PC Gamer
Prince of Persia


Article by Nathan Ditum.

For a simple man who enjoys the outdoors and jumping off things, life has been increasingly complex for the Prince Of Persia. Brilliantly resurrected in 2003’s Sands Of Time, his fortunes wavered as the trilogy that followed plunged into dark, adolescent tedium. A bold new direction looked briefly enticing in 2008 - until it turned out the direction was to a place full of cel-shading and wobbly combat - while the bland post-film Forgotten Sands looked like a tie-in that couldn’t afford the rights to Jake Gyllenhaal’s face.

Since then there have been various whispers. A screenshot for a grimy historical take called POP Zero 2, which very much suggests a unseen POP Zero 1, and a concept trailer for a project called Osiris have emerged in the last year. Most recently prototype screens have emerged from Portsmouth based Climax Games, though the project is apparently not going ahead. The official line is that the series is “paused” but it sounds, more than anything, like Ubisoft doesn’t know exactly what it wants. And that’s all right, because we’re going to tell them.

The Prince



Of course the Prince has to be there, otherwise we’re staring down the barrel of an empty, slow-moving game simply called “Persia” featuring a lot of sand. I'm more concerned about his personality which, despite his centrality to the series, has shifted between various reboots from try-hard angsty adventurer to rag-wrapped desert wanderer. As with many things, Sands Of Time had this more or less straight - it’s important to the loftier aims and likeability of the game that he be young, a little naive and not unbearably royal. Before giving him edgy eye shadow and a Nolan North personality strip, Ubisoft had a Prince who was the perfect thematic match for its game of wonder, exploration and magic.

The Orient



Speaking of wonder, exploration and magic, this is what the world should be designed to convey. If Ubisoft’s historical rooftop stabber Assassin’s Creed exists to give us realism, grimy bustle and a suspicious hay surplus, then Persia should be hyper-real, a glowing land of impossible enchantment and mystery. It should, in short, be everything that Persia stood for in the popular imagination for centuries, epitomised most obviously by the entwined tales of the Arabian Nights. Junk the mad sand ruins, underground caves and anything else that isn’t shimmering silk drapes, fabulous desert luxury or - go on then - nicely rendered sand. As the picture above shows, the version of the game proposed by Climax seemed to be heading in the right direction so, uh, let’s hope Ubisoft turned them down because they weren’t enchanting or mysterious enough.

Arabian spring



If the star and setting of Persia have shifted over the years, then a sense of acrobatic freedom is perhaps its immutable foundation. In other words - ever since Jordan Mechner wove his rotoscoped brother into the original game’s unusually realistic animation the Prince’s leaping, ledge-grabbing and skittering fleet-footedness have been the series’ unchanging thing. Assassin’s Creed is again a point of reference here, as its parkouring-through-the-past business is clearly built on Persia’s shoulders. But - and we go back to the exploration and wonder - the Prince must be more agile and graceful than the assassins, whose games are complex and packed with activity. The central pleasure of Prince Of Persia has always been movement and momentum, and that’s what any follow-up must capture, that sense of fluidly life-like kineticism. Also, he should probably be wearing slippers, like, the whole time.

Combat



An area in which the series hasn’t really been comfortable since its 2D stick-waving days. Sands Of Time was too laborious and the 2008 reboot’s experimental anti-button mashing was, well, rubbish. Given that 2D stick-waving really isn’t on these days (even in private) fighting is a key area of reinvention for the prospective Prince. It should be secondary to his acrobatics while incorporating elements of his manoeuvrability, and it should make fights against small groups of guards possible without giving the impression that the Prince is a hardened warrior. This sounds tricky, admittedly, which is why it’s a good job we’re not the ones who have to make it. Here’s a start, though: think Batman: Arkham City combined with a third-person Dishonored and you’re, oooh, 17% there. The rest should be easy.

Magic



The Prince's time-wrangling shiv served as a conceited UNDO button for Prince of Persia's convoluted narrative, but in one stroke it also alleviated the inevitable frustration of falling to one's death in a third person platformer. Even the nimblest third-person camera can make a deadly jump look just-about-doable, so the PoP's use of magic provided a very welcome safety net.

