PC Gamer

Bundle Stars has leapt into the seasonal sale action with some Black Friday deals of its own, including an offer for a discount voucher that can be used for anything on the site.

The Supernova Sale may not be on the level of, say, the Steam Discovery Sale, but there are still some sweet deals on tap. The point-and-click adventure Memoria is 80 percent off, dropping it to $4; the expansive Darksiders Franchise Pack is 85 percent off, leaving it at $9; the strange Russian off-road driving sim Spintires is $18, a drop of 40 percent; and so it goes. Dozens of games are on sale, some reduced by as much as 90 percent.

The big hook, though, is Batman, specifically the Arkham Asylum Game of the Year Edition, the Arkham City GOTY Edition, Arkham Origins, and the Arkham Origins season pass, which can be had for $5 each. You can bump another 25 percent off that price by signing up for the Bundle Stars newsletter, which will net you a voucher applicable to all bundles and individuals games in the store.

[Update: As of this morning, the site contains a hidden Easter Egg that kicks the bonus discount up to 28 percent. Notice the gleaming star just above and to the left of the Supernova Sale logo? Click it and you'll find yourself in a battle against an old-school invasion from space. Beat the level and you'll get the higher discount, but be warned—it's tough!]

The Bundle Stars Supernova Sale is live now and runs through Sunday.

PC Gamer

Article by GB Burford

Every conversation I ve ever heard about gameplay and story usually ends with gameplay winning out. When we play video games, we want good gameplay. It s a requirement. You don t need a story worthy of the Western Canon for a game like Dark Souls or Serious Sam. They re great because of their gameplay: that bundle of mechanics, feedback, and level design that sets video games apart from other media. But what happens when a game with bad or mediocre gameplay comes along and gets praised as one of the best video games ever made?

Bioshock is one such game. It s a classic. It s so well-liked that a sequel with different characters, gameplay, and setting was hugely anticipated and hyped to the moon and back. But… if you talk to most people about Bioshock today, they ll probably tell you that the gameplay wasn t that great. It wasn't what kept them playing. So why is Bioshock routinely cited as one of the greatest games of all time?

I think it s all about vulnerability. Conventional wisdom dictates that shooters are about empowerment, about players being the toughest guy in the room, but Bioshock was never a particularly good shooter, and it certainly didn t empower the player. Bioshock stuck with us because it made us vulnerable, not powerful.

Bad shootbangs

"Gameplay" can cover a lot of ground, but for Bioshock, it primarily means shooting. And when you have to use the omnipresent gun in your hand in Bioshock, the gameplay falters.

In a good shooter, enemies are diverse and fun to fight. They respond to being shot. They move around the map, encouraging you to do the same. Likewise, a good shooter has guns that sound and feel good to use. A huge number of factors influence gun feel, from how guns affect enemies (by making them stumble, for instance), to how they sound, to how they re animated. Bioshock s gunplay didn t live up to these standards.

Likewise, Bioshock s plasmids weren t as diverse or interesting as they could have been—many of them were merely the same element reskinned with slight, mostly meaningless differences. Good gunplay is like a roller coaster—the more varied the experience, the better it is. In order to have fun, players need to experience both tension and triumph. Without a proper balance between the two, the game becomes flat. A flat roller coaster isn t all that fun to ride, is it? At some point, it just becomes a really crappy train, and who wants to ride that?

It s not like Bioshock was all bad ideas, of course. Setting up arenas before fighting a Big Daddy was cool, as was turning turrets and security bots to your side. Crafting ammunition types with unique strengths or weaknesses was always a delight. But the vita chamber system robbed the player of vulnerability set up in the game s more successful mechanics. Shoot someone in the face, die, respawn, and now you ve got fewer enemies to deal with. With them, there s no risk or reward in Bioshock s combat: just keep chipping away at your foes until they re dead; your victory is as inevitable as nightfall. Vita chambers flatten the roller coaster; without vulnerability, the risk and reward that makes combat engaging is lost, but that s not all.

Turn them off, though, and Bioshock s combat falls in line with the game s quieter, more powerful moments, that window of gameplay that didn't involve shooting splicers. Suddenly, we re not completely safe.

