I'm bored of killing people. Not necessarily bored of having people killed, but certainly of doing my own dirty work. After a couple of years of great RPGs—The Witcher 3, Dragon Age: Inquisition, Pillars of Eternity, Fallout 4, and even South Park: The Stick of Truth—I need a break from fighting. This isn't a hot take: I'm not about to decry RPG combat in its entirety. This is my problem, and it's up to me—not the industry at large—to find a solution.
The solution, it turns out, is Age of Decadence. Officially released last year after a time in early access, it's still a bit rough and unpolished. Nonetheless, it's a wilfully uncompromising RPG. There is combat, and it's extremely difficult, but, depending on the choices that you make, engaging in it can be optional.
In Age of Decadence, you're given a choice of professions, each promising a markedly different experience. A mercenary is going to get hilt deep in some jerks—it's a part of the job description. But other builds promise other ways to play. I chose a merchant, partly because it's a non-combat option, but also because, if this is truly an age of decadence, I assume having a lot of money will help.
It works because the setting favours politics and greed, rather than sword-'n'-board heroism. Because of this, I go for an extremely specific, high-risk build. My combat fatigue manifests in a character with no points in any of the combat skills. Of my dagger ability, the game bluntly states that I should "put it down before you poke an eye out." (Wouldn't poking someone's eye out be an extremely effective use of a dagger? I suppose it depends whose eye.)
Instead, I'm a master at doing words at people—more so than this sentence would imply. My primary stats are trading, persuasion and 'streetwise,' and it's interesting just how much these skills matter. I've played for a few hours, and, so far, Age of Decadence has mitigated its early linearity through contextual events and dialogue. At multiple points I'm given the option for actions that rely on my (appalling) dexterity, or conversation choices that require my (amazing) persuasion. But these options don't magically solve problems.
In one instance, a man tries to lure me into an abandoned house. This feels dodgy, and, thanks to my streetwise skill, I'm informed in-game that something suspicious is afoot. I decide to follow anyway, and am immediately set upon by muggers. This triggers a combat encounter and I die almost instantly. Even in the merchant campaign, combat can happen. As the player, it's my job to recognise dangerous scenarios and avoid them. I'd say it's a lot like life in that regards, but nobody has ever attempted to lure me through a mystical Roman-esque town into a run-down house full of jerks. Not that it couldn't happen. I live in Bath, after all.
I'm not far into Age of Decadence, certainly not enough to make any strong pronouncements of its overall quality. But the resolution to my last mission did fill me with hope. The merchants guild are a political organisation, and a recurring theme has been negotiating tactical murders through the assassin's guild. In the latest instance, our organisation's desired target was deemed too hot to handle, and so it's up to me to find a solution. That means seeing the town's ruling lord, but getting an audience requires solving some problems with two enemy camps outside of town.
One of these camps, filled with bandits, lets me stroll right in. My job is to negotiate the release of a hostage they've kidnapped. I talk them down to half their original price, and, returning to the lord's house, persuade the steward to pay full price. The difference? It goes straight in my pocket. It was a satisfying and profitable solution to a problem with many potential outcomes.
It's notable that the lack of combat hasn't stopped the tension. There's always the risk that I'll say the wrong thing or make a stupid decision that will get me killed. It's happened to me twice so far, either because I wasn't paying attention, or because I was overconfident in my abilities. It's a dangerous world, and the non-combat option requires to me carefully negotiate a deadly path. That in itself is satisfying—it feels like I'm profiting from this world despite its hostility.
It's something I'd like to see more RPGs tackle, because it feels like roleplaying in a more fundamental sense than we often mean when we invoke the genre. In Age of Decadence the only number that matters is the amount of money I have. Beyond that, it's a game about actually playing a role. My character is so weak that he'd be killed by an inn's basement rats. And yet, despite—perhaps even because of his deficiencies—it's a role that I'm starting to enjoy.
There's a chance the Italians are colluding. First, Ubisoft's Italian YouTube channel released The Division's character development trailer too early and now it appears that the Italian Xbox Facebook page has leaked the existence and dates of an open beta.