More than that, the series' use of magic is another a main point of differentiation with Assassin’s Creed and a crucial underpinning for the Persia world - it’s fantastical, not fastidious. The time-shifting abilities of the Sands trilogy intersect beautifully with its platforming and combat, and play wonderfully into the ancient Middle Eastern atmospherics. Any potential successor needs something in the same vein, a toolset that adds even more flair to those light-footed acrobatics and more heft to the shimmering swordplay. Something that, crucially, isn’t magic carpets, which is the only thing I can think of.

This is where you come in. The Prince has his dagger, his wits, and evil personalities to contend with, what would you add to spice up a PoP sequel?
PC Gamer
Asus RoG Xonar Phoebus Solo


Whether you’re eager to dig around the insides of your PC or whether the mere sight of a screwdriver fills you with unearthly terror, Asus has got some seriously high-end soundcards for you. They’ve just announced the Xonar U7 and the Republic of Gamers Xonar Phoebus Solo to further strengthen their already impressive audio lineup. The Xonar U7 is a USB-powered external soundcard with a built-in headphone amp and the Xonar Phoebus Solo is an aggressive-looking PCIe internal soundcard. Both are high-end products with the updated Xonar Phoebus Solo just about edging it in terms of raw specifications.

The original Phoebus (reviewed here by our chum Adam) was an awesome-sounding internal card delivering crystal-clear audio with pin-point surround-sound precision in games and fantastic soundscapes with movies and music. This new card seems to have the same high-end internal specs, but without the breakout control box the original version had.

And those headline specs are impressive, with a frequency response of 10Hz to 48kHz and a signal to noise ratio (SNR) of up to 118dB. So, it’s still got the audio goods. Fingers crossed the lack of the control box should make it a little cheaper, too.

Adam’s one complaint with the original card was some flaky drivers and that has been a focus for Asus with the Solo version. Anyone who already has a Xonar Phoebus won't miss out either, as the updated drivers will also work with the older card.

USB-powered aural goodness

The Xonar U7 is a similarly well-specced bit of kit, but will sit on the desktop rather than inside your machine. That means you’ll be able to get some awesome audio out of your laptop if you fancy creating a wee speaker dock for it when you’re gaming at home. Like the Phoebus it’s also got a dedicated headphone amplifier too, so your high-end headset is going to get a thorough working out with the U7.

It’s not quite as highly specced as the Phoebus, with the frequency response for example losing a touch at the high-end, rated at 10Hz-46kHz. But considering most headphones struggle to offer frequency response above the 20kHz mark it’s not likely to be a problem. Both new bits of audio tech should be around sometime next month, so keep 'em peeled.
PC Gamer
World of Tanks


The thick armoured hull of World of Tanks has been breached, spilling the precious goods contained inside. Some of them, at least: In the vaguest possible statement, Wargaming.net assure that, while a "security incident" has exposed "some" hashed passwords and email addresses, their customers' financial information remains unaffected.

"As a part of usual security practices, we recently became aware that some personal information may have been compromised due to a security incident," Wargaming writes. "We immediately launched an investigation into the incident and can assure you that no financial information was accessed. However, we believe that some password hashes and email addresses were affected by the compromise."

To incentivise users to update their details - and perhaps as recompense for the fact the breach happened in the first place - Wargaming are offering 300 Gold to everyone who changes their password. For more information, check out their "Change Your Password Event" page.

Thanks, Eurogamer.
The Elder Scrolls V: Skyrim
Elder Kings


In Skyrim, while you were shouting down dragons, dicing up Daedra and fast-travelling up a bloody big mountain, did you ever stop to wonder what it would be like to pack up adventuring and go live as a Jarl? Probably not - their life appears to be a repetitious bore of sitting on a throne, wandering to bed, going back to the throne and occasionally making a pompous speech. But, if untethered from Bethesda's engine, they could get up to all sorts of political and military mischief. That's the aim of Elder Kings - an Elder Scrolls themed mod for Crusader Kings 2.

