The rendering of game worlds tends to be the focus of their praise: The haunting decay of Metro 2033's subway cities, the attention to detail in GTA V's storefronts, the postcard beauty of The Witcher 3's grand vistas. Often, though, these discussions skip over the less tangible aspects of a place: its atmosphere, its purpose, its people. A world’s inhabitants define it as much as its appearance, and can transform a familiar environment into a foreign one without shifting a single polygonal brick.
A world s inhabitants define it as much as its appearance, and can transform a familiar environment into a foreign one without shifting a single polygonal brick.
Hitman—the game and the franchise—exemplifies the notion of systemically-defined space. The clockwork routines of its people imprint themselves on the environment: this rooftop is where the guard takes his smoke break, that apartment is where the trainee chef argues with his sister, oblivious to the professional chameleon sneaking in and stealing his uniform. AI routines dictate how we navigate the world, directing us down certain paths and establishing distinct associations between form and function. Our passage through a place becomes part of its identity.
The game I always come back to when thinking of the effect people have on a space is Dragon Age: Origins. Depending on your chosen origin story, you begin your adventure in either the Dwarven city of Orzammar, the Elven Alienage, the Mage Tower, the Brecilian Forest, or the town of Highever. Aside from Highever, you'll revisit each location later in the game from the perspective of The Warden. Thanks to the war with the darkspawn, your home is not the same place you left it, with the Alienage on the brink of riot, Brecilian Forest plagued by disease, and the Mage Tower overrun with abominations. Though each location looks the same, the atmosphere is far more grim, with hopeless faces and hostile glares emphasizing the human, Dwarven, and Elven cost of the war in a way no bombastic battle can.
Hitman recontextualizes familiar locations even more dramatically than Dragon Age with its bonus episodes, which modify the Sapienza and Marrakesh maps by repopulating them with fresh actors and different AI routines. Because Hitman is all about manipulating and deceiving the AI, the new denizens provide a raft of new challenges, forcing players to switch up tactics and approach the familiar locations from a fresh perspective. Hitman is at its best when you're exploring the interplay of its systems, overflowing sinks near exposed electrical wires and dropping weapons on patrol paths to trick guards into leading you to the security office. This is the kind of experimentation the bonus episodes focus on, giving you a whole new batch of virtual puppets to knock out, strip down to their underwear, and dump inside empty refrigerators.
The first bonus mission, set in Sapienza, is an excellent example of how an environment’s actors can transform it. Sapienza is Hitman’s second location, and in the original mission it features an elegant Italian town basking beneath the midday sun, its majestic villa and sweeping seaside vistas evoking a sprawling grandeur. It's the largest level of the first season—or at least it feels that way because it's so packed with possibility. Secret passages lurk behind loose walls. A valuable disguise lies waiting inside a church morgue. Gunpowder cannons peek from the crenellations of a ruined castle. The possibility space is as large as the town itself.
The architecture of the buildings and byways may remain the same, but the people have changed dramatically.
The Sapienza that features in the bonus episode, though, is a different beast. Night cloaks the town in shadow, reducing visibility and forcing you to sneak in closer than normal to suss out the situation. Fences close off access to the beach and the villa, adding a claustrophobic pressure to the challenge of remaining unseen. Streets that once felt breezy and boisterous now seem cold and cloistered, their crucial lines-of-sight blocked by barricades and movie props. Guards travel in pairs and workers cluster beneath a handful of floodlights, refusing to wander off for an easy takedown. Despite the darkness, silent assassinations are tougher than ever.
Gone are the town's ordinary residents, replaced by rabid movie fans scrambling to catch a glimpse of the blockbuster being filmed in Sapienza's main street. Hired thugs give way to professional security guards, their focus keen and their trigger fingers notably less itchy. Cleaners and gardeners sleep the night away, their valuable blue-collar invisibility stripped from Agent 47's toolkit. In their stead, camera operators and pyrotechnicians hurry to and fro, their hawkish eyes quick to out 47 as an imposter. To survive their gaze, you must approach Sapienza as if it were an entirely new location. The architecture of the buildings and byways may remain the same, but the people have changed dramatically.
What was once a hostile place loosens its tie and untucks its shirt, adopting the laid-back air of school grounds after the end-of-day bell.
