Long War Studios, the straightforwardly named developer of XCOM's Long War mod, continues to bung in new (smaller) mods for the game's sequel. Their latest is an update for their Muton Centurion Pack, which chucks in even more enemies to confuse, delight, and oh yes, try to murder you.
Long War has updated the mod so hard that it deserves a new name, and by jove it's got one: it's now the Long War Alien Pack, sensibly enough. While you can still get the old version over on Nexus Mods, this new one acts as a comprehensive replacement, supplementing the old enemies with a bunch of exciting-sounding new ones, including an alien sharpshooter, a hive queen, and the 'Advent MEC Archer', who sounds particularly cool. Here's the full list:
(Ta, RPS.)
Outreach is a Cold War conspiracy thriller set on a covert Soviet space station during the tail-end of the Cold War in the 1980s. You play a famed cosmonaut, sent up alone to discover why the station has suddenly halted all communications. Based on the announcement trailer released earlier this week, whatever it is you discover while you're up there, it's really, really not good.
Outreach is an historical fiction set in the 1980s, blurring the line between fact and conspiracy theory. The narrative is told from the Soviet perspective, focusing on the details that highlighted the humanity in a conflict so often marked by division and statistics, the game's Steam page says. The dangers and isolation present in the narrative of Outreach are reflected in the movement system, as Outreach takes place entirely in zero-gravity. Push yourself off, time your landings, and grapple for handrails on the exterior of the station. Inside the station, move through confined environments on your search for clues. Your coordination and reflexes are the only protection you have from the void.
That part of it sounds vaguely arcade-like, but the core of Outreach is a narrative adventure in which you must discover the lives and motivations of the station crew, ground control and military personnel involved in Operation Outreach. It's inspired by both history and conspiracy theories from the Cold War and the Space Race, with locations and objects being recreated in meticulous detail to match their real-world counterparts from that era. It will also feature the work of veteran voice actor Adam Harrington, who has appeared in games including Assassin's Creed: Bloodlines, The Walking Dead, The Wolf Among Us, and the 20th anniversary edition of Gabriel Knight: Sins of the Fathers.
Outreach won't be ready for release until sometime in 2017 so for now all we've got to go on are a handful of screens and the trailer, which, while deliciously ominous, says nothing whatsoever about the game. Even so, this is definitely one I'm interested in. A website is up at outreachthegame.co.uk there's really nothing to see at the moment, but I expect that will change as the launch draws closer.
As you might expect, the Dota 2 scene is extremely quiet this weekend. As the International group stages come to an end (day three is starting right now, incidentally:) players retreat to their training rooms in preparation for next week's main event. Elsewhere in the world of competitive gaming, however, there's lots to enjoy: from a Heroes of the Storm regional to Rocket League's first grand international grand final. GL HF!
Heroes of the Storm: Fall Regional
The best of North American HotS compete for a share of $100,000 and a spot at the Global Championship at BlizzCon in November. Heroes of the Storm has had its ups and downs as an esport since launch, but as Hannah Dwan observes it's become a reliable source of underdog success stories. This weekend's tournament is a good opportunity to see that trend continue. Play began today and continues throughout the weekend starting at 10:00 PDT/19:00 CEST each day. Find the livestream here.
Overwatch: Beyond The Summit Final Playoffs
Hopefully you're reading this on Friday, because the best Overwatch taking place this weekend is only a few hours away. Some of the best North American Overwatch talent will be battling tonight starting at 12:00 PDT/21:00 CEST with EnVyUS vs. Team Liquid followed by Cloud9 vs. TSM an hour later. Tune in on Twitch.
Rocket League: Championship Series Finals
After months of qualifiers, the inaugural Rocket League Championship Series is reaching its final days. There's $55,000 up for grabs for the best players of this nascent esport, with games taking place live in Los Angeles. If you're in the area you can attend live at Avalon Hollywood (details here). The action starts at 10:00 PDT/19:00 CEST on both Saturday and Sunday. Find the livestream on Rocket League's official Twitch channel.
