PC Gamer
LocoCycle


Of all the seemingly unspectacular next-gen console launch titles, LocoCycle was among the least spectacular of them all. Reviews of the arcade motorcycle brawler ranged from "hmm", to "meh", to "ugh". Despite its reception, makers Twisted Pixel are planning to bring the game to PC through a Steam released scheduled for February 14th. After all, nothing says Valentine's romance like a sentient motorbike using its captive mechanic to pummel attacking soldiers.

"We ve been secretly working on a Steam version of LocoCycle too," announce Twisted Pixel. "Even better is that it s coming on the same day and at the same price as the Xbox 360 version." That price is $10, which is at least half of what the Xbox One version cost.

The announcement doesn't make mention of any added features or improvements, so it looks like this will be a direct port of the Xbox One release. If the concept still has you interested, you can see the oddball live-action launch trailer below.



Thanks, Joystiq.
Operation Flashpoint: Dragon Rising
DiRT 3


It's Codemasters turn to flaunt their goods on Humble's digital sale shelf. Seven games, including various DiRTs, Overlords and Operation Flashpoints, have been bundled together, in a genre mash-up that has tiny imps erratically driving rally cars away from hyper-efficient snipers. Okay, so it's not that - it's the more traditional bundle of games collected for a pay-what-you-want price.

It's a good package, specifically for the quirky Overlord series, the excellent DiRT 3, and the kinda-fun DiRT Showdown. Unfortunately, the bundle does still necessitate a warning. With GfW Live's rumoured July 1st shutdown, both Operation Flashpoint: Red River and DiRT 3 could potentially stop working. While Codemasters have confirmed that DiRT 3 will be getting the Steamworks treatment, they've made no comment on their plans for Red River.

As always it's a two-tiered deal, with people who pay under $6 getting Overlord, the Raising Hell DLC, Operation Flashpoint: Red River, Operation Flashpoint: Dragon Rising and Rise of the Argonauts. Pay over $6, and you'll also be given DiRT Showdown, DiRT 3 and Overlord 2.

The deal will run until February 6th.
PC Gamer
Battlefield 4 helicoshootmantime


The previous teased Battlefield 4 performance patch is now a reality, one that should have already been stitched onto the game. At this point, that game is liberally covered in bandages, sutures and comically large plasters; so is one more going to make a difference? Supposedly yes, with significant work done to improve framerates and stuttering, and reduce the duration of black screen while spawning. It also introduces support for AMD's Mantle renderer. At least for those lucky few with a compatible graphics card.

To use Mantle, you'll need a GPU with AMD's Graphics Core Next architecture. For more information on set up, you can see DICE's own Mantle article. There you'll also find DICE's internal tests, which suggest a 14-58% performance increase, depending on your set-up.

See the full patch notes below:

Jan 30 PC Game Update Notes

Mantle Support
The new Mantle renderer has been added in Battlefield 4. Most players can expect a performance increase by using this new low-level graphics API. Check out this news post for the full details on Mantle, what the requirements are to run it, and how to enable it.

CPU/GPU performance and monitoring
-Tweaked and improved CPU multi-core utilization to try and avoid stuttering and low framerate due to stalls that happened on some CPU and OS configurations.
-Users can now configure and control themselves how many CPU cores should be used in the game with the new Thread.MaxProcessorCount settings in User.cfg.
- Render.DrawScreenInfo 1 now also shows information about which CPU and GPU is in the system, how many GPUs & CPU cores are used and which renderer (DirectX 11 or Mantle) is active
-Added new PerfOverlay.FrameFileLogEnable command that records frame times on CPU & GPU and logs out to a .csv file
-AMD Catalyst driver 13.12 (or later) is now recommended instead of 13.9
-Enabled tile-based compute shader lighting optimization on Nvidia for improved GPU performance (already active on AMD GPUs)
-Improved performance with rendering and spotlights for all GPUs, primarily in in-door environments

DMR Balance Tweaks
-Increased the damage of all DMRs across all ranges. Specifically, damage has been increased at long ranges to allow three-hit kills against unarmored opponents. Additionally, reduced the penalty to accuracy for sustained DMR fire, allowing more rapid follow up shots in combat. The amount of the damage increase varies from weapon to weapon, according to its intended range, rate of fire, and damage. We will continue to monitor the effectiveness of DMRs in combat, and determine if additional action is needed to make DMRs a viable mid to long range weapon.

