BioShock Infinite
BioShock Infinite


BioShock Infinite breaks through its cloud cover and skydives onto your computer on March 26, a date that will also mark the end of a turbulent journey of repeated delays, box art quibbles, and staffing woes. In an interview with OPM, Irrational boss Ken Levine comments on previous rumors of a multiplayer mode and layoffs, saying that the attention these two issues got was "a little frustrating" for the team.

“We were very careful never to say there was multiplayer in the game," Levine explains. "It was a little frustrating for us to say it has been cut when we never announced it in the first place. We didn’t want to talk about anything regarding multiplayer because we weren’t sure about it in the same way we weren’t sure about a million things. You’ll see the art book when it comes out, and you’ll see a million characters that were cut, a million levels that were changed, ideas for weapons were thrown out. It’s just part of the process, and we're fortunate as a company that we're able to do that kind of stuff.

"I think because we didn’t have any news for so long we sort of went quiet," he adds. "Because we figured we had showed people at E3 what the game was, and now it was just time to let people play it. That led to a lot of time for speculation."

As for staff departures from Irrational, Levine chalks up the added attention to hyperbole and prefers to let Infinite's actual content do the talking. "It’s far less dramatic and interesting," he says. "Somebody leaving the company or somebody joining the company. I’m sure your business has people leaving, and it’s not particularly interesting. What can you do at that point except say, ‘The proof is in the pudding; play the game’ that can tell you better than I can ever tell you about the state of the game.”

We've talked about the things we liked and didn't like from our hands-on experiences with Infinite. Do you think Infinite's sky-high story will cancel out its development troubles?
Left 4 Dead 2
Left 4 Dead 2 Extended Mutation System


The extent of Left 4 Dead 2's mods already defies description, where the truly wacky shambles alongside the horde of new weapons and campaigns. Now, Valve wants to further slash at the barrier between a modder's creativity and what's possible in-game with the Extended Mutation System, an expanded scripting toolset and the future name of my progressive rock band.

As Valve explains it, the system "allows script authors to go past modifying existing scripts and write custom script logic, spawn and control entities, and much more." Think of entirely new game modes, a restructured Director, or custom HUDs. One of Valve's examples was a mode called Holdout that has survivors buying and erecting barricades against waves of undead similar to Call of Duty's Zombies spin-off.

The Extended Mutation System is in beta testing for now, but Valve's developer wiki already provides a few initial walkthroughs for sample custom modes. I'm keen on GnomeHunter—a CTF-meets-hot-potato mode where players have to lug that infernal garden gnome to a locker—but I'd love seeing a variation of Team Fortress 2's Prop Hunt in Versus mode. Why? Because the Hunter can't smell me if I'm a safety cone. Make it happen, modders!
PC Gamer
Diablo 3 Inferno Barbarian


If you've lost a character to permadeath in a game like Dungeons of Dredmor or DayZ, you've felt the confluence of mourning and guilt that follows. But some Diablo 3 players couldn't deal with that grief, apparently, and resorted to faking account compromises in order to get Blizzard to roll their accounts back, resurrecting recently-slain Hardcore mode characters in the process. Who are we to judge how others cope with loss?

Blizzard, understandably, plans to close this loophole by making changes to the way account rollbacks work in the upcoming 1.0.7 patch for Diablo 3.

"Hardcore characters were never intended to be revived or undeleted by an account rollback," a community post on the official forums stated. "Bringing Hardcore characters back to life via rollback really isn’t in the spirit of Hardcore (where death is permanent, no matter the circumstances); however, when we originally adapted our rollback services for Diablo III, we didn’t have the technology to make Hardcore characters exempt."

1.0.7 is set to release tomorrow, and is also finally adding PvP to Diablo 3. You can read the latest Test Realm Patch Notes for more.
PC Gamer
Batman: Arkham City


The continuation of Warner Bros.' Batman Arkham series seems as sure as everyone's favorite costumed vigilante brooding atop a gargoyle statue in a pose of solitude. In a call to investors (via VG247), the publisher rather offhandedly states that an additional Arkham will swoop in sometime this year.

