PC Gamer
might & magic X


Limbic and Ubisoft's Might & Magic revival (not to be confused with Heroes of Might and Magic, Might & Magic: Heroes, or Might & Magic: Clash of Heroes) will release in January, it has just been excitingly announced. How January, exactly? Why, January the 23rd - also known in the UK as Crap, I Should Really Have Done My Tax Return By Now Day. It is still a little hard to believe that modern day Ubisoft is releasing an old-fashioned, turn-based, assassin-less, PC-only RPG - but now we only have a few weeks left to see whether they've sneakily shoved in an animus or something.

Ubisoft (and of course the game's developers Limbic Entertainment) are quite keen on you enjoying Might & Magic X, which is why they implemented an interesting 'open development' scheme shortly after the game's reveal. For the past few months you've been able to vote on various aspects of development - so if it all turns out pear-shaped, you only have yourselves to blame. The game has also been available to purchase in advance for the last few months - on Steam or via Uplay - granting you access to an early development build. If you've waited this long, however, it might be best to hold out a little longer until reviews/impressions of the final game hit - Legacy could still turn out to be a load of old bobbins for all we know.

So yes. Might & Magic X is out January 23rd. You can see some of the developers talking about this below.

Spelunky
Spelunky Mods


Have you been playing a lot of Spelunky? Maybe even playing it every single day for the Daily Challenge? Do you feel that even though Spelunky is different every single time you play it, it s just not different enough? Do you promise not to hassle me about these not really being mods but just file replacements? Then read on!

Since this column will be covering a bunch of different unrelated "mods" I'm just going to talk about them first, and then below I'll give all the links and various installation instructions, which vary from "Piece of cake!" to "Why is this so f**king complicated? I JUST WANT TO PLAY SPELUNKY AS A PUG!"

Let s start with an aspect of Spelunky most would agree could use some changing: the soundtrack. I m not suggesting the new Spelunky s music is bad. It s fine. But the original music was better than fine, it was damn fine, and deserves to be heard by this new, young generation of Spelunky players who weren't around in the days of yore (2009). I mean, wouldn't you rather listen to something like this while playing? That's why you should install the Classic Music Pack: it replaces all the new music with all of the original music.

While we re getting all nostalgic for the original version of Spelunky, why not take the lovely, fancy new HD graphics and completely restore them to their old-timey pixelated glory? You can do that too, with the Pixel Mod. Not only does this turn back the clock on the visuals, but it does away with the new HUD which, while pleasantly attractive, is also frustratingly opaque and has been known to occasionally make a good hiding place for spiders.

It's like traveling back in time almost FOUR YEARS

Maybe going full-on pixel is a little too much of a commitment? You can plant a spiked boot in both worlds with the Classic Chaos mod. It gives you chunky graphics when it comes to most of the environment, gold, gems, and pots, but leaves your character, enemies, weapons, and certain surfaces in all their HD glory. It s a nice compromise for those who want to act retro but really aren't that retro, sort of like when I pretend I prefer the original Ocean's Eleven or Cape Fear to the remakes.

Something old, something new, something burrowed, something in a crate.
Even if you re not interested in changing the music or visuals, it s hard to resist playing as a different Spelunker once in a while. For instance, why not play as the Damsel for a change?


From dispensing kisses, to dispensing the kiss of death.
You've seen her standing around helplessly, handing out kisses to Spelunkers, the same Spelunkers who are just as likely to sacrifice her to Kali in exchange for some bomb paste, or throw her across a cave to set off a trap or open a crate, or simply leave her behind because they don t want to part with a rope. Now, finally, SHE can be the one treating Damsels horridly.


Hm. Rescue or sacrifice? Maybe things haven't changed for the Damsel at all.

You can also play as another helpless inhabitant of the game, the Pug!

Now PUG has the boomerang.
Once you ve had your fill as playing as the most abused characters in Spelunky, why not play as one of the bad guys? Vlad, the adorable little vampire with the nifty cape and useful amulet, has apparently decided to become a dapper little undead adventurer.


Oh hell yes. Vlad in the HOUSE.
What s more, rather than crouching like the other Spelunkers do, Vlad hides his face in his cape. It s super cute.


Daw.
And what would running, jumping, shooting, and climbing be without Mega Man? And you know, for all the different worlds Mega Man has fought his way through, dropping him into in Spelunky for a few minutes makes you realize he s actually had it pretty easy. Spelunky is just brutal.


