Tomb Raider
Lara Looks At A Fire


Good news, everyone. Having played a couple of hours of Crystal Dynamics' Tomb Raider reboot following its release last night, it looks like the PC version lives up to the standards set by Nixxes' successful work porting Deus Ex: Human Revolution and Sleeping Dogs. It's a really good looking game, and it caters to PC gamers who want to tinker.

Rather than run through the options here, I've produced a short video showing them off - plus a bonus side-by-side comparison of Lara's normal hair and her hair with AMD's TressFX tech enabled. Sorry about the audio quality - blame the midnight launch and my headset microphone.



I'll be posting a full review later this week but so far my feelings are mixed. It's strictly linear and many sequences won't accept any input from the player other than the one that makes Lara go forwards. QTEs abound and there's a brief instant-fail stealth sequence in the first hour.

I don't have a problem with a scripted experience if it delivers something well-directed and meaningful and there's still time for Tomb Raider to live up to that, but so far the game has mostly succeeded in making me feel uncomfortable: not in the sense that I'm sharing Lara's pain, but that I'm the asshole pushing forwards on the analogue stick and watching her suffer. She does have very fancy hair, though.

Update: This footage was taken on a machine with an ATI Radeon HD 6970. Running the game on a comparable machine with a GeForce GTX 560 Ti, there's a substantial performance hit with TressFX enabled - so much so that it's unplayable. The 6970 is a more powerful card, but not by a huge margin - I wonder how much of this is down to TressFX being AMD's proprietary tech. If you're running a GeForce card, you may need to disable Fancy Hair.
Arma 2: Operation Arrowhead
running ai 1


After playing the Arma 3 alpha for the past week, I’m ready to share some detailed thoughts on the pre-release version of the long-standing military sim. I’m enamored with most of the improvements Bohemia has made, especially to how Arma 3 looks.

The alpha is an appetizer version of the game—it features just a dozen guns, eight vehicles, and a handful of brief single-player challenge missions, and two multiplayer scenarios. It’s also restricted to Stratis, the 20km² baby brother of Arma 3’s two maps (Altis, based on the Greek island of Lemnos, will be about 270km²). While the amount of content is pretty modest at the moment, the alpha does feature an unlocked scenario editor, which means players can start creating and sharing new missions right away.

How it looks + performance



What I like:
At E3 last year, Dean Hall told me “If you can run Arma 2, you can run Arma 3.” So far, that statement holds up. On my home system (Intel Core i7-870 @2.93GHz, two ATI Radeon 5850s in Crossfire) and a more powerful work system (Intel Core i7-3770K @3.5GHz, Nvidia GTX Titan), the game ran comfortably in almost all situations I put it in.

Arma 3’s performance, naturally, fluctuates a lot depending on where you are in the map and how many AI and objects are in your field of view. I encountered framerate dips in the situations I expected—when flying at high speed over a dense urban area in a helicopter, and in large firefights—but considering the across-the-board improvements to how Arma looks, I’m satisfied with the trade-off.

Using the scenario editor, I constructed what I considered to be a slightly-unreasonable scenario: I dropped 130 friendly and enemy infantry, two helicopters, and six HMG vehicles into the largest town on the map, Agia Marina. With every visual setting turned up on the higher-end system I mentioned above, I averaged about 19 frames per second while having the entire scene in my field of view from a hill outside the town. From the same position, my framerate improved to about 28 when I cut the infantry population to 60. And it improved to about 40 frames when I turned every visual setting down by a notch and lowered my view distance by about half.

Don’t regard that as a genuine benchmark, of course. Less scientifically, I love how clear Arma 3 looks on cloudless afternoons, where you can see unnaturally far. Draw distance is absolutely the most noticeable improvement—the game wants you to see its intricate sandbox for miles in all directions. I love the way shadows get longer at sunset, and all the life the new HDR breathes into mundane corners of Stratis. I love the little tessellations in my kevlar weave, which emit their own shadows when I turn away from the sun. I love that muzzle flashes are no longer flat decals, but dynamic, fiery burps. I love the fuzzy, minuscule distortion in holographic weapon optics when you move your rifle.

