PC Gamer
9 - No Man's Sky


No Man's Sky sounded pretty fantastic when we first heard about it in late 2013, and our E3 preview was very exciting too. But a PC release has never actually been confirmed, and speaking to Eurogamer, Hello Games co-founder Sean Murray refused to commit to it one way or the other.

The No Man's Sky website currently lists launch platforms as "to be announced," and Murray wasn't much more forthcoming. "The wording is we're doing a console debut on PS4," he said. "The thing that that leaves open is a PC version."

But then it gets a bit dicier. When asked if a PC edition could launch alongside the PS4 release, or even before it, he continued, "If I'm honest, we're taking on quite a lot at the moment. We're definitely coming to the PS4. I would like to come to PC. Whether that arrives the same day we're a small team!"

It's a very vague response, the sort of thing that could be taken as either a reluctance to say no or a desire to give us all a happy surprise at some point down the road. There's no question that it should come to the PC, and the fact that Murray wants it to happen is heartening, but the absence of a definite "yes" has me expecting it'll be "no." Either way, the bottom line is this: No Man's Sky looks very cool, and you might have to play it on a console.

PC Gamer
Titanfalldlc


It must be hard being a robot-riding parkour space marine of the future. It's no longer enough to just kill your enemies; you've got to do it in weird ways. The next Titanfall patch will introduce "Featured Game Modes", which provide limited-time variations on the game's standard objectives. The first of these, "Marked For Death", challenge you to kill a specific enemy player, all while protecting your own VIP-pilot.

In addition, the update brings new Titan Burn Cards. These 14 cards add special Titan weapons and abilities, and are only lost if you die in your Titan. The update will also introduce improved matchmaking, alternate Titan voiceovers, and a selection of other tweaks and improvements.

Head to Respawn's 'Update 4' page to see the planned changes and fixes. The patch is currently listed as "coming soon".

Thanks, PCGamesN.
Portal 2
The new kings of comedy


Few games are designed to make you laugh. And among those that do, laughter is often a happy accident, the inadvertent by-product of a combination of systems that provoke moments of unintentional comedy.

People laugh at videogames constantly, says former Irrational Games alumnus Jordan Thomas, who recently worked as creative consultant on South Park: The Stick of Truth. But largely it s because they re laughing at the clumsy and often absurd intersection between the designer s intent and their own. Thomas insists there s nothing necessarily wrong with that, but the distinction is clear: we re laughing at games, not with them.

For comedy writer and director Graham Linehan, it s pretty low on his list of priorities when playing a game. For me it s like comedy in porn, he says. It s kind of beside the point. Valve writer Erik Wolpaw, who co-scripted Portal and its sequel, admits that he once likened the idea of comedy in games to the guy who talks between dancers at a strip club. Nobody cares what that guy says and anybody who does is probably kinda maladjusted.

Linehan suggests that in most cases the problem is that the writing simply isn t good enough. The desire to ensure the audience is in on the joke is perhaps why GTA s satire has all the subtlety of a wrecking ball (by design, arguably), and why parody rarely works Far Cry 3: Blood Dragon s attempts to mock bad tutorials by forcing the player to sit through one has all the wit of Scary Movie. I love that argument trotted out about a bad game: oh, it s a satire, Linehan laughs. When Alan Wake came out and the dialogue was just grim, ah, but he s supposed to be a bad writer. No. I really don t think they re good enough to do an impersonation of a bad writer.



And yet it s easy to sympathise with writers attempting interactive comedy. There are intractable problems with a medium in which authors cede control to players: if the secret of comedy is in the timing, how you do ensure the player delivers the punchline at the right time? Nor does the natural repetition of core game mechanics lend itself to humour. The point of surprise is the punchline in a joke, says Luis Hernandez, one half of indie duo Necrophone Games, developers of Jazzpunk. And by virtue of having a core mechanic, you re expecting a certain outcome. I think that s less conducive to surprising people and as a result comedy.

