PC Gamer
The Stomping Land

The Stomping Land is an open-world multiplayer dinosaur hunting game that, frankly, looks pretty incredible for being so early in development. Currently in the prototype stage, the game is being built by solo developer Alex Fundora, whose credits include Skyrim and Dungeon Defenders, and funded by an already-successful Kickstarter campaign.
Relying on basic tools and primitive technology, your hunter has to get out in the world and hunt some dinosaurs, or he doesn't get to eat. The smaller animals are no problem and make for easy pickings, but all that fresh barbecue goes out the window when an apex predator shows up and literally takes your lunch.

To help even the odds between you and the T-rex trying to eat you, more "sophisticated" technology like traps, ropes, and pole-vaulting poles will become available. And, as reported by Polygon, Fundora stated on Reddit that there will even be a wingsuit made from pterodactyls so hunters can take to the air.

With a multiplayer setup that will include player-created tribes and intertribal sabotage and, presumably, warfare, The Stomping Land is one to watch. Its Kickstarter is more than 200% funded with more than three weeks to go, so the question isn't if, but when, we will get our hands on some sweet, sweet dino meat.
If you'd like to help the game get made, there are some stretch goals in sight that would add other designers, dedicated artists, and even full Oculus Rift support.
The Stomping Land is currently scheduled for release in March 2014.
PC Gamer
Dragon Nest


I like to think that the story behind Dragon Nest's newest update is that the Sea Dragon, having scornfully watched the hyper-cute, anime-soaked denizens of Althea frolic about obliviously for too long, has finally decided to rise from the waters to show them what MMOs are really about. And so, with the latest patch introducing the Sea Dragon as a new boss, Dragon Nest's capacity for epicness now aligns approximately with that of a low-level WoW raid.

Level 40 players can now hitch a ride on a viking ship to Mare Oblivion, where they can face the dragon (and his delightful loot drops). In this harsh, new, dragon-conjuring world, it's also necessary for your twee characters to develop some self-sufficiency, so you can now go fishing and grow your own food. It's not entirely necessary—after all, when was the last time an MMO toon starved to death?—but preparing your own meals gives you useful buffs (and also the self-satisfaction of not having to stoop to eating at whatever Althea's equivalent of a fast food chain is).

As one of those players who actually enjoyed WoW's farming minigame, I'm always pleased to see the inclusion of crafting mechanics like these. Not all of us want to craft badass glowing swords for a living, okay? The update was applied to the free-to-play MMO today, so hop online to get cookin', or dragon-slayin'—whichever activity rocks your boat.

Just Cause 2
Just Cause 2

From the “what could have been” files, Avalanche Studios’ Christofer Sundberg hinted that the Just Cause team was once working on a steampunk-style game but had to stop development.
In an interview with Edge Online, Sundberg was asked about a picture he posted to Instagram that looks an awful lot like an alt-history Rico Rodriguez skydiving in the sepia-toned rotor wash of an airship.

“I really love that art style, and to combine it with sandbox gameplay is a dream of mine,” Sundberg said. “Fortunately, being an independent developer I can control my own destiny and we’ll make something in that world sooner or later.”

If such a game was made, we can be sure that it wouldn’t take itself too seriously. Sundberg named action movies as his biggest inspirations in games, saying “We’ve never had any ambition to go very deep with our narrative and focused more on explosive fun. It’s entertainment! I have no ambitions to make players cry or have any deeper feelings. A great laugh and a big smile as players pull off a completely over the top stunt is all I can ask for.”

We’ve had some fun in Avalanche Studios’ other huge open-world game, The Hunter, so we know that Sundberg and company can really get an open-world setting right when they put their minds to it. Imagining that level of freedom and detail and insanity given to a steampunk setting makes me reach for my leather gloves and welding goggles.
PC Gamer
DARK


And there I was, fashionably believing that vampirism was all about eternal romance, unfulfilled bloodlust, and flawless porcelain skin. Silly me! This new trailer for DARK is here to remind us what vampirism is really about—sustaining one's life on the blood of one's enemies, say, and lots of ominous stalking around in the shadows. Cheerful stuff, you know.

Nice to see they haven't skirted the trope of vampires in nightclubs, at least. Anyway, this is a showcase of the powers available to our vampy hero, Eric Bane. It's got all the sort of semi-stealth stuff you'd expect, including... is that long-range blood-sucking? As a stealth fan I dig the idea of being able to teleport behind a foe to punch him in the neck, and I don't find the slight comic-book aesthetic half-bad. DARK's out this summer to those of us wanting to spice up the warm nights with some blood spillage and brain-addling.