The power of vulnerability

We loved Bioshock because it was tense—because we were vulnerable. It s that initial climb on the roller coaster. We know what s coming, we can see it up ahead, part of us dreading it and the other part impatiently waiting... and then it hits, time slows for an instant, and we rush downward in one thrilling moment. Vulnerability gives way to catharsis.

If we look back to classic shooters, the idea of vulnerability pops up a lot. From Half-Life to Aliens vs Predator, a lonely, vulnerable player overcoming the odds is a standard experience. By 2007, shooters had moved away from this, focusing more on a more heroic, unstoppable player.

But Bioshock was different. Bioshock was the spiritual sequel to System Shock 2.

Like Bioshock, System Shock 2 s combat was less than inspiring, but the game succeeded because of its emphasis on player vulnerability. It was a game about being a lone hacker facing off the mutant crew of a dying spaceship. System Shock 2 was tense and thrilling, a game well worth revisiting even now. Yes, it had shooting, but System Shock 2 wasn t a shooter. It was more of a sci-fi horror simulator.

When you beat a Big Daddy, you feel a rush because you just overcame the odds. You just did the impossible.

Both of these games thrived on vulnerability. It wasn t so much about shooting people as it was about being there, in the moment. Up until the would you kindly moment, Bioshock presented a world that still felt real, where you were just a guy with a wrench trying to survive against superpowered maniacs and walking tanks with father complexes.

Killing a Big Daddy is fun because Big Daddies are hard to kill. You ve got to set up traps, distract them with splicers, hack turrets to gain additional support, and make sure you ve got enough supplies to see an encounter through. It s the cars slowly rising up the hill, readying for the apex. Attacking the Big Daddy is like cresting the hill and rushing down it, a moment of furious ecstasy. When you beat a Big Daddy, you feel a rush because you just overcame the odds. You just did the impossible.

So, how do you create vulnerability?

The ingredients of vulnerability

A a designer, you should want your players to go:  I don t know if I can make this,

Followed by:  But I m going to try,

Which leads to  Wow, I made it! I feel great!

Half-Life, for instance, shows you the tentacle monster and how scary it is, encourages you to get past it, and climaxes with this awesome moment where you torch it with a rocket engine.

Being alone is a great way to craft vulnerability. Think about how much scarier Predator is when there s no one to watch Arnold s back. He s out there, on his own, fighting this alien thing. The ultimate action hero, utterly outgunned.

Bioshock established vulnerability in a number of ways. The game s levels were dark, which is always nice and scary. Rapture was unfamiliar, and ominous signs and creepy sounds gave it a terrific ambiance. The splicers made Rapture feel like a city occupied by thousands of super-powered Jack Torrances. Much of the sense of vulnerability in Bioshock stemmed directly from its ambiance.

The open maps and planning-focused gameplay encouraged a cautious approach, especially where the tough and quick Big Daddies were concerned. The inventory system furthered the sense of vulnerability—Bioshock required scouring the environment for supplies, which meant that players could worry about not having enough of the right thing. In a game like Call of Duty, there's always ammunition to pick up; with Bioshock, there's a constant risk of running out. Ammunition types pushed this tension even further, introducing players to the worry that they might have plenty of ammo, but not the right type.

Bioshock used a bunch of little tensions to create one big sense of vulnerability. It sounded, looked, and felt threatening, and as a result, when we overcame a Big Daddy or a particularly nasty gaggle of splicers, we felt good about it. Modern shooters are focused on providing that sense of victory nonstop, but doing that robs victory of any meaning. With vulnerability, Bioshock gave its victories impact.

Consider Bioshock 2, a game which made the player a tough Big Daddy. Bioshock 2 improved on the combat, treated Rapture as if it was familiar, streamlined the world through linear progression, and removed the crafting and ammunition systems. It didn t stick with us quite as much, despite having a really well-written story, clever call-backs and responses to the choices in Bioshock. Bioshock 2 could be seen as a better shooter, even a better game than Bioshock, but because players weren t as vulnerable, their victories didn t matter quite so much.

It was always about vulnerability, and Infinite never made players feel vulnerable. 1999 Mode makes weak players, not vulnerable ones.

