Watch_Dogs™
vlcsnap-2014-04-22-15h57m32s13


I keep pausing at doors, fumbling with the controller to find the open button. Watch Dogs world is better than that. I remind myself to just walk through the door, and borderline-schlubby hero Aiden Pearce pushes it open and steps into a dingy pawn shop, all shrouded in darkness until his eyes adjust to the dim bulbs. I walk out, then back in, untraining myself to stop and wait for a loading screen.

Watch Dogs near-future Chicago feels incredibly real, indoors and out. It's dense, full of debris, full of life. It feels a lot more like a city than the playgrounds of GTA and Saints Row, and I said the same after I played the high-tech crime drama in Montreal last year (just before it was delayed). After four more hours of play at an event in San Francisco last week (which was PS4 only, I'm afraid), I still think so, though it s exposed more of its flaws now.



The pedestrians have dumb mouths, for instance. Standing in one spot, I heard the same conversation three times in a row, the same voices miraculously coming out of different pairs of pedestrians. I rode a motorcycle by the curb at all of five miles per hour and someone on the sidewalk flipped out and called me crazy. The pedestrians are very stupid, and that s disappointing in a Chicago that s otherwise intricately simulated. But far more damaging to my suspension of disbelief is how many of them I kill.

How I terrorized Chicago
When I'm put into a system, I can't help but want to test the rules, to see how far I can go in any one direction. So, I pull out my gun and unload it into a group of pedestrians. It feels a bit horrific in such a well-realized city, but I can do it, so I do it. The police take me down, and I reappear where I was with my reputation meter reduced to "hoodlum." There's no restraint to the violence outside a meter that represents your public image (oh no, a meter!), so outside of missions and side missions, Watch Dogs is GTA: a big city where you can steal cars, drive recklessly, kill pedestrians, kill police, and suffer no consequences.

I missed this part of the demo, but yep, it's a thing you can do.

Aiden Pearce doesn't seem like someone who'd use the city as a playground for indiscriminate violence, but Watch Dogs tries to have it both ways. On one hand it addresses the perils of vigilantism and the surveillance state with tricky decisions and characters who I think we'll come to like a lot, and on the other it offers a Saints Row-style death and destruction bonus mode with a spider tank. It struggles to be both at once: I felt like I was playing two games, one as Aiden, and one as a crappy Spider-Man villain.

For sure, though, being a crappy Spider-Man villain kicks ass. I love driving muscle cars around Chicago, barreling into lesser vehicles, zapping traffic lights to cause crashes, sticking up gun shops, shooting criminals in their backs before they can even commit a crime, and casually wandering around bursting underground steam pipes. (They erupt through the pavement, launching cars into massive plumes of superheated water, and it's glorious.)

Aiden's form of the justice system.

Life gets even worse for the residents of Chicago when, teleported to a later part of the game, I discover that Aiden's blackout gadget is my favorite thing ever. It does what it says, cutting the power to the city so I can drive around waiting for the awesome moment when all the lights flick back on I do it over and over just because of how cool that looks. I also spend a full minute raising and lowering concrete blockers under a small car, watching the driver freak out as I give him the hydraulics experience, eventually flipping the car over. Being a dick is fun.
Being Aiden Pearce
Aiden Pearce is kind of a dick, too, but the biggest surprise of the demo is how much I like Watch Dogs' protagonist. I like him more than the low-rent villain I spent so much time playing as. Though he mopes and rasps like Batman, he doesn't have the chiseled jaw of your vanilla comic book hero, and really, he's kind of a loser.

A man who hasn't made good life decisions.

Aiden's a not-quite-reformed criminal who lives to protect his sister and nephew while taking bloody revenge on the rival somebodies who killed his niece (she was in his car, someone shot out a tire, it crashed, she died, very tragic). He seems to like his cool, distant, hardened-by-the-world persona, even though it got his niece killed and he's a bit too old to be running around in a leather trench coat, living in a motel and fancying himself a badass. It's kind of sad, but charmingly sad. Aiden is that guy who watches Lock, Stock and Two Smoking Barrels every weekend and wishes it were real life. Kind of dopey, not anyone I'd peg as a hardboiled criminal. I want to pinch his dumb cheeks, except he has a gun and no big qualms with using it.

