PC Gamer
GTX 780 Ti


You could fry an egg on AMD's Radeon R9 290X chip and it gobbles up power like a volt-starved Pikachu, but its speedy performance has forced Nvidia's hand - find out why in our 290X review. AnandTech report that they're dropping the price of the GTX 780 by $150 to $500, and the price of the 770 by $70 to $330. The former just undercuts AMD's new flagship GPU, and the latter puts the 770 in a competitive range with the AMD 280X.

Nvidia's counter-punch, the GTX 780 Ti, will hit the streets on November 7 and will cost $700, 150 more than the 290X, but will it have 150 bucks worth of bonus power? Here's what our hardware expert Dave James reckons we can expect from Nvidia's next big hope.

The graphics card wars are set to intensify with the release of the next generation of consoles, and AMD still have their "Mantle" API, which they claim will mean performance boosts for console-PC ports. We'll believe that when we see it, though.
PC Gamer
Battlefield 4


EXPLODING THINGS! SHAKING THINGS! SHOOTING THINGS! OTHER, UNBEARABLY LOUD THINGS! Sorry, I'm shouting because the Battlefield 4 multiplayer launch trailer has deafened me with its weaponised noise assault. It is the sound of vengeful robots bellowing mechanical hatred into puny, membranous ear tissue. Watching it, I felt a mixture of excitement, and deep, building, ceaseless dread. Although, yes, I'll admit that the bit with the elevator raised a chuckle.

Battlefield 4 is out today in the US, and on November 1st in the UK. Our review? Well, it's right here.
RIFT
RIFT


I had a whole intro planned around the combination of RIFT's fire and water elementals. It would have been like a nature documentary, the end result of which was a little Steam baby. To be honest, though, who wants to be forced into considering the technical difficulties of magmic rutting? And wouldn't creatures from the other planes just feel left out? Instead, we'll try this: RIFT's free-to-play incarnation is on Steam now, should that be the distribution platform that you favour. For existing players, the more significant news is a recent livestream held by the developers, in which they revealed the content roadmap leading up to the next expansion, RIFT 3.0.

Alongside the free download, RIFT's Steam version offers three DLC starter packs: the Ascended, Patron, and all-out ridiculously named Ultimate Hardcore Patron editions. Not that they're needed. RIFT had one of the more impressive free-to-play transitions, essentially giving access to the full game with no real penalties.

As for the future, Junkies Nation diligently wrote up the upcoming features, taken from the livestream. They reveal that update 2.5 is due out soon, and will feature a new sliver, dungeon, new chronicles, and a new questline, which will introduce the new water continent, planned for the 3.0 expansion, and act as a test bed for underwater combat.

Thanks, Massively.
PC Gamer
Z87i 2


I have to admit I’m an absolute sucker for a good mini-ITX motherboard, and the MSI Z87I is one of the best I’ve come across. There’s something wonderful about pulling a tiny mobo from its packaging knowing that it’s capable of forming an immensely powerful gaming rig. There’s also something rather gratifying about jamming a massive graphics card into that PCIe slot and seeing it dwarfing the board it’s plugged in to.

Something like this R9 290X shows just how ickle the board is

I’ve been checking out a number of mini-ITX motherboards recently and have been stunned at just how competitive the MSI Z87I is compared with the likes of Asus Republic of Gamers Maximus VI Impact.

The RoG board is the king of all mini-ITX boards right now. It delivers the fastest performance out of the box and offers a great little package, including WiFi, next-gen NGFF SSD support and a dedicated SupremeFX soundcard. Obviously such a package comes at a cost and you’ll find it for around £175/$225. That’s a lot when you’re also going to have to spend a good chunk on a Haswell CPU to stick inside it. The MSI Z87I though is just £99/$140, which is an absolute bargain considering what you get.

It’s not as heavy on the extras as the Asus board, but still packs WiFi out of the box as well as a full complement of SATA 6Gbps ports, a load of USB 3.0 connections and support for seriously high-performance memory too - up to 3,000MHz.

