Oxenfree

GOG's Winter Sale is well underway, bringing with it loads of deals and mystery games. Last week, Double Fine's Grim Fandango Remastered went free-of-charge—and while that particular offer has expired, Night School Studio's wonderful narrative adventure Oxenfree is now subject to the same complementary treatment. 

Which is great news because Oxenfree is really good. Besides telling an interesting story about supernatural mystery, relationships and growing up, the game's dialogue system is the one of the most intelligent I've ever come across, where conversations flow almost seamlessly into the next, and whereby NPCs react to silence and/or being interrupted.

It also looks lovely. Here's last year's launch trailer:

To claim your free copy of Oxenfree, click the "Get for free" button on GOG's landing page.

Which is where GOG's Winter Sale rolls on. At a glance my own favourite picks today include Titan Souls at £2.19/$3.59 (75 percent off), Theme Hospital at just £1.19/$1.49 (75 percent off), Prison Architect at £5/$6.59 (75 percent off) and Tacoma at £7.59/$9.89 (50 percent off). The latter of those even scooped our Best Setting of 2017, but please share you own favourites in the comments below. 

GOG's Winter Sale is live now through December 26. Check it out in full this-a-way.

NB—PCG UK editor-in-chief Samuel suggested this story's headline. Going with it is my Christmas present to him.

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Total War: WARHAMMER II

Since its reveal in March, barely a week has passed without Total War: Warhammer 2 giving us something to report on. This is of course testament to its scope and scale, which is one of the reasons we named it our Best Strategy Game of 2017. As of next month, the Tomb Kings will storm the turn-based strategy game's war-torn battlegrounds with new units, Legendary Lords, quest chains, skills and more.

When Creative Assembly revealed the full map for Total Warhammer 2's Mortal Empires campaign, Steven highlighted some gaping holes in its layout—one area of which the Tomb Kings will now fill. Rise of the Tomb Kings is a campaign pack that's due on January 23, 2018 for the game's Eye of the Vortex campaign and Mortal Empires. 

In typical cinematic form, the new faction has a neat-looking trailer:

One takeaway from that is: don't disturb the Tomb Kings' slumber. Several more include the fact the Tomb Kings bring with them new Legendary Lords, a "raft of race-specific gameplay mechanics", new victory objectives, and new units comprised of skeleton minions, Tomb Scorpions, Necrosphinx (Necrosphinges?), and, as you can see at the trailer above's end, the towering Hierotitan. 

Publisher Sega notes that off the back of player feedback, Rise of the Tomb Kings does not contain a supplementary story campaign, instead focusing on new quest chains and lore-friendly skills, traits, and gear. 

"Across the arid wastes of once-proud Nehekhara, legions of skeletal warriors and vast, terrifying constructs rise from the sands to serve their ageless masters," says Sega in a statement. "The Tomb Kings have awoken—to rebuild their glorious empire anew… Players may embark on Tomb Kings campaigns as Settra the Imperishable, Khalida, Khatep and Nagash’s former lieutenant, the malignant Arkhan the Black."

Total War: Warhammer 2's Rise of the Tomb Kings campaign pack is due January 23. More information can be found via this blog post

Tacoma

PC Gamer's Best Setting award for 2017 goes to Tacoma, as voted for by our global staff. As a reminder of our process, we pick the games we want to champion, then select an award title that suits them. Check out the other GOTY winners here.

Philippa Warr: I still haven't settled on a preferred description for Tacoma. Set on a space station, Fullbright's mystery story unfolds in a way not too dissimilar to Gone Home, with you following a pathway through a space and using a collage of information from the past to build up your understanding of what's happened prior to your arrival. Rather than replicating that experience and moving it into orbit, Tacoma swaps the sense of going through a box of memories for a rich and rewarding kind of interactive theatre. 

The most obvious element of that is the ghostly collection of crew recordings, but supporting, elaborating and enriching it is the phenomenal set dressing and the environment design. These spaces feel… right. They feel inhabited and they feel functional. Crew quarters impart clues as to relationships with people on and off the ship, particular objects point to vulnerabilities, strengths and passions in characters, coffee rings and hair bands and nail varnish are all mundanely humanising.

I don't want to talk in specific terms because every object is a potential delight and a repository of stories. Instead I'll settle for two more general pleasures. 

One is that I really loved finding objects which provide the answer to an earlier question—an email or a note explaining how something came to be in another crew member's possession, or the missing part of a set of things which tells a story through its placement in the world. 