Perhaps that helps to explain why there are so few blockbuster comedy games around. Hernandez cites the desire for efficiency among large developers working on big-budget productions as an unavoidable issue. Comedy by its very nature is an inefficient thing. It s not a survival skill, it s sort of a peacock feather. The loss of individualism in a large team, he says, means that it s harder to reach consensus, so you end up with a designed-by-committee feel.

Necrophone s Jess Brouse agrees that larger developers aren t best positioned to explore comedy, simply because they re less free to experiment during production. A lot of triple-A developers don t just play around and see what happens or rarely get to do that. Whereas we do it all the time, we do a lot of experiments and stuff that we don t end up using. I mean, we made another 40 to 50 percent content for Jazzpunk that ended up on the cutting room floor. But we got it to the level of prototype rather than just designing it on paper. The secret of Jazzpunk s success, he suggests, is down to the two-man team s ability to test and play their ideas, without having to run them past a superior.

Which isn t to say it can t be done, as the two Portal games have proven though as a studio Valve can hardly be said to be typical of large development teams. Erik Wolpaw suggests that financial concerns are part of the reason why so few big publishers will take risks on comedy. I think in film and TV, comedies are generally cheaper to produce than big dramatic spectacle movies. In triple-A games, where you have to make everything from scratch, they cost about the same, so you don t mitigate the risk with a cheaper budget. Plus, failed comedy tends to fail a lot harder than failed drama. Bad comedy is pretty much unbearable to sit through, whereas bad drama can at least crater into unintentional comedy.



Ignoring the financial barrier, he s unsure why people don t attempt to write more comedy games. It s probably because they think it s hard. That s why I don t write more drama or horror or romance or whatever I m pretty sure I m not good at it and it seems like it d be a ton of work to become good at it. So, fear and laziness mostly.

And yet for all the issues inherent in creating good videogame comedy, it does feel that we re seeing the first real resurgence of humour in the medium, arguably since the classic point-and-click era, where LucasArts games in particular offered a rich seam of wit. The two Portal games, Hernandez and Brouse s Jazzpunk and South Park: The Stick of Truth have all made players laugh, and while the likes of Goat Simulator and Octodad stretched their one joke a little too far, for all their flaws they re indicative of a culture that s daring to explore an untapped area of the interactive medium. The recent rise to prominence of indie games is undoubtedly an influence, as smaller developers such as Necrophone have easy access to tools like Unity and are empowered to build games without needing to break the bank the democratisation of technology, as Hernandez calls it.

In that environment, South Park: The Stick of Truth is something of an anomaly while its budget might not compare with a GTA or a BioShock, it s a reasonably high-cost comedy from a large publisher. Its risk as a business venture is, of course, mitigated by the fact that it s based on an established licence, but that in itself has proven to be as often a hindrance as a help in the past. Yet with the involvement of Trey Parker and Matt Stone at every stage in the process, it plays out like an extended episode of the show. In that sense, it could be argued that it s funny despite being a game, and yet, as Jordan Thomas explains, part of the reason it works so well is that the player becomes a participant in the joke; they re not merely a passive observer of the game s comedy.





The Stick of Truth was an excellent crash course in the problems of timing as exposed to the player, he says. A lot of the best jokes in South Park were hard-won because they were our attempt to anticipate what the player might do and respond only if they chose to take that action, and that s the stuff I m the proudest of because that s the stuff that s hardest to do well. You can make someone laugh in a cutscene trivially that has been around for thousands of years. But to get them to be in on the joke, and not just that, but be the person who has the best line, so to speak, there s very little precedent for it. There was experimentation in adventure games, and then a long drought, and finally we re coming back here and there.

The direct involvement of the player in the comedy is an idea that still feels relatively untapped, but it s one that Necrophone Games terrific Jazzpunk manages to exploit. Many of its jokes rely on the element of surprise, often subverting the player s expectations, or simply offering an unexpected result to a simple interaction. Attempting to speak to a man on a bridge, for example, causes him to jump off, emitting a Wilhelm scream as he falls. Reaching out to manipulate the hands on a clock reveals your arm to be a wooden prop. What makes it so consistently funny is that you re never sure what the results of your interactions will be, and that only encourages you to explore and discover the surprises for yourself.