League of Legends: LPL, LCK and NA LCS
There's lots of League season play taking place around the world this weekend, from China to Korea to North America. On Saturday, check out Korea's LCK and China's LPL from 07:00 CEST 22:00 PDT on Friday night for US viewers. Closer to home, play in the NA LCS begins at 12:00 PDT/21:00 CEST. On Sunday, your options are limited to the Chinese LPL with the same timings as Saturday. As ever, further team and schedule information as well as livestreams can be found on LoLesports.
Capcom Pro Tour: VSFighting
This weekend the globetrotting fighting game party bus rolls into dazzling Birmingham, UK. Games played include Street Fighter V, Mortal Kombat, Killer Instinct, Guilty Gear, Tekken and Smash. The majority of the top cuts are being played on Sunday, with SFV and Mortal Kombat beginning at 13:00 CEST/04:00 PDT. You should be able to catch some Tekken and Guilty Gear on Saturday, however, starting at 15:00 CEST/06:00 PDT. This is a ranking tournament for SFV, so expect some top-tier play with a selection of international guests. Find the livestream here.
Agent 47 is off to Bangkok for Episode 4 of Hitman, it's been revealed. That's the Bangkok in Thailand, not the one in Alabama, and in your latest simulation sandbox you're attempting to murder the frontman of a fictional indie band, and also his family lawyer. Here's a music video for that fictional band, by the way, because it's 2016 and I guess that's what happens now.
Hey, The Class aren't THAT bad, Agent 47. Available on August 16, Episode 4 will take place in and around a fancy hotel near the Chao Phraya river, and I've all my fingers and a few toes crossed that a dumb waiter can therefore be used in some murderous capacity.
As if that wasn't enough Hitman news, the game's latest elusive target goes live today. You have 72 hours, or thereabouts, to murder The Broker in Paris, and nick his 'Ivory White' egg. Looks like a nice egg. Not 20,000,000 worth of egg, but nice.
That's Marcy Long up there, who you'll remember from the opening of Fallout 4. She's the grumpy/angry one with good reason! at the town of Sanctuary, and along with her miserable husband Jun, they were kind of a downer every time you headed back to the starting area. The internet seems to have decided that she's the worst character in the game absolute madness in a game featuring the embarrassing Mama Murphy and, as such, the internet will probably be very pleased with a new update for Fallout 4, which lets players murder both her and her husband Jun.
As Shack News reports, update 1.7 live now on Steam removes the immortality tag from Jun and Marcy Long, providing you've completed the early 'Sanctuary' quest. Other fixes/changes include "improvements to accuracy and control with picking up and placing objects" outside of Workshop mode, and the ability for vendors to offer "large shipments of Ceramic, Copper, Rubber, Steel and Wood". You can find the full patch notes here.
(Image from the Fallout wiki.)
There's nothing quite like getting drunk and crash landing on a backwater planet to make you appreciate the little things in life, like the refreshing taste of an ice cold beer. At least, that's the perspective my RimWorld colonist Drake "Flubey" Hess seems to have taken as he chugs another one and begins shooting at a nearby rooster. Every shot misses, each bullet sailing past his quarry and punching a hole through the wind turbine that his friend Andrew "Grub" Menear built to power the cooling unit keeping the beer chilled. Since Grub is the only one of the four friends that knows how to do any real manual labor besides cloud watching and getting so drunk they puke, I can't imagine he'll be happy. In the grand scheme of things, it doesn't matter. The next night a thunderstorm sparked a wildfire that almost burned down the colony because everyone was too busy being blackout drunk to stop it.
If you haven't yet heard of it, RimWorld is a simulator that challenges you to build and manage a colony on a distant, mostly uninhabited planet. Like the nearly impenetrable Dwarf Fortress, RimWorld's devils are in its details as you're forced to contend with even the smallest personality quirks and whims of your pioneers. While you're free to either play RimWorld using the basic scenarios or ones you create yourself, I'm finding the most fun is had using the ones other players have created, like Brendan Caldwell's All Hail the Spider Lord. The scenario I'm playing now is from Steam user EnterElysium and is called Hangover from Hell, which tells the story of four friends and their one crazy night that ended up destroying their spaceship. The only possessions you have when you escape is a hundred bottles of beer, a few guns, and some survival rations. That might seem like a decent start, but considering that your characters will likely have a chemical dependance on that beer, it's really more of an invitation into absurdity. I hope you don't mind vomit, because you'll be seeing a lot of it.
