8/20/2019 13. PC Gamer USA - Holiday 2015 http://slidepdf.com/reader/full/13-pc-gamer-usa-holiday-2015 1/100 BEST GTA V MODS ...and how to run them THE SOMA THE BEST HORROR GAME OF THE YEAR REVIEWED TOTAL WAR: WARHAMMER HANDS-ON WITH THE STRATEGY CROSSOVER PREVIEWED BUYER’S GUID GET THE RIGHT GAMIN PC FOR YOUR BUDGE WE PLAY THE AUGMENTED SEQUEL FALLOUT 3 WE RETURN TO THE CAPITAL WASTELAND REVISITED HEARTS OF IRON IV HOMEFRONT: THE REVOLUTION NEED FOR SPEED Issue 273 HOLIDAY 2015
This document is posted to help you gain knowledge. Please leave a comment to let me know what you think about it! Share it to your friends and learn new things together.
Revolution Deus Ex is one of PC gaming’s greats,and in a lot of ways encompasses thetype of game we associate with the PC.Most notably, there was a strongelement of choice in the 2000 original
that proved to be incredibly influential—2011’s Human Revolution was sosuccessful because it revisited andreinterpreted those ideas. In Mankind
Divided , Eidos Montreal builds on thatlegacy to further facilitate player choice,as well as allowing its protagonist, Adam Jensen, to literally turn intotriangles. Can’t wait.
T A L K T OP C G A M E R
Have your say!Tweet us
@PCGamer
E V A N L A H T I
E D I T O R - I N - C H IE Fe v a n . l a h t i @ f u t u r e n e t . c o m
@ e l a h t i
#273 HOLIDAY 2015
PC GAMER (ISSN 1080 -4471) is published 13 times a year, monthly plus Holiday issue following December issue by Future US, Inc., 4000 Shoreline Court, Suite 4 00, South San Francisco, CA 94080. Phone: (650) 872-1642. Fax (650) 872-2207. Website: www.futureus.com. Periodicals postage paid in San Bruno, CAand at additional mailing ofces. Newsstand distribution is handled by CurtisCirculation Company. Basic subscription rates (12 issues) US: Digital $23.88; Print $19.95; Canada: Digital $23.88; Print $29.95; Intl: Digital $23.88; Print $39.95. Canadian and foreign orders must be prepaid, US funds only. Canadian priceincludes postage and GST #R128220688. PMA #40612608. Subscriptions do not include newsstand only specials. POSTMASTER: Send changes of address to PC Gamer, PO Box 5852, Harlan, IA 51593-1352. Standard Mail Enclosure in the following edition: None. Ride-Along Enclosure in the following editions: None.Returns: Pitney Bowes, PO Box 25542, London, ON N6C 6B2, Canada. Future US, Inc. also publishes Mac|Life, Maximum PC, and The Ofcial Xbox Magazine. Entire contents copyright 201 5, Future US, Inc. All rights reserved. Reproduction in whole or in part is prohibited. Future US, Inc. is not afliated with the companiesor products covered in PC Gamer. Reproduction on the Internet of the articles and pictures in this magazine is illegal without the prior written consent of PC Gamer. Products named in the pages of PC Gamer are trademarks of their respective companies. PRODUCED IN THE UNITED STATES OF AMERICA. We encourageyou to recycle this magazine, either through your usual household recyclable wastecollection service or at a recycling site.
SUBSCRIBER CUSTOMER SERVICE PC Gamer Customer Care, P.O. Box 5158, Harlan, IA 51593-0658. Online: www.pcgamer.com/customerservice. Phone: 1-800-898-7159. Email PCGcustserv@cdsful llment.com. BACK ISSUES: www.pcgamer.com/shop or by calling 1-800-865-7240. REPRINTS: Future US, Inc.,
4000 Shoreline Court, Suite 40 0, South San Francisco, CA 94 080. Phone: (650) 872-1642. Fax (650) 872-2207. Website: www.futureus.com.
EDITORIAL
Global Editor-in-Chief Tim Clark
Editor-in-Chief Evan Lahti
Executive Editor Tyler Wilde
Hardware Editor Wes Fenlon
Computer Large Pixel Collider
UK Editor Samuel Roberts
UK Production Editor Tony Ellis
PCG Pro Editor Chris Thursten
Staff Writer Chris Livingston
Assistant Editor Tom Marks
CONTRIBUTORS
Dave James, Tom Senior, Andy Kelly, Phil Savage, James
Davenport, Elizabeth Elliott, Matt Elliott, Angus Morrison,
Richard Cobbett, Ben Griffin, Tom Hatfield, David Meikleham,
Dan Griliopoulos
ART
Art Editor John Strike
Freelance Designers Matthew Lochrie, Andy McGregor
To Order: www.pcgamer.com/shop or by calling 1-800-865-7240
Future is an award-winning internationalmedia group and leading digital
business. We reach more than 49million international consumers a monthand create world-class content andadvertising solutions for passionateconsumers online, on tablet &smartphone and in print.
Future plc is a publiccompany quotedon the LondonStock Exchange(symbol: FUTR).www.futureplc.com
Viscera CleanupDetail . Mopping upblood? Incineratingbodies? Seeingfacilities shine after
hard labor?Satisfying.Ryan TeeHow do you fancy
joining our janitoriateam? Your skillswould beappreciated.
Playing Half-life 2 again. Greatest gamever made. Everytime you play, you arsurprised at how thepulled it off.Non-FlyingDutchman
Seriously Valve,call us. It’s beennine years sinceEpisode 2 .
Finishing offFallout 3 again,getting ready forFallout 4 ! It’s gettingme so hyped!Ross ByrneWho knew thenear-destruction ofhumanity could beso exciting?
AdVentureCapitalist . Progressbars, multipliers,clicking. It’s hardlyeven a game. Why doI love it so much?Brian DemodulatedBecause you have asickness and youneed help.
Currently playingThe Witcher 3 on mybrand new, firstever PC rig. On ultrait’s so pretty thatsometimes I just cryand stroke the TV.Dave Duffin
We too sometimesbreak down in tearsat the sight ofGeralt’s marvellousshrubbery.
I once thoughtall this
I started leaning more towards
consoles because they were
approachable, easier to use, and you
didn’t have to wade through as much
bullshit to play the fucking games.
There cannot possibly be a future, I
thought, in a gaming platform that
deliberately reduces and alienates its
potential audience.
It amazes me that I once thought
all this. As I start considering my
options in terms of gaming desktopPCs, I am thinking exactly the same
things about the next generation of
consoles. PC gaming still has issues,
but these problems seem small. The
new consoles require me to be online
to perform the simplest of actions.
Even in the best case, the vast
majority of next-gen’s selling points
require an internet connection and
annual subscription.
Arjun Bothra
PC gaming isn’t perfect, but we love
it anyway. One of the main benefits
is the lack of a single platform
holder, so companies must competeby offering a better service.
Welcome aboard, Arjun! PCG
Time to upgrade Andy In PCG 271, Andy Kelly says hedoesn’t use his Microsoft account onlogin with Windows 10 because it’s“much slower”. When I login withmine, it takes literally an eye blink toget to the desktop.
While I haven’t found Cortana to be that useful so far, I see no reasonto disable it. I’m not especiallyparanoid about being tracked and the
RAM and CPU usage is negligible
unless your machine sucks. Perhapsit’s time to upgrade, Andy? Mike Fulton
The time Andy’s referring to is how
long it takes to search his desk for
the scrap of paper containing his old,
unused Microsoft account password.
As for Cortana, even small reductions
in CPU usage are welcome, especially
if, like Andy, you need tens of Twitter
tabs open at once. PCG
The lowest they’ll goI see you guys are recommending thePentium G3258 for your low-end
build. I read an article a while backthat claimed games aren’t running ondual-core CPUs anymore. A quickcheck of some newish games, andthey all list Core i5 or even Core DuoQuad as the lowest they’ll go. Everet York
True, some new titles don’t play well
with dual-core. If you want to run the
latest games without having to
research compatibility, try our
mid-range build. PCG
The risk is too greatOn the subject of sequels, one point Ifeel can be made is that originalityand risk can often come from indie
devs. Successful mechanics and ideasare then ‘borrowed’ and implementedinto triple-A games. We do still seeevolution rather than revolution.
We might not get new IPs, but itdoesn’t really matter as long as thegame is good. We have seen triple-Agames fail and then the developerclose, so the risk is too great whenone badly received game can be theend of a studio. Ian Mills
Good point, but can you really call it
‘evolution’ if publishers are stealingall of their new ideas from indie devs?
[Not that we’re accusing publishers
of stealing—Legal Ed.] PCG
The fear of history I felt conflicted seeing Half-Life 2 ranked #1 in the Top 100. It’s myfavorite game of all time, but Valve’sneglect of the series and its fan basehave made me no longer proud ofthat fact. Russel Ekin
Even if a sequel never happens,
Half-Life 2 is still one of the bestdesigned shooter campaigns. But
yes, we’d very much like a sequel.
Call us, Valve? PCG
W I N N E R !
We know it, you know it:PC gaming wins over consoles.
HOLIDAY 2015
S H O O TL I K EC L I C K W A T C H F O L L O W S E N D
steamcommunity.com/groups/pcgamer
facebook.com/pcgamermagazine
pcgamer.com @pcgamerPC Gamer, FutureUS, 4000 ShorelineCt. Suite 400, South San Francisco,CA 94080
The new Hitman wasoriginally scheduled for aDecember release, but has been pushed back to March2016. “These few extra
months will mean we can add more to thelaunch content of the game,” developer IoInteractive says. After an initial release,which will feature “a good chunk” of
content, updates will be released, addingmore levels, weapons, etc. “This willultimately make a better game foreveryone,” Io has promised.
2K Games has also announced thatanticipated strategy sequel XCOM 2 will bedelayed for three months, releasing in Junenext year rather than, as was originallyplanned, November 2015. “We’ve set a highbar for the sequel,” says developer Firaxis.“We want to have more depth, morereplayability, and more investment in yoursoldiers. This extension will give us the time
we need to deliver this.”
Other high profile delays includeUbisoft’s The Division. In 2014 it wasdelayed until 2015, and it was then delayedagain to March 2016. Homefront: The
Revolution was also pushed back to 2016.The game has changed hands twice, firstlyafter the demise of THQ, when it was
bought by Crytek, then again last year fromCrytek to Deep Silver.
OFF TRACK
The next game in the Trackmania series,Trackmania Turbo, has been pushed back to2016 by Ubisoft, apparently to polish itsonline features. “The extra time will give us
an opportunity to make sure that the onlineinfrastructure is stable and that the onlineexperience is a smooth one,” Ubisoft said ina statement on its website.
It’s not just big publishers delaying theirgames, either. Kickstarted Mega Man spiritual successor Mighty No. 9 has beendelayed to 2016 as well. “As we havecommunicated in the updates to our
backers, all of the core content for the gameis developed and in a complete state,” saysdeveloper Comcept. “However, there arestill bugs and issues pertaining to the onlinefeatures that are included in the game.”
PC Gamer’s advice? Don’t worry aboutany of these delays. Just Cause 3, Rainbow
Six Siege, Fallout 4, Legacy of the Void, StarWars Battlefront, and others are still onschedule. Unless they’ve been delayed sincewe printed this, of course. And let’s behonest: you still have 4,000 unplayed gamesin your Steam library. Just look at thesedelays as a chance to get through them.
Andy Kelly
LET’S BE HONEST: YOUSTILL HAVE 4,000
UNPLAYED GAMES INYOUR STEAM LIBRARY
HITMAN SLIPS TO 2016And AGENT 47 isn’t the only one keeping us waiting until next year
Online’s heists with my fellow PC Gamerstaff member Tom Senior, we foundourselves surrounded by criminals in a carpark and unable to fend them off. Having
recently reviewed Metal Gear Solid V: The Phantom
Pain for this magazine, I had an idea that used thetools around us: screw thecriminals, why not jump in acar and drive off while ourteammates pick off thegunmen? We were penalized
for leaving the mission area.Furious, we both had to startagain due to this arbitrary rule.
GTA V has a spectacular openworld, but MGSV has highlightedto me that its missions aren’t open-world missions—they’re linear and scripted in most cases, and I’m notsure this is something that bothered me until I playedThe Phantom Pain. Now I want the freedom to do thingsmy way. And I think many of that game’s players willfeel the same. Look at any modern open-world gamenow and it’s painfully obvious that most are lineargames that happen to be set in a giant world, with
varying degrees of success.
EVEN FAR CRY
WILL HAVE TOUP ITS GAME NEXT
TIME AROUND
Metal Gear ’s competitors are unlikely to match its highly
open mission structure for years to come
MGSV has set
new benchmarks
If Assassin’s Creed Syndicate is roughly similar toUnity, I think it’ll suffer in MGSV ’s wake. Even Far Cry will have to up its game next time around. It’s not justabout giving players the tools to create unique stories,it’s about having mission structures that permit them toignore doing what they’re told. Is it too much to expectdevelopers to step up and bring this to big-budget
games, or will this be seen as adesign touch that belongs to The
Phantom Pain, boxed off, whilemost open-world games continuewith linear missions? I fear the
latter is more likely for the nextcouple of years at least—buteventually the other games willneed to catch up.
It’s not that everything should be exactly like MGSV —it’s just
that it has lessons for every kind of game. In GTA V ’scase, what might a mission be like if you could ignorethe objective and figure out your own approach, set uptraps for the AI or learn new things about the missionalong the way? The Phantom Pain has made me thinkabout the future of game design in ways I hadn’t fullypondered before—and it’s now very hard to seecomparable games in any other way.
he Spy would never take an office job. For the Spy, offices are things to be scaled and infiltrated, not enteredand inhabited. The Spy is, however,
very good at taking minutes—albeitsecretly, from the vent spaceadjacent to the meeting room. It’samazing what you can learn in
vents. For instance, how to synergisea brand. Or, how Q3’s year-on-yearperformance proves thatmanagement’s strategyfor mobilizingengagement simply isn’tenergizing the targetdemographic enough.
Or maybe you’ll learnabout a company’s latest
job openings. Like howBlizzard is looking to hirean art director for anunannounced Diablo
project. The listingspecifically references “Blizzard’snext hit game,” although, based onthe available evidence, a Diablo IV reveal seems unlikely. Diablo III hasgone from strength to strength since
Reaper of Souls was released. Basedon the most recent patch, it doesn’tseem like Blizzard is ready to leaveits current ARPG behind.