What I don’t like:
Arma's post-processing continues to be a bland blur effect; PP was enabled by default on my system, though it's easily disabled. The overcast weather state doesn't have much going for it—a stormy sky essentially disables the game’s shadows, and Arma 3 feels drained of some of its character without all that good lighting flowing.


Stance adjustments


What I like:
Despite the fact that Arma has never been a game filled with convenient, soldier-shaped objects to hide behind, using cover for protection is essential for survival. Despite the importance of it, the game’s infantry animations often get in the way of using cover well. Transitions between stances in Arma 2 are sluggish. Going prone behind rock often means you can’t see your target at all. Tapping A or D to peek around a corner while crouched is clumsy and ineffective.

Arma 3 addresses this by adding stance adjustments, and this system represents my favorite mechanical improvement to the series. The new movement options all pivot off of Left Ctrl (rebindable, of course)—holding it and hitting W brings your soldier to a more vertical stance; doing the same while tapping S brings you closer to the ground. Holding Left Ctrl while leaning and tapping A or D activates an additional side-step to the left or right. So if I want to crouch, lean, and then take a lateral to the right, the sequence would be: X, EE, Left Ctrl + D. The Z and X keys still operate as fast shortcuts to the prone and crouched positions, respectively.

On paper, Bohemia introducing gaming's most nuanced lean system might seem inconsequential. In practice, because these adjustments animate pretty seamlessly, the system solves a real problem that existed in Arma 2: firing from behind cover is finally comfortable, and there’s more gradients between stances. It enhances how playable Arma 3 feels as a shooter.

What I don’t like:
Executing these movements occasionally feels like playing a game of Twister on the left side of your keyboard. An optional HUD element for visualizing what stance you’re currently in would probably help new players use the system.

The AI


What I like:
Arma’s computer-controlled infantry has always been slightly schizophrenic. In Arma 2, they operate as dumb targets that occasionally demonstrate insane marksmanship, making them a simultaneously predictable and erratic enemy. From what I’ve observed in the alpha, Arma 3’s AI hasn’t fundamentally changed, but it has gotten better about moving more aggressively toward you from long and medium range. AI also lean and shoot around corners with greater frequency, and when they do spot you, they’re good at remembering your position and firing on you quickly if you move from the left side of a rock to the right side, for example.

The new ragdoll death animations, which finally do away with the pre-baked death tumbles of Arma 2, are probably what add the most the fun to engaging infantry.

What I don’t like:
Old behaviors seem to die hard for Arma’s AI. Though there’s more variation in how enemies respond under fire, the typical AI reaction is the same as it was in Arma 2. When I shoot at a squad a couple hundred meters away, they perform this dance: drop prone, get up, run a few meters, stand around, drop prone again, and eventually return fire. I really wish enemies simply sprinted for cover when you shot at them.

This aloofness also sometimes extends to vehicles. Friendly vehicle turrets seemed hesitant to engage ground targets in situations where there were plenty of targets to pick from, firing in polite, single shots when they should’ve been going full-auto.

Inventory


What I like:
Arguably any change would’ve improved Arma 2’s current inventory system. But what’s instantly noticeable is how responsive and easier to operate Arma 3’s gear menu is. Items no longer take a quarter-second to move or equip, and the addition of right-click and click-drag functionality for moving stuff around makes re-equipping much faster.

The main improvement, though, is the modularization of infantry equipment in Arma 3. Watch Dslyecxi’s video above for a great explanation about what this system will mean for Arma 3.

What I don’t like:
When you’re looting a dead soldier, the “View All” selection doesn’t display items stored inside enemy backpacks and harnesses, so nesting is still a minor problem. Relatedly, in order to steal a weapon attachment off an enemy weapon, I have to equip their weapon, drop the desired attachment on the ground, drop the enemy weapon, pick up my original weapon, and then equip the enemy’s attachment.

Encumbrance is also only currently represented as capacity bars that fill up as you place more items on your soldier or in your ruck, and I’d like to see more feedback about its actual effect on stamina and weapon handling.


