Kotaku.
PC Gamer
SimCity skyline thumb


I wasn't in the SimCity beta, but, if I had been, my approach would likely have been the same one I use for most city planning games: plop any old thing down anywhere and see what happens. But some people used the beta's one hour demo to do some actual research into how accurate the game's simulation is when compared to real life city planning.

Norman Chan from Tested performed the test; implementing numerous layout philosophies and comparing their in-game results to their success in real world situations.

Screenshot source: Tested.com

Chan found that, while widely used in real life, an urban grid system wan't the ideal method for maximising population. "In practice, the multiple times I tried using a straight rectangular grid layout in the beta, my city struggled to exceed 15,000 population in the hour played." It seems as if the tightly packed rectangles didn't give the early low-cost shacks enough room to upgrade as the Sims became more wealthy.

SimCity's residents proved receptive to the radiating sprawl of circular road networks, not carrying over the negative stigma the model has picked up in real life. Chan notes they were cheaper to build, as they used less road, but again ran into problems boosting the population over 15,000. The lack of space in SimCity's canvas soon became an issue.

By far the most popular model was the cul-de-sac system. "Cul-de-sac design turned out to be the most successful of the layouts I tried, letting me reach over 20,000 population in just half an hour of play. The generous spacing between the cul-de-sacs allowed houses to be upgraded to medium and large-sized homes quicker, though they never converted to apartment complexes in my run." Again, space proved problematic, and Chan found that with this model, rearranging neighbourhoods was much tougher.

Screenshot source: Tested.com

It's an interesting exploration of the balance between simulated verisimilitude and instant enjoyment. While SimCity's residents do deviate from expected behaviour, they do so for fascinating reasons.

You can read the full article here.
PC Gamer
Dead Space 3 preview


The news that the PC version of Dead Space 3 would be a straight port from the consoles - lacking any fancy PC-specific bells 'n whistles - was not received warmly. Speaking to Shack News, Visceral Games' executive producer Steve Papoutsis talked about the backlash. Turns out he's a bit miffed.

"It's confusing to me that this question even comes up," Papoutsis said, when asked about the lack of PC optimisation. "It's by no means any less important to us; it gets a lot of attention. The PC is a very different platform. As developers, you want to deliver an experience that's as similar as possible on different platforms."

"In Dead Space 2, I felt we made some great strides in terms of controls, responsiveness and even the visual improvements we got into it. We continue to evolve our games as we develop them, but we certainly don't target PC as something that's going to be significantly different. We aren't trying to create disparity in the experience that our gamers enjoy; we want to make sure everyone's having that same experience."

Surely he's missing point. Dead Space 3's PC version will exist in a market where developers regularly put at least the bare minimum of effort into playing to the system's strengths - and that includes EA titles. Just look at Battlefield 3 with its expanded maps and fine selection of graphics options. The pre-order price for Dead Space 3 is £40, putting it at the top-end of new release price points. To hear that people are troubled to find it won't support DirectX 11 - a feature offered by most AAA "ports" - shouldn't be cause for confusion.

"At our studio, we've always made console games," Papoutsis continued. "The biggest thing is we want to make sure the quality of the experience is consistent across all platforms so we don't have one userbase saying it's better on their system."

"The fact that we're allowing you to control the game with a mouse and keyboard immediately makes the game feel different. Working with the community, we found some people wanted to map the controls a little differently because of disabilities and we supported that . It's a confusing question and I hope my answer brings a little bit of light to it. We seem a little bit discredited for the amount of effort that goes into it, quite honestly."

"We want it to be great on all systems, that's our approach."

I suspect part of the problem is what's not being said. Yes, missing higher-res textures and DirectX 11 support is a bit galling, but the real concern is that platform parity often translates to a terrible PC user experience. Offering rebindable keys is great. But will Dead Space 3 run at a capped framerate? Will it offer any real meaningful graphics options? Will alt-tabbing out of it cause the game to throw a tantrum?

Port has become a bit of a dirty word in PC gaming. Dead Space 3 could well avoid all these pitfalls, but without knowing specifics, it's understandable if people are assuming the worst. We've been burnt before.

Thanks, VG247.
PC Gamer
Prince of Persia 2010-05-27 00-25-49-27


Despite the emergence last year of screenshots for what looked like a rebooted Prince of Persia, the series is currently "paused", according to Ubisoft Montreal CEO Yannis Mallet. Speaking to IGN, Mallat said that brand management is the reason we won't be seeing a new game in the foreseeable future.

"Brand management is a tricky thing," Mallet said. "It needs people's attention a lot. I think it's fair to say that, right now, Prince of Persia is being paused." He continued to assure series fans that the publisher isn't killing off their enduring franchise, but instead giving it "time to breathe and grow".