Then there’s the matter of aleaked project timeline from back in2010. It claimed that Diablo III
would receive two expansions.While the release dates no longermatch up—the chart suggested that
Reaper of Souls would be out a year before its actual release date—thatcould be attributed to delays andshifting priorities. It would be a boldmove to announce a project beforean art director was in place, but ifBlizzard is ready to tease someinformation, BlizzCon would be theobvious place to do it. That’s set tokick off on November 6.
Konami’s office building musthold some fascinating vents. Back in
August, a report from the Japanesefinancial paper Nikkei told a tale ofa paranoid and punitive company
that demoted developers down to janitorial positions, and refused togive permanent email addresses to
staff. More recently, rumors havereached the Spy’s digital ears thatthe company is moving away fromPC and console games altogether ito focus on mobile development.
French site Gameblog.fr claimedthat Konami had stoppedproduction on all major games, savefor the Pro Evolution Soccer series.The same site also alleged thatKonami worldwide technologydirector Julien Merceron, the manresponsible for overseeing the FoxEngine, had left the company due to
this supposed transition away fromPC and console development.
A couple of Konami employeeshave denied that such a move hastaken place. The first came viaKonami Customer Support—notnecessarily the most official sourceof information on high-levelmanagerial policy. The second wasKonami UK community managerGraham Day, who told Game OnDaily that not only would Metal
Gear Solid continue, but that theseries could still succeed withoutKojima at the helm. The Spy has yetto be convinced that anotherdirector could so accurately modelwhat ’80s espionage was really like.
UNEXPECTED BJ
An official Konami statement isn’tforthcoming. It’s always possiblethat the company wants to continue
making PC games, but, ina fit of pique, accidentallymade all of its developersinto cafeteria workers.It’s important to use theright people for the right
job, as the Spy found outduring a doomed attemptto train simianparatroopers.
BJ Blazkowicz is the
right man for any job—especially if that job is shootingNazis or mumbling folksymonologues about war andchildhood. Machine Games knockedit out of the park with Wolfenstein:
The New Order, and now it lookslike a sequel is on the way.
The source is Alicja Bachleda-Curus, who voiced BJ’s nurse-cum-significant other in The New Order.Speaking to Polish TV station TVN,she said, “I’m working on a
videogame, the first part of which Ihave already made. Now we’re
making a second one, which willtake two more years.” It’s possibleshe’s talking about another gameseries, except (1) she hasn’t workedon any, and (2) she went on to say, “Iplayed this game as a child. I was
very happy when I got to the pointwhere I could shoot Hitler.”
The Spy wonders what’s plannedfor the alt-history sequel. A secretlair in the heart of Mars? A secretlair in the heart of a volcano? Asecret lair in the heart of Konami?
SIT BETTER. WORK HARDER. GAME LONGER.IT BETTER. WORK HARDER. GAME LONGER.IT BETTER. WORK HARDER. GAME LONGER.IT BETTER. WORK HARDER. GAME LONGER.IT BETTER. WORK HARDER. GAME LONGER.
PCDEC2015CDEC2015CDEC2015CDEC2015CDEC2015
SE CODE FOR
10 OFF SITE WIDE
USE CODE FOR
10 OFF SITE WIDE
USE CODE FOR
10 OFF SITE WIDE
USE CODE FOR
10 OFF SITE WIDE
USE CODE FOR
10 OFF SITE WIDE
W W W D X R C E R C O MW W D X R C E R C O MW W D X R C E R C O MW W D X R C E R C O MW W D X R C E R C O M
YOUR CHAIR JUST OT SMARTEROUR CHAIR JUST OT SMARTEROUR CHAIR JUST OT SMARTEROUR CHAIR JUST OT SMARTEROUR CHAIR JUST OT SMARTER
Whitston, lead level designer. “They haveto resolve all their grudges before they
achieve their victory conditions.” The
Dwarfs are also unlikely to expand their
campaign territory as in traditional Total
War games—they’re more concerned with
regaining their lost holds from the Orcs
and Goblins, who in their own turn want to
conquer more Dwarf holds, and to raid the
human Empire for loot.
We’ve already seen one of the Empire’s
late game Quests, the Battle of Blackfire
Pass, where the Emperor Karl Franz must
fend off a horde of high level Orcs.
Thundering Falls features the Dwarfs
fighting against Orcs and Goblins. “At itscore, it’s still a Total War sandbox game,
so these are just quests that you access
via the Legendary Lords skills tree,” says
Whitston. “That unlocks a sequence of
missions, which culminates in one of
these Quest Battles.”
These Quest Battles are unique to
each race, and tied into particular
heroes. They’re a way of introducing
narrative into the Total War engine. “For
players that are familiar with Warhammer ,
there’ll be a lot of stuff in there that chimes
with their knowledge,” says Whitston. “For
players that are new to it, it’s an insight
into thousands of years of lore. Wherever
possible we’re keen to get not just the
history of the game, but a flavor of what
it’s like to play the tabletop game.”
This battle appears to be a quest for
the Dwarf high king, Thorgrim
Grudgebearer. Thorgrim’s an unusual
character in Warhammer . Most legendary
heroes, like the vampire count Mannfred
Von Carstein or Karl Franz, are highly
mobile and can be mounted on a variety
of steeds. Others, like the Dwarf Slayer
King Ungrim Ironfist (who’s also in this
game), fight only on foot. But Thorgrim isonly available mounted on a throne,
carried by elite Dwarfs, like a grumpier,
shorter Vitalstatistix. He’s slow and tough
and best in melee, which makes him a
target for enemy monsters and artillery.
GOING UNDERGROUND
Thundering Falls is actually part of the
prelude for the Dwarf campaign and it
introduces a totally new setting to Total
War —underground battles. Sadly, that
doesn’t mean they differ particularly from
surface battles; it’s just a normal battle in
a different locale. That said, certain unitsand hero abilities do get bonuses in
underground battles.
The difference tunnels make is larger
on the campaign map. Here armies that
use the underground travel network can
bypass blockages, going under armies
and cities. However, they can still be
intercepted by the armies en route and
they have to come up for air at the end of
their move. Obviously, the Dwarfs are one
army that has an underground network—
the Underway—as do the Skaven, the
burrowing, plotting ratmen of the
Warhammer world. And any sieges
against Dwarf settlements will take placein this underground setting.
It’s elements like that which show the
way Total War has been married to
Warhammer . Including these tunnel
networks is pure Warhammer —but
making it so armies have to surface like
broken submarines, presumably in the
I’m in The Creative Assembly’s Horshamstudio to see Total War: Warhammer again. This time I’m here for two things:an introduction to the Dwarfs and to
play another Quest Battle, The Ambush ofThundering Falls. As ever, the devs are saving ourfirst experience of the campaign for when they’veactually got around to making the thing.
discipline in car culture: there’s speed,style, build, crew and outlaw. I played
about 13% of the game over three
hours and focused on the first three,
which involved mainly cycling
through races and drifting combos—
the last two are about multiplayer and
law-breaking, respectively. Each of the five
ways to play is represented by a real-life
icon of racing culture: racer Ken Block
represents style, for example, while street
racing team Risky Devil represent crew.
They also sometimes feature in the
background of cutscenes, to create the
impression you’re part of a genuine car
culture. In the story, the five main fictionalcharacters represent a different discipline,
too, and they essentially function as
separate quest lines.
First among that cast is Spike, an
enthusiastic little brother-style character
with a hat, trying to break into the racing
scene. Spike seems to have rich parents
and he fancies a lady called Robyn, who
doesn’t seem terribly interested in him.
There’s Amy, the no-nonsense mechanic,
who I think might fancy me (the silent
player character, rather than PC Gamer’s
Samuel Roberts). Then there’s Manu, who
openly mocks Spike for being a rich kid.
He’d just got into some minor trouble with
the police at the end of my preview.
That’s about as dramatic as it gets.
Each character calls you on your phone
and sets up new story challenges, which
then appear on the map of Ventura Bay,
the game’s expansive city setting.Successfully finishing a challenge earns
you both experience points to build up
your REP (your RPG level, basically, which
gates both new challenges and car parts)
and money to spend on upgrades. In my
hours with the game I took a 1990 Ford
Mustang from being a boring 100mph car
into a 180mph beast with a blatantly tacky
gold paint job. You can get a car to that
point pretty fast—and there were clearly
way more options deeper into the game to
make it even faster. The challenges
around the map are all races, time trials
and drift runs (in multiplayer there areteam drift challenges, too). It’s an
online-only game, so you’ll see other
players racing around and
occasionally, if they’re bored,
ramming into you. There are some
quirks that need ironing out—the
characters call you so often to set up
challenges in the build I played, for
example, that it puts you off driving in the
middle of the race, but that’s apparently
being scaled back for the full release.
ROAD LESS TRAVELED
Nothing’s that complicated in Need For
Speed , of course, but there’s just enoughdepth and variety to everything here that I
definitely wanted to keep developing my
pig ugly Ford Mustang after playing. It’s
lightweight but fun, and successfully
provides a framework for what might
otherwise just be a grab bag of open-
world challenges. Perhaps these
characters could wear thin, but I think you
have to take the game for what it is—it’s
not trying to rival BioShock .
Sadly, the PC build of Need For Speed
is being released much later than console
versions, in spring 2016.
Samuel Roberts
Welcome to the crazy world of 2015, wherea Need For Speed game has more storythan a Metal Gear Solid sequel. I should be more against it than I am: the word
‘bae’ is used twice in the first minute of the firstcutscene without a trace of irony, for example, butit’s actually quite a fun way to structure a gamethat seems to be a best-of compilation of the series.
Drifting through EA’s strangestory-driven racing RPG
N E E D F O R S P E E D
THE WORD ‘BAE’ IS USED
TWICE IN THE FIRST MINUTE
WITHOUT A TRACE OF IRONY
RELEASE
Spring 2016DEVELOPER
Ghost GamesPUBLISHER
EALINK
www.needforspeed.com
N E E D T O K N O W
P L A Y E D
I T
I drive a car like this(in this comic I drew).
22 HOLIDAY 2015
Need for Speed
P R E V I EW
Vanity plates like this are why youfind ‘asshole’ sprayed on your windshield.
Taleworlds’ sandbox makes iteasier to do what you want
M O U N T& B L A D E 2
It also means a storyline—a guided chain
of quests that will introduce key features
and systems. “Once they’ve progressed
and know how to play the game,” says
Taleworlds’ founder Armagan Yavuz, “the
storyline should take a backstep and just
give the player general goals and options.”
Mount & Blade 2 will, like Warband ,
offer up a complex world that you can
interact with in almost any way. It’s a full
RPG sandbox, and the improved
diplomacy and combat should add extra
depth to your freeform desires.
Phil Savage
Accessibility and difficulty aren’t mutually exclusive concepts. A lackof accessibility does create a level of difficulty, but not necessarily anenjoyable challenge. For Taleworlds, finding the right mix of both isthe key to Warband sequel Mount & Blade 2. Accessibility means a
better UI that puts essential information within easy reach of the main screen.
The expansionist strategy gameis getting all introspective
E N D L E S SS P A C E 2
T
he four Xs of the 4X genre each describean outward action. Explore: you’rediscovering new land. Expand: you’re
taking that land. Exploit: you’re miningthat land. Exterminate: you’re murdering thatland’s former owners. You’re never asked to careabout what’s happening inside your empire. Yourpopulation is happy just to not be on fire.
F I R S T
L O O K
With Endless Space 2 , Amplitude wants to
turn the focus inward. Its citizens aren’t a
homogeneous blob of approval. Rather,
each belongs to a distinct race, culture or
political group. The team show me a
mid-game scenario playing as the
Sophons—Endless Space ’s tech-focused
geek squad. They’re weak, fearful, and
have just discovered a nearby race of
world-eating machine insects.
Unsurprisingly, they’re terrified.
This manifests in interesting ways.
They’re usually a peaceful race, butsupport for the Sophons’ militaristic
Dealer/VAR, Government and Corporate pricing are available. Please call for details.Sg o Y Liid Wy Pliy: 30-Dy my-b Gu. If h quip ds w s pisd, if yu fully sisfid,w will issu full fud up h u f ll igil quip. 1-Y Ps d L Liid
have always ended in failure, thankslargely to the nested menus, mess of
icons and dry, text-heavy tutorial.
There’s an interesting strategy game
there, but it’s always felt out of reach.
Hearts of Iron IV is far simpler to
understand. The primary interface is the
main map and even compared to
Paradox’s recent, more accessible grand
strategies that interface has been further
refined. For instance, players won’t be
required to switch between multiple
different map overlays. Instead, 90% of
the action takes place on a single, scaling
map screen that contains everything from
political divisions to weather and terrain.The map shifts as you zoom in and out.
At its widest level, you can see a political
overview, letting you know who’s in control
of each region. As you zoom back in, the
abstracted elements fade away and the
specifics of the map emerge. It’s a
slick-looking system and a nice way to
transition between high-level strategy an
tactical options.
There are more tactical elements to
consider, and returning ones such as the
time of day and weather conditions have
been improved. But Paradox is keen to
avoid excessive micromanagement. Ther
are more provinces, but they’re bundled
into larger states, and construction is
performed and managed at the state leve
curtailing the busywork of production.
Every returning element has been
similarly re-evaluated for size and
scope—increasing the detail in someplaces, reducing it in others. Air
superiority is a telling example: more
planes are being simulated, but they’re
fighting over much larger zones to invoke
a feeling of heroes in the skies turning the
tide of battle. That wasn’t possible when
each skirmish was being fought in a more
granular airspace.
Troop orders are also given from the
map. Zoomed out, you see your units
stacked together based on the states
they’ve occupied. Zoomed in, they
separate out into each of their provinces.
Unlike Paradox’s other grandstrategies, victory in Hearts of Iron IV
isn’t a matter of moving a huge stack
of soldiers. Unit positioning is key an
performed by ‘painting’ battle plans.
These let you evenly space troops
across a single front. From there, you can
create arrows into enemy territory that
your divisions will follow. You can also alte
movement on the fly.
WELL TAILORED
By simplifying the interface, Paradox has
shifted the action to what makes grand
strategy games exciting: the big ‘what if’
questions. HoI IV will also let the playertailor the AI’s preference for historical
accuracy. Historical mode ensures a
computer-controlled France won’t
suddenly develop a fondness for fascism
It gives you the chance to shape the
war according to your own historical
tweaks. Alternatively you can turn it
off—plunging the world into a conflict with
a less predictable outcome. Hearts of Iron
IV may only simulate about ten years of
history, but Paradox wants to fill that
timespan with an enormous amount of
breadth and replayability.