His hired sidekick, Jordi, is even better. In the few brief scenes I saw with him, he effortlessly became my most anticipated part of the game. Jordi could be the funniest, best-acted character Ubisoft has ever created. There's generally a sense of humor to Watch Dogs that surprised me. Outside of the intro cinematic, in which someone actually says "this guy's hacking days are done," the writing is smart and funny it's a game story I look forward to, which is rare.
Having it all
One concern is just how much Watch Dogs tries to do it's like a restaurant with a 20 page menu, where you know that at least the fish dishes are a gamble. There are cars, guns, hacking, gadgets, crafting, skill trees, story missions, side missions of every variety, minigames, several multiplayer modes, and on, and on. The world is dangerously cluttered with hackable stuff too: I was trying to hack a someone s phone and blew him up because I accidentally hacked the circuit box next to him. Justice is blind, and an arsonist.

It's very Ubisoft game design: an open world where there's a marker every five feet with something to do. I was disappointed to find that the main missions stick to the familiar fail, start over, trial-and-error until you succeed structure, but I generally had a lot of fun being Aiden, even the reckless, "somebody stop him!" version of Aiden I mostly played as.

This exceptionally staged screen is supposed to demonstrate mutiplayer.

In side missions, I identified potential crimes and creeped in to intervene, but kept blowing my cover and spooking the criminals before I could witness a crime. I shot them anyway. Justice! In another side mission, I raced cars to check points against the clock, at one point driving a motorcycle through a glass window to shave off a few seconds. Justice! I guess. And that barely begins to cover all the things to do in Chicago.

I just worry that I'll get tired of being Aiden too quickly. He's loveable, but he's also a loser. After five hours of playing, I was more than ready to not be him anymore, to stop chasing down and beating people, to stop getting into gun fights all the time. It's a little exhausting, and all his bravado really kills my suspension of disbelief. Watch Dogs' Chicago feels like an invention of Aiden's mind, a place where he can live out his action movie revenge fantasies without consequence. Maybe the car accident was his fault all along and he's coping by pretending he's a whip smart vigilante. Oh, poor Aiden, constantly imagining car chases and bloody shootouts while he wanders around looking at his smart phone.



I admit I'm getting a bit curmudgeonly I mean, the highlight of my demo was visiting Aiden's sister (it just seems like something a real person would do, OK?) Even that ended with a car chase, though, so clearly Aiden's dream world doesn't let him be a real person for long. It's good then, that the car chases are fun fast, destructive, and with a satisfying conclusion where I chase the guy down on foot and beat him with a night stick.

As long as the story gives me enough motivation (threaten my sister? I have three sisters, I can relate to that, and now I'm in a world where I have unlimited judicial power, so careful there buddy), Aiden's goofy revenge fantasies might become my own. Or I'll just be rampaging around like a villainous maniac, which is fun in its own way, but a little less fulfilling.
PC Gamer
RAT TE


The bizarre-looking Mad Catz R.A.T. is one of my favourite gaming mice of all time. The original R.A.T. 7 took over from my beloved Logitech G9 thanks to its comfortable design, accurate sensor and reassuring weight. So when I heard there was a new, Tournament Edition (TE) R.A.T. design on the way I was intrigued.

I have to admit to being rather disappointed when I first got hold of the TE. Instead of the weighty, solid, metallic hunk of R.A.T. I was expecting, I found a lightweight, black and blue plastic mouse that felt like it had just dropped out of an Asda cracker one desperate Christmas evening.

That disappointment soon evaporated. This new R.A.T. TE may well be an incredibly lightweight laser mouse, but it s one of the most accurate I ve ever used. Even though it s crafted entirely of plastic (to make sure it can be used as swiftly as the wrist will allow), it s still the same super-comfortable R.A.T. design that I love. The combination of speed and accuracy is a seriously potent one, and really justifies the TE's ambitions as an esports peripheral.



