THE HIGHS
Samuel Roberts: Fallout 4 is hereThis was a week full of highs for PC gaming, but it wasn t hard to pick mine. The announcement of Fallout 4 represents something I ve been waiting for for years. There s no series or developer I get more excited about than Fallout and Bethesda Games Studios, other than perhaps Rockstar s open world games, and the trailer for Fallout 4 did not disappoint me. It heavily suggested a more varied artistic direction to its (probable) Boston setting, along with bigger, more detailed locales. The piano version of the theme that plays at the end gave me shivers. There was a dog.
I can t think of anything more exciting than exploring another one of those 3D post-apocalyptic worlds, where somehow the destroyed remains of mankind have their own grim beauty. That s Bethesda s Fallout to me—great sci-fi stories in the most impressive of open worlds. And, almost certainly, body parts flying everywhere, and eccentric robots.
Andy Kelly: Witching hourI m knee-deep in The Witcher 3 and loving it. I didn t like the first two games at all, but this one s claws are firmly in me. I think the trick is that I m pretty much ignoring the main quest and playing the game like a wandering samurai. Riding from village to village, helping people with their problems, collecting the reward, then drifting away.
It has me dreaming of a game with the same structure set in feudal Japan. A ronin simulator. How amazing would that be? But I m content enough in this world of witchers, crones, and botchlings. I m starting to care about the main quest a little more than when I started, but my real motivation isn t finding Ciri—it s seeing what crazy-ass fantasy thing likes around the next swamp, field, or mountain.
If, like me, you didn t get on with the earlier games in the series, consider giving this one a go. You might be surprised. It also reminds me a lot of Red Dead Redemption, and will probably be the closest thing we get to that on PC—at least until Rockstar announce a sequel.
Phil Savage: Xcom 2 is here, tooBlimey, what a week! Sam's already written about Fallout 4, so I'll enthuse about the week's other big reveal: XCOM 2. I don't know what I expected from the follow-up to Firaxis's XCOM reboot—Terror From The Deep, maybe? This certainly wasn't it, but, looking over the details that have emerged, I'm glad it's what we're getting.
It feels fresh and different, even if there are some familiar elements. XCOM 2 is set in a world in which the original war was lost, and that completely changes the meta-structure of the campaign. There won't be any government funding, because there aren't any governments. You play as a resistance force, stealthily plotting against and eventually exposing the aliens for the threat to humanity they truly represent. If XCOM was Firaxis taking the elements of X-Com and repurposing them for a modern tactical game, XCOM 2 sounds like they'll be making it their own.
I wholly reject the idea that you can't make a good PC game if you're also developing for consoles, but XCOM 2's PC exclusivity should nonetheless ensure a UI and control system 100% suited to our system. As for official mod support, it should ensure an already highly replayable game has the ability to endure for years after release.
Chris Livingston: Money-back guaranteeYou can now return games you bought on Steam for a full refund, provided it's within 14 days of purchase (or within 14 days of the game's release for a pre-purchase) and provided you've played it for under two hours. It's not a perfect system, and it's years overdue, but better late than never. Unhappy customers can finally do something about games they don't like or don't work properly.
I can confirm it works! I recently bought the Star Wars X-Wing bundle on Steam, and discovered an annoying bug with TIE Fighter Special Edition. I tried several fixes I found in the forums, but they either didn't work or caused more problems. I also read that the GOG version didn't have that bug: it was something having to do with the Steam version. I had to individually request refunds for all four games in the bundle, despite only having problems with one, but shortly after I received a notification that my money had been refunded, and I bought the GOG version (which I probably should have done in the first place anyway).
Tom Marks: Taken by StormHeroes of the Storm is finally officially out, and it s a pretty fun game. I ve been playing since midway through its closed beta period, so the launch doesn t change much for me personally, but it does bring an end to the disparity between Blizzard s aggressive marketing for the game and the amount of people who could actually play it. Heroes of the Storm was being pushed and advertised like a cure for the common cold, but I saw a lot of frustration from people saying it looks done, just let me play it, impatient to try what had been so tauntingly shown off to them. It was a smart move for Blizzard to make the open beta period so short, the best thing they can do for Heroes of the Storm right now is just let people enjoy it. It s by no means a perfect game, but the experience of playing with a full team of friends speaks for itself.
