Arma 3
E3 2013
PC Gamer
penny arcade 4


Good news, everyone! Penny Arcade's On the Rain-Slick Precipice of Darkness: Episode 4 is out now. It's the final part of the adventure-come-JRPG series, and that's a good thing because it means I'll never have to type "Penny Arcade's On the Rain-Slick Precipice of Darkness" ever again. Man, I can't tell you how much I hated typing "Penny Arcade's On the Rain-Slick Precipice of Darkness". You can grab the game on Steam for £3.59, going up to £3.99 in about a week. That game, of course, being "Penny Arcade's On the Rain-Slick Precipice of Darkness", though it looks like it's finally tumbled in.

According to the Steam page, episode 4 "expands considerably on its predecessor in size, scope and gameplay. Create the ultimate fighting force by recruiting bizarre, occasionally disgusting monsters and teaming them up with the best trainer for the job!" So it sounds like Zeboyd and Penny Arcade may have taken a few cues from Pokemon. The world having ended, this game is set in 'Underhell', which I presume is located under Hell. Hey, they don't call me Tom "We're never going to call you Sherlock Holmes" Sykes for nothing.

Here's a trailer:

PC Gamer
SpecialEffect


Article written by Andrew Tsai.

“Think about how important gaming is to you or me” said Dr Mick Donnean, founder of SpecialEffect. “Then think about how important gaming would be for someone who is disabled and is unable to play with their friends.”

Dr Donnegan, formerly a teacher specialising in assistive technology, created the charity SpecialEffect back in 2007 to help both children and adults with disabilities. SpecialEffect provides expert advice to help their clients get into gaming. They help people like five year old Tiago, who has with cerebral palsy, and Lloyd, a young war hero who lost both legs and some of the fingers on his right hand while serving in Afghanistan. Thanks to SpecialEffect's help and advice, Tiago now uses eye gaze tracking to play games like Peggle and Lloyd plays Battlefield online with the aid of a customised one-handed controller.

I took a trip to the charity's home in rural Oxfordshire to meet Dr. Donnean and take a closer look at the work that SpecialEffect does.

The charity give visitors hands-on access to a wide variety of equipment in a studio they call the "Game Room." It's a large open plan space filled with PCs, consoles and hundreds of different controllers, adapters and input methods. Here, SpecialEffect ply their expert skills in adapting and customising all manner of control methods. They have honed a talent for discovering potential new inputs from any part of the body: a tiny finger movement could be used to control a high-sensitivity key, or a button could be installed into the headrest of a wheelchair. Almost any physical movement, no matter how minimal, can be converted into an input that is recognised by a game.

Bill Donegan, a technical specialist who helps perform assessments and provide gaming accessibility solutions, demonstrates for me some of the advanced control schemes they use. I was amazed by the IntegraMouse, a mouse which can be controlled with one’s mouth offering full directional mouse control as well as ‘sip’ and ‘puff’ inputs. For someone who has limited movement below the neck, the IntegraMouse can be accurate and responsive enough to be used to play through competitive first person shooters like Team Fortress 2 or Call of Duty.



Bill helped to set me up with a copy of Dirt 3 using the eye gaze camera which is a Kinect-like device that slots into the USB port of their PC testing rig. The eye tracking technology, not originally designed for gaming but for communication, allowed my eyes to control the position of the mouse cursor, and software running in the background seamlessly converts the mouse position into keystrokes to racing game Dirt 3. Gazing into the horizon of the game accelerated the car, whilst looking to the sides steered it. I was surprised about how intuitive and simple the control scheme was, and within 30 seconds I had already gained a full grasp of the driving and was speeding through the corners.

I was impressed by eye gaze control, but SpecialEffect are capable of setting up far more complex control schemes that are tailored to individual needs. For example, they have been able to adapt technologies like IntegraMouse and voice control to be used on their Xbox 360 or PlayStation 3 so that their clients can join in where their friends are playing. These control schemes may involve delicately combining multiple layers of technologies that were not designed to be used together. This requires the expertise of SpecialEffect to help with setting up the complex interface and to ensure that the interface suits the needs of the client.