It's not priced too badly, considering the new 8,200dpi laser sensor inside. At the moment it s around 66 / $80, which is a fair bit more than the sub- 50 Shogun Bros Ballista Mk1 I love so well, but it doesn't get close to the crazy price stickers on some high-end rodents.

The new-fangled Philips Doppler laser sensor is the reason the TE feels so quick. I'm used to seeing Avago ADNS-9800 sensors in top-end laser mice of today, but this new tech feels even more accurate, especially at the top of its dpi-tree at 8,200. I don't even run my Ballista at top speed because it can feel a little twitchy, but I never felt the same with the new R.A.T.. The Doppler has also been designed with a really low lift-off height. When you re throwing your mouse around at high speeds it only operates when you re actually on a surface.

To begin with I thought the TE was another way to market the budget R.A.T. 3 design for a bit more cash, but it is genuinely one of the finest laser mice I ve ever used. Personally I m still sticking with the Shogun Bros Ballista Mk 1 because of the index finger sensor positioning and its cheaper pricing, but it s a mighty close-run thing, thanks to the classic R.A.T. design and the excellent Philips Doppler sensor.
PC Gamer
Dragon Age Inquisition


Later this year, Bioware will release Dragon Age: Inquisition. That's pretty exciting. So exciting, that six months before release, EA are confident in people's willingness to pre-order the game. And if people will pre-order the regular edition of the game, maybe they'd instead prefer the "Digital Deluxe Edition"; the contents of which are now listed on Origin. If it sounds unlikely, maybe you're underestimating people's love for thrones made out of dragon skull.

The cost for these bonuses, some of which are still "to be announced", is 60/$70 up from the 50/$60 Origin asks for the standard edition.

Here's what they've currently announced:


"Skyhold Throne Every ruler should sit in a place of high honor, but as the Inquisitor you will have the greatest of all, fashioned from an ancient dragon skull.
"Red Hart Halla Traverse the perilous, living world atop this great-horned beast.
"Bog Unicorn Once belonging to an evil marauder, this unique mount has returned to inspire fear into those who would oppose you.
"Bring the world of Thedas wherever you go with the Dragon Age: Inquisition digital soundtrack.
"Bonus digital content to be announced."


"The Digital Deluxe Edition also includes the Flames of the Inquisition gear:


"Multi-class Weapons: Smite your enemies with the Flames of the Inquisition weapons arsenal. Whether staff or daggers, greatsword or war hammer, these weapons will make short work of your foes.
"Inquisitor Armor: Protect yourself against the onslaught of enemy attacks by suiting up in the Flames of the Inquisition Armor.
"Armored Mount: Flames of the Inquisition gear also includes a valiant steed, complete with its own set of Inquisition Armor forged from the flames of battle."


What you won't find is a extra DLC-only companion. Bioware have previously confirmed that they won't be making DLC characters for DA:I, due to the controversy caused by on-disc DLC.

Almost inevitably, savvy consumers will be able to pick up a slightly cheaper physical copy closer to release. Still, if you really must secure an early Bog Unicorn, then that is a thing you can now do.
PC Gamer
Banner Saga


AMD have just refreshed their Never Settle program, which gives away games in return for spending cash on Radeon silicon. The Never Settle Forever program is extending the range of the deal to include low-end Radeon R7 cards as well as the standard Radeon R9 cards.

There are now three tiers of rewards depending on what graphics card you end up selecting for your home rig. The top-end Radeon Gold Reward is there for anyone who picks up a new R9 290 or 280 series graphics card, which includes anyone wealthy enough to have spent 1,100 on a new Radeon R9 295X2. With the Gold Reward coupons you get to choose three free games from AMD s pool of titles, which includes Sleeping Dogs, Company of Heroes 2, Darksiders 2, Deus Ex: Human Revolution and more.

Beneath that, for anyone buying an R9 270 or R7 260 series card, you have the Silver Reward tier where you can pick up two free games. An R7 250 and 240 series purchase then will give you entry to the Bronze Award tier which allows you a single free title.