RimWorld isn't about living well, it's about failing spectacularly.
To be honest, booze-induced self-immolation is the actually one of the less frightening obstacles harassing my four partiers-turned-unexpected-colonialists since they landed on the planet of Matar Quadrus amid a hail of shredded metal. They've battled ravenous squirrels, hostile locals, and the ever-present throb of a hangover. At one point I found the shirtless Daniel "Brit" Britton elbow deep in a wolf carcass eating sour meat. Why? I couldn't tell you. He was so drunk I doubt he could either. My colony is chaos, and I think that's exactly what EnterElysium wanted.
But it's through this custom scenario that I'm beginning to realize that RimWorld isn't about building a thriving colony or keeping all of my colonialists happy. It's much more about embracing the inherent chaos of its design and attempting to tease some kind of meaningful story out of its layers of systems. RimWorld isn't about living well, it's about failing spectacularly. While there's an undeniable satisfaction in curbing my survivor's quirks in an attempt to create a functional society, I'm finding it far more exciting to manipulate those quirks to create dysfunctions that seep into the cracks of my character's lives and slowly unwind them.
For example, my first attempt with RimWorld's basic scenarios was rather dry, I mostly did what any sensible person would do and made reasonable plans for long-term survival. Learning RimWorld's complex systems was fun at first, but before long I was bored out of my mind because everything was just too sane. My second run, using Hangover from Hell, created a space where I didn't want my pioneers to survive, I wanted them to be interesting. When my four castaways first crawled out of their escape pods, clutching their stomachs and complaining about how bright the sun was, the first thing I had them do was build a shed to preserve their most sacred of treasures: beer. For days they just got drunk and shot at animals because what else were they going to do? They weren't survivalists. The fourth member of my crew, Julius "Wolf" Wolfgang, is a mathematician who spent most of his childhood in a coma he can barely lift a fork to his mouth let alone a bundle of wood.
There's certainly a joy to be had spitting in the face of death and besting the hostile planets of RimWorld, but I'm having much more fun embracing mortality in custom scenarios if it means getting a good story out of it. The Steam Workshop is bursting with fun ideas like The Exiled Tribe, which is the story of four thieves running from their tribe after they filched their most prized artifacts and used an elephant as a getaway vehicle. Each scenario creates a subtext that you can expand upon if you have the imagination for it, and there's enough absurdity brewing in RimWorld's simulations that it can be surprisingly adept at taking a bad situation and making it incredible.
The more you play, the more you'll begin to read through the seemingly obtuse user interface and piece together a narrative that comes to life in your head. Whether you're using the basic scenarios, building your own, or letting someone else write the first chapter of your story, RimWorld invites you to roleplay alongside it rather than try and control it. The real magic is in how well you can weave together its chaotic threads to tell a story worth hearing.
If you were glued to the QuakeCon 2016 Welcome stream on Twitch, then odds are you saw the very tail-end of the teaser for the new Doom multiplayer DLC Unto the Evil. Don't feel bad about missing it, though, because so did everyone else.
When the stream went down: You missed Marty showcasing Unto the Evil... available tonight. Watch the trailer on https://t.co/j4gIg8TBPLAugust 4, 2016
But we've got you covered: Bethesda posted the trailer to its YouTube channel, and now it's embedded here, for your demon-ogling delight. Unto the Evil was teased in the announcement of last week's free update, but this trailer focuses solely on the DLC, which includes three maps, an EMG Pistol and motion-activated Kinetic Mine, and the pi ce de r sistance, a new demon called The Harvester.
Doom: Unto the Evil is available now on Steam, and will set you back $15/ 12.