Specialist controllers can be extremely costly and risky for clients to purchase on their own, as they have no guarantee that it will work for their situation. For example, controllers like the IntegraMouse cost up to £1,700 and eye gaze technology can cost up to £3,400. For those who cannot visit the Game Room or attend one of SpecialEffect’s many road-shows, there's the "Loan Library." This is where a SpecialEffect technical specialist and an occupational therapist visits the home of a client and loan out, as well as set up, appropriate pieces of equipment for the client to test out for themselves.

The Game Room is filled with controllers that can be modified for all shapes and sizes.

The Loan Library provides an excellent opportunity for users to see how complex and expensive control schemes work in their own home before they commit to a big purchase. Despite the high cost, Mick revealed to me that nearly every client will nearly always buy the specialist controls after taking out the loan from SpecialEffect, which goes to show how much value that these clients place on gaming. As with all of SpecialEffect’s services, the Loan Library is provided free of charge and is available to any gamer with any disability in the UK.

Games are rarely designed with accessibility in mind. There is frequently little regard for even the most basic provisions for colour-blind or left-handed players. The lack of options for re-bindable keys and windowed modes often means the difference in whether a game can or cannot work with the accessibility tools that SpecialEffect use. However, game developers are becoming more aware of the issues, and things are improving.

Improved accessibility can be as simple as providing additional control schemes. For example, FIFA 13 caters well to disabled gamers by providing options such as mouse control as well as a ‘Two Button’ control scheme, which fits the full range of control options into just two inputs. Of course, not every game can be made accessible for every individual, but it would be good to see developers thinking carefully about including as many options in their games as possible.

The IntegraMouse is connected to a laptop, where software converts mouse movement into joypad movement to the Cronus adapter which is connected to the 360 running CoD: Black Ops 2.

“There are some encouraging developments in gaming accessibility” according to Mick. SpecialEffect have been consulted by game studios such as Splash Damage and Bossa Studios to advise on accessible game design, and hope to do further collaboration with other studios in the future. SpecialEffect’s Wish List is available to help guide developers to accommodate gamers with special needs, which includes provisions for game difficulty controls and fully accessible menus.

The demand for SpecialEffect’s services has steadily increase since its founding in 2007, and the charity has grown from 2 to 11 members of staff in this short span of time to meet the increasing demand for accessible gaming. My hope is that more people begin share in the vision that gaming is not just a trivial pastime, and gaming is something that can greatly improve the quality of life in disabled and non-disabled gamers alike.

To find out more about SpecialEffect, visit the SpecialEffect website.

Andrew Tsai is a gamer who loves PC game hacks and fixes, and runs the PCGamingWiki, a collection of bugs, fixes and workarounds for every single PC game.
PC Gamer
state of decay


Zombie-infested open world survival sim State of Decay is out now for the Xbox -1, but we haven't heard a groan about the PC version for quite a while. Unfortunately, now that we have, it's not all good news - while the game will be coming to lap/desktops at some point, "it isn't going to be soon by any meaningful use of the word 'soon'." The zombie apocalypse just got a little more depressing.

Speaking to RPS, I think, community director Sanya Weathers stated that "we are still working on the PC version, and I don't have a really good estimate for completion. Too much depends on third parties. It isn't going to be soon by any meaningful use of the word 'soon'."

I played a bit of State of Decay last night, and was pleasantly surprised. It's like a less silly and more ambitious Dead Rising, with a focus on group rather than individual survival, and plenty of opportunities for emergent storytelling. To put it another way, we're missing out - but hey, at least we still have DayZ.
PC Gamer
amfv


Every week, Richard Cobbett rolls the dice to bring you an obscure slice of gaming history, from lost gems to weapons grade atrocities. This week, as stories of communications spying tool PRISM sweep the world, a look back to another PRISM that was firmly, 100% on our side.

Imagine waking up one day to find that you've never actually been awake at all. Your entire life so far has been a simulation - the focus of a program so complicated, it can predict the future with near pin-point accuracy simply by extrapolating. You are not Perry Simm, American everyman. You are PRISM, and your quiet little virtual life is all that stands between the world and complete disaster.

A Mind Forever Voyaging is one of the best text adventures ever.

Pity it also had some of the worst box-art.

Damn machines, sticking together...