The post, since deleted but snagged by Eurogamer, details the Xbox lineup for February, including a Division open beta from 16-21. "Xbox?" you say. "What do I care for anything that doesn't come in a full tower case?" The listing specifies that the open beta includes '24-hour Xbox-exclusive access', just as Xbox owners had for last weekend's closed beta. It strongly implies its presence on PC.
We've spent most of the day quibbling about the closed beta, and the result will be up later today. In the meantime, the closed beta has been extended till tomorrow, February 2, 12pm CET.
Well here's the sort of story that hasn't been seen since the '90s. Ant Simulator has been cancelled after two of the devs allegedly blew Kickstarter and investment funding on restaurants, booze and strippers. Yeah.
The video above is a tough listen. In it, Eric Tereshinski resigns as lead programmer on Ant Simulator after discovering the extent of his long-term friends' spending. If it's not obvious, 'long-term' can now be swapped for 'former'.
"A year and a half ago, I signed an LLC agreement with them," Tereshinski says. "I trusted them and they had been my friends for 11 years. That means that resigning, and therefore cancelling the development of Ant Simulator, is really the only option available to me right now."
Worse, Tereshinski claims that he's legally obligated to take any videos that were created as part of his work for ETeeski LLC down from his channel, including all Ant Simulator videos and a popular, Kickstarter-funded series of game development tutorials.
"They went over the contract line by line with me and I reviewed the whole thing twice," Tereshinski comments in response to calls for a lawsuit. "I just didn't realize they had protected themselves, screwed me (like the fact that they listed themselves as consultants, so they aren't legally obligated to work on anything, but still have the rights to spend money etc.), and I had no idea what their plan was until it was too late."
People who pre-ordered Ant Simulator can expect an email to try to arrange a refund. If Tereshinski's account is accurate, it's a catastrophically bleak situation. We covered Ant Simulator in September, and it looked like a promising, unique survival game, now squashed.
Superhot, everybody's favourite time-wrangling, bullet-dodging puzzle-gunner will finally get its expanded release on February 25.
From humble origins in the 7dFPS competition, Superhot took tired and overused bullet time mechanics to their extreme—time only moves when you move. Stand still. Take a deep breath. Think. Fire. It busted through Steam Greenlight with the promise of an expanded version and raised $100,000 on Kickstarter in under 24 hours, pledging new features like Replay mode in which you can watch your run back in real time (featured in that fancy trailer, I'll wager).
Superhot is a hard concept to wrap your head around. Luckily, there's still a free prototype to try out.
Unnamed sources have told the Financial Times that Apple has created a large team of experts to develop virtual and augmented reality devices. This team consists of employees poached from other companies as well as staff from recent acquisitions. This team has been working on prototypes for the past several months, sources say.
As the report points out, Apple is no stranger to VR technology development. The company experimented with headsets back in the mid-2000s but considered the technology too immature at the time. Apple is said to have become interested in VR again once the Oculus Rift surfaced, which has proven that the industry is finally ready for public consumption.
Reports say that Apple began to beef up its arsenal with the acquisition of PrimeSense in 2013, followed by Metaio and Faceshift. The company s latest acquisition is Flyby Media, an augmented-reality startup that worked with Google on Project Tango. Sources say that Apple is still looking for more acquisitions in optical technologies to prefect its VR and AR designs.
Apple recently hired a top virtual reality researcher, former Virginia Tech computer science professor Doug Bowman. So far there s no indication of what Bowman will be doing at Apple, although his background points to possible VR projects. Apple also hired several former Lytro employees who worked on a consumer-oriented camera that used light field optics.
During a recent quarterly earnings conference call from Apple, current CEO Tim Cook answered a question regarding the company s interest in virtual reality. In terms of VR, I don't think it's a niche. It's really cool and has some interesting applications, he said. That s not a confirmation about developing VR hardware, but it s not a denial either.
Apple posted a series of job advertisements last year seeking software engineers who would create apps for virtual reality systems for prototyping and user testing. VR patents submitted by Apple also surfaced, such as a head-mounted display that is compatible with the iPhone and likely meant for virtual (or augmented) reality.