Dark Souls 3 has been out for four months now, but it feels like four years to a lot of us at PC Gamer. Two DLC expansions promise to sate our hunger for more, one of which is rumored for an autumn release, but after Dark Souls 3 s clean thematic finale, where does the series go from here? We can think of a host of additions to the gameplay in terms of weapons, armor, PvP support, and so on it s the new locations that have the most potential to surprise (and disappoint). So gather round the bonfire as we spout off the perfect, inexorable desires a few of us have for the Dark Souls 3 DLC. We ll try our best to mention Bloodborne only when necessary. It will be necessary.
For a lot of players, Dark Souls games are best for slowly realizing your capabilities and wit, which is why beating a difficult boss after experimenting with the armor and weapon combinations for an hour is such an energizing feeling. After the game is over, players continue that loop into numerous New Game Plus runs, but unfortunately, the mystery fades and challenge dulls with each successive run. I d love to see modifiers for New Game Plus that let players impose limits and rules on themselves that the game doesn t already allow for. For example, a Vampirism mode, where the player s health is always slowly draining and can only be regained at bonfires and by killing enemies. Or a Random Start mode, where a new game begins at a random bonfire. Maybe some kind of Chameleon Mode, where you gain the traits of the monster you last defeated. Let players tweak minute variables and experiment. There s a ton of room to extend how we play Dark Souls besides creating new spaces and faces entirely. James Davenport
One of the most exciting aspects of Bloodborne are the randomized Chalice Dungeons. Yes, they became repetitive, but From Software has had ample opportunity to learn from feedback and, with a Dark Souls 3 add-on, the studio could make the concept truly brilliant. With the larger variety of items, weapons and armor available in Dark Souls games, high level rarities would make trudging through procedurally generated dungeons a much more enticing affair especially if they mirrored the trap riddled format of a Sen s Fortress or the Catacombs of Carthus. Dark Souls 3 isn t lacking in longevity, but with the right amount of variety and incentive, an endless dungeon would keep me playing for years to come. Shaun Prescott
There s a lot of merit in the way Dark Souls players have traditionally been encouraged to fashion their own PvP arenas in the game world, but dedicated arenas have their charm as well. Dark Souls eventually had one patched in (though it was there from the start on PC), and Dark Souls 2 had arenas tied to specific covenants with their own ranking systems. I d like to see a purpose-built arena for 1v1 scraps though, especially since most of the PvP action in Dark Souls 3 tends to devolve into a game of cat and mouse between up to six players. There s definitely an appetite for slow, deliberate, 1v1 showdowns, and other players could even enter the arenas as spectators. If there were a separate ranking system, perhaps not even tied to a specific covenant, that might make for interesting long term competitive play. Shaun Prescott
And if it comes down to it, just give us a standalone PvP mode. Streamline the process for dedicated players with intricate arenas and simple matchmaking tools. James Davenport
Most of Dark Souls 3 features familiar locales converging on Lothric, twisted by time and space. I loved revisiting all the areas in a new light, but a few months removed, I wish we d gone to more entirely new places. Sure, some of the locations are new, but each has a thematic air of familiarity. What would a foreign kingdom from the other side of the world look like in a Dark Souls game? What about a new realm entirely, a visit to the world left after the fire fades? There s plenty of talk of the Deep around Aldrich. Take us there. What lurks in the abyss? Can Dark Souls have a little more Bloodborne, is what I m asking. Again. There s little left to lose in ancillary DLC stories, so I hope we go somewhere unexpected and see creatures both mythological and impossible, revelatory characters, and spaces that dazzle and confuse in a maze of verticality as a direct response to the long, flat road of Dark Souls 3. James Davenport
Dark Souls 3 is essentially a direct sequel to Dark Souls, revisiting old characters and themes, while Dark Souls 2 was cast aside, primarily recalled in a few item descriptions. It may not make sense in the lore, but that doesn t mean I don t have the same curiosity to see how the Shrine of Amana or Drangleic Castle has been warped by the convergence.
