Counter-Strike 2

On Monday Valve announced that it was overhauling Dust2, Counter-Strike's most iconic map, and now it has detailed all the changes, released images and opened the arena up for beta testing in Counter-Strike: Global Offensive.

Most of the changes are visual—Valve has quadrupled the texture resolution and changed the art style, opting for a lighter colour palate and a more obvious North African feel, with signs for a Kasbah (basically a fortress), a bazaar and a hotel. Overall the map manages to feel a lot brighter but more decrepit, with weathered walls and crumbling pillars. I'm a big fan.

There's no major changes to the structure of the map, which I supposed is to be expected, but there are some important tweaks. The most noticeable one is at the B bomb site, where the raised area to the back corner has been lowered so it's level with the rest of the area, as you can see in the image below (old on the left, new on the right). The slider won't work here, but you can use it on Valve's blog post unveiling the changes to compare the two versions.

The broken down car on the site has been moved to make it easier to get behind, the famous 'window' looking down on the middle of the map has been widened, while the section of tunnels that approaches the bomb site has had parts of the roof smashed away so that more light floods in.

Bomb site A has changed less: Valve has removed some of the dark doorways and generally de-cluttered the area so there's less objects to get stuck on. Take a look:

At Mid, Valve has added a new shallow staircase, removed some alcoves and improved the lighting. The last change is to the T-side character models, which Valve hopes make them look like "hardened veterans" of CS.

You can test the map out in the game's beta branch—here's some instructions on how to opt in. Do you like what you see?

Borderlands 2

The Humble Bundle's latest collection of games goes big on Borderlands, packing Gearbox Software's original role-playing shooter, its immediate sequel and its low-gravity follow-up, Borderlands: The Pre-Sequel. 

It's all part of the slightly awkwardly-named Humble Endless RPG Lands Bundle. The 'Endless' bit is because it also throws in Endless Legend, the excellent sci-fi 4X game.

The pay-what-you-want part of the bundle includes the Original Borderlands (which is probably just about still worth playing) plus all its DLC, as well as action-RPG The Incredible Adventures of Van Helsing and Wurm Online, the fantasy MMORPG.

Splash out more than $4.96 and you'll get all that plus Endless Legend, Borderlands 2 and some of its DLC (some major story add-ons are missing) and Guild of Dungeoneering, a card-battling dungeon crawler that Andy wrote about back in 2015.

More than $10 will also nab you Borderlands: The Pre-Sequel, which Evan called a "well-executed but thoroughly unambitious extension of Borderlands 2".

Overall, the package is a good one for those who haven't played the Borderlands games. $5 is near enough a historic low for Borderlands 2 alone, which is the star of the show. You can read Tom's original review here.

The bundle is available for the next two weeks: grab it here.

Assassin's Creed® Origins

The PC Gamer team gathers to about the latest and soon-to-be-latest PC games, from the seemingly endless Divinity: Original Sin 2, to the all-consuming Destiny 2. You’re going to need to set aside some significant time to play the year’s biggest games. Here’s hoping you don’t meet a high-level hippo along the way.

Download: Episode 54: High Level Hippo. You can also subscribe on iTunes or keep up with new releases using our RSS feed.  

Discussed: Assassin’s Creed Origins, Total War: Warhammer 2, Divinity: Original Sin 2, Wargroove, Destiny 2

Starring: Samuel Roberts, Phil Savage, Tom Senior

The PC Gamer UK Podcast is a weekly podcast about PC gaming. Thoughts? Feedback? Requests? Tweet us @PCGamerPod, or email letters@pcgamer.com. This week’s music is from Divinity: Original Sin 2.

PC Gamer

Since its announcement in August, Football Manager 2018 has teased information on its new graphics engine, new AI, and new Dynamics system. Now, developer Sports Interactive explains what the game's overhauled Scouting system is all about.  

Designed to better reflect how scouting operates in real life football, scouts will have a more central role in the process than previous instalments. As the video below outlines, scouts will score players out of 100 and will adjust their ratings as they learn more about each player in question. 

With a specified budget, managers can determine the level of scouting required —'General' or 'Short Term', for example—and a new centralised Scouting Centre hub collates all the data you'll need before dishing out contract offers. 

To this end, data analysts have a bigger part to play this year—all of which should ensure you make the right signings, and know when to send the underperformers out to pasture.

Here's all of that in greater detail: 

Football Manager 2018 is due November 10, 2017. More information can be found on the game's official site

Sid Meier’s Civilization® VI

Big changes are coming to Civilization 6 in the Fall 2017 Update, including a revamp of the Religion system that adds new religious beliefs and units, improvements to the interface, and tweaks to gameplay balance and enemy AI that will make them much more dangerous on the high seas. 