What s unknown at this point is who Apple plans to take on in the VR and AR space. Will Apple s VR/AR solution compete with Samsung s Gear VR or Google Cardboard, or go after the heavy-hitters like the HTC Vive and the Oculus Rift? There s also speculation that Apple may not release hardware at all, although given recent reports and the growing VR/AR industry, that seems unlikely.
Until now, Google's VirusTotal merely scanned URLs and suspicious files (up to 128MB) that are uploaded to the site including Windows executables, Android APKs, PDFs, images, and more. Now, PC World points to a new tool added to the VirusTotal service that will scan firmware for known malicious code.
Firmware is at the root of a device, stored on a flash memory chip and loaded into memory when the device boots up. It s the platform of communication between the hardware and operating system, and typically isn t scanned by virus detection software. This has been a target by the likes of the National Security Agency and hackers, because malware embedded in firmware can survive device reboots and system wipes.
With the new tool in place, analysts and researchers can search for low-level infections in firmware, and label this firmware as either legitimate or suspicious. The new tool will also extract certificates, executable files that may be packed in the firmware, and UEFI portable executables (PEs), the latter of which could be the source of malicious behavior.
These executables are extracted and submitted individually to VirusTotal, such that the user can eventually see a report for each one of them and perhaps get a notion of whether there is something fishy in their BIOS image, says IT security engineer Francisco Santos. He added that the tool will also highlight which PEs are targeted at Windows, which could be a sign of foul play.
For those interested in scanning firmware, Santos suggests that users remove private information first, such as vendor secrets (like Wi-Fi passwords) that are stored in BIOS variables to retain specific settings during system reinstalls. For those on a Mac, Santos recommends DarwinDumper and checking the Make dumps private option.
Here s a list of the basic tasks the new tool can perform:
For more information about VirusTotal, Google has a lengthy FAQ that answers common questions here. VirusTotal is a subsidy of Google and is a free online service.
NCsoft's fantasy MMO Wildstar fared very well in our 2014 review, but it wasn't what you'd call a smash hit with subscribers. But last year's switch to free-to-play appears to have turned things around, or has at least given them enough confidence to announce that another big update is on the way. Destination Arcterra will open up the new realm of Arcterra, a frozen wasteland dotted with mysterious ruins, dangerous creatures, and challenges for both solo adventurers and groups. It will also herald Wildstar's long-awaited debut on Steam.
Destination Arcterra will feature snowballing boss encounters that will pit players against increasingly difficult bosses as they rack up kills—first two-man bosses, then five-man, and finally 20-man bosses. Dynamic blizzard events will see 20-man bosses appear throughout the zone, who will drop keys when killed. The first faction to collect enough keys will unlock a dungeon beneath the quest hub, which they'll have exclusive access to for 24 hours.
Arcterra will have its own reward track, with unique loot including a new costume and mount, and also bring updated graphics to the game as well as more story that will culminate in the Vault of the Archon, the second chapter in the Nexus saga. The Vault of the Archon will offer unique mechanics and bosses, new environments, cinematics, fully-voiced NPCs, and iconic characters that will guide each faction through the new adventure. And while its predecessor, Journey Into Omnicore-1, was single-player only, Vault of the Archon will also support multiplayer, so players can either work through the instance on their own or in groups of up to five.
Other updates include changes to the item upgrade system, an epic 20-person raid called Redmoon terror, and, as mentioned, a release on Steam. A solid date for the Steam rollout hasn't been announced but it's expected to happen fairly soon, sometime within the first half of 2016.
Screens? We got 'em.
Update: The report originally described Destination Arcterra as an expansion, but developer Carbine Studios has clarified that it's really more of an update. I've changed the headline accordingly.
We ve known for a while that Apple has been trying to launch a streaming TV service, but has met resistance from Hollywood studios and networks over pricing and how media will be served up. At one time there was even talk that Apple was creating an actual TV, but as of late we ve only heard that the Cupertino-based company is seeking to provide a bundled service based on apps and Siri integration.
