5 of the best Free to Play games you can play on PC

You know what’s better than paying money?

Paying no money.

Now while we’re a store and obviously, we would like it if you spent some money with us (please do), we can’t deny the appeal of getting something for nothing.

So it’s time to take a look at some of the best games you can play on the PC that’ll cost you absolutely nothing to install and play.

Star Trek Online

Star Trek’s MMO had a bit of a bumpy start, mixed reviews and it went free to play pretty quickly. Since then, however, it’s gone from strength to strength. It combines two main ways of play, one on foot with a team of your executive officers, and one in space where you directly control your spaceship.

The latter in particular is an example of how one mechanic can be so compelling it becomes the true draw. The space combat in Star Trek Online is absolutely fantastic, it feels nautical but with 3D space which is exactly what you’re looking for in a Star Trek game.

Combine that with a truly impressive attention to detail and canon, Star Trek Online’s a must for any Star Trek fan.

Hearthstone

Everyone was surprised when Blizzard announced they were working on a card game, but it turns out they weren’t just working on *a* card game, they were working on *the* card game. Installed on millions of phones and computers worldwide, Hearthstone has become a phenomenon, and one that costs you nothing to set up and play.

Blizzard’s level of polish oozes out of every corner of Hearthstone. It’s a card game with a huge amount of character, and layers of depth for you to work your way through with several different game modes.

SoulWorker

What if your soul was a weapon? That’s the question at the heart of SoulWorker, an anime-inspired action co-op MMO. Playing at times like a cross between Final Fantasy XV and Dynasty Warriors, it lets you bring along friends for the ride.

Not only will you face off against giant bosses who can destroy you in a few hits, you’ll also be fighting hordes of easily-despatched foes that’ll give you that power rush you’re looking for. This means that you’ve got weak foes for smashing, and big bosses where you’ll really have to become skilled if you want to take them down, giving SoulWorker that ‘easy to pick up, hard to master’ approach to gameplay.

Also did we mention you can have a spirit summoning guitar? You can have a spirit summoning guitar.

Dota 2

The granddaddy of all MOBAs, Dota 2 is what the creator of Dota did next. Whilst other MOBAs may be bigger, it’s Dota 2 which has a depth that’s unmatched in almost other game. You’re looking at a long journey if you want to master Dota 2, but even a casual understanding of Dota 2 gives you an entry into one of the most thrilling esports out there.

With a massive cast of characters which are all free to play and no price on entry, Dota 2’s definitely one of the more economical ways to spend your time. Thousands of hours of mastery await, and all for the price of nothing.

Just if you do take the dip into the Dota sea remember to try and not flame your team if you lose, please.

World of Tanks

What if the world were made of tanks?

No wait sorry that’s Tankworld. World of Tanks is an MMO about tank combat. Focusing on PvP combat, you choose a tank, head out, and try to take out enemy tanks through firepower, speed, or cunning.

Wargaming.net take great care to model everything on real tanks, so if you’re looking for something that’s got a real sense of heft and accuracy to it, World of Tanks is definitely up there with some of the more complex simulation games.

It’s a solid war simulation, and again like all the others on this list it’s absolutely free to pick and play. Be the tank you always wanted to be.

Everything You Need To Know About SOULCALIBUR VI on PC

After a long 6 year wait, Bandai Namco Entertainment will be launching the 7th in the main series of their Soul fighting game franchise. SOULCALIBUR VI, coming to PC, PS4 and Xbox on 19th October, is an epic adventure set in the 16th century where knights, ninjas, goliaths and pirate warriors battle head-to-head over mythical weapons of good and evil. With a backdrop of beautiful graphics and 3D character models, SOULCALIBUR VI is set to take you on an action-packed fighting and role-playing adventure.

New Gameplay Mechanics

Building upon all the great mechanical features that have made this such a successful fighting franchise, there will be two new gameplay mechanics in SOULCALIBUR VI. One of these is the “reversal edge” feature that responds to an increasing demand for more options in player defence. Using this feature, you are able to read opponents’ attacks whilst absorbing several hits, before then using this knowledge to perform more measured and powerful strikes. The second exciting new gameplay mechanic is the “soul charge” feature. Every character now has the ability to enjoy a temporary power-up that can ultimately alter a battle outcome. In this state, additional attacks can be performed, with potentially lethal outcomes for opponents. With a Soul Charge super meter applied, you have the option to either use up your meter with one huge upfront move. Alternatively you can elect to use soul charge over a longer period of time to subject opponents to more sustained damage.

2 story modes

On top of the usual arcade, training and online modes, this game also offers two very different story modes. Libra of Souls is an RPG style mode that focuses on your creative character. Through completing missions and travelling around Europe and Asia via a map screen, you are able to level up, buy new gear, and improve your own battle skills. Varied missions and challenges keep combat fresh and forces you to become a better fighter. Through this RPG style design and weapon upgrade systems, there will be a great sense of progression and skill development. Running in parallel to this Libra of Souls mode is the Soul Chronicle mode that constitutes the main storyline. This mode takes the individual character stories of an arcade mode and lays them out on a timeline that allows gamers to tackle them in any order they desire.

Characters

SOULCALIBUR VI will contain a roster of 20 characters that combines our favourite returning fighters from previous games, such as Mitsurugi and Talim, as well as three exciting newcomers; Azwel, Geralt and Grøh. Azwel, known as the Leader of Humanity, can summon a huge variety of blades, spears and shields. We expect to come across him as one of the main villains in the story mode, particularly in the Libra of Souls secondary story. Geralt of Rivia is a brand-new guest fighter who uses one steel sword when battling humans and one long silver sword for monster confrontations. On top of his School-of-the-Wolf fighting style, Geralt the “White Wolf”, employs a number of magical “signs” he acquired through mutations that turned him into a witcher. He can use Igni for fire, Aard for telekinetic blasts, Yrden for immobilizing traps, and Wuen for shielding. Finally, Grøh is introduced to SOULCALIBUR VI. The first character of Nordic descent, Grøh uses his unique double saber in an Aval Dual-swordsmanship fighting style. A mix of sword and staff techniques allow him to increase his range and spin his sabers, with the added ability to teleport. When using Soul Charge, he is able to separate his weapons into two different swords for faster and more precise attacks.

System Requirements

Here are the recommended requirements for running the game:

Minimum requirements

  • OS: Windows 7, 8.1, 10 (64-bit)
  • Processor: Intel Core i3-4160 @ 3.60GHz or equivalent
  • Memory: 6GB RAM
  • Graphics: NVIDIA GeForce GTX 1050
  • DirectX: Version 11
  • Storage: 20 GB available space
  • Sound Card: DirectX compatible soundcard or onboard chipset
  • Additional Notes: Requires a 64-bit processor and operating system

Recommended Specifications

  • OS: Windows 7, 8.1, 10 (64-bit)
  • Processor: Intel Core i5-4690 3.5 GHz or equivalent
  • Memory: 8GB RAM
  • Graphics: GeForce GTX 1060 or equivalent
  • DirectX: Version 11
  • Storage: 20 GB available space
  • Sound Card: DirectX compatible soundcard or onboard chipset
  • Additional Notes: Requires a 64-bit processor and operating system

What have people said?

Critics’ reviews have been posted and there has thus far been very positive feedback on the latest game in one of the most successful franchises in the fighting game genre. IGN have rated this triumphant return to the 3D fighting scene 8.9/10, describing it as “one of the best entries in the series”, whilst Gamespot have given it an 8 for its pervading sense of adventure and overall accessibility, with “a low barrier to entry and high skill ceiling”. With such positive pre-release reviews, we can’t wait to have a go.