It’s also only just shy of the Asus RoG board when it comes to straight-line performance too. The Maximus VI Impact is a better gaming board, offering higher average and minimum frame rates, but not by much. And when you consider this board is a good deal cheaper too you’ll see it would actually allow you to drop an Intel i7-4770K into the MSI board for the same price as you’d pay for the Asus and an i5-4670K.

Being able to opt for the eight threads of an i7-4770K is worth giving the MSI a shot
BioShock™
Burial at Sea 1


Booker DeWitt is slumped in his office, his numb stupor roused only by the persistent knocking at the door. Historically for Booker, whatever's on the other side isn't going to be good news. And so it proves in Burial at Sea - Episode 1, the first story based DLC for Bioshock Infinite. Its opening minutes follow the classic tropes of hardboiled detective fiction, as, moments later, the door swings open to reveal a girl, a case, and a whole ocean of trouble.

It's not that simple, of course. The girl is Elizabeth, the case is to find a missing child, and the ocean belongs to Rapture. If you've played Bioshock Infinite, you've probably got some questions right now. Questions like, "wha-?", "huh?", and "come again?" It's not that these characters couldn't exist in this city - Infinite's ending made sure of that - but it's a surprise to see Booker feeling so at home here. Especially because this isn't some intra-dimensional knock-off Rapture. It's /the/ Rapture, the one we knew and shot bees at, shown two years before Andrew Ryan was introduced to the business end of a 9-iron.

Such a setup could easily seem forced, but Burial at Sea is a proper follow-up to Bioshock Infinite's story - just one that happens to expand our perspective on one of the most iconic game worlds of the last decade. "You could take any of these cool characters, stick them together, and there's some fan service there," says Burial at Sea's producer Don Roy about the plot, "but we wanted do it in a truly meaningful way, so that it stands on its own and is impactful."



And Burial at Sea /is/ impactful, especially throughout its opening third, where Booker and Elizabeth explore the commercial district of Rapture, looking for an invite to meet with one of the city's more illustrious residents. Here, the shops and corridors are packed with detail, providing insight into the workings of the Rapture that was. "I'm very excited to see if players and fans have that experience," says Roy. "One of the great things about Infinite was the introduction of the life in the world. So the narrative that we could tell through civilians just walking around and being there, so that is a great new tool in our toolbox that we were able to bring to Burial at Sea."

To call it life may be a bit of a push. As in Infinite, Burial at Sea's Rapture feels more like an explorable stage, its actors performing their vignettes as you pass. But the hyper-real spectacle does sell the idea of the place - from the theatrical flourish of a Houdini splicer serving drinks to his customers, to the awkward silence that follows a line of Little Sisters. It's an effective encapsulation of the evolution of Rapture, and the growing excess that would lead to its ultimate devolution.

Nowhere is this more apparent than when meeting Sander Cohen, one of the few returning characters from Bioshock 1. His encounter is the highlight of this short Part 1 campaign, and it effortlessly ties together ideas and plot strands from both Irrational Bioshocks. It also shines a light on Elizabeth's perception of Booker. Their relationship is colder and more formal throughout the story; a result of the fact that Booker doesn't know who Elizabeth is, and that Elizabeth absolutely knows who he is.



"I love it," says Roy of this new incarnation of Elizabeth, "because she's still truly evolving as a character. I'm interested to see how players react to her, because there is a stark difference. Her existence is now coloured by the violence that she's witnessed in Columbia - and partaken in - and the transformation at the end to be who she ultimately became. So she's coming into the situation with a purpose, but she's coloured by all those experiences."

After Cohen, Burial at Sea switches pace, and Booker and Elizabeth travel toward another of Bioshock's recurring themes: rooms full of crazed, magical psychopaths in need of killing. It's Bioshock Infinite's combat system, tweaked and squashed to fit inside the rooms and corridors of Fontaine's derelict department store. "That's one of those ones where everybody in the room is 'yeah, we know how to do this,'" says Roy, "And then you start building and you're like 'oh wait, we have to build this from the ground up.' But it's great, because you end up with the best work when you do that. Trying to piece together something is never going to be as good as holistically going, 'we're going to make this new, and we're going all in.'