However, a new report by The Street indicates that Apple may be pushing to create its own content for iTunes customers. The company is said to have been in negotiations with Hollywood studios since last year, and plans to reveal the original content alongside its streaming TV service and the iPhone 7 in September 2016. So far, Apple has not reached an agreement regarding the original content, sources say.
According to the report, negotiations are being spearheaded by senior vice president of Internet sales and software Eddie Cue, along with vice-president of iTunes content Robert Kondrk. Meanwhile, Apple continues to hammer out its streaming TV service as revealed by ESPN president John Skipper in an interview with the Wall Street Journal. The streaming TV service is expected to bolster sales of Apple s struggling set-top box.
Original content seems to be the theme with streaming video providers. Netflix offers exclusive movies and TV shows such as Daredevil, House of Cards, Orange is the New Black, and Adam Sandler s The Ridiculous 6 (which is one of many Sandler exclusives to come). Amazon has exclusives for Prime subscribers such as The Man in the High Castle, Transparent, and Mad Dogs.
Original content from Apple could help prove to Hollywood that the company means business. However, over the years we ve heard talk about fears regarding a possible monopoly of the market on Apple s part. Those fears have subsided with the growing popularity of competing streaming services like Sling, Netflix, and Hulu.
"Since the beginning of television, content differentiation has been the single most important element driving the business," Blair Westlake, former chairman of Universal TV told The Street. "Apple undoubtedly recognized that offering programming that is only available on iTunes is a 'must have,' just as it is for mainstream TV."
Two weeks ago, reports surfaced claiming that Apple was actually interested in acquiring Time Warner to accelerate its streaming TV plans. According to the New York Post, Apple would gain access to HBO programming, CNN news, Turner sports and movies, and TV shows from Warner Bros. Eddie Cue is reportedly keeping tabs on what s going on at Time Warner, which could spin off its assets or be sold off entirely.
Apple could potentially disrupt the video streaming subscription industry with a new offering. It was former Apple CEO Steve Jobs who declared that the TV was broken, and set out to transform the way we consume content many years ago. Whether Apple will succeed depends on how the company s offering will stand out against the other players in the field.
We ve known for a while that Apple has been trying to launch a streaming TV service, but has met resistance from Hollywood studios and networks over pricing and how media will be served up. At one time there was even talk that Apple was creating an actual TV, but as of late we ve only heard that the Cupertino-based company is seeking to provide a bundled service based on apps and Siri integration.
However, a new report by The Street indicates that Apple may be pushing to create its own content for iTunes customers. The company is said to have been in negotiations with Hollywood studios since last year, and plans to reveal the original content alongside its streaming TV service and the iPhone 7 in September 2016. So far, Apple has not reached an agreement regarding the original content, sources say.
According to the report, negotiations are being spearheaded by senior vice president of Internet sales and software Eddie Cue, along with vice-president of iTunes content Robert Kondrk. Meanwhile, Apple continues to hammer out its streaming TV service as revealed by ESPN president John Skipper in an interview with the Wall Street Journal. The streaming TV service is expected to bolster sales of Apple s struggling set-top box.
Original content seems to be the theme with streaming video providers. Netflix offers exclusive movies and TV shows such as Daredevil, House of Cards, Orange is the New Black, and Adam Sandler s The Ridiculous 6 (which is one of many Sandler exclusives to come). Amazon has exclusives for Prime subscribers such as The Man in the High Castle, Transparent, and Mad Dogs.
Original content from Apple could help prove to Hollywood that the company means business. However, over the years we ve heard talk about fears regarding a possible monopoly of the market on Apple s part. Those fears have subsided with the growing popularity of competing streaming services like Sling, Netflix, and Hulu.
"Since the beginning of television, content differentiation has been the single most important element driving the business," Blair Westlake, former chairman of Universal TV told The Street. "Apple undoubtedly recognized that offering programming that is only available on iTunes is a 'must have,' just as it is for mainstream TV."
