Far Cry 3
ZDAY


It's a shame to let a good engine go to waste, especially when it can expertly handle a huge, beautiful open world. DayZ is the most obvious example, but Ubisoft clearly understood this as well when it made Far Cry 3: Blood Dragon, which used the Far Cry 3 engine to build an '80s-themed spoof that was just as fun as the original game. The Far Cry 3 Z-DAY mod sounds a little too familiar, but the gameplay footage and explanation from the developer might win you over.

To be fair, Z-DAY is not as much like DayZ as its title may imply, and modder GC Vos says the name will be changed to something more original. To start with, it's a fully fledged single player campaign, not a multiplayer survival mod and showcase for human depravity. It will consist of 12 missions "much inspired by games like Left 4 Dead, but with a Far Cry twist to them," GC Vos explains. It will also add a new soundtrack and voiceover work.

The video of the first seven minutes of gameplay is the most impressive, showing the player trying to stealthily make his way out of a zombie infested town. Far Cry 3 was really great at letting you explore huge environments, jumping in and out of vehicles, and letting you seamlessly shift in and out of stealthy and guns blazing strategies. These are all things that seem like they could be used really well in an open-world zombie game.

GC Vos promises that the game's ModDB page, where you can also find more videos, will be kept up to date with the latest progress. Z-DAY is set to release in open beta on March 1.

Call of Duty®: Ghosts
multiplayer1-610x343


Just because we weren't the biggest fans of Call of Duty: Ghosts doesn't mean it isn't still immensely popular. It has a huge, highly competitive following, big enough to serve as a primary attraction to Major League Gaming's eSports streaming service, MLG.TV. Those players care passionately about details in the game the average player won't even notice, which would explain why Infinity Ward's latest update focuses on eSports and balancing.

As the only first-person shooter in MLG's 2014 season, it's also a big opportunity for Call of Duty to claim a spot in the growing business of eSports, currently dominated by MOBAs like League of Legends, Dota 2, and real-time strategy with StarCraft 2.

Some of the patch notes specific to eSports and MLG in this latest update include:

Improvements to MLG Broadcast mode for highlighted players.
Prevent eSports players (except COD Caster) from switching to 3rd Person Spectate cam.
Better team identification in the MLG hud.
Added killstreak count to eSports scoreboard.
Added team names to in-game scoreboard for Broadcast mode.
Restrict Ghillie Suits when eSports rules enabled (replaces with different game models).
Add a kill feed to Broadcaster mode.

Improvements that non-pro players might care about include five new prestige ranks in Extinction mode, the addition of "Create a soldier" to Extinction mode, the return of the Gun Game mode to multiplayer, and many (many) other little balancing and performance tweaks.

The patch came out shortly after Infinity Ward announced what it will include in Onslaught, the first of four DLC packs for the game. It has yet to announce when the DLC will be available on PC.

You can read further details on fixes and additions in this latest patch on the official Call of Duty: Ghosts forums.
PC Gamer
Octodad


Octodad is a doting father and loving husband who mows the lawn, does the family's grocery shopping, and cooks the kids' dinners. He's also an octopus. That's the actually pretty funny premise behind Dadliest Catch, a physics playground and sort-of-puzzle game by new indie studio Young Horses, Inc. The joke is that even though he's literally an octopus in a suit, flopping around clumsily and knocking things over, no one ever acknowledges it. To his inexplicably human family, and everyone else, he's just a regular guy.

The first two levels are brilliant. Your tasks are mundane - weed the garden, grill burgers on the barbecue, pour your daughter a glass of milk, make coffee - but it doesn't matter, because you're an octopus. You control four of Octodad's limbs independently, which are ostensibly his arms and legs. Something as simple as opening the fridge, picking up the milk, carrying it into the living room, and pouring into the glass is rendered hilarious by his lack of a spine and wildly flailing appendages. Rooms are reduced to piles of rubble as you crash through them.

This should have been the whole game. Domestic drudgery made funny by the presence of an ungainly cephalopod. But then, presumably under pressure to make it feel more like a 'game', the developers start giving you objectives: solving simple puzzles, completing infuriating mini-games, and even a few stealth sections. Yes, really. It's not long before the laughter stops and the swearing begins, and the game goes from fun, slapstick comedy to maddening chore.



It's a shame, because those early moments, including a bit where Octodad has to 'walk' down the aisle at his wedding, are genuinely hilarious. The addition of ways to fail, like suspicious marine biologists that have to be avoided, or people getting suspicious if you smash the level up too much, feel unnecessary, and spoil the joke. Trying to drag Octodad up an escalator going in the wrong direction, or climbing a stack of tumbling boxes, only adds to the torment.

You can't fault its originality, though. It's a game bursting with colour and personality, although the chirpy music does begin to grate after a while. It's hard not to love Octodad as he stumbles through life, and the levels are filled with cute references to indie games and developers. I always feel bad about giving games that try something new a hard time, but playing Octodad feels a bit like I'm being simultaneously told a joke and kicked in the nuts.

