Feb 20, 2014
PC Gamer
LoadoutScreens (7)


Loadout matches unfold like demented, R-rated cartoons. Players jump and dodge around an interstellar trailer park with the mobility of a platformer, unloading a rainbow of munitions from guns of their own design, no one quite like the other.

It s completely over-the-top and embraces the inherent comedy in multiplayer shooters. Though the presentation seems simple, it s very well thought-out, with complex hit maps and animations that click together to create hilarious and disgusting surprises sometimes I survive a rocket to the head, leaving only a brain and two eyeballs poking out of my neck.

The same is true of Loadout s defining feature: a gun crafting system, which allows me to be creative and spotlight my greatest strengths as a player. It s fun to tinker with weapons between matches, mixing and matching guns that I recognize from other shooters. It's a system that encourages open-ended creativity and experimentation but doesn't break Loadout's balance.

Gun buffet

There are four gun types: rifle, launcher, beam, and pulse, each with four or five customizable parts and different kinds of ammo. The standard assault rifle becomes a sniper rifle with the addition of a long barrel and scope. A scatter barrel will just as easily turn it into a shotgun, and a beam weapon with a healing mod into a healing tool.

Officer Winslow keeps the peace, a rocket launcher for when I m cool and collected enough make use of its laser-guidance system.

I can also exchange my grenades for a deployable turret or a cloaking device that makes me look like a member of the opposing team. Since I can choose from any of these tools, I can easily create a medic who s also great at laying suppressive fire, a spy who can sneak behind enemy lines for the perfect sniping position, and other hybrids.

Experimentation can result in simple, obvious adjustments at first. A sniper rifle with a bolt loading mechanism does extra damage, while a clip increases its rate of fire. A rocket launcher can shoot three small rockets quickly, or maybe one big cluster bomb. Loadout is well-balanced, so every configuration is viable, but it was most entertaining and rewarding to dig as deep as possible to find the right gun for me.

I like Loadout s third-person perspective and agility. Jumping, dodging and sprinting in and out of encounters, so a shotgun suits me well; I don t have to slow down as much to aim. I add shell loading, which allows me to load rounds one at a time when I reload instead of committing to the time it takes to swap a whole magazine. Electrically charged ammo, which can damage multiple enemies standing together, is the final piece of the puzzle. Using it improves my odds when outnumbered, and makes me more confident charging in head first.

Evolutionary theory

When I found the right formula, everything clicked. In the game s capture point mode, I m a menace with my electric shotgun. But all someone has to do to keep me in check is set up far enough away and put me down with one or two powerful sniper shots. They can take their sweet time too, as my electric shots can t reach them.

All shooters are Darwinistic in the sense that the most lethal strategies rise to the top. Loadout capitalizes on this. Rather than nerfing annoying, overpowered builds, it empowers players to come up with counters. It was fantastic when a gun I created made me feel invincible, but it was also satisfying to go after the player who proved me wrong, pick up his gun (usually named DooDoo Launcher, or something equally humiliating), and figure out his build.

Bringing the Jackhammer down on poor carebear90.

Strangely, my favorite Loadout mode, Jackhammer, takes attention away from the guns. Jackhammer is capture the flag, only the flag is giant hammer that can kill any player in a small radius with one strike. It makes everyone play more aggressively in a mode that can usually cause stalemates because there s immediate, selfish benefit to picking it up. In other games, carrying the flag made me an easy target. When players saw me with the Jackhammer in Loadout, they usually ran in the opposite direction. It s a brilliant addition to an old formula.

Unfortunately, Loadout lacks more modes of the same quality, and with its simple mechanics, matches start to feel the same after only a few hours, even with the complex gun customization at play. Its ambitious Competitive Annihilation mode is muddled with too many ideas, causing matches to drag on aimlessly.

Testing fire ammo on my assault rifle.

Loadout lacks long-term appeal, but it's worth the fun of its best mode and the gun customization, and that I barely feel the need to mention that it's free-to-play is the biggest compliment I can give it. I can buy XP and currency multipliers to unlock things faster, but the free alternative isn t punishing. Amazingly, Loadout also made me want to spend money on cosmetic items because I liked the character design enough to want to make mine unique. It s not necessary, but the $20 Starter Pack allowed me to do that, as well get gun components faster. It s a fair deal.