Two weeks ago, reports surfaced claiming that Apple was actually interested in acquiring Time Warner to accelerate its streaming TV plans. According to the New York Post, Apple would gain access to HBO programming, CNN news, Turner sports and movies, and TV shows from Warner Bros. Eddie Cue is reportedly keeping tabs on what s going on at Time Warner, which could spin off its assets or be sold off entirely.
Apple could potentially disrupt the video streaming subscription industry with a new offering. It was former Apple CEO Steve Jobs who declared that the TV was broken, and set out to transform the way we consume content many years ago. Whether Apple will succeed depends on how the company s offering will stand out against the other players in the field.
What is it? A turn-based strategy game about fighting aliens who ve already won. Expect to pay 35 / $60 Developer Firaxis Publisher 2K Games Reviewed on Intel i5-7690K, 8 GB RAM, GTX970 Multiplayer Two-player turn-based battles Link Official site
Deep inside your flying base is a bar dedicated to fallen soldiers. It has a list of each soldier s name, time of death, and the operation they died in. It s a trigger for dark memories. Reading down I remember one soldier crushed to death by a giant snake, another burnt to death in a ruined office. Another shot dead then psychically resurrected to fight her friends. Operation Dismal Window was a bad day for rookie Neel Mehra. Sergeant Flynn Hudson bit the dust in Operation Half-Eaten Tears. If it wasn t obvious from XCOM s ominous naming convention for operations, this is a tough gig. But these are the heroes you ll remember when the lasers stop. These are the fallen stars in this gruelling, outstanding strategy game.
Humanity seems doomed from the outset in XCOM 2. The game assumes you failed in your attempts to repel the alien invasion in Enemy Unknown. Now Earth s citizens live a coddled life under the totalitarian control of the aliens and their co-opted soldiery, Advent. The resistance lives on only in the form of a few determined soldiers, scientists and engineers who have managed to repurpose a huge alien ship, the Avenger. This is your home.
A detailed cross-section of the vessel lets you zoom into rooms to initiate research and building projects. A central cluster of rooms can be cleared out to build new facilities, and on the bridge you access the Geoscape, a map of the world that lets you choose where you want to park your spacecraft.
To fight back, you must expand your reach from your lone starting territory by contacting nearby resistance groups. Time is frozen on the Geoscape, but when you park over an objective—make resistance contact; acquire resources; contact the black market—you activate a timer and spend precious days to claim it. This is nerve-racking. At any moment your scans can be interrupted by an alien attack, or a mission that will let you attack the aliens. You can choose to ignore some of these, but it s not wise. Missions net you important resources, give your soldiers a chance to gain experience, and counter Dark Events'—varied alien initiatives that, among many options, can half your income for a month, or send an interceptor out to hunt The Avenger.
Just describing the strategic layer doesn t capture the rhythm of success and setback that makes it so gripping. The game cleverly uses scarcity of opportunity to force you into difficult dilemmas. At any one time you might have only six possible scan sites, while combat encounters are largely meted out by the game, but what you choose to do with this narrow range of options matters enormously. You need to recruit new rookies; you need an engineer to build a comms facility that will let you contact more territories; you need alien alloys to upgrade your weapons. You can t have all of these. You can probably only have one. In 1989 Sid Meier described games as a series of interesting decisions. XCOM 2 is the purest expression of that ethos that Firaxis has yet produced.
Brilliantly, you even have to scan to collect your monthly cache of supplies, hidden in the landscape to escape alien detection. I have left supplies on the ground for a week because I needed to recruit an engineer. I needed to hit an alien base to reduce the Avatar Project count—a doom clock that is very bad news if it maxes out. I needed Advent corpses to get a vital armour upgrade. I needed a cup of tea because it was all getting a bit too much. This narrow series of opportunities fits the fantasy perfectly. You take whatever you can get. You re scraping food and fuel out of the dirt to keep The Avenger in the air.
The moment the timer freezes during a scan, I stop breathing. There s a notification screen you have to click through to find out what is about to try to kill you—I swear this is intentional, to let the sense of dread register for a second or two. If you re lucky, it s the council getting in touch to give you a thumbs-up and tell you they ve dropped some sandwiches for you in South America. If you re unlucky you ll be faced with XCOM 2 s equivalent of Enemy Unknown s Terror missions. Dubbed Retaliation, these once again ask you to rescue civilians from the battlefield while the aliens best troops try to annihilate them. I have to steel myself for every fight, knowing that a bad performance could ruin my plans.