Phil Savage
Hearts of Iron IV is a game that asks ‘whatif?’ It’s a historical wargame featuringmyriad ways for history to fork off intotheoretical directions. What if France
had declared war in response to Germany’sremilitarization of the Rhineland? What if Polandhad become part of the Axis? What if Einstein hadgone back in time to—no, wait, that was Red Alert.
Paradox is making World War IImore accessible
H E A R T S O FI R O N I V
YOU CAN SHAPE THE WAR
ACCORDING TO YOUR OWN
HISTORICAL TWEAKS
RELEASE
TBA
DEVELOPER
Paradox
PUBLISHER
In-house
LINK
www.heartsofiron4.com
N E E D T O K N O W
N E W
I N F O
Technology options will forcemilitary specialization.
mission, the sense of being the underdogdissipates completely. I can wipe out
patrols without fear of retribution,
and capture Strike Points with ease.
Based on what I played,
Homefront: The Revolution doesn’t
feel like a game about resistance fighters
in a desperate struggle for freedom. It
feels like an urban Far Cry , or a military
Watch Dogs . Its main inspiration is not
guerrilla fighters, it’s the Ubisoft school of
open-world design.
It’s set in a Philadelphia under the
control of the Korean People’s Army. The
map has Strike Points. Complete a Strike
Point, and the camera swishes around toshow nearby activities and rewards. As
you complete events, the map gradually
changes color to show your influence.
“The basis of it is similar to what you
may have seen in other games,” says
senior level designer Fasahat Salim.
“When you take a Strike Point and you
unlock that space you get the content
revealed to you, but we’re not killing off th
enemy. There’s always an enemy
presence in that space. The only thing
that’s changing is you now have more of a
resistance influence in that space as well.
I like the sound of this approach. One
of my major problems with Far Cry 3 was
that by capturing outposts, I was creating
safe spaces where the enemy couldn’t
move. It felt as if I was slowly eroding all
the fun I could have in that world.
Revolution differs in that it won’t restrict
the KPA’s movement—emergent patrolsand events will still trigger in areas with a
resistance presence.
The weapons are scrappy makeshift
affairs for which many new scopes,
barrels and attachments can be crafted
and installed on the fly. You get toys, too.
Explosives, remote hacking devices and
noisemakers can be unleashed via a
number of delivery mechanisms. You can
attach a hacking tool to an RC car, drive it
under a drone, detonate it, and watch as
the drone seeks out an enemy sniper nes
and self-destructs inside. It’s a gimmick,
but it’s a good one.
ZONE FRONT
My demo takes place in a ‘Red Zone’
Civilians aren’t supposed to enter
these bombed-out streets, so KPA
patrols and snipers will shoot on sight. It’s
exactly the sort of setup that lends itself t
the Ubisoft-style theme park. Yellow
Zones sound more interesting. “It’s a
ghetto,” Salim says. “There is a lot more
population present. Security cameras are
everywhere, and it’s heavily policed and
heavily patrolled.” These areas are all
about stealth, and building up support
among the populace to trigger riots.Players will also explore the Green
Zone. “This is the central part of
Philadelphia where all of the high-rises
are,” says Salim, “where you see iconic
things like city hall. We wanted to create
very contrasting experiences in each of
the zones.” These distinct areas and
experiences make me hope that this is
more than just a sandbox reskin. It won’t
be a revolution, I’m pretty sure, but
combined with some accomplished
combat and fun gimmicks, it could still be
an entertaining shooter.
Phil Savage
This sequel to Kaos Studios’ bland 2011FPS certainly sounds exciting. It’s anopen-world game now, and the all-newdev team describe it to me as a shooter
that attempts to capture life as a guerrilla fighter. Ashooter where you are outgunned and nipping atthe heels of a more powerful force. A shooterwhere you’ll need to know when to withdraw.
Fight the Korean army and all-too-familiar game design
You play Amy, lead developerFrancisco Gonzalez explains.
“She’s working for the governmentwhen the game starts, taking part in
a vaccine lottery, hoping to win.But she soon discovers that the
city’s rulers are hiding a secret,and fights to make thingsright.”
Wadjet Eye’s fine tradition of publishingand developing old-style point-and-clickadventures continues with Shardlight.The setting is not a cheerful one: it’s a
grim, desperate world torn apart by war and
plague, where the divide between the rich and pooris criminally wide. The more fortunate areprotected by the government, while lower classcitizens struggle to survive in a dangerouswasteland, scavenging in the rubble to stay alive.It’s up to you, protagonist Amy Wellard, to lead arevolution, cure the plague, and save humanity. Nopressure, then. With gorgeous art by Wadjet Eye veteran Ben Chandler, Shardlight ’s bleak worldlooks like a fascinating place, and I can’t wait topoint-and-click my way around it. Andy Kelly
RELEASE
Spring 2016
PUBLISHER
In-house
DEVELOPER
Wadjet Eye Games
LINK
www.wadjeteyegames.com
N E E D T O K N O W
A struggle for survival in adisease-ridden, war-ravaged city
F I R S T
L O O K S H A R D L I G H T
L A S T H O P E Gonzalez describes his
world as a cross betweenAlfonso Cuarón’s superbly dark
sci-fi Children of Men, Alan Moore’sV For Vendetta, and The HungerGames. “We’re going for a bleak
atmosphere, but not a completely
depressing one,” he explains.“There is hope in this
eep in a theater in rainy Prague, bionic commando Adam Jensen istrapped in a closet. The door is theonly exit, and that’s guarded by a bipedal robot loaded up with machineguns. There must be a way out; Deus Ex is all about choice.
I search for a vent, because there’salways a vent. But with the exceptionof a big bin, the room is empty. I have
fled into the most featureless andpoorly ventilated space in the Deus Ex universe. I consider my abilities: myelectric dash will get me killed slightlyfaster than ambling into fire. Cloakingisn’t going to help either. I press a
button to bring up my gun. From here you can switch ammo types, addsilencers and tweak your scope. Noarmor-piercing rounds. Damn.
A frag grenade! Robots hate fraggrenades. I open the door, toss the egg
and close it again as the robot opensfire. WHUMP. I use my augmented
vision mode to see through the walland spot the robot lying still on its sideI crack the door. There’s a terriblewhirring noise. The robot stirs, rightinitself in a hideous tangle of legs. It’s no
dead. It’s not dead at all.I retreat into the room. This is AdamJensen’s life now, this room. It’s anincongruous end for a man who hasdedicated the two years since theevents of Human Revolution to
becoming the perfect walking weapon Human Revolution Jensen was theimprovised, slightly buggy prototypewho could only punch two people
before having to recharge his batteries Mankind Divided Jensen is colder,harder and deadlier. Eidos Montrealrefer to him as Jensen 2.0.
SERIAL KILLERJensen 2.0 has just come up with a verstupid plan. With the right upgradesJensen can lift huge objects, like themassive bin sitting in the corner. I openthe door and grab the fridge-sizedobject, hugging it against my belly fordear life. The robot opens fire, and the
bin soaks up the bullets—it’s working! bump the robot backwards. The robot’guns fire point blank into the bin as weperform an absurd rotating waltz into
D
HOLIDAY 2015 3
Deus Ex: Mankind Divide
C O V E R F E A T U R
The scope tags enemies,making them easy to track.
L A S T R E S O R TThis theater in Prague is a hideout for a criminal gang. Augs rejectedby society find a safe haven in the criminal underworld.
the corridor. I’m a genius. I silentlythank Prague council’s commitment tobin sturdiness and slowly back away. Imake it five steps before the bin breaks.I’m an idiot.
I’m also dead, but laughing. In Deus
Ex: Mankind Divided , even a tiny and
almost featureless room can createmoments of emergent absurdity.“That’s exactly the kind of story thatwe look for,” gameplay director PatrickFortier tells me. “We really believe inthe strength of spontaneous moments.They’re really powerful, and we believethat they’re as exciting for players asthe big scripted moments.”
I’m inclined to agree, and happy todiscover that Mankind Divided is a solidcontinuation of the Human Revolution formula. In Mankind Divided Jensenflies all over the world as a special
forces expert working for the Deus Ex
equivalent of Interpol. The world is stillreeling from Human Revolution’stechno-virus outbreak that turned
augmented individuals into frenziedcyborg killers. Now augmented peopleare oppressed, segregated and treatedas an underclass in what EidosMontreal awkwardly refer to as a“mechanical apartheid”. Jensen wantsto track down the Illuminati members
responsible for the state of the world,and punch them with his big metalhands. As executive narrative directorMary DeMarle puts it: “he wants tomeet the puppeteer, he doesn’t want to
just be the puppet anymore.” Mankind Divided will play out over a
collection of hub zones, although EidosMontreal hasn’t confirmed how many
yet. The Prague level I explored takesplace in one corner of a sizeablearea—roughly two or three city blocksin size. The rest of the zone was lockedoff so I couldn’t explore first-hand, but
the new hubs will be more populatedand detailed than Human Revolution’s,thanks in large part to Mankind
Divided ’s new engine.
“It’s definitely a bigger monster than Human Revolution was,” says audiodirector Steve Szczepkowski. “In
Human Revolution we could put maybetwelve people on screen that weremoving, and then maybe another sixstatic that would just sit and do theiroccupation. Well, that’s doubled.” Theamount of dialogue has grown as a
result. “I don’t remember what thetotal actor count is, but I know we’realready way over a hundred. And that’swith unique characters and all the
In 2029, all buildings willbe made of triangles.
38 HOLIDAY 2015
Deus Ex: Mankind Divided
C O V E R F E A T U R E
C A U G H T I N T H E B R E E Z EThe new engine means the developers can build far more complicated, curvy environments packed with moving elements.
In Dubai, hanging materials flap in the wind—a big improvement on Human Revolution ’s static, boxy streets.
factions we have so there’s a lot of voices. We’ve done a lot for the actingeconomy here in Montreal.”
STAGE MANAGED
Games like Metal Gear Solid V havechanged our assumptions about whatemergent sandbox games can be, but
Deus Ex is about density rather than
size. The Prague theater is a warren,and there are plenty of ways in. You canclimb in through a window into anoffice protected by a laser grid. Goingleft leads you to acouple of laddersthat get you to theroof. There’s a ventthere that drops youright into the bowelsof the building. Goright and there’s amoving platformthat you can activateusing a biocell, the
biological batteries used to rechargeJensen’s abilities. I used this platformto get a huge box onto a ledge, which Ithen jumped on to find a second wayonto the roof. You can even enterthrough the beautiful glass dome ontop of the theater. Alternatively, if youwant to test your guns, just walk inthrough the front door.
The level of detail far exceeds Human Revolution, which always feltconstrained by its engine. There’s stuffto pick up and throw everywhere,which means I get to find out how
guard robots respond to being hit with
a traffic cone (they don’t like it). Thestreets are dark, rainy and atmospheric.I lure the poor robot down to a grimypublic toilet where it sets off an EMPmine I planted earlier. I leave itcollapsed just outside the gents, but justhave time to admire how grotty theplace feels. Human Revolution’s goldfilter is gone, which frees the theater’s
lavish interiors to feel substantiallydifferent to the grimy city streets.This artful clutter gives Eidos
Montreal more ways to teach you aboutthe world. You canhack into terminalsto read emails andpick up news-pads,of course, but I alsofound a TV in thePrague level thatshowed a full lengthnews reportpresented by
Human Revolution’s
news anchor, Eliza Cassan. If you knowthe truth about Eliza from Human
Revolution, you might sense just a little bias in her reporting.
The leap in world fidelity meansmore graffiti, newspaper front pagesthat blow around the streets, and moredetailed books, posters and road signs.It’s a richer place, and full of neatdesigns for weapons, robots andaugmentations. Company logos andclothes subtly play on the recurringtessellated triangles motif of Human
Revolution, and there’s a signature
elegance to the technology. I couldn’t
stop looking at Jensen’s arms—darkand tightly coiled, like armored vipers.
Those arms can do marvellousthings, and Prague is a great playgrounfor Jensen’s new abilities. As in Human
Revolution, he can cloak. He can use anaug that helps him to move silently.Titan armor can deflect bullets for atime. His close-combat retractableelbow chisels can now be fired at
multiple homing electrical shock boltsto a group of guards. Jensen is a heavily
militarized Inspector Gadget, and feelsremarkably powerful.The power trip is sustained by a
redesigned energy system. No longerare you constrained to a handful ofenergy pips. Instead, you have a bar ofenergy that depletes a little every time
you activate an ability. For continuousabilities such as cloak, the remaining
bar will gradually drain as you remaininvisible. Energy used sustaining
continuous abilities convenientlyrecharges, but the initial energy chunk
you blow on ability activation can only be restored with a biocell.
AUGS AUGMENTED
With more juice, you can chain abilitiestogether into monstrously satisfyingcombos. I used my Icarus dash to leapinto the middle of a group of guards,and then immediately deployed mytyphoon attack. The camera poppedinto third person and Jensen spun,
shedding a spray of miniaturewarheads from his arms. You can
combine abilities simultaneously withgood results. Activate your silent feetaug and then dash, and you can quicklyand silently close in for a close combatKO, for example. Close combat attacksstill pop you into third-person view fora brutal miniature cutscene—Jensenhas learned an especially handsomeuppercut since Human Revolution.
Mankind Divided ’s augmentationshave been redesigned to solve a keyissue with the first game, wherechoosing a stealthy, non-lethalapproach mostly prevented you fromusing the game’s loudest and coolest
toys. Mankind Divided tackles this bygiving augmentations multiplefunctions, and non-lethal variants whennecessary. If you choose, the typhoonattack can fire a spray of green gas
bombs that incapacitate guards withoutkilling them.
“Every time we add newaugmentations we try to see how
versatile they can be,” says Fortier.“Even something like the nano-blade—which thematically is more offensive
because it’s a blade—you can still use itas a distraction as well, if you want to
maintain stealth. We’re trying to think
D E A T H I N D U B A IDubai has been devastated bythe aug virus incident. Jensentravels there to meet aninformant, and ends upentangled in an arms deal as asandstorm blasts the city.
about augmentations in that way, thatthey can serve multi-purposes.”
I still haven’t found a clever seconduse for the amazing shock-blast,
however. Human Revolution’s PEPSgun is now built into Jensen’s arm.Firing it hits the area in front of youwith a massive concussive shockwavethat sends enemies and any nearbydetritus flying. It’s Deus Ex’s equivalentof Skyrim’s Fus Ro Dah dragon shout.The Icarus landing system also returns,cushioning longdrops with a deeplysatisfying goldenelectric forcefield. If
you tap as you fallJensen releases the
forcefield as adestructive blast.If you prefer a
more subtleapproach, try thehacking game. Cracking a complexdevice like a workstation sends you intoa familiar minigame in which youcapture nodes on a web. Each node youseize carries the chance of activating acountermeasure system that races toturn nodes red before you can takecontrol of the device. Bonus nodesgrant you extra currency and hackingpower-ups, adding a fun element of
risk-reward brinkmanship.