"And we also have a strong games release this year, which will include the next release in the Batman Arkham franchise," Warner Bros. CFO John Martin says. "So all in all, we expect Warners to post another very strong year in 2013. And with a little luck, the year should be as good or maybe even a little bit better than 2012."

Details for Arkham 3 are unknown, but VG247's "own sources" claims developer Rocksteady isn't involved. Whispers of a prequel plot taking place during the 1950s-1970s Silver Age era of Batman's saga were passed around since last summer and hinted of showing Batman's first encounter with The Joker—who, devoid of comic-book writer Frank Miller's psychological themes, might revert to his more campy origins. On a more nerdy note (pushes up glasses), the Silver Age marks the first appearance of Arkham City mastermind Ra's al Ghul, so that could potentially factor into the "first meetings" angle.
PC Gamer
Prison Architect


Introversion's Prison Architect has tapped into a previously unknown collective desire to boss around hardened criminals without fear of retribution. The management sim, currently being sold as a pre-release alpha through the developer's website, has now raised over $1,000,000 in sales.

"What an incredible milestone! We are incredibly thankful to everyone who has joined us so far," tweeted Introversion. So far, 30,404 people have bought one of the various alpha packages, raising a total of $1,021,675 (approx. £652,000).

Looking through the figures, it was the $30 Base Pack that unsurprisingly proved the most popular. It's the standard package, granting an alpha copy of the game and access to all future updates. It's provided Introversion with by far the largest slice of cash - $734,400 from 24,480 buyers.

The next highest tier was the $50, the Name in the Game pack, which outperformed both the $35 and $40 packages in both money and buyer numbers. $97,250 was raised through this tier, meaning that, to date, 1,945 people paid money to have their namesakes incarcerated in your various prisons.

Find out more about Prison Architect in Graham's preview, or see details of Introversion's latest update for the game here.

Thanks, Eurogamer.
PC Gamer
WRECK-IT RALPH


Wreck-It Ralph is Disney's animated CG film about the secret lives of videogame characters. Like Toy Story, it explores what our playthings do when we're not around: in this case, travel down the power cables of their arcade cabinets to meet up and visit each other's games.

When I saw it last year, I was surprised by how well it represented games: not just the many real ones it references, but the fictional ones its plot explores. They're not derisive parodies or clumsy caricatures, they seem like they'd actually be fun.

Wreck-It Ralph is now in cinemas in the UK, and is out today as a digital download on iTunes and Amazon in the US. I had the chance to talk to director Rich Moore about what on Earth possessed him to present videogames as something better than a corrupting plague on our youth.

If you haven't seen it yet, this interview is spoiler-free.

PC Gamer: I remember when we first heard that Disney was making a film about games, there was a certain amount of trepidation. They don't get represented all that well in films and TV. So I was relieved when I saw it, because it's very respectful of games and what's exciting about them. Did you set out to change gaming's bad rep?

Rich Moore: I didn't form it in my mind as you've said it right now, that whole idea. I just approached it as: this was my chance to make a movie about something that was very dear to me, and a subject matter that I loved as a kid, and as an adult. And I wanted to portray games in the way that I saw them, and with the tone and the sense of humour that I had towards them. And represent them culturally the way that they've always felt to me.

And if the byproduct is a film that feels as if, finally, they've been treated with respect, then I'm hugely honoured to be that director, that finally got it to that point. So that's a huge compliment to me, thank you.

PC Gamer: So you still play games today?

Rich Moore: I do. Not as much as when I was a kid, and mostly on my iPhone. In fact I was just playing Dice with Buddies, just before we called you, which has been my addiction for... I thought it would last for about two months, and I've been playing Dice with Buddies since it's come out, so like nine months ago? I cannot get through this one. It's absolutely got its hooks deep in me now and I can't stop playing it.

PC Gamer: Do games still have the same significance for you that they had when you were a kid?

Rich Moore: Very much. I think that human beings, we like playing games. I think that we like puzzles, we like games, we like to make our minds active, and entertained. And for me personally, they do feel like a magical type of thing. I loved the original arcade games when I was a kid, like Pac-Man, and Donkey Kong, and Dig Dug.