It was very important to have that possibility space, Luis Hernandez says. The open world aspect ties into that the fact that players are missing things and a joke doesn t really work if you see it coming. A lot of games are structured around a core mechanic, and even in comedy I feel that s the wrong approach.

The kind of comedy we re doing is more like punchlines, adds Jess Brouse, likening the game s humour to a jack-in-the-box. It s that kind of sharp I got ya surprise that pops out at the end.



Every bit as surprising is the revelation that Jazzpunk didn t begin life as a comedy, and only developed into one as Hernandez and Brouse began to add Easter eggs into their spy fiction while they were building it to amuse themselves. Slowly, they began to consider how comedy could be used as a central game mechanic, and Hernandez began studying other games in order to better understand how to make their own work better. Looking at how other games at the time were being built, like shooters and puzzle games, I realised that a lot of games are structured around some kind of resistive element, he explains. Most games are built with a start and end state, and they throw in a bunch of stuff along the way so you can t just walk to the end of the game. In most games that s guys that shoot at you or something that shoots at you. And in other games it will be puzzles that impede you, and you have to walk around and find coloured blocks or keys and fit them into doors.

Hernandez s boredom and general dissatisfaction with these two base types of resistance helped to shape Jazzpunk s development. I realised that some of this comedy stuff we were gradually adding to the game could actually function as a kind of resistive element. Even if it was something passive that players could walk past, you d still have curious players that would seek out this material. So while our game has some simple puzzle elements, they re mostly very straightforward. And rather than shooting or outright puzzle solving, comedy became the resistive element.

If the secret of Jazzpunk s success is that element of surprise, its comedy is still very much scripted, and yet most players would probably admit that the biggest laughs they ve experienced in a game have emerged from entirely unplanned moments of comedy. In some cases like the aforementioned Octodad or even its spiritual precursor, Bennett Foddy s hilarious QWOP the games are purposely designed to result in moments of physical slapstick, but is giving players the tools to create their own comedy moments a valid approach to making funny games? Short answer yes, says Erik Wolpaw, before wryly adding long answer Chet and I are out of work if comedy writing gets replaced by tools programming. So while I admit it s entirely possible and truly effective, I m against it.

Indeed, often the moments that provoke the most laughter come from the most unexpected sources, sandbox games often proving a rich source of humour. Battlefield does make me laugh a lot, admits Graham Linehan. The things that can happen in Battlefield are obviously unscripted but maybe that s why it s funny. Maybe that feeds into emergent gameplay lending itself to comic timing like when you wander into a building and throw a few grenades and the building suddenly collapses onto you. It s unexpected. It fulfils a lot of the rules of comedy, you know, it s a mixture of the surprising and the inevitable.



The common link, it seems, between systemic comedy and scripted comedy is that they re both at their best when subverting expectations. Linehan agrees that a degree of spontaneity is as welcome as a dose of wit. Maybe what all these games have in common is that they re playing the player they re messing with your expectations more. In that respect, I always think there s been a link between horror and comedy. Like in Silent Hill, where you have that toilet door that s closed, and you knock at it three times and there s a pause and then knock knock knock from the other side. It s terrifying, but it s very funny. The best comedy is really where you re being played to some extent.

Could the likes of Portal, Jazzpunk and The Stick of Truth bring about a comedy revival, or are we a little way off from audiences actively seeking out comedy games? I like a bit of intelligence, I like a reference that seems neat and clever and takes me by surprise, says Linehan. I value wit over comedy , I guess. Valve are really good at it, and I always think something like Left 4 Dead is very witty in how it s constructed. But when I need a good laugh, will I watch The Producers or play a videogame?

Hernandez believes that more people might begin to develop a taste for comedy if more games attempt to make players laugh. I haven t played it yet, but The Stanley Parable, Goat Simulator, games like that if they come out and start building up a Blockbuster shelf of comedy that people can see every time they go to the Steam Store then it could happen.