DEHACKTIVATE
With the right upgrades you can alsohack smaller devices such as securitycameras quickly and at range. Jensenmakes a safe-cracking gesture at thetarget and a box appears showing asoundwave with several spikes, and aline moving rapidly from left to right.
As the line moves over the spikes, youcan tap to remove them all and activatea disruptive affect. A range-hackedcamera shuts down. A hacked security
robot is temporarily disabled. The
xxxxxxxxxxxx
minigame is basic, but it turns hackinginto an offensive tool that you can usein the middle of a gunfight. It speaks tothe evolved philosophy of the sequel,
which says that whether you opt toplay loudly, quietly, lethally or non-lethally, most of Mankind Divided ’stools should be useful to you.
Even the core movement and coversystems have been refined. You cannow dash a short distance from cover.The distance of the dash is indicated b
a faint line. If ittouches anotherpoint of shelter, afaint outline ofJensen shows that
you’ll snap into
cover at your newlocation. You canalso dash into openground to quicklyclose with an enemy
or make a hasty dash to a ladder or a vent without being spotted. Itminimizes the amount of time youspend slowly squat-stalking guards andmakes stealth movement faster andmore decisive.
Mankind Divided feels familiar, butfrom the cover system to the new augsalmost every system has been touchedup. The result is a sleek power fantasy
with enough sandbox freedom to let you own your anecdotes. I still haveplenty of stories from my hours inPrague. I threw a sniper off his rooftopperch at the guards below, stole his rifland cleared out the lobby from thestreets. I’ve distracted guards with atraffic cone and walked right aroundthem, invisible. All this in one smallcorner of the game. There’s still plentymore to discover about the story andthe conversation systems, but Mankind
Divided is a few months of polish awayfrom being another great Deus Ex. We
ince the beginning of time (the ’80s)PC gamers have sought to change ormodify their games. And since thedays of San Andreas, Grand Theft Auto has always had an impressivemodding scene. For GTA V, the
quality bar has been set incredibly high after only sixmonths—just look at the amazing creations we’re
bringing you in this feature.Just one word of warning. While Rockstar hasn’t
made a comprehensive statement about its policy onmods, it has said it will ban anyone taking modsonline—a method of preventing cheating in GTAOnline. I recommend uninstalling any mods before
venturing online, just in case you set one off bymistake and get banned. You have been warned.
HOW TO INSTALLGTA V mods are, unfortunately, not particularly easy to install. Rockstar has offered little in the way of mod tools,so the community has been obliged to hack together several solutions of its own. While each mod link shouldexplain how to install the mod itself, several of them have prerequisites. THE RED HOUSE
I can’t imagine anyone feeling that GTA
doesn’t have enough ‘content’ for their
needs, but if you do then The Red House
is exactly what you want. This pack adds
20+ new missions and a full three-stage
heist, including AI bodyguards to back
you up while you take them on.
www.bit.ly/1iItEYu
SIMPLE PASSENGERSCRIPT
Ever wanted to hitchhike in GTA? This
mod enables you to climb aboard
vehicles as a passenger, and set
waypoints for the curiously cooperative
driver to follow. You can even execute
drive-bys as a passenger, although not a
drivers are happy about that.
www.bit.ly/1KvBquE
SCRIPT HOOK V
If you want to change behavior in a game rather than just change how something looks, you’ll need AlexanderBlade’s Script Hook utility. It also comes withNativeTrainer, which lets you use all sorts of cheats insingleplayer. Some mods will require you to install the.net extension for script hook, or the LUA plugin.
This is used to open up files within GTA V and swapmodels. Fun fact: it’s called OpenIV because it wasoriginally developed for GTA IV . It’s wise to backup yourgame files before using it.www.openiv.com
MAP EDITOR
Any mod that adds new areas to the San Andreas maprequires the map editor to work.www.bit.ly/1NOneUy
STAR DESTROYERJJxOracle seems to have something against blimps, because this modder has created
not one, but two mods dedicated to replacing them. This release gives you enormous
Star Destroyers floating over the city. It’s not quite the kilometer-long behemoth that
Star Wars canon dictates, but it’s still impressively huge. Unfortunately this is not
compatible with the Reaper mod, as the two replace the same model. So you can’t
DEEP TROUBLEPlumb the depths of SOMA, a new horror game from
the creators of Amnesia . By Andy Kelly
Machineryseems to beeating the
world around you
The view is first-person, and youinteract with the world in a brilliantlyphysical way. Click on a door to grab
it, then push with the mouse to shoveit open. Click to take hold of a switch,then pull back to yank it down.Anyone who played Amnesia will befamiliar with this. Everything youtouch, push, pull, and pick up feelsheavy, tangible. Thereare no weapons,gadgets, or tools to helpyou, and you can’t fightback. All you can do isrun and hide. It’s aresolutely minimalistgame, but with lavish
production values thatmake it feel muchricher than it really is.
I can’t say who you are, or whyPathos-II is in such a mess, becauseboth represent the backbone of theplot. It’s a game of slow revelation.You, like the protagonist, arecompletely clueless at the beginning.You don’t know why you’re there,why it’s crawling with murderous
SOMA is a deadly game of hide and seek played against a paradeof increasingly bizarre mechanized monsters. You have to makeit from one end of underwater facility Pathos-II to the otherwithout being killed. Along the way you learn about the base,the experiments going on there, and what happened to its
mysteriously absent employees. It’s a basic horror game at its core, butelevated by a compelling story and an evocative setting.
machines, or where everyone is. Butthe truth is drip-fed over time, untilthe reality of your situation hits you
like a brick. It’s a wonderfully told,and written, story. It compels you tokeep pushing on through thedarkness, with shock moments thatmake you rethink everythingpreceding them.
ACTING OUT
Amateurish voiceacting is the only sorepoint. The maincharacter, Simon, neversounds particularly
bothered by anything
happening to him,including a mid-gametwist that would send anyone intoshock. Honestly, I don’t like or careabout him that much, whichdiminishes the fear factor. Thesupporting cast are a mixed bag, butlargely just as unconvincing.Catherine, who acts as your guide formuch of the game, is the onlycharacter I really felt a connection
with, and her tragic story lingeredwith me long after I’d finished thegame. But it’s testament to the qualityof the world-building and writingthat, although sometimes distracting,the inconsistent performances arenever enough to make you stop
believing in what’s happening.For me, the highlight of the game
is Pathos-II itself. The beststorytelling is found in the
environments, not the characters.Located at the bottom of the ocean,it’s Rapture meets the Nostromo. Itsclaustrophobic, labyrinthine metalcorridors are straight out of the 1970shandbook of hard sci-fi set design,and it’s absolutely drenched inatmosphere. Flickering lights, burstpipes, leaky bulkheads, and a strange,
black goo seeping through cracks inthe walls are constant reminders thatthis place is seriously broken. Thestory takes you on a tour of differentparts of the base, and they all have a
distinct look and feel.
LIGHT SHOW
The lighting is fantastic, making youforever wary of what horrors lurk inshadowy corners. You see peculiar,almost organic machinery dotted withglowing lights—like something out ofan HR Giger drawing—that seems to
beeating the world around you. Visually, it’s a masterpiece, and everyroom tells a story: about the peoplewho lived there, about what wentwrong, about the outside world, orabout yourself. Your character has the
ability to touch certain things,including dead bodies and brokenrobots, and hear fragmentedmemories that reveal richly paintedstories about the base and itsinhabitants before its collapse. It’s asetting that’s infused with hand-crafted detail.
While there are plenty of slowmoments where you explore the baseand learn about its purpose, it’s whenthe monsters arrive that SOMA enters more familiar territory. Its castof robotic stalkers is varied, but their
AI is rudimentary. Compared to the
N E E D T O K N O W
WHAT IS IT?
Sci-fi horror set at thebottom of the ocean.
EXPECT TO PAY
$30
DEVELOPER
Frictional Games
PUBLISHER
In-house
REVIEWED ON
GeForce GTX 970, Inteli5-3570K, 16GB RAM
MULTIPLAYER
None
LINK
www.somagame.com
F E A R F A C T O R A typical relationship with a monster inSOMA
dynamic, unpredictable predator in Alien: Isolation, these guys just seemto pace back and forth, waiting for
you to mess up and stumble into theirfield of vision. You don’t feel you’re
being hunted by an unknowable evil:more like you’re trying to sneak pasta security guard—albeit one made ofwires and severed body parts.
They’re scary at first. You onlyever catch glimpses of them in theshadows, which makes them moreterrifying. Your mind fills in the
blanks, which is always moreeffective. The screen glitches anddistorts as they approach. They makehorrifying sounds: screeching,rasping, and ranting about ‘black
blood’ in garbled machine-voices. Myfavorite, who I’ve lovingly nicknamedDisco Man, has a head made of
blinking lights that make the screen
flicker crazily if you look directly athim. This adds an interestingdynamic to sneaking around him inthe cramped confines of a shipwreck,as you can never fully look at him togauge his movement.
But the monsters’initial impact neverlasts. When they attack,
you lose a life and getsent back in time to just
before they spotted you, giving you achance to correct your
mistake. The more thishappens, the glitchierthe screen gets, and you eventuallystart limping. Get caught too manytimes and it’s game over and back tothe last checkpoint—and these aregenerously distributed, to be fair. Butin the sections where you dierepeatedly, you end up no longerscared of your pursuer, just frustrated
by it. As I said earlier, it’s no morecomplicated than hide and seek. Iended up dreading the arrival of amonster, not because it was scary, but
because it meant more trial-and-error
stealth—and less time poking aroundthose wonderful environments.
Occasionally you leave theconfines of the base and wander thesea floor. These large open areas are anice change of pace from the narrowmetal corridors, and feature some ofthe game’s prettiest visuals. Some ofthese sections require you to dodgethe roving spotlights of killer robots,
but at other times they offer(ironically enough) some breathingspace. I spent a good while justwandering around watching shoals of
fish and sea turtles swim past, putting
off venturing into the next dark anddingy corner of the base. A level seton a sunken, barnacle-covered ship
also offers some variety, and itstwisting, cramped tunnels aregenuinely nerve-racking. SOMA does, at times, fall into the
trap that a lot of sci-fi horror gamesdo—including Alien: Isolation and
Dead Space—wheremany of the objectives
boil down to just fixingthings. There arepower generators thatneed to be powered up,flooded rooms to flush,switches to pull,
quarantines to lift, andother odd jobs. And,naturally, many of these involve
venturing into the deepest, darkestcorners of the base and dodgingroaming monsters as you huntdesperately for the right button topress or computer to access.
PANIC ROOM
While some of its scares arepredictable—especially whenCatherine sends you down into anykind of basement—there are momentsof brilliantly paced, carefully crafted
horror that will catch you off guard.Sometimes the screen will glitch,heralding the arrival of a monster, butnone will arrive—a cruel, clever wayof keeping you on your toes. One ofthe best set-pieces forces you tosuddenly retrace your steps through aparticularly dark, claustrophobic levelwith a monster in pursuit.
But mostly the scares come in theform of monsters waddling around indark spaces, in front of doors orswitches that you have to access.These are effective in small bursts,
especially if you’re playing in the dark
with headphones, but it’s a kind ofhorror that I’ve experienced manytimes before in games.
It’s a curious combination: rotehide and seek horror, tied to a gamewith an intelligent, thoughtful storythat reaches beyond the bounds of itown narrative. In this universe,people have found a way to makedigital copies of themselves—theirmemories, personalities, flaws—andtransfer them into machines. SOMA asks questions about the nature ofhumanity. It has things to say aboutfree will, individuality, and morality.It makes you think —which makes th
bits where you’re being chased
around in the dark by a mechanicalmonster all the more jarring.SOMA has big, interesting ideas
when it comes to story and themes, but this ambition and imaginationdoesn’t carry over into its gamedesign. Yet, monster encountersaside, this stricken underwater baseis one of the most fascinating,atmospheric spaces I’ve everexplored in a game. There’s allmanner of horrific imagery down inthose murky depths to be discoveredand the story is unsettling. In thissense, it’s a great horror game. It
affects you psychologically andemotionally—often in a subtle,understated way. But all this does ishighlight how ineffectual its morefamiliar attempts to scare are.Ultimately, it’s what’s inside yourhead that scares you in SOMA, notwhat’s in front of you.
80A masterpiece of audioand visual design,SOMA is atmospheric, cerebral,and occasionally
frustrating.
V E R D I C T
I N S P I R E D The sci-fi DNA ofSOMA
A L I E NDark, industrialhorror in anatmospheric andisolated setting.
I , R O B O TExplores themorality ofcreating artificialintelligence.
G H O S T I NT H E S H E L LDigital peopleinhabitingmachine bodies.
N E U R O M A N C E RArtificialintelligencebreaking free fromits limitations.
2 0 0 1 : AS P A C EO D Y S S E Y Cold, hard sci-fiand a rogue AI.
B A T T L E S T A RG A L A C T I C ASentientmachines turn ontheir creators.
T H E T H I N GA remote basestricken by anunknowable,powerful force.
S Y S T E MS H O C K 2A villainous AI thatuses people asavatars.
The basic secret is that it’s notentirely what it looks like: a goofy16-bit RPG parody that owes a debtto EarthBound . It’s partly that, sure,and it’s brilliant at it. After a slowintro, it opens up into a world moredensely packed withjokes and adorablecharacters than prettymuch anything outthere. Papyrus, the
skeleton guarddesperate forrecognition and friends.His brother Sans,mocking RPG puzzlesby just dumping a Junior Jumble toblock your way. Crazy monsters likeWoshua, who just wants you to beclean, and a ghost who only lowershis HP when you attack to be polite.
I haven’t laughed this hard at agame in years, and if Undertale waspurely a joke RPG like Cthulhu Saves
The World , it would be enough. But
that’s just what’s happening on the
U
ndertale shouldn’t be spoiled in advance. You’ve seen thescore, you’ve seen from the screenshots that it’s a JRPG-style game, and I’ll tell you up front, it’s one of the funniestand best designed RPGs you’re likely to play this year.