 
For anyone that enjoyed Arma 2, Arma 3's alpha is absolutely worth the $33/£20/€25 Bohemia is asking, the lowest tier of the Arma 3 pre-order scheme. It's low on content, but the most important thing—the sandbox—is accessible, and should be populated further in the coming month as enthusiastic community members fill the void. If this would be your first trip to Armaland, I'd recommend watching more video content before putting down cash, or grabbing an Arma 3 Lite key from a friend who's pre-ordered.
PC Gamer
residentevilrevelations


If you long for the days when Resident Evil was a legitimate survival horror series, then the forthcoming PC port for Resident Evil: Revelations - originally a 3DS exclusive - is probably the closest you're ever going to get. Which is a shame, but rest assured that Revelations is quite determined to drive you insane: a new 'Infernal Mode' has been added to the HD port, which promises an ultra-difficult experience.

In a new trailer showcasing the mode, the ultra-difficult setting is revealed to "remix" enemy and item placement, as well as increasing enemy presence overall. So you'll need to make sure every bullet and green herb counts in true ye olde Resident Evil fashion. Check out the trailer below. The game releases May 21 in the US and May 24 in Europe and Australia.

PC Gamer
respawnentertainment


Reports yesterday that Call of Duty co-creator and Respawn co-founder Jason West has left the studio have been confirmed. West, who co-founded Respawn following his sacking from Infinity Ward amidst a barrage of lawsuits, has left the studio due to family issues. The news was confirmed by Respawn co-founder Vince Zampella, who today posted a statement on the company's official website.

"Jason has left Respawn to take care of some family issues," Zampella wrote. "We have worked together on some amazing accomplishments over the years, starting with an early Segasoft project that never shipped. It is sad to see things come to an end, but there are times when change is best for growth, both personally and professionally.

"I wish Jason the best and send my best wishes to his family. Respawn continues to amaze me, the team here is resilient and talented. E3 will be therapeutic for us, as we finally get to start showing our work again. I know the team was excited about the response we got from just admitting we were going to attend."

West and Zampella were sacked from Infinity Ward and Activision in 2010. The pair sued Activision, Activision sued EA - who the duo were accused of secretly plotting deals with - and eventually the dispute was settled out of court confidentially. Respawn is expected to showcase a new game for EA at E3 this year.

 
PlanetSide 2
PlanetSide 2


It's been a while since SOE provided a big update for PlanetSide 2's ongoing war for Auraxis' precious resources, so it's filling the fourth major patch with an extra armory's worth of re-balances and additions for release on Wednesday. Creative Director Matt Higby outlines the patch's contents in a forum post, and some interesting features are set to arrive after the base-tweaking focus of the last update.

Infiltrators are now able to slot a cloaking device on the zippy Flash ATV, which will probably result in a lot of startled yelps over voice chat whenever someone gets run over by a cheeky invisible driver. Other significant changes include expanding the availability of StationCash-bought items to all characters who can use them and a VR practice arena for testing out tactics and equipment loadouts.

Heavy Assault players will enjoy a new rocket launcher specific to their chosen Empire: the railgun-like Lancer for the Vanu, the cluster-launching Striker for the Terran Republic, and the Phoenix for the New Conglomerate which fires a steerable guided missile.

Over on the nerfing front, explosion radius from vehicle-mounted weapons are shrinking to hopefully mitigate spam issues against infantry. The Terran Republic's Prowler tank will need to fire both its barrels to kill a soldier when loaded with High Explosive or anti-tank rounds—a nice change for balance, but hilariously illogical considering a small, hand-thrown cylinder now packs more explosive punch than a rolling, metallic behemoth.

The rest of Update 4's planned contents can be found in Higby's post.
Mass Effect (2007)
Mass Effect 3 Citadel DLC


It's actually ending, isn't it? Sniff. Mass Effect 3's Citadel DLC releases tomorrow, and it's the last offering from BioWare starring Shepard and his galactic gaggle of friends. A launch trailer is up, showcasing the camaraderie shared between the current and former Normandy crew over a glass of grog while they relax in a private Citadel bar. Miraculously, nothing explodes for nearly 30 seconds, when a group of mysterious and militant party-crashers arrives guns blazing.

The aforementioned bar doubles as an extra hangout spot for Shepard and his love interest to relax and recharge as well as a hub for mini-games and a newly explorable section of the Citadel. And though the trilogy's endings will forever bear the brunt of vitriol, it's touching to see the cast's entirety one final time.