I m not going to obsess over Loadout like I did Battlefield 3 there just aren t as many stories to tell through Loadout s matches but it s different, does a few things very well, and is super fun to play casually, a match here, a match there.
PC Gamer
batman-arkham-origins-blackgate-screenshot-1


In October 2013, Warner Bros. Interactive released Batman: Arkham Origins Blackgate on the Nintendo 3DS and PlayStation Vita. Today, the company announced it will bring a Deluxe Edition of the game to consoles and PC via Steam.

Originally released alongside Batman: Arkham Origins, Blackgate is a "2.5D" side-scrolling game in the vein of Metroid and Castlevania, which takes place entirely in Gotham's Blackgate Penitentiary. Set three months after the events of Arkham Origins, Blackgate includes many of the same gadgets and gameplay elements of the Batman Arkham games (like its free-flow combat system), but lets you explore the prison on a 2D plane, with new abilities granting you access to new areas.

The Deluxe Edition, Warner Bros. says, will feature enhanced graphics, a new map and hint system for improved navigation and objective tracking, and 5.1 surround sound.

We knew that a PC version of Batman: Arkham Origins Blackgate was likely on the way back in January, when it was listed among other unannounced games in a rumored Steam stats leak.

We thought that Blackgate's batbrother Batman: Arkham Origins was enjoyable in places, but that it lacked new ideas. It's also a little harder to recommend now that the developer announced it has no plans to release a patch that addresses some existing game breaking bugs. According to the trailer above, Blackgate arrives on Steam April 2.
PC Gamer
drunkenrobot


The first-person bullet hell game Drunken Robot Pornography hit Steam yesterday. Its regular price is $15, but it's discounted 20 percent to $12 until February 26. To the uninitiated, "bullet hell" refers to especially brutal 2D shoot 'em ups that fill the screen with an amount of projectiles that's nearly impossible to avoid. Ikaruga, which was recently added to Steam, is a good example of the genre. Drunken Robot Pornography takes that concept and reinterprets it in the first-person perspective.

In both its gameplay and catchy title, Drunken Robot Pornography seems like a great evolution of Dejobaan Games' AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the Awesome, a first-person base jumping game. It had a vibrant look and was all about mid-air near-misses. Drunken Robot Pornography looks similar, but more structured. And with shooting.

Drunken Robot Pornography will have you leaping across 52 levels, dodging lethal laser beams and taking down Titans, its giant robot bosses. If that wasn't enough content, The Drunken Robot Pornography Steam Workshop is also already packed with more than 300 Titans and 100 maps.

The new launch trailer below should give you a pretty good idea of the vibrant robot bullet hell chaos you'll be jumping into (with a jetpack).

PC Gamer
World of Warcraft - The Proving Grounds


Back in November 2013, Blizzard announced that World of Warcraft players who buy the Warlords of Draenor expansion will get to boost one character to level 90 for free. It said that it would sell the same boost after the first freebie, but didn't name a price. Following a recent update, several users reported they saw the service offered for $60.

Players saw the $60 price tag in the in-game store when patch 5.4.7 went live in North America, according to WoW Insider. At the moment, it's unclear whether Blizzard is just testing this price point, rolling it out to only a few servers, or if the in-game item was offered by mistake. Some users reported buying the boost, while others saw it for a short time before it was taken down. We've reached out to Blizzard for comment.

The item's cost of $60 is the price of a new game, or four months of WoW subscription fees. If it follows the pricing model of other expansions, Warlords of Draenor itself will cost less at $40.

Pricing a service like this is a tricky balancing act. If Blizzard makes it too cheap, it would be inviting players to skip massive amount of content in the game. If it makes too expensive, players might resort to existing third-party leveling services, which could eat into Blizzard's potential profits.

$60 seems a little high, but keep in mind that max level characters with special gear go for hundreds, sometimes thousands of dollars with these third-party services.