Beyond that, I’ll try to stay light on details—as much as I canwhile still telling you why it’s great. Avoid Google, avoid forums. The lessyou know before diving in, the better it can work its magic.
surface. The cleverness builds as youplay, and systems that appearedthrowaway end up more than theyseemed. The big gimmick is thatnobody has to die: there are ways tospare everything and everybody, from
the wanderingmonsters to the bosses.Combat plays out via aseries of minigames,mostly unique to each
monster, in which youmove your pixel heartaround in a small
box—dodging bullets, blocking shots with
shields, simple platforming. It’s oftenlayered to make things morecomplicated when you face offagainst multiple enemies at once.
A basic example of the mechanics being more than they seem:Undertale often uses them to conveya character’s mental state. Fasterattacks when they’re annoyed, bolder
attacks when they’re confident, or
even aiming to miss when they don’treally want to fight.
How you choose to handle thingsaffects replays. Certain characters
remember what you did the last time.Finishing the story only takes about5-7 hours, but to dig into its secretstakes another couple of loops. Apeaceful run leads to one of the mostcharming and heartfelt RPGs evermade. Murder, followed by a reloadto see what might have been… well,
you get what you deserve.Undertale has its faults, including
a couple of puzzles that wear outtheir welcome, and a first play that’s alittle too easy to be satisfying. On theother hand, this is basically aone-person project, and that really
impresses, from the excellent use ofsimple graphics to convey emotion, tothe fantastic lo-fi soundtrack. It mayor may not be the best RPG you playthis year, but it’s going to be one ofthe most worthwhile—as memorableas anything in, say, The Witcher 3, andevery bit as impressive.
N E E D T O K N O W
WHAT IS IT?
A JRPG-styledadventure into comedy
and genocide.
EXPECT TO PAY
$10
DEVELOPER
tobyfox
PUBLISHER
In-house
REVIEWED ON
i7, GTX 970, 8GB RAM
MULTIPLAYER
None
LINK
www.undertale.com
91A hilarious JRPG rompwith far more than justlaughs on its side.Undertale has great
replay value, too.
V E R D I C T
BEYOND EARTHBOUNDUNDERTALE is determined to reinvent the JRPG. By Richard Cobbett
Certaincharacters
remember what you didthe last time
54 HOLIDAY 2015
Undertale
R E V I E W
Monsters are generallylovely. You racist.
And now, a story of how happyI am not to be murdered.
No Touch Dribbling. DynamicCrossing. Clinical Finishing.Confidence In Defending.Interception Intelligence. Good lorddoes EA love a capitalized buzzphrase. Unfortunately, most of thisyear’s supposedly newon-pitch featurestranslate into diddlysquat when you’relooking for tangible,
improvements overFIFA 15.
Nearly everythingthat was right andwrong on the field lastyear remains. That means slightlyfloaty shooting, fiddly tackling, lots ofwing play and many an unspectaculartap-in dribbling over the line. It alsomeans an incredibly solid passinggame, emphasizing satisfying buildupplay and ferociously whipped-incrosses. So EA’s chart-toppingjuggernaut still plays a cracking game
of soccer... for the most part.
R
eviewing FIFA 16 for PC is a tricky proposition. After acertain point, there’s a limit to how much you can improvesomething like this. Sure, EA Canada has yet again laid outan all encompassing soccer simulating smorgasbord that
boasts immaculate presentation and dizzying productionvalues. But it’s hard to fight off the feeling that this season’s effort is morea glorified DLC pack than the full priced annual update you’d hope for.
What little has changed concernssubtly tinkered-with passing on theground. Previously, the complaintwas that zipping the ball about apacked midfield was like a giantgame of pinball played between 22
millionaires. Nowstroking the ball eventen yards betweenmidfielders can feelglacial, with passes
demonstrably slowerthan last year.
It certainly gives FIFA 16 a more realistictempo—but given that
many matches vs the CPU arealready unspectacular affairs, it feelsdiligent, thoughtful, yet ultimately alittle—whisper it—boring.
At least it’s progressive in otherareas. Look, it has human femalesand everything! At long last womenare represented in a soccer game.Considering the impact last year’s
terrific Women’s World Cup had on
broadening the appeal of the sport,this is a welcome inclusive move.
FIFA’s life-swallowing onlineoffering is stronger than ever, and
FIFA Ultimate Team (the absurdlyaddictive card-collecting mode) is back and remains the crowning jewel. This time, the headlineaddition is FUT Draft; a set of one-offtournaments that reward you forputting together winning streaks.This being 2015, the juicy card prizesdon’t come free. You have to coughup 15,000 FUT coins or 300 FIFApoints to enter a Draft tournament—the latter costing roughly $1 of realmoney per 100 points. At $60, FIFA
16 isn’t exactly great value for money, but you do still get masses of licensed
teams, leagues and player likenesses.It’s also a cracking port that runs wellon a variety of rigs.
Is FIFA 16 still the best soccer sim you can buy on PC? Absolutely. Has italso utterly stagnated over the lasttwo years? You can bet Diego Costa’shollowed out soul it has.
N E E D T O K N O W
WHAT IS IT?
FIFA without the brownpaper envelopes
stuffed with money.
EXPECT TO PAY
$60
DEVELOPER
EA Canada
PUBLISHER
EA Sports
REVIEWED ON
GTX 980 Ti, i7-3770KCPU, 16GB RAM
MULTIPLAYER
Online, co-op andcompetitive
LINKwww.easports.com
76Still the best soccergame you can buy for
your PC, but it’s restingon its laurels. FIFA 16
feels unambitious.
V E R D I C T
RECYCLE KICKFIFA 16 is still a good soccer game. It’s the same good soccer game. By Dave Meikleham
FIFA’s life-swallowing
online offeringis strongerthan ever
56 HOLIDAY 2015
FIFA 16
R E V I E W
Viewed from the wide camera, it can behard to appreciate just how pretty FIFA is.
There are somesuperb visual details.
By default the CPU sliders arehorribly in the AI’s favor.
My favorite component is evaluatingplayer movement. It’s simple strategicfun. Positioning athletes togethergrants stat bonuses, so buildingclusters around players you want toprotect is encouraged. Conversely,breaking through theseclusters opens up holesin the opponent’sdefense, enabling ballcarriers to fly through,
or making passes easierto complete. If youunderstand the basicsof American football,it’s fairly simple tointuit. Blood Bowl just doesn’t have agreat way to teach its abstract,abundant rules.
The campaign functions as ajarring, drawn out tutorial. Duringthe first few games, the focus is onplayer positioning, and it’s impossibleto fail routine actions, like picking upthe ball or short passes. No obvious
indication is made that anything has
T
his is a turn-based fantasy boardgame loosely resembling American football. Functionally, it’s fairly simple: teamspulled from the Warhammer races do a lot of punching,grunting, and bleeding. Players position their athletes on the
line of scrimmage, then take turns performing up to oneaction with each. Each athlete has a specialization. You’re encouraged totackle, maim, or kill anyone, whether on offense or defense.
been stripped from regular play. Myfirst hours were spent in naive bliss.It felt as if I was playing a spiritualapproximation of football, and it feltgood. The bliss was short lived.
Game after game introduced anew rule thatfundamentally changedhow I played. Dice rollswere injected intonearly every action,
players could getinjured and dieinexplicably, and timelimits were imposed.Random events took
place. During one game, the ref wasapparently bribed by my opponent,and would tackle one of my playersevery few turns. What I thought wasa purely tactical game with lightelements of randomness was actuallyalmost wholly dependent on dicerolls—most of which aren’timmediately visible. Chance factors
heavily, and not in a good way.
My best-laid plans were usuallyupset by bad rolls during menialactions. Everything has a chance tofail, and once it does your turn is
instantly over.It’s possible to spend weeks in theonline league mode, playing in anarray of tournament modes withplayers of a similar skill level,
building a decent team from thetransfer market, but there’s still noimmediate way for new players tohop in and feel viable. You couldargue that a rough start is all part ofroleplaying a team of amateurs, butlong term grinding for a statisticaladvantage just doesn’t sound fun.
Returning players might feelrestricted too. The last iteration of
Blood Bowl on the PC expanded itsroster to 23 playable races, but Blood
Bowl 2 scales it back to eight.If you have a group of friends
really into Blood Bowl, then rejoice:this is a shiny, featured expression ofthe boardgame. If not, expect to beconfounded and frustrated.
N E E D T O K N O W
WHAT IS IT?
Turn-based fantasyfootball, the roleplaying
game.
EXPECT TO PAY
$45
DEVELOPER
Cyanide Studios
PUBLISHER
Focus Home Interactive
REVIEWED ON
Windows 10, Intel i74GHz, 16GB RAM,
GeForce GTX 980 Ti
MULTIPLAYER
2 players, local, online
LINKwww.bloodbowl-game.com
60It’s flashy, but scalesback too much forreturning players anddoesn’t accommodate
the new ones.
V E R D I C T
FOUL PLAYLacking a proper coach, BLOOD BOWL 2 gets left on the bench. By James Davenport
During onegame, the ref
was apparentlybribed by myopponent
58 HOLIDAY 2015
Blood Bowl 2
R E V I E W
You could play a decent gameof quidditch in that arena.
PIER PRESSUREWORLD OF WARSHIPS is Wargaming’s most nuanced vehicle combat yet.
By Ian Birnbaum
When it landedsmack
amidships,I enjoyed an
evil smile
Unlike the dense urban landscapes inWorld of Tanks, there’s little to hidebehind in Warships. Without the
freedom to escape, turn, or hide, thegame places even greater emphasison group tactics and positioning.
Wargaming continues to be a dabhand at making controls that turn acomplicated war machine into anaccessible, keyboard-friendly vehicle. Therudder and throttlecontrols are designedto be set and forgotten,like a subordinatehad an order yelledat them while the
captain worried aboutother things.Planning ahead is key for
Warships. Especially in larger boats,bringing guns around to face anenemy takes a minute. Knowingwhere enemies will come from givescaptains time to turn the explodeyparts facing the bad guys.
During one battle at the helm ofthe USS Montana, I had a clean shoton an enemy cruiser that startedmaking trouble some ten kilometers
World of Warships, the newest entry in the Wargamingseries after 2013’s World of Warplanes, is out ofdrydock and officially launched. Its mix of ponderouswarships and huge guns—the biggest guns ever firedin anger by mankind—is beautiful, polished, and a joy
to play. Warships is the most thoughtful Wargaming game so far, but itseconomy continues the pattern of expensive, exploitative freemium prices.
away. Though it pained me, I kepttaking single shots instead ofunleashing my entire battery at once,
trying to get my aim just right. Eachtime, my shot fell just short or just offto the side of its vulnerable hull.
To better engage me, it turned itsfat broadside my way and stoppedclosing the distance. I took one more
targeting shot. Whenit landed smackamidships, I enjoyed anevil smile and fired allfour batteries at once.Twelve 16-inch shellsarced across the skyand dropped on the
ship’s head like the fistof an angry god, sinkingit in one volley. If this had beenCounter-Strike, I would have justlanded a head-shot with the AWP. Igot the same sense of satisfaction,even if it did take about five minutesto fully play out.
There’s an art to angles inWarships, and it tickles the tiny,forgotten part of my brain thatexperiences math as a form ofpleasure. With guns mounted all
down the body of a ship, facing broadside to an enemy is the bestoffense. Unfortunately, that broadsideshows the enemy team a huge target.There’s a sweet spot at around 30degrees that brings all guns onto atarget while minimizing exposure.Instead of doing a barrel roll orhiding behind a bombed-out church,this mental geometry is how captainsstay safe on the oceans.
STOCK THE LARDERS
All four types of ship also come inmultiple tiers, representing theadvances that technology broughtthem. The carrier is a good example:the lowest tier is a converted coaltanker, the USS Langley, with a deckcovered in canvas-winged bi-planes.Carriers evolve up through the USSLexington to the USS Midway, alate-War behemoth. There’s nodenying high-end vessels are crazyfun to play. The trouble is most
players will never see these late gameships. World of Warships isWargaming’s most expensive,grind-heavy meta-economy yet.
Researching all of the Americancarrier branch would take me
between 1,500 and 3,000 games—aninterminable grind. It’s laudable, Iguess, that unskilled players can’t justoutright purchase the best ships inthe game. Most players will have noproblem unlocking the first four tiersof ships. But after that tier, prices goup exponentially until only a narrowsliver of die-hard fans will spend the
money or time to be there.For the rest of us, the lowest tier
ships are good fun. With so muchamazing art and incredible history inthe biggest ships, though, I wish thatmore players could see everythingWarships has to offer without anaggressive, expensive grind.
I crunched thenumbers on theprice of Warship ’svessels, findingan exponentialcurve that takesoff after tier 4.Wargaming isoffering afree-to-playgame, but aftertier 4, you’ll startpaying—either intime or in money.
N E E D T O K N O W
WHAT IS IT?
Multiplayer free-to-playWWII boat-’em-up
EXPECT TO PAY
Free to play
DEVELOPER
Wargaming.net
PUBLISHER
In-house
REVIEWED ON
Windows 8, Core i5,8GB RAM, GTX 970
MULTIPLAYER
Yes
LINK
www.worldofwarships.com
80World of Warships isWargaming’s finestvehicle combat game,but its free-to-play model
FREAKSHOWDROPSY ’s hideous misshapen protagonist belies a wholesome and
heartwarming game. By Angus Morrison
The differencebetween a
Twinkie andmedicine is not
always clear
On Dropsy’s hug-based quest to makethe world a happier place, I’ve madesoup for the king of a dump, raided a
high-security medical facility (but notbefore forcing the guard bots to serveMartinis) and gone looking for littlegreen men. I’ve met drug addicts andhate preachers, fist-bumped abouncer, sold out a crim to the copsand performed lastrites for a canary.
It’s the variety thatmakes it, and it’s rare tofind a screen thatdoesn’t contain somealluringly cryptic pointof interest, the
relevance of which willhit you only hoursdown the line. The exceptions are theoccasional repeating puzzle (expectto get a lot of use out of your chickenmask), and the lengthy backtrackingthat the early game insists on.
Artistically, Dropsy resembles TheSecret of Monkey Island . Onlyhorrifying. ‘Dropsy’ being theold-timey term for oedema, theclown is bulbous and lumpen with aface that ensures children who didn’t
Dropsy is the quintessential point-and-click adventure: acircus of eccentric characters parading through a plot thatstarts loopy and aims for deranged, dressing up theotherwise dry business of using objects on other objects indark comic style. It starts with just Dropsy the clown, his
faithful hound and a series of orientation puzzles, until you assemble awhole party of misfits and tackle far more demanding challenges.
fear clowns before sure will now. Yet Dropsy has nothing to do with horror.The clown wants to make people
smile, and then hug them. Nothingmakes his distended, grotesque facehappier. Successful hugs result in afull-screen announcement and ascream of ecstasy. Dropsy’s uglinessthrows the positive impact he has on
the world into starkrelief: people hate him,
but he doesn’t care.He’ll match the desiredobject to the rightgrumpy human (orextraterrestrial) just tosee them grin. He has
no ulterior motive, andit makes for a roundlycheering experience. However, thisunabashed joy makes the sombermoments all the more startling. Thedevs’ handle on tone is uncanny.