SOULCALIBUR VI will be available on the 19th of October, 2018 and can be purchased here.

The 10 best RPGs on PC (that you might’ve forgotten)

Everyone knows that the best games are those that are RPGs, that’s a solid fact. RPGs mix together a different array of systems, themes, worlds, and can take almost any form.

You can tell that RPGs are the best by the way that almost every game now has some form of RPG element added in. But we’re not here to talk about modern games with RPG elements or even modern RPGs.

We’re here to talk about the best RPGs on PC that you might’ve forgotten. Here we go!

Avernum – Escape from the Pit

While the world has continued turning, Jeff Vogel of Spiderweb Software has quietly been working away making some of the best RPGs out there. Originally released in the 90s under the name Exile, Avernum has been re-jigged and re-released and has frankly never been better.

Set in a series of giant underground caverns where people have been thrown into and forgotten by a brutal Empire above ground, you have to survive, meet others scraping an existence down there, and look into how to get yourself and others out of this stony hellhole. It’s an RPG with hours of quests to complete, monsters to defeat, and plotlines to follow. And if you like it, there’s two more afterwards you can dive into.

Lands of Lore 3

Made by the sadly departed Westwood, the first Lands of Lore was a great but fairly straightforward dungeon crawler as you attempted to defeat the evil witch Scotia. The second opened the world a lot more, and saw you take Scotia’s son on a quest to end a terrifying god who is threatening to return.

The third, however, is a frenetic mix of properties, ideas, and more. The world is breaking open with interdimensional rifts opening everywhere, as the youngest son of the king who’s lost his soul it’s up to you to put it back together again. Featuring characters from the first two games Lands of Lore 3 is a massive first person RPG adventure where you hop from world to world to stitch the world back together. One particularly memorable moment sees you hop into a world populated by ghosts in a creepy haunted world. You even make a little trip over to the Command & Conquer universe.

Realms of the Haunting

Adam’s dad has died, and when Adam searches his father’s belongings he finds clues that lead him to a mysterious house in the English countryside. The doors lock behind him, and the game starts.

Realms of the Haunting is a mix between a first person shooter and an RPG and what starts out as a creepy dive into a haunted house becomes something so much larger as you progress. You go from a bigger-than-it-should-be haunted house to heaven, to your father’s old house, to ancient Egypt…and more. It’s a vast game with wonderfully terrible FMV sections that add to it’s charm. It really has to be played to be understood, because it’s rare to get that kind of mish-mash of game systems and ideas anymore.

Ultima Underworld II: Labyrinth of Worlds

The Ultima series helped define the Western RPG, but it had a few spinoffs too. There’s one set on Mars and another set in the distant past. The most famous of its spinoffs is of course Ultima Online, but a close second is Ultima Underworld, a game that showed that true 3D environment was possible and did things that wouldn’t be replicated for years later.

Ultima Underworld II took all that made Ultima Underworld good, and then did one better. With a plot similar to Lands of Lore 3, Britannia has found itself open to other dimensions, it also ties into Ultima VII and Serpent Isle, serving as a bridge between the two. This RPG sets you on a reality-hopping adventure to places that stretch the imaginations of the Origin team behind it. There’s only one place where you can meet sentient energy creatures who exist to be a sort of dimensional computer, and that’s in Ultima Underworld II.

Ultima Underworld isn’t dead though, as a team has successfully Kickstarted a spiritual successor called Underworld Ascendant which is nearing completion.

Kingdoms of Amalur: Reckoning

Now this is probably the most recent of the games on here, but it’s still included as nobody bought it on release so that counts as ‘forgotten’. A vast game that was in part written by R.A. Salvatore, it features one of the most satisfying RPG action combat systems of all time.

As the Fateless One, you’re the only creature on the entire world who can change the fate of those around you. If someone is fated to die, you can save them. If they’re fated to live, well, hammer time. The game is absolutely massive and filled with quest hubs and crafting for you to explore and investigate as you work out why you died, why you have no fate, and who the hell these crystal fae are. Whilst you can definitely tell it was a prototype for an MMO, there’s yellow exclamation marks and an MMO style to the whole game, it stands alone as a great action RPG, and one that’s well worth your time.

Albion

You’re on a spaceship heading out to a barren planet in order to do a bit of mining. As a pilot of extraordinary skill you take off with a scientist in tow and go to check out the alien world you’ll be shortly landing on. Except something goes awry, your spaceship crash lands, and you awaken in a lush jungle surrounded by two legged cat people.

You’ve been lied to, the planet is full of life, magic, and even Celtic humans who escaped when the Earth was losing its magic. It’s up to you and your party to find your spaceship that has landed and is destroying the world, and put a stop to your former colleagues’ plans. Combining a 2D overworld with first person 3D dungeons and turn based combat, Albion is another huge RPG to get your gaming hands around.

King’s Bounty: The Legend

Everyone loves Heroes of Might and Magic 3, so why not fall in love with King’s Bounty: The Legend too? It’s a game much like Heroes of Might and Magic 3, you have a town, you recruit troops, and you explore a map and do hex based battles against a myriad of foes.

Where it differs is in the sometimes bizarre stuff you’ll be getting up to. Get a nice belt and want to upgrade it? Off you go into a belt dimension to battle belt goblins. A lady has been turned into a zombie, but don’t worry you can cure her. Then marry her if you so wish, but if you prefer the passive bonuses she gives you as a zombie you can always turn her back into the walking dead. You’ll meet giant frogs who own palatial castles, undead nightmares, huge turtles, and more.

Jade Empire

Everyone knows about BioWare’s Mass Effect series and the Knights of the Old Republic, but in between these two there’s a forgotten gem: Jade Empire. As the Spirit Monk it’s up to you to find out what all these Lotus Assassins are up to, and why are the undead hanging about instead of being, y’know, dead?

Inspired heavily by Ancient Chinese history and mythology, Jade Empire is an action RPG that really is a must-play for any fans of BioWare games. You can see, much more than Knights of the Old Republic, exactly where they were heading with their morality based choice systems. If you’ve played Mass Effect but want to see something a bit less polished but a whole lot more fun and experimental, Jade Empire’s for you.

Arx Fatalis

Ultima Underworld has already been mentioned on this list, but there’s another game in the series that you might not have heard of. That’s Arx Fatalis, and that’s because it was originally intended to be Ultima Underworld III but unfortunately the rights never came through for the team at Arkane to use.

Arx Fatalis is set on the interior of a planet which has frozen solid. Life now carries on in a warren of caves and many of the species who formerly lived on the surface now eke out a living in these caverns. As an escaped prisoner, the world is basically yours to play with. There’s direction given through the plot but it’s an open world for you to investigate and explore. Featuring a skill system that allows you to customise your character how you want and a gesture-based spellcasting system reminiscent of Black and White, Arx Fatalis is a brilliant first person RPG that lets you play your way.

Anachronox

People now remember Ion Storm as the developer behind Deus Ex (hooray) and Daikatana (boo) but they also had a few games on their hands that are still worth remembering, such as Thief: Deadly Shadows and of course, Anachronox.

Anachronox itself is a tiny planet where gravity doesn’t always work like it should (think the original Prey) which itself lies in an artificial sphere called Sender One. You’re a private investigator down on your luck and your only friends are a robot assistant you’ve had since childhood and the digitised spirit of your now deceased secretary. Taking on a case that looks to make you a bit of money and keep the wolves from the door for a few days leads to an adventure that takes you to other planets within Sender One. On your way you’ll gather allies, including a scientist, a superhero, and er, a sentient planet. Anachronox is a frothy mixture of ideas and imagination, and like many of the others on this list, it seems unlikely we’ll see its like again.