To find out more about what's coming in World of Warcraft's fifth expansion, be sure to read our previous coverage and hands-on with the game.
PC Gamer
Diablo3


With patch 2.0.1 now on the horizon, it should soon become easier to find and form parties in Diablo 3 with the addition of clans and communities. The features have been available for testing on the game's Public Test Realm, but Blizzard has now published a handy summary for anyone else curious about the upcoming changes.

At first glance, the major difference between clans and communities is their scale:

"With a member limit of 120 players, clans are intended to be smaller and invitation only," Blizzard reports. "This means that while you can send a request to join a clan, you will not technically become a member unless you are invited or your request to join the clan is accepted. Also, while anyone can create or join a clan, you can only be a member of one clan at any given time."

In contrast to a relatively small band of bloodthirsty loot hunters operating in a clan, communities will be larger and be based around a specific category and language. Categories mentioned by Blizzard include those organized around regions, companies, and player classes, among others. Another key difference is that unlike clans, players can join multiple communities at the same time. Although I often like it that way, Diablo 3 can sometimes feel like a lonely experience. Both new systems look like a good way to give new and veteran adventurers a reason to party up, an experience that almost always opens different ways to play the game.

For the full slate of new social features that will drop in the lead-up to March's Reaper of Souls expansion, check out the complete post.
Left 4 Dead
Evolve


By Ben Griffin.

Picture Left 4 Dead on Avatar s world of Pandora. Picture hordes of exotic wildlife, some friendly and some not so. Picture Bill, Zoey, Louis and Francis replaced by four interplanetary Hunters charged with protecting human colonies in deep space. And picture a 30ft-tall beast gunning for them. Picture that, and you ve gone some way to picturing Evolve, the new four-on-one sci-fi shooter from Left 4 Dead makers Turtle Rock.

Founded in 2002, the developers made their name with the Valve-owned Counter-Strike: Condition Zero, and later Counter- Strike: Source. Then after a prod by Valve to design their own property, the Counter-Strike custodians replied with arguably the best zombie game ever. That was six years ago.

We wanted to do something big before people forgot that we were the Left 4 Dead developers, says Turtle Rock s executive producer Matt O Driscoll. We learned a lot from that game in terms of multiplayer and co-op. Evolve carries the Left 4 Dead DNA.

In Evolve, up to five players face off in class-based combat. Four of them band together as Hunters, while the last plays the monster, which will be different on each map. On Forest Ruin it s the Goliath the angry dad of the Star Wars Rancor with armoured skin and fire breath. O Driscoll likens each 20-minute match to an epic boss battle. Unlike most scripted encounters, where you aim for a glowing weak spot and dodge a flurry of forecasted attackers, fights here are organic. They evolve .



We learnt that people like playing cooperatively, says Phil Robb, founder and art director at Turtle Rock. We re always looking for experiences we want that nobody has given us. That s where a lot of our game ideas come from. As far as what we brought over, it s a lot of small things. Incapacitations, for example: People don t just want to die. We want to give them a chance to come back.

A lot carries over, but much has also been left behind Valve, for example. Certainly Valve had a big part in the initial days of Turtle Rock, Robb says. We worked very closely with them, we learned a lot from working with them. But some of their things are a little different from the way we want to do things. We have often been asked this question: You did Left 4 Dead, but how much did you really do? We re not going to sit here and say a bunch of words and expect you to take our word for it. We re going to make a kickass game. We ll do our best to prove that Turtle Rock is the real deal, and we don t necessarily need Valve to be great... as much as we respect and love them.

Turtle Rock want to establish their own identity, and the way to do that is Shear. A topographically scattershot ball of rock spinning on the end of the Milky Way s longest arm, Shear is Earth if humanity languished in the middle of the food chain. We ve broken from the bounds of the Solar System and spread out across the galaxy. There are colonies everywhere, and the farther you get from Earth, the more inhospitable they become. There is no planet farther than Shear. It s one big frontier town, and people are settling there or trying for the same reason that they settled in the American West. Money. Opportunity. A new life.

Early on, we tried some experiments with making the planet super weird, but at some point you take that too far and people become uncomfortable, Robb says. You want to create a world where people understand the rules... so you draw heavy inspiration from Earth environments. That s the ice, desert and lava levels confirmed, then.



