PC Gamer
Neverwinter


Forgotten Realms based free-to-play MMO Neverwinter will open its doors to adventurers on April 30th. That's when the open beta begins, signalling the awkward period in the free-to-play lifecycle where a game is out, but sort of isn't, despite the fact that it is. Cryptic Studios have also released a new trailer - one that answers the question, "What is Neverwinter?" It certainly isn't whatever the weather is doing at the moment, which, as we move into April, seems more like Foreverwinter.



For closed beta testers, another test weekend is due to take place on April 12th. This will be players' first chance to try out the profession system. According to Cryptic's press release, "Founding members may simultaneously pursue four different professions: Leadership, Mailsmithing, Platesmithing and Leatherworking."

Once the full open beta is live, Cryptic promise no more character wipes or restricted access. Because, as I say, the game will essentially have been released. Except it won't. Except it will. Except it... *fade to black*
PC Gamer
Torment Screenshot 2


I think inXile might be planning to steadily release screenshot after screenshot of Torment: Tides of Numenera until this site is naught but a gallery of lovely 2D art. Well it won't work, dammit! Still, this one gets a mention because, 1) it's a much nicer picture than the previous preview of the dark, creepy, decidedly organic Bloom, and 2) it coincides with news that Obsidian's Chris Avellone, lead designer on Planescape: Torment, has been drafted to help with the game.

Avellone's inclusion was dependant on the Kickstarter bid hitting its $3.5 million stretch goal. That's now been achieved, with the game currently at over $3.6 million, and still with 33 hours to go.

"He’ll have two primary roles," inXile wrote, back when they announced Avellone's potential involvement. "First, he will be reviewing and providing feedback on all creative elements of the game, including the story, characters, and areas. His input will be invaluable as a resource to Colin in further detailing the creative vision for the game. Second, he’ll be designing and writing an eighth companion for the game, working with Colin and Monte to craft a companion ideal for both Torment and the Ninth World of Numenera."

As for the screenshot, it's of the Sagus Cliffs, and was released specifically to show the game's environmental range. The full, enlargeable version is below.

PC Gamer
Thief Garrett


Like a stealth master, I've been lurking in the shadows of Tyler's Thief preview, after having pilfered Playstation Access' behind-the-scenes interviews with the team at Eidos Montreal. Admittedly, I've now made a rookie error by exposing myself to the digital light and shouting "Hey! Look at this!" Here, I'll leave the video with you for safekeeping while I attempt to rustle up some gas arrows and cover my clumsy escape.

Try to ignore the fact that the video is called "Thief on PS4." Really what you're getting is a reassurance from the team about their commitment to preserving the spirit of the originals, and how they're testing out ways to keep fans happy while still offering options for Thief newcomers.

There's even a bonus bit of Thief: The Dark Project footage, straight outta 1998. I now really want to play that again. Maybe I'll do so after I've slipped away from Playstation Access' dogged patrols. I think I hear something right now... Is that? It is... an Iron Beast! RUUUUUNNN!
PC Gamer
thief screenshot 1


Thief is about a guy with a bow, Garrett, who steals stuff. That's definitely what the series is about, and that's how I approached my first look at Eidos' reboot last week at GDC. It better be about a guy with a bow who steals stuff, because aren't we all afraid Thief will mess with those fundamentals?

Eidos knows this fear. When I asked a group of devs what they thought Thief fans were most worried about, they all said "that it'll be too easy." They told me their intentions are pure. They want Thief to be a Thief game, they say.

But it isn't enough to say "Make it just like the first Thief!"

A game just like Thief: The Dark Project would look like a game from 1998, and the new Thief looks like a very expensive modern game which needs to appeal to more than one niche to be financially successful. That's impossible to do without pissing anyone off, but we have a responsibility here, too. We have acknowledge that how we remember The Dark Project and its sequels has been distorted by time.



At least, it has for me. My memories, for instance, glazed over much of the magic. When I saw that metaphysics are back in the new Thief, introduced as a mystical amulet Garrett steals, I thought, "What's this? Thief is about a guy with a bow who steals stuff."