The 10 Best Space Action Games on PC

Space, the final frontier. It’s not so final when you have a spaceship, or a large mechsuit, or another way of existing out there in the vastness of space without freezing your lungs out. Sometimes space can even be fun and filled with action, when properly protected.

We’re here to do one thing today and that’s to celebrate the 10 best space action games that are available to you, a lucky owner of a PC.

On to the list, first up is…

Wing Commander 4: The Price of Freedom

Set after the end of the Kilrathi war, Wing Commander 4 does that rare thing in media and asks ‘what next?’. Mixing together space combat and choose-your-own-adventure style cutscenes featuring a stellar cast including Mark Hamill, Malcolm McDowell, John Rhys-Davies, and many more all often in full scenery-chewing mode. Wing Commander 4 doesn’t just give you a great spaceship dogfighting game, but gives you one with a cracking story in the bargain.

Descent

‘What if DOOM made you feel ill?’ is the question which seemingly formed Descent. Set in a series of asteroid bases you face off in your small spaceship against an array of enemy robots in brutal combat where up is just a relative direction. It’s damned hard, and received a couple of sequels, but for our money nothing beats the original Descent for topsy-turvy space action.

War Tech Fighters

If you ever worry about being small, War Tech Fighters gives you the chance to be LARGE. Piloting your own War Tech, a giant space-faring mech, you take to the skies (or space) and revel in destruction. You’ll not want to come back to your own normal sized form after standing astride infinity, smashing your foes into pieces.

Escape Velocity Nova

The third in the Escape Velocity series and the first to come to PC, this top-down 2D space adventure features a huge roster of planets and races to interact with, along with a massive amount of ways you can further your adventure. Will you discover your inner psychic spark, join the rebels, sign up to fight with aliens, or become a trader? It’s all up to you.

Elite Dangerous

If you ever wanted the galaxy to roam free in, then Elite Dangerous is the game for you. One word sums up this game and it’s ‘meticulous’. Everything is incredibly well modelled, from individual planets, to your spaceship’s interior. Everything has a feeling of reality to it, even though obviously we don’t have frameshift drives just yet. Even landing your spaceship is a task to be undertaken with trepidation, but feels so satisfying when you get it right.

Freespace 1+2

The best space dogfighting games ever made, and that’s a fact. Revolutionary for their time and still holding up today, the Freespace series pair a well crafted narrative with a series of superbly designed missions that throw surprises at you often enough to keep you always wanting to dive into the next one. And also the second one has beam weapons that cut through giant spaceships. You can’t help but love a game that does that.

No Man’s Sky

No Man’s Sky, despite the rough reception, is a towering achievement of a game. Featuring billions of procedurally generated worlds for you to explore, catalogue, or build on, it also has fully implemented trading and space combat too. If you treasure the journey over the destination, or just want to see some beautiful sights before you blast some pirates into space dust, No Man’s Sky is perfect for you.

Everspace

Roguelikes aren’t often set in space, but thankfully we have Everspace to fill that void. A 3D space shooter with persistent progression even though you might be dying a fair few times. It’s got loads to say for it, but the most important thing is that Everspace is one of the most visually stunning games set in space. So if you want to head into space and don’t mind leaving a few of your own corpses behind you, check it out.

Heat Signature

From the mind behind Gunpoint, Heat Signature is set in a giant nebula populated with procedurally generated ships. You’re a mercenary, and each character you play as has a goal in mind. To reach that goal you undertake missions meaning you have to get on board ships flying out there, and either stealth or kill your way to your prize. It’s a compelling mix between space action game and immersive sim, and if that doesn’t excite you then you are unexcitable.

The Ur-Quan Masters

Star Control 2 was that rare thing in a sequel, it wasn’t just ‘the first game+a little bit’ it was ‘the first game’s combat mechanics+a whole galaxy of mining, trading, puzzles, exploration, and diplomacy’. The Ur-Quan Masters is an open source port of Star Control 2, meaning you can run it on basically any PC now. If you want to see why everyone still goes on about Star Control 2, then head on over and give it a go.

Hitman 2 Ghost Mode – Multiplayer Done Right?

The Ghost competitive multiplayer mode unveiled today for Hitman 2 isn’t what you’d expect, or rather, it might just be what you’d hope a multiplayer mode for a Hitman game would be.

There’s always been a knee-jerk reaction to multiplayer modes being added to games, especially games that have focused on single-player experiences in the past. Hitman has always been primarily a single-player series, so it’s understandable that in some sectors the news that it’ll have a competitive multiplayer may be treated with a mixed reaction, at best.

After playing the Hitman 2 Ghost mode, we’re here to report that developers IO Interactive might just be onto something special. Here’s how it works:

Bustin’ makes me feel good

Hitman 2’s Ghost mode is a 1v1 competitive multiplayer murder-a-thon. You and an identical bald clone face off to be the first to successfully murder 5 targets across one of Hitman 2’s trademark massive maps. All the usual tools and abilities are present, in effect it plays like a slightly streamlined version of the main game.

Where it differs, however, is in how you interact and don’t interact with your opponent.

Whilst you can see your foe as they walk around the map, you can’t actually directly interact with them in any way. All you can see is them, whited out, walking about the level. You can see what disguise they’re in, but that’s it. You can’t see what they’re up to, but you’ll know they’re narrowing in on your shared target as their location, as well as your target’s, is visible on screen at all times.

The only way you can interact is through the Ghost coin, and crates scattered throughout the level.

The Ghost coin works exactly like coins do in the main game – you ping it and off guards trot. The difference is that it doesn’t do anything in your world, but it will affect your opponent’s world.

Imagine you see them nearing the target, but you know there’s guards nearby. Toss your coin and cackle with glee as guards in your opponent’s world flock towards them. Then the kill is yours for the taking.

The other means of interaction is via crates. Each one is visible through walls as you approach, and each one contains two pieces of equipment. That can be weapons or disguises, but the twist is you can only take one. If you’re the first to reach a crate you have free choice, but if you’re second then you’re left with whatever your opponent didn’t want.

This means your approach can be decided for you, which as we all know is a danger in the world of Hitman.

I ain’t afraid of no ghosts

The competition in Hitman 2’s Ghost mode comes from the killing, of course.

The goal of the game mode is to be the first to reach five undetected kills, where both you and the corpse remain undetected for five seconds after taking them out.

After this happens a countdown appears, signalling to your opponent that they have twenty seconds to take out the same target, undetected, for the score to be negated. This gives you a chance to even the odds, to stop your opponent from gaining the point and edging closer to winning.

This makes the game not only a deadly game of cat-and-mouse as you stalk your target, but you need to keep one eye on your opponent and their location at all times. If they get too close to the target the panic sets in; you need to get moving, get a weapon, get anything, and take your target out.

But is it a good addition?

Hitman 2’s Ghost mode feels like a welcome diversion from the main game. It gives you a more bitesize Hitman experience, with the constant and tense reminder that your opponent is also out there, hunting your target.

By not having direct interactions between players it means that IO Interactive have been able to preserve what makes Hitman games great. Unlike many multiplayer modes added to single-player games, Ghost mode doesn’t detract from anything and actually manages to add a mode that’s fun, easy to pick up, but filled with that Hitman planning and stalking that’s the series’ staple.

The Ghost mode in Hitman 2 feels like the kind of multiplayer mode that’ll develop a dedicated following, and given what we’ve played of it, it certainly deserves one.