"Having to rebalance and rework the systems so they fit Bioshock 1's structure - because it's Rapture, and it's hallways and it's more enclosed encounters - was a big challenge for the team. But so many great lessons learned, and we flexed muscles we hadn't in a long time. And you start getting it, and you start making good decisions about the amount of resources the player has, and one day you're playing and it's really fun. You're running for your life, and you're having to make hard decisions, but they're fun hard decisions to make."



Not everything transfers cleanly. Rapture's using Infinite's Vigors now, for instance, although the fan-designed Old Man Winter bottle does reintroduce one of Bioshock 1's powers. "That's the best case scenario," explains Roy. "We realise we need a plasmid, we know we'd like to have some functionality that was in Bio1, and we have this thing show up. It's amazing, and it looks like it could have been done out of our studio, and it's compelling and awesome and when you see that poster you're like, 'I want that bottle'."

There's an attempt to explain the switch: a series of audiologs from Ryan's researcher Suchong, as he investigates the after-effects of Elizabeth's reality jumping. After Infinite, such paradoxical inspiration works. Unlike the reasoning behind the Skyhook's inclusion, which seems far more arbitrary and throwaway. But justification aside, the combat system feels great in its new home. Where Infinite could overwhelm through numerous systems in large arenas, Burial at Sea's tighter space and lighter resources mean every element feels essential. You /need/ Elizabeth's tears to buy you cover, Vigor traps to cut off possible flanking routes, and the handful of bullets in your handful of guns. Fights feel scrappy and reactive in a way that Infinite never captured and, for all the grandness of the opener, it's this focus on scavenging, planning and scrambling through that provides the majority of the DLC's thrills.

If there's a downside, it's those thrills are packed into such a small space. It took me around 90 minutes to play through the entirety of Episode 1 - although there was plenty of scope for further exploration. It's short, even for a DLC campaign, and is clearly only part of the whole - its ending a cliffhanger that puts the pieces in place for next year's Episode 2, in which you'll play as Elizabeth. Of that chapter, Don Roy was understandably cagey. "The one thing I will say is that she's very different from Booker. The exciting thing about doing that - the reason to do that - is to be able to see the world through her eyes. As we were talking through the possibilities, it became, 'well, we can't not do this'. It's what fans want, it's what we want."

Bioshock Infinite: Burial at Sea - Episode 1 is due out on November 12th.
PC Gamer
Assassin's Creed 4 Black Flag


Assassin's Creed 4: Black Flag has been pushed back on PC to November 22, but why? Are PC push-backs so coded into Ubisoft's DNA that they can't physically stop themselves delaying things? Are they adding more beards to the piratey assassin adventure? Perhaps they're fine tuning the collection of smooth PC-only effects demonstrated in a new Nvidia video, invluding a TXAA mode that removes flickering jaggies during camera movements, and god rays. Caribbean god rays, no less, which surely need to mature in a luscious tropical paradise for a while before being allowed near a finished game.

There's also a HBAO+ mode, which means faster and smoother HBAO for the refined HBAO connoisseur. Oh, and PCSS, though it's better to watch the video below to see what that is. Now excuse me for a moment, I have bits of alphabet stuck in my teeth.

PC Gamer
Desktop Dungeons


I'd previously assumed that Desktop Dungeons had ventured in the realm of the NeverLaunch, alongside all the other roguelikes and indie games forever stuck in a state of beta. Since the original alpha back in 2010, the QCF design team have been tinkering, fixing and rebalancing, seemingly with no end in sight. In fact, the browser-based roguelike puzzler has nearly completed its randomly generated quest; it's reward a Steam release, planned for November 7th.