No, it really isn't. Classic Garrett? He talks to ghosts. And when, at first, I thought the new pre-industrial revolution setting was out of place, I remembered that Thief has always been ambiguous about when and where it takes place—it's always changing, as it did in Thief II: The Metal Age. I kept saying, "Oh yeah," like a faded dream was resurfacing.

I was seeing a gut expectation, the flawed fear that modern things exist only to taint the good things from the past. That's not fair. Thief deserves a chance to prove itself.

As you've probably seen, yes, you do play as Garrett, a master thief with a bow and a selection of utility arrows (as well as regular, pointy, killing arrows). You execute missions in The City, a place which exists outside of human history. You can play the whole game without being detected, or you can choose to pepper your capers with violence. You can whack people over the head with a blunt, leather-bound blackjack. Light is still important, and you can still use water arrows to extinguish flames. All that Thiefiness is there, but a lot has changed, too.



Garrett has a new voice, because Eidos decided to go with performance capture, which means voice and movement are recorded together. This was a controversial decision, but understandable. Performance capture is how Crysis 3's Psycho looks so lifelike when he talks—it works—and lifelike, convincing characters are especially important for Thief, because we'll be relying on our ability to read our victims' level of alertness as we sneak about stealing their pocket watches.

Or, we ought to be. The stealth mechanics were hard to judge in the staged demonstration I saw—I'll have to play it to know how well character animation communicates the vision cones we're meant to avoid. I'd like it to work, because I want to play a stealth game in which in-scene cues gives us ample situational awareness, lessening the need for a HUD or other overlay hints.

We'll also be doing a lot of eavesdropping, which means a lot of faces doing a lot of talking—the decision to use performance capture makes more sense. Garrett is a bit of a voyeur, and in the demonstration, he creeps through an opium infused brothel party, listening and watching as he nicks valuables from degenerates. I was worried by how close he could get to party-goers while crouched in shadows—I mean, they're high, but not blind, right?

Another thing I have to take Eidos' word on is freedom. The demonstration was steered with such precision—every candle was snuffed at the right time and all the right dialog was overheard—that I didn't get a picture of what the other paths are. I'm told there were many.



Also in the new department is a third-person view which activates when scaling walls. Actually, it isn't totally new—Thief: Deadly Shadows let us switch between first and third-person. In this case, however, it appears to be a utilitarian choice to make climbing doable, and 95 percent of the demonstration was from the perspective we love.

It's that traditional first-person view that puts us directly into Garrett's shoes, making his close calls ours. Especially effective are his hands, which grip the corners of furniture as he peeks around it. It made me think of a sneaky little chameleon, grabbing whatever it can with its sticky claws.



They're some really good-looking hands, too. Visually, well, Thief: Deadly Shadows is almost 10 years old, so that's another bit of new. In a tech demo, I saw a scene in which every rain drop was an individual particle. I saw Garrett bolt through a burning mansion, where shadows belly danced on the walls and dynamically lit volumetric smoke rose to hallway ceilings and crawled toward open windows, leading the way. It was a particle effect sauna, impressive and luscious, despite the oppressive setting. That Unreal Engine 3 Samaritan demo is almost a real thing we can play.

Oh, and one more new thing: Garrett can slow down time. I know, and Eidos knows too. The devs assured me that his Focus ability, which can be used in bursts to make master thievery a bit easier by highlighting important objects and aiding lockpicking, pickpocketing, and combat, will never be mandatory. I don't accept the "it's not a problem for traditionalists because they don't have to use it" argument, because temptation counts as a problem, so I hope there's an option to fully disable it. The team is still figuring out what we'll be able to tweak, but I came away understanding that they know we want a lot of options.



When the demo ended, Producer Stephane Roy asked me, "So, is it a Thief game?" His insecurity is endearing. I can tell he wants to please fans, but he and Eidos have a tough road ahead. Reboots are intrinsically hard. They not only challenge the past, they challenge our perceptions of the past, and those are impossible to counter because they aren't based in reality.