I loved the games that were based around characters, because they reminded me of little cartoons. And I loved just imagining what the scenario is that I'm watching here. Why is Pac-Man running through a maze followed by ghosts? What is it about? (Laughs) What is the story here?

Why is Dig Dug underground, you know... digging? With dragons and... he pumps them up like balloons, the bad guys. So I just always found them intriguing. Not only were they fun, but some of them seemed so obtuse. But they made sense in a weird way, and I just loved that about them. I just found them so appealing. And so unique. They felt familiar but very, very unique.



PC Gamer: Was there ever a time when you wanted to do a movie about videogames, but it was too soon for that to be something with a broad enough appeal?

Rich Moore: No. I think just the opposite. We approached it from a point of view that it felt like everyone knows what this is. That we're at a point in the history of games that there is a history behind them. There is a traceable, trackable beginning, and middle, and present day of games that you can follow that says to just about everyone that this is not a fad, this is not a fluke, these things are here to stay.

And even people that never played a game know what videogames are, and has had some sort of exposure to them in some way, shape or form.

There's been no-one in the audience, that I've spoken to, that could not relate at all to the movie. Even people who had not seen games or played games would say, "Oh yeah, I recognise some of them. I recognise Pac-Man, and Sonic, but I didn't know all of them, but it didn't stop me from enjoying the film. And that to me was a huge victory. That we were able to not only appeal to the most die hard game fans but also the people who had never even played a game. That they found the story trackable and enjoyable.

PC Gamer: Yeah, that's awesome. I was going to ask, actually - it's set in an arcade, which is probably not how most kids play games today. Did you worry that kids would have trouble relating to it?

Rich Moore: Very much. As we were developing the story, we would go back and forth a lot between setting it in an arcade, or setting it say, within the hard drive of a home console. We really work and rework these things over and over again. No decisions are just made overnight, on an animated feature. We really try to look at the challenges of the films from all angles before we move on with a decision.

And we would definitely say: if it's in an arcade, each of these cabinets are like a planet, that are tethered by their ports to this hub, and they can travel through he cords to this hub, and then go, using other cords, to other games. OK, that makes real sense. Visually, I can see what that would look like, and I can make sense of that in my mind.

And then we would say, OK, if this is taking place in a hard drive, what does that look like? Each one kind of exists somewhere on a grid? How are they kind of linked together? Where do they co-mingle? And as we would try to visualise it with images, it was starting to feel a little bit like TRON. And other people I would pitch the ideas to and show the images to, just to get their opinions, would keep saying, "I know it's not as contemporary as everyone living in an Xbox, but this idea of the arcade visually just makes a lot of sense."

PC Gamer: Yeah, it's a neat metaphor.

Rich Moore: So I went to the source: I went to my son, who was 14 or 15 at the time, and explained the whole thing to him. And he said, "Oh, the thing with the arcades sounds cool." And I asked him, "So you know what an arcade is?" He said "Yeah, it's like Chuck-E-Cheese, or Dave & Busters." He'd never been to arcades like I went to at his age, but he understood the concept of it, and there were comparable types of places he could relate to.

So I said, "So you know Pac-Man, and Dig Dug, and all those old characters?" And he said "Oh yeah, I grew up knowing those characters. They're part of my childhood." Which really kind of blew me away.

I'm like, oh, OK. Just because they were created when I was a kid, doesn't mean that kids today and teens don't know them. And it reminded me, when I was a kid, I never went to a movie and saw Charlie Chaplin, or Laurel and Hardy, but I knew who they were. I could relate to them. I knew that they were early comedians, and what they meant to the history of film comedy. It's not like I had absolutely no understanding of them.

So it was at that moment it was pretty solid in my mind. I said "OK, I think it's cool to go with the whole setting in an arcade." And as the trailers started coming out, and images from the movie were released to the public, there was this huge outpouring of support, where people said "Oh cool, it's in an arcade! I love Pac-Man, and I love Q-Bert."

And I'm so glad we went that way. It has such a nostalgia factor to it that the people just so embraced. And I'm just so glad that I really went with my heart on the setting of the film, rather than worrying about, "Will people relate?" People really did.