Desktop Dungeons condenses the traditional roguelike into a fast-paced puzzle dungeon crawler. As always in roguelikes, resources are key, but here you regenerate health and mana by lifting the fog of war that surrounds unexplored tiles. That means being clever about where you go, and when you attack - else you could leave yourself battered, and without the dark unknown needed to heal up.

In traditional early access style, pre-orders for Desktop Dungeons have been live for a while, with buyers being allowed into a closed-beta that was run through the game's website. There's even a demo, in the form of the original alpha release, freely playable in all its stagnant glory.

It's a lovely way to fit a dungeon crawler roguelike into digestible lunch-break sized bites, and it feeds into a Kingdom meta-layer that gives a permanence to your progress. Desktop Dungeons was pretty great years ago, so let's hope this full release will be better still.
PC Gamer
Battlefield 4 China Rising


Battlefield 4's first expansion pack, China Rising, will be with Premium players on December 3, Videogamer note. Players who opted for the pricey premium package get the five planned BF4 Xpacks two weeks before general release, which means China Rising should be available for everyone on December 17. It'll add four new maps set in "the vast and majestic Chinese mainland", which will be full of new vehicles and "high-tech military equipment". Please be lasers, please be lasers, please be lasers.

The pack will also be free to those who pre-order, but it's not clear whether they'll get the pack at the same time as Premium people or a couple of weeks later. The five Xpack rollout will be completely familiar to Battlefield 3 players, though the first pack last time round was the nostalgic Back to Karkand, which rebuilt classic maps in Frostbite. BF4's nostalgia pack, Second Assault, will release after China Rising. The remaining three, Naval Strike, Dragon's Teeth and Final Stand, are yet to be detailed, though I think I'd prefer it if DICE rolled those into one DLC episode in which boats stage a final stand against attacking dragons. Call of Duty has aliens now, BF can surely work in a dragon or two.

Battlefield 4 is out now in the US, and will go live on Friday in the UK and Europe. Is it worthy of the 'Battlefield' name? Find out in our Battlefield 4 review.
Call of Duty®: Ghosts
GHOSTS!... No, ALIENS!


From a game that contains ghosts, to a game that's called Ghosts... and contains aliens? As predicted yesterday, Call of Duty: Ghosts has now officially trailed Extinction, with a two minute video showing glimpses of the series' "all new" four-player co-op mode. As you can tell from the gratuitous "BWAAAAARM" noise, the tone here is steely determination, ruminations on the nature of change, and acid spitting monstrosities. Essentially, the military equivalent of a pub night with the PCG team.



"Call of Duty: Ghosts introduces Extinction - an all-new 1-4 player cooperative game mode featuring a unique blend of fast-paced survival action, FPS base defence, scavenging and class levelling," explains the trailer's description. What makes it so new isn't exactly clear yet. Right now, it looks pretty similar to the Horde co-op mode that you played in every third-person action game released since 2008.

That said, Infinity Ward did a great job with Modern Warfare's co-op. The Spec Ops mode was consistently the best part of those games. Hopefully they have something similarly special lined up for this.

Call of Duty: Ghosts is due out on November 5th.
Team Fortress 2
Scream Fortress


I like Team Fortress 2 but, at this point, I think I like Team Fortress 2 comics more. Luckily, one usually coincides with the other, meaning that everyone wins. At least, everyone except those traumatised veterans, huddled in their corner, muttering about how everything was better when this was just a patch of dust, and before fancy headwear meant that everybody looked fabulous. The next update will, inevitably, be the annual Halloween event. In preparation for that, here's a comic about some ghosts.

The TF2 blog isn't giving any hints as to what the update might contain, but - if I were to guess - I'd say a spooky 'Event' version of an existing map, and possibly some form of boss NPC. You know, like Valve have done every year. Personally, I'd quite like to see a return to the more subtle, ghostly presence of the very first Harvest event map, who's haunting I always preferred to the killable boss battles. It probably won't be that, though, what with the comic mentioning a portal to hell.

There's no timetable for the update's release. It's likely to be soon, though, because Halloween is only two days away.
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