The other is that the private rooms aren't discrete units of space. I touched on that earlier in mentioning how they help describe a world and a web of relationships extending out from that person. But, more specifically, you are increasingly aware of how the spaces reflect the extent to which the inhabitants are bonded to one another. Some are more rigorously private, while others coalesce beautifully and spectacularly. There’s true joy in seeing the characters' vulnerabilities this way. 

Andy Kelly: It's in the mundane detritus of everyday life where Tacoma's depth lurks. A photo of a loved one hidden away in a drawer, face down. A revealing letter tossed in a wastepaper bin. A particular book lying on a bedside table. These scattered, seemingly innocuous props are the key to understanding the crew and decrypting their lives and personalities. And, like the best science fiction, Fullbright's keen attention to detail—its consideration of how a station like this might actually function—makes it a compelling, convincing space. I can vividly imagine living on Tacoma, shooting pool in the common area, watching the stars from the observation deck. And I think this is why I find it so easy to relate to the characters and engage with the story. It feels real.

Tom Senior: I was expecting relationship drama and certainly got my fill of rows and heartwarming revelations—I wasn't expecting an interesting vision of a futuristic civilisation. Science fiction futures full of powerful, manipulative corporations aren't new, but Tacoma puts a clever spin on the worker/employee relationship with a Loyalty system that indentures the crew to Venturis. The crew's individual situations are all shaped by this arrangement in some way, adding an extra layer of social commentary to the story you're hoovering up in email chains and chat logs.

Tacoma is great because you can glean so much from a handful of rooms on a space station. The chat logs are sharply written and fun to scan using Tacoma's augmented reality UI elements, the props are beautifully built and meticulously placed in Tacoma’s detailed capsules. I'm glad I took the time to dig into every drawer and discover the crew's hidden lives.

Joe Donnelly: For me, the most appealing game worlds are the ones that make you, the player, feel insignificant. Upon death in Dark Souls, for example, enemies promptly return to their beats—as if your presence was a temporary inconvenience or a distraction to their regular routines. Although very different in a variety of obvious ways, Tacoma's player-to-world relationship is similar. The events you spend your time filtering through in Fulbright's Gone Home follow-up have already taken place, meaning that while playing, rewinding and repeating its segments of dialogue, the player has little control over the direction of the story. 

As outlined above by Tom, Andy and Pip, how you interact with the world's seemingly innocuous dressing informs your journey. Sifting through an NPC's emails is as likely to help you learn more about other characters as it is to help you uncover a lock door's keycode. Similarly, I loved following certain characters around the ship in the knowledge that the central narrative was unfolding elsewhere. By watching them perform trivial tasks, I gained a greater understanding of the quirks and idiosyncrasies of specific characters, their place in the wider story and setting and, ultimately, my own.    

For more Tacoma coverage, check out our review. 

PC Gamer

Similar to the likes of PES and FIFA, sports management simulator Football Manager is judged each year against its previous instalments. Which new features has this season's iteration added? What existing mechanics has it reworked and/or improved? Why can't I carry over my 200-hour save files into each new game? That last question is a long-standing bugbear of mine—and is something Sports Interactive's Miles Jacobson addressed when we spoke prior to FM 2018's launch earlier this year. Looks like I'm out of luck on that last one.

As for the others: a homogenised Medical Centre, an overhauled 3D graphics engine, a reworked Scouting hub, and a new story-generating Dynamics system combine to make Football Manager 2018 the most ambitious instalment the series has ever seen. It's also my favourite of the lot. And as an FM devotee since the mid-'90s, I don't say that lightly.

Of the game's new features, the Dynamics system is its best. Here, you're tasked with managing your players' behaviours both on and off the pitch as you consider team cohesion, dressing room atmosphere, and how much confidence your team has in you as a manager. You'll also oversee a hierarchy of influence where players band together in social groupings relevant to age, time at the club and nationality, among other considerations. 

As outlined in my review, I almost lost the Celtic dressing room to a revolt after failing to keep my word on a particular problem. My most influential players took issue with my conduct, which inspired my squad's most impressionable guys to also take the huff. Before I knew it, I was staring down a media frenzy, and it took some uncomfortable behind-the-scenes arse kissing to set things straight.

Another playthrough saw me in control of French Ligue 1 side Nice—home of the unruly Mario Balotelli. Within weeks of starting the job, the man who once set fireworks off in his bathroom the night before the Manchester derby had fallen out with some of our key players and disagreed with my style of management. My players and the press called for his dismissal, and, despite Mario being our top goalscorer, I listened. In the absence of his goals we quickly lost our form, crashed down the table and I was relieved of my position shortly thereafter. To quote Mr Balotelli himself: Why always me?