Mega Man, probably wondering where Interior Worm Belly Man is.
Mods can do more than enhance games, they can also fix problems. I d say at least 311,784 of Skyrim s 948,672 mods fix issues and bugs with the game (the rest add naked boobs). Here s a Spelunky bug that s probably been bothering you since day one: there s a small, nearly invisible shadow that briefly appears above the spikes that you can see if you record the footage and zoom in and slow it down to a crawl and watch it repeatedly. Take a look here. Frankly, I never noticed and would never have noticed, but if you did notice, now there s a solution: the Lighting Normal Map Fix. Yay!
Okay, let's get some of these installed. First things first: find your Spelunky data folder (for the Steam version, it s in Steam > steamapps > common > Spelunky > Data). Make a copy of your Music and Texture folders. Put them somewhere safe: you re going to be overwriting some files, and you'll need these if you want to revert the game back to normal.
Classic Music Mod: Simply replace your Music folder with the one contained in the download, and enjoy the retro (and superior) tunes.
Pixel Mod: Take the contents of the download and drop them into your Textures folder, overwriting the originals.
Classic Chaos Mod: Same as with the Pixel mod, drop the two files into your Textures folder, replacing the originals.
The Damsel, Pug, Vlad, and Mega Man characters are .png files. Download 'em!
Next, download the Spelunky Mod Installer, and install it, and run it. You'll see a menu screen, and at the bottom you'll see a link to download Python 3. Download and install Python 3.
Now, take the .png file for the character you want, create a folder called "repack" and drop the png file into it. Then, zip up the repack folder. On the Installer menu screen, browse to your Spelunky folder, then browse to the location of the repack.zip folder you made, then choose Texture Mod from the little drop-down bar. Then click "Install Mod." Start up the game, and you should see your new character in the selection screen (typically replacing one of the default characters.)
There's also a tool for installing mods called Spelunktool that I didn't try because it involved launching things from command prompts and just thinking about that made me tired.
Finally, you can find the Lighting Normal Map Mod here. The final link is the rar with the fixed texture files. I personally did not install this one. And, if you want to poke around for some more mods, this is a good repository.
FTL: Faster Than Light
surprises


Before running away for a few days to visit family and then de-stress in DayZ, Evan, Cory, and Tyler gathered to reflect on the biggest surprises of 2013. Watch the whole five-video series on the PC Gamer YouTube channel, and subscribe to our YouTube channel for more regular content, gameplay footage, and conversations.
PC Gamer
Free main


Christmas is nearly upon us, and what better way to celebrate than by playing a nice story? Playing a nice story about COUNTER-TERRORISM. If that's not up your alley, how about a childrens' classic that's now been preserved for future generations, a first-person find-'em-up featuring everyone's favourite non-dog family pet, a game with a single bullet, or a game that's, like, really freaking hard? Read on to open some of your Christmas presents early all made by Santa's industrious elves, of course.

The Black Hand Gang by H.J. Press (adapted by Ross Moffat) Download it here.



Well this is absolutely bloody lovely, if a little potentially cease-and-desisty. Ross Moffat has taken his copy of H.J. Press's The Adventures of the Black Hand Gang and turned it into a piece of interactive fiction. Well, to be fair, it already was a piece of interactive fiction, presenting the reader with lashings of Where's Wally-style spotting games in one of the most beautifully illustrated children's books I think I've ever seen. There are four stories here, and they all concern a group of juvenile mystery-solvers who call themselves The Black Hand Gang. Moffat has done a wonderful job of converting his copy of the sadly out-of-print book, perhaps even improving on its interactive aspect by adding hotspots and text recognition. I'd never heard of this book before IndieGames brought it to my attention (by the way, thanks IndieGames!), but there's no doubt in my mind now that The Black Hand Gang is a bonafide children's classic. You probably won't be able to find a copy of the book, so make sure you give this free videogame version a try.

superfrozenkittengetsonlyonesecretbottleforyou by Evil Indie Games Play it online here.



So...yeah. Created for Ludum Dare 28 theme: You only get one the curiously named superfrozenkittengetsonlyonesecretbottleforyou is, um, well, completely insane. You have to find giant bottles to keep your vision from whiting out and to top up the timer; obviously you'll be doing so in a cat-themed wonderland drawn by a child with access to only the most garish crayons. Successfully find a bottle and you get to live for another minute or so. Considering the oddly sinister tone of this day-glo kitty-cat environment, that may not be such a welcome thing.

Moments of Paranoia by Pontus Lunden and Kristian Brodel Download it here.