And hey, if not Dark Souls 2, at least take me back to Blighttown. I wonder how those folks are doing. James Davenport
It s hard to forget about Bloodborne. I know, it s a PS4 exclusive, but its weaponry was a huge step up from previous Souls games. Dark Souls 3 has some great weapons with unique personalities, but Weapon Arts never quite reach the same wacky heights as Bloodborne s Threaded Cane (a walking stick that turns into a metal whip) or Kirkhammer (just watch this animation) and those two are just some of the starter weapons. Instead of going Bloodborne s mechanical route, the weapons could be magic-influenced. Imagine, a small dagger, that with a single button press, grows a massive blade made of humanity and handles more like a greatsword.One of Bloodborne s coolest weapons is Simon s Bowblade, which is exactly what it sounds like, a bow that transforms into a sword. It made archery builds much more interesting and legitimized a new playstyle. By getting creative with the weapons, Dark Souls 3 could earn quite a bit more malleability and longevity from PVP and PVE players alike looking to try out every build out there. James Davenport
It seems there s hardly a week that goes by where enterprising modders don t add something weird, whacky or wonderful to Paradox s sci-fi inspired 4x-cum-grand strategy endeavour, yet today marks the introduction of its first official DLC the Plantoids Species Pack.
The new phenotype which we re told has gained sentience and [has] begun to spread its tendrils across the galaxy brings with it 15 new species portraits; a range of new templates for plantoid, civilian and military ships; and some new cityscape artwork.
Check out the Plantoid s launch trailer above, or have a gander at Paradox mucking around with it via the developer's latest livestream by heading this way.
The Stellaris: Plantoids Species Pack is available now via the Paradox site for 6.25 ($8.21, as per this conversion) or via Steam for 5.59/$7.99.
Dota 2's new VR spectator hub is spectacular and strange. The Dota community cries out for many things: for the absentee hero Pit Lord, for a new patch, for the next round of Immortals, for their +25 MMR back, and so on. Nobody to my knowledge was crying out for the ability to stick their head fully inside a game of professional Dota 2. Nobody has petitioned for the ability to get all up in the game's business, to stalk virtual squirrels through the undergrowth and experience the life of a creep.
Well, I did. But I was joking.
Last night, I decided to watch an entire game of the International's group stage in VR. Not only that, but I forbade myself from using either the lobby, which allows you to watch the game on a relatively ordinary virtual screen, or the zoom-out function that allows you stare down at the battlefield from above like god.
No. I was going to experience this battle from the ground, like the war reporter that my lack of experience, ability, courage and level of physical fitness precludes me from being.
I am sitting on a rock in Na'Vi's fountain. The draft is ongoing, and no heroes roam the battlefield yet. It's very quiet. The shopkeeper, who is very tall, beams at me from across his anvil. I wait. I can hear the casters discussing the pick-ban phase, but without being able to see it the process doesn't hold my attention. The Radiant base is quite pleasant, actually. It reminds me of that part of a garden centre which sells faux-marble statuary to people with terrible taste.
Suddenly, Na'Vi appear in front of me. They're inert and lifeless at first, as I presume their game clients jutter through the transition from drafting menu to game proper. I wave, because it seems like the thing to do. Then they're off, rushing past me: somebody teleports out immediately in a massive flash of light. I consider who to follow and settle on Dendi's Mirana.
This... feels weird. Due to the physical limitations of the Vive my movement chiefly takes the form of short teleporting 'hops', not entire unlike Dota 2's actual Blink power. I get comfortable with it quite quickly, and I'm able to follow Dendi closely has he rushes down to midlane. There's an eerie sense of actually following somebody, which is compounded by the fact that Dendi doesn't know I'm 'there'.
I understand that players must know that they're being spectated, in some abstract sense, but I'm... there. I'm on the map with him! Na'Vi have six team members, and one of them is a me, an idiot! I feel like I'm tresspassing, like I'm about to get chucked out of the game by International security.
Shit! Na'Vi's opponents, TNC, are hidden across the river under the cover of Smoke of Deceit! I can see them because I'm technically a spectator, but Dendi can't. Does he know? Am I on his side? Should I warn him? I jump up and down and wave frantically, like a moron.
