Bungie has detailed the addition of 6v6 competitive multiplayer to Destiny 2's Iron Banner event - and it sounds exactly the same as how Crucible worked in Destiny 1.
As part of Update 1.1.4., due to go live on 27th March, Iron Banner "will channel that old-school Crucible in the style of the Iron Lords", PvP design lead Derek Carroll said in a post on Bungie.net.
Team sizes increase from 4v4 to 6v6, but that's not the only change made. Match time limit is 12 minutes, score limit is 125 points, and respawn time is seven seconds.
The 4X game is the Sunday papers genre: you spread out, prepare yourself for the long, luxurious haul, and tackle this glorious unwieldy thing, thick with features wanted and unwanted and packed with colour and far-flung intrigue. Your favourite part in it will be some aspect you were not expecting, and yet the whole thing is wonderfully awash with calming familiarity. I am still surprised that the new Civ does not drop a leaflet for life insurance when you pick it up and shake it.
To put it another way, the pleasure of these games is that they take time. You start off with one settler and an entire globe is waiting to be discovered and bent to your will. In space 4X games it's even more daunting: a solar system, a galaxy, a universe is yours for the taking. Someday someone's going to make a multiverse 4X. Maybe we are already playing it.
But there are downsides to these sorts of things - well, sometimes they feel like downsides anyway. There are problems with the four Xs of the 4X, of course. Isn't the explore and expand element more fun than the exploit and exterminate part that follows? But there's also the time question: sometimes you don't have Sunday papers kinds of time on your hands. And while there is a pratfalls pleasure to opening up an ancient save and trying to work out why you were so hell-bent on taking out Leopold II - you monster! - the memory tax of these games is probably high enough already.
Ron Gilbert's wilfully retro point-and-clicker Thimbleweed Park might be excellent, but it's not - thanks to its precisely structured narrative - an experience that felt like it would benefit from additional story DLC. Which is probably how we've ended up with Ransome *Unbeeped*.
Ransome *Unbeeped* is the name of Thimbleweed Park's first paid-for DLC - and it exists to do one thing and one thing alone. It entirely removes the family friendly censorship beeps that mask Ransome the clown's frequently foul-mouthed tirades.
I'll be honest, it never even occurred to me that there might be actual f-bombs and p-diddles underneath the endless procession of beeps - I'd just kind of assumed that the beeps were as written in the script. But no, there are definite swears under there, albeit seemingly nowhere near as imaginatively filthy as you might be expecting.
If you've been been missing the roar of the waves and the sway of the ocean this week, and generally suffering from severe Sea of Thieves withdrawal, there's some excellent news: Rare is holding yet another beta-style Scale Test on PC and Xbox One this weekend.
Those that yearn for a plundering will be able to raise anchor in the latest Scale Test form tomorrow, Friday March 2nd at 10am GMT (2am PST). It's as brisk as ever though, and you'll need to hang up your hook on Sunday March 4th at 10am GMT (2am PST).
If you'd like to get involved, you'll either need to have pre-ordered the game or to have signed up to the Sea of Thieves Insider programme. Unless things have changed over the last seven days, you should still be able to register for the latter.
Forget Sea of Thieves' boats and check out Pillars of Eternity 2's! They're a whole new feature in the sequel and there's a lot more to them than I expected.
Your boat is a mobile home and your way around the Deadfire archipelago, although you have to keep an eye on resources you gobble while you explore - it's quite expensive in that regard.
Boats are operated by a crew you collect on your journeys around the world and they occupy positions on your ship according to their proficiencies, which seem to be Boatswain, Helmsman, Navigator, Cannoneer, Surgeon, Cook and Deckhand.
As the Beast from the East freezes Europe to a standstill, and scientists worry this could be the first of many climate change anomalies to come, 11 bit Studios' imminent city-building game Frostpunk looks oddly prescient. It asks how far you would go to ensure the survival of the last human settlement on a frozen Earth.