"We said the same thing for some other brands that suddenly popped up because a team is willing to do it," Mallet continued. "I'm not scared at all for Prince of Persia fans. We'll find something to entertain them in the future. Prince of Persia is part of Ubisoft's portfolio. As a matter of fact, we sometimes iterate on franchises and sometimes we give them time to breathe and time to grow, or time to rest."

 

 
PC Gamer
Sins of a Dark Age


Ironclad is hoping the mixture of RPG with RTS in its MOBA Sins of a Dark Age will help it stand out from competitors such as League of Legends and Dota 2, and the crux of this approach appears to be Realm Quests, optional side-tasks which players can complete for team-wide boons and powerful items. In an explanatory trailer, Ironclad Producer Blair Fraser describes how Realm Quests work and how they influence the Hero-on-Hero clashes on the battlefield.

According to Fraser, Realm Quests increases the tactical options for both defenders and attackers and drives "the application of strategy, counter-strategy, and counter-counter-strategy." According to us, that's a perfect opportunity to write "Yeah? Well, I double dog-counter-strategy!" in chat during a fortuitous moment.

Ironclad has more info on Sins of a Dark Age at its website, but what luck! Our brethren over at GamesRadar sat down with Fraser to talk about what makes his MOBA shine. Have a look below.

PC Gamer
Atomontage engine


Oh, look. There's CryEngine 3 with its dynamically shaded polygons and heavenly blades of grass. "That's nice, bro," chortles the Atomontage Engine. "But do you even voxel?" At least, that's what I think a taunt from Branislav Síleš' homebrewed engine would sound like. This latest trailer from the ambitious programmer shows an insane scale of detail for a piece of tech eschewing the almighty polygon for real-time 3D using millions of tiny, grid-aligned cubes.

Based on voxels—think of them as pixels but in three dimensions, like grains of sand in a sandcastle—the Atomontage Engine generates quite organic-looking objects and terrain almost mirroring the quality of satellite imagery. The term is almost synonymous with the blocky worlds of Minecraft, but it's important to note that Mojang's game is a representation of voxel-based geometry. It still renders using 3D polygons.

The demo brings another impressive highlight: the machine used for showing off the engine is "comparable with a decent gaming PC from about 2005," according to Síleš. Which, if true, is an impressive win for Atomontage in terms of efficiency. Still, we haven't yet seen how the engine handles heavy movement and animations, so we're sure Síleš will have plenty more to show in the future.

You can find more screenshots and videos on Atomontage's website. Thanks, Kotaku.
PC Gamer
This is not enough people. eSports demands more followers.
This is not enough people. eSports demands more followers.

The eSports scene has been steadily growing in North America and Europe, but it's not growing fast enough for League of Legends' developer, Riot Games. Last year, they promoted esports with a multi-million dollar tournament and free HD livestreaming of international matches all year long. How do they plan to top that in 2013? I asked, and Riot was happy to answer.

Dustin Beck, Riot's VP of eSports, and Whalen Rozelle, Senior eSports Manager, are confident that eSports can become mainstream. I sat down with them last week to talk about all the changes coming in Season 3, the big annual patch hitting LoL's servers in February that will define the game's major mechanics for the next year, and how those changes were designed to help eSports thrive.

Provide consistent scheduling
Dustin Beck, VP of eSports: "I think consistent programming has been lacking in eSports. There have been intermittent tournaments that occur every month or every couple of months, but being able to have appointment-based viewing for our viewers is something that we’re fired up about. It’s like Sunday night football or Monday night football. As a fan, you can expect the content to be coming out then. It’s going to be done at a high quality with high production values at our battle arena. It’s exciting for us, it’s exciting for our fans, and we can’t wait to get started."

Whalen Rozelle, Senior eSports Manager: "If you’re a fan of TSM or CLG, you can look ahead to weeks four and eight, and say, “Oh, they’re playing against CLG next at 5PM on Friday.” You can plan out your week or set up a viewing party or do anything else that traditional sports fans have the luxury of doing. It’s pretty exciting."

In case you missed our earlier news post about this, Riot is hosting its own league, dubbed LCS (League of Legends Championship Series) that has pro teams playing every single week, year-round. Starting February 7, NA teams play on Thursdays and Fridays, and EU teams on Saturdays and Sundays.

Build physical stadiums

Beck: "We have the battle arenas in Los Angeles and in Cologne, Germany—that one we’re partnering with ESL on. This is going to be our stadium. It’s where our teams go to play in weekly matches. If you watched the qualifier, it took place at the arena. We’re using a bunch of high-quality cameras and backdrops and settings. We went big on both of these arenas so we could have a production level similar to any other traditional sport."