It captures the absurd, heady rushof ’90s point-and-clicks flawlessly—itfeels the way I remember adventuregames feeling, when eking out thenext bit of hyperactive story wasmore important than the puzzlesthemselves. But also preserved is the
chronic problem of the genre: puzzlesthat feel like the product of adesigner’s idiosyncrasies as opposedto common sense. I needed a vampiremask from a costume shop, but theproprietor was clearly operating afearsome ‘no clowns’ policy because Igot chased away on approaching thecounter. I had a locket that belongedto him, featuring a photo of his wife,who I knew to be dead—returning
this, I thought, was sure to reconcilethings. Nope: going near that till withlocket in hand resulted in the same fitof abuse. The irritating thing is, I hadthe solution but wasn’t going throughthe motions in the specific placewhere the game deemed it shouldwork. At night, the proprietor movessomewhere he will accept the locket,
but it takes good fortune or amethodical search of the map in bothday and night phases to discover.
SADFACE
Dropsy’s difficulty spikes are often aproduct of the way it communicates.Rather than words, it uses pictogramsto convey the wants and needs of thegrumpy population, and since theseare drawn with just a handful ofpixels, translating what NPCs aretrying to tell you is often more effortthan puzzling out how to achieve it.In Dropsy’s world, the difference
between a Twinkie and experimentalmedicine is not always clear.
Dropsy is sometimesdysfunctional, but loving, happy andfun. Dark undertones, like Dropsy’s
nightmares and the fact that he’s anarson suspect, will get you moving,
but it’s positivity that will carry youto the end. You’re not puzzling forpersonal gain, but to make the world
better for everyone, and Dropsy’senthusiasm for light, carefreeproblem-solving is infectious.
N E E D T O K N O W
WHAT IS IT?
A hug-centricpoint-and-click.
EXPECT TO PAY
$10
DEVELOPER
A Jolly Corpse,Tendershoot
PUBLISHER
Devolver Digital
REVIEWED ON
Core i5-3570K, 16GBRAM, GeForce
GTX 780 Ti
MULTIPLAYER
None
LINK
www.dropsytheclown.com
78An excellent stab at atraditional point-and-click adventure, withtraditional problems
holding it back.
V E R D I C T
C I R C U S T R O U P E
The artists you need to assemble, and why
D R O P S Y Voluminous clowntrousers ideal for stashingitems; rubbery, malformedarms are an optimalhugging tool. Performanceslightly marred by PTSD.
D O GExpertise in earthworksand excavation; candouble as a gravediggershould the need arise.Made happiest by peeingon fire hydrants or similar.
M O U S ETakes small spaces in itstiny stride; enjoysprovoking robots indowntime. Has initialtrouble overcoming fear ofwaistcoated rats.
C A N A R Y Loves: flight; birdseed;knocking things offcarefully arrangedshelves; adequate funeralarrangements.Hates: mines.
Intel the IntelLogo IntelInside IntelCore and CoreInside aretrademarksof IntelCorporationin the U.S.and/or othercounntel the IntelLogo IntelInside IntelCore and CoreInside aretrademarksof IntelCorporationin the U.S.and/or othercounntel the IntelLogo IntelInside IntelCore and CoreInside aretrademarksof IntelCorporationin the U.S.and/or othercounntel the IntelLogo IntelInside IntelCore and CoreInside aretrademarksof IntelCorporationin the U.S.and/or othercounntel the IntelLogo IntelInside IntelCore and CoreInside aretrademarksof IntelCorporationin the U.S.and/or othercounDigital Storm Logo and‘World’sMost AdvancedPCs’ aretrademarks of Digital Storm.Digital Storm Logo and‘World’sMost AdvancedPCs’ aretrademarks of Digital Storm.Digital Storm Logo and‘World’sMost AdvancedPCs’ aretrademarks of Digital Storm.DigitalStorm Logo and‘World’sMost AdvancedPCs’ aretrademarks of Digital Storm.DigitalStorm Logo and‘World’sMost AdvancedPCs’ aretrademarks of Digital Storm.
COMPUTER LOVEHack anything and everything in the strange, wonderful ELSE HEART.BREAK().
By Andy Kelly
Tweak the codein a glass of
water to reduce your sleepiness,
then drink it
You, Sebastian, arrive in the city ofDorisburg to work as a salesman forthe Wellspring soda company. You
feel lost. Anyone who’s ever left homeand moved to a new city will knowthe feeling of walking unfamiliarstreets, surrounded by strangers.
In these opening hours, else Heart.Break() feels like a fairly traditional,albeit non-linear, point-and-clickadventure. You check in at therundown Devotchka hotel, meet afellow Wellspring employee, andexplore the city. There’s no journal ormap telling you where to go: youhave to figure it out by yourself.
That’s not helped by the confusing
layout of the city, but you soon settleinto the game’s unusual rhythm. Overtime, the streetsbecome more familiar.You sell soda, makefriends, drink beer,hang out, and go to bedwhen it gets dark.
Dorisburg is asprawling, intricate city,and almost everybuilding can be enteredand explored. The geometry of itscardboard dioramas is simple, butartful use of light and shadow—and
vivid, psychedelic textures—bringsthem to life. else Heart.Break() brilliantly captures contemporary citylife, and has some of the best artdirection I’ve seen in a game. You’llwant to explore every corner of it.
Then you meet Pixie, andeverything changes. You bump intoher in a bar and she excitedlywelcomes you to Dorisburg, invitingyou to a party the following night.The story has multiple endings, andmeeting Pixie—who Sebastianimmediately becomes infatuated
with—sets it in motion. But there’s no
The world of else Heart.Break() is not like our own. In thisstrange place, atoms have been replaced with bits, enablingpeople to hack into, and alter, the very fabric of reality. Withthe right tools, you can dive into almost any object’s code,edit it, and change its behavior—to solve problems, cause
mischief, or just for fun. It’s also a game about love, friendship, and findingyour place in the world—and it all starts with a chance encounter in a bar.
pressure to reach the end. You canpursue the story as doggedly, or asleisurely, as you feel.
Soon after meeting Pixie, youlearn about hacking, and this is whenelse Heart.Break() really gets good.Equip a device called a modifier anda new ‘hack’ option appears in thecontext menu when you hover overan object. Click on it and you’ll seethe code that governs how the object
behaves, which can be edited to makeit do different things. It soundsdaunting, but you’ll be surprised howeasy it is to get to grips with.
CODE TALKER
You don’t have to know anythingabout programming to enjoy this sideof the game. I’ve nevercoded anything in mylife, and I wasconstantly surprisingmyself by writing codethat didn’t immediatelymake the object I washacking smoke andspark—a cute visualindicator that what
you’ve just written is full of errors.Solving puzzles through hacking issuper satisfying, and the flexibility of
the language means there are alwaysmultiple solutions.
There are clear, well-writtentutorials, but mostly I learned bylooking at existing code. Youeventually reach a point wherelimitations that bugged you earlier inthe game can suddenly be solvedthrough hacking. Feeling tired? Don’t
bother running back to the hotel tosleep: tweak the code in a glass ofwater to reduce your sleepiness, thendrink it. Need to be on the other sideof town? Hack a nearby door to
transport you there. It’s almost as if
these intrusive systems exist solely tomake players invent workarounds.
Sebastian eventually startsworking for a group of hackersfighting the Ministry, a sinistergovernment agency that’s crackingdown on hacking and stripping thecity of its personality. To join theirranks you need to complete a seriesof hacking challenges, which serve asmore in-depth tutorials. Then, if you
pass and become a member, you’resent on missions that are real tests of
your coding prowess. But the solutionto a problem is always in theenvironment somewhere: either onfloppy disks scattered around theplace or discovered by studying codeand reverse-engineering it.
By the end I’d grown attached toDorisburg and its eccentric residents.else Heart.Break() has a lot ofpersonality, with funny, idiosyncraticdialogue, pop culture references thatdon’t feel forced, superb music, and
likeable characters.When you’re lost and can’t figureout what to do next, the vague,open-ended structure can feel a littleobtuse. The camera is flaky, with bitsof scenery occasionally obscuring
your view. And some of the codingpuzzles will prove challenging foramateurs. But get past theseproblems and you’ll find a brilliantlystylish, original game that combineselements of point-and-clickadventures, open-world games, andRPGs in a unique, exciting way. Itgives you the power to explore,
rewrite, and experiment with thesystems that govern the game, andhas spawned a community ofenthusiastic coders who are findingways to do amazing things. Youmight feel confused at first, but stickwith this game and you’ll experiencesomething really special.
N E E D T O K N O W
WHAT IS IT?
An open-worldadventure game with
hacking.
EXPECT TO PAY
$25
DEVELOPER
Erik Svedäng, et al
PUBLISHER
In-house
REVIEWED ON
GeForce GTX 970, Inteli5-3570K, 16GB RAM
MULTIPLAYER
None
LINK
www.elseheartbreak.com
86
A beautiful adventuregame with heart,humor, and hackingpuzzles that even
OVERDRIVEUnforgiving and as hard as nails, post-apocalyptic SKYSHINE’S BEDLAM is a roguelike
road trip through hell. By Ian Birnbaum
Empty barracksdoomed myexpedition
more than anyother cause
Bedlam is a turn-based roguelikeabout taking risks and making hardchoices. Everything has a cost.
Stopping to speak with travelers willcost fuel, food, and dayson the road. Findingout that they’re insanerobots will cost mysoldiers a deadcomrade and days inhospital. Choosing todrive past them wouldhave lost me hundredsof gallons of precious crude oil.
Looking down at the minimap, Ichoose a route running along atwisting road. After each leg of the
journey, the map shows localdestinations that can be explored.These shorter roads don’t cost muchto get to and always have a fightwaiting at the end, but winning thosefights restocks various essentials suchas fuel, food and power.
The map and the choices madethere are Bedlam’s ruthless balancingact: driving costs fuel; transportingcrew costs food; your soldiers have tofight to restock. If you run out ofanything essential, the expedition isover. The more days tick by, the moredangerous the wastes become.
Special encounters help flesh outthe weird Mad Max fiction ofBedlam. I’ve met mutants, seers,robots, cyborgs, bandits, andmerchants—and only a few of thosetried to kill me. I was eaten by giantsandworms and reinforced byrefugees. Making a wasteland feelalive is tricky business—a wastelandis, by definition, a place wherenothing lives—but Bedlam’sapocalypse is teeming with danger.The wonderful art is almost toocolorful for a game set in the desert,
and after several hours, I’m confident
From inside my Dozer, I watch the wasteland roll by. A fortresson wheels, the Dozer carries thousands of passengers, a squadof soldiers, numerous supplies, and vats of artificial meat. It’s a brutal solution to a brutal problem: get these pilgrims acrossan apocalyptic desert to the paradise beyond. The hostile
gangs of mutants out there are one kind of obstacle, but the harsh laws ofsupply and demand are a tougher one.
in saying that Bedlam rocks myfavorite soundtrack in any gamesince Bastion.
Some special events provide anopportunity to upgradethe Dozer, making itmore fuel efficient, orcheaper to use. Itspeaks to Bedlam’sincredible balance thatI reached the end manytimes, but I always
barely limped over thefinish line. Even on the easiestdifficulty it wasn’t a stroll in the park.On harder difficulties, I never made itacross at all.
There’s a second, less successfulhalf to Bedlam. Every fight that
breaks out on the map screen isplayed out on an isometric grid.Squad members come in four classes,organized by weapon: sword,shotgun, pistol, and sniper rifle.These troops have differentmovement and firing ranges, and theresulting combat feels a little bit likechess, albeit heavily modified.
Casualties are to be expected, andthat’s where Bedlam runs into the
most trouble. I found it so completelyimpossible to escape from a battleunharmed—even when I enjoyed atotal victory—that empty barracksdoomed my expedition more oftenthan any other cause. Bedlam is agame of warring incentives: exploreopportunities for supplies at theexpense of a dwindling roster ofdoomed young people.
HUMAN RESOURCES
XCOM also features permadeath, andalso thrives on the sense of danger
that accompanies every conflict, butno matter how bad things get, thereare always more recruits. Theworldwide XCOM project doesn’tend because of an unlucky grenadethrow. In Bedlam, dead soldiers endthe journey. For me, this is where thegame crossed the line from enjoyably
brutal to stressful frustration.In Bedlam, no matter what you do,
you’re going to get screwed. When Idid make it to the finish line, it wasafter an uncomfortably stressful tripthat I stopped enjoying. This game ismade of moments of relief and
victory and tension and stress. Thatkind of toughness can be appealing—the way Dark Souls is beloved for itschallenge—and there’s no doubt
Bedlam is a finely-crafted game withdelicately balanced combat. But it’stoo menacing for me, and I am gladto be done sweating through it.
N E E D T O K N O W
WHAT IS IT?
A wasteland caravanmanagement sim.
EXPECT TO PAY
$20
DEVELOPER
Skyshine Games
PUBLISHER
Versus Evil
REVIEWED ON
Windows 8, Core i5,8GB RAM, GTX 970
MULTIPLAYER
None
LINK
www.gobedlam.com
72
A punishing sci-fi take ontheRogue -inspiredgenre,Bedlam is weirdand colorful and stressful
to play.
V E R D I C T
68 HOLIDAY 2015
R E V I E W
On the long trek across Bedlam, the people of the Dozer have tomake their own entertainment
D O Z I N G O F F Apocalypse car games
I S P Y I spy something...dead.
M U T A N T ,C Y B O R G , R O B O TLike Rock, Paper,Scissors, butsomeone alwaysends up shot.
S L U G B U GThe first player tospot a giantradioactive insectgets to punch afriend.
2 0 Q U E S T I O N SSame as regular 20questions, but theloser ends upgetting liquidatedfor fuel.
FAIR WELLIs DRAGON AGE: INQUISITION—TRESPASSER a worthy way to end
this run of DLC? By Phil Savage
Everythingfrom nerfing
health potionsto buffing bears
It’s a continuation of the main storythat serves to set up the future andbid farewell to the past. It’s not on
par with Mass Effect 3’s exemplaryCitadel, but then it doesn’t need to be:Dragon Age’s varied protagonists andsettings mean the series isn’t as suitedto fourth-wall breakingsentimentality. It’s not as funny,either. Nevertheless,Trespasser is a fittingconclusion toInquisition—both itshighs and its lows.