I think you see that in pretty much every science fiction movie ever, he adds. Star Wars certainly did that with Hoth and . Avatar did it too. You ll think that you re in a jungle on Earth, but then something pops out and you re like, Oh, that s new.

That s where our Hunters come in. They re planet tamers think Liam Neeson in The Grey armed with armour-piercing bullets rather than poems. They drop down from ships and safeguard colonies from sharp-toothed natives. The thing is, Robb says, these guys are used to dealing with a certain level of wildlife, but they get here and the monsters are a bit above what they re used to. So they find themselves in a tricky situation. These things are intelligent and they ve got some mysterious unknown agenda that we don t understand.

Pitting differently-powered players against each other recalls Left 4 Dead s Infected mode. The main difference here being that, rather than monsters hunting humans, for the most part humans hunt monsters. So what s to stop the bigger and faster Goliath simply legging it?

On the mode I played, Hunt, the Goliath must meet its own objective to win: here it is destroy the generators. Thing is, he starts as something small and squishy no match for a team of heavily armed Hunters. So his aim is to roam the map killing and eating its fauna in order to bulk up. The first of many different types and builds of boss, Goliath is a King Kong type who can scramble up vertical surfaces and leap like Ang Lee s Hulk. In terms of handling he reminds me of Left 4 Dead s Tank Goliath can charge, wrench and throw rocks from the ground, and flail around with his slab of a forearm.





Only after evolving is he ready to tackle the generators. There are three stages of evolution think of them in terms of height. Stage one: 10ft. Stage two: 20ft. Stage three: 30ft. Before the match starts you ll choose two abilities, and then an extra one upon each evolution. The general rule with consuming creatures is that the tougher they are, the quicker you ll evolve. Those long-armed sloths are a pushover compared with that imposing herd of dinosaur deer with blue spiral snouts, but they don t drop nearly as much meat. The fiercest animals give health bonuses and damage buffs, but sometimes they re better left alone entirely. Turtle Rock call these elite animals .

One such elite bathes in a cloudy shallow pool on Forest Ruins, an alligator-snapping turtle hybrid the size of a train carriage. Robb explains: One of the cool techniques as the monster is, say you re a little bit banged up but you need to bring the fight to , go hang out by the Tyrant pool. He s more standoffish against a stage three monster but he loves to eat Hunters. So you sit around there and sooner or later you re going to knock one of those poor buggers into the pool and he s going to eat them and all hell breaks loose. It s a really great strategy for the monster to use.

Indeed, there are numerous ways to utilise Shear s wildlife. As a stage one Goliath fleeing the Hunters, I spot a reaver den and cut through it. They re too small to pose a threat to me but they ll certainly give humans a hard time. Then, after lengthening the gap, I circle around and gobble up all the freshly killed reaver corpses. Yummy.

The wildlife stands in for Left 4 Dead s common Infected, but they re fewer in number and not as consistently aggressive. Sloths might give you a swat if you walk too close but they re not out for blood. The monkey-like reavers, on the other hand, are. Pack animals, they ll come after Hunters. At one point a Jockey-type jumped on my face and exploded in a green cloud of noxious gas. But what of Left 4 Dead s memorable horde technology? In terms of that sense of being overwhelmed we were not really aiming for that, but a different kind of tension, Robb says.



When you ve gorged on enough local wildlife to fill your bar, you can evolve. Choose your moment though, because just like a teenager in puberty, you re especially vulnerable during your transitional period. A ground-trembling roar echoes around the level when you grow, signalling that the Hunters are about to become the hunted.

However, if the Goliath instead wants to play it safe and evolve further before risking an engagement, Hunters have ways of finding him. They can follow the roars, feel vibrations in their controllers, and look for flocks of unsettled alien birds that give away the Goliath s position. There are also sound spikes to stick in the ground that alert the team to suspicious movement, electric mines (up to eight of which can be planted at once), and waypoints. For the latter, clicking the right stick paints a yellow marker on the horizon in order to guide teammates towards areas of interest. If you happen to highlight the monster as you do so, this marker glows red.