It's set before Skyrim. In fact, it's set before all the Elder Scrolls games, taking place in the Interregnum period of the Second Era. Supposedly, it was a time of petty bickering and tribal warring - which makes for a perfect Crusader Kings setting.

The mod promises 25 races and cultures, with unique bonuses for each, as well as new traits, events and diseases - adding vampirism to CK2's already eclectic range of ailments.

It's still early in development, although the recent 0.1.1 patch has fixed a fair number of bugs from launch. You can download Elder Kings from ModDB.
PC Gamer
roundup volleyball


Super-powered volleyball, an intergalactic dust-up, a small black square and a couple of guys on the lam - this is what awaits you in the small corner of the internet that I like to call The Free Webgame Round-Up. So take off your cyber-shoes, give your coat to Ask Jeeves, and rest your feet on that pile of old GeoCities websites, because things are about to get browsery.

Planet Punch by Matt Thorson and Alec Holowka Play it online here.

It's nice to see Uranus being put to good use.

Planet Punch is a game that lets you punch things with Uranus. And also with the Earth, but then it isn't quite as funny to mention that. I should elaborate: you're a rogue star that looks like it's escaped from a particularly mischievous Kirby title, and you're using Earth and Uranus (stop tittering) to beat things up. What are you beating up? Asteroids, satellites, other planets, space dolphins – you know, the usual galactic junk. This collaboration between Matt Thorson and Alec Holowka is as ridiculous as it sounds, and a good way to take out your frustrations on what is sometimes a vast and uncaring and dolphin-filled universe.

Kung Fu Volleyball by KO-OP Mode Play it online here.

I'm not sure where they're playing - an ancient colosseum, Hell, the outback?

Have you ever wondered what Neo and Morpheus get up to when they're not fighting endless Elrond clones or philosophising about whatever? They play Kung Fu Volleyball, obviously, and now you can too. This inventive same-screen multiplayer game works with either two controllers (the recommended method) or with two sets of hands on the same keyboard (could get messy), and makes a few teeny changes to the volleyball rulebook. Namely: levitation and teleportation, which would have livened up the Olympic games no end.

Rescuenauts by TheRussMorris Play it online here.

You can disable computers by shooting them, something I've found works equally well in real life.

A clever endless runner type thing that puts you in the role of two characters rather than just one. The A and D keys control a guy on a futuristic bike, shifting it left and right to collect power-ups or dodge obstacles. The mouse, meanwhile, controls a dude on a moving platform, whose gun will make short work of computer terminals, laser beams, and many other things that stand in Bike Guy's way. On your own, Rescuenauts offers an enjoyably tough challenge, but perhaps not one you'll be able to make too much headway in – unless you're adept at rubbing your stomach and patting your head at the same time. Thankfully, you can offload control of the other character to a friend, coworker, acquaintance or aimless drifter, which should make survival quite a bit easier in the long run.

Magnetized by Rocky Hong Play it online here.

It's nowhere near as difficult as a similarly shaped room from VVVVVV.

Oh this is good. Magnetized is a one button physics puzzle game where you have to guide a small black square from an entrance to an exit, via the use of stationary magnet points, and your index finger. The square moves of its own accord, but you can manipulate the magnet (and later, magnets) to nudge it left and right. Too little and it may coast into a wall and die; too much and it may pick up momentum and... crash into a wall and die. Either way, old squareface is going to bite the bullet plenty of times along your journey. Like the best twitch arcade/puzzle games, Magnetized is impervious to walkthroughs – even when you figure out how much force (and when) to direct the little square with, you'd never be able to relay that information to another person. It's a skill that must be earned, so I hope the game's creator, Rocky Hong, lets us put it to further use in a follow-up. (Via IndieGames)
PC Gamer
Asus GTX 650 Ti Boost


As a techie person and all-round good egg, people often ask me for advice and assistance putting gaming systems together. And more often than you might think I get asked specifically about building multi-GPU setups. Normally I’d scoff, put on my best smug face and patronise them mercilessly.