Trespasser takesplace two years afterthe events of
Inquisition. DivineVictoria—whoever thatis in your game—calls for an ExaltedCouncil at the Winter Palace todecide the fate of the Inquisition.Ferelden wants you disbanded, andyour armies off their lawn. Orlaisseeks to bring you under their directcontrol. It is heavily implied that thisis one political situation you can’teasily talk your way out of.
In other words, it’s the same setupas used for many of Dragon Age:
As Chris pointed out when he reviewed Jaws of Hakkon,BioWare’s DLC releases tend to fall into a few broadcategories. Jaws of Hakkon was a quality side-chapter thatstood aside from Inquisition’s main campaign. The recent Descent was as disposable as Mass Effect 3’s Omega—only
worse, because it was set in the bloody Deep Roads. Inquisition’s final DLC,Trespasser, is the third type of BioWare DLC.
Inquisition’s main missions. Morethan in any previous Dragon Age,
Inquisition’s protagonist exists as a
political force—albeit one that isregularly called away to stab somedemons. Here, too, your negotiationsare cut short by the discovery of adead Qunari soldier in the grounds ofthe Winter Palace. It is decided that,
rather than continuingto make snide remarksat high-rankingofficials, you shouldprobably figure outhow he got to be there.
Doing so takes youon a lengthy linear
quest (around five toseven hours) that flits between multiple settings. Do youenjoy exploring the Deep Roads? Ihope so, because there’s yet anothersection in the Deep Roads. You’ll getinto plenty of fights along the way,
but there’s precious little to advancecombat beyond what can be found inthe 50+ hour main campaign.
I didn’t find Trespasser’s primaryantagonist particularly compelling. Aswith everything rooted in Qunari
values, an implacable sense of duty tothe Qun lends an inevitability to eventhe most outrageous plans. More deftis the way the plot serves as anexcuse to weave in threads lefthanging from the main campaign.One of the DLC’s early locations is asanctuary belonging to Fen’Harel. If
you finished Dragon Age: Inquisition, you’ll know why that’s significant.
PLAYING CATCH-UPOutside of the main quest, you get tohang out in the Winter Palace’scourtyard. While there you can catchup with companions, and find outhow each has spent the last couple of
years. These opening vignettes as your renew your acquaintance with your pals is as close to Citadel as Dragon Age has ever come. It doesn’tentirely work. With no time to beeased into the joviality, these skitsfeel jarring—particularly Sera’s
bizarre prank sequence. It comes
across as a forced attempt to top thesequence from the main campaign,tonally out of place. Much better isthe less visual reintroduction to TheIron Bull—a scene that’s all thefunnier for its more subtle nature. Inaddition to which, Cullen has a dognow. So that’s fun.
There’s not much in the way ofside-content. A few optional fightsoffer hidden treasures, andexploration can uncover stat bonuses.Trespasser also adds optionaldifficulty modifiers to the maingame—everything from nerfing
health potions to buffing bears—thatoffer the chance of special rewards.Ultimately though, Trespasser is
Inquisition’s epilog. It offers a long,twisting mission, fun charactermoments and a satisfying payoff. It’suneven, but worthwhile—just about
justifying its $15 price.
N E E D T O K N O W
WHAT IS IT?
A farewell toInquisition, and the
Inquisitor.
EXPECT TO PAY
$15
DEVELOPER
BioWare
PUBLISHER
EA
REVIEWED ON
Intel i5-3570K, 8GBRAM, GeForce GTX 970
MULTIPLAYER
None
LINK
www.dragonage.com
77
A lengthy quest with asatisfying pay-off makesup for unimaginativeencounters. A worthy
end to Inquisition .
V E R D I C T
I N Q U E S T How welcome are these returning elements?
1 HALF-LINE MIAMIFREEWARE Episode 3 takes a surprising new direction
Half-Life 2’s gravity gunalways seemed likethe kind of gimmickthat should have beenstolen by more games.
Oh, we had similar items in Doom 3, BioShock and Dead Space, but these
were token inclusions, in worldsnot built for the act of vacuumingup debris and throwing it at people.
Half-Life Miami might be the best
gravity gun game since Half-Life 2:
Episode 2 , and that’s partly because
you’re not given anything else. It’s a
mash-up of Hotline Miami and Half-Life
2 , taking the former’s top-down
perspective, garish aesthetic and
daunting difficulty level, and lobbing in
Gordon Freeman, City 17, and a bunch of
Combine. There are eight levels here,
taken from key moments in Half-Life 2 ,
and like Gordo’s real adventure it begins
The procedurally
generated arcade game
now has Steam
Workshop support, and
people have been making some
amazing things.
with the G-Man waking him up after a
lengthy snooze.
The key difference is that Gordon
now emerges with the gravity gun
equipped, letting you suck up bins from
the get-go, and hurl one in the face of
that smug guard at the train station who
makes you pick that can up. You canalso ruin the faces of zombies using
conveniently explosive barrels, and
other things that are not as fun because
they’re not explosive barrels.
There’s still plenty of fun to be had
flinging stuff at Combine cops, an act
that feels surprisingly creative as you’ll
select the murder weapons yourself
from nearby detritus. You can also
funnel that creativity into the included
level editor, too. Why not remake
Episode 1, 2 or...3 ?
DOWNLOAD AT www.bit.ly/Half-Line
V I C V I P E RIt’s only the Vic Viper from 2D side-scrollingGradius , a videogame legend you can finallytake for a spin in a fully 3D space. See howits spaceships fare in places with anatmosphere (surprisingly well, it turns out).
www.bit.ly/SkyRogue3
S T A R F O XThe Star Fox Arwing doesn’t look too out ofplace in Sky Rogue , being another low polybeauty itself. It’s joined by various otherships from the universe of this SuperNintendo game.
www.bit.ly/SkyRogue2
G E O M E T R ORelive that bit from the second Harry Potterfilm with this beautifully mundane flyingcar, modeled after the Geo Metro LSi.Wizards not included, but this mod hasmagic aplenty.
This mod adds multiplayerto the original Mafia,then sets players looseon the streets of the
game’s fictional, 1930s-era city. LostHeaven was never a true open-world metropolis, however, so you’llhave to make your own fun,whether by shooting your fellow
RED AMAZON
Like Alan Hazelden’s similarly
excellent Mirror Isles , this is
a deceptively simple game
about a person travelingbetween a series of islands.
There are two tools at your disposal:
stones and lily pads. Stones can be
lobbed across the water to an adjacent
patch of land, while lily pads can be
shifted about using water currents.
You’ll need to introduce each item to its
neighbor, at the exact right spot, in the
exact right sequence, to cross from one
island to another.Skipping Stones will get under your
skin. You’ll quit, angrily and often, before
you get to the end, but you’ll be thinking
about stones and lily pads for days.
DOWNLOAD AT www.bit.ly/SkipStones
SKIPPING STONES TOLONELY HOMES
1THE ROCKExhibit A, a stone. This has
just been kicked upwards by yours truly, knocking a lily pad
towards a sunken rock.
2 LILY-LIVEREDLily pads can be stepped
on to cross between islands.The hard part is getting them
where you want them.
3WASHED-UPThis is you. You’re trying
to find wood so that you canrebuild your boat. It’s easy to
forget that.
1
3
2
3 LOST HEAVENMOD
ExploreMafia
’s 1930s city with chums
FREEWARE Not very red,not set in the Amazon
You might know Tom van
den Boogaart for his
cyberpunk exploration
game Bernband . Here
he’s swapped jagged pixels for
smooth low poly assets in the
engaging, atmospheric Red Amazon .
It’s a short story of sorts set in a
seemingly abandoned woodland
environment, and despite my use ofthe word ‘seemingly’ just then, it’s
not actually a horror game.
It’s a game about you and your
inclinations as a player, and another
element unexpectedly introduced
later on. Yes, I’m being deliberately
and annoyingly vague, because this
quietly twisty FPS is all about its
punchline of an ending. Or endings ,
should I say? Perhaps I should,
perhaps I shouldn’t. Ahhh.
DOWNLOAD AT www.bit.ly/RedAmazonTom
5
4
WEBGAME Hope you didn’t have stuff to do today
Put your hands up if youreally love doing crimes.
wiseguys, or creating makeshiftraces with the many period cars.
This is the multiplayer mob-’em-up you’ve always dreamed of. Evenif it is a little uglier and emptierthan you might have wished, it willonly improve from here on in.
DOWNLOAD AT www.bit.ly/LostHeaven
HOLIDAY 2015 7
E X T R A L I F
N O W P L A Y I N G I D O W N L O A D S I R E I N S T A L L I W H Y I L O V
Substance has beenre-released in a 10th Anniversary Edition thatadds over 100 extra
maps. The ‘VR Missions’ bundlecontains new versions of around adecade of Half-Life 2 mods,reworked to be compatible with theadditional features Substance brings to the table.
Substance’s Big Thing is its HEVsuit modes, which enable Gordon
Freeman to become invisible, tosmother himself in a tingly energyshield, to slow time, heal criticalwounds, or be really good at hittingpeople for a while. Sound familiar?The Crysis inspiration is as obviousas it is inaccurate, as the original version of Substance came out two years before Crytek’s nano-powered tropical shooter.
DOWNLOAD AT www. bit.ly/HL2Substance
6 HALF-LIFE 2 SUBSTANCE
MOD Gordon Freeman suits up—again
Jams aren’t just related to
indie games, or indeed the
‘preserves and chutneys’
shelf of your grandmother’s
pantry—people have been making stuff
to arbitrary time limits for years. The
sixth Quake Map Jam asked modders to
create levels based on the theme ‘fire
and brimstone’, and the results have
been collected in this mission package.
It’s not exactly a theme that wildly
departs from Quake’ s M.O., so you can
expect a lot of lava, and more than a few
hellbeasts trying to turn you into
sausage meat. But there’s some
interesting stuff in here, from puzzles to
boss fights to outright platforming at
times. More than any other id game,
Quake is about architecture and
atmosphere, and many of these mods
play to this, offering navigational
challenges in spaces full of secrets.
DOWNLOAD AT www.bit.ly/FireAndBrimstone
8 FIRE AND BRIMSTONEMODS Get ready to Quake in your boots
FRAN BOWDEMO Alice in Wonderland,only even darker
For once, here’s an asylum
that isn’t just a bunch of
rusty cells, upturned
wheelchairs and
muttering inmates, although
admittedly fear does feature heavily
inFran Bow . It’s a sad, funny, dark
and wonderfully written adventure
game about a girl incarcerated in a
psychiatric ward after the death ofher parents. Fran sees strange and
terrifying creatures around her—
creatures that will both help and
hinder her in her quest to escape the
asylum and find her missing cat (yes,
it’s another game in the expanding
girl-missing-cat genre). This demo
contains the opening segment,
offering a glimpse of the game’s
captivating story, horrifying imagery,
and exquisite animation.
DOWNLOAD AT www.bit.ly/FranBow
7
New weapons, plusreworkings of existing ones.
Quake ’s dedicated modders havemade 13 new levels for this map pack.
differently from most,in that it’s a list ofhats, weapons and accessories thatwill potentially be added to thegame proper as official-ish assets.You can of course still find anddownload Killing Floor 2 maps andmods elsewhere.
While you can’t grab the following
items from the Workshop, you can vote
whether you want them to appear
in-game, and their creators will receive a
cut of any revenue they generate.
As with any Workshop page, there’sa sea of crap on there, but the section is
growing all the time. Even now it
encompasses masks, guns, and stylish
headwear (hats being an essential item
for any aspiring zombie hunter). These
are the three best bits of clobber you’ll
soon be able to customize your
characters with... if Steam users vote
with their consciences, of course.
3 F L A T C A PThe must-have accessory for everyshotgun-wielding English country nut. Wearwith a beard and thick-rimmed glasses forthe perfect ‘2015 UK Guy’ party costume.
www.bit.ly/KillingGear3
2 P O P E H A TZombies are notoriously anti-organized-religion, which is why this extravagant papalhat should be your first line of defense inthe endless war against the undead.
www.bit.ly/KillingGear2
1 C I G A RChurchill famously loved chomping cigars,and I hear he also battled the odd zombieafter the war. Reflect on WWII, and fill yourlungs with tar and nicotine, with this.
www.bit.ly/KillingGear1
10
HOLIDAY 2015 7
E X T R A L I F
N O W P L A Y I N G I D O W N L O A D S I R E I N S T A L L I W H Y I L O V
When you emerge fromVault 101 you’re blinded by a bright,white light. Havingspent your entire life
in an underground fallout shelter, you’ve never seen the sun before.Then your eyes adjust and the
Capital Wasteland fades into viewas Inon Zur’s haunting score swells.This is the moment that defines Fallout 3, and all of Bethesda’sRPGs: gazing across that bleak, broken vista brimming withpossibilities, and deciding where togo and what to do first.
Seven years on, it still has impact.With Fallout 4 on the horizon, Ithought it was time for another
journey through the nuke-batteredruins of Washington DC. Stepping
out onto that hill, watching the vista
fade into view, I still feel a rush ofexcitement—even though, afterhundreds of hours in the CapitalWasteland, I know it inside out. Thelocations and quests are always thesame, but doing them in a differentorder, choosing different paths andusing different weapons, makes it feel
almost like a new experience. I’m stillfinding new things and hearing newlines of dialogue, even now.
The Vault 101 sequence at the beginning isn’t so great. It’s anenforced hour of exposition,following the main character from
birth, literally, until their teenage
N E E D T O K N O W
RELEASED
2008
PUBLISHER
Bethesda Softworks
DEVELOPER
Bethesda Game Studios
LINK
www.fallout.bethsoft.com
FALLOUT 3It’s time to revisit the Capital Wasteland. By Andy Kelly
C E N T R A L P E R K
The weirdest upgradesC A N N I B A LEat corpses to restore25 health, but lose 1karma in the process.
P A R T Y B O Y Drink alcohol withoutever becoming addictedto the stuff.
N U C L E A R A N O M A L Y Unleash a nuclear blastif your HP drops below20. It’s science.
R A D R E G E N E R A T I O NBroken limbs heal if youhave advanced radpoisoning. Because.
C H I L D A T H E A R TUnlocks additionaldialogue options whenspeaking to kids.
P U P P I E S !If faithful Dogmeatdies, a new dog spawnsnear Vault 101.