Consider Sapienza's Gelateria Bella café. Formerly a hotbed of civilian activity best avoided, at night it shuts its doors and becomes a break room for exhausted film crew and catering staff, a sanctuary where they vent their frustrations and helpfully clue you into valuable opportunities. What was once a hostile place loosens its tie and untucks its shirt, adopting the laid-back air of school grounds after the end-of-day bell. Its locked doors and inattentive inhabitants give it a sense of safety, as much your sanctuary as it is the film crew's. Forget avoiding the café; at night, it's one of the first places you'll want to visit.
The purpose a place serves informs its character just as clearly as its aesthetics. Take the clock tower overlooking Sapienza's main street: during the daytime, its stairwell echoes with silence, its empty roof the perfect sniper's perch. It is a monument to cold, clinical death, a place for those wanting to distance themselves from intimate assassination.
The second time around, though, the roof of the clock tower becomes a camera nest, playing host to both a cameraman and a security guard. Stripped of its solitude, the tower takes on a new purpose. Eliminating its occupants away from prying eyes and ears nets you two disguises, all the more precious given Sapienza’s night-time crowd. Its elevated vantage is equally useful, affording a clear view of the clockwork routines whirring away in the street below—an opportunity denied by the decentralised nature of the level during the day. Physically and conceptually, the tower becomes a pillar of your second trip to Sapienza.
If there's one word to describe the Sapienza bonus mission, it's focused. Beyond its smaller area, the mission foregoes roaming targets for a fixed one: the movie star Dino Bosco, revealed to you right as you begin the level. By centering your attention on a single location, the level becomes more directed than its previous incarnation, a case of focusing on the how rather than the who and where.
This design produces a Sapienza divided into regions of tiered intensity, concentric zones of escalating danger focused on the boisterous Bosco. On the periphery, the streets are quiet, the thick shadows masking the evidence of your misdeeds. As you work your way onto the film set, security steps up its presence and its vigilance, demanding patience and planning to remain incognito. Danger rises like the clicking of a Geiger counter, its steady ascent in sharp contrast to the fluctuating tension of stalking Silvio Caruso and Francesca De Santis during the day-time.
Bosco's preference for standing in the spotlight instead of wandering secluded alleyways drastically alters the pacing of the episode. Impulsive hit-and-run tactics are out of the question; patient observation is the only way to complete your mission undetected. Guns are suddenly useless against Bosco's Iron Man suit, while his massive ego ensures he's always being watched, waited on, and fawned over. Just like the movie under direction, you're going to have to throw your practiced script out the window if you want a hit on your hands.
As Sapienza shows, how we perceive a location is as much about its people, its mood, and its focus as its aesthetic. If the first trip to Sapienza was a lazy summer vacation, the second is a guided tour, its intimidating freedom exchanged for a smaller, tighter task. From Paris to Hokkaido, Hitman is a shining example of spatial economy, leveraging assassination challenges, escalation missions, and elusive targets to squeeze every drop of blood out of its exotic locations. Season Two might not have a release date yet, but with so much left to explore in Season One, I'm more than happy to wait.
	
	It doesn't matter if you're rocking an AMD graphics card or play for team Nvidia, both companies have new GPU driver updates available. The timing is no coincidence, as both include optimizations for Ubisoft's recently released Watch Dogs 2.
Starting with AMD, its Crimson 16.11.5 adds support for Watch Dogs 2 and has a new DirectX Crossfire profile for Dishonored 2. Beyond that, it's a relatively minor update that fixes a couple of flickering issues, one that affects The Division and the other affecting Battlefield 1, both of which might occur when running a Crossfire configuration.
There are some known issues AMD is working to fix. They include:
You can grab the latest Crimson update here.
As for Nvidia, its new 376.09 driver provides a "Game Ready" experience for Watch Dogs 2, meaning the driver team focused on performance tweaks and bug fixes specific to that title.
It also contains a bunch of bug fixes all around, some of which are carryovers from previous driver releases. They include:
You can download Nvidia's latest driver package here. Nvidia also put together a Watch Dogs 2 graphics and performance guide for help fine tuning the game's settings.
Since we first learned of stylish post-apocalyptic survival 'em up Impact Winter back in May last year, information has been thin on the ground. Today it breaks its radio silence with news of a vague release window, a publishing deal between developer Mojo Bones and Bandai Namco, and new trailer which teases its neat visuals and sombre narrative.
Filling the snow boots of Jacob Solomon, your job in Impact Winter is to lead a makeshift team of survivors in the wake of an asteroid collision. Constant snowfall makes this task all the more challenging however a mysterious radio transmission offers hope by promising help is en route in 30 days. From there your job is simple: "keep your companions alive until rescue."