Tyler Wilde: Weird games on the PCI love weird games, and I think the medium demands some weirdness. Outside of high-fidelity, straight-faced simulations (which can be plenty weird, to be fair, sometimes by accident), games are simulacrums built from our experiences with gravity and life, flawed shorthand for real things. They re always going to be a little weird, whether the designer intends it or not, and we ve embraced that. We ve embraced it so much that even Katamari Damacy, a game about rolling yourself into a ball of people and trees and cows and houses, is hardly the weirdest game. I mean, there s a game about pigeon romance (which turns out to be about much more), and it s getting a sequel.
It s with that thought that I welcome D4: Dark Dreams Don t Die to the PC. It didn t get the promotion it deserved on Xbox One, and I look forward to playing it. It is weird—Hidetaka Suehiro, aka SWERY, makes weird games—and the PC is a great place for that. There s something for everyone here, and someone for everything. I m happy that a unique creator like SWERY and Access Games have embraced that.
THE LOWS
Samuel Roberts: Waiting for FFXV Having so much great news in one week has left me with very little to gripe about. Two interesting chunks about the same series came out this week (a series I quite like, actually): Final Fantasy Type-0 a port of an old, kinda good PSP game that arrived on PS4 earlier this year is now coming to PC, too. Plus, Square Enix confirmed that the previously announced Lightning Returns: Final Fantasy XIII is still coming to PC, despite the port taking quite a long time (hopefully because it s doing a better job with it than the last two).
This is great news, to see Square Enix bringing more of the traditionally console-centric Final Fantasy series to PC, but I wish they d release instalments that could generate a little more excitement. Final Fantasy XV is the one everyone is buzzing about, and it s a shame that it s still not pegged as coming to PC. It s such an obvious win waiting to happen, for me, and interest in Type-0 was only as high as it was because people wanted to try out that Final Fantasy XV demo. No such luck on PC so far.
Phil Savage: Not Hatred Hatred isn't my low this week, as that would give it too much credit. Turns out it's not shocking or transgressive, but just kind of boring. Its only real success was in utilising its theme to generate enough controversy to generate interest in a buggy twin-stick shooter. My low is that there are so many other games in the genre that deserve the attention instead. To redress the balance, here are a few of my favourites.
Nation Red: As a grey-brown zombie shooter, this should be awful. Amazingly, it's not. It's a fun, slightly throwaway arcade shooter with an excellent perk system that lets you tailor your character to that specific run. Get a decent load-out and a high combo and you really start to rake in the points.
Waves: Waves is all about the combo. You're given bombs as it builds, which you can use to kill a huge radius of enemies, thus building the combo even more. As a level progresses, the number of enemies can become seemingly uncontrollable, but by chaining these combo bombs you can clear out the field in the most satisfying of ways. Waves is one of the few games to tempt me into a fierce leaderboard competition against friends.
Beat Hazard: In Audiosurf, your music becomes adversarial. You're playing against it, as it defines the speed and hazards of each course. In Beat Hazard, you play with it. Your music becomes your weapon—which pulses and flares to the beat of your chosen backing. In this world, acoustic guitar solos are the extreme difficulty. It's not perfect, but it's fun! Which is more than you can say for the game that kicked this all off.
Tom Marks: Pay2Sparkle Blizzard (because apparently all I follow are Blizzard games nowadays) announced this week that Hearthstone would start getting cosmetic skins for each class, purchasable only with real money. There s been a very negative reaction to this announcement on the Hearthstone subreddit and beyond. While it concerns me as well, I don t think for the same reasons as everyone else. I don t mind the $10 price tag, I m not worried about this setting a bad precedent, and I don t think this is distracting the dev team from making other things like new cards and features.