Hitman 2 will be released on the 13th of November 2018, and is available for purchase here.

Five top picks from our VR sale

Reality hasn’t been so good for us the last couple of years.

Let’s face it, since 2016 things have gone a little bit. Wild.

Thankfully, technology is here to save us from the continual calamitous cavalcade of human existence. Thanks VR!

We’re running a sale on VR titles right now, where you can save a bit more on games that’ll take you away from reality. Here’s five of our favourites:

Star Trek Bridge Crew – 55% Off

The most dangerous game ever made for one simple reason – if I ever played it, I don’t think I’d come back to reality. Go on missions on the bridge of the Enterprise with a few friends and basically live your utopian future dreams.

Anyone who’s ever watched Star Trek has wanted to be on that bridge, and this gives you that chance. Raise shields! Red alert! Arm photon torpedos! Detach umbilicals! Thrusters at station-keeping! Port and starboard thrusters at one quarter mark zero one zero!

This is dangerous just typing this out. On to the next game.

Arizona Sunshine – 45% Off

Arizona Sunshine VR

Taking VR the other way, Arizona Sunshine sees you go to a much worse reality, one where zombies are pretty much everywhere and survival is something that’s far from guaranteed.

Explore, attack, and make your way across Arizona to safety. You can do it, we believe in you.

Oh, never mind. Well you can always try again.

Rez Infinite – 45% Off

Amazing soundtrack? Check. Trippy visuals? Check. Frantic shooting? Check.

The ultimate version of Rez is here and you can immerse yourself right in the middle of all of it in VR. If you can handle it, that is. One of the most critically acclaimed action games is on PC and VR, and also cheaper thanks to us.

SUPERHOT VR – 43% Off

Time moves when you do, that’s the tagline for SUPERHOT and it doesn’t make that much sense until you play it. Then everything makes sense.

Set in a strange conspiratorial world of red polygonal enemies and frozen time, SUPERHOT is both style and substance. The time mechanics let you play what you want to do, put it into action, fail, and then restart and try all over again. It’s always satisfying and incredibly cinematic, and in VR you’re even closer to the action.

Trackmania Turbo – 55% Off

Real car racing is fine, but it lacks one particular thing. That thing is of course ‘driving real fast so fast you go up walls and do flips and fly over giant chasms’.

The developers of Trackmania know this, so they made a game where you can be flipped and flung about in any direction, and still try to control your car as you get the perfect time.

Trackmania is an institution, and now it’s in VR too.

Our VR sale will be carrying on until the 18th of October.

Hands-on with Hitman 2 – Colombia

Recently I headed down to Warner Bros for a little hands-on time with Hitman 2 ahead of its release on the 13th of November. The level I played through was the recently announced Colombia level with three targets and the traditional Hitman variety in approaching them. It’s an absolutely huge level, a vast space where you can plot your own route through the challenges and take your time to make the perfect kill.

What followed was a cavalcade of Chuckle Brothers-esque calamity. I am not a patient man, nor am I good at Hitman games.

But, I absolutely loved it.

Here’s what happened:

Bad Sniping

Upon starting the level, our friend Mr 47 found himself in an impoverished village, all mud and locals hanging around aimlessly. Deciding that the nearby target of the cartel’s PR woman would be the logical start, I set off in the direction of her villa.

First attempt: trying to scale a wall next to her villa, except a local wouldn’t move out of the way.

Second attempt: trying to scale a wall next to her villa, but this time I smashed a soda can in the local’s face and hopped the wall. Success! I then proceeded to try and steal a guard’s clothes so I could sneak about the villa in peace.

Except I did it in front of a camera, calling all the other guards to that location. I managed to hide in a bin while they ranged about looking for me, waking up the unconscious, and now nude, guard in the process. After a while they gave up so it was time to begin my prowl again.

This time they saw me as I flounced about upstairs, and upon turning a corner I found my target. Stood behind two guards. With guns. Big guns.

I got shot.

Third attempt: this time I executed the perfect hitman execution. I waited until my target was walking about the village, then shot her in the head with the iconic silenced silverballer, and then ran away as fast as I could round a corner and down into another part of the map.

One down.

Tattooing

While running away I overheard a snippet of conversation about a celebrity tattoo artist who was in town to tattoo my second target, a cartel boss who was holed up in an expansive mansion.

Aha, thought I, time to do some sneaking.

First attempt: I located the tattoo artist but he was in a busy bar. I tried to get him to leave by shutting off the fuses to the bar, but this only made the bartender leave. Eventually he got so pissed off with me he called the guards. I got shot.

Second attempt: I decided to use my coins to lure out the tattoo artist. Throwing them on the guard just caused the tattoo artist to get pissed off with my littering, and he called a guard. I got shot.

Third attempt: I garrotted the tattoo artist. It was cathartic. I got shot.

Fourth attempt: In frustration I decided to put a coin in a jukebox, this caused the tattoo artist to take a phone call outside the bar instead of inside it. He wandered around the corner to a place where I could ambush him safely.

Now, dressed as a tattooing gentleman I made my approach to the mansion. Along the way I had to divest myself of all my weapons but that’s fine, I figured I wouldn’t need them as I’d soon have a razor sharp needle in my hands.

The mission went much smoother from this point onwards. I made my way inside the mansion, taking a selfie with the mobsters’ wife, and proceeded to meet up with the cartel boss to give him a touch up on an old tattoo.

As soon as we were alone I jammed the tattoo needle into his ear and straight up into his brain.

Two down.

Fields of Green

The third target was a heavily guarded old man who’s also the drug cartel’s chemist. I found him wandering his coca fields, stopping to check on the progress of the work going on there, and on a special project.

It’s here I heard snippets of information about the chemist’s special project involving a rare flower that only grows on the edge of cliffs. Aha, I thought, this’ll be an easy opportunity to push him off something high.

Disguising myself as a chemical scientist, I explored the region and found his lab which held the current sample. Dealing with the many chemists also found in there (one by one, I had learned some lessons by this point) I found the sample and tampered with it. The hope being that the target would have to head on up to the cliffs to collect the rare flower.

Unfortunately in my haste to do this, I’d accidentally left a body in open view where the targets’ guards could see it. Putting the area in immediate lockdown they moved the target to a series of caves which ran through the Colombian region and began to prepare for me.

They weren’t quite prepared enough, however. Realising my time was running out for the session, I grabbed an assault rifle and began something known as ‘gunning everyone down until I got to my target’. Which worked a treat, albeit an unstealthy and un-Hitmanlike treat.

Three down, and by running pell-mell to a waiting boat I managed to make my escape.

Final score? The absolute worst you can have and still complete the level. But I did it, and that’s what counts.

What did I think?

Hitman 2, if the Colombian level is anything to go by, is a continuation of the glorious return to form that 2016’s Hitman provided. Huge levels with interconnected events and experiments to try combine with a real sense of danger from the improved NPC AI. Hitman 2 feels like a sumptuous feast, one that you don’t want to consume too quickly because it’ll be over or worse, you’ll choke.

As I said above, I’m no good at Hitman games, but this was the first time I felt that the formula really ‘clicked’ for me. I began to see that cause and effect that’s the series’ trademark, and began to experiment with NPCs and events to try and manipulate the game into doing what I needed for my mission to be successful.

If you have any affection for the previous Hitman games it feels like Hitman 2 will meet your expectations and surpass them. Even for me, a Hitman noob, it was a damn fine place to spend a couple of hours in.

Hitman 2 will be released on the 13th of November.