As is explained above, braving the aftermath of the disaster involves setting out against the elements, scavenging for supplies, and relying on your drone-like robotic pal Ako-Light for company. 30 days sounds doable, but after 12 months in this desolate world, protagonist Solomon sounds understandably weary.
"When Mojo Bones introduced Impact Winter to us, we understood early on that this alternative survival experience, with its distinctive artistic direction will be a unique adventure for players," says Bandai Namco's Hervé Hoerdt of the new publishing partnership.
Mojo Bones' Stuart Ryall adds: "As gamers, we formed Mojo Bones in 2011 with the intention of using our newfound creative freedom to explore and design unique ideas and concepts. Impact Winter represents the most ambitious step along our journey so far; taking inspiration from our favourite games, movies, music and literature in an attempt to build on those influences and create a one-of-a-kind survival adventure."
Impact Winter is due at some stage in "early 2017".
	
	Slam the breaks on that time truck, because we’re not ready to leave 2016 just yet. First, as is our sacred duty, we must anoint the best games of the year. We’ll be announcing PC Gamer’s official Good Games of 2016 Awards in the upcoming issue 300. For now, Samuel, Phil and Chris run through their personal nominations. From XCOM 2 to Dishonored 2, with a little stop for yet more Hitman.
You can get Episode 29: That happened, and was a thing here. You can also subscribe on iTunes or keep up with new releases using our RSS feed.
Games Discussed: XCOM 2, Civ VI, Darkest Dungeon, Hitman, Oxenfree, Stellaris, Forza Horizon 3, DOOM, Titanfall 2, Dishonored 2.
This Week: Samuel Roberts, Phil Savage, Chris Thursten
The PC Gamer UK Podcast is a weekly podcast about PC gaming. Thoughts? Feedback? Requests? Get in touch at pcgamer@futurenet.com and use the subject line “Podcast”, or tweet us via the links above.
This week’s music is from Civilization VI.
	Billed as a 'spiritual successor' to 2011's free-to-play MOBA Bloodline Champions, Battlerite has become a runaway hit since entering Steam's Early Access programme in September. As a measure of its popularity: just two weeks after launch it'd accrued somewhere in the region of 200,000 players, and is now free to try this weekend if you fancy adding yourself to that list.
As you've no doubt spotted here at PC Gamer and over on PC Gamer Pro, Chris knows a thing or two about Dota 2. When he first discovered Battlerite, he admitted expecting a "stripped-back" version of Valve's multiplayer battler—"a sort of 'just add water' teamfight solution"—however instead found this:
"Battlerite is an extraordinarily well-designed game, and digging into each of its heroes reveals a skill ceiling that I can just barely glimpse from my position down here in the trenches. Where once I looked at a MOBA's compressed action bar and thought 'easy', now I'm looking at six abilities and their EX variants plus bespoke conditional effects and seeing the long road to mastery stretch out in front of me."
Starting this Thursday, December 1, and running through till Sunday, December 4, Battlerite is free to try on Steam and is also running a 25 percent discount. "Use this opportunity to invite your friends who have shown an interest in Battlerite," says developer Stunlock, who has also dropped the following trailer to welcome new faces.
For even more Battlerite-ousness, check out Tom's interview with Stunlock Studios' Martin Lövgren.
	
	After four years of war-torn terrorising and counter-terrorising, CS:GO has been modified to include interchangeable weather patterns—each designed to alter fighter playstyles.
Courtesy of modders Lewis Palfrey and Luke Millanta, de_dust2_w introduces "varying weather patterns" to one the game's most popular maps, dust2, and also extends to its Cache, Mirage and Overpass arenas. "There is a pool of ten different weather patterns," reads the mod's Steam Workshop description. "At the start of each round one of these weather patterns is selected."
Speaking to Eurogamer, Millanta explains that he came up with the idea for manipulable weather in CS:GO in August, however required the support of someone better versed in map making. Known for his work within the CS:GO and GoldenEye: Source communities, Palfrey obliged and set about helping Millanta realise his idea.
"When raining it is harder to both hear enemies approaching and to see without the aid of a sniper rifle," Millanta tells EG. "This means that while your enemy may have an advantage while AWPing [aka while using the Arctic Warfare Magnum sniper rifle, famous for one-hit kills], it is easier for those stealthy players to sneak up on said AWPers. The feedback thus far has been quite good."