Moments of Paranoia is essentially the best parts of The Thing turned into a game or most of a game, anyway. Placed in a gradually gas-filled room with two people who may or may not be shapeshifters, you have to decide who lives and who dies, with only a single bullet to your name. To help your decision along you can interrogate the two men, that is if you can endure Moment's Unbearably. Slow. Typing. Speed. It's a great idea for a game and the art and music certainly help to realise it but it is a little disappointing that you don't get to witness the outcome of your decision. (Via Indie Statik)

CS Story by Owen Hill Play it online here.



PC Gamer's former web editor, and Mojang's current Chief Word Officer, has made a game! It's a text adventure based on Counter-Strike: Global Offensive, and from what I can tell based on my limited understanding of Counter-Strike he seems to have summed up the whole CS experience pretty well. It's not something I'm familiar with myself, but Owen's enthusiasm for the game is infectious, and it makes this story a joy to explore. It will probably mean more if you've played at least one variation of Counter-Strike, however.

The Art of Dying by DoorKnobHandle Download it here.



If dying is an artform, then I am become Damien Hirst. This old-fashioned platformer re-introduces collectibles/treasure to the increasingly minimal world of super-hard jumping games. It also features a brilliantly catchy chiptune soundtrack, which complements the unforgiving action perfectly. I can't quite figure out what the little dude is supposed to look like, however is he some kind of sword-wielding security guard? (Via Indie Statik)
PC Gamer
Natural Selection 2 Eclipse


If you played Natural Selection back in the day, you'll probably remember the Eclipse map, which according to its creators was "one of the greatest maps ever made for the original Half-Life mod". Well they would say that. Their enthusiasm appears to be genuine, however, as they've painstakingly updated Eclipse and incorporated it into the significantly prettier Natural Selection 2. In the spirit of jolly old St Nick, they've also released the damned thing for free. Launch NS2 on Steam and you should your game has been automagically updated with the new/old map, as part of the Build 262 patch. See Eclipse in all its corrugated sci-fi splendour below.



That is one handsome map. I particularly like the big energy pylon thing - I wonder if I can get one of those for my tiny one-bedroom flat.

If you're tempted to grab Natural Selection 2, it's currently 75% off in the Steam sale. Not a bad price for something we wrote about in glowing terms this time last year.

Cheers, Destructoid.
PC Gamer
Christmas Clicker


The deliciously addictive Cookie Clicker has just received a Christmas update, and as you may have been expecting you're going to have to do a hell of a lot of clicking to see everything it has to offer. If you've not played Cookie Clicker: I'm sorry, I'm so, so sorry, but the rest of your day is kind of a write-off.

I've played a lot of these semi-automated clicking games over the last few months, and I think Cookie Clicker might be the highlight, boasting a lovely, witty visual interface that heightens the weird thrill of watching a number go up. This seasonal update adds a strange grow-your-own Santa element, plus a ton of fun novelty items like Christmas hats, reindeer and lumps of coal. As ever, the goal of the game remains the same: to build a cookie empire, something that will eventually see you opening a portal to the underworld, creating a time machine, and transmuting one of the fundamental elements of the universe into delicious disc-shaped baked goods.

(Thanks, Kotaku.)
PC Gamer
dh


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, a seasonal game that teaches the world that it is better to give than to receive. Fatal injuries, at least.

I've never actually seen Die Hard. Sorry. I saw the third on a plane once, though I don't remember that much of the plot, except for a bit where Bruce Willis wears a plaque declaring his dislike of everybody and that guy who rather impolitely declared that he already had a surplus of serpents aboard his Monday to Friday plane was unimpressed. I'm assuming it's good, because it has Alan Rickman in it and it's not Alice in Wonderland. Beyond that, I only know three things. First, it's an educational tale about the importance of shoes. Second, it is directly responsible for Hudson Hawk. Third, it's about Bruce Willis killing thieves in a tower, and not in fact a tragic tale of a Welshman expiring in the wake of a massive Viagra overdose.

Oh, and for some reason it's become as synonymous with Christmas as The Snowman, Scrooge, and missing battery related disappointment. In fact, it was on the other day. Too bad I was busy playing this.

Is my... is my speech popping out of my box again? Oh, how embarrassing.

Even though it's not exactly a Christmas game, unless your idea of season generosity is "Bullets for everyone!", that still makes Die Hard one of the few that even come close. There are a few more directly associated, like Spud, an adventure in which you play Santa's grandson, and a few holiday releases like Jazz Jackrabbit: Holiday Hare, but not many, and they're not very memorable.