HOLIDAY 2015 8
E X T R A L I F
N O W P L A Y I N G I D O W N L O A D S I R E I N S T A L L I W H Y I L O V
years when they escape, or areexpelled from, the vault. You have a
lot of options, it’s true. You cansurrender your weapons to theOverseer and leave peacefully, or youcan kill him and fight your way out,upsetting his daughter (your oldestfriend). You can sneak past theguards or you can kill them all. It’s adecent quest, but too damn slow—especially that awkward birthdayparty. Luckily there are mods to skipit. It’s when you reach the surfacethat Fallout 3 really gets going.
Technically, it hasn’t aged well.The world is blighted by grubbylow-res textures and the character
models are hideous. To be fair, they
were hideous in 2008. But the CapitalWasteland is still a wonderfully
evocative place. The gray, overcastskies and shattered landscape makefor a strangely beautiful post-apocalypse. There’s a lot of emptyspace—I mean, it is a wasteland afterall—but Bethesda scattered enoughinteresting things around that itnever feels barren. There are littlestories everywhere, both humorousand poignant. I was caught off guardwhen I entered an old house in themiddle of nowhere and found theembracing skeletons of a couple on a
bed, frozen in time.That’s pretty uncharacteristic of
the game in general, though. Fallout 3
is very much a black comedy, with bomb-worshipping cults, talking
trees, two-headed cows, and allmanner of other silliness. Tonally, it’sall over the place, absurdist comedystaggering clumsily into attempts atmore serious storytelling. One minute
you’re facing a moral quandaryinvolving rescuing, or exposing, anon-the-run android; the next you’refighting giant mutated ants straightout of a B movie. But the upside ofthis inconsistency is variety, andevery quest offers somethingdifferent. If you want a somber,reflective post-apocalypticexperience, read The Road.
BAD DAD
As is the case with most, if not all,Bethesda RPGs, the side-quests arethe highlight. The main story—about
your father trying to bring cleanwater to the wasteland—ismeandering and fairly dull. Your oldman, whose face is generated toresemble the character you create, isplayed by Liam Neeson, who sounds
bored to death. Getting an actor ofthat caliber in the game made for agreat press release, but it’s pretty
obvious that he’s phoning it in. His
E X T R A L I F E Fallout 3’s DLC, from best to worst
Nuclear war is hell for theproperty market.
Downtown DC isextremely dangerous.
P O I N T L O O K O U TA set of new questsset in a murkyswamp area.
B R O K E N S T E E LExtends the maingame’s story, addsmore Liberty Prime.
T H E P I T TFight slavers inpost-apocalypticPittsburgh.
O P E R A T I O N :A N C H O R A G ERelive a battle frombefore the bombs.
M O T H E R S H I PZ E T AGet abducted byaliens and escape.
Bethesda is a lot better at makingRPGs these days. Fallout 3 is still fun
but it feels janky and bloatedcompared to Skyrim, whichstreamlined a lot of the more fiddlyelements. Also, you’ll have a hardtime running it on modern versionsof Windows. Some people report noproblems at all, but you may wellhave to spend time tweaking settingsto be able to play without it crashingconstantly. It’s high time Bethesdareleased a patch to make it run onnew PCs. The version currently onSteam still has Games For WindowsLive in it, for pity’s sake.
People will always want to return
to Fallout 3, even when 4 is out. It’sone of the most satisfying RPGs onPC to just go for a wander in. Pick adirection, walk, and see what youfind. It might be just another mutatemole-rat, but it could be a forgotten
vault to explore or a new wastelandweirdo to make friends with. Yourcharacter is known as the LoneWanderer, and it’s the perfect name:the magic of Fallout 3 isn’t chasing
your boring dad around or finding away to purify water, but wanderingthe broken remains of civilization
and shaping your own destiny.
You should probablyaim for the head.
character is a charisma vacuum, andmakes Qui-Gon Jinn seem brimmingwith personality in comparison.
You spend much of the earlygame tracking his movements acrossthe wasteland. You do this by askingpeople if they’ve seen ‘a middle-agedman’—and that’s as specific as thedescription gets. When they made itso that the father’s face is unique to
each player, the writers must havegone “Shit!” But, despite the vaguedescription, you eventually find himand learn about his grandexperiment, Project Purity. It should
be an emotional moment: father andson (or daughter) finally reunited.But Neeson’s comatose acting sucksall the life from the scene. It doesn’treally matter, however, becausethe side-quests are so strange, sofunny, and so entertaining.
There’s still a lot wrong with Fallout 3, however. The companions,
including gurning supermutant
Fawkes, are insubstantial. They’renever fleshed out, making it hard to
care about them. The gun combat isweedy and unsatisfying—outside ofthe slow-mo precision aiming mode
VATS, that is. And the quests don’thave as many branching paths oralternate outcomes as other Bethesdagames. These are all problems thatwere fixed in Obsidian’s superb
Fallout: New Vegas.
HOUSE WINS
This spin-off is, in many ways, a better game than Fallout 3, withsuperior writing and quest design,more richly detailed companions,
and deeper RPG elements. But itdoesn’t feel as apocalyptic, its more
vibrant setting having escaped theworst of the bombing. The games
share the same engine and many ofthe same mechanics, but they feeldistinct. They have their own look,feel, and personality. Fallout 3’sgloomy, gray-skied setting is moreevocative, but in terms of writing
and design, New Vegas feels morelike the earlier 2D games—likely aresult of many of Obsidian’sdevelopers having previously worked
on Fallouts 1 and 2.
HOLIDAY 2015 8
E X T R A L I F
N O W P L A Y I N G I D O W N L O A D S I R E I N S T A L L I W H Y I L O V
I’ve been to Los Angeles, and I didn’tlike it much. It’s hot,it’s crowded, it’s filthy,and you can’t walk
anywhere. But as a setting for awork of fiction, it’s one of myfavorite places. From RaymondChandler’s Philip Marlowe novelsto Ridley Scott’s Blade Runner, theCity of Angels is a resonant settingfor a story. A lot of games are setthere, but only one captures thedark, romantic urban sprawl foundin the best LA fiction: Rockstar’sambitious, flawed detectiveadventure L.A. Noire.
Compared to Grand Theft Auto V ’sdense parody of the city, L.A. Noire’ssetting doesn’t look all thatimpressive—at least not technically.
But what has endured is its almostperverse attention to detail.Developer Team Bondi’s reported
budget for the game was $50 million,and you can see it in every lovinglydetailed street corner, costume, prop,and licensed, period-appropriate
vehicle. Playing L.A. Noire is like timetravel, and it makes me wish moredevelopers would squander obsceneamounts of money creating authentichistorical settings like this.
There are dozens of famouslandmarks to visit, from Grauman’s
Chinese Theatre to the Bradbury building, but the impressive detail in L.A. Noire goes much deeper. I spenta good ten minutes just studying a
breakfast table in a suspect’s house.There are two plates with theremnants of toast and maybe beans.
A salt and pepper shaker. A coffeepot. Some unopened mail. I imaginedsomeone at Team Bondi researching,modeling, and texturing this stuff,
and realized just how much love waspoured into these environments. Thiskind of absurd, granular realism will
be missed by most players, but even if you don’t notice it, it’s what makes L.A. Noire’s settings so convincing.
You visit a lot of people’s houses in L.A. Noire, from crummy one-roomapartments to the palatial homes ofthe rich and famous. Every item offurniture, kitchen appliance, and foodwrapper has been painstakinglyresearched and replicated. Theinteriors are cluttered and lived-in,and environmental clues will oftensubtly hint at the truth behind a case.Those plates, for example. Thewoman in the house says she’s beenalone all morning, so why are theretwo recently-eaten breakfasts on thetable? The game doesn’t point thislittle detail out, but leaves you to
discover it for yourself.Nosing around these cluttered
interiors is encouraged as you searchfor clues and details to grill suspects
about. An insurance policy, a phototorn in half, a love letter. But in thecity itself, the detail is just there, and
you’re never forced to look at it.Driving around, you really get a feelfor the game’s vivid urban landscapethe architecture, the cars, the fashionthe light, the mood. You’ll drive past diner and see people inside, eatinghamburgers and reading newspapersDrive to the top end of the map and
you’ll see the old ‘Hollywoodland’sign perched in the hills that loomover the city.
MUSIC BOX
One of my favorite details is themusic that leaks through thewindows of passing cars. L.A. Noire’sradio station, KTI, enforces theperiod setting, and there’s some reallgreat music playing on there: Bing
Crosby and The Andrews Sisters’‘Pistol Packin’ Mama’, T-BoneWalker’s ‘Bobby Sox Blues’, HankWilliams’ ‘Move It On Over’. Anyonewho’s finished the game will havethese tracks permanently etched intotheir brains. Combined with the
visuals—and other touches such asadvertising billboards and radiocommercials—the music only adds tothe game’s powerful feeling ofstepping into history.
It’s a shame L.A. Noire came outin 2011, because just imagine how its
period city would look recreated bytoday’s technology. I really doubtRockstar will ever return to it,especially now that Team Bondi areno more, but I hope they do. Not onldo I want to see a version of 1940sLos Angeles with the visual fidelity oGTA’ s Los Santos, but I feel that thedetective elements could be fleshedout more. L.A. Noire is an enjoyablepolice procedural, but it still feels tome like a proof of concept forsomething much grander. Reviewswere mixed, and many people look
back on the game as a failed
experiment, but I’ll always love it anits remarkable city. I won’t bereturning to the real place any timesoon, though.
N E E D T O K N O W
RELEASEDNovember 2011
PUBLISHER
Rockstar
DEVELOPER
Team Bondi
LINK
www.rockstargames.com
S I L V E R S C R E E NGreat films to watch after playing
L . A . C O N F I D E N T I A L1 9 9 7Russell Crowe, Guy Pearce, and
Kevin Spacey give career-bestperformances in this tensethriller set on the crime-riddenstreets of post-war LA.
C H I N A T O W N1 9 7 4An Oscar-winning neo-noirmystery starring Jack Nicholsonas dogged private detectiveJake Gittes. A modern classic,to which L.A. Noire owes a lot.
M U L H O L L A N D D R I V E2 0 0 1David Lynch’s typically
dreamlike ode to the city of LosAngeles is among his best work,revealing the ominousunderside of Hollywood.
D O U B L E I N D E M N I T Y1 9 4 4Perhaps the best example of thefilm noir genre. This beautifully-shot tale of an insurance scamgone horribly wrong still looksstunning 70 years later.
A case late in thegame takes you on atour of famous LosAngeles landmarks.It’s a great excuse toexplore the city andtake in the sights.
HOLIDAY 2015 8
E X T R A L I F
N O W P L A Y I N G I D O W N L O A D S I R E I N S T A L L I W H Y I L O V
Adopting a new-generationIntel processor oftenrequires fitting a newmotherboard, too.Sometimes that can seem
like an annoying contrivance, engineeredto sell more motherboards. Butsometimes there are chip changes thatreally do require new hardware. Intel’s
Skylake series is one of those.
Q&AWhy does Skylakerequire a newmotherboard?The big change is that thnew CPUs support themore modern DDR4memory as well as DDR3That means lower-powered RAM with aminimum base speed of2133MHz as standard.Memory isn’t that big adeal for gaming, but itdoes mean the latestgeneration has caught uwith high-end platforms
Memory? Boring. Is thathe only reason?There’s also the heftyoverclocking potential othese new processors,achieved by Intel movingtechnology back onto th
motherboard, includingthe voltage regulators.They’re one of the thingsthat give the SkylakeCPUs their overclockingskills: both my i5 and i7K-series chips have hit4.9GHz comfortably.
Do the motherboardsthemselves offeranything new?Most of the ones in thistest also support thelatest USB advances, anthe new USB 3.1 standarbrings with it a new
Type-C connector thatdoesn’t care which wayaround you plug it in.That’s not even the mostexciting thing about it:Type-C can also carryvideo as well as power.
What about PCIe SSDsThat’s the final part of thSkylake puzzle. Thecompatible 100-serieschipset offers far morePCIe lanes, and now themotherboard itself hasPCIe 3.0 support ratherthan PCIe 2.0. Thatmeans the GPU can
access the lanes directfrom the CPU, while thespeedy PCIe SSDs canplug into themotherboard via thelatest standard.
DictionaryDDR4—Low-power,high-performancememory.
PCIe 3.0 - Offers arounddouble the bandwidth ofPCIe 2.0.
The Razer Mamba is almost the Deathadder. This 2015 evolution of the Mamba implements an
interesting click-force adjustment feature for independent tuning of the left and right mouse buttons,
and a new sensor with a max 16,000CPI. It’s almost a wireless Deathadder, but its minute differences,
and the added weight of its rechargeable batteries, keep it from matching the best gaming mouse.
The Mamba nails its physical design with a fantasticshape, leaving customization to the force requiredto click the left and right mouse buttons. This can
be separately adjusted to between 45 to 95 grams.Razer recommends the lighter force for MOBAs,where you want to click very quickly, and the higherforce for shooters that require more “distinct andcontrolled” clicks. In my testing, the adjustment wasperceptible, but didn’t make a dramatic difference.
The battery life is good, but not fantastic.Despite my setting the Mamba to sleep after lyingdormant for ten minutes, it died overnight twice,losing between 25-30% battery while I was away.
The device can also be used in wired mode,which makes it essentially a heavierDeathadder. But despite the similarity, Idon’t like holding the Mamba as much. It
has a slightly different arch. When I use a
palm grip, my fingers end up hanging over the frontby a couple of centimeters. My fingers hang off theDeathadder a tiny bit less, and the difference means
the Mamba doesn’t feel quite as good to hold.The Mamba does feel great in a claw grip, and I
have no complaints about its 16,000 CPI sensor: itperformed flawlessly and exhibited no jitter oracceleration in Unreal Tournament, Killing Floor 2 orLeague of Legends .
At $150, however, this is a very expensivemouse. It does feel like it: the ability to work inwireless/wired mode, plus its adjustable click-force,makes it stand out among the competition. Butbetween its price and the small issues I’ve had with
it here and there, it falls short of being the bestbuy as either a wireless or wired option.APPROX LENGTH: 5” / APPROX WIDTH: 2.76” / APPROX HEIGHT: 1.67” /
Every issue delivered in print andto your iOS and Android devices
SUBSCRIBE TO
Every issuedelivered to your door
P R I N T
Includingimage gallerieson iPad
CHOOSE YOUR PACKAGE
TERMS & CONDITIONS This offer is for new US subscribers only. You will receive 13 issues in a year. If you are dissatisfied in any way you can call to cancel your subscription at any time and we will refund you for all un-mailed issues. Prices correct at point ofprint and subject to change. For full terms and conditions please visit: myfavm.ag/magterms.