The Talos Principle

If you dig the idea of The Talos Principle but don't really have a solid handle on what it's actually all about, the "Public Test" release that hit Steam today might be just what you need. It features four complete puzzle levels of increasing difficulty plus a benchmark tool, and it's completely free.

The idea is to provide stress and compatibility testing prior to the full release of The Talos Principle, but it should also help gamers decide whether or not this is the sort of thing they want to throw their money at. Given the relative vagueness of the premise, after all, this really is a game that's well-served by a demo.

Believe it or not, the artificial intelligence referred to in the trailer is actually a real thing. The game underwent roughly 15,000 hours of playtesting at the virtual hands of a bot, which the studio created and used to check for flaws in level designs that could make them impossible to complete. The bot watches a human complete a level once, then uses the logic of the solution to work through changes in level geometry, obstacles, and placement of puzzle objects.

"The bot replicates the gameplay played by human and uses game mechanics to solve puzzles, just like a human player would. When the bot notices a problem, it automatically reports a bug using our in-game bug reporting system, then uses cheats to move on and continues testing further," Croteam Chief Technology Officer Alen Ladavac told VentureBeat. "Thus, in one 'playthrough,' the bot can report several possibly game-breaking bugs and give us a report of overall health of the game as it is in that moment."

The Talos Principle public test is available now from Steam. The full version The Talos Principle, which will include more than 120 puzzles in total, comes out on December 11.

PC Gamer
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What is it: First/third-person farming simulator Play it on: Dual-core CPU, 4GB RAM, Nvidia GTX 500 series GPU  Reviewed on: Windows 7, Intel Core 2 Quad 9450, 8GB RAM, Nvidia GTX 570 Alternatively: Euro Truck Simulator 2 (85%) Copy protection: Steam Price: $30/ 25 Release date: Out now Publisher: Focus Home Interactive Developer: Giants Software Multiplayer: 1-16 player online co-op Link: Official site

It wasn't long after I started playing Farming Simulator 15 that my eyes began to glaze over. It s not because of the subject matter, which at its best I actually found oddly relaxing as I cultivated, sowed, and harvested my fields, up one row and down the other, with nothing but my thoughts and the diesel roar of my Deutz-Fahr to keep me company. The trouble is that underneath, it's not really much of a simulation at all. It's just tractor porn.

I was initially enthusiastic about Farming Simulator 15 because of the obvious effort that went into creating its undeniably impressive array of agricultural machinery. Tractors and attachments look fantastic, with switches, knobs, and buttons all where they should be, plus flashing lights, augers that move realistically, and even caked-on dirt that looks right.

But far less attention to detail has been paid to the rest of the game. Even though I opted to play in the US, for instance, my earnings were measured in euros, not dollars; posted speed limits were 55, yet the speedometers in my tractors measured KM/H, not MPH. No effort to actually "Americanize" the setting was made beyond slapping red, white, and blue on just about everything within eyesight. [Correction: It is possible to change measurements, though this oversight has little bearing on the review's conclusion.]

That superficiality goes all the way down. The physics are a joke—roaring over and off of rocky outcroppings reminded me of driving the Mako in Mass Effect—and I moved ghost-like through fully-grown fields, bushes, and even pedestrians, none of which registered any trace of my passing. Yet wooden fences and clotheslines stopped me as fast and as dead as if I'd hit the ground after jumping out of a plane. With some effort, I managed to overturn my tractor, only to learn that there's no option for getting it upright aside from hopping into another tractor—fortunately, I had several—and smashing it around until it bounces back up on its wheels.

The time acceleration mechanic is especially bizarre. Farming Simulator 15 will run at up to 120 times normal speed, but the setting affects only the passage of game time, and not the real speed at which anything moves or gets done. At normal speed, I completed a single cultivator pass through a small field in less than one minute; at 120 times normal, that exact same pass took two hours and 50 minutes of game time. I thought it might be different if I left the job to a hired hand, the game's way of automating jobs, but it was exactly the same: Accelerated time passes by much more quickly, but the world crawls along at an unchanged rate.

Mowing lawns

Farming Simulator 15 is a very unguided game. I began with several tractors, basic implements, and a field of wheat waiting to be harvested. But once that was done, I was entirely on my own, a situation not helped by the largely uninformative tutorial and a brief instruction manual that explains the basic mechanics but little else.