No, the reason this bugs me is because of the hypocrisy it presents in Blizzard s design philosophy about Hearthstone. Time and time again, we ve heard that the new player experience is at the top of their priority list, which is awesome and a great thing be concerned with. They ve cited it many times as the reason for not adding certain features to the game, like more deck slots or an auto-squelch option in the menu. I like that they want to make the game friendly to new players, but hero skins will do nothing but the opposite of that.
Imagine if you are brand new, been playing against the AI, finally learned what all nine classes do, and feel like maybe you want to play against other humans. So you go into a game and suddenly your opponent is a brand new hero you ve never seen before and, in fact, can t even select. You d be confused, wonder if he has different cards, how to play him, and so on. I really truly love the look and detail Blizzard has put into the Magni Bronzebeard skin, but making something that literally changes the opponent you are playing against is not new player friendly at all and undermines the reasons they've given for not adding community requested features in the past.
Chris Livingston: Mod Squad Modders, I love you all. I admire your creativity, your hard work, your dedication, and your imagination. But as a regular mod user and writer-abouter, I've gotta gripe about something: your frequency for tripping over the finish line.
I see this a lot: a modder posts a mod they've been working on, sometimes for years. There's joy, there's relief, there's excitement for people to try out their mod. What's missing? A decent description of what the mod actually is and a good feature list. Sometimes there's literally no description save for the mod title itself and a few vague screenshots.
And can we talk about installation instructions? As in, where are they? In the past week I've seen instructions that include the words "drop it in the folder that's in there" without stating which folder and where 'there' is. Another one stated that the mod relies on another mod, along with the suggestion that people Google it instead of simply providing a link. I watched an eight minute installation video which featured seven minutes of the guy installing the mod incorrectly, and even taking some time to clear files off his desktop, before finally getting it right. Sometimes there's nothing, not even a readme, just the assumption you know how it's done.
It's just such a shame when that happens. It must be a relief to finish up a long-term project, but there s still a few more things to do: clearly tell us what it is and how to use it.
Andy Kelly: Apocalypse now Look, I don t want to be a downer when everyone s getting excited about a new Fallout game, but I ve got a problem with that trailer: it s not post-apocalyptic enough. Fallout 4, if the locations we ve seen so far are anything to go by, is one of the most populated, built-up games in the series yet. Yeah, I know, that part of America wasn t as heavily damaged by the bombs as other places, but I d love to play a Fallout set in a much more desolate wasteland.
For a world that s supposed to have been ravaged by mass nuclear destruction, the Fallout setting in the Bethesda games seems weirdly intact. Wooden houses still inexplicably standing, computers still working, robots still operational. People still live in rubble-littered houses with holes in the walls. It looks cool and post-apocalyptic, sure, but shouldn t they have tidied that up by now? It s been years since the bombs fell after all.
Maybe it s because I just saw the amazing Mad Max: Fury Road, but I love the idea of exploring a vast, barren desert dotted with fragments of humanity, rather than bustling shantytowns and cities. I m looking forward to exploring post-apocalyptic Boston, don t get me wrong, but I m dreaming of a Fallout with the same desolate, melancholy atmosphere as The Road. But that doesn t exactly gel with the series chirpy 50s Americana vibe, so I ll just shut up.
Tyler Wilde: Fallout 4 looks bad? Fallout 4 s graphics are not bad! Unlike Andy up there, I like the setting. Wastelands are boring. I want life among the rubble. I m all about bustling shantytowns, even if, as Andy points out, they should ve cleaned up by now. But as far as the graphics go, a lot of the conversation around the trailer has been that it looks bad, like a game from 2008. Sure, the character animations don t look great, but this is not a game from 2008. If you think it looks like Fallout 3, you re just trying to be grumpy. It does not.