Twin Mirror Interview

At EGX 2018 we sent roving reporter Jason Coles to meet with the people behind some of the most exciting upcoming games and get us some juicy scoops. You can see the others here, but meanwhile here’s his interview with Pierre-Etienne Travers, the art director of Twin Mirror:

I am here with the Pierre-Etienne Travers the art director of Twin Mirror. As the art director, tell me your take on Twin Mirror and what it’s all about?

Okay so Twin Mirror is a narrative adventure game which is a psychological thriller. It is the story of an investigator named Samuel Higgs and he has to go back to his home town, which is in West Virginia, because his friend has just died and he need to attend the funeral. It is very difficult for him to go back because he has lots of bad experiences there. A few years before this his marriage broke down so he left the town. Having to go back is not a good thing for him.

At some point he wakes up with no memories of the previous night and he finds his shirt covered in blood. Starting from there, he is startled of course, he has to go around the town and investigate to try and find out the truth. So as a thriller the main direction was to make a really cold and rural atmosphere, and West Virginia is a great place for that. It is an area that used to be successful because of coal mining but it isn’t anymore. As a result the people there are really struggling for survival which makes for a really interesting setting.

Most importantly the core concept behind Twin Mirror is duality. So Sam also has his inner world called the mind palace, this world is very different from the real world . Sam is not a confident guy, he doesn’t do well with people, it just isn’t his thing. So when he was a kid he created this inner world which is basically the exact opposite of the real world. Where the real world is cold and harsh and very hard on him in this place he is in control. He feels comfortable and it is why the mind palace is so comfortable. The duality in this game is so important so I wanted to make sure that you could see that the real world was cold but his mind palace was warm.

The other aspect is that he has a double. It is part of his personality that he doesn’t express in real life, so he’s more exuberant. The most important thing about the double is that he is a grey character, he isn’t good or bad, he just is. Designing him was really interesting because Sam is kind of bland, so the double is the opposite and is very exuberant and colourful. That was the idea behind the art direction.

With the mind palace, you said about making it a separate place, did you have to research into what mind palaces were?

Absolutely, the mind palace normally is created from real places that the person is comfortable with. So often they are their parent’s house. The mind palace of Sam is based on his childhood memories of going on holiday with his parents to the sea. So this is why the theme is so colourful like the deep blue sea and the sky, the rocks and the sand itself. One of the twists is that classical mind palaces are rooms, we decided it was too limiting. The goal was to create a very dense world with no boundaries, it is a tower made up of different layers, each one is a level of Sam’s memories. At the same time though it is constantly moving, it’s not the same thing every time. It is a tool for him because it is a space where he can solve puzzles, he goes into his inner world to reorder things in his mind to find the solution to a puzzle. So when he wakes up in his room and finds the bloody shirt he can find other things in his environment to influence his mind palace, so you have to find different combinations. So when you find the truth everything will become crystal clear.

Mind palaces are usually used to help with memory, is that what this is or is it more of a safe space for Sam?

It is both for Sam, both a safe space and a place where he can take stock of his memoires.

Is one of the aims of the game to talk about mental health and isolation?

No, while he is suffering and has the double it is not to the point of being medically assisted so no one knows about that at all. So it’s not something that everyone knows, he is the only one to see it and he manages to live even if he isn’t doing well. It is more of an aspect of his personality rather than a mental illness, same with the mind palaces, it is just how he thinks. He isn’t doing great, but there is no illness behind it.

What is the biggest input that you personally have in the game?

I think with this game the biggest thing I did was how to make something interesting from a real place. You have to be realistic, respectful, but still make it very interesting. You might think it is something obvious but it is very hard to do. The main process was to design the town in West Virginia, which was tricky as the team is based in France. At first it was more about artistic vision but it just didn’t work out that way. So we started establishing some rules, so we used things like google maps. We could drive around West Virginia and get a feel for what things could look like and where we were going wrong. I want for someone from West Virginia to play the game and feel like it is somewhere that could be near them. That was a really interesting process. Another aspect was the rendering and the colour scaling, we took some references from movies. One of the main inspirations was from David Lynch but there where others as well. I tried to recreate that kind of colour pallet from those types of movies.

Can you talk me through more of the way the double looks?

So the double, which is his name, it was really interesting because we had to describe the character with his looks. He isn’t good or evil so we tried to find a look that suited him. At first we tried to just make a really badass character but that didn’t work because he almost looked evil so it wasn’t conveying the right idea. What we did instead was taking the inspiration from the narrative, we know that the double is there from a long time ago and that he is more of a vision of what a successful guy would look like, but in a childish way. That’s why the design is a little bit off-the-wall, but at first I was looking at Leonardo DiCaprio in the Wolf of Wall Street but after that I came to even more crazy outfits based on that preppy style.

Okay awesome, is there anything else you’d like to say?

Yeah, the game will be available early 2019.

Twin Mirror will be released early 2019.

Team Sonic Racing Interview

At EGX 2018 we sent roving reporter Jason Coles to meet with the people behind some of the most exciting upcoming games and get us some juicy scoops. You can see the others here, but meanwhile here’s his interview with the team behind Team Sonic Racing:

I am with one of the developers behind Team Sonic Racing. Why did you go for a co-operative game instead of a more traditional cart racer?

So the team experience actually initially came from Sega. So Takashi Izuka who is head of all things Sonic at Sega , likes playing games with his children but he finds that playing racing games with them felt quite negative. He would do really well at them but his kids were not as good and they struggled, so it wasn’t a very positive experience for them. So he came to Sumo saying I’d like to explore the idea of a co-operative racing game, where I can not only be on the same team as my children but actually help them out. So I want my skill to help them do better at the race so all of us can win and succeed together. That is really where the core of the idea came from. I think that the thing that we’ve done is make sure we provide that accessible experience and make sure as well that we are providing a good top end for more experienced players. We need to add in enough depth to the team experience to make sure that if you’ve got three expert players playing together that there are plenty of advanced strategies for them to use too.

What are the biggest challenges that come when designing that kind of experience?

Probably that the arcade racing games are really in your face and kind of frenetic and complicated anyway. You’re already racing at breakneck speeds and you drifting and doing stunts and getting boosts and there are items flying around all over the place. The idea of trying to layer on even more actions and techniques on top of that was a big challenge. Making sure that it wasn’t something that ended up very overwhelming players. So what we did with the team experience was we aimed to make all of the things you could do as a team things you would be doing anyway or something that was a single button press to initiate.

Things like the slingshot ability, the leading team mate leads behind a yellow trail and you can follow that trail to get a boost. This helps you catch up to your team mates. The thing is that it’s just like going over boost pads so it is something we intuitively understand and it’s the sort of thing that people would be doing anyway. So we made sure that all of the things you do as a team were easy enough to understand that it didn’t add an extra mental load to the things you are doing in a racer anyway. A lot of the team stuff ends up being more strategic, it’s about thinking about how you work with them. It is slightly longer term thinking rather than moment to moment reactions. It’s thinking about things like do I want to offer my team mates an item? When you pass an item back it becomes a more powerful item for them, so it is a really worthwhile thing to do. Similarly, by performing the different team actions you charge a team ultimate which is the most powerful boost in the game. When you use that is quite crucial because if you all do it at the same time then it is much more powerful. That came from the Power Rangers, like everyone doing the activation at the same time. We had this image in our heads of everyone shouting let’s do it now. Again, that’s a thing that isn’t hard to do so you are thinking about when you are going to do it, not how. It’s that sort of balance that we went for with it.

So with the co-operative gameplay, what is the hardest thing about trying to design that in an online space, given the gaming communities sometimes unhelpful attitudes?