Thanks for the memories, Commander.
The Elder Scrolls V: Skyrim
The Elder Scrolls V Skyrim concept art 13 2


For all its overabundance of sweet rolls and murderous dragons, Skyrim is absolutely beautiful. Mods enhance the windswept plains and craggy mountain peaks of the Nord homeland into a truly spectacular vision, but it all arose from the RPG's original, bleak, Scandinavian-style landscape.

Among the artists responsible for illustrating the first fledgling looks during development was Adam Adamowicz, a concept artist best known for his numerous Fallout 3 designs. Adamowicz is no longer with us—he passed away due to lung cancer complications last February—but his exceptional skill lives on through the piles of environment and character concepts he created for Skyrim. Beyond marveling at the amount of Adamowicz's ideas that appear in the final game, it's worthwhile to appreciate these illustrations as standalone works of art.

Click through for more of Adamowicz's masterful work.




































































































































Magicka
Magicka_TSAL_(5)


Paradox Interactive has told PC Gamer that it will be announcing something new related to Magicka for the PC during GDC later this month. We've been told it's not a port, and it's not more DLC (which Magicka already has a huge amount of on Steam.) The stars seem to point to a potential Magicka 2, or perhaps some kind of spin-off in the same universe, with different gameplay.

I got a look at Wizards of the Square Tablet at PDX Con, which was quickly discarded from my mind into the nearest Icelandic memory recycling bin when I heard it wouldn't be coming out for PC. Since we know it isn't that, it has to be a brand new title. One of the only other things we know is that there are some ex-DICE guys working on it, but we shouldn't expect something FPS-ey, despite the Battlefield pedigree.

We'll be in the GDC trenches to bring you more details from Paradox as soon as we can get our Frost/Fire Tentacles of Journalism on them in just a few weeks. What would you guys like to see out of a potential Magicka 2?
Dota 2
DragonKnight


Last night, the (still technically unreleased) Dota 2 beta registered a peak of 297,000 players. This broke the previous record, set by Skyrim, by almost 10,000, making it the most-played game on Steam by concurrent users in history. With the rate they're sending out free keys, this doesn't really surprise me.

Dota 2 is still a long way from scratching its archrival, League of Legends, who reports active players in the millions at this point. Still, considering the popularity of the Steam platform, it's nothing to shake an Iron Branch at. It's been about a year and a half since the game's soft launch at The International in 2011. League, for comparison, has been around for almost four years, counting from the start of open beta.

Hopefully, this rising popularity will lead to more of an in-person tournament scene for Dota as an eSport, which somewhat disappointingly exists mostly in the realm of online competitions.

via PCGamesN
BioShock™
BioShock Infinite


One of the best ways to flex the graphical muscle of our machines is seeing how close we can bring virtual visuals to the real thing. It's not the absolute definition of fidelity, though, and some games—the BioShock family, for instance—dip into a heavily stylized look for a more fantastical approach to beauty. Speaking to CVG in an interview, Irrational Design Director Bill Gardner states clinging to realism isn't one of the studio's aims and shares his thoughts on the "misconception" of gamers solely desiring photo-like graphics.

"You look at Elizabeth, and she's by no means super ultra-photorealistic," he explains. "That's not our goal. It's about making her relatable, believable, and lovable. I think there's plenty here that would make you want to crank up the graphics card all the way and crank up all the options, but I think there's a misconception in the industry mixed with taking the easy road."

Gardner says Irrational's artists "aren't interested" in attempts to finagle realistic graphics from Infinite's unrealistic elements. I'd say it's hard keeping things grounded when you're running around a floating city, shooting crows out of your hands, and escorting a superhuman girl with dinner-plate-sized eyes.

Gardner also elaborates on how the industry perceives the drive to constantly innovate only realistic visuals in response to gamer needs, saying, "It's maybe because there's a misconception that that's what gamers want and that's all they want. And to some degree it's true: you get the latest drivers and the latest video cards and you really want to show what your beast can do. So what better way to do that than to say, 'Hey, this is New York City!' and to show the latest greatest game with all the settings cranked up? Realism sells that, I think."

Do you know what also sells? Setting a George Washington robot on fire with a pistol. Realism. At least, that's what we think in our preview, which you should check out as the days dwindle leading to BioShock Infinite's March 26 release.
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