Other Items
-Significantly reduced the duration of the black screen when spawning in, and fixed the issue with players getting killed before being in-game
-Greatly reduced the risk of crosshairs disappearing, which would also result in hit markers disappearing
-Added a headshot icon on the killcard. This should help identify instances where players are correctly killed by one shot
-Fixed an issue in Squad Deathmatch where the Win/Lose text was overlapping
-Fixed an issue with players using an exploit for the SOFLAM
-Fixed an issue with players using an exploit for the MAV
-Fixed the gameplay code to properly track the FOV (Field of View) changes in the options menu
-Fixed an issue where chat would break when entering "false" or "true" in the chat window
-Fixed an out-of-helicopter glitch in Air Superiority where players could spawn on the ground and play as infantry
-Fixed the misaligned crosshairs on the T90 MBT
-Added setting to tweak joystick dead zone
-Various minor crash fixes
Tomb Raider
lpc-tombraider-teaser

The Lara Croft of 2014 may have fancy TressFX hair and a killer bow, but we still have fond memories of the original Lara, who fearlessly explored mysterious and oppressive tombs way back in '96. The rebooted Tomb Raider's Definitive Edition is a console exclusive, but we say the real definitive Tomb Raider has been on PC for 18 years.
To prove that the sunglass-wearing Lara looks as sharp as ever, we grabbed Tomb Raider 1+2+3 from GOG and installed the games on the Large Pixel Collider. The LPC deemed Tomb Raider's original resolution unworthy, however, and opted to run the game at 2400x1800 about 3.5 million more pixels than the Voodoo graphics cards of the '90s were used to pushing. We left everything else about the game pure and unmodified. No mods. No texture packs. Original 4:3 aspect ratio.
How to play Tomb Raider at high resolution
Want to play Tomb Raider at 1080p, or 1440p, or even 1800p like us? It's surprisingly easy. First, grab the game from GOG or Steam. Install the game, and download a free program called nGlide. This handy utility allowed us to run Tomb Raider at the highest resolution we could muster. Now let's go step by step.

Install nGlide. Nothing fancy; stick to the defaults.
Run the nGlide Configurator (nGlide should create an entry in your start menu, or you can run nglide_config.exe). Set your resolution to your preferred res, or leave it as "desktop" to run at your desktop's native res. This is what we did, since the configurator doesn't have an 1800p option!
Navigate to Tomb Raider's install directory and find the file glide2x.dll. Rename it to glide2x_backup.dll. This will allow nGlide's settings to take over controlling Tomb Raider's resolution.
Within Tomb Raider's directory, there should also be a DOSBox folder. Open that folder. There should be another glide2x.dll file inside. Rename it to glide2x_backup.dll as well.
Run Tomb Raider. If nGlide does its job, it should run in glorious high resolution, though the old FMVs will still be low-res and stretched.

Now ready for a dose of early 3D nostalgia? Then grab your dual pistols and check out our screenshots of Tomb Raider, released on October 25, 1996 in the UK and November 14 in the US.
Make sure to click the screens below to download the full-res 2400x1800 images.
Return to the Caves





The Lost Valley: dinosaurs are still scary





Qualopec's Tomb, still lookin' good

Remember Larson?



St. Francis' Folly: being eaten by lions


PC Gamer
Next Car Game


Despite having one of the most generic game titles in history, Next Car Game has already racked up $1 million in sales, just one week after it launched in Steam Early Access. This isn't quite the one million copies that DayZ sold in just four weeks, but it's another example of how shockingly profitable Early Access can be for some developers.

I bet the money is nice, but this must also be incredibly vindicating to developer Bugbear. As it explains in the press release, it pitched the game to numerous publishers and was turned away after the publishers explained that there's no market for a racer focused on crashing and destruction. Bugbear then took the game to Kickstarter, where it failed to reach its goal of $350,000. The developer then asked for support through the project's website, where backers contributed more than $490,000, well clear of its original crowdfunding goal. Now Bugbear can add another $1 million to the money it's earned.

The Early Access version of the game includes a few trial modes dirt and tarmac race courses, and a free-for-all destruction derby along with two cars to drive and crash. Bugbear is now hard at work, using that money to build a complete, proper demolition racing game, which it plans to release in early spring. If you want to see what all the fuss is about, we have 11 educational GIFs that explain it most concisely.
PC Gamer
and nobody explodes


In the the Global Game Jam, independent developers from around the world take 48 hours to make a game. It's a great source for a ton of small projects with big ideas, often gutsy or silly. This year's bounty includes games about shadow puppets, "doing it," and a staggering 4291 other entries. It's impossible to sort through them all, but a game like Keep Talking and Nobody Explodes, which uses both the Oculus Rift and the Razer Hydra, is hard to miss.