Infocom made cool games, and more than that, games that really played with the text adventure format. Nord And Bert Couldn't Make Head Nor Tail Of It for instance was all about wordplay. Suspended took physical control away from the player, with the goal being to use multiple robots with limited senses to solve puzzles. A Mind Forever Voyaging though really took things to a new level.

This is one of the weeks where there's not so much funny things to say about the game as reasons to remember it for the phenomenally clever game it was. For starters, there are essentially two character modes. As Perry Simm, you wander around like a regular adventure character. When not in the simulation though, you also play PRISM - a computer with very little control, and certainly no way to GO NORTH. This later becomes important when you find yourself under siege and have to figure out a way of defending yourself without handy things like arms. Literally, now I think about it.

I know you are, but what am I? Oh, an immobile computer. Sorry, wasn't paying attention.

The bulk of the game though is spent in a simulation of an American town, Rockvil, starting in 2031. There are no real puzzles to complete here. Instead, your role is to observe the effects of a senator's plan to revitalise America - the "Plan For Renewed National Purpose". So, evil. Obviously. Goals include things like having a meal in a restaurant, and visiting a cinema, and recording events for your creator, Dr. Perelman, and policy advisors to take a look at to confirm all will be hunky-dory.

In the present, America is on the slide. Nukes, overstimulating 'joybooths' (totally not ripped from Sleeper) and a falling economy mean that things are pretty crappy. PRISM however is able to factor in the Plan and step a decade forward to when things are much better. There are... issues... but people are happy and optimistic and there's no arguing that the Plan has helped drag the country up by its bootstraps. Perry meets his wife and child, and they're doing well. The government has enough food for everyone. With the reports in hand, everyone nods and agrees to implement The Plan.

What can possibly go wrong?

Beep beep. Beep beep.

That's the sound of the simulation gathering enough data to step forward another ten years. Now, the cracks have spread. The world is increasingly polluted. The optimism is gone. A police state is emerging, and a cult establishing a lot of power within the disenfranchised people.

Beep beep. Beep beep.

Another ten years. Public executions on television. Social castes. A brutal police state. Perry's son is sucked into the cult, the Church Of God's Word. Water has become effectively undrinkable, and there's not a can of Brawndo to be found anywhere.

Beep beep. Beep beep.

Sorry, that was the Road Runner.

Beep beep. Beep beep.

A broken world, under the heel of the Church Of God's Word. Slavery. Animal torture as a hobby. Swift death. Perry's son returns, totally twisted by his new life, as Perry dies multiple times in increasingly awful ways and returns to record more evidence that the Plan will lead to the collapse of civilisation.

Beep beep.

And then no more beeps. Everything that matters is gone.

To simulate that, take the regular map and set fire to it. Close enough.

To be fair, the actual politics behind all of this are incredibly awkward at times, and exist largely to make a point. The Plan is firmly a conservative creation, whereas the good guy here, PRISM's creator, is on the record as being liberal. Likewise, factoring in a totalitarian take-over by a cult that won't be relevant for another couple of decades is the kind of thing that would get a "Bullshit!" from Foundation's Hari Seldon, unless he was busily establishing it somewhere just in case.

You don't have to agree with the speed or nature of how reality tumbles though, simply because the damage is kept much more personal. PRISM is a sentient computer rather than an impassive observer, and the collapse of civilisation is seen not as a wide-scale thing like in Deus Ex, but in the increasing degradation of his specific life and the small town he calls home. There's a real sense of impending doom every time a new time period opens up, because you know it's going to be even worse - from a quiet small town with promise to a weed and rat infested dystopia full of crazy tribals whose don't even shout a warning before grabbing Perry and burning him alive for the hell of it.

Most importantly, while it ends up going to crazy-town for the last couple of simulations - up to and including zoos openly having torture sessions - most of the details are established early. In an early simulation for instance, you can visit the courthouse and see that the death penalty is now being applied to attempted rapists - setting the scene for its wide-spread use later on, if not necessarily justifying stuff like awards for executioners and similar wilfully dystopic nonsense. (Yeah. It gets kinda goofy.)

I miss 'feelies'. A DVD case made it impossible to have them any more, and digital downloads... not a chance.