All Hunters have jetpacks as well. Navigating Shear s craggy terrain would prove impossible without them. They re limited by a cool-down timer, but Evolve is generous with it. If you fall short of a steep cliff, you ll automatically amble your way up to save being separated from your buddies. There are also Hunter-only perils. At one point I plunged down a deep human-sized hole that took an entire jetpack boost to escape from.

Each of the four Hunters has a unique role in the team. As the Trapper, Griffin can capture the monster. His harpoon gun restricts its movement, and he has sole access to sound spikes. His most important ability is the mobile arena. If timed correctly, you can trap the monster under a huge blue dome for a limited time. This is where the Markov the Assault comes in. His close-range lightning gun and long-range rifle make him the ideal damage-dealer, and when the going gets tough a personal shield makes him momentarily invulnerable.

If the Trapper and Assault are the front-man and guitarist of the group, Support man Hank is the drummer. His laser cutter deals moderate damage, but his shield gun makes him great backup: aim it at someone to reduce their damage. He also has a cloak, and anyone inside its radius will be rendered completely invisible to the monster, who will have to It s not just the boss you need to watch for these sloths are riled, too. The Hunters protect the generator from a third tier Goliath. All the characters have cool little touches, like cigar-chomping Hank. rely on infrared smell-o-vision (click the right stick to take a sniff). Hank also has the fiercest ability of the team, a fearsome orbital strike.



Lastly, Medic Val s medgun emits green beams of health, and her healing blast instantly replenishes teammates within the radius. She s important in tracking, too. Her tranquilliser rifle slows the monster to a crawl, while her anti-material rifle pierces its skin. If teammates target the area where it hits, they ll deal extra damage.

Combining powers is key to victory. For example, restricting the monster s movement with the harpoon gun, trapping it with the mobile arena and then slowing it with the tranquilliser rifle allows the Support to line up an orbital barrage. These characters are designed to be memorable, too. Griffin looks fresh from the outback with his Aussie hat and hunting knife. The bruiser Hank has a lucky playing card strapped to his bicep. Markov heaves a pair of chunky Tesla coils on his shoulders. In both shape and colour, these characters are immediately identifiable in a firefight.

Each class contains several characters, too. All the Assault guys are big guys. Markov has these double Tesla coils but the other guys have things. We want the monster to take a look and base his strategy on who he s facing. Once you play it long enough you ll learn what characters can do. Oh there s Markov, I m going to play this way to counteract what he can do. Each one of the Assault guys does damage their own way, says Robb. This, he hopes, will lend longevity to the game.

Indeed, there s a lot more to come from the currently pre-alpha Evolve. Despite the absence of Valve, first contact leaves me impressed with its distinctly Left 4 Dead level of polish. Turtle Rock have evidently learned from the masters and grown as a game-maker. They ve evolved, and perhaps the very idea of co-op will, too.
PC Gamer
Greenlight


There's a new batch of Greenlight approvals, and - confession time - I haven't heard of the majority of them. That's a pretty exciting position to be in - guaranteeing a nice trickle of new and unexpected games. In fact, I've just randomly clicked on one of these fifty games, and been presented with a first-person platformer about controlling and cheating physics. Cool.

Also exciting is the success of games I both know and am anticipating. Path of Shadows, BeamNG.drive and recent mod of the week Aperture Tag are some such titles, all of which have also been waved through the Greenlight gate.

You can find the latest list of Greenlight approvals by following this link.
Thief
Thief


I'd forgotten Thief was being released next week. In fact, you could say its launch really snuck up on me. At least, you could if you didn't want everyone within earshot to groan, sign and throw heavy objects of you. Instead, it's probably best to keep quiet and watch this launch trailer, which goes over some of the plot points that are motivating Garrett as he robs his way through a city in turmoil.

Thief is out 27th February.
Feb 20, 2014
PC Gamer
PCG262.rev_xrebirth.g3
Written by Andy Kelly.

When I was first set loose in X: Rebirth s vast universe, I was convinced it was going to be amazing. That 34 on Metacritic couldn t possibly be accurate. I m in space! In a spaceship! But I quickly realised that this is, in fact, a colossal missed opportunity. A supernova of bugs and baffling game design that refuses to let you have any fun, no matter how hard you try and I really tried.