“Whatever you’re going to spend on a multi-GPU array,” I’d say, “go and spend that on the fastest single-GPU graphics card you can afford. You’ll thank me in the end.”

And then Nvidia go and release the GTX 650 Ti Boost, immediately putting that received wisdom into question.

I’ve been playing with Nvidia’s latest budget-oriented graphics card in SLI configuration recently for an article you’ll find in the PC Gamer UK mag soon, but I just wanted to share because damn, these things are quick in SLI.

In this generation of graphics cards I haven’t seen a pair of cards, from either Nvidia or AMD, which will compete with an equivalently priced single card in performance. In previous generations you had cards like the GTX 460 which offered phenomenal performance for the money, and delivered speeds that easily offset any multi-GPU problems that might arise. I built one of those exact systems for a friend a good few years ago, and they have only recently upgraded.

Two GTX 650 Tis in SLI hit nearly 50FPS at 2560x1600 in Bioshock Infinite

Now though the GTX 650 Ti Boost is making the case for going straight for an SLI rig when you build, because for the money there is nothing that comes close to them in-game. In the UK you can pick up a pair of them for less than £300 (and less than $300 in the US) - that’s less than the cost of a GTX 670 and only a little more than a HD 7950. In SLI the GTX 650 Ti Boosts outperform both.

I'm not talking just about running games at 1080p either - though this setup does indeed fly at that resolution - even at our 30-inch panel res of 2560x1600 the 4GB shared framebuffer gives this array some serious high-res gaming chops too.

If you're shopping for a new card right now, my advice is this: if your spending limit is £200 then AMD’s Radeon HD 7870 XT is the perfect card for you, but unless you can afford to make the move all the way up to a HD 7970 GHz Edition then a pair of GTX 650 Ti Boost cards will give you an awesome graphics array for just £300.

Want some numbers? Go on then...

DirectX 11 synthetic performance
Heaven 4.0 - FPS: higher is better
GTX 650 Ti Boost SLI - 27.4 (14.6)
HD 7790 CrossFireX - 18.3 (6.7)
GTX 670 overclocked - 21.6 (14.7)
DirectX 11 gaming performance
Bioshock Infinite - FPS: higher is better
GTX 650 Ti Boost SLI - 48 (10)
HD 7790 CrossFireX - 32 (5)
GTX 670 overclocked - 44 (17)

Max Payne 3 - FPS: higher is better
GTX 650 Ti Boost SLI - 35 (23)
HD 7790 CrossFireX - 17 (5)
GTX 670 overclocked - 29 (18)
 
All these tests were carried out on my test rig of a stock-clocked Core i7 3770K, Z77 motherboard and 16GB 1,600MHz RAM. The resolution is 2560x1600 with all settings on the highest available with 4x MSAA. The main number is the average frame rate with the minimum frame rate inside the parentheses. 
 
PC Gamer
The Evil Within


After days of creepy Vine teasers - later revealed to be Resident Evil creator Shinji Mikami’s new survival horror, codenamed "Zwei" - Bethesda have now officially announced the project with a short teaser trailer. It's a live-action montage of gross looking stuff - more like a 90s industrial music video than a game trailer. But we do get its real name: The Evil Within.

Trailer below, courtesy of IGN:



"We’re incredibly proud to announce The Evil Within," said Mikami. "My team and I are committed to creating an exciting new franchise, providing fans the perfect blend of horror and action."

The Evil Within is due out in 2014, for PC, along with current and next-gen consoles.
PC Gamer
Wargame Airland French


Despite what the name implies, Wargame: AirLand Battle isn't a game about Bioshock Infinite's Columbia starting fights with other famous floating islands - perhaps that one from Sonic the Hedgehog 3. Instead, it's the sequel to last year's well received Cold War RTS, Wargame: European Escalation. Developers Eugen are adding to their collection of beautiful screenshots with an overview of NATO's French contingent.

Set between 1975 and 1985, as the promised escalation takes the war between NATO and the Warsaw Pact towards Scandinavia, Eugen note that the sequel will feature upgraded graphics and better landscape topography. They've also added planes, satisfying the air portion of the titular AirLand.