If you're a Counter Striker, I'd love to know your thoughts on this in the comments below. Here's a gallery of Millanta and Palfrey's work in action.
	
	In its latest update, Counter-Strike: Global Offensive moves closer to becoming a full-pelt military catwalk sim with the introduction of new cosmetic gloves. Now you needn't flaunt your impeccable taste in fatigues via the medium of gun alone: now your gloves can be nice-looking, too. I dare say it'll also prove a lucrative new microtransaction beat for Valve.
Here are a few examples from the Glove Case, which boasts 24 all-new gloves, as well as 17 new weapon skins:
One thing's for sure: they are both glove skins. The update ushers in a few other new additions as well, such as Steam Group Lobbies. These allow you to join lobbies based on the Steam Groups you follow. Meanwhile, there is new Music Kit too, from the likes of Hundredth, Beartooth, Blitz Kids and the delicately named Skog.
The full update notes are over here, though that's about the gist of it.
	
	"We don't have base-building," Sean Murray said when I interviewed him back in March. "And the reason is, it would just make people want to stay where they are and not explore." The concept of traditional quests—which Murray described to me at the time as fetching "space chickens"—was also antithetical to the concept of No Man's Sky, which was designed around restless, endless exploration, pushing players deeper and deeper into the galaxy, and never looking back.
Things have obviously changed, as Murray predicted they might months before the game launched. His plan was to update No Man's Sky with new features based how people chose to play. "...maybe people will say ‘Hey, I just want to settle down and go fishing.’ And you know, maybe we'll support that then if there's enough of those people," he told me in the same interview.
While there's no fishing (yet), it seems there were enough people interested in settling down, because the Foundation Update provides base-building, which does include some fetch quests (though none involving chickens).
Here's a run-down of a few things Foundation gives you:
In 'normal' mode, once you find a planet with a habitable shell, you can claim it and craft a construction terminal. Hire an NPC (space stations now have several aliens in them) and he'll send you scavenging for resources for new modules. Soon you'll be able to hire other NPCs for technology and weapons development, you'll be able to farm plants for their resources, and even build your own landing pad and terminals to save your game.
The building itself is pretty easy. You select the module from the menu and snap it in place by tapping a key. It can be a bit awkward at times, especially building multi-story buildings, but that awkwardness is similar to just about any other first-person building experience (Ark, Fallout 4, Rust, etc).
Building a base doesn't mean you can't still explore. Your starter base comes with a teleporter, and every space station now has one as well. So, even if you've rocketed to new systems or galaxies, you can return to your base from any space station you visit. You can 'port in the other direction, too, from your base back to the space station, making repeat trips to buy or sell much easier.
And, since you're going to be doing more resource mining to be able to build your base, you'll need somewhere to store and transport everything. Foundation has the answer: you can fly your ship right into the landing bay of a space freighter, talk to the captain, purchase the massive barge (if you have about 7 million space-dollars. You can use your freighter to hold all your collected loot, summon it at will, and even customize the inside of it, just as you do your base.
There are some other nice improvements. You can scan planets before visiting them, to see what resources they contain—though I wish you could also scan for toxicity as well, because toxic planets bum me out. Planetary resources are more clearly marked—instead of just a red symbol with a lightning bolt, for example, plutonium, carbon, and thamium9 are now individually labeled when you scan while walking on a planet's surface. A quick access bar saves you the trouble of opening your inventory to charge devices like your weapons, mining laser, and ship shields—now you can do it with a single keypress. And product-stacking clears up some room in your inventory as well.
Temporal Anti Aliasing gives the game a cleaner look, and some changes have been made to how planets are procedurally generated—not a massive difference that I've noticed, but a few planets I've visited have looked a bit more colorful and interesting. This is all very welcome, though I think dribbling out some of these small and useful UI changes over the past few months when everyone was wondering what the hell was being worked on might have been a good idea.
And look! You can actually land on alien creatures now rather than falling through them like a ghost.
As far as players meeting one another, well... now you can place a node on a planet and attach a message to it for other players to find, which I suppose is something. We'll see if Foundation changes more in that regard as it continues to be updated. The full list of Foundation changes can be found on the No Man's Sky site.