Then along comes Bioshock Infinite, which streamlines things even further. It gave us a new world to explore, which was a plus, and initial reception was immediately positive, but in the months after its release, players began expressing their displeasure. Bioshock Infinite hadn t learned the lessons of System Shock 2 and Bioshock. Rather than putting us in a new world, it merely showed it to us, keeping us at arms length.

It s why I think Irrational s attempt at 1999 Mode in Bioshock Infinite was so misguided. The 1999 seems to reference System Shock 2, but Infinite doesn t feel like System Shock 2 or even Bioshock. Those games make us feel vulnerable in order to give us a sense of triumph. Irrational seemed to think that the complaints that Bioshock had been dumbed down related to difficulty, but it s not about that. 1999 Mode makes weak players, not vulnerable. Vulnerability gives players long stretches where they worry about dying; it s the feeling you get when you re holding onto a rope that s fraying. Weakness is what you feel when you die a lot, as you re likely to do in 1999 Mode, given that your character has the constitution of wet tissue paper.

Rapture eternal

Victory has to feel earned rather than be an expected outcome. For shooters, providing players with a sense of vulnerability means that victories matter. Vulnerability adds weight and meaning to victory. A big flaw in recent shooter design has been the push towards power fantasy. Players become a Steven Seagal character, walking into a room, wrecking their foes with little thought or concern. Players have a lot more fun when they re playing as Bruce Willis in Die Hard or Arnold Schwarzenegger in Predator. As players, we need the thrill that comes with earning our victories. We need to feel like what we did mattered.

When we walk away from an experience, what we have is the memory of the emotional roller coaster ride we went on. What sticks with us is how we felt about the game we played. For a game like Bioshock, vulnerability was a vital component, and Irrational built atop it as Rapture s unnerving foundation. I walked into rooms worrying about whether I had enough items to survive. I left them feeling like a champion. It was a journey I took, one I made happen.

That, more than gunplay or story, is what sticks with us. It s why we call Bioshock one of the best games ever made. We made memories down below the waves of Irrational s virtual ocean. In making us vulnerable, Irrational gave us a world.

PC Gamer

One of the best things about BioWare RPGs, going all the way back to the original Baldur's Gate, is the interaction between NPCs in your party. They flirt, they fight, and they talk, talk, talk, which is why some Dragon Age: Inquisition players found it odd that their companions were so very quiet, sometimes going hours at a time without speaking. Turns out, it's a bug.

Reports of the strange silence, as noted by Reddit, started popping up a couple of days ago. When it became clear that something was amiss, BioWare asked PC players afflicted by the bug who are 60-70 hours into the game to submit save files so it could analyze the problem. In an update posted today, however, it said that it has sufficient saves for now.

It would seem that one of the reasons it's taken so long for the issue to come to light is simply that players didn't realize it was a problem at all. It doesn't appear to affect the game in any other meaningful way—you can still play through from start to finish—but party members just don't talk, even though there should be some kind of interaction happening every 10-20 minutes. And if you're missing the party banter in a BioWare RPG, you're missing out on a lot.

At last report, BioWare said it's "getting somewhere" in correcting the problem, and asked anyone affected by it to post a report in this EA forum thread.

PC Gamer

GMG Presents a veritable spectrum of great deals over the next 5 days guaranteed to set you up for Thanksgiving, Christmas and beyond. Green Thursday kicks off today, but hurry, these offers are valid for just 24 hours only, so snap them up while you can!

With horror classics like the Evil Within to spanking shooters like Wolfenstein and strategy RPGs like Wasteland 2, there s all manner of fantastic deals, no matter what kind of games you love.

Green Thursday Goodies

The Evil Within (PC digital) 66% off

Wolfenstein: The New Order (PC digital) 66% off

Lords of the Fallen Deluxe Edition (PC digital) 25% off

Wasteland 2 Deluxe (PC digital) 25% off

With many more great 24 hour deals available...