"Two new Pantheons will be get introduced into the game, along with new Founder, Follower, Enhancer, and Worship Beliefs. These beliefs unlock the ability to build two new buildings as well as a new combat unit, the Warrior Monk," associate producer Sarah Darney explained. "Religious units can now exert Zone of Control and receive Flank and Support bonuses in religious combat. Meanwhile, the Guru religious support unit can heal nearby religious units." 

"Finally, the Religion Lens has been overhauled to improve overall usability and readability. You’ll also find UI touches, such as religion indicators on unit flags, to remove all guesswork on where a unit’s allegiance lies." 

Enemy AI will put a greater emphasis on building and protecting naval units following the update, which Darney said will be "especially exciting" in concert with the upcoming addition of a new civilization. The "least useful" gossip messages are being removed, so you'll only get the news that matters, and Diplomacy screens are being changed as well to make them easier to use. 

"Beyond this, the Great People art has been updated to feel more 'great' and make this screen easier to navigate," Darney wrote. "Capital icons now show on city banners in the Espionage Mission selection menu, and many smaller changes have been made to the menus to make screens more moddable and extensible." 

Darney didn't say which new religious Pantheons are being added to the game, or which new civilization will make the promised big splash with the improved naval skills, but details about the Fall Update will be released when it's live. Alas, there's no word yet on when that will be. 

Ys VIII: Lacrimosa of DANA

Ys Eight: Lacrimosa of Dana was supposed to come to the PC in mid-September. But one day prior to its scheduled release it was delayed, with no word of a new release date, "due to continued efforts in improving gameplay quality." Exactly what that meant wasn't made clear, but it may have something to do with the English translation. Via DualShockers, the president of NIS America has apologized for its poor quality, and said that an updated localization is in the works. 

"It has come to my attention that the quality of the Ys VIII localization has not reached an acceptable level by our own standards, but most importantly by yours," Takuro Yamashita wrote. "As president of NIS America, Inc. I want to apologize to you personally for this grave error. This situation should not have happened – especially to a game as wonderful as Ys VIII and by a company that strives to deliver the very best customer experience in each title." 

Yamashita said that an internal investigation has been undertaken to figure out how the shoddy translation was allowed to pass, and to ensure that it doesn't happen again. He added that a new translator and editor will go over the entirety of Ys Eight "to fix grammatical errors, typos, inconsistencies, and also to take a fresh look at the dialog and characterizations," and edit—with updated voice acting—wherever necessary. 

"We plan to have this work done by the end of November and will offer the updated localization free of charge for both the PlayStation 4 and PlayStation Vita versions of the game via patch," he wrote. "The Steam version of the game will include this localization in its initial release." 

The Google translation is very rough, but Japanese site Automaton (via NeoGAF) suggested that at least some of the problems with the translation are the result of the move from XSeed Games, "a marvelous affiliate company," to NIS America. It also includes a link to an email posted to Pastebin which breaks down the issues more clearly. 

"There is a clear lack of editing, which has resulted in stiff and awkward text in tutorials, item and area names and dialogue, as well as homogenization of character personalities and quirks. This harms the fantastic character writing and compelling plot," it says. There is also "an occasional lack of consistency with terminology established in past Ys locations." 

Assuming nothing else gets in the way, the end-of-November timing on the localization update would suggest that the PC release of Ys Eight: Lacrimosa of Dana will take place sometime in December. I've reached out to NIS America for more information, and will update if I hear more. 

Middle-earth™: Shadow of War™

Update: WBIE now says that the issue with Steam Family Sharing has now been resolved for all players, "including those who were impacted previously." We re-tested it ourselves, and can confirm that sharing is now working properly.

Original story:

Steam Family Sharing was announced in 2013 as a way for friends and family to share their game libraries with one another. There are some limitations, but basically you can give access to your entire Steam library to up to five people across ten devices. Not all games support the feature, however, and according to Reddit, Middle-earth: Shadow of War is one of them. 

"My friend and I alternatively buy all the good games and share amongst ourselves, but this game doesn't support sharing," DoorHandleWalah wrote. "We had to refund the game because of that." 

"Had to" is maybe overstating it a bit, but there is nonetheless a good deal of anger over the news in the comments, perhaps because it comes on top of controversy over Shadow of War's loot boxes (which as it turns out aren't that bad) and a charitable effort gone wrong (although that worked out in the end, too). It just hasn't been a smooth ride up to release.

PC Gamer tested Steam Family Sharing on our own and confirmed Shadow of War is not supported—it shows a "Purchase" button where games that support Family Sharing show "Play." We also noticed that Quake Champions and Arma 3 (of the 42 games we had installed) didn't seem to support Family Sharing.