PRISM's family does a good job at establishing an emotional core though, as well as showing off elements like the way that Perry and his wife's Jill have a son whose sleeping area is cut out of the living room due to a lack of space, or that Jill's art changes to be much more depressive as the world goes to hell. Again though, it's not overnight. An early timeframe for instance features the two quite happy, with Jill painting and welcoming Perry back home with a kiss. Then, out of nowhere, half a dozen Border Security Force officers storm in with rifles, leaving Jill in tears, and with just a nod towards civility with a "Sorry for the inconvenience. We're only doing it for your own protection."

Not too far in the future, it happens again, this time with no civility. And it goes like this...

Jill is sitting on the couch, staring morosely out the window. Time passes. With a roar of tromping feet, six or eight heavily armed Church police storm into the apartment. You see a look of horror come over Jill, as she covers her mouth with the back of her hand as though stifling some silent scream. You follow her gaze and - a shock of recognition - sauntering in behind the police...

The ten years since you last saw him have left scant change on the face of your son. "Mitchell!" you yell, and take a step toward him, but a blow from one of the cops sends your frail, old body flying against the wall.

"She is the one." The voice is Mitchell's, but the tone is cold, sending shivers through you. He raises a fur-clad arm, pointing at his mother without a hint of emotion. "She spake against the Church; she tried to poison the mind of a child too young to know the Truth. The thugs grab Jill, who reaches towards Mitchell, tears of terror streaming down her face. Totally unresponsive, he turns and walks calmly out of the apartment.

As Jill is dragged, screaming and crying, through the front door, you try to follow, but a cop pummels you in the stomach with his club. You fall to the floor, retching, as the apartment door slams closed, shutting you off forever from the son you cannot understand and the wife you will never see again.

It's the kind of scene that is admittedly a little on-the-nose when read like this, but AMFV makes it work. Even factoring in that the people involved are a simulated family, and the game doesn't even spend much time with them, it's easy to empathise with the fact that in this situation, Perry does not care that it's fake. It's a level of character building that other games in the mid-80s did not do.

Also, there's this guy needs some blue pages. Avoid him. He's high on meth.

The endgame comes when you convince Perelman that the Plan will be a disaster, and he flies to Washington to have it stopped. And fails. The Senator responsible is far too powerful and represents too many vested interests for that. Not content with that though, he sends a team of electrician hitmen to have your plug pulled before you can cause any trouble, stopped only by the fact that not having arms doesn't mean not being able to shut off the ventilators in key parts of your building. The fact that you've been recording the disaster in all of these timeframes also leads to an opportunity to bypass politics and broadcast them to the world, exposing the Plan and forcing Ryder to back down.

What follows is one of the more memorable epilogue sequences in the genre. As a reward for that, and for subsequently helping field-test alternate plans that don't turn the world into a perpetual Fallout 3 cosplay event, PRISM is essentially granted his simulated freedom - to be put back into his fake world, improved by the New Plan he helped create, and left to live out his life rather than being a government tool. What makes it really work though is that it's interactive; a mini-adventure through Perry's dreams as well as his nightmares. We've seen evidence of him being a writer in the different time-frames, but now he's a noted author and poet. Far from becoming a deranged cultist, his son is happy and prosperous. And for Perry, there's one final destination to visit that nobody has ever seen before - him and Jill joining a colony ship that, virtually at least, is heading out into the universe.

Unfortunately it's dark in space, and they're immediately eaten by a grue.

No, not really. But that would have been a hell of a twist ending.

Specifically, our advertising team needs to be forced to commit suicide. In a Joybooth.

While A Mind Forever Voyaging didn't particularly go onto inspire other games directly, though its premise remains a genius one, it certainly made an impact on players. Former PC Gamer editor turned Hollywood screenwriter Gary Whitta for instance tried to get it turned into a movie back in 2002. Its use of text to breathe detail into emotional moments would also be followed by other games, not least Planescape: Torment. It's also a technique used by things called 'books'. You may have heard of them.

It's a little fiddly to play now, thanks to an annoying map that's entirely too fond of diagonal movement and way too much copy protection (a different code for every jump into simulation mode), but it's worth a play if you can stomach it. I wasn't able to find any transcripts of the actual game, though surprisingly enough there is a Let's Play on YouTube. It may not be the prettiest, but it's as good a way as any to get a feel for things - and a few frustrations, like trying to work out how many deaths you need to go through before Perelman will admit that the future is a festering shithole. The focus of the game being more on exploration than puzzle solving though, it's still not quite the experience of actually poking around.