Daily Deals

Grab those daily deals while they last and make your friends Green Man Gaming with envy with over 400 titles at up to 90% off. Featuring blazing AAA deals per day from top publishers including Warner, SEGA, Bethesda, Capcom, and SquareEnix. Tempted yet? Check out some of these amazing deals:

75% off Batman Arkham Origins

75% off The Walking Dead

25% off Bastion

50% off Alien Isolation

75% off Skyrim: The Elder Scrolls

75% off Murdered: Soul Suspect

75% off Company of Heroes

75% off Tomb Raider Game of the Year Edition

There ll also be fabulous franchise deals changing every 24 hours so keep checking in as we add in more incredible deals which will be updated on the Green Thursday page on a daily basis. We also welcome you to this week's Playfire rewards bulletin for yet more opportunities to play your way to cheaper games.

Sign up to Playfire and link your Steam account to earn GMG credit, vouchers and other great incentives to keep your habit alive. How good is that!

There will be new special Playfire Rewards over the entire weekend. Sorry, No spoilers on these deals but keep an eye on Playfire Rewards where you ll find details as soon as they re announced.

That s it for this week, happy Green Thursday, Black Friday and Blue Monday and we ll see you next week!

Path of Exile

Grinding Gear has detailed the next content patch for their free-to-play ARPG, Path of Exiles. It contains words like, "Torment" and "Bloodlines," which is how you know the game isn't being plunged into a month-long peace-treaty. Instead, PvP is getting an overhaul, and new challenge leagues are being introduced.

A new video gives an overview of the Bloodlines Challenge:

In addition to Bloodlines, which synergises power between magic monsters, there is also a Torment Challenge. In it, your game will be haunted by loot-carrying spirits who can imbue nearby enemies with additional buffs.

Also on the cards are some big changes to the PvP game. "A major focus of this Content Update is to overhaul Path of Exile's PvP systems and introduce formal competitive events," writes Grinding Gear. "As we've learned from our successful racing scene, having prizes and news coverage of competitive play is critical. In addition to introducing seasons of tournaments, we've performed a lot of PvP-specific rebalancing that doesn't affect the regular game."

You can see a full run-down of the patch, which is due out on 12 December, over at the game's official site.

PC Gamer
PC Gamer

Blizzard has showcased the new look of the soon-to-be-upgraded Blood Elf. Which is a little awkward, really, given that many of the other character models are already in the game as part of the now-released Warlords of Draenor.

"We re aware that it s not ideal to see a mix of older player character models next to newer player character models," admits the Blizzard blog post, "especially when you happen to be a player of the Blood Elf variety."

Blizzard says that, while they don't have an exact ETA for the Blood Elf upgrade to go live, they hope they'll be able to wrap up the last remaining steps quickly.

In the meantime, here's what you can look forward to seeing:

"The Horde has classically been about brutes, blood, and thunder," writes senior artist Dusty Nolting. "The Blood Elves bring a bit of subtlety to the Horde, and I think that was one of the most important aspects of the Blood Elves to maintain. For the female specifically, something we did often was move things around in small but deliberate increments, to make sure everything was just right. It s the delicate details like her nose shape or fingertips that represent the most challenging parts of upgrading the female."

"The male Blood Elf already has a lot of character with his easily recognizable pose and stylish hair," writes senior artist Joe Keller. "Our update just gives us a chance to define and focus on that. His anatomy, facial features, and hair will all get an update while still maintaining his iconic look, bringing him to the level of the other new character models."

Dreamfall Chapters

Here are some concepts referred to in this trailer for Dreamfall Chapters: 1) The Undreaming, 2) The Storytime, 3) The Thief of Dreams. Not the most accessible of introductions to the series then, but one that should nevertheless whet fans' appetites for the release of Book Two: Rebels.

Dreamfall Chapters is the follow up to Dreamfall: The Longest Journey, which was itself a follow up to The Longest Journey. According to the trailer, the second release in this new episodic adventure is "coming soon".

Previously, Richard Cobbett wrote about the success of Chapters' cyberpunk world, as part of his Critical Paths series.

PC Gamer

As PC gamers, we've all heard of drivers and firmware. We know what they re for. But do we really know what they do? The firmware for your gaming mouse, much like the firmware for your smartphone or the drivers for your graphics card, is a bit of a black box. We don t know exactly what it s doing, but we know it s important. This is true of the firmware for any piece of technology, but it s especially true for mice.