I think people go into games to be amused, he continues. I don t think receiving comedy as a reward is really any better or worse than receiving points for stepping on people or killing-spree notifications for shooting people in the face. Essentially, people play games a lot of the time to get an endorphin release in their brain, so whether that s a joke or solving a puzzle don t think there s that much of a disparity between the two.

Brouse suggests that if interactive comedy is to take off, it will take time to manifest, while Hernandez believes that it s too soon to judge whether or not their game has influenced other developers to follow their lead. We won t know if they took it to heart yet, he says. I keep imagining a student in, say Japan, and that Jazzpunk is close to what they want to make. I mean, I ve met people who say that Jazzpunk is something close to what they re looking for in games. There s definitely a huge audience looking for things other than shooting and puzzles, and for them Jazzpunk scratched an itch that perhaps they didn t know they had.
PC Gamer
Bundle Stars giveaway


UPDATE: Our next giveaway, for Dino D-Day, is live here.

SpaceChem is a puzzle game about building factories to create increasingly complex molecules. It's clever, absorbing, and a great way to test your logical reasoning power. We enjoyed its cerebral charms so much it earned a score of 89 in our review. Now we're teaming up with Bundle Stars to give you SpaceChem for free. We have a million copies to give away, so don't be shy, click through to grab your Steam key.

SpaceChem is just the start of a huge five-part giveaway we're running on PCGamer.com in the coming weeks. We're giving away millions of Steam keys, so keep an eye on the site for the latest offer every Wednesday. As mentioned, this is all in association with Bundle Stars. As well as selling games independently, they specialise in bundling them together to create deals that discount games by up to 97%. This giveaway is your opportunity to build a free Steam bundle over five weeks. To begin, Follow the instructions in the form below to claim your SpaceChem Steam key.




Here's a video of SpaceChem, which should explain things nicely while you wait for the game to install.
 


A total of 1,000,000 Steam keys are available for SpaceChem, which must be claimed by 17:00 GMT on 2 July 2014. The offer is open to owners of eligible Steam accounts. By taking part in this giveaway you agree to be bound by these terms and conditions and the further rules which can be viewed at www.futuretcs.com.

This promotion is managed by Bundle Stars, a division of Focus Multimedia Limited. Future Publishing Limited are not responsible for the Steam keys relating to SpaceChem. Contact Bundle Stars directly by emailing support@bundlestars.com if you have any questions or concerns about entering your key or downloading the game.
S.T.A.L.K.E.R.: Shadow of Chernobyl
Areal


Areal is a post-apocalyptic, open-world shooter that claims to be the "definitive spiritual successor to the cult hit S.T.A.L.K.E.R. series". Another claim: that its creators, West Games, are a team mostly "composed of former senior GSC Game World staff members". It's currently on Kickstarter, and it's looking for $50,000.

That's the basic starting point, but things get a lot more complicated. Vostok Games a band of former GSC Game World staff and creators of the STALKER-inspired MMO Survarium have taken umbrage to these statements, saying that West Games are fraudulently promoting themselves as core STALKER developers.



"We have contacted GSC s lawyers regarding this fraudulent claim of being the developers of Stalker and Metro Last Light," wrote Vostok's Joe Mullin on a now-deleted forum thread. "Please do all you can do ensure people know these claims are false."

Vostok marketing manager Oleg Yavorsky further expanded on their objections in a statement made to VG247.

"So that you understand, over the years of development of the S.T.A.L.K.E.R. and then Metro series, there have been literally hundreds of people involved in working on various bits and pieces, starting from beta-testers up to modellers responsible for certain weapon models.

"Many people came to the studio to work for a few months just for the sake of adding 'S.T.A.L.K.E.R. development' to their portfolio. Frequently they claimed afterwards to be the core developers behind the game (you wouldn t know anyway, right?).

"Yet, my biggest concern is that West Games are using the footage and assets of S.T.A.L.K.E.R. and representing them as their own, which is not only illegal, but simply just not right. I guess it s all made for the sake of getting extra publicity (which unfortunately works), but guys on Kickstarter should probably pay attention."