The gist of Keep Talking and Nobody Explodes might seem familiar if you've played Spaceteam on your mobile device. One player puts on the Oculus Rift and takes hold of the motion sensing Razer Hydra controls. He's locked in a room with a ticking time bomb, which only he can see. His friends have the instructions on how to defuse it, which recreates that action movie cliche of one person yelling instructions on which color wire to cut, while the other holds the wire cutter with sweaty, shaking hands.

It's just a very early prototype at this point (remember, it was made in only 48 hours), but it looks brilliant, if a little bit of an unrealistic proposition right now The Oculus Rift isn't yet readily available to the average consumer. Though neither the Rift or Hydra are absolutely necessary to the experience, which is more about verbal communication between people than anything else.

Understandably, there is very little information about the game at the moment, but it seems like the team intends to keep developing it. You can sign up for email updates about Keep Talking and Nobody Explodes on its official website.

Borderlands Game of the Year
What we want from Borderlands 3
PC Gamer
ikaruga


In October last year, Treasure put its much-loved but little-played shoot 'em up Ikaruga on Steam Greenlight. We're happy to report that it has since been Greenlit by the community, and while it doesn't have a release date yet, Treasure is already looking to port its other games and even develop new ones for Steam.

Ikaruga is the first one, and we don t intend on stopping there, Treasure president Masato Maegawa told Famitsu according to a Siliconera translation. There are some players who say How about Radiant Silvergun? but we also don t intend to only do ports. We re thinking of making a new original title for the platform, Steam.

Treasure added that while it continues to develop games for other hardware for a later release, it's currently focused on the PC first, explaining that it's almost impossible for a small company to release the same game on all platforms simultaneously.

Originally released in Japanese arcades in 2001, Ikaruga came to the Dreamcast in 2002, then for a limited run on Gamecube 2003, and then Xbox Live Arcade in 2008. It was praised for its take on "bullet hell" gameplay, which mixed things up by allowing you to switch between black and white polarities. If your ship was the same color as the bullets, you not only avoided damage, but gained energy that charges a special attack.

The main problem with Ikaruga was always that it was hard to get. Hopefully Steam solves this problem for all of Treasure's catalog.
PC Gamer
Belmonts_Revenge


A new Castlevania: Lords of Shadow 2 video shines a bit of bright light on a very dark city. The MercurySteam developer diary gives us a look at how the upcoming sequel will fuse the Gothic sensibilities of a Castlevania game with its speculative, modern-day setting.

The first Lords of Shadow was notable for its spectacular vistas and world building. But it also featured a locked camera perspective, limiting in a way how much of its strange and beautiful universe players could see.The sequel takes place in a city that has been built up around Dracula's castle and this time players should have the benefit of a free camera when navigating its back alleys.

"This time around we have a seamless world, a world without any loading time, a world where you can explore," says MercurySteam studio head Enric Alvarez in the video below.

While the linear progression of Lords of Shadow doesn't clash with its beat-em-up gameplay and cinematic narrative, I'm still eager to see how the sequel will build upon its success within a more open-world. I'm also up to see how Belmont's whip and sword will fare against some of the machine-gun wielding bosses previewed in the new dev diary. Lords of Shadow 2 releases February 25.

Total War: ROME II - Emperor Edition
Total War


When it comes to these iteratively improving patches, the change-lists can bleed into one big mass of "everything is better this time, again". Patch 9 for Total War: Rome 2 targets improvements to "performance, unit behaviours, unit balancing and much more," which seems suspiciously familiar to the summary of every patch that came before. Skim over the lengthy details, though, and you'll see that this is a substantial and wide-ranging update.

There are plenty of performance updates, targeting campaign performance and battle-screen framerates. The AI has received plenty of tweaks too, with pathfinding and battle logic seemingly the focus of CA's tinkering. Also in the patch notes... well, a bit of everything really.

Find the full change list below. Patch 9 is now live and swimming through the Steam pipes.