PC Gamer: Yeah. I guess it shows you how deeply games have been embedded in our culture, that kids who were born long after these games were made recognise all the iconic characters, just because it's so seeded throughout everything they're exposed to.

Rich Moore: Right, and even the characters that some people didn't know - a lot of my son's friends would say 'Who is that one guy?' - they knew it was somebody, but if they didn't know they would ask or look it up. Because we have access to all information today, so it's not like you can't find out. A lot of consulting of uncle Google was employed.



PC Gamer: Do you think games are good for kids?

Rich Moore: I think so. I think games, any kind of games, videogames, playing games on a playground, it's part of who we are as human beings. I think that it's a way to be competitive in an arena that's safe. And I think that's vitally important to us as human beings.

PC Gamer: How did you guys come up with the three fictional games that the story takes place in? They struck me as very convincing, in all of them I could see how they would play - I was wondering if any game developers were involved.

Rich Moore: We definitely did go to some different small studios near us in Los Angeles, to talk to the people who really know this stuff the best, about how they would go about creating games in this genre. And historians, to talk about the old 8-bit games. We even had people working on the staff who came from game backgrounds.

We have one designer, Cory Loftis, that had a lot of experience in his past working on videogames (most recently at WildStar developers Carbine -PCG). And what's ironic is that he came to Disney hoping to design for classic, traditional, fairytale films, so his first assignment was, "Oh, we're making this movie about videogames, you're perfect." But he was great, and really brought a wealth of knowledge and experience to the project that was invaluable.

And we chose those ones because they were so iconic, and were three genres that we thought people would really be able to recognise and have a lot of affection for. And they were three that those of us working on the staff enjoy. And I think they really complemented and contrasted one another. They really gave a surprising twist to the storytelling - to go from a very simple 8-bit game to a very lush and overly produced contemporary shooter game, and to go from that hostile world to this very sweet, playful cart racer. It felt like it had a nice rhythm to it within the storytelling.

PC Gamer: Was Hero's Duty making fun of violent games, or just trying to be authentic to them?

Rich Moore: It was more trying to be authentic to them. I would say that as the film-maker, the intent was never to make fun of one genre over another. It was to represent them as affectionately as we could. Never to judge them. And that was one thing that was in the forefront of my mind, never to play one against the other and say "Well this game is better than that". It was always to say "This is what we love about each of these genres of games."




PC Gamer
stardew


I never really played much Harvest Moon, but even I know that its bankrupting shopowner Tom Nook ranks somewhere between Eddie Murphy and Nick Clegg on the unpopularity scale. I'm intrigued by the farming RPG Stardew Valley, then, which so far doesn't appear to feature any greedy capitalist raccoon dogs, making up for this blessed omission with online co-op and a focus on the four Cs: Crafting, Cave-crawling, Customisation and Cmarriage. (The C there is silent). There's a brand new trailer after the break.

As IndieGames note, Stardew Valley broke into the Steam Greenlight Top 100 not too long ago, so there's a good chance it will be on there when it's done sometime this summer (though it can't help to add your support, if you're a fan.) The game's looking rather tremendous, boasting four-player co-op, randomly generated caves (with monsters), changing seasons, NPC relationships, and of course a goth standing on a beach enjoying a storm. Something for everyone, then.

PC Gamer
magrunner-02


Bored game designers need to be careful about what they doodle. Somewhere in the margins of the Magrunner design doc, a careless code drone started scribbling some tentacles. Those feelers grew, encasing the fiction, choking the corridors, binding the blocks. Consuming. What was a Portal-style block-fumbling puzzle game became a clash of Valve's design and H.P. Lovecraft's fiction.

It begins in a suspiciously clean environment. A more colourful and shapely version of Portal's testing environment, with layered, bright walls and transparent walkways. It's a handsome aesthetic, and the colour is a necessary addition that the game's mechanic of attraction and repulsion needs to work. Left mouse colours cubes and certain panels of the environment red, right mouse does the same with blue. Two objects of the same colour will attract (bafflingly), and opposites will repel. You can also reset things to a neutral state.