Commodity prices fluctuate based upon supply, but while arrows beside each commodity type indicate whether its price is up, down, or stable, there's no record of past prices, sales, or anything that makes the game feel like something coherent is happening under the hood. Not that it really matters anyway, thanks to the ridiculously generous side missions: I made nearly 20,000 euros in a single day by completing three grass-cutting jobs. Worse, I was given the same yard to cut, every single time.

And as pretty as the tractors are, everything else looks like it could have come out of Farming Sim 2012. Textures are flat, the draw distances are terrible, clipping errors abound, and virtually the entire world is non-interactive. People shamble around aimlessly, like zombies, with dead eyes and expressionless faces, and even the shop where I bought all my swanky new equipment was utterly empty: My purchases simply appeared, like magic, in the parking lot. It's actually kind of creepy.

The sad part is that I actually enjoyed the farming. Keeping my rows straight(ish), pulling loads of canola and corn in my beat-up old Hurlimann, and not really having to think too much about anything. I spent the better part of an hour one night just hauling corn from the field to my silo, watching the harvester trundle up and down the field under the light of the moon. I wasn't even really playing the game. The PC was doing most of the work, and yet it was the closest I ever came to feeling like I was on a farm. Then the field was done, the harvester came to an idling halt, and my hired hand disappeared without a word. And with nothing else to do, I swapped tractors, hired someone else to plow the field, and went off into the night to see if anyone needed their grass cut.

PC Gamer

Having found success with Shadowrun Returns and its follow-up, Shadowrun: Dragonfall, developer Harebrained Schemes is moving on to something completely different: an action-focused roguelike called Necropolis. The hook is that its combat is based on timing and animation rather than straight-up numbers, and the dungeon is designed to shift and change as you play.

The setup is about as complex as most roguelikes, albeit with a slight twist. The powerful mage Abraxis created and then withdrew into a great underground labyrinth. But unlike most deep, dark tombs, this one actually welcomes adventurers, so that the malevolent intelligence within can kill them and use their spirits and reanimated corpses to power its traps and patrol its corridors.

Combat will take place from the third-person perspective, and is intended to require effective timing and combos rather than stats and button-mashing. The dungeon layout itself will change with every playthrough, which is fairly standard stuff for a roguelike, but will also shift during play. Monsters will "interrelate" with one another, something players will be able to exploit to their benefit, and of course there will be potions, magical books, and other dungeon-appropriate bric-a-brac to collect.

The art style looks pretty fantastic, although I'm a little less enthusiastic about the promise of "self-aware dark comedy," delivered by way of "a liberal sprinkling of dark humor, playing specifically on the tropes of early 1980s D&D." But it's obviously way too early in the process to judge that or any other aspect of the game, which isn't expected to be ready until sometime in 2016, and very minor trepidation about potential un-funniness notwithstanding, I do like what I've seen so far. See it for yourself at Necropolisgame.com. (And enjoy a couple of screens below.)

The Crew™

Ubisoft's racing MMO The Crew comes out on December 2, and today the publisher announced to absolutely nobody's surprise that a season pass will be up for grabs as well. The pass will include early access to four DLC car packs, a pair of exclusive supercars, tuning kits, and other extra content.

Each of the four DLC car packs in the season pass will offer three cars, grouped together in a particular theme: The Extreme Car Pack in January 2015, the Speed Car Pack in February, the Vintage Car Pack in March, and the Raid Car Pack in April. The release of each car pack will also see the addition of theme-related missions and new PvP modes that will be available to all players, free of charge.

Also included with the season pass is exclusive launch-day access to the McLaren 12C and Ferrari 458 Speciale, 23 tuning kits for the vehicles in the car packs, all official paint jobs and rims for each car, and an exclusive sticker for new car pack.

The car packs will be purchasable for $7 each, while the season pass will cost $25 for everything and offer access to the new content a week earlier than everyone else. The season pass will also be included in The Crew Gold Edition. Full details are up on the Ubiblog.

Far Cry® 4

Ubisoft has released the Far Cry 4 system requirements, along with a sexy new trailer detailing all the fancy four-letter acronyms that will make the game look especially swanky on high-end rigs.