Here s something you may not know about gaming mice—many of them use the exact same sensors, even when they support different DPI levels. The Roccat Kone Pure Optical can go up to 4000 DPI. The Zowie AM can go up to 2300 DPI. Both mice use the same Avago ADNS 3090 sensor. The difference is in the firmware—how the designers of each mouse process the data that the sensor is producing. Many gaming mice have actually been using the same small pool of sensors for years, but offering higher DPI settings by outfitting the sensor with newer firmware. And that s not necessarily a good thing, since those sensors are often being pushed beyond their intended limits, which can impact performance at higher DPI settings and tracking speeds.

Still, understanding exactly what firmware is, and what it s doing, is pretty confusing. It sounds like a magical bit of code that simply makes a mouse work. Of course, firmware s not actually magic. When I visited Logitech s headquarters in Switzerland, I took the opportunity to ask senior product manager Chris Pate about how they develop mouse firmware, and what it s actually doing to make your mouse turn swipes and clicks into headshots.

The basics of mouse firmware and microcontrollers

So, again: what is firmware, exactly? Firmware is just software that s embedded in a product, said Pate. Just like your phone or your router for your Internet connection, firmware is just a software package that tells the hardware how to work. It s embedded in the device.

Because firmware is embedded in a specific device, it differs a bit from a device driver. Mouse firmware runs on the mouse itself. Video card drivers, on the other hand, run in your OS, and tell software how to talk to the video card hardware.

It s different than, like, an application or a driver, which is basically just a piece of software that allows the hardware to talk to the operating system. Firmware s just low level code that tells the device how to work.

How does firmware tell a piece of hardware how to work? In the case of gaming mice, firmware serves a few purposes. Gaming mice use microprocessors to process the data produced by the sensor, and send that data to your PC. Those microprocessors are also responsible for other tasks, like storing and playing back macros and button binds and controlling lighting. Firmware tells those microprocessors what to do.

Logitech s recent gaming mice use 32-bit ARM microcontrollers to handle that processing. Older, simpler, and cheaper gaming mice used much less powerful processors. That means today s mouse firmware is dramatically more complex than the firmware found in, say, the MX518.

Maxime Marini, Logitech s senior director of engineering, offered some detail. When I started doing mice, writing firmware 20 years ago, we were maybe making 1000 lines of code, he said. Now, you know, some have 10,000, 20,000 kilobytes of code, or even more. Really huge implementation, so the probability of having issues becomes bigger. So you need to stress them.

That complexity is part of the reason gaming mice, and other devices like smartphones, often get firmware updates. When there are thousands of lines of codes, bugs are harder to find. Chris Pate pointed out that those more advanced processors actually simplify modern mouse firmware in some ways, though.

We ve gone from 8-bit OTP microcontrollers to 32-bit ARM processors, said Pate. We have much more capability on the product itself now than we used to. The nice thing about using the ARM processors the way we do, is it allows us to more easily port them from device to device so we don t have to write custom code for every single mouse. Once we ve developed the base code for a mouse and a keyboard, it becomes more straightforward to make the next product with that as a baseline and we understand how it works and we don t have to totally redefine the spec and do new stuff every single time. It makes things go faster and makes them more reliable.

Pate said that many Logitech products never need firmware updates. Some receive firmware updates to add functionality. The G502 got a simple firmware update to allow its LED to pulse, instead of simply be fully illuminated or disabled. The G402, on the other hand, got a firmware update to improve performance.

With the Hyperion Fury, when we released it, we had optimized the Fusion Engine around the X axis because that s where we find that most people do the highest speed tracking, Pate said. If you re unfamiliar with the Fusion Engine, it s the system Logitech developed to pair a mouse sensor with an accelerometer, which allows the mouse to accurately track at movement speeds of 500 inches per second. Which is faster than you ll ever actually move the mouse. Some people found that if you push it on the Y axis, you could get it to fail earlier than it can on the X axis. It doesn t change the way people actually use the product. It s not a critical gaming update. But we did change the firmware to allow identical maximum tracking on both axes.