Dendi's game sense warns him to the danger, however, and TNC's strike at midlane fails. Or perhaps this was my doing? Perhaps, in some strange cosmic way, Dendi felt that somebody was trying to warn him. Perhaps every time you've thought 'I bet they're doing Roshan' or 'their supports have been missing too long' you've actually been secretly warned by a tiny invisible man.
This almost certainly isn't true, in any way, at all.
I can just about follow the battle over the creep wave in midlane. I stand on Dendi's side of the river and cheer him on as he contests for farm. From down here, creeps aren't just little bags of gold waiting to be cracked open: they're about my height. The heroes are tall, dazzlingly colourful, and very much unlike me, but I find the creeps with their bad posture and silly way of running rather relatable.
They are dying in droves.
Yeah! Early aggression from Dendi and SoNNeikO forces Kuku's Tinker under his tower, and they close in for the kill. I've become rather factional, despite having no horse in this particular wizard race, simply because it was Na'Vi's fountain that I chose to start in. I'm from the Radiant fountain, you see, and therefore fuck this Tinker guy. "Eat it, Tinker!" I jeer, thrusting my controllers back and forth like the shit weedy child that accompanies most schoolyard bullies.
I understand that the control this kill gives Dendi over his midlane is important, and I'm aware from the ambient commentary that first blood has already gone to TNC elsewhere. But my perspective is so localised that this amounts to information that I know but don't feel. My sense of the game as a whole, usually crucial to spectating Dota, is entirely absent. But I feel remarkably attached to this moon-cat-riding archer lady and her ice dragon friend.
I accompany my two new friends on a smoke gank to the Dire jungle. This is excting! I creep up the stairs, where I see TNC's Beastmaster jungling. Assuming that he's their target, I sneak closer for a look: but they're already on their way to the safelane. Very quickly, I become lost in the jungle. It's only when I see the lights of a teamfight that I know where to look.
Jesus Christ. From the ground, a Dota teamfight is chaos. I feel like I've just wandered into the middle of a football match, and I have a pressing feeling that I'm about to get into somebody's way. I can't really tell what's going on. I lose Dendi in the chaos and the fight doesn't seem to go Na'Vi's way. Lacking any kind of UI I have no way of gauging anybody's cooldowns or relative power. This fight between Beastmaster, Faceless Void and Disruptor amounts to three brightly-coloured muscular topless magic men smacking each other in a wet disco.
What a time to be alive.
I find Dendi in the Radiant offlane just in time for a fifteen minute pause. Somewhere, outside of this game I now live in, somebody in a hotel in Bellevue is having a problem with their headset. This all seems rather alien to me as I hear about it from the ground. I have time to wander a little through this frozen, grey kingdom. Here's a fun fact: water never pauses in Dota, but fire does. Makes you think.
Bored, I teleport up to the ward spot near the Radiant secret shop and have a lie down. I lie there, on the floor and/or on the ward spot, and wait. Suddenly colour returns to the sky and the pause ends. I spring to my feet, feeling compelled to shout "I'm up, I'm up!" like I've been caught napping on the job.
Near Dendi's position I discover a stacked camp in the Dire jungle. I'd always thought of camp stacking as a rather benign affair but it's quite intense in person. It's so cramped: particularly for those poor little skeletons, who seem to be having a terrible time. I wonder, for the first time in 2,500 hours of Dota 2, why neutral creeps live in camps.
There is a whole jungle out there, guys! There's a lot of space. You don't need to live like this. What are you afraid of? Who hurt you?
Then it occurs to me that they are afraid of the giant colourful magic men who come and murder them every minute, every day, forever.
Dendi murders these centaurs while I watch, silently. Then he murders some golems. Sometimes he throws an arrow sideways, and I watch it sail through the air until it murders something else. He has his Aghanim's Scepter by this point, I realise, as barrage after barrage of lunar energy brings a terrible unfeeling wrath upon the creatures of the forest. Dendi is farming well, a caster observes far above me.