I reached out to Warner Bros. for more information, and will update if I receive a reply. For now, if this is relevant to your purchasing decision, consider yourself warned. Either way, it's out today, and here's our review

West of Loathing

Seems like another ordinary day at your typical Loathing farmstead. You wake up, comb your hair (netting you a single XP), speed-read a manual on the finer points of Stupid Walking (acquiring the corresponding perk in the process), and solve a puzzle.

But then you have to stifle a sob before joining the rest of the family, already gathered outside for your departure. Today is the day you leave home to seek fame and fortune in the scattered pockets of civilization dotting the deadly desert to the West.

It's a fairly ordinary setup, right? For several years almost every JRPG under the sun started more or less the same way. Still, there's something funny about those first minutes of West of Loathing—not in the sense of ha-ha funny, but something ever so slightly different. Something off.

Asymmetric's quasi-sequel to Kingdom of Loathing is frequently hilarious, but for all the praise, it must be just a tiny bit frustrating how everyone seems to concentrate almost exclusively on the jokes. I mean, it's not like a game could be the funniest thing we've played in years and the most brilliant subversion of RPG tropes in recent memory, as well as an astute commentary on contemporary open worlds at the same time. Could it?

Just as impressive as the ways West of Loathing defies tradition is how subtly it attunes players to the demands of its own logic in two brief introductory areas. In order to avoid major spoilers I'll focus mostly on the starting farm and the small settlement of Boring Springs to outline how West of Loathing explodes calcified generic conventions and emerges as not only the funniest game of 2017, but one of the most complex and intelligent, too.

Meaningful repetition

Surely I'm not alone in this: Whenever I see a response repeated, in dialogue with an NPC or as descriptive text after investigating a piece of scenery, I assume that particular interaction has been exhausted. While the infinite books available back at the farm are not identical, with titles like "Calvin Danger and the Mystery of Witch Woods" or "Clara Hardy and the Haunted Lighthouse" it becomes obvious they are randomly generated—as strong an indication that there's nothing to see here as strictly defined repetition.

Yet, if you persist for several clicks (six, just enough so that the similarities will have registered, but maybe not to the degree of putting you off) you're rewarded with the manual on Walking Stupid.

It's hard to overestimate the importance of this formative, early experience in shaping your attitude for the rest of the game. An unspoken rule that has dictated player behavior for decades is rendered null and void, and interactions that would be considered meaningless elsewhere now seem pregnant with possibilities.

After exchanging your farewells, you have the option to repeatedly hug your mom. Will this have a practical effect—perhaps producing a batch of home-baked cookies she forgot to give you earlier? It doesn't (at least I don't think it does), but the suggestion it might is already stuck in your subconscious.

After implanting the idea in your mind West of Loathing refuses to establish it as a rigid general rule. Some repetitive actions are rewarded, some are not. The small town of Boring Springs is filled with cactuses and horse turds, and after bumping into around 20 cactuses you acquire the Mostly Scabs perk, raising your overall HP.

Which, naturally, means that you'll gleefully keep stomping on horse poo until you realize there's nothing to be gained by it. The point here is not to reward mindless repetition through a norm just as unexciting as the ones West of Loathing is subverting—the point is to create uncertainty, to prevent you from taking anything for granted. And also to make you stomp on some turds.

Hidden causalities

There's no better way to have uncertainty grab players' imaginations, and make every interaction seem potentially meaningful, than obscuring the chains of cause-and-effect begun by those interactions. Most locations in West of Loathing feature some tidbits of information or a seemingly inconsequential action that will trigger a change elsewhere in the world. What's important is that these changes are rarely signposted and, on many occasions, actively concealed.

Susie Cochrane can be found brooding at the Boring Springs saloon. Her whole family's dead, so it's understandable that attempts at idle chat will be unwelcome. Hidden, however, among the various tombstones of the local cemetery are three wooden crosses dedicated to Elizabeth, Silas, and Timothy Cochrane. Crucially, nothing explicitly differentiates those from their neighboring memorials—there's just the name of the deceased and a short epitaph. Only if the player registers the surnames and makes the connection, then attempts to restart a conversation will Susie unlock as a companion—along with a new quest and location that would have otherwise remained unavailable.

Hiding substantial chunks of game behind seemingly inconspicuous interactions charges every trivial incident in West of Loathing with the promise of numerous unseen possibilities. Another example: before leaving the farm you have to decide between keeping your pet crow Russell in his cage or setting him free. How does your choice affect the story?

As of my third playthrough I still don't know what happens to Russell the crow. 

Aggressive misdirection

These hinted possibilities, hidden stories, and unexplored locations are the main reason why West of Loathing is an immensely replayable game. You're prevented from quickly exhausting the game's possibilities through its third core subversion: aggressive misdirection.