The last Thief will be 10 years old when the new one releases next year. By making a new one, something beloved is being ripped from its solidified place in history to be analyzed and criticized and improved on. It'll take a lot of convincing, but Eidos showed me that they aren't dismissive of the challenge. They have fear, and that's probably a good thing.

More screenshots on the next page.











PC Gamer
Hate Plus


Christine Love, creator of "dark visual novel" Analogue: A Hate Story, has been tweeting and tumbling about "Hate Plus" for months. Slight problem: it was never entirely clear exactly what it was. And while, as a deeply disorganised person, I wholly approve of the haphazard approach to game promotion, it's nice to get official word that Hate Plus will be a full sequel to Analogue, delving further into the history of the spaceship Mugunghwa.

"Hate Plus is a sequel to Analogue: A Hate Story that continues directly from the end of that game, and explores, over the course of three days, the events leading up to year 0," writes Love. "If Analogue was the backstory of *Hyun-ae, then Hate Plus is the backstory of *Mute." In case you're not familiar with naming conventions of Hate Story's regressed-future world, the asterisks signify that they're AIs.

Set thousands of years in future, Analogue starts when you find a long-lost colonial spaceship. Through its logs, you learn about a society that had become deeply traditional and patriarchal, and discover the affecting fate of the mysterious Pale Bride. Also there are AIs. And cosplay.

Love states that Hate Plus will feature new art, music, an improved UI and more writing than Analogue - which had a lot of writing. It will also let you import Analogue's save file, carrying on from whichever ending you chose in that game. Hate Plus is due out in Summer.
PC Gamer
Camelot Unchained


Adventure games and isometric RPGs are doing rather well at the moment, thanks to the nostalgia-tinged Kickstarter explosion. MMOs, on the other hand, cost loads of money, which might make you think they're unsuitable for the relatively low budgets of crowdfunding. Camelot Unchained disagrees. It's a planned MMO from City State Entertainment - a studio founded by the ex-Mythic dev Mark Jacobs, lead designer of Dark Age of Camelot and Warhammer Online. It's set in a post-apocalyptic fantasy world, hence the "Unchained". Good job they didn't call it Camelot Uncut. That would be a very different game.



Perhaps naturally, given the amount of money that's feasible from a Kickstarter bid, Camelot Unchained is an extremely focused MMO. The game centres around what Jacobs calls Tri-Realm combat (a non-copyright infringing name for DAoC's Realm vs Realm). There's no PvE planned, freeing the team up to concentrate on these specific faction wars, without worrying about balancing for NPC battles as well.

One way they're doing that is with an asymmetrical class system - meaning each class will be different depending on the faction chosen. With five classes planned, CSE say they will follow the classic MMO Trinity, but that one of the classes is specifically dedicated to crafting. That doesn't just mean weaving incrementally better gloves for all eternity - crafters can erect turrets, traps and defences in battle, making them a necessary part of the RvR.

As an MMO, Camelot Unchained will follow a subscription model. While pricing details haven't been announced, CSE say the sub will be "less than the current accepted norm for MMORPGs."

On top of the money raised through Kickstarter, CSE have also secured an extra $3 million - two of those millions coming from Jacobs personally. Which means, even though the team's plan is clearly ambitious, it's not quite as frugal an exercise as a purely Kickstarted MMO would be. And it's off to a great start. After two days, they've raised nearly $720,000 of their $2 million goal.

The Kickstarter page has loads of additional details, and you can find more still on the Camelot Unchained website.
PC Gamer
Kings Quest 6


Despite an announcement way back in the distant past of 2011, Telltale have today confirmed that they're no longer working on a revival of the Sierra adventure game classic, King's Quest. The statement was made after news came in that the licence had returned back to Activision, who are speculated to have their own plans for the series.