Technical and performance improvements:


Performance and memory optimisations in Campaign modes.
Further work to reduce the CPU costs during battles.
Improved framerates when units clash in battles.
Siege battle performance optimisations.
Eliminated several rare crashes found in battle scenarios.
Fix for rare crash related to naval boarding/disembarking
Multiplayer battle-replay desync addressed.
Issues with trees in battle-maps addressed.
Additional cost-balancing to Chariots and Elephants.
Units no longer mistake bastions for wall breaches in settlement battles.
Further battle map technical and performance improvements.


Support for AMD switchable graphics:


Game now correctly detects and reports the discrete GPU on an AMD switchable graphics configuration (primarily laptops with an Intel integrated GPU and a discrete AMD mobility GPU).
This fix ensures that the unlimited video memory graphics option is enabled correctly on AMD switchable configs.
Note that the Catalyst Control Centre Switchable Graphics UI must be used to select between the discrete and integrated GPUs for each application that the player wants to run.


Support for Virtu MVP Desktop Switchable Graphics:


Virtu MVP is a common OEM-installed application for selecting GPUs in a multi-GPU desktop configuration e.g. a desktop with an Intel integrated GPU and a discrete desktop GPU both typically routed to the same motherboard display output connector.
We now correctly detect and report the correct GPU used in this scenario.
Note that the Virtu MVP Control Panel application must be used to select between the discrete and integrated GPUs for each application that the player wants to run.
New option in the Advanced Graphics Settings menu, for selecting between graphics cards / GPUs when more than 1 is available.


Support for multi-GPUs with multi-monitor configurations:


Game now detects multiple GPUs and allows the player to pick which GPU is used to render the game.
In this configuration multiple GPUs are shown in a combo-box in the Advanced Graphics Options UI.
Improved video-memory detection to prevent the game from sometimes detecting the video memory limit from the wrong/lower graphics card in a multi-GPU configuration.


Battle AI and behavioural improvements:


Improved pathfinding of siege vehicles near walls.
Improved multiple siege ladder functionality parameters.
Improved siege vehicle docking placement.
Units now consistently disembark from ships with raised bows.
Improved AI infantry awareness of cavalry, making infantry brace when threatened by a charge.
AI controlled units are now more likely to use flaming arrows against elephants where available.
Improved logic of multiple battle maps, to allow the AI to interact with these maps better and cause fewer behavioural issues.
Improved AI General's use of special abilities.
Rebalanced AI's battle-plan analyser/attack-or-defend decision making, to take into account that the enemy alliance may have weaker but longer-range missile units, to prevent static behaviour under missile fire.
In ambush battles, the defender s units which are under missile fire that outranges their own are now more likely to respond by moving to intercept the missile unit attacking them.
Altered some of the AI's usage of various ammo types.
Pike Phalanx now reform properly once engaged in melee.
Idle units attacked when set to Formed Attack attempt to keep their current facing.
Formed attack charges will now penetrate less than free attack barbarian charges.
Attacks from units in formation are now more powerful than attacks from unformed units.
Reduced the chance of units walking while routing from the battlefield.
Routing units no longer turn around/play matched combat animations as they are being killed.
Units now no longer head through breach in a wall rather than using the siege engine they are attached to.
Artillery with special ammo now show the correct model while loading the weapon: e.g. animal carcasses.
Reduced instances of unit collision which caused jittering on the battlefield.
Eliminated a battle replay desync caused by presence of war dogs units.
Units now correctly stop firing at a building if they take ownership of it.
During multiplayer siege battles, the defender can now see the attacker's units during deployment.
Rebalanced hit-point bonuses for officers and standard bearers.
During battles, units can now burn down open gates with torches.
Men positioned on a gatehouse will no longer die when the gate is destroyed.
Artillery ships can now consistently disembark.
Added more effective collision detection to barbarian watch towers in encampment battles.
Charging at Pikemen now consistently selects the correct matched combat animation, keeping pikemen in line more effectively.
When dog handlers unleash their dogs, the handlers will no longer attack as well.
Added blood to chariot horses and drivers, and to attackers and defenders during knockdowns. (Only active if the player owns the Blood and Gore DLC.)
Artillery on ships can no longer be picked up (previously resulted in loss of unit control).
Improved unit reforming on the battlefield.
Projectiles no longer remain in mid-air when the siege weapon that fired them is destroyed.
Improvements to naval disembarking functionality.
Technical improvements across a range of battle maps (including pathfinding, deployment, general unit interaction, walls, gates, battle tooltips etc).
Multiple minor unit behavioural improvements.