Very carefully put. There were two things we obviously wanted to do. We wanted to make sure it was co-op related, so we needed to make sure it was something that people could opt into. So if you are doing team actions then you are choosing to do them, rather than someone else initiating it. We had to make sure that things were always positive things, to make sure that there weren’t techniques to let people grief each other. As an example, early on we thought a good idea for the team ultimate would be that if anyone activated it, it would then activate it for everyone on the team. We quite quickly realised that this was a bad idea, because almost immediately, particularly in split-screen, because we support four player split-screen in the game. You would see people waiting until someone was about to reach a corner and then activating it and sending their team mates shooting off the edge. It was quite funny, but it’s not really what we were going for in the game. So we had to make sure that all the team actions were something that people could choose to do, and that the outcome was a positive one for them.

Okay, so you’ve got the various team mechanics at present. Are there any other ones that you wanted to implement but didn’t work out?

It is less about things we didn’t do and more about the initial version of all of those actions was quite different to how it is now. So something like the slingshot went through a lot of different iterations, so initially it was literally just a slipstream directly behind your team mate, but what we found with that was that it didn’t feel like a team game. The reason for the chances to do that were so limited, mostly because the complexity of designing these things within a racing game. People are mostly in wildly different places, if you are next to a teammate that doesn’t last very long. You tend to end up in different places very quickly again. So what we did, it was a simple change, basically now it is still that slipstream but it extends much much further down the track, it is about a quarter of the track length, so a very long way. That means that even if they are a long way behind you are still helping them and allowing them to catch up with you. It is the kind of thing we ended up applying to all the team actions. We made sure that we had this spread of actions so that no matter where you were on the track you could help your teammates out no matter where they were. If we’d have had things that required people to be in the same place all the time they just weren’t going to happen. Early on there was an idea for team formations, like going into an arrow shape or a line, then special things would activate. It just never happened, it was so hard to do because everyone as in different places and moving at different speeds. Even when you were in the same place one of you would be over taking the other so we just rethought all of that so it would work with the way players play these games. So we aren’t expecting players to be in the same positions for any amount of time.

Instead of different weight classes you’ve gone for different specialities, what inspired that particular change?

An early conversation we had about the game was about what does it mean to be in a team. A lot of the thinking about the design of the game came from these early conversations. Some of that was about collaboration, coordination, camaraderie. A rivalry with another team. A lot of these come through in the game now, so team communications but also a rival communications too so people can come on laugh about spinning you out and things. One of the other things we thought about being in a team is that everyone brings their own ability to the team. You all bring your own special set of skills to the team and that’s when it is at it’s best. So we though well, we’ve got these different types of characters with different statistics, but can we make that more pronounced? So what we did was we gave each of the different characters a different special ability that allows them to bring something slightly different to the team. So for instance, the technique characters who are the lightweight very nimble characters, they can pass across rough surfaces like grass or gravel without losing any speed. That allows them to clip corners and find other routes that don’t exist for other racers. Power characters can break through objects without losing speed so they can find shortcuts that the others can’t. So what we found with that is that these things work with the team, if you’ve got a team with a power character on it they can make shortcuts for you that wouldn’t have existed otherwise. A cool thing we’ve seen with the technique characters is that if you run into an area of rough when you aren’t one, a team mate can skim past you and catapult you out of that area faster. So actually having that mix of characters on the team, that kind of makes for the most balanced and the strongest team. You can use any combination of character types on a team, but for me making sure you have a speed, power, and technique character is the perfect composition of a team.

The game is on multiple platforms, will you be supporting cross platform play?

We are not supporting it I am afraid.

With it being a multiplayer game first and foremost, what is the single player experience like?

We have a mode in the game called team adventure mode. Which is wrapped in a brand new Sonic universe story that we are telling as you play through these races. It explains a bunch of stuff about the game like why Sonic is in a car, why people are racing as teams and all of that stuff. It is all explored in the story itself. The other thing that team adventure mode does is act as a tutorial as well, so as you play through you are introduced to all the different actions you can perform as a team gradually so you can pick them up and perfect them before racing against the more competitive human opposition.

The previous Sonic racing games have actually been generally considered to be a lot harder than other cart racers, is this something you lean into or something you’ve tried to tone down for this more family friendly version?

You’re always trying to strike a balance on those things because you do want to make sure that it is accessible to people but you don’t want to rob the hardcore fans of that long term play. I think in this there’s a lot of depth to the team play that will take people a while to discover. There are a lot of advanced techniques that over the months after launch we will see people unlock and work out how to play better as a team. I think that is where a lot of that depth will come from. We certainly have a lot of different difficulty options in the game. I think that the top tier of those is still going to be quite a substantial challenge. I mean, I started my career working on TimeSplitters 2 so I know about making difficult games. I still think that is a nice thing because there is value for money there when something is actually a challenge. I think people will be able to come to it and if they are fresh to the racing series then they will be able to get into it, but there is definitely something there for the hardcore fans as well.

Is there anything about the game that people will misunderstand that you would like them not to?

That’s a good question. I think the thing we’ve experienced as we’ve been talking about the game is that people bring certain preconceptions about the team aspect of the game. I think people are worried about it feeling fair, or will it make it so that my individual skill doesn’t matter as much. I want to reassure people that we have thought a lot about what the experience is. What the team experience is and making sure that it feels valuable to people. I think I want people to give the team mechanics a chance, actually give it a try, learnt the basics of it and take it online. You can play this game in split-screen online, so you and two teammates next to you all playing online. For me that is a really great experiences. We do actually support solo races, so non team races in the game. Every time I play the solo races I come back to the team races instead. In comparison I feel like I’m not getting the full experience otherwise, the team stuff is a really cool feature and I think people should really give it a go. Try and see what we are doing with it, trust us at Sumo, we can make a great racing game and trust that the team stuff really works there as well.

Final question, nothing to do with the game, going back to the TimeSplitters thing. How do you feel about THQ Nordic acquiring TimeSplitters?

It’s awesome. I can’t wait to see them doing something with it. I genuinely quite regularly still get people asking about TimeSplitters when they find out about it. It’s a game that I always really loved and it’s been sad to see that it hasn’t done anything recently. So I am really glad to see them do that and I hope that whether they are doing a remaster or a new title, I am just really excited to see it back and relevant again. The other thing I am excited about is that they also bought Second Sight too, I also worked on that, and I think that game is ripe for a remake. I don’t have any contact with any of those guys, but everyone I talk to about it is just “Tell them to do a remake, they should remake Second Sight because it was awesome”.

Cool, have you got anything else you would like to add?

No, Team Sonic Racing is coming this winter, please play it.

Team Sonic Racing will be released later in 2018.

We’re getting Weird and Wonderful at Green Man Gaming

It’s October and that means it’s time to get a bit weird, and a whole lot wonderful.

We don’t want to let you down so we’re doing both with our Weird and Wonderful sale, starting on the 4th of October.

You know how sales work, the games go down in price and then you buy them ‘cos they’re cheap. Our Weird and Wonderful sales show off the smaller games out there, the games you might not have considered, the games you’ve put off buying. They’re small, they might be weird, but they’re definitely wonderful.

You just add the game to your basket and then use the code WAW20 to save an extra 20% off, so those games that are already cheap get that little bit more tasty.

Here’s our top picks:

The Inner World

A point and click through a world where you live on the inside and air is a rare resource. It’s not as grim as it sounds though, as the main character, Robert (or Flute-nose) is a charming person to spend your time with.