The heart of the issue, I think, is that back in 2008, Fallout 3 was just incredible. Walking out of that vault for the first time was a breathtaking thing. But we ve seen plenty of that by now. We ve seen Far Cry 4 and Dragon Age: Inquisition and The Witcher 3. It s just not going to have the same effect on us, and it can t. That s disappointing. It would be fun to go back to a time when a big open world was impressive on its own, or a time when Quake 2 s water effects were just great. But we can t. What I hope the conversation turns toward is simulation. We know that graphics are going to keep getting better—not always at the rate we d like, apparently, but they will—but where are the NPCs who feel like people? I want Fallout 3 s Boston to feel like a real place, or at least a really good tourist attraction, as Jody discusses in a recent article.
I do love pushing games to look as good as they can and talking about graphics and tech, but I feel like these things dominate the conversation when we can have just as much fun imagining the future of artificial intelligence and simulated ecologies. It s not something that s easy to show off in a flashy trailer, but the first time I feel like I m truly exploring a living, breathing world (a clich beloved by games writers, but hardly ever close to true), I ll have that feeling of leaving Vault 101 again. From what I ve played, The Witcher 3 is getting there, but again, the dominant conversation is about its downgrade. At least, given that it already looks like something I can run, we shouldn t have the same graphics controversy around Fallout 4. I d rather talk about the machine beneath its textures and how well its clockwork society fools us, anyway.
CD Projekt released the 1.05 update to The Witcher 3: Wild Hunt today, which solves numerous problems including the infamous experience point glitch, tweaks and rebalances various aspects of gameplay, boosts the variety of loot dropped and items available for purchase throughout the game, and deploys the Bovine Defense Force Initiative. Wait, what?
As Kotaku explains it, the BDFI was introduced to stamp out a simple but economy-breaking exploit. Players can simply kill a bunch of cows, take their hides, meditate for an hour—during which time the cows respawn—and then do it all over again, forever, or at least until they get bored. The hides are very valuable, so it's no problem to raise silly amounts of money in relatively short order.
The latest update puts an end to all that in typical CD Projekt style. Players who try to take advantage of the exploit after patching to the latest version will encounter a monstrous bull-like creature, powerful enough to kill any low or mid-level character. It is possible to kill the creature, but as the original report points out, by the time your particular Geralt has advanced far enough to do so, there won't be any point in taking advantage of the exploit anyway. (Although obviously some players will, just so they can take a shot at this thing.)
It's cool, it's funny, and it's effective, which is what makes it so great, but it's not necessarily as weird as it might initially seem. After all, it was just yesterday that somebody found Tyrion lying in the Skellige Isles; clearly, the world of the Witcher is a wonderful place in ways we can't even imagine. The full list of fixes and changes in the 1.05 patch, which also includes more practical improvements like better HUD alignment for non-16:9 displays and support for colorblind options, is on Steam.
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Acer has its hands in multiple markets, and with that being the case, the company brought along a varied sample of products to Computex. One of them has yet to be finalized -- a new Predator gaming PC. While the final parts haven't been selected, Acer says users will be able to overclock the entire system with the push of a Turbo button on top of the chassis.
For gamers on the go, Acer talked about a couple of gaming laptops, a 15.6-inch model and a 17.3-inch model. Both are being released under the company's Predator branding and will come with certain gaming amenities, like bordered WASD and arrow keys. However, the biggest feature is the inclusion of G-Sync on both laptops.
One of the more interesting products was a Predator projector. As you might have guessed, it too is aimed at gamers. At just 1.8 meters away, the projector can beam a 100-inch image at Full HD 1080p. Whether or not there's a demand from gamers for a projector is something Acer will find out starting in September when this thing comes out.
Though Acer is dabbling in projectors, it still plans on pursuing the monitor market. One of the displays it brought to Computex is what Acer claims the first 34-inch IPS UltraWide QHD curved panel with Nvidia G-Sync. Acer actually had three of them configured in a sweet Nvidia Surround setup. Folks, that translates to 11K...ELEVEN FREAKING K! Yeah, we had to wipe up some drool, too.
The last thing we saw was a 4K monitor with G-Sync. This wasn't a curved monitor, so if you're not into that, rest assured there will be plenty of non-curved models available from various players. It's a TN panel, so it won't have the same quality as an IPS monitor, but should cost less.