Campaign AI improvements:


AI no longer underestimates its strength when ending a move in Forced March stance within a settlement.
Campaign AI now considers maintaining sieges for longer, in order to build more siege equipment.
Campaign AI now less likely to sue for peace shortly after declaring a war.
AI factions now recruit more siege units.
Revised the Campaign AI settlement occupation decision system.
Adjustments to Campaign AI Financial Management.
AI factions are now much less likely to declare war on distant factions.
Adjustments to composition of recruited forces.
Improvement to Campaign AI food management.


General Battle Improvements:


Eliminated an exploit allowing players to bypass unit-caps in custom and multiplayer battles by modifying a saved army setup.
Units can no longer use loose formation when manning siege equipment.
Buhen (Egyptian battle map) is now playable in custom battle mode.
Caltrops are now placed in more uniform rows.
Tortoise formation is now unlocked in the Seleucid faction when the player owns the Greek States DLC.
Improved multiplayer responsiveness: movement paths and attack arrows are now shown instantly upon giving the order. (Previously the game waited for all clients to confirm the issued order, causing a small delay).
Multiple combat animation blending tweaks.
Orders issued on lower framerate machines now register more effectively.
Added a horse bonus upgrade icon to show different levels of horses on their unit cards.
Improvements to group collision sounds during battles.
Pre-battle voiceover no longer occasionally cuts out.
Tweaks to some Hellenic unit looks to make them more distinct.
Missing rock/tree textures on battlefields added.
Many more siege battle map improvements (e.g. improving docking point placement on walls, joining small gaps in walls to improve pathfinding, removed obstructions from docking points).


General Campaign Improvements:


Added a countdown timer to the Exchange Panel in Multiplayer Campaign mode.
Settlements on the campaign map will no longer continue to emit smoke from damage or construction when they are no longer damaged/under construction.
Right-clicking the mouse during the end-turn cycle in campaign while an agent/army is selected will no longer trigger audio responses from the selected agent/army.
Opening and closing the pause menu, while the Declare War On *Overlord/Make Peace With Satrapies panel is open in Campaign mode, will no longer close the panel and make peace with the satrapies.
Help I'm trapped in these patch notes.
An army in Forced March stance will now have their Recruit Units button reactivate immediately when they are put back into the Default stance.
Replacing an immortal general will no longer trigger a General Wounded message in Campaign modes.
The Zoom To Location button no longer pans the camera to the bottom-left corner of the Multiplayer Campaign map when pressed with an army selected.
The Nervii faction is now immune to snow attrition in the Grand Campaign.
If a general reaches level 25 in a statistic, all of the attribute increases and abilities granted by that statistic will consistently remain.
Addressed a rare issue during campaign ambush battles where, if the user conceded defeat, they might suffer no losses and could then retreat.
When recruiting a unit on the same turn as a researched technology that replaces that unit type is completed, the unit recruitment will no longer be cancelled.
Fix to allow Praetorians to be upgraded to Praetorian Guards once the appropriate technology has been researched.
Fix for Athenian and Egyptian naval recruitment experience bonus in campaign modes.


Battle rebalancing:


Improved behaviour and benefits of Formed Attack ability.
Slightly reduced the spacing of melee units.
Widened the pike cone-of-engagement, so they can hold off units more effectively.
Reduced pike damage.
Reduced the mass (and therefore impact) of chariots and elephants.
Major adjustments to unit costs, to better reflect the combat value of units; there is a much greater spread of values now. For example Oathsworn now cost 1340, Celtic Warriors 350.
Adjustments to unit speeds, stats, and more to help diversify the unit rosters, and give more distinct roles on the battlefield.
Improved AI army compositions in campaign mode, when a faction doesn t have access to early land or navy units.
Campaign AI is now more focused on acquiring early military technologies.
Certain total casualty morale penalties have been set to 0 so there is less stacking of morale effects.
Reduced minimum hit chance, base hit chance and maximum hit chance for melee combat.
Further balancing changes based on Patch 9 Public BETA feedback:

-Reduction in melee attack for Roman melee infantry units.
-Adjusted costs of missile infantry.
-Adjustments to melee cavalry weapon types.
-Tweaks to shock cavalry costs.
-Added passive Scare ability to Night Hunters.
-Increased Wodanaz Spears melee attack.
-Reduced cost of elite Germanic and Briton units.

Auto-resolver balancing:


Smaller defensive bonus in minor settlement battles
A small global penalty for the player in autoresolved battles
Unit threshold has been increased, so severely damaged units are less likely to survive an auto-resolved battle.
...