Rozelle: "We’ve brought in producers with backgrounds in the NFL and the Olympics, so that they could take advantage of all the dynamic footage we’re going to have and do a lot of storytelling throughout the year. That’s another benefit that we get from the LCS structure."

Riot has proved they know how to build an impressive-looking stadium.

Pay the pros stable salaries

Beck: "A lot of the teams are moving local to LA and to Cologne so that they can have gaming houses nearby. The cool thing about the structure of the league is that this is now a legitimate, viable profession for these guys. They no longer need to worry about playing in tournaments and playing for prize money or eyeballs for sponsorships. These guys are in the league. They’re going to be seen every week. They’re getting salaries that allow them to dedicate their career to playing League of Legends. It’s going to up the level of competition and put the U.S. and Europe on a similar playing field to the Korean teams...

"We’re creating an ecosystem for these players. It didn’t really exist in North America and Europe. I’m sure you know that the Korean teams don’t pay salaries, for example. All of the revenue that was coming in went towards those top few teams that were winning tournaments. allows a sustainable league and ecosystem to exist. Now you have these teams that are all making this money. They don’t need to worry about coming in fourth place at a tournament and actually losing money because they need to pay for travel and hotels. This allows them to focus on what they do best, which is playing League of Legends."



Support the underdog dream
Beck: "As you probably saw, Team MRN actually qualified through ranked and made it . They’re this Cinderella story. It’s not just that, too. This helps our amateur leagues as well. We’re not going to win at eSports if we just have successful pro teams. We need a top-to-bottom ecosystem that mimics the NBA, where there’s high school and college and different tiers within the NCAA. At these challenger events, like an MLG or an IPL, you’re going to have amateur teams competing for significant prize money. They don’t have to compete against the likes of a TSM. They’re playing against other amateur teams for legitimate prize money that will help their progress if they want to make it into the pro leagues."

Rozelle: "That’s also exactly why we’re doing stuff like the league system, which is also launching at the same time as Season 3. We want to create a structure from top to bottom where you have fun playing competitively. If you’re a Bronze player, or a Silver player like Dustin... But also, we’re going to have the Challenger Tier, which will be the best of the best aspiring teams. You know exactly how to become a pro at this point. You can play Ranked , get a Challenger Tier team, and then go to the MLGs and the IPLs and do well and qualify into the LCS. It’s a very direct, easy-to-understand path, which is something that eSports really needs to survive long-term."

Beck: "Whalen mentioned the league system, which is different from the League Championship Series. The league system is our internal client where people are playing through ranked. The top tiers of that are going to filter into promotion and relegation matches that help them qualify for the League Championship Series. An MLG or an IPL are still valuable partners of ours. We go black on the weeks that we have their tournaments. We go lights-off, and we send not only all of our League Championship teams to their event, but we also have an amateur segment of the tournament that you could think of as like the NCAAs. Top amateur teams are going to be competing for some legitimate prize money, as well as that golden ticket, that berth into the promotion and relegation matches."

Rozelle: "...That’s the number one thing I want to see more of, just more teams that understand how to become pros and are serious about it and want to tread that path."

Don't wait, do it now
Beck: "A lot of other companies are doing good things in eSports, and so are partner leagues like MLG and IPL. The benefit that we saw as far as doing it ourselves, because we’re the game’s developer and the publisher is that we’re able to make changes in the game to help make the sport a more compelling viewing experience and playing experience for our whole community. It’s helped us. That’s what motivated us to do that, especially when we saw the appetite for eSports within our community. That drove us to do it ourselves."

Rozelle: "Yeah. Our players want it now. That’s one of the main reasons we’re going big. We’re beholden to our players. We do our best to give them what they want and give them the best possible experience. That’s why we wanted that."

Chris Heintz, PR Manager: "eSports is awesome. It’s growing organically, and there’s a ton of acceleration. But like Whalen said, our fans want it now and we want it now. We’re going to do whatever we can to deliver, as rapidly as possible, the level of gaming experience and the sport that they’re looking for."

DB: "One of the cool things we’ve seen as a by-product is that a lot of other companies have started going bigger with eSports. We think it’s great for the scene in general. We hope that there are some other successful eSports as well, because we think it’s going to help the industry in general."

On page two: Drama, pro player feedback, stealing from other sports, and evolving the metagame.

When in doubt, incentivize players with giant silver cups.
Let pro players give direct feedback to the design team
Rozelle: "The design team is extremely open to feedback. They look for feedback from all kinds of places, and one of those places is pro players. We brought a bunch of pro players to Riot HQ to work with the designers. They got a chance to sneak a peek and try everything out and give feedback to the designers. There’s a constant feedback cycle that they were able to take advantage of."