PC Gamer
rnt_teaser_image_2b


Road Not Taken is an upcoming, abstract roguelike that draws its name and inspiration from probably the most misunderstood poem in the history of the English language. Under development by Spry Fox, it bills itself as "A puzzle about life and loss," and is slated for later this year.

Speaking to The PA Report, designer Daniel Cook shared his reasoning behind choosing the genre he did for this project. “One thing I love about roguelikes is that they provide almost a pointillist form of world building,” he said. “Each object behavior and visual is an opportunity to point a little bit of paint on the canvas. And together, over dozens of playthroughs and interactions, the bigger theme is revealed.”

Other details are hard to come by, but Cook also told the report there will be a section similar to Jason Rohrer's Passage, which I found very deep and affecting. You can read the official announcement and keep up with the development on Spry Fox's blog.
Half-Life 2
steam trading cards


If you don't have beta participation turned on in your Steam settings, go do that so you can start collecting trading cards, earning XP, and leveling up. Yup, Steam just got gamified.

The games participating in the Trading Cards beta are Don't Starve, Dota 2, Counter-Strike: Global Offensive, Team Fortress 2, Portal 2, and Half-Life 2, and "up to half the card set" for each can be earned by playing them. The other half of each set is "earned through your collecting prowess," which presumably means trading with Steam users who got different drops.

Once you collect a complete set, you'll be able to craft a game badge which will appear on your profile and unlock "marketable items like emoticons, profile backgrounds, and coupons." Badges can be leveled up by collecting the required trading cards again, and all badges—including any you already have—now give you XP which contributes to your "Steam Level." Leveling up has its own benefits, awarding you "non-tradable items like profile showcases, extra friends list slots, and more."

Now that playing games on Steam is a game, are you bothered that someone out there is already beating you? If so, the PC Gamer Steam group may be a good place to start looking for trades.
Half-Life 2
steam trading cards


Join the Steam Trading Cards group on Steam to score a beta invite so you can start collecting trading cards, earning XP, and leveling up—yup, Steam just got gamified.

The games participating in the Trading Cards beta are Don't Starve, Dota 2, Counter-Strike: Global Offensive, Team Fortress 2, Portal 2, and Half-Life 2, and up to half of the new virtual trading cards for each can be earned by playing them. The other half of each set is earned "through your collecting prowess," which presumably means trading with Steam users who got different drops.

Once you collect a complete set, you'll be able to craft a game badge which will appear on your profile and unlock "marketable items like emoticons, profile backgrounds, and coupons." Badges can be leveled up by collecting the required trading cards again, and all badges—including any you already have—now give you XP which contributes to your "Steam Level." Leveling up has its own benefits, awarding you "non-tradable items like profile showcases, extra friends list slots, and more."

Now that playing games on Steam is a game, are you bothered that someone out there is already beating you? If so, the PC Gamer Steam group may be a good place to start looking for trades.
Fallout: New Vegas
FalloutNV 2013-05-15 11-43-32-40


We've heard a lot of numbers thrown around relating to game piracy—everyone from the ESA to Crytek has put figures out there, usually suggesting that the problem is larger than we might think. An academic paper published recently tells a different story, however. Using state of the art BitTorrent tracking software, the new data obtained has led Aalborg University researcher Anders Drachen to conclude: "the numbers in our investigation suggest that previously reported magnitudes in game piracy are too high."

The study was conducted over three months, beginning in late 2010 and concluding in early 2011. During that time, about 12.6 million unique peers were identified pirating games. The most pirated title was Fallout: New Vegas, with 967,793 downloads. That's a lot, but the overall piracy rate still falls well below past reports. Perhaps owing to the window of the study, RPGs were easily the most pirated genre, followed by the somewhat vague "Action-Adventure" (a category that included Darksiders and The Force Unleashed 2). 37 percent of the pirated games were M-rated, and a strong correlation was identified between Metacritic score and how often a game was pirated.

