As the lead content designer on Diablo III, Kevin Martens has learned a lot over the past two years. He’s learned about disastrous online launches and failed real-money auction houses and what gamers really love about Diablo. He admits that the team made more than a few miscalculations leading up to the 2012 launch. Upcoming expansion Reaper of Souls, releasing on March 25, takes big steps to fix those miscalculations. I talked to Martens and senior level designer Larra Paolilli for their thoughts on the auction house, the internet connection requirement, and PvP, as well as the Loot 2.0 patch and Reaper of Souls’ new Adventure Mode.
Youtuber Antti Kokkonen, who uploads Let's Plays to Youtube under the username Zemalf, is one of the best XCOM players in the world. On January 11, he finished a 50 hour run of XCOM: Enemy Within on Impossible Ironman difficulty without losing a single country. Or Interceptor. Or mission. Or soldier.
It was a perfect run on the game's hardest difficulty (and his first time through the game). On Ironman, XCOM is limited to a single save file. No do-overs. Beating the game on Impossible Ironman is a rare feat, but beating it without losing a single soldier? That really does sound impossible. But Zemalf did it, and he recorded it all across 58 Let's Play videos.
"I consider myself an okay player, but the run did go really well," he told PC Gamer. With Zemalf's help, we've broken down this achievement in XCOM mastery, dissecting his 58 part series into the key moments that defined the run.
It's safe to say that Oculus VR founder Palmer Luckey was exhausted when we sat down at last week's International CES to chat. He'd been in town for eight days, talking to the press and showing the newest Oculus Rift prototype, dubbed "Crystal Cove." The newest headset uses 360 degree positional tracking and low persistence motion blur tech to essentially keep wimps like me from vomiting during use. But even though he was wiped, Luckey still took a few moments to talk to me about the promise of VR for videogames and beyond, the rumors of John Carmack making an Oculus Rift game, and his thoughts PC gaming moving to the living room.
Given the importance and success of games like Counter-Strike, Team Fortress 2, and more recently Dota 2, Valve's modding DNA is pretty iron-clad. A new interview with co-founder Gabe Newell in the Washington Post gives some insight into just why it is that modders—and their work—seem to find a home at Valve.
Sid Meier is a game design legend. He co-founded MicroProse in 1982 and created Civilization, one of the longest-running and most loved series in gaming. Now the creative director at Firaxis—and overseer for both the Civ and XCOM franchises, Meier can be choosy about what he works on. His choice: Ace Patrol: Pacific Skies, a WWI-era turn-based strategy game that's small in price but big on strategy, and even influenced by tabletop games.
PC Gamer spoke to Meier about his interest in smaller game design, and how it let his team take some risks. He also shared his view of the changing strategy game market, and how he thinks all gamers are strategy gamers at heart.
Eidos Montreal's latest gig shaping its Thief reboot treads a fine and shadowy line. The modern entry to the esteemed stealth series has the cautious attention of franchise fans who've long awaited a new Thief, but it's also mixing the new in with the tried-and-true: a grittier and more involved Garrett, an all-revealing Focus mechanic, and a conservative jumping/climbing control scheme.
Tripwire: "SteamOS, Steam Machines, and Steam Controller will be the best thing to happen to PC gaming since digital distribution"
John Gibson has been making PC-exclusive games for more than a decade. As President of Tripwire Interactive, he’s helped push Killing Floor, Red Orchestra 2, Rising Storm out the door of the developer’s Roswell, Georgia studio. He also happens to have a pretty nice sound system for his PC. We asked Gibson to weigh in on Valve’s trinity of announcements.
Earlier this week we announced Betrayer, a self-funded indie FPS from veteran ex-Monolith personnel who have formed their own studio, Blackpowder Games. Betrayer is unique—a 15th-century atmospheric shooter set in colonial Virginia—but I wanted to hear firsthand how Blackpowder's collective decades of experience on other, more action-focused franchises is informing its work on the game.
Late last week we learned that Arma 3 won’t initially release with any campaign content (something that should make it an interesting challenge to review, for one thing). Instead, Arma 3 will launch with 12 single-player showcases, nine multiplayer scenarios, eight firing drills, and its mission editor, while campaign episodes will parachute in shortly after release. This should allow the military sim to emerge from beta sooner at the cost of staggering its content.
I got in touch with Joris-Jan van't Land (Project Lead) and Jay Crowe (Creative Director) to learn more about about this decision as well as what we should expect from the content of the campaign.
Forget about smashing voxel castles for a second—that's crazy, but EverQuest Next is also kicking down the pillars of its own D&D foundation. SOE is changing fantasy MMO tropes it helped define and which its fans are used to—we're talking getting rid of traditional leveling and introducing a multiclassing system, as well as handling expansions with Rallying Calls, which are grand scale, multistage storylines that permanently change a server's world. These aren't totally new RPG ideas, but they sure are for EQ.