Avoiding some of the pitfalls that the adventure game genre has had by having a wonderful hints and tips tool, it’s as hard as you want it to be and always utterly delightful.

Human Fall Flat 4 Pack

What’s better than a physics playground where your jelly-like human form is squished and flung place to place in a cavalcade of slapstickery?

Doing it with three friends.

You know what to do.

A Hat in Time

You’ve crashed your spaceship on a strange planet and there’s only one thing to do; gather yarn so you can make some new hats and get out of there.

This utterly charming platformer was a critical smash when it released, and it’s just as perfect now.

And of course it’s filled with hats, which as Valve knows makes everything better.

Ori and the Blind Forest Definitive Edition

Otherwise known as ‘I’m not crying YOU’RE crying: the game’, Ori and the Blind Forest is two things; it’s a metroidvania where you unlock new areas by getting new skills, face down enemies, and jump your way to victory.

It’s also a beautiful and heartbreaking adventure about love, loss, and friendship and what anger does to you.

Get it now, you will not regret it.

Dustforce DX

This platformer is just pure. It’s about running, jumping, smashing enemies, cleaning up dust, and getting high scores and fast times.

It’s absolutely crisp and plays perfectly. If you want a challenge (and want to hear some great tunes) then Dustforce is for you.

Stacking

Stacking is the answer to the question that’s been bugging us all: what would the world be like if we were all matryoshka dolls?

This adventure game sets you free as a tiny little doll who can hop inside larger ones to unlock skills or access areas you couldn’t otherwise. It really has to be played to be understood, it feels wonderful from the sound to the visual design, and every moment is drenched in joy.

Kraven Manor

These things.

These bastards

Think Weeping Angels, but they’re mannequins, and they’re perfectly terrifying.

These absolute arseholes.

If you like horror and don’t mind jumping the hell out of your own skin, get Kraven Manor.

FAR Lone Sails

Take your landship right, as far right as you can go. This game alternates between puzzle solving, trying to get your landship over or through obstacls, and beautiful scenic moments where you stand on deck and watch the world go by.

If you want a beautiful world to spend a few hours in, and one that’ll stay with you far beyond the time you played it.

QUBE 2

It’s been ages since Portal and Portal 2 came out, so why aren’t we seeing more narrative first-person puzzle games?

Thankfully the QUBE series are here to save us, the first was a cracking game and the second is even better. You’re Amelia Cross who’s stranded in an alien landscape, and with nothing other than your own hands (gloved in alien technology) it’s up to you to find out what’s happened and why you’re there.

Deep Sky Derelicts

A mix between a tactical card game and an RPG, Deep Sky Derelicts is set in the grim far future – no not *that* grim far future – but one that’s still grim enough.

You have to recruit mercenaries to explore derelict spacecraft in order to scavenge for supplies and allies but be warned; not everyone will be happy to see you out there in the coldness of space.

You can see the full sale here, and don’t forget that the Weird and Wonderful sale is on until the 11th, so act now if you wanna get good games for less. Just remember to use WAW20 on checkout for ultra-savings.

Streets of Rage 4 Interview

At EGX 2018 we sent roving reporter Jason Coles to meet with the people behind some of the most exciting upcoming games and get us some juicy scoops. You can see the others here, but meanwhile here’s his interview with Cyrille Imbert from the team behind Streets of Rage 4:

So I am here with Cyrille Imbert From the team behind Streets of Rage 4 among other things. So, and I’m sure other people have asked this, how has this happened?

Well it is a combination of different factors but the main thing is the success of Wonder boy. The team specialises in retro games, we worked on Windjammers, Ys, Wonder boy, Double Dragon, and many different titles. So Wonder boy was a success for some reasons that we know, so we can reproduce those and push it further with a maybe a bigger license or a more ambitious project. I really wanted to work on a Sega licence because I was a Sega kid, so I was like okay, what can we do next. Streets of Rage instantly came to mind, it’s such a cool game and I was such a fan when I was young, so we started to think about it.

Then we needed the teams, so I started to talk around and when we were having a drink with the artistic director behind Wonder boy, he’s a great artist, but I wasn’t sure if he would be into it. He was like “What really, you want to do that?” and I was “Yeah I just didn’t know if you be down for it” but he was down so I was like yeah let’s work on that. A week later he sent me some drafts of Axel and Blaze and I thought it was super badass so I just said okay, let’s do it. Then we needed to find another team for the programming and game design and our game designer has another game company who have been working for ten years on a beat ‘em up. It is a small but very active community so they have been constantly improving their beat ‘em up all the time. It’s not the prettiest thing but it is great in terms of gameplay and in terms of features and everything. So they know everything about beat ‘em ups, he said that yeah they are free and would be super down to work on Streets of Rage. So that was a great fit, we talked about it together and decided to talk go to Japan and see what they think. We made a whole presentation with the whole concept and our vision and everything and they liked it right away. So after we started discuss and everything and then it was real. So yeah, that’s really how it happened.

So what was the immediate feeling of you and your team after the internet lost its head after the announcement?

Ecstasy? It was really nice, I wasn’t expecting that much enthusiasm around the game I know it’s a big game and I am a huge fan so I would have gone crazy if it wasn’t me doing it, but I was not expecting that much. It is great it means that there’s a whole community behind it, a lot of people expecting great things. So it really motivates us to go even further, to really do our best and deliver something that as fans we would want to so, but also as people from the industry see what we would like to bring to the series as a modern game. So it is super exciting, it puts a bit of pressure on us but a very positive one.

You’ve used the same art style as in Wonder Boy, why this art style and not something like pixel art?

So, basically it doesn’t really matter. What matters most is the team behind it and the talent. One of the things we learned at DotEmu is that the project that works is the project with the passionate people behind it. Otherwise when you work on retro games or an old licence it won’t really work or it won’t work at all. So you need to have passionate people that know the game by heart, and these are those type of people. They know Streets of Rage and they’re passionate about it, plus he’s a great artist. The animation he does he is insane, you saw it in Wonder Boy. So that’s it, we didn’t think that we would go for pixel art or HD or whatever, we think about who has the passion, and that’s it. He could have been a great pixel artist and we would have done pixel art, we didn’t do a study to say that HD would get the best reaction so we went with that, it doesn’t matter. As long as it’s beautiful and it’s super cool to play that’s the important thing.

So far we have Axel and Blaze but will there be other characters?

So, in every aspect of the game we try to balance between legacy, what makes the game so good, and modernity, what will make Streets of Rage 4 a good game, what new things can we bring to it that both old fans and new gamers will like. So we do that in every aspect of the game and we do that in both character design and characters, that’s the only thing I can say.

In the first Streets of Rage you could call in a police car, in the subsequent games you have special attacks. Which one are you going for?

Right now we have already integrated special moves. We can’t say for certain what will or won’t be there, but I can say that the game designer is a semi-pro player of Street Fighter 3rd Strike so he has a good idea of bare knuckle fighting and how it should feel and the mechanics behind it. We don’t want to make a fighting game, it’s a beat ‘em up so it needs to be simple, but we feel we can add more depth too the game to make it more interesting and give more options and strategies. Again, it is a mix between legacy and modernity, you’ll see.

So does that mean that there’s a chance that there will be a command list for the characters?

Potentially, I don’t know if the game designer’s idea is to make it that complicated. That’s not the idea for now, unless we find something really cool to do. But we don’t want to make a fighting game, we want to make a beat ‘em up, simple.

Will there be both online and offline co-op?

Yes of course there will be co-op for sure. Without online co-op it would be a shame, so yeah.