The scope for story-generation that FM 2018's Dynamics system offers is huge. And despite already being my favourite thing about the latest instalment, how the feature expands into future entries is exciting—particularly against Jacobson and Sports Interactive's ever-increasing reach into the real world game. 

During our chat in October, Jacobson described SI's access to professional clubs as "frankly ridiculous". I found this excerpt particularly interesting in how it relates to Dynamics and its potential: 

There are clubs that I can phone up the day before and ask if I can go to training and the tactics meeting the next day and they go: Yeah, sure. I'm regularly going to training sessions at clubs around the world and you get to see a lot of team dynamics and squad dynamics from that. If you travel to a game with players, for example, you get to see who's at the back of the bus or the plane watching foreign films or reading a book. 

You get to see… You get to smell which players are farting and which players are laughing about it, and which players are trying to blame everyone else around them even though everyone knows it was them. You get to see which players are playing cards, you get to see which of the players are playing FM.

If Football Manager is about reflecting the realities of running a football club, then this level of research combined with new features such as the Dynamics system stand to improve FM well into the future. My maverick and evidently inconsistent style of management will always have detractors calling for my head, but after 200+ hours with any given game that's something I've gotten used to. Why always me, indeed. And I wouldn't have it any other way. 

Maniac Mansion

Over the last several years, a number of LucasArts classics have been remastered—not least The Secret of Monkey Island, Day of the Tentacle, Grim Fandango and Full Throttle. One game which hasn't been reworked for a modern audience is 1987's Maniac Mansion, but it's nevertheless landed on Steam and is subject to a limited-time discount. 

The games noted above, and the likes of Terrible Toybox's recent retro-adventure Thimbleweed Park, owe much of their success and appeal to Maniac Mansion. The latter's verb-object interface revolutionised the adventure game genre, and has influenced countless popular games since. 

Earlier this year, Rick Lane explored the history of Maniac's central and ground-breaking mechanic and how it changed the landscape of videogames. Here's an extract from that:

It’s a remarkable bit of systemic sleight-of-hand. Maniac Mansion is more honest with the player about the limits of their freedom, while also making those limits feel more expansive than what has gone before. In a way this is a hallmark of the broader LucasArts adventure game template. The silly red herrings, the replacing of vanilla “I can’t do that” command rejections with varied, witty responses, are all examples of taking the limits of adventure games in the late eighties and framing them as an integral part of the experience, making these small 2D worlds feel fuller and freer than they ultimately are.  

It's worth noting Maniac Mansion can be played within 2016's Day of the Tentacle remaster, which is neat, however it's out now standalone on Steam. From now through December 25 at 10am PT/6pm GMT, it'll cost you £3.20/$4.01 with 33 percent off. It'll cost £4.79/$5.99 thereafter. 

Correction: Double Fine boss Tim Schafer has made some truly great adventures over the years, but Thimbleweed Park actually comes from Terrible Toybox, an indie studio founded by former LucasArts stalwarts Ron Gilbert and Gary Winnick.

The Norwood Suite

Indie games digital storefront Itch.io is hosting a Holiday Sale, gathering over 500 discounted games "with a focus on curation". In turn, it hopes to marry "discounts on hot titles alongside lesser known gems". It's live now through December 26. 

At the same time, the distributor is running the itch.io Selects bundle which collects five indie hits for just $10—otherwise worth $63.42 (with an 84 percent discount). Within, you'll get horror adventure Whispering Willows, the autobiographical Memoir En Code, survival 'em up Walden, gorgeous point and clicker Samorost 3, and Cosmo D's quirky narrative music game The Norwood Suite.

I caught up with Cosmo D recently to chat about his most recent game, the lovely Off Peak follow-up, The Norwood Suite. I found this response to keeping players guessing particularly interesting: 

I don't ever want to explain what the game is in such explicit terms. Whether that's the environmental storytelling I'm doing or whether it's the symbolism around it, I trust players to come to their own terms. I love that. I like giving the players a sense that it's up to them. That it's their call, giving them just enough so that they have some dots, but then letting them connect those dots as they see fit. And maybe then having them talking about it—it's a little bit of theorycrafting, it's a little bit of water cooler talk. 