Of course, a three-month period may not represent the lifetime piracy rate for a game. The study is also quick to point out that it was not aiming to speculate on how pirated copies translate in terms of lost sales. You can read the full report for yourself here, and Wired has broken down the methods used to obtain the data in a more digestible format.
PC Gamer
metro last light


Former THQ president Jason Rubin, who joined the struggling company in 2012, has submitted a story to GamesIndustry International detailing adversities faced by Ukrainian developer 4A Games while developing Metro: Last Light, painting the team as underdogs who struggled against dreadful working conditions, a low budget, and unrealistic expectations.

"Let's be honest: 4A was never playing on a level field," writes Rubin. "The budget of Last Light is less than some of its competitors spend on cut scenes, a mere 10 percent of the budget of its biggest competitors." On top of that, Rubin laments the "irrational requirement of THQ's original producers to fit multiplayer and co-op into the same deadline and budget."

It gets worse. According to Rubin, the team "sat on folding wedding chairs, literally elbow to elbow at card tables in what looks more like a packed grade school cafeteria than a development studio." Dev kits and high-end PCs had to be smuggled into Ukraine in backpacks to avoid the sticky hands of "thieving customs officials." Pile on frequent power outages and broken government-run heating which frequently led to below-freezing working conditions, and Rubin says that 4A's success is equivalent to that of the Jamaican bobsledding team which finished ahead of the US in the 1994 Olympics.

Working on fire effects with freezing hands couldn't have been fun.

It's a harrowing story if it's all true, and I doubt anyone outside of Ukrainian customs officials would want it to go untold, though Rubin oddly spends a good portion of his text justifying its telling. "If you care about the art of making games then you have to care about more than the final product," he writes. "The struggle and the journey becomes part of the story. Like sport, you cheer when the underdog comes from behind, and triumphs in the face of incredible odds."

Who doesn't love an underdog story, and why are we just hearing about it now, months after THQ dissolved? According to Rubin, 4A's story hasn't been told in as much detail until now due to "a combination of a complex and secretive industry, a press that lags the movie and music press in calling attention to the stories behind the games, a dysfunctional and ever-changing sequence of producers causing confusion, the inevitable anonymity that comes from being an Eastern European developer, and a new, last minute publisher that doesn't see the upside in doing your team's publicity."

That new publisher is Koch Media (known better to us as Deep Silver, its game publishing wing), which purchased the publishing rights to the Metro franchise after THQ's bankruptcy. Deep Silver Director of Marketing & PR Aubrey Norris reacted to Rubin's criticism, tweeting: "I love when @Jason_Rubin runs his mouth about things at other companies he knows NOTHING about. Solid guy."

Rubin responded, pointing out 4A's near invisibility on the official Metro: Last Light website, which Norris says is due to time constraints and the complexity of assuming control of THQ's assets over the past four months. According to Norris, Deep Silver concentrated on the critical task of "making the game live."

With Rubin's timing and criticism of Deep Silver, the press, and other developers, he clearly has motives beyond simply telling 4A's story, but Twitter bickering aside, the story ought to earn 4A a huge shipment of respect (as long as it makes it past customs). Have a read of our Metro: Last Light review for more on the impressive game, and read Rubin's full editorial at GamesIndustry International.

Update: Commenter Wildfire has pointed out this video, in which 4A's offices can be seen. While it does look cramped, especially compared to the offices of larger Western developers, there are more than a few non-folding chairs, adding some clarity to Rubin's picture. His claims of frequent power and heating outages, however, can be confirmed by other sources.
PC Gamer
World of Tanks 8-5


Wargaming.net love tanks. They've made a game about tanks, attended festivals dedicated to tanks, probably pampered Panzers and serenaded Shermans. It's only natural that they want to share their obsession with a new generation. As such, they've announced an £80,000 grant for The Tank Museum of Bovington, Dorset, to be used in the pursuit of tank-centric education.

That's educating people about tanks, not educating the tanks themselves. I doubt even Wargaming have that level of commitment.

The grant will kit out a room in the museum with AV equipment and "high spec" computers, transforming it into the "Wargaming.net Education Centre", and allowing the museum to host lectures and presentations. Given that many of the lessons will be aimed at kids, presumably most of them will try to sneakily install games while their teacher isn't looking. Would they get bonus marks if that game was World of Tanks?

Wargaming CEO Victor Kislyi will be at the museum with World of Tanks from June 29th for Tankfest 2013, where he'll unveil a plaque in the centre's honour. "World of Tanks has generated huge interest in the history of armoured warfare amongst young people on-line," he said, "and with this room we can take this enthusiasm into the classroom to give a new generation of children a better appreciation of their national heritage."
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