A pesky humanoid has occupied the basement of the Boring Springs saloon and the proprietor is predictably furious. His familiar plea (and the game's first proper quest) is to get rid of the invader. A typical course of action would be to immediately descend into the creature's lair (it's just next door, after all), and dispatch it with ease. It's what I did.

Hidden, however, somewhere in the cluttered basement is a bottle of whiskey. After hanging around town a bit longer you learn that the local doctor, whose house you may have previously been refused entry to, will only accept visitors bearing the gift of alcohol. Among the books you can leaf through in her library, one teaches you the basics of goblintongue. Oops.

Notice how sadistically you're prodded in the wrong direction by the hapless goblin being conveniently nearby, and the lost possibility of a non-violent solution being rubbed in your face. Communicating with the goblin would have taken an entirely counter-intuitive response to the bartender's plea (searching the basement without killing the creature, then leaving to explore the town) and now, for all but the most atypical of players, the chance is gone. Meanwhile, a relentless autosave finalizes the effects of this and every other decision.

There are so many other examples. What complicated trajectory do you have to follow to acquire the coveted Silver Pocketwatch? Is it even mathematically possible to amass the necessary dynamite to get to the metal box buried inside a crevice in Orehole mine? Chances are you'll have to search for these answers in a subsequent playthrough, but your first time around they'll remain inaccessible because of some decision you made that, at the time, seemed completely unrelated. 

West of Loathing's tutorial is not about introducing you to its simple combat system and straightforward level progression—it's an organized attempt at eradicating preconceived notions of how to navigate non-linear environments. It's a brilliant commentary on how content we are to sleepwalk through contemporary open worlds, mass-completing meaningless location-based quests, then mechanically proceeding to the nearest map icon.

These experiments with structure, reassuringly concealed behind a humorous, accessible facade, do more than make it of the most original RPGs in recent years. The exclusion from numerous quests, locations, and narrative threads, the knowledge we are already missing out from the get-go, can be a surprisingly liberating thing. That metal box in Orehole mine will remain maddeningly out of reach, the door on the second floor of Boring Springs' saloon inaccessible, and in another town and another series of quests the local jail will still have vacancies even after you've locked up members of every gang in the vicinity.

It rains these tiny failures on you, each telling a more compelling story than the automatic triumphs of other open worlds, each offering another reason to dive back in after your first journey is done. Paradoxical as it may seem, West of Loathing's aggressive misdirection, its willingness to let you miss out, and its unyielding autosave all merge into the gentlest of messages: that it's OK if you make a mistake.

Alien: Isolation

You wouldn't know it from the intimidating pile of Alien Isolation and Rise of the Tomb Raider DLC on offer, but there are some good deals in the Humble Store's Female Protagonist Sale. The aptly titled sale is now live and will run through 1 p.m. Eastern (10 a.m. Pacific) this Friday, October 13. It boasts a small but strong selection of big and indie games alike, including such highlights as:

On top of the aforementioned DLC stampede, you'll also find more modest deals on Bayonetta's excellent PC port (25 percent off) and Tacoma (20 percent off).

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info. 

Middle-earth™: Shadow of War™

Nvidia has a new GPU driver package available that is supposed to deliver the "best possible gaming experience" in a handful of games, including Middle-earth: Shadow of War (released today), The Evil Within 2 (releases Friday, October 13), and Forza Motorsport 7 (released last week).

The 387.92 WHQL driver package also contains tweaked code for Arktika.1, an atmospheric FPS game that is exclusive to the Oculus Rift with Oculus Touch gameplay.

Beyond 'Game Ready' optimizations, the new driver release brings with it few new features, including support for OpenGL 4.6, GameStream support for HDR in Windows 10, and Fast Sync support for SLI.

Nvidia also coded in a bunch of bug fixes, as it typically does with each new driver release. The big one here is a fix that addresses Intel X299 setups with SLI not fully utilizing the GPUs, resulting in poor performance. Users running multiple graphics cards on an X299 motherboard should see improved framerates in games, though Nvidia did not say to what extent.

Other fixes include:

  • [YouTube]: With Fast Sync enabled, twitching occurs in full-screen YouTube videos while moving the mouse cursor.
  • [Discord]: Share FPS overlay appears in the application.
  • [HTC Vive]: VR view may jump at random times.
  • [NVIDIA Control Panel]: Custom resolutions are not preserved after updating the driver (in Windows 10).
  • [NVIDIA Control Panel][ASUS 4k display]: "Use NVIDIA Color Setting” is not preserved after updating or rolling back the driver.
  • Lines flash across the screen momentarily while booting into Windows.

You can download the new driver package through GeForce Experience or grab it from Nvidia's website.

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