I love that, having people asking: What do you think this means, or what do you think that means? It becomes more theirs if they have the space to claim some sort of interpretative ownership of the work and I think that's good. I want them to have that.  

Of the Holiday sale, itch says: "The event runs from Monday December 18th at 10am PST to December 26th at 10am PST. As part of this promotional push we've reached out to all the developers on the site to encourage them to put their game on sale, along with creating a curated bundle of some of our favorite games. We've even updated our site colors to make sure everyone notices something is going on."

ASTRONEER

Astroneer, you may recall, is a crafty little survival game set in space. Chris gave it a look earlier this year, and developer System Era Softworks has been plugging away at it in Steam Early Access ever since. Its latest update is a doozy, and brings sweeping changes to the research system. 

Under the new system, when you research item using a research chamber, you receive accumulated data in the form of 'bytes' rather than a random item. From there, you spend bytes on new blueprints via the new backpack catalog. You can earn bytes by researching research chests and resources, with more researchable items due in future updates. 

The updated research chambers are at the heart of the new system, so System Era singled them out in the patch notes, saying: 

"The Research Chamber uses the new streaming power system to operate. That means rather than having base modules use a power bar that has to continue refilling, modules using the new mechanic search the network for sources of power and then stay connected to them as long as the power keeps coming in." 

Thanks to this new power system, players can also overclock their research chambers to improve their output. However, you can't stop the research process without destroying the research subject. 

The research update also brought a few usability tweaks to the UI, an improved tutorial which keeps up with old saves, and automatic crash reporting to help with ongoing bug stomping. You can read the full patch notes, and a roadmap of upcoming content, here

Shadowverse CCG

Card games that aren't named Hearthstone tend not to get nearly as much coverage as those that are, but there's a lot of exciting stuff going on in the digital CCG scene. The free-to-play Shadowverse is one of the leading alternatives to Blizzard's licence to print money: It's similar enough to Hearthstone that it shouldn't be scary for fans, but nonetheless has enough of its own (boisterous, anime-flavored) identity to stand out.

A new expansion called Chronogenesis is on the way that will add a new Portalcraft class and introduce limited rotations, which allows only cards from the five most recent sets, and unlimited, in which all the cards are playable. (Essentially a lot like Standard and Wild in Hearthstone). Of course there will be a bunch of new cards added too, and we've got three of them to reveal for you right here. 

First up is Lancer of the Tempest, a 3 Play Point card with an "Enhance" ability that deals two damage to all enemy followers if it's held back for 7 Play Points. This could make it very useful for Swordcraft players who haven't always had the best board-clearing abilities at their disposal. (The second card is the evolved form.)

Class: SwordcraftCard type: FollowerRarity: GoldTrait: Commander

Unevolved -  Rush.  Fanfare: Enhance (7): Whenever this follower attacks, deal 2 damage to all enemy followers.  

Evolved -  Rush. 

Next is Leaf Man, a "regular weenie follower" as developer Cygames put it, but who also gains a big boost through Enhance: Waiting to play it for 5 Play Points will grant a buff to all your other followers, a feature that's of particular use in aggro Forestcraft decks that are apparently big in the current meta. 

Class: ForestcraftCard type: FollowerRarity: BronzeTrait: None

Unevolved -  Fanfare: Enhance (5): Give all allied followers +1/+0. Those followers can't be damaged by spells and effects. These effects last until the end of your opponent's turn. 

Evolved

And finally, we have Cursed Scarecrow, a Bloodcraft follower who can't attack the enemy leader, but whose impressive stats make it very useful for knocking out other enemy heavyweights.

Class: BloodcraftCard type: FollowerRarity: BronzeTrait: None

Unevolved -  Can't attack the enemy leader. 

Evolved -  Still can't attack the enemy leader. 

Shadowverse: Chronogenesis will add 138 new cards to the game in total, plus three new leader cards, the Resonance keyword effect, and the Artifact trait. More information, including a list of all the previously-revealed new cards, is up at shadowverse.com. 

Driftland: The Magic Revival

Ah, the old 4X mantra: build an empire. Timeless. Compelling. And rarely followed as faithfully as in Driftland: The Magic Revival, a new strategy game from developer Star Drifters which is about arranging floating islands into a livable kingdom. It recently launched on Steam Early Access, and after diving in for a fair few hours, I've returned pleasantly surprised—and on the brink of war. 

Here's the rub: in a world shattered and now held together by magic, you, a promising young mage, have the power to move floating islands. You start with just one island, on which you build your all-important castle, but by spending mana you can drag other islands close enough to build bridges connecting them. Once you learn more advanced spells, you can also change an island's topography to suit your race, or just destroy islands outright. 