I can't help but think that there's something dark beneath Octodad's whimsy. The way he crashes around his house - falling into things, breaking his kids' toys, leaving destruction in his wake - and the way his wife patiently smiles through it all. It could be that the whole game is, in fact, an allegory for alcoholism; a story about a dangerously drunken father and a family too frightened to confront him about his problem. Or maybe he's just a fucking octopus.
PC Gamer
The Secret World


You'd expect the studio behind The Secret World to be a fan of mystery and conspiracy, but I doubt this is what the game's developers had in mind. On Wednesday, Funcom were temporarily suspended from the Oslo Stock Exchange, and they were charged under "suspicion of infringement of the provisions of the Securities Trading Act," regarding Secret World finances reported from August 2011 to September 2012. The charges also led to kokrim, the Norwegian economic crime unit, raiding Funcom's Oslo office and seizing boxes of documents.

Despite these events, Funcom say that things are back to business as usual. In a statement to Massively, director of communications Erling Ellingsen explained that yesterday's events were not expected to have an effect on either The Secret World or any of the studio's other games. Ellingsen also confirmed that Fumcom were fully co-operating with kokrim's investigation.

"Production on all Funcom games continues as normal, and the company remains fully committed to games in development as well as the continued operation and updating of existing live games. Yesterday's events is not expected to have any impact on the company's continued operation or the development on future releases.

"Funcom's key priorities are the development of the upcoming LEGO Minifigures Online, as well as supporting and expanding on the live games Age of Conan, The Secret World and Anarchy Online with new and exciting content.

"In terms of The Secret World, developers are currently in the process of finalizing its ninth content update, which will send players on a grand adventure through Tokyo, and Funcom will be releasing new information and screenshots from this update soon. Trading in the company stock was only suspended temporarily yesterday, and trading was back to normal shortly thereafter."
Jan 31, 2014
PC Gamer
Hearthstone 1


PC Gamer reviews free-to-play games when they're available to the public and charging real money - not, necessarily, when the 'beta' label is lifted.

"Lucky son of a bitch."

I'm playing against a mage. He has two hitpoints left, I have six. This is one of those games you look forward to - hard-fought, tense, down to the wire. I've got a taunt card in play, which means that my opponent's minions can't attack me directly. He needs to do direct damage with spell cards if he wants to end the game this turn. If he doesn't end the game this turn, I'll finish him.

As a mage, his class power allows him to do a single point of damage once per turn. He needs to be able to conjure up five points of damage from his hand, then, in order to finish me off. I know he doesn't have any Pyroblasts or Fireballs, because he's used them already.

He plays Frostbolt, dealing three points of damage. Then, he pauses. He shuffles some minions around, pecking at my taunt card. Hearthstone highlights the edges of cards that your opponent is mousing over. It's a nice touch. It gives the time between turns personality, and lets you know when your opponent isn't sure what to do.

He plays Arcane Missiles. It deals three points of damage split randomly between all of my cards. I've got two minions on the board in addition to my hero, so Arcane Missiles has a one-in-ten chance of hitting my hero twice - which is what the mage needs to happen to end the game. The fact that he's playing this card means he doesn't have anything more reliable; he's letting the match be decided on a dice roll.

One purple projectile smacks into a minion, the second hits me. Then the third one hits me, and I know the match is over. I've lost. I use the in-game voice wheel to say 'Well Played!', but I don't mean it. I say something altogether less polite in private. It's a sore loss, the kind that effectively purges my brain of all the dopamine released by the last time I won.



Hearthstone is an excellent strategy game, and I'd recommend it to anybody - but not without the preface that it will sometimes feel utterly unfair, that from time to time you'll feel that all its Blizzard polish is just a classy facade for a casino. If you're the type to get frustrated by games of chance, Hearthstone will find a variety of ways to get under your skin - and its treacherous random number generator is only one of them. I'll get to that in a minute. First, let s ride the game's topsy-turvy emotional rollercoaster all the way back up to the things it does so well.

Hearthstone is tuned for accessibility, stripping Magic: The Gathering back to its essentials. Decks are smaller, meaning you spend less time pondering over what cards to include. There's a single resource type - mana - and cards themselves break down into readily understandable types and paradigms. Matches are usually over within fifteen minutes, and Blizzard's renowned presentation means that every clash of cards looks and sounds great. It doesn't just mimic the physicality of real cards - Hearthstone enhances it, using sound and special effects to sell you on the power inherent in every hand you play. It's a card game with Quake's punch and Peggle's desire to make you feel great about yourself. Remember the first time you smacked an imp in Diablo II and it blew up in just the right way to make you want to do it again and again? That, but with cardboard wizards.

One of the things that impresses me about Hearthstone is the way each class represents the character of the hero they're based on. Warriors are relentless, aggressive, tough to kill. Mages hold you at arm's length until their powerful late-game spells come into play. Druids can be played fast and feral or slowly and manipulatively. Experience of WoW won't help you very much when it comes to learning Hearthstone, but the fact that it can give you a sense of where to start is a testament to Blizzard's skill at evoking personality through design.