West Games have published their own statement. In a Kickstarter update, founder Eugene Kim says:

"As most of you know, a studio called GSC game world existed until 2011 and they were responsible for the S.T.A.L.K.E.R. series. After GSC dissolved, 2 new studios formed that consisted of former S.T.AL.K.E.R. employees: Vostok Games and 4A games. In 2013, a new company formed called West games, which consists of many former senior staff members from the now dissolved GSC Game World.

"Since then we've expanded (check out the Our Core Team section) and have been working on a project that you all know as Areal. Areal is based on a book of the same name written by Tarmashev (tarmashev.com). And now we're at present day and handling the launch of our Kickstarter (Ievgeniia and our PR guys have been a big help with that)."

"Now that our mini history lesson is out of the way, we can move on to other things! Regarding in-game footage, we have worked on various engines to thoroughly examine as well as learn about how different technologies and resources work. This development process is what we tried to convey in our trailer. Doing this allows us to maximize frame-rate and graphical fidelity in our game."

It's a complicated issue. Some of the concept art on the Kickstarter page appears to be from members of the West Games team, but was created specifically for STALKER. That makes it tricky to discern what the legal ramifications of their use might be.

More than that though, West Games aren't exactly clear about the footage shown in their Kickstarter video. Footage from STALKER is shown, but isn't clearly labelled as such. And much of what the team show is now suggested to be past work on "various engines". While it's not unusual for developers to turn to Kickstarter in the concept stage, it's in their interest to be honest with the people who plan to support them.
PC Gamer
Saints Row 4


Saints Row 4 wasn't shy about... well, anything really. But it definitely wasn't shy about DLC. Naturally, then, it's time for the mad-cap open-world adventure to receive its everything-but-the-kitchen-sink bundle release. The National Treasure Edition will collect the game and its 29 DLC packs into a single package, and is due out on July 8th.

It will come with a frankly absurd number of weapon skins and new outfits everything from anime to the Wild West and also a selection of new weapons, super-powers, and the two post-release mission packs. It's a lot of content, admittedly, although much of it is completely superfluous to the main game.

Also, if you're quick, you can grab all Saints Row games and their DLCs for less than the National Treasure Edition's asking price as part of the Steam Summer Sale's current Daily Deal. (That offer expires today at 6pm BST.)

Whatever your view on the DLC extras, Saints Row 4 itself is well worth a look. It's a funny game, built from a solid open-world template, and was deservedly praised in our review.

Saints Row 4: National Treasure Edition will cost $30. At the time of writing, equivalent regional prices are not available.
Watch_Dogs™
Watch Dogs mod


What started as an experiment to reintroduce Watch Dogs' deactivated E3 2012 presentation effects is quickly growing into a full graphics overhaul. The inaccurately named TheWorse Mod has been updated to version 0.8, bringing a number of improvements. New for this release is a much needed option to vary depth-of-field strength, compatibility with Ubisoft's recent patch, and a fix that enables 'Ultra' setting textures without the accompanied stuttering.

The mod's texture patch comes courtesy of MaLDo, the wizard responsible for enhancing Crysis 2. It updates Watch Dogs' 'High' texture setting to use 'Ultra' textures without mipmaps, thereby reducing the stuttering effect that can happen on GPUs with 2GB of VRAM.

Here's a changelist for what's new in v0.8:


Choose if you want a light DOF, a strong DOF, or to be Default (disabled)
Choose different bloom presets (E3 Bloom, Light Bloom or Default)
Choose different types of colour grading (E3, Default, Red-Ish or Blue-Ish)
Choose if you want default lensflares, anamorphic lensflares or SpotLight Volumes (volumetric light)
Use a texture patch made by MalDo (Thank you so much!) for reducing stuttering!
Headlight shadows have been fixed
Lighting have been changed
Pharmacy Lighting has been slightly changed.
E3 Wind environment added
Particle respawn time reduced to be able to see more fog and smoke in streets.
Problems and Bugs related to HDR should be fixed
Fully integrated to Ubisoft's patch (No effects or shaders have been disabled)
Included several high textures from the game to be used instead of low quality ones.
Rain, bloom, ssao changes


Even more effects are planned for the future, with TheWorse stating that the mod isn't to be treated as fully working until its v1.0 release.
PC Gamer
SpaceChem


Later today a million visitors to PCGamer.com with an eligible Steam account can get a free Steam key. We're giving away five games in the next five weeks, each available for seven days before being replaced, with a million Steam keys up for grabs every time.