You get fewer choices of titles the further down the reward tiers you go

This time around AMD aren't just limiting the Never Settle Forever program to big-budget games, they re also offering indie bundles as a single choice. Each reward level offers an indie pack as a single choic. Each indie pack contains two of the four indie games on the list. Those are: The Banner Saga, Dyad, Guacamelee! and Tales from Space: Mutant Blobs Attack.

Wacky ghost romp, Murdered: Soul Suspect is on offer for Gold and Silver Rewards

As well as a host of existing titles, like Tomb Raider and Thief, Gold and Silver folk can grab the upcoming Murdered: Soul Suspect when that launches in June too.

What are your thoughts on the relative merits of these sorts of gaming bundles? Would the offer of an extra game encourage you to buy a better card to bump you up a reward tier? Are there any games coming out that would make that choice for you?
PC Gamer
Wildstar


Last week, Wildstar introduced the general concept behind its PvP Warplots: 40 vs 40 hovering battlegrounds that max-level players can own and customise. That's the pitch, but what about the specifics of a single battle. Step forward Carbine's theatrical DevSpeak series. The latest shows how a large team can be organised and deployed around the strategically designed death-traps.



Warplots are one of Wildstar's Elder Game features, available when players hit the magic Level 50. Both plots sit side-by-side as both teams have at them. For the winners, there's pride and loot; for the losers, there's only shame and destruction.

Before PvP fans hit max-level, they'll be able to participate in the game's Battlegrounds and Arenas, as well in open-world duels.

Wildstar is due out June 3rd.
Call of Duty®: Ghosts
COD GHOSTS


The Call of Duty series has become somewhat infamous for hiding the bulk of its additional content inside paid-for DLC. A new PC patch for Call of Duty: Ghosts contains the rare bonus of a new, and entirely free, game mode. Chaos has been added to Extinction co-op multiplayer, providing a variation of the game type last seen as part of Modern Warfare 3's Spec-Ops mode.

In it, players battle never-ending waves of enemies. So far, so every co-op mode released since Gears of War, but the twist comes in the additional bonuses. By chaining together kills, players unlock power-ups to help them battle on. It certainly sounds like a chaotic variant of Extinction. As opposed to the orderly, subdued extinctions we're so used to.

Want to see a big ol' dump of patch notes? You're in luck:

Weapon Balance


MTAR-X: Reduced head-shot damage multiplier.


eSports


Restrict DLC weapons for clan v clan & esports mode.


Anti-Cheat


Fixes dock exploit area in Whiteout.
Fixed map exploit on Freight so deployable boxes no longer stick to the gate.
Fixed map exploit on Warhawk so deployables no longer stick to the fence.
Overall anti-cheat improvements.


Additional Fixes


Adjusted Domination spawn logic to make it less likely for defenders to spawn near a flag if it is being captured.
Fix for 4096 error.
Fix for wiretap perk to work properly in Hardcore modes.
Fixed issue that classified non-sliding kills as sliding kills if the user died mid-slide.
Fix to default killstreak highlight to last one selected.
Fixed issue that allowed the user to navigate menus while accepting a clan invite.
Fixed flare audio after player leaves helo gunner.
Fixed hardcore audio alias for kill confirmed.
Added proper friendly alias for blitz friendly scoring.
Fix to properly show a popup dialog if a user tries to join on someone from the recently met player list that is a blocked user.
Added killcam for Night Owl deaths.
Fixed character scene offset causing misalignment of some characters.


New Features


"Chaos Mode" for Extinction.


Extinction


Stability and performance improvements.
Fixed challenges that were providing more than one skill point.
Casual mode does not write to leaderboards.
Fixed issue where player models could appear stuck when taking large amounts of damage at once.
Improvements to drill placement logic.
Armor is now invulnerable when the Tank Class skill is active.


Nightfall


Late joining, spectating and players in Last Stand will now be teleported to the final Breeder fight if triggered without them.
Fixed case where players could prevent the Breeder from spawning on Nightfall.