Then I met a squirrel the size of a dog with a single giant triangle for a face. He can't be killed because he isn't worth any money, which is the law of the jungle and also capitalism.
Dendi dies in an engagement in midlane, I think (I'm lost.) Hiding behind a tree, I watch TNC begin their push. It's very impressive. I instinctively don't want to get in the way of Tinker's March of the Machines or Beastmaster's Necronomicon creatures. Watching a big purple goblin, a bodybuilder, a gnome in an exoskeleton, hundreds of tiny robots, a magic boar, a blue woman, and the angry purple ghost of a bird lady lay siege to a big marble tower with a face, I realise: Dota is weird.
From the steps of the Radiant base, my home, I watch her defenders sally forth. I wonder why they keep running into the March of the Machines: down there on the ground, wading into a sea of knee-high razorbots seems like a terrible idea. Nonetheless, off they go. There are jungle creatures to murder.
I find Dendi again and follow him as Na'Vi stalk under the cover of Moonlight Shadow to Dire's midlane. Somebody drops an item near this ward but I can't tell what it is because it only appears to me as a giant treasure chest and the casters don't mention it. I can see what Na'Vi are trying to set up, vaguely, but unlike them I can spy TNC's position through the trees. The angles don't look right. I attempt to express caution through Vive controller semaphore to no avail. While gesticulating I brush my arm against my office cabinet, which I briefly mistake for a person.
"Hello" I say, to the cabinet.
Na'Vi's aggression in midlane is punished. Most of the action happens on the far side of Shadow Shaman's serpent wards so I don't see much of it properly. That is true generally for most of these fights. Vantage points like stairways and rune spots help, but the precision and decision making that goes into each action is lost on me. I do however make eye contact with TNC's Eyyou midway through the fight. He is a chicken when this occurs, but the condition is temporary.
Having won the fight, TNC enter the Roshan pit. I had always imagined this place as a deep cavern, but it's actually a little small. Roshan himself is pretty impressive, but he clearly doesn't have enough space. This is like those mini 'apartments' in London that are actually somebody's refurbished garage and cost hundreds of thousands of pounds to live in. Roshan is, I suppose, a victim of globalisation, irresponsible marketeering, and insufficient rent control. He is also very presently going to become a victim of being murdered for the magic orb he keeps in his brain.
Imbued with the power of the Aegis and presumably winning a game that I find increasingly hard to follow, TNC lay siege to the Radiant base. Creep meets creep in hand to hand combat. Heroes die and buy back and charge out of the fountain only to die again. I have no idea what is going on and it is terrifying.
I find Dendi surrounded by springloaded clockwork razorbots. A horned goblin holding three eyeballs and a placid expression does yoga poses in the midst of the melee, as an orange samurai finally overcomes the blue woman that just blew up his house. There are bodies and gold coins everywhere. There are voices in the sky and they are shouting.
Na'Vi have one last shot at staying in this and it means laying claim to Roshan or at least preventing TNC from doing so. I know this because the voices in the sky are talking about it. They also say that the Roshan pit is a trap laid by TNC. I understand what this means in principle but I don't really feel it until the trap is sprung. I hang back as Na'Vi charge ahead, and watch as they're caught in a tidle wave of blue and purple magic that blindsides them completely. Dendi vanishes into the chaos.
My god, it's full of wizards.
The battle/disco/massacre at the Roshan pit clears TNC's pathway to the Radiant ancient. It's almost peaceful without Na'Vi's heroes here to oppose TNC's slow siege. Raven's Drow Ranger slays a squat little creep with every arrow, glowing a healthy shade of green as she does so. A tower crumbles at my feet.
Suddenly everybody and everything stops: Na'Vi have called GG. I can't see the words but I see it in the map itself a sudden anticlimax followed by the spectacular detonation of the Radiant ancient. Blue light rockets into the sky and cherry blossoms tumble down around me as the world itself comes to an end.
I have just spectated a game of Dota 2 and now I need a drink and a lie down and possibly a drink while lying down.