Matches have character, too. One could be a knife fight - lethal, immediate, over quickly. Another might feel like being a short kind on the receiving end of a playground drubbing, swinging pointlessly at the bully holding you at arm's reach. Then there are the drag-out matches that draw on every card you have, each play and movement inching you towards victory or defeat. Those are the best ones. The worst are the games that are spoiled by random chance beyond what a card game needs - the invisible dice rolls and ultra-rare legendary cards that sometimes show up to scupper your plans.

A clunky new player experience makes getting started more time-consuming than it should be. The tutorial does a basic job of explaining how to play cards, when to use hero abilities, and the fundamentals of deck construction. Then you're released into the actual game, able to play against bots or other people with the single class available to you at the start, the mage. You need to defeat the other classes in order to unlock them, and then every class begins at level one. Leveling up a class to level ten is necessary in order to unlock all of that deck's basic cards, which will take a couple of hours each depending on how well you play. If you're really committed to understanding how the game fits together, you then need to repeat that process for all nine classes.

I understand the need to structure the rate at which novice players encounter new mechanics, but for the player who wants to dive in and get started with the competitive game it feels like having your bungee cord spooled out to you a few feet at a time. Playing against AI will speed up your XP gain, but it won't teach you anything about challenging real people.



When you've done the grunt work necessary to start playing the game properly, Hearthstone comes into its own. It's at this point that a little homework is necessary, and it's a far more interesting part of the game's difficulty curve than the initial level grind. You'll learn how to balance a mana curve, draft combos, how to optimise every move you make to ensure that you're leading the game, not your opponent. After a while, losing starts to feel less arbitrary and the game becomes more of a contest. Then you'll progress beyond the point where your basic cards can win matches for you consistently, and you'll go on the hunt for the expert and legendary cards that you need to take your next big step forward.

Getting more cards means acquiring booster packs, which are available for real money, in-game gold, or through the Arena. Each contains a random selection of cards, and those same cards can be broken down into 'dust' which can be spent to create specific cards. If you're after the one legendary that'd be perfect for your competitive deck, you're either going to grind for it, get lucky, or spend real money to increase your chances.



There are better business models. Hearthstone isn't pay-to-win - every card is available for free, technically - but paying does help, and more to the point when you spend you're always buying a chance at getting the card you want rather than the card itself. It feels like gambling, and that can sour the experience when you find yourself getting smacked down by someone else's ultra-rare card: one way or another, they got lucky.

The Arena is a premium mode that costs either real money or a sum of in-game gold to play. You can earn that gold by winning games and completing daily quests - 'win two games as a warrior', and so on. Dedicated players will earn an Arena run once per day, more or less. In the Arena you pick a class from a random selection of three and then assemble a thirty-card deck, one card at a time, in the same manner. It's detached from your regular card collection, which levels the playing field. It doesn't matter how much time or money you poured into getting those legendaries if they don't happen to show up in your random draft.

Once you've built your deck, you attempt to build a winning streak. Lose three times and you're out, but every win improves the quality of the rewards you'll get when you're eliminated. Gold, dust, and booster packs are guaranteed. It's more fun than grinding out boosters through regular play, but it's still a gamble.



The most satisfying experience in Hearthstone is learning to control the chaos bubbling away under the hood. When you take somebody down with a commanding deck that you put together yourself - and pulled off perfectly - it feels great. The game provides that experience frequently enough to earn a recommendation, but it's let down by unnecessary degrees of randomisation elsewhere. If there was an option to drop a chunk of change to take away the card collection aspect entirely, I probably would; likewise, if I could trade with other players to build my decks on my own terms I'd do that too.

Blizzard have the power to make the game surrounding each individual match more rewarding: to level out the game's emotional arc and give players faster access to the tremendous competition that arises when two people, all else being equal, attempt to outdo one another. As it is, Hearthstone's competitive potential is hindered by the sense that you're never quite on a level playing field with your opponent - that a little money or time or luck could always tip the odds in your favour. Hearthstone goes from good to great, I think, by embracing the idea that luck isn't everything.
PC Gamer
Prison Architect


If I've learned anything from prison dramas, it's that sometimes a stern talking to just doesn't do the trick. You also need plenty of hard-work, a commitment to understand your prisoners, and a rousing and inspirational third-act speech, in which you learn that, actually, it was them teaching you all along. Alternatively, you need guns. For Prison Architect's seventeenth alpha update, Introversion have gone for the second option.



Armed guards will intimidate prisoners by increasing their "Supression" rating, and making them more compliant. The downside is that, to hire them, you'll need to build an Armoury, which will be an instant target for violent prisoners should a riot break out. In future, when reform systems are in place, suppressed prisoners will be less susceptible to education programs and rehabilitation, but for now, you're free to fill your jail with more guns than a Battlefield weapons crate.

Also in the update: trees! A new Forestry tile will automate the woodcutting industry introduced in the last update. You can read about all of the alpha 17 changes over at the Introversion forum.
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


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