Mayday


Improved alien navigation and pathing.
Improved wall and ceiling navigation for aliens.
Updated Kraken smash and cool down logic.
Fixed ingredient issue where some combinations prevented creation.
Fixed cases where players could not turn a Rhino into a pet when using a Relic.
Improvements to clipping to prevent players from getting to undesirable locations.
Improvements to the Tesla Traps behavior.
Improved clipping to prevent players from placing the drill in undesirable locations.
MAAWS stability and tracking improvements.
Drill cannot be removed from the Drillbot after being placed.
Replaced the Drill waypoint icon after completing the defend from afar sequence.
Late joining, spectating players and players in Last Stand will now be teleported to the Kraken fight if triggered without them.
Improvements to pillage locations.
Deployed items in the lower portion of the ship are removed allowing for new item placement on the top deck of Mayday.
Friendly Seeder Turrets no longer prevent the gas sequence from triggering.
Intel audio snippets now play in game after being collected.
EMP effect from the Kraken no longer impacts skill point menu access.
Fixed crafting scoring exploit where players would mistakenly receive funds when canceling crafting.


PC Specific Update


Fixed rare crash.
Fixed invites not being processed properly during a loading screen in Multiplayer.
Fix to return user to the barracks after leaving clan through clan details.


The patch is out now for PC, and will download automatically through Steam.

Ta, CVG.
Red Orchestra 2: Heroes of Stalingrad with Rising Storm
Red Orchestra 2


Steam has a peculiar history with the word "free", thanks to its regular Free Weekends. Through them, you can get a free trial of the entirety of a game across a limited two-day period. Red Orchestra 2 will soon have one of these weekends, and an overall discount to go along with it. Even freer, though, is a deal that will go live for the multiplayer shooter later today. For a 24-hour period, you'll be able to download (and keep) the game forever, for free.

"Yes, Free!" confirms the enthusiastic Jared Creasy, Tripwire's community manager. "By navigating to http://store.steampowered.com/app/35450/ and downloading the game tomorrow after the promotion starts and before it ends (the promotion will last 24 hours), the game will be free to keep forever!"

It's not entirely clear when the deal will go live, but I suspect it'll be at the start of the new Steam-day around 10am PDT, or 6pm BST.

While it is a great deal, it's worth remembering that through Red Orchestra 2 you only get limited "rifle only" access to the Pacific-set follow up, Rising Storm. Owners of Rising Storm which recently updated with a free Game of the Year edition get full access to RO2's multiplayer.
PC Gamer
Survarium


Survarium the Stalker-ish free-to-play online shooter is preparing for "Doors Open Day" this Friday. Think of it like the opening of Pandora's box, only instead of all the world's evil, it's letting loose limited access to the game. And instead of a slow descent into guilt and madness, you've got a gun.

For 24-hours only, the game will be available to try in open beta, after which, its doors again slam shut. As early warning for what to expect, creators Vostok have created a video preview of the game's progress.



The 25th has been earmarked for the open access event. After that, potential players will have to wait for the full open beta; something Vostok say isn't too far away.

Currently the MMO shooter consists of just a PvP mode. In time, Vostok want the game to be a full online survival experience, in which mutants roam the lands, and humans fight over valuable anomalies.

To participate, head to the Survarium website on the 25th to download the game's latest client.

Thanks, PCGamesN.
Mount & Blade
droid-jedi-4


This is a chronicle of our absurd, canon-destroying playthrough of Star Wars Conquest, a mod for sandbox RPG Mount & Blade. Our campaign to ruin Star Wars appears each Tuesday.

It s always embarrassing to be defeated by the elderly. Last week Emperor Palpatine gave me a lightsaber-whipping on the wooded arena of Endor, gutting my army with his formidable gang of gutless thugs and fascists: Stormtroopers, Imperial Navy Troopers, and Imperial Pilots.

But I d learned an important lesson: to gain renown in this war-torn universe, to survive, to bring glory and liberty to the Rebel forces, I was going to need my own formidable gang of gutless thugs and villains: Mandalorians, assassin droids, Wookiee warriors, and baby Rancors.