The first puzzle I meet has a panel on the ground, directly beneath a button, and a loose block. All I need to do is place the block on the panel, charge the panel with red and the block with blue. It zooms upwards and hits the button. The next puzzle sends the block flying in an arc, allowing me to reach an otherwise unreachable ledge by riding it there.



As the hands-on continues, I'm led through the world in a series of level-skipping lurches, watching as the facility corrodes. I can't tell you if there's a nice difficulty curve because mechanics pop into existence without warning in this accelerated peek. The next level, three levels into my game but somewhere the middle of the full thing, is a broken, manky hole of a room. I can see stars through cracks in the walls. I'm instructed to click anywhere that won't react to my powers and a dog pops into existence. A magnetic, robot puppy that can stick to walls. I am not making this up.

The dog's magnetism is defined according to the button that you press to spawn him, and can be used to drag platforms and move blocks. This room has a platform that I raise by clicking a nearby wall and moving the puppy up it. The platform exposes a lower area for me to drop into, a small cubicle where all the walls can be state switched. A few fiddles sees the walls open up. All the sides are pushing each other out. That's kind of neat. The floor drops. Below is a cube that I manage to manipulate up to me by popping the pup into existence and having it stick to him. Each click drags the cube up the walls, closer to me. The ultimate goal of this level is to destroy a turret up in the ceiling, but with time running short I'm prodded to skip to the next display of magnetic mastery. The solution remains a mystery.



I'm flung far into the game, where the clean lines of the facility have melted away. I'm in a star-filled void. Ahead are two intersecting circles floating in the air, each with platforms attached. Floating in the background is an unidentifiable collection of grim creatures. Whatever this level offers as a challenge was not made clear. The mechanics involve swapping the polarities of the platforms, to push them around the floating circles. The creatures could be killed, but the rush of the demo meant it was time to end, and I'm not entirely comfortable with telling you too much about it anyway. It was always obvious that the longer it plays out, the deeper into Lovecraft's realm we'd fall, but what affect that really has on the game has been kept from me.

I am intrigued, but with some caution. Games that are a pile of shifting puzzles and dimensional mechanics need to drip-feed their ideas a little, which is something I never had the luxury of in this instance. But there were a few moments that crackled with serendipity, and the promise of more magnetic mind-twisters - bigger cubes for more power, multiple cubes for complexity - attracts a good deal more than it repels.



Developer: 3AM Games
Publisher: Focus Home Interactive
Release: TBA 2013
Link: magrunner.com
Tribes: Ascend
Tribes Ascend


Just as we're all getting used to free-to-play as a payment model, Hi-Rez announce that they're using Tribes: Ascend to trial an entirely new way of purchasing digital entertainment. It's called "buying a game with some money". It'll never catch on.

Hi-Rez's Todd Harris made the announcement on their forum. From February 15, players will be able to buy a Single Purchase Edition of the high-speed online FPS. "This package will unlock all classes, all weapons, and all perks in the current game; everything except the non gameplay affecting items like cosmetics."

"If you enjoy the game as free-to-play, nothing changes," says Harris, noting that all future maps will remain free.

"We'll price it in the ballpark of other PC multiplayer shooters," he adds. "And if you are a Tribes VIP we'll give an additional discount."

Will the prospect of a one-time payment tempt you into spending some money on the game?

Thanks, Gamasutra.
PlanetSide 2
PlanetSide 2


PhysX, Nvidia's fancy-pants physics engine, is due to be added into Planetside 2 at some point in the future. The middleware - often used to add pretty, if largely pointless, physics-based visual flourishes - was previously available in the MMO shooter's beta, but has since been greyed out in the options menu. Players using GeForce's latest 313.96 beta driver can, however, enable the effects right now with some light .ini file tweaking.

All you need to do is find your Planetside 2 root folder and open the useroptions.ini file in a text editor. Inside, find the section, and the following to the bottom:

ForceGpuPhysics=1
GpuPhysics=1

Save the file and you're all set. The effects are rendered client-side, so it's possible you'll experience a performance hit - although reports suggest it shouldn't cause a dramatic increase in frame rate. The video below should give you an idea of what to expect from the tweak.



Thanks, PCGamesN.
...