Zachtronics Industries' SpaceChem will be our first giveaway. We gave this excellent puzzle game a score of 89 when it was released, and you can grab yourself a copy at 4PM BST today. A different free game from Bundle Stars will follow on each subsequent Wednesday, and you can expect a lot of variety from the lineup.

The redemption method involves giving a single Facebook like/follow to the presented Facebook/Twitter account. Once that's done you can pluck your Steam key from the page and redeem it right away.

We're running the giveaway in association with Bundle Stars, who sell games individually, but specialise in bundling them together to sell them with greater discounts. Over the coming weeks you'll be able to build a free Steam bundle from our super-secret lineup. After SpaceChem, there are four games to go. Come back each week to find out what they are, and be sure to pop by later today to get SpaceChem, which is a very neat game that looks like this:

PC Gamer
top


Goods news everybody! Vincent Sarius here, with this week s Hearthstone spotlight. Blizzard has now revealed all of the class-specific cards that will be released as part of the upcoming Curse of Naxxramas expansion. Each of these will be obtained by completing a specific challenge using the class whose card you want and a deck that s been brewed up by Blizzard. (Uh oh, here come the Magma Ragers). Hopefully, the release of the final card, and the recent leak of other content, means a release date is imminent but while we wait, let's take deeper look at the class cards, and try to figure out how much use they re likely to be in Constructed play.

Rogue: Anub'ar Ambusher
Mana: 4
Attack: 5
Health: 5
Crafting cost: 40
Class: Rogue
Rarity: Common
Deathrattle: Return a random friendly minion to your hand.

At first glance this card looks incredibly strong. A baseline of 5/5 for 4 mana is insane value, and that's certainly what most people have been focusing on. In addition, the supposed Deathrattle drawback of bouncing another of your creatures into your hand when it dies can be exploited positively with cards like SI:7 Agent and Earthen Ring Farseer, as well as Defias Ringleader if you get lucky.

However, I m sceptical that the Ambusher will be used in what s (by far) the most powerful Rogue deck: Miracle. Those players probably won't run this minion, as good as it might look, because it doesn't really fit what the deck is trying to do. In certain tweaked builds, like Curi's Semi-Miracle, it could find a place, but the tempo and board presence you lose from self-Sapping one of your dudes when the Anub'Ar dies might be enough to dissuade people from running it.

Overall, I think it's a bit weak in current lists, but it does have potential as a cornerstone for new Rogue decks, so we may see the emergence of some Midrange Rogue decks that really exploit this card's massive stats for full value.
Druid: Poison Seeds
Mana: 4
Crafting cost: 40
Class: Druid
Rarity: Common
Destroy all minions and summon 2/2 Treants to replace them.

Now here s a card that looks like a must play in most Druid decks. The Druid class has long struggled with hard removal, what with Naturalize being completely terrible due to the card draw for your opponent, so players have opted to run cards like Big Game Hunter and The Black Knight to help fill the gap. However, these are quite situational cards which your opponent can either play around, or they may simply be dead draws in match-ups without viable targets.

The Poison Seeds spell gives Druids an equivalent to the Paladin s Equality/Consecration combo. Yes, it leaves behind tokens, but you re probably removing far more than 2/2 per creature in value. As a 4-mana card, it can also be combo'd with something like Starfall or Bloodmage Thalnos plus Swipe for a complete board clear.

As a one-off, I think this card is a surefire inclusion in every Druid list. Two of the card would probably be overkill, though, since you re unlikely to ever need two total sweeps of the board as a Druid.
Hunter: Webspinner
Mana: 1
Attack: 1
Health: 1
Crafting cost: 40
Class: Hunter
Rarity: Common
Deathrattle: Draw a random Beast card.