Oddly, that also appears to have been the fate of this game from 1989. Is it good? In a word: no. In seven words: no, nope, nah, haha, nein, uh-uh, cusinart. It is however surprisingly advanced for its time; a real-time 3D action adventure that was clearly built from the ground up to replicate the movie as much as possible, give or take not being able to license Bruce Willis' face for the title screen.

Compare that to the game that NES owners got, two years later...



Suddenly, the PC Die Hard's problems seem a lot more forgivable. And it's very true to its goal, not least because it is hard, and you will die. You will die a lot, and not by the sword.

Live by the sword, die by the sword. Possibly the explanation of why housing prices near brothels are so high.

Not too surprisingly, the game expects that you've seen the movie. Since I haven't, I have to guess what's going on. Some random guy pretending to be Bruce Willis is in the toilets of a big empty office building, presumably at Christmas, when the Metatron from the half of Dogma before two stoned idiots showed up to ruin the movie appears with some goons and takes everyone hostage. In twenty minutes, he will break the security in the tower and steal its delicious caramel middle, and presumably shoot the hostages on the grounds that when you've got hostages, it's a shame not to see if they're as satisfying to pop open as bubblewrap. Bruce Willis has to fight his way through the offices and corridors and conveniently sized vents to stop him, and then it turns out that he was a ghost all along.

I think that's about the gist of it, anyway. Normally, it wouldn't matter, since story and early action adventures were usually passing comrades at best. Here though, they're uncharacteristically intertwined. The whole game for instance runs on that time limit, with a constant view of how close Professor Snape is to breaking the security in the top left, a radio for updates on how things are going, and only a handful of enemies. Of course, you only have a handful of bullets, and a distinct lack of armour or bullet-resistant flab. So that's a problem. You also can't save, and have to get through the whole game on one life.

On the plus side, you do get to keep your shoes on.

And that bomb's a real son of a breach.

The 3D is actually super impressive for the time, even keeping things simple. The... one second... the tower's called what? Naked Tony Plaza? Okay, I see no reason to query that. The offices and corridors of Naked Tony Plaza are very detailed, with ceiling lights, plant pots in the corridors, noticeboards on the walls, and a fair amount of sprite based animation that lets Not Bruce do things like roll around, crane his arm left and right to shoot crooks, and get into fist fights. Again, remember, 1989. It also does this at a reasonable speed and level of fluidity, unlike... well, let's do a direct comparison! Here's Castle Master from the following year, using a technology called Freescape - essentially the Crysis of the 8-bit era.

I don't know about great. I mean, it's okay...

Point to Die Hard, I think. (The engine later made its way to TV in the short lived BBC2 gameshow Cyber Zone, featuring Craig Charles and about seven actual polygons. But I digress.) Here's another comparison; Corporation, also from 1990. At the time, this was a highly respected game from Tomb Raider creators to be Core Design, with a reasonable claim to being the first real FPS. Certainly, it helped pave the way for both games like System Shock, and engines that didn't suck.

You could send in a photo and have yourself in the game, in the bottom left. So, neat.

Die Hard's looking pretty good about now, wouldn't you say?

Well, it's looking okay.

As a license, it's pretty reminiscent of what Bethesda originally did with The Terminator - up to and including not being able to get the star's likeness. By that I don't mean it's a cat-and-mouse game with a killer robot, but something designed around the movie's needs and that there isn't really an equivalent that springs to mind. It's a simpler game though, and easily covered. Starting in the toilets, you explore the first floor to take out some randomly placed enemies and hunt for a few key items - with a lighter for instance, you can sneak through vents, otherwise Bruce Willis just complains they're too dark like some kind of wuss. With cigarettes, you can give yourself cancer... or presumably get past some security. With a radio, as mentioned, you get updates from Whoever Alan Rickman Was In Love Actually, like how many security gates remain, and the early shock reveal that Tony has been killed.

I have no idea who Tony is, admittedly, but... wait! No! Not Naked Tony! He had so many people still to show his penis to! Oh, if only his lifestyle had revolved around bulletproof vests! Or at least-

Huh? Nakatomi Plaza? Oh. Well, screw Tony then.

Wait, wait, let me try that again with my gloating panties on.