Wargame: AirLand Battle is due out this spring.



I'm willing to bet that lone jeep guy feels mighty exposed.



Saints Row: The Third
saints-row-4


Aliens, superpowers, inflation lasers, a dubstep gun - judging from its short teaser trailer, Saints Row IV looks to be the most ridiculous game in the series yet. Speaking to OXM, Volition senior producer Jim Boon responded to comments made by Cliff Bleszinski - who suggested the game should tone down its more juvenile elements - saying, "I think our tone is an element of our success."

"Ultimately I don't think that SR's tone gets in the way of bigger sales. If anything, I think our tone is an element of our success. SR is quite unlike anything else out there, and I think gamers crave unique experiences - I know I do. We have a lot of passionate fans that love SR, so I think we are striking the right chord."

Despite this, Boon says the team doesn't feel pressure to outdo the ridiculousness of previous games - even though they clearly have. "If anything it is liberating to be able to come up with any idea we think gamers will enjoy with no restrictions. Ultimately the pressure comes from trying to keep things fun in SR4. We have a very creative team that comes up with some fairly crazy ideas - that is almost the easy part for the team.

"The challenge is to make sure these ideas have a purpose and are fun," Boon continues. "We don't want to do crazy just for the sake of being over the top, so it is important that our crazy ideas actually add to the game. The pressure comes from having the time to really hone our idea into something that feels awesome for the player. We have had to cut any number of ideas if we thought we couldn't get the fun factor where it needs to be."

All fine and well, but would fans really miss the giant purple dildos? Boon thinks yes. "I think our fans would miss what might considered juvenile elements of previous SR games. Based on the overall reception and sales of SR3, I strongly suspect many people enjoy this aspect of SR, even if some may not want to admit feeling that way. Thinking of a movie series like The Hangover - people love the humor but you might not want to discuss some of the finer moments of those movies with your mom, for example.

"I think the same might be true for SR. We do get an awful lot of feedback from fans telling us much they love our juvenile tone - with some asking us to go even further! Ultimately SR4 doesn't try to take itself too seriously and we even have a lot of fun at our own expense."

Read the full interview to learn how superpowers have been integrated into the game, and how the team coped during THQ's bankruptcy.

Saints Row 4 is due out August 23rd.
PC Gamer
Homeworld 2


Homeworld has finally left the barren wasteland that was once Planet THQ and taken a hyperspace jump into the unknown. Wherever its destination, one place it won't be stopping is Save Homeworld - Team Pixel's crowdsourced campaign to secure the license, and in turn a direct sequel. The $70,000+ raised through Kickstarter and IndieGoGo will now be refunded to the campaign's many backers.

"The auction for the Homeworld license ended April 15, 2013," write Team Pixel in a Kickstarter update, "and while we reached qualified bidder status for the bankruptcy auction, we were unable to raise the necessary funds to remain competitive against the other parties at the auction."

While it's not yet been revealed who has secured the rights to the series, an announcement is expected within the next couple of weeks, with the sale due to be finalised mid-May. Hopefully it'll be someone with plans to revisit the series, and not some bitter collector who'll hide it away in a dusty vault, laughing at the sadness of space RTS fans.

Save Homeworld backers can track the progress of their refund on the campaign's website. Team Pixel say they're now planning to start work on a "Homeworld-inspired" RTS using their own original intellectual property.

Thanks, Games.on.Net.

Update: Paradox Interactive CEO Fredrik Wester says that two other studios beat out Paradox's bid for the license:
We finished 3rd in the Homeworld auction; I would have loved to work on that IP but wish the winners all the best and hope for a great HW3

— Fredrik Wester (@TheWesterFront) April 19, 2013

And Stardock Founder and CEO Brad Wardell says that his Michigan-based studio, Stardock, had the second-place bid.

We didn't get the Homeworld IP. We were the second highest bidder. @pcgamer @fiddleclub @agenttinsley @logandecker— Brad Wardell (@draginol) April 19, 2013
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