The enormous careers of Dave Jones (Lemmings, Grand Theft Auto, Crackdown, APB) and Stieg Hedlund (Diablo, Diablo II, Ghost Recon), are intersecting in ChronoBlade, an action-RPG published on Facebook. I visited Jones and Hedlund at their studio in San Francisco to talk about what brought them together, their thoughts on the value of independence, and the changing role of publishers in the game industry.
It’s easy to imagine Borderlands 2’s trail of DLC ending with an adventure in Tiny Tina’s schizophrenic mind, but CEO and President of Gearbox Software Randy Pitchford has different plans.
The Walking Dead and The Wolf Among Us aren’t Telltale Games’ only projects, we learned today at E3. Following a demo of The Walking Dead: 400 Days, Telltale Founder and President Kevin Bruner told me that more than one new license announcement will be coming from the studio later this year.
Last August we revealed Clockwork Empires, a steampunk city-builder inspired by Dwarf Fortress (and Lovecraftian doom) from the creators of Dungeons of Dredmor, our favorite indie game of 2011. Since then we've followed Gaslamp's weekly blog updates with interest as the Vancouver-based indie assembles the systems that'll drive the game.
I caught up with Gaslamp's founders at GDC to get an update on the game's progress, its release date, and to ask Gaslamp to explain how features like combat, modding, and megaprojects will operate in Clockwork Empires.
Tripwire Interactive is one of the handful of studios that have made the jump from modest modding origins to professional, full-time, make-your-mom-proud game development. Until last year, the studio operated out of the bottom floor of a Georgia church. And through releasing Red Orchestra 2 and the 1.7-million-selling Killing Floor (originally a mod), Tripwire has encouraged and regularly rewarded modders and map-makers.
As Red Orchestra 2 was being developed, Tripwire committed to creating an SDK during development, allowing modders to get cracking before the game's release. With modding support for modern games less ubiquitous than we'd like it to be, I asked Tripwire President John Gibson how hard it was for Tripwire to build mod support while they were developing the game itself.
Coinciding with the announcement of Frozen Endzone by Mode 7 Games, I’ve had an unusually detailed, information-packed talk with the Ian Hardingham (Lead Designer, Lead Programmer, Joint Managing Director) and Paul Taylor (Joint Managing Director, Writer, Musician), with comments sprinkled in from Endzone’s lead animator and lead artist.
Read on for a comprehensive look at what to expect from this curious combination of futuristic football, turn-based strategy, and robot violence.
Earlier this month I visited Killing Floor and Red Orchestra 2 creator Tripwire Interactive to play Rising Storm, the upcoming standalone expansion to RO2 (look for a preview on Monday). After the demo, Tripwire President John Gibson and I got talking about the state of first-person shooters, and Gibson laid out a detailed criticism about the way Call of Duty "takes individual skill out of the equation." Gibson also expressed frustration over how difficult it had been trying to design a mode for Red Orchestra 2 that appealed to Call of Duty players.
In advance of the Arma 3 alpha dropping on Tuesday for Steam pre-orderers, I launched a salvo of questions at Project Lead Joris-Jan van ‘t Land and Co-Creative Director Jay Crowe. We'll have in-depth coverage of the alpha when the embargo lifts on Tuesday, March 5.
Three unspoken bylaws lie at the heart of PlanetSide 2's army-against-army battles: Always wear arctic camo for added coolness. Thou shalt watch where you drive that thing. And lastly, whoever controls The Crown controls the fate of the universe.
Perched atop a rocky outcropping square in the middle of the arid canyons and blasted deserts of Indar, The Crown is Auraxis' version of a quintessential fortress. It's prime fodder for last stands, blazes of glory, and intense stalemates lasting weeks at a time. Many avoid it for its costly price of victory. But despite a pursuit that inevitably involves funneling into a rocky rampway for vehicles or a precarious switchback path snaking along the base's rear, many more flock to The Crown for the advantageous position it bestows upon its victors, who are able to then strike outwards in every direction.
We wanted to find out more about The Crown's genesis and future, so we got in touch with SOE Facilities Designer Corey Navage and Creative Director Matt Higby for some answers.
On Monday, zombie survival shooter-MMO The War Z became available on Steam as a "Foundation Release." The same day, complaints began to arise that the game's page in the Steam store misrepresented and exaggerated its content by mentioning features that weren't yet integrated. This morning, Valve took the game off sale, admitting that a mistake was made in "prematurely" making The War Z available for purchase. Valve has extended an invitation to refund purchases through Steam Support, an exception to Valve's usually-rigid refund rules. Those who bought the game through Steam are still able to play it, and The War Z remains for sale on its website.
Following these events, I contacted executive producer Sergey Titov via email to ask about The War Z's troubled release on Steam, if he agrees with Valve's decision to take the game off sale, and what he expects the game's immediate future to be.