The Fusion Engine, which uses a complex algorithm to hand off tracking from the sensor to the accelerometer when it hits a certain speed threshold, wouldn t be possible without the processing muscle of a 32-bit ARM processor. It was also a unique case, where Logitech could improve the mouse s performance on one axis by modifying how the code was processed. Conventionally, to improve gaming mouse performance, there s a special part of the firmware you have to change: the SROM.

SROM: the brain of your gaming mouse

Secure read-only memory, or an SROM, is basically parameters that the sensor uses to define how it works, said Pate. The sensor is a piece of silicon or silicium, a wafer that s been baked. You can t change it. All those transistors are where they are. It s done. But it has parameters that can be adjusted. The SROM is basically firmware for the sensor specifically. You can change how it drives the light, how the framerate works, its sensitivity to certain things, and you can do that by modifying the SROM. The SROM is not always flashable, though Pate said Logitech always tries to make sure its SROMs can be modified to correct unforeseen issues.

If there s any single most important element of the mouse firmware, it s the SROM. You could call the SROM the brain; the rest of the firmware package is the nervous system that supports it. Here s an even more in-depth explanation, courtesy of Overclock.net poster wo1fwood s exhaustive Guide to Mouse Technology:

Secure read-only memory, or SROM is a class of storage medium that contains and distributes the firmware files of the mouse. These firmwares are an ASCII text file with each 2-characterbyte (hexadecimal representation) on a single line. The mouse's SROM is commonly stored on the MCU (Avago sensors operate in this manner, though not all sensors/mice have to) and internally controls how the sensor operates (what registers can be accessed or written to, how much CPI and how many CPI steps are used, how angle snapping functions where applicable, etc...). Each time the mouse is connected to a power source, the SROM is loaded into the sensor (through the SPI if externally housed).

Mouse firmware can never correct or repair fundamental hardware errors. Not all mouse sensors return flawless tracking data. They have limitations like maximum tracking speed—how many inches per second you can move the mouse before it stops accurately tracking. Firmware can t fix a damaged lense, or stop a mouse button from double-clicking if its mechanical switch is malfunctioning. But flashing an SROM can significantly improve the performance of a mouse sensor by changing how that sensor behaves.

Pate gave an example. With the G500S, we released a firmware update that reduced the latency of the cursor response by changing the SROM to a later version, he said. We could make the cursor response be much more snappy and feel better.

Other mouse makers have released similar fixes. Cooler Master, for example, has released multiple firmware updates to the CM Storm Spawn, tweaking sensor performance to lower lift-off distance and reduce latency. Sensor manufacturers will also update the SROMs for their sensors as they continue R&D, and those updates will sometimes be handed off to mice companies, and then make their way to already-released mice through a firmware update.

It s possible for SROM updates to have a negative impact, of course. For example, here Steelseries talks about how an SROM update from the sensor manufacturer caused a performance bug in the Steelseries Rival. They identified the issue and worked on another SROM update to solve the issue. Used properly, SROM firmware updates allow mouse companies to fix issues users discover after release.

That s the essence of what firmware is, what it does, and why it s so important. Firmware is comprised of thousands, tens of thousands, of lines of code. It controls the little things, like cycling the RGB lighting of your mouse and storing macro commands. And firmware controls the core functionality of the mouse—the DPI range of the sensor, how fast it can track, its lift-off distance, and everything else. Physical mouse design is only half the equation—without smart engineers and programmers writing the software that tells the mouse how to work, it s more or less an overpriced hunk of plastic.

PC Gamer

Nothing warms my cold barren heart like a silky smooth, old school arena shooter. Developed by Australian studio Turbo Pixel Studios, Reflex was originally on Kickstarter but the campaign was abruptly cancelled last month. Now, it's popped up on Early Access, which is great news because it means you're able to play it right now.

The current version is very much a prototype," the studio writes on the Reflex Steam page. "We have a start on solid feeling gameplay, and a proof of concept shown." Currently the game has a playable multiplayer component as well as a map editor, replay editor and three game modes. The game has no firm release schedule, with the studio opting for a release-when-it's-done approach.

Here's the original Kickstarter trailer to whet your appetite. The game is available with a 10 per cent discount until December 2.

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