This card is terrible, and it isn't obvious why due to the way the text is phrased. Webspinner upon dying does not draw a random Beast from your deck. It adds a random Beast to your deck, which you then draw. Effectively, you are playing with a 31 card deck with Webspinner in your list. However, this is grossly unpredictable and variable in value.

Webspinner might give you a Savannah Highmane, or it might give you a Captain's Parrot. It does have cycling potential with Starving Buzzard as such a cheap Beast, but Stonetusk Boar fills that niche very well, and Hunter already struggles with card choices. Adding a subpar, random card into the mix is not something I would personally do.
Paladin: Avenge
Mana: 1
Crafting cost: 40
Class: Paladin
Rarity: Common
Secret: When one of your minions dies, give a random friendly minion +3/+2.

This card is also terrible. It's actually very good statwise 3/2 for 1 mana is good value according to the stats versus mana vanilla test. However, Avenge is a Secret, which means it allows your opponent the opportunity to play around its effect. Yes, it has some nice Synergy with cards like Noble Sacrifice and, disgustingly enough, Secretkeeper.

However, is that enough to warrant a slot in a 30-card deck? Personally, I don't think so. It could be used to push the Aggro Paladin s Mana curve lower, but that deck is already very dubious in its construction. If Secrets could still activate on your own turn, this card would be very good. Unfortunately, that s no longer the case, so this has to go down as another kick in the Paladin s armoured pants.
Priest: Dark Cultist
Mana: 3
Attack: 3
Health: 4
Crafting cost: 40
Class: Priest
Rarity: Common
Deathrattle: Give a friendly minion +3 Health.

This card is rock solid, and a much needed boost for the most underplayed class in the game. Right now Priest has a significant problem with its early game. Priests effectively have no natural 2-drop, and their 3-drops are either Earthen Ring Farseer or Injured Blademaster. The latter relies on having Circle of Healing to combo off, while ERF is just a bit plain and underwhelming if you don t need the healing, as well as being easy to remove in the early game.

Dark Cultist is 3/4 worth of stats plus a very nice secondary effect. The Deathrattle health buff is a bonus, but the real beauty of the Dark Cultist is that he can trade 2-for-1 with every playable 2-drop and most 3-drops, while also being resistant to most early game removal spells (with the exception of Soulfire). It s a great card and I fully expect Priests to run two of them.
Warrior: Death's Bite
Mana: 4
Attack: 4
Durability: 2
Crafting cost: 40
Class: Warrior
Rarity: Common
Deathrattle: Deal 1 damage to all minions.

Oh hey, it's the Truesilver Champion during its Goth phase! And, like that card, this is also really goddamn good. Death s Bite likely takes the spot of Arcanite Reaper in Warrior lists that have more of a Control lean, effectively replacing Gorehowl or possibly Kor'Kron Elites. A minimum of eight points of amage for 4 mana is really good, and even more so with the Deathrattle adding further synergy to Warrior decks with it's host of Acolytes of Pain and Armorsmiths.

Death's Bite may cause some awkward hands or situations where you still have a Fiery War Axe charge but nothing to use it on while your hand contains two Death's Bites, but I don t think those scenarios will be enough to put Warriors off from running it. That extra damage from the Deathrattle should also be perfect for shutting down aggro decks. Oh, you wanted to visit the zoo? Sorry, it s closed. Forever.
Mage: Duplicate
Mana: 3
Crafting cost: 40
Class: Mage
Rarity: Common
Secret: When a friendly minion dies, put 2 copies of it into your hand.

On the subject of unplayability, we come to by far the worst of the class cards. Duplicate is atrociously bad for a number of reasons. Chief among them is that it's a Secret, which is inherently going to be played around, and will be very obvious when used since it's in essence a combo card. Players can recognize the combo based upon what you do with the rest of your mana.