As far as my personal tastes go, I'm not really finding base-building all that enjoyable, and it's not really convinced me to return to the game. I like the idea of endlessly exploring more than I like the idea of building a house, but unfortunately I never found No Man's Sky's exploration all that rewarding and I'm not sure Foundation currently does much to change that. I still recognize that it's a great update, thoughtful and surprising in scope, and importantly it gives players new ways to experience the game while answering many of their wishes. A lot of players wanted the ability to create a home, and have a real home planet, and they got it.
	
	Videogames aren't just for entertainment, they are also the foundation for scientific research. For years players have been asking questions like "how many tanks does it take to stop the train in GTA 5?" or "how many people can I lure into a pool of electrified water?" You know, the difficult inquiries that really further us as a species.
But sometimes science goes too far, as might be the case with one player and their obsession with "explosive orgies." What started as a little joke has spiralled into a madness to test the limits of what Dishonored 2's physics engine can handle.
His name is 'Fattydude66' and he originally posted a screenshot to Reddit entitled "Is this one of the orgies the Duke loves so much?" It was a morbid jab at Luca Abele, the Duke of Serkonos, an oppressive ruler who offhandedly mentions a certain affinity for orgies during Dishonored 2's story. Fattydude66 was so committed to his joke that he spent an hour piling up 80 unconscious bodies, four dead ones, and two wolfhound. But that's where things got a wee bit dark.
"Throw a grenade in the middle and post the results," suggested Raysparks38 in the comments.
A day later, Fattydude66 obliged by posting this gif to Reddit:
The gif demonstrates that Dishonored 2 has some impressive ragdoll and dismemberment physics. The post immediately skyrocketed to the top of the Dishonored 2 subreddit, and Fattydude66 could rest easy knowing his duty to science has been fulfilled.
Until someone had to take it even further.
"Imagine if you play as Corvo and stop time just as the grenade explodes," wrote Natsirt2610.
The next day, Fattydude66 uploaded a video of him doing just that. Watch below as the explosive orgy is frozen in time, dismembered limbs hanging in the air as Fattydude66 circles them in grotesque detail. It's been no secret that Dishonored 2 had some serious performance issues at launch on PC, but Fattydude66's experiments are really pushing the limits of Dishonored 2, his computer, and perhaps even himself.
Within hours, Fattydude66 uploaded two more videos and posted them to the Dishonored 2 subreddit. Each one is a new take on his patented explosive orgy theme. In one, he tosses several grenades into the orgy, creating an even bigger explosion of limbs that causes the game to hitch so hard you'd think sparks must've shot out of his computer case. The second video is of him firing several crossbow bolts into the mass of bodies. Sadly, Fattydude66 seems to be alone in his fascination, as after the first explosion experiment the community response to his other efforts has been nonexistent. Fattydude66 hasn't posted any more videos since then, but I imagine he's spending his days researching even more unnerving experiments to conduct on his unconscious pile of bodies. Those poor, poor people.
	
	With the first season of Hitman now wrapped up, Io Interactive says that today's November update is the first in a series of "major game updates that will tweak the game and add new content leading up to the launch of the disc-based edition early next year, and beyond that into season two." The biggest change in this patch is the addition of an "Offline Profile," which makes all the rewards you've earned in the live game accessible even when you're disconnected.
That means all Mastery items, including weapons, gear, and starting/pickup locations, plus Elusive Target suit rewards and Challenge Pack unlocks, are yours to use as you like when you're away from the internet's sweet embrace. (Hey, it happens sometimes, right?) You'll need to connect to the game servers once to acquire your Hit-stuff locally, but after that you're as free as a bald bird in a well-tailored suit.
The update also makes a "stability sweep" through the game to fix various sorts of crashes and instability, adds an "opportunity completion checkmark" to simplify the process of tracking your progress toward claiming achievements, rewards capable players with a "Silent Assassin" rating on the scoring screen (when they've earned one), overhauls the statistics page, and adds a "success state" indicator to contracts.
My favorite addition is a new move that didn't work out quite like it was supposed to: The ability to pull enemies over balconies or out of windows, Sam Fisher-like, while you're hanging below them. "Unfortunately, there is a known issue for this move: NPCs that see this move will not blame 47, even if they are looking directly at the NPC or at 47," the studio wrote. It's apparently too late to do anything about it now, so the plan is to let players abuse it to their hearts' content until the rollout of the December update, when the feature will be removed. It will be brought back into action in January, around the same time as the disc-based release.
The Hitman November update is about 2.1GB in size, and "mandatory" for all players. Full details are available on Steam.