With recruitment as my goal, I get to work looting smaller civilian planets, which aren t typically defended in Star Wars Conquest. After a few hours of stealing melons and precious metal from helpless villagers (a menu action--I don t even have to get my hands dirty with in-game combat), I amass enough of a war chest to hire some A-grade space marauders.

Now 120-strong, I notice for the first time that Imperial ships in the galaxy are fleeing from me rather than chasing me down at every opportunity. I want to use this force to put a dent in the Empire. I want to start knocking over planets and outposts.

I ve never sieged before, so it s probably smart to start somewhere modest, and undefended. Somewhere remote, a vulnerable weak point in the otherwise broad, durable armor of the Empire, guarded by fewer and less experienced Imperial forces.



That ll do.

I elect to siege the Death Star. What can possibly go wrong? It s guarded by 278 troops.

Oh god does it get bloody.







ENDLESS TROOPER CARNAGE. For the first time, reinforcements (presumably from my ship) join the battle mid-way to counter the enemy s own waves of reinforcements. My army and I kill an unprecedented 124 enemies, leaving only the commander alive--some doofus named High General Cassio Tagge, who I take captive.



I lose just seven of my warriors in the first fight--a Defiler, two Mandalorian Crusaders, three Power Droids, and a brave Baby Rancor.





Yes! And whoa, I might get to own the Death Star? Holy shit. I'd love to say something encouraging to my troops along the lines of "Great shot, that was one in a million," but the reality is that my untiring, undiscriminating lightsaber swinging was what turned the tide. My success in battle is directly proportionate to my ability to spam the left mouse button.

The battle won, I allow myself a moment of celebration. I walk the bridge of the Death Star, now sentried by friendly Rebel guards.



My power is endless. I upgrade my troops, give them a bit of time to heal, then move on to neighboring planet Endor, which is actually even more heavily defended than the Death Star. Luckily, I find some help on the surface.





I take Endor in a similar rout. It isn't easy, but finally having competent, durable troops makes a massive difference. Endor flips to Rebel colors, and a bit later I get a message from Mon Mothma.



Hmmph. I get a similar message about the Death Star, which is gifted to Biggs. Well fine, then. I see how this organization works. At least I know the value of capturing the Empire s spherical mega-weapon you've all been plotting tirelessly to destroy.



Feeling under-appreciated, I stroll away from that corner of the system, and stumble into the biggest formation of ships I ve ever seen in Star Wars Conquest. Nine Rebel ships roll in formation from an outpost, including Mon Mothma s flagship. They seem to be crawling the galaxy, knocking over planets. I join the mob, wondering where this massive war party will take me.
PC Gamer
H1Z1


H1Z1, SOE s upcoming zombie MMO, continues to draw ideas and feedback from the growing community and new subreddit. In a new post, SOE s John Smedley has shared some notes from a recent meeting on monetization that is, how the free-to-play H1Z1 will make money for its developers. The short version: character customization and wearable items will be up for sale.

We will be selling wearables. We felt like this will be a good, fair revenue generator, Smedley wrote in a post to the H1Z1 subreddit. However we recognize how important finding wearables in the world is so you'll be able to find and craft a lot of stuff. We agree that's something important. In a free-to-play game, what s not being sold is more important than what is. Anything that gives players an edge, from extra-large backpacks to weapons, medicine, and food, gives paying customers an unfair advantage over unpaid, usually newer, players. Smedley confirmed that We will NOT be selling Guns, Ammo, Food, Water... i.e. That's kind of the whole game and it would suck in our opinion if we did that.

The most encouraging thing about Smedley s posts is his deep involvement with the community and his frank answers. In a previous story, we praised Smedley for tackling head-on the game s resemblance to DayZ (which, let s be honest, is pretty stark). Smedley praised forum posters for their involvement in a thread brainstorming monetization ideas, which he says turned out to be a terrific source of ideas.

H1Z1 is still quite a way off, but so often we blast developers for being tone-deaf to the needs and feedback of their communities. Continuing to keep a community happy while you develop a game is a challenging tight-rope to walk, but Smedley s tone and engagement gives me some cautious optimism for the game s future.
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