"While we deeply love King’s Quest here at Telltale, we can confirm that we are no longer working on the franchise," said Telltale's Steve Allison, senior VP of publishing, in a statement to DigitalTrends. "There was a time last year that we investigated partnering with third party developers to produce the game as a partnership but decided against outsourcing. We are not privy to what plans Activision has for the franchise, if any."

The rumours that Activision have themselves got a plan for the licence come from Replay Games founder Paul Trowe, who is currently working on the Kickstarted HD remake of Leisure Suit Larry in the Land of the Lounge Lizards. In a GDC interview with DigitalTrends, he mentioned that Sierra co-founder Roberta Williams was interested in working with him after Larry's completion, but that King's Quest was off the table.

"Activision’s probably not going to give us the King’s Quest rights," Lowe said. " had it, and we were going to license it from them to make the remakes. Then I talked to the guys at Activision and they were like, ‘No, we’re pulling it because we’re going to do it ourselves.'"

While we don't yet know what those plans are, I'm assuming that King's Quest isn't going to work as a Call of Duty map pack.
PC Gamer
jediknight2-raven


It's sad to see LucasArts officially shuttered, but here's something very positive to come out of it: Raven Software has released the source code for Jedi Knight II: Jedi Outcast and Jedi Academy as a tribute. That means modders keen to bend those old Star Wars games to their whim now have all the tools they need.

In a statement sent to Kotaku, a spokesperson for Raven said fans have been requesting the source code for a long time. "We loved and appreciated the experience of getting to make Jedi Knight II: Jedi Outcast and Jedi Academy for LucasArts. As a gift to the persistently loyal fanbase for our Jedi games and in memory of LucasArts, we are releasing the source code for both games for people to enjoy and play with."

Get Jedi Knight II: Jedi Outcast and Jedi Academy right now. There's no ongoing official support, so... you know, be careful with it.

Raven also extended thanks and appreciation to the legendary publisher, which was yesterday officially closed by its owner Disney. "We wish the best for all the talented people who were let go and hope they find good work in studios in the industry."

 
DARK SOULS™: Prepare To Die™ Edition
Dark_Souls-image


If you've ever tried to engage in some jolly Dark Souls cooperation with one of your friends, you'll know that it's not very straightforward. Why? Because you're meant to play with strangers. You're meant to have your bacon saved by unknowns. That's what the game wants. But to hell with the game, because one smart modder has changed all that.

DSCfix - otherwise known as Dark Souls Connectivity Fix - aims to "improve the online experience when attempting to engage in jolly cooperation with friends." It means that direct connections to friends is now a very real possibility, without having to play summon roulette for potentially hours beforehand. You'll need to use it in concert with DSfix, and it works by prioritising your GFWL friends before casting its nets to the wider player base.

All the instructions for how to install is in the mod notes. It's the work of one M0tah. Thanks, M0tah.
PC Gamer
Unreal Engine 4
Your face when?

Epic Games Vice President Mark Rein stated support for Sony's PlayStation 4 console in an interview with CVG. Understandable so far, but then out comes this comment: "The kind of stuff that Sony announced it's doing, the level of convenience and things like that shows it's making a really perfect gaming PC." Well, then.

Rein focuses specifically on the console's 8GB of GDDR5 RAM as a trump card, and notes the limitations set by 32-bit operating systems. "I think it's a very smart move on Sony's behalf to build this sort of enhanced PC architecture and then put so much in it," he says. "When you think about Windows, even Windows for most people is tied to about 2GB of addressable memory space. This really opens up beyond what most PCs can do, because most PCs are running a 32-bit version of Windows. It's like giving you the world's best PC."

Though Rein is correct in observing how much memory 32-bit programs can play with, things get fuzzy when it comes to how many gamers still use a 32-bit system. A look at the Steam Hardware Survey shows over half of Steam's entire userbase has the 64-bit version of Windows 7 installed, with a majority using at least 4GB of RAM. Really, memory isn't an end-all magic bullet for hardware, and instead of "the world's best PC," I see the PS4 a step up for console gaming, and a better counterpart to PCs as opposed to a rivalrous enemy.
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