The second reason is that it's stupidly slow. Since the copies have no discounted Mana cost, so you have to pay full price for them in addition to the 3 mana spent on Duplicate. Any deck which is using its mana in an efficient manner is going to out-tempo a deck running Duplicate, guaranteed. The card is cool in theory, but I don't think it will ever see play in Constructed.
Shaman: Reincarnate
Mana: 2
Crafting cost: 40
Class: Shaman
Rarity: Common
Destroy a minion, then return it to life with full Health.

Rebirth. Oh sorry, Reincarnate (as it s now going to be known, because lore), is a card I have mixed feelings about. I think it's the one that is most likely to be undervalued right now, given the information we have. It's certainly very combo-centric and firmly placed in the 'We goin' full Deathrattle' camp of deck building.

The question is whether Deathrattle decks will actually be viable. Shaman is certainly a nice place to fit the archetype, between Reincarnate and Ancestral Spirit they could squeeze a lot of value out of any minion with Deathrattle think of the extra value you might get from Cairne or Sylvanas and even more-so if you run Baron Rivendare with his Deathrattle doubling effect.

Will these decks be strong enough to compete with the established Midrange/Value Shaman lists though? I'm really not sure. I think we need to see more of the minions coming with Naxx to tell, but it would be nice if Shaman could run a successful deck that isn't as utterly boring as the current ones are.
Warlock: Voidcaller
Mana: 4
Attack: 3
Health: 4
Crafting cost: 40
Class: Warlock
Rarity: Common
Deathrattle: Put a random Demon from your hand into the battlefield.

Finally we come to Warlock, the class probably most plagued with unplayable and unsynergistic class cards. So how does Voidcaller fare with the likes of Felguard and Pit Lord? Very well actually. Voidcaller is certainly a playable card. Its stats aren't absolutely horrendous for a 4-drop, though they are on the lower end of acceptability, however its effect provides the real reason for running the card.

In a sense, Voidcaller is a tempo engine. You lose tempo on turn 4 by playing a second-rate 4-drop, however if he isn't silenced, you can have an insanely explosive turn 5 where you play a 5-drop and then have Voidcaller suicide to dig out of your hand a free Doomguard or an Infernal, bypassing their disadvantageous Battlecries. From there you ride the tempo wave to a quick turn 7/8 victory. I think Voidcaller single-handedly makes Midrange Demons a deck that is worth looking at. Hopefully one that catches on so that mulliganing vs. Warlock can be even more infuriating.

I hope you enjoyed reading my thoughts on the Naxxramas class cards, and that in the near future we can all actually play with them instead of sitting around and thinking on how we might play with them. Please hurry Blizzard. Please.
PC Gamer
steammachine

Sony is in an enviable position at the moment: it s claimed an early victory in the next-gen console wars, with sales of the PlayStation 4 edging ahead of its closest rival the Xbox One. Of course, gaming is a volatile industry and you just never know what s going to happen. Sony Worldwide Studios boss Scott Rohde agrees, admitting in an interview that the Steam Machine may compete in the same space one day, but that Valve has a lot of work to do to make this happen.
"The short answer is 'Maybe someday,'" Rohde said in an interview with Ars Technica, when asked whether the Steam Box will ever meaningfully compete with consoles. "It's not meant to be an arrogant statement. It's not something that we're saying, 'Oh yeah we're not worried about them.' I think we're always interested in anything that comes into this space because it's fascinating to all of us.
Rohde said the Steam Machine concept is interesting, but that it s still largely an unknown quantity. "It's in its infancy, we don't know exactly what it is, even, or when it will happen or what it will actually be. I guess they've settled on a controller. We're not even really sure. They've been bouncing around for a while."
He also insinuated that Valve may find trouble when it tries to ship hardware globally, given its software heritage. "It's not an easy trick to get global distribution on a piece of hardware," Rohde said. "That is something that Sony is extremely great at and has been for years." When reminded of the fact that Valve will work with hardware partners well-versed in this aspect of the business, Rohde made reference to the widely derided 3DO console.

Things are starting to happen: Alienware's box is due in time for the holiday system, though it'll ship without the components which are likely to come to define Steam Machines, namely the SteamOS its controller. The latter has been delayed until 2015 in order to make good on "a ton" of useful playtest feedback.
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