Combat is turn-based, and takes place on procedural battlefields that are uncannily well generated. Only once have I seen a truck spawned partly into a wall. For the vast majority of battles the terrain is busy, interesting, and benefits from a huge leap in visual fidelity from Enemy Unknown. The snowy forests, slums, city centres and alien bases are varied both in decorative assets such as sleek futuristic cars and fluffy trees, and in the vertical variation provided by cliffs and multi-storey buildings.
They blow up nicely, too. I ll commonly grenade a wall to remove cover and offer my soldiers highchance shots at a target. To my surprise, I also discovered that soldiers running around above ground level can fall through the floor if they re in a burning building. Explosions can start fires that propagate, blocking floor tiles. One of my grenades started a fire next to a terminal I had to hack. Sending a soldier to stand in that fire and hack the console was not one of my finest XCOM moments.
The four soldier classes have been revamped. Enemy Unknown players will recognise the suppressive heavy weapon capabilities of the grenadier, and the sniping ability of the sharpshooter, but both can access new abilities that alter their jobs. The sharpshooter s gunslinger skills, earned by levelling up, can turn them into an effective mid-range pistolier who can take out multiple enemies in style, while the grenadier can improve the explosive potential of their grenade launcher, effectively merging Enemy Unknown s heavy and support roles in one class.
The other two classes are less familiar. The specialist has a drone, which can move around the battlefield to heal allies, zap enemies, or hack alien comms towers, and also has robots to disable or even temporarily steal units. The ranger fills the speedy, close-range role formerly occupied by the assault class, but they have a sword for high-risk, high-damage charge attacks, and therefore win. They can also pursue the scout skill track, which lets them strike very effectively from stealth.
Stealth is new. You start most battles incognito, and can freely move around the map without being attacked, as long as you stay out of the red detection range of enemies, lingering civilians, and watchtowers. By putting most of your units in overwatch—the staple XCOM move that gives your soldiers free reaction shots against movement in the enemy turn—you can set up deeply satisfying ambushes. With my trap primed, I use my sharpshooter to break stealth and get a near-certain kill shot on the most dangerous enemy. As the alien mob scatters, their movement activates fire from the rest of my team. The camera swoops between them as they open up, shredding the enemy in glorious slow-motion.
Once concealment is broken, life becomes much more difficult. Successful shots are dictated by chance rolls, and you secure favourable odds by staying in good cover and flanking. A poor move or a stroke of bad luck can wipe out a soldier, or take them out of action for days. Time-limited objectives to hack a terminal or rescue/assassinate a VIP in a certain number of turns force you to be reckless. What s more, all alien variants, bar the lowest tier of enemy soldier, have the capacity to be incredibly disruptive. The lowly Sectoids of Enemy Unknown are all grown up, and can mind-control your troops and resurrect corpses.
I won t ruin the surprise and horror of the more advanced alien troops, but a couple left me in despair after a massacre, wondering if I had the soldiers and the ability to go on. I slowly fought back. I recruited new troops, built new technology, got better at the game, and was left elated, feeling I d conquered a impossible task. Strategy games just don t normally feel like this.
There s more you re better off discovering for yourself, like the weapon mods, extensive troop customisation, Psi-ops warriors, exo-skeletal suits and the story, told over a series of special missions. I can find little to criticise. The camera occasionally wafts through walls in close-ups, there s sometimes a lengthy pause before the character you re watching acts. A lack of foreknowledge in your first playthrough will hurt your ability to plan, too, forcing you to be more reactive, though the constant flow of new enemy types and story missions makes up for that. Thanks to your varying starting position, procedural missions and tactical depth, XCOM 2 can and should be played repeatedly.
I already have plans to build a proper unit of psychic soldiers, and a stealthy all-ranger scout squad in my next run. Those aliens won t know what hit them.