Aside from not taking much damage, Bruce Willis' two biggest weaknesses are very limited ammo (and only being able to shoot by waving his broken arm around) and fighting like a declawed kitten when out of bullets. Even so, with a bit of luck it's easy to get to the roof, and from the roof down to another floor via the ancient art of sliding down a fire hose. At this point though, things get much harder and more random, thanks to lots more crooks with guns and no shortage of bugs to help them out. Down on the next level, I then immediately and repeatedly get stunlocked by an enemy, and the entire game ends long before getting to Hans Gruber's accent and helping reaffirm British villainy in Hollywood movies for the next three decades. So, that's a bit disappointing. Still, I'm fairly sure the initial slice gets the general gist across - a flawed game, but one that did at least try to be more than just another sidescroller.



But what might it have looked like after another fifteen or so years of technological progress?



Utterly uninteresting. Generic. And with an even worse fake Bruce Willis.

Merry Christmas. Technology is dead.
PC Gamer
fael feature


Independent Argentinian developer Miguel ngel P rez Mart nez describes his game, Fa'el: Beyond the Gate, as "an action/exploration adventure game inside a delightful 2.75D world filled with pixel art that bends around itself and inside out." Not 3D. Not 2D. Not even the rare 2.5D. We're talking about a previously undiscovered dimension in gaming: 2.75D.

It sounds a little nutty, but it actually makes sense if you watch the impressive trailer above. The way it treats depth and allows you to enter different structures reminds me of Fez, but things get a little weirder when the character blinks into what looks like a separate plane from the game, picks up a power-up, then blinks back and uses it to eliminate all the enemies on the screen. It also has a unique art style, clearly inspired by 16-bit graphics, but built with 3D models instead of sprites.

Even nuttier is that Fa'el: Beyond the Gate will interact with a companion app. Sure, I hear you saying, plenty of games these days have companion apps for your iOS or Android device it's all the rage. But Fa'el's companion app, Beyond the Edge, will be released as a free, downloadable Game Boy ROM image. Obviously, getting a Game Boy ROM to work on an emulator is a tad more complicated than buying and downloading a game from Steam, so Beyond the Edge will not be required to play the PC game. Instead, as you progress it will give you passwords which you can feed into the PC game to unlock yet to be detailed content. Crazy, ambitious, and very cool.

Fa'el is still in the early stages of development. You can follow its progress on its Steam concept page (meaning you can't vote for it on Greenlight yet), Indie DB, and its official website.

PC Gamer
dragonage


While some of us are anxiously awaiting the holiday break so we can catch up on sleep (nope), see family (nah), and play through a disgusting amount of video games (bingo), the dedicated team at BioWare will also use that time to continue working on Dragon Age: Inquisition, playing through its latest build. Executive Producer of the Dragon Age franchise Mark Darrah explains on the company's blog that BioWare has always used the break to allow its teams to play through what they term the "Holiday Build." Basically, as complete of a build of the game as possible.

What he says is included in this year's Dragon Age: Inquisition Holiday Build shows how far along the game has come. It will allow developers to play through the main storyline, with all the gameplay systems working together, making sure that each class has a distinctive feel and that the party is a necessary and exciting part of combat.

Darrah also said that BioWare is starting to add music and recording voice over for large parts of the game.

Dragon Age: Inquisition looked quite beautiful when we last saw gameplay footage of it, and the latest batch of screenshots in Darrah's post are no different, showing off forest scenes and dungeons rendered in the Frostbite 3 engine.

If you're interested in the development process, particularly interesting is a series of of images that show an initial screenshot, which is then critiqued and drawn on to show the level artist how to improve it. It sounds like the Dragon Age: Inquistion team will be posting more of this kind of stuff as they get nearer to launch. You can keep up with their progress here.
PC Gamer
strike vector


We usually get a little metal with our mayhem whenever a new Strike Vector trailer surfaces, and the latest video doesn't disappoint. The indie, ship-based shooter has released some new footage to go along with a call to arms for any pilots eager to try out the game in an open beta set to start in early January.

As we ve seen in previous videos, Strike Vector offers a hybrid approach to maneuvering with its attack ships, in that pilots can fly from the cockpit or in third person in order to navigate some pretty tight spaces. And given the labyrinth-like industrial build up on the maps we ve seen so far, this surely has to be a good advantage. The beta trailer below teases some pin-point sniping, a stealthy camouflage effect for the ships, as well as another look at the massive, post-apocalyptic sky installations that serve as the story backdrop to all the dog fighting.

A product of the Steam Greenlight process, nine-person developer Team Strike appears to be making the beta application process about as straightforward as possible. If you want to take part, send an email to beta@strikevector.net and tell the team you d like to sign up.

Thanks, Rock, Paper, Shotgun.
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