Arma 3
Video 1 Featured _


With E3 2013 just around the corner, we gathered around the Rectangular Coffee Table of Hopes and Dreams to discuss what we're looking forward to rubbing our eyeballs gently across at the show. Will Payday 2 address its predecessor's shortcomings? Might we get a glimpse at Fallout 4? Prey 2? As long as we can dream...

Keep an eye out over the next few days to watch the rest of our discussion, including the impact of this year's expo on the PC as a whole, and our rampant speculation on E3 2014.
PC Gamer
Daylight


We've shown off screenshots and a trailer of the armpit-dampening Daylight before, but now's the first time we can attach a release window to forthcoming thrills. Having gained the attention of publisher Atlus, Daylight's now secured its release for the first quarter of 2014.

The procedurally generated horror game—because being able to map your ominous surroundings would simply be too comforting—is currently in development by Zombie, who are pleased with the Atlus partnership since they'll get to "scare even more people." The downloadable title will be hitting Steam as well as that mythological "PS4" thing.

I'll confess I'm a bit of a psychological horror nut—made even nuttier by the fact that it's been at least a couple of years since a game from the genre has left me whimpering, mutt-like. What I've really been wanting is an experience like Silent Hill 2, its PC release issues notwithstanding, and Daylight looks like the closest thing to have come to that. Having entered a new age of technology, though, I fully expect the protagonist to be able to livetweet her own terror.
PC Gamer
7 Grand Steps


7 Grand Steps looks like a beautiful, compelling, hyper-intricate game. Out today, the board-game-like historical tale will have you traversing 7,000 years as easily as dropping coins into a slot.

It may seem simple; your only interaction is with the coin-operated interface, which you'll feed tokens into with a satisfying clunk. Your humble ancestor will then move about the wheel, his story unfolding piece by piece depending on where he lands. Will he marry someone who loves him or merely tolerates him? Which of his children will inherit his knowledge of irrigation? With enough hard work, will he be able to break free of his life of slavery in the peasant class?

In development for four years, Mousechief's grand exploration of legends and legacies clocks in at a mere $15 over at the developer's website (where you'll also find a free demo). Alternatively, it's going for a slight discount at Steam right this very moment.
PC Gamer
Guncraft


Guncraft's been kinda-out for awhile now, with players cheerfully escaping rising pits of lava and walling themselves in to keep from adding to another player's killstreak. Now, though, it's got a formal release date—so if you've been wanting to try the Minecraft-crossed-with-CoD shenanigans, you've got a month left to be able to do so for free.

On July 11, Guncraft goes live on Green Man Gaming, Desura, Rain Digital Games, and GamersGate for $15—and, of course, it's already pre-purchasable on Exato Games' site, where you can also access the current beta build free of charge.

"But what of Steam?" I hear you cry. Welp, that's what their Greenlight page is for. Should they make it into Steam's hallowed halls, all players who've purchased Guncraft from other digital distributors will receive a Steam key, too.

Our preview found that despite some rather simplistic shooting mechanics, Guncraft was a fairly decent take on the building blocks genre. Things don't end with just a release date, though—Exato Games has voiced a commitment to ongoing content updates, with hopes to bring in new maps and crazy gameplay modes post-release.
Sins of a Solar Empire®: Rebellion
Sins of a Solar Empire: Rebellion - Forbidden Planets


Who would've thought you could buy entire new planets for $5? Ah, video games. Today you can do just that with Forbidden Worlds, the first expansion pack to Sins of a Solar Empire's excellent expandalone addition to the franchise, Rebellion.

This time around, that war between loyalists and rebels is still waging—but who has time for drama when there are four new planet types to ruthlessly exploit for resources? There's also a new planet specialization system, giving you the option to expand your planets' social or industrial output. Would you rather a cultured planet, or one that basically exists as a production line for new ships? Additionally, 15 new research subjects and 40 discoverable planet bonuses are added to Rebellion's already-sprawling galaxy.

Forbidden Planets is available through Sins of a Solar Empire's own website, as well as via Steam—because the galaxy can only go without a fresh supply of sin for so long.
...