We Happy Few is is "a drug-fueled alt-60s dystopian nightmare," as we described it yesterday, "in which you take your happy pills or you get your face bashed in." Based on that alone, it's a game I want to play, and given the success so far of the recently-launched Kickstarter, I'm not alone in that. But how does it play? Explaining that part of it is tricky, as you might imagine, so Compulsion Games has posted a video of 15 minutes of pre-alpha gameplay to help clear things up.
Because the game is still in a very pre-release state, bugs and placeholder assets do occasionally pop up. Even so, the video makes it a lot easier to grasp the basics of gameplay: looting, crafting, fighting, dying, and starting over in a new environment, with much of your experience determined by the luck of the draw. Later on in the trailer, narrator Joshua Mills demonstrates the impact of taking Joy, the drug that makes everyone happy: It satisfies those around you that you're one of them, but it takes a serious toll when it wears off.
The We Happy Few Kickstarter got underway yesterday, and so far it seems to be going swimmingly: In just one day, it's notched up more than $68,000 on a $250,000 goal. It runs until July 4.
In the US, a few big brands dominate the PC memory space. Corsair, Crucial, G.Skill, Kingston. The last time you bought RAM, chances are good you bought it from one of those companies. They re the big dogs in the RAM world. At least, in the west. At Computex, I saw more RAM from two companies than perhaps every other RAM vendor combined, and they weren t any of the bigshots I was familiar with. Computex s most popular RAM came from Avexir and GeIL.
I first saw Avexir s RAM at the Computex opening press conference, where their Raiden DDR3 modules had won a design & innovation award. Then Avexir s booth was the first one I saw when I walked onto the exhibit hall. The booth was chock-full of open-air systems running flashy Avexir RAM, lit up in all sorts of neon colors. Pretty soon, I was seeing Avexir RAM everywhere.
Many, many booths at Computex use elaborate case mods to attract attention. In fact, if it s a PC hardware booth, it probably has an awesome custom PC front and center, LEDs blazing. It certainly worked on me: every time I saw a PC themed a radiant purple or decked out with ridiculous watercooling piping or transforming, I stopped to take a look. And then I started to notice a trend: almost all of those rigs were sporting four sticks of Avexir RAM, lit up to match the case lighting.
It s pretty easy to see why Avexir s RAM was the go-to for nearly every case modder with a system at Computex. The Raiden sticks have a tube of plasma at the top that shimmers like a xenon light, which stands out even more starkly than usual against the large white housing of the RAM.
I also spotted other flavors of Avexir RAM, none quite as flashy as the Raiden, but still sporting various LED colors that matched whatever rig contained them. If a case mod wasn t packing Avexir RAM, it was probably running with GeIL memory instead. GeIL is another brand that doesn t have much of a footprint in the US, but like Avexir, GeIL s Super Luce memory modules are wonderfully ostentatious. They re tall sticks, crowned with LEDs that come in enough colors to match most case mods.
Avexir s and GeIL s RAM—the former especially—embody what s so great about the custom PC building scene. Yes, they re far more expensive than reliable sticks from brands like Corsair and G.Skill. Yes, they re taller than necessary and could get in the way of a cooler. Yes, they re completely unnecessary. But like case mods, they re a reminder that a PC doesn t have to only be about function.
PC hardware can be about imaginative engineering: highly skilled precision laser cutting, ornate arrangements of metal and plastic, retrofitting cases into unplanned shapes and configurations. PC hardware can be about expression: an aesthetic conveyed through painstaking cable management, coordinated lighting, snaking watercooling lines pumping blue or purple or white or yellow blood, personality imprinted onto plastic and metal.
And most of the time, at least in Taiwan, that expression includes RAM sticks topped with a glowing tube of plasma. Yeah, it s ridiculous, but I can t help but love how fun it is. It s already got me rethinking what kind of PC I want to build when Intel s Skylake comes around. I think there s a good chance the build will start with a set of Avexir RAM.