Islands pull double duty as real estate and resource pockets. You need the raw space to build cottages for your citizens and farms to feed them, and you need the ore and other materials islands contain to grow your empire. It's an intuitive system that rewards exploration and reinforces Driftland's sense of discovery. 

Most maps start you off with a serviceable stash of stone and wood, the basic building materials. But before long, you'll need coal, steel and other resources, so you have to branch out. So, you drag some islands over and hire explorers to scout them, both to check for hostiles and to determine what resources new islands contain. Each island can only support so many buildings, and only contains so much of a given resource, so you've got to use them efficiently. 

You might think hunting a specific resource and not finding it would get annoying, but Driftland's mystery box islands are actually part of the fun. You don't know what you're going to get, only that it won't last forever. Instead of complaining about what you don't find, why not make the best of what you do? 

There was one point where stone became a huge bottleneck for me, the only thing standing between me and tier-three cottages. So, I scouted three new islands. No luck; only one small stone vein between them. Luckily, I did stumble across two big gold veins, giving me the option to purchase stone directly via the marketplace I'd built. It was a more roundabout way of doing things, but the fact remains that because I explored new islands, I was able to pimp my cottages.  

This leads me to Driftland's building types, which I'd call resource, passive, combat and utility. Each resource has a designated harvester (iron mine, gold mine and so on), and many harvesters have support buildings which provide passive bonuses. You can build sawmills to improve your lumber yield, for example, and granaries to amp up your farms. Then there are combat buildings like archery guilds, wizard towers and knight halls, where you can recruit soldiers to fend off beasts and invaders. There are also combat support buildings, like smithies which give your knights better weapons. Finally, you have utility buildings like the marketplace where you can import and export resources, and laboratories which produce progress points used to unlock yet more passive buffs. 

You wouldn't know it from Driftland's tight-lipped tutorial, but passive buildings are incredibly important. For instance, building a granary is often cheaper and more efficient than building a new farm. It's always a good idea to build vertically rather than horizontally—that is, to make better use of the same space rather than take up more space with new buildings. You also need to think like a hermit crab: where will you go once you outgrow (or, more likely, deplete) an island? 

My experience with Driftland was limited to the single-player sandbox mode, which was fun but left me goal-hungry. After an in-game year, I lost sight of what to do. Which is bad news for my neighbor, an AI Dark Elf empire, because I'm considering declaring war on them just to shake things up.

There are also a few other areas I'd like to see improved before it leaves Early Access, which Star Drifters reckons will be after six to 12 months. Most importantly, I'd like to see more spells, especially defensive options. I don't feel like much of a mage as things stand. A menu showing all the buildings you have and their tiers would also be nice, as would clearer soldier upgrade paths. But Driftland has already received a sizable update, so I've no doubt it will continue to build on its rich foundation. 

The Culling

It's been well over a year since we last looked at the small-scale battle royale game The Culling. It was "sloppy but fun," we said in our March 2016 analysis, "and it's easy to see why it instantly became a Steam top seller and a popular show on Twitch." But the battle royale scene now is a lot different than it was then: The Culling has been utterly eclipsed by PUBG, and just a couple of months after it finally came out of Early Access the developers at Xaviant are moving on to other things. 

"This past October, we brought The Culling out of Steam Early Access and Xbox Game Preview. Battle royale, the genre we helped to pioneer, is now a favorite of millions and we can’t help but feel a sense of pride for having been part of its birth," director of operations Josh Van Veld wrote in the "Final Island Diary." 

"After more than two years dedicated to making The Culling, it’s time to announce that Xaviant has begun work on a new title. Despite having grown our then tiny team into a slightly larger group of twenty developers, this means that our entire focus is now on our new project. There are no future updates planned for The Culling." 

The good news is that the servers will remain online "for the foreseeable future," so those 15 of you who are currently playing will be able to continue to do so. (Seriously, it's 15.) But that doesn't seem like a state of affairs that can be maintained for very long, especially since The Culling hasn't had a triple-digit peak concurrent player count since May.   

"While we’re excited to be working on something new, it’s also bittersweet to be moving on," Van Veld wrote. "No matter who you are or how much you participated in the game’s development over the last couple of years, I want to offer a sincere thank you on behalf of myself and the Xaviant team for being part of something special. We know we couldn’t have done it without you and we are eternally grateful." 

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