We've seen, and I've played, how it begins - the immediate scramble in the opening days to build shelters, fuel the furnace and feed mouths. It's a constant battle. But what will it be like weeks down the line when you're up and running and people no longer fear daily for their lives? That, apparently, is when the dissent begins.
People will group themselves into factions and cause trouble. One group shown in a new developer diary is the Londoners, which is a bit close to home. Maybe they'll protest, maybe they'll riot, and how you deal with them will show what kind of leader you are.
The WarGames video game reboot launches later this month.
It's the next game from Her Story creator Sam Barlow, who has penned a six-episode interactive video series that kicks off on iOS and Steam on 14th March, with an Xbox One version due out afterwards.
Barlow's WarGames is a reboot of the 1983 film about a teen hacker. In the game, you play the story of Kelly, "an ex-military brat turned hacker activist" who fights for her family. You switch between video feeds and the series "learns" from your choices.
In the late 90s, when Tomb Raider was at the height of its power on PSone, Lucozade snapped up Lara Croft for one of the most famous video game-related TV ads of all time.
Now, Lucozade has once again snapped up Lara Croft, this time to coincide with the release of the upcoming Tomb Raider movie.
The 1999 Tomb Raider Lucozade advert saw Lara Croft get the better of a pack of wolves. Ol' Lara blows the wolves a kiss before leaping off a ledge. The wolves jump after her - to their doom - while Lara grabs a conveniently placed and hand-sized rock handle. Take that, wolves!
Over at GOG right now you can save an extra bit of cash when picking up one or more games from a very specific selection. The code GOG10OFFSPECIAL is a very limited-time offer, ending March 2nd at 4pm UTC, but offers some very nice discounts.
Head to this link, hit 'Continue' and you'll be presented with the option of buying a selection of games (pictured) with an extra 10 per cent off the lot.
At the time of writing, the games in question are as follows:
The first games I played were games of memory. My English grandfather was full of them. Parlour games, mainly. There was one in which each chair in his living room became a station and his family became trains. He would stand in the middle of the room and direct the trains between the stations, and you had to remember which train you were and where the station you were headed to could be found. At five or six, I found it overwhelming, but also intoxicating. (At 39, I now look back and suspect my grandfather wished he hadn't spent his life as clerk of the local magistrate's court.) Then there was another game - I've since learned that it's called Kim's Game, but as a kid I assumed my grandfather had invented it - in which he arranged a tray with bits and pieces from around the house, gave us a minute to study them all and then covered the tray with a cloth and quietly removed one item. When he uncovered the tray again we all had to spot what was missing.
God, memory is just fascinating. At times - these times may be called "the speedy approach to being 40" - it feels like memory is the most human of topics. It's where so much of what we are lays tangled together. Tangled and knotted. I think of Kim's Game and I am instantly back in my grandfather's living room. I can remember so many of the items that served time on the Kim's Game trays - a silver toast rack, a plectrum, a music box with a clown printed on it, a bright purple brazil nut chocolate - and then these items bring their own memories along with them too. I remember looking at that plectrum and wondering what it was for. I think of the toast rack and I can almost smell the gas hob and the marmalade that scented the kitchen of that house. I remember that I was allowed to eat that brazil nut chocolate once that particular game was completed.
Games and memory belong together, I think. There is the way they are stored in the mind, for starters. I tend to remember games the way I remember architecture or poetry: fragments set adrift, occasionally bumping into view, distracting and sometimes faintly troubling. Just as I remember a warm tiled corridor with iron banisters rising at the turn, or a gentleman, clean favoured, and imperially slim, I will suddenly from nowhere recall a cathedral that hangs from chains, or a cavern where visitors are intermittently crushed between slabs of disco-pink quartz. I remember pieces, and the pieces are often more interesting than the games they force me to track down. A door that held an entire ocean behind it. A book that sent me back to the start.