As revealed today on the Ubiblog:

Minimum:

  • Supported OS: Windows 7 SP1, Windows 8/8.1 (64-bit versions only)
  • Processor: Intel Core i5-750 @ 2.6 GHz or AMD Phenom II X4 955 @ 3.2 GHz
  • Memory: 4GB
  • Video Card: Nvidia GeForce GTX 460 or AMD Radeon HD5850 (1GB VRAM)
  • Direct X: Version 11
  • Hard Drive: 30 GB available space
  • Sound Card: DirectX 9.0c compatible sound card with latest drivers

Optimal:

  • Supported OS: MS Windows 7 SP1, MS Windows 8/8.1 (64-bit versions only)
  • Processor: Intel Core i5-2400S @ 2.5 GHz or AMD FX-8350 @ 4.0 GHz or better
  • Memory: 8GB
  • Video Card: Nvidia GeForce GTX 680 or AMD Radeon R9 290X or better (2GB VRAM)
  • Direct X: Version 11
  • Hard Drive: 30 GB available space
  • Sound Card: DirectX 9.0c compatible sound card with latest drivers

For those of you on the upper end of the scale, the new Nvidia trailer gives you an idea of what you have to look forward to: PCSS, HBAO+, TXAA, hairworks, godrays, and brief explanations of what it all means. Far Cry 4 may not be a revolutionary leap beyond its predecessors, but if you've got the hardware to handle it, I expect it'll look pretty.

And in case you missed it, Ubisoft also announced today that for unspecified reasons (but that likely have to do with money), Far Cry 4, along with The Crew and Assassin's Creed: Unity, will not be released on Steam in the UK. Far Cry 4 comes out on November 18.

PC Gamer
PC Gamer

By the time you read this Tim and Evan will, quite literally, be on the road to Blizzcon. There they expect to find news on what s next for all Blizzard's major series, including a new Hearthstone card set, the next Starcraft II expansion, and, ssssh, maybe even an entirely new game. 

The event runs across Friday 7 and Saturday 8 November, and we ll be reporting back on those happenings, plus much more, starting from tomorrow. In the meantime, why not watch this video previewing what else we re hoping for from the event? 

We'll be joined at the event by Tom from the UK team, who's currently in the actual air, (godspeed, online prince), and hopefully some of you fine people. So if you are going to BlizzCon, do grab us (not literally) and say hi. We also respond to the universal murloc greeting: "mrghglghglghghgg".

PC Gamer

Tom and I recently played the first few hours of Dragon Age: Inquisition. Soon after, we locked ourselves into a small room to talk about combat, quests and bewildering lore. This is that chat.

Elsewhere on the site, Tim was more positive about the game's opening. You can read his impressions here, and his interview with executive producer Mark Darrah here.

Dragon Age: Inquisition is due out 18 November. Expect our full review next week.

PC Gamer

Dragon Age: Inquisition multiplayer producers Scylla Costa and Billy Buskell will be showing off the game on BioWare's Twitch channel today, demonstrating some tips and tricks, and taking questions from viewers.

The livestream will feature three multiplayer maps—Elven Ruins, Orlesian Chateau, and Tevinter Ruins—and demonstrate progression on the three beginning multiplayer characters: Legionnaire, Keeper, and Archer. Ability trees, chest, and crafting will also be examined.

Watch live video from BioWare on www.twitch.tv

The fun begins at 10 am PST (that's 1 pm EST) at twitch.tv/bioware. Dragon Age: Inquisition comes out on November 18.

PC Gamer

CD Projekt Red has announced plans to release 16 pieces of DLC for The Witcher 3: Wild Hunt, all of which it will be free to owners of the game. They'll be put out in batches beginning on February 25, the day after the game comes out, and the first set will include—wait for it—horse armor.

CD Projekt has made a name for itself as much for its "pro-gamer" attitudes as for the outstanding Witcher RPG franchise, and that appears to be the motivation behind the freebie DLC. "As gamers, we nowadays have to hold on tight to our wallets, as surprisingly right after release, lots of tiny pieces of tempting content materialize with a steep price tag attached," joint CEO Marcin Iwi ski wrote in the announcement at TheWitcher.com. "Haven t we just paid a lot of cash for a brand new game?"

The DLC will be free to anyone who owns the game, regardless of platform, preorder, or whether or not it's a special edition. "If you own a copy of Wild Hunt, they re yours," Iwi ski wrote. "This is our way of saying thank you for buying our game."

The initial release will include a "Beard and Hairstyle Set" for Geralt, the game's central character, and the "Temerian Armor Set," featuring the aforementioned horse armor; an additional quest and "alternative look" for the character of Yennefer will make up the second release. The DLC packs will come out on a weekly basis, two at a time.

It's clearly not going to be major, world-changing stuff, but it's free, and that's pretty cool. The Witcher 3: Wild Hunt comes out on February 24, 2015.

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