Beck: "It’s cool that we have this opportunity to get these guys’ feedback. They understand the game as well as anyone. They’re playing so many games. They understand the intricacies of the game on so many different levels. Getting their feedback was super valuable. We’re going to have a great feedback loop during the season to get their thoughts on everything we’re doing. It’s been a cool by-product of what we’re doing."

Rozelle: "They’re completely bought into eSports as well. They’re watching every week and sending us feedback on how eSports can get better. It’s a really good partnership... We do take everything they give us with a little grain of salt."

Build up the drama
Beck: "One thing we’re laser-focused on is that we’re going to start to bring out the personal pieces on players and on teams. I don’t know if you saw our story on Curse or what we did for Ocelote , but we’re investing a ton into that. It’s hard to get a sense for who these guys are when they’re playing in front of a monitor and talking to their team and focused on the game. When we’re able to focus on these guys outside of the game, that’s what’s going to be compelling. That’s going to be the cool thing. Like when you see Ocelote actually supporting his family with League of Legends. Things like that. Those human interest pieces are what’s going to get fans attached to certain players and certain teams.

"We also like drama, too. I don’t know if you saw the tournament last week, but a player on M5 did a pretty unsportsmanlike gesture towards the Korean team. It generates that drama. You like that in sports. Ron Artest is a bad boy, but a lot of people love him. Granted, he’s gone over the line a couple of times, but that kind of stuff is fun. Rivalries are fun. Rivalries don’t really exist that much right now. There’s CLG and M5. Those guys don’t really like each other. But now that these teams are going to be playing consistently over the course of a 10-week period, rivalries are going to start to be established. That’s really exciting for us."

Rozelle: "Especially playing around in the established structure that we have, with trades and free agency. You’re going to see more things like the CLG/Curse thing, where Curse is the ex-CLG members and they have that grudge match, coming back and fighting it out at PAX. You’re going to see a lot more of that. Our focus on storytelling and narrative is only going to enhance the fact that we’ll have that awesome experience."



Learn from real sports

Beck: "We’re all sports junkies on the eSports team. It’s one of the requirements to join the team. We’ve been able to look at a lot of structures. Promotion and relegation doesn’t exist in the NBA, but it does in European soccer, so we took that. There’s a lot of things that each sport does well that we’re able to cherry-pick from. We’re in a unique position where we get to build this league from scratch. It’s been cool crafting that. We’re not reinventing the wheel here. We’re looking to other sports for cues on how to do this. It’s been fundamentally helpful in getting this thing going."

Rozelle: "Yeah. They’ve had hundreds of years combined to get their act together. We might as well take advantage of their experience."

Beck: "It’s fun. We wish we had an extra year of time to do it, but… ... We’re learning as we go. We brought on these big producers from the NFL and the Olympics, so they’re bringing a ton of experience into the live broadcasts. We have so many people on-site at the battle arena—from our office side, from our IT side, from our events team—and we suspect that each week is going to be a learning and growing experience. It’s a learn-as-you-grow type of thing."

Rozelle: "You can see an example from day three of the world playoffs to the world finals even. There was only a week in between the two, but we saw the evolution there about how we learned from building up a stage, or setting up the venue. Just having all of our Is dotted and Ts crossed and making sure that we’re paying as much attention to detail as possible."

Beck: "It’s going to be challenging, because eSports is unique from other sports in that it’s so dependent on technology. Streaming is not a mature platform, or not as mature as broadcast television or cable. The audience is depending on people running an online game. With the world championships we brought in a server that we developed, and we’re using that in the battle arena. We’re going to do everything we can to look forward and navigate around potential land mines. If we hit one, we’ll learn from it and never make the same mistake twice."

Evolve the metagame
Beck: "One nuance that we’re weaving into our regular scene is that they’re going to be single-game matches now, as opposed to best-of three or best-of-five. The playoffs will have the same format of best-of-three and best-of-five, just like the NBA does, but these single-game matches are going to be pretty impactful. You’re going to see new strategies. Teams are going to have to scout one another. It’s going to add a whole new element now that they’re single-game matches. It also helps people do appointment-based viewing. It’s hard to plan on catching a second best-of-three match because you don’t know if the prior one is going two games or three games. "

Rozelle: "I hope . For the fans and for the people watching, that makes it fun and interesting. For the players it’ll drive the meta-game. If you follow the eSports scene, you’ll know that North America gets a bad rap for not innovating in the scene. I think our pro players are ready to take on that challenge and evolve the game from there. We’re hoping to see that. It’ll be exciting and fun to watch."

Beck: "It’s cool, too, seeing these different meta-games evolve in the different territories that we have. I hate comparing it to chess, because I don’t really like chess, but there are different strategies in different regions. Americans are more defensive, Russians are more aggressive. You see these different strategies evolving in each of these territories. It makes an even like an all-star game or a world championship that much more compelling."

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