First problem: you only get to pilot one ship, the horribly named Albion Skunk. You re able to explore it using a first-person mode, which could have been fun if there were more than two rooms to it, and if anything was even slightly interactive.

You have a separate ship for trading that follows you around and has to be given orders. You can t cancel an order without editing your save file, and sometimes it just refuses to move. It s like I m dragging a badly-behaved toddler around a shopping centre. Then there s your co-pilot, Yisha. For a character you spend the entire game with, and who s almost constantly talking, you d think they would have hired someone with some basic acting ability to speak her lines. But while you ll eventually grow used to her awkward delivery, you ll never stop cursing how useless she is. Case in point: if you re piloting a drone, and enemies start attacking the Skunk, she ll just sit there dumbly. Couldn t you, like, move, or fight back, or something?



The game has a problem with humans generally. On stations which all look identical, incidentally you ll talk to NPCs, who are terrifying, slot-mouthed, dead-eyed shop mannequins. While space itself feels nicely alive, teeming with traffic and huge ships lumbering back and forth, the interiors feel eerily lifeless. In a nightclub I hear the ambient sound of people drinking and laughing, but it s empty except for two people standing motionless by the bar. Not exactly Deep Space Nine.

Rebirth fares much better when you re in space. Some messy shadows aside, it s a good-looking game, with colourful nebulas, asteroids, planets and stars providing a vivid cosmic backdrop. The combat is like jousting in space. Ships make passes at each other, firing a volley of shots when they get close and hoping some connect. Or you can use heatseeking missiles. Hit the spacebar and you can strafe, FPS-style. Hit it again to steer with the mouse. The movement feels nicely weighty.



The biggest problem is that there s nothing fun to do. There are countless stations, jobs, contracts and ways to make money, but it s all deeply tedious, and utterly free of personality. The characters you talk to cycle through the same few dumb lines. The missions are rote. It s only in the (dreadful) story that you ll find any excitement: its large-scale space battles are at least genuinely impressive to behold.

Think about how rich and full of character the Mass Effect universe is. Now imagine the exact opposite and you have X: Rebirth s charmless world. I just don t want to be here.

Some severe patching is needed. There are more bugs and broken missions than I have space to list here, and save-file editing is almost always the go-to solution, which is just absurd when you realise they re charging 40 for the pleasure. It feels like an early access game. But even if they iron out the flaws, X: Rebirth is just so innately unlikable, and so deathly boring, that I think it may be beyond help.

Expect to pay 40 / $50
Release Out now
Developer Egosoft
Publisher Deep Silver
Multiplayer None
Link www.xrebirth.com
PC Gamer
Battlefield


We're over half way through Battlefield 4's "Player Appreciation Month" promotion. Personally, I've not been taking part, as - having not logged in for months - I'm not really a player anymore, and so worry that I'm not going to be properly appreciated. For those that are basking in the warmth of DICE's personal attention, a new set of Kit Shortcuts have been released, and are free for a limited time.

Kit Shortcuts were purchasable microtransactions in both Bad Company 2 and Battlefield 3, allowing buyers to unlock weapons and items without running through the game's multiplayer class progression. Four are being introduced to Battlefield 4 over the next two weeks.

From now until February 24th, all players can get the Handgun Shortcut, which, as the name implies, unlocks all handguns in the game. Additionally, Premium members can get the Designated Marksman Rifle Shortcut, which unlocks all DMRs.

Next week, from the 25th Feb to 4th March, regular players can get the Grenade Shortcut, with Premium members also offered the Shotgun Shortcut. I'll let you work out what they both do.

To get hold of the packs, head over to the Battlelog Store page.

While I've never previously been tempted by shortcut packs, this offer seems a pretty savvy move by DICE. Due to the problems they've faced since launch, I suspect player retention has been something of a problem. This is a pretty tidy way to tempt people back, while offering a way to make it so returning players aren't feeling completely left behind by the dedicated player base. Of course, whether it works remains to be seen.

Thanks, PCGamesN.
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