Even though Intel just recently added to its Broadwell line with the first LGA socket chips to sport Iris Pro 6200 graphics, the CPUs we're really waiting for are still right around the corner. We're talking about Skylake, which will require a new motherboard (due to a socket change) and new RAM (DDR4). Several DDR4 memory kits are already available, and now we're starting to see some Intel Z170 chipset boards appear for Skylake, such as the one Biostar showed us.
It's another high end motherboard from Biostar, which seems to be working hard to shed its reputation as a low end player. The board has flexible storage connectivity options -- PCI-E M.2, SATA Express, and USB 3.1 Type C, to name a few.
In keeping with the high end theme, there's a touch panel on the motherboard itself to turn the board on and off, as well as overclock. Other features include a 14-phase power design, all solid capacitors, three PCI-E x16 slots, three PCI-E x1 slots, HDMI and DVI output, and 8-channel audio.
Biostar's Z170 board will be available in August for around $220.
We've seen chambered cases before, but none like Antec's new Signature S10. The case sports three separate chambers, which you access by swinging open a two-piece side panel. It's a big case that can accommodate up to XL-ATX motherboards.
It can also fit two 280mm or 420mm radiators and a host of storage drives. The bottom chamber is where the PSU sits, along with five 2.5-inch drive trays. Up above is a separate compartment dedicated to the motherboard and add-in cards. Finally, a front chamber is where you'll find more drive bays. In between it and the main chamber is a series of cooling fans and dust filters.
The Signature 10 is supposed to be Antec's crown achievement. As such, it comes with an ambitious price tag -- $499 MRSP. That makes it one of the most expensive cases out there, though if you're looking to go big with your next build and have the money to spare, this could be a good option.
Ever heard of Cougar? The German company has only been on the scene since 2007, which isn't exactly newcomer status at this point, but still lacks the decades of experience that some of its competitors boast. Nevertheless, Cougar continues to claw its way into the North American market with new product releases aimed at gamers, and we took a look at some of those at Computex.
Cougar was eager to show off its QBX case for mini ITX builds. Though it's for smaller systems, it can fit a full size graphics card, up to four SSDs, and even a slim-loading optical drive up top.
The company is also expanding its line of gaming mice. One in particular is the 550M, a mouse that was designed based on feedback from pro gaming teams. It uses Omron micro switches rated for up to 5 million clicks, has a 6400 DPI optical sensor, and a multicolor backlight system with two RGB zones.
After looking at Cougar's mice, the company showed us a few different keyboards, including the 450K. It has a few unique features, including the use of hybrid mechanical switches. Each key is equipped with "mechanical mechanisms," all of which sit atop an underlying membrane. The thought process is to deliver a mechanical-like feel and sound while keeping the price tag much lower.
It's also splash resistant. To demonstrate this, the company setup a fountain that continually poured five streams of water over the keyboard as it sat at an angle.
See for yourself here:
Empty Clip Studios, the developer of the 2012 indie hit Symphony, has announced that a sequel, Symphony Worlds, is in the works. The announcement says that players "must explore their music's worlds, discover the powers hidden within, harvest their resources and build the base they need to destroy the enemy."
To make more sense of it, I took a closer look at Symphony on Steam, but it's not much help. "Although it shares the name and takes place in the same universe," the developers wrote, "Symphony Worlds is a completely different game from its predecessor."
So, to the textual description: Symphony Worlds will take place on tiny planets, entirely procedurally generated and destructible, and with a two-minute day/night cycle. Your music creates unique worlds, but they're being overrun by "mysterious demonic foes," and naturally, it's up to you to stop them. Music influences everything—terrain, vegetation, weather, and time—and it all has an impact on gameplay, somehow.
The trailer is quite lovely, and given the success that Empty Clip had with Symphony—we gave it an 84 percent in October 2012—I'm optimistic, with the appropriate level of caution, for Symphony Worlds. A Kickstarter campaign is expected to take place this summer, and the studio hopes to have the game ready for release in early 2016. Find out more at SymphonyWorlds.com.