One of the things that defines Streets of Rage for a lot of people are the stranger fights like the kangaroo, have you got some more crazy fights planned?

Yes of course, the Streets of Rage universe is super crazy. It just doesn’t make sense, so we are totally into it. We aren’t trying to be super serious, it’s not what we are going for. So it is a mix of fun and just crazy action.

Going back to the art style for a second, Axel has a beard now, does this mean that this game is a sequel rather than anything else?

Yes absolutely.

In which case will we be seeing other enemies returning from previous entries?

You’ll see.

Who did you used to play in Streets of Rage?

Blaze mostly.

I used to love skate.

I was always more of a skateboard guy, so roller blades were never for me. But I know a lot of people love that character but I never really got it, I mean Blaze is so much cooler. We do know he’s a very important character, so we can see what we do with that.

Which of the original three games is your favourite?

The second one definitely, the music, the gameplay, the general flow.

Will you be having the same composer as the original games?

So the music is one of the most important parts of Streets of Rage 4, probably the second pillar after the gameplay. So it is super important for us, we are talking to a lot of very talented people, I won’t say names because we want to keep it a surprise so that people get really excited when we announce it. Again, we want to keep the legacy while bringing something new. So we want to keep the spirit and the way it was approached at the time but we want it to be a modern game, otherwise it wouldn’t make sense to be a sequel, we would just do a remake.

Will you be looking to go above two player co-op?

Yes that is definitely something that we would like to see. I can’t confirm it one hundred percent, but it would make sense.

Last question, what other properties, if your dreams came true, what other properties would you like to work on?

Golden Axe would be nice, Outrun would be really nice as well. I have crazy ideas for those.

Cool, thank you very much anything else?

Nope.

Streets of Rage 4 has yet to announce a release date or platforms.

Dark Pictures Anthology – Man of Medan Interview

At EGX 2018 we sent roving reporter Jason Coles to meet with the people behind some of the most exciting upcoming games and get us some juicy scoops. You can see the others here, but meanwhile here’s his interview with Tom Heaton, game director behind Man of Medan:

So we are here with the Tom Heaton the game director behind Man of Medan which is part of the new horror anthology from Supermassive, the Dark Pictures. Why have you chosen an anthology rather than just a single game or a slew of sequels?

Well the idea behind the anthology is that it gives us a way of exploring all the different types of horror. We are big horror fans in the studio we love all horror films and other types of horror and we are aware that there are a lot of different types of horror. You never just go and watch a horror film you watch a type of horror film; a slasher movie, a ghost ship, or another subgenre. So that was one of the starting points, how can we do service to all the different types of horror? The other is just to be able to make games on a more regular basis, it’s a model you see more and more in TV, the anthology model where people are getting completely separate stories being told but the way they are being told is familiar.

So with the anthology you’ve previously said that there would be a connecting theme, is that theme the different sub-genres of horror?

Yeah that’s what we kind of meant by that. They will all be horror. They will all be different sub-genres. We’ve got certain ways we connect them though, we ground the stories in things from the real world. That might be myths that they’ve heard of or folklore or an urban legend, so that’s one of the things we use. The different games, although they’re all unique stories and characters, they’ll have some similarities in the way they play. I think people will definitely be able to pick up one of the games in the anthology and immediately know it’s a Dark Pictures game and a Supermassive game.

Clearly you are all huge fans of horror, would you ever consider stepping away from that and doing a different genre instead?

Well within the studio we have experimented with things outside of the horror genre, so never say never. It’s just that horror is a thing that works really well for us. We have this idea that everyone you play as could live or could die and that fits right into the horror themes. You always have to worry about who will survive and it works really well for it.

When designing the games is there a specific emotion that you want the players to feel, do you want them to feel scared for the characters or exhilarated by the experience, what are you going for?

Absolutely that is a really important part of how we design them. So obviously we want to scare the players and that’s what they’ve come to us for. They’ve signed up for horror, they’re expecting to be scared and we have to make sure we deliver on that. There are lots of different ways of being scared though. Everything from a creeping terror through to all out jump scares and fear. So there are a lot of different types of being scared and we have to lead the player through those different stages of fear. We know that if you’re scared for too long then you kind of build up a tolerance to it, it stops having an effect. So we have to scare you and then take you right down again, give you time to relax and get comfortable before we slowly build it back up again because then you’re ready for another scare. It’s not the only emotion we are after though, in order to get the scares to really work we have to make you care about the characters. We have too give you some relief from the scares. So there is always some romance in there, some humour. We want to give you a broad array of entertainment, get you to relate to the characters and understand the problems they have. We strive to make very realistic characters, they’re not perfect, they’ve got faults, they’ve got hopes and ambitions and we want you to care about all of that, because that is when the scares work.

Are there any actors you haven’t worked with yet that you would like to?

We do have a list but I can’t really share it with you. I will say though that the reason we have a list is that those actors bring audience recognition which is really important but they also bring really strong performances. It is the performances that really make the game. So casting and getting the right actor, then letting that actor give the performance they want to give is a really important part of our process.

Part of the immersion is how good the graphics are, I assume these games just couldn’t have existed last generation, is VR something you are looking into working with more?

You’re definitely right, we couldn’t have done this last generation. We are pushing the current generation to its limits to get it to look this good. We have done VR horror games and it is something we are very interested in, but right now we are focussing on traditional TV style perspectives for these games for Dark Pictures.

During the Man of Medan demo the way that the character looks around as you’re moving makes it feel a lot like you are witnessing what they are doing rather than controlling them. How do you make sure that the player is scared given that level of detachment from the character?

Sometimes that can help with the scares actually. So we use these fixed cameras and allow the characters to move around. Sometimes in intense bits the camera is close like in films, so we are doing it for a specific result. Sometimes though when that character walks away from you that actually makes things more scary. It’s like a child walking away from you you’re not able to grab them and protect them from anything that is going wrong so that can really ramp up the tension.

One of the most interesting things in the demo is that you’ve got these zombies that dissolve into water, what was the inspiration of that almost dissolution of that scare?

Well the demo is from the middle of the game and that set piece, Fliss has no idea what’s going on, she’s just seen a dead body and then more dead bodies so things are spiralling out of control for her. You call them zombies, but I don’t think that is what Fliss would say, she’s just seen these bodies, and now they’re alive again. So she doesn’t know what’s happening it’s occurring to her that she’s on a ghost ship.

One of the most interesting aspects was that Danny is almost aware that he’s in a horror film. He says that the ship is cursed and those who die on the ship haunt it. What kind of reaction are you hoping that the players will get out of that?

That comes back to drawing on the real world stuff, so this is a ghost ship and the great things about these kind of ships is that there are so many legends and myths, mostly from the fisherman. Danny is a fisherman , they are a highly superstitious bunch because of the dangers of the job. So that is just one of the things that he’s heard since childhood. You die on the ship you stay on the ship, so suddenly it’s all become very real for him. So we are playing on the fears that the characters themselves have, how does Fliss feel about that, does she believe him or not? It all contributes to the mystery and the fear that we are trying to build.

At the very beginning of the demo you’ve got a decision between rational and emotional, does that impact the kind of scares that you deliver?

Well a lot of our decisions are framed between head or heart. There is no right answer to these, the game will play out no matter which one you choose. So it is more of a framing device for those different choices. Specifically though that chapter can start in a number of ways, it is a choice especially for the demo. It allows us to mess around with different starting conditions. In this case it helps decide if one of the characters is with you from the beginning or not.

Would you ever consider doing a linear story instead?

I don’t think that would work for us because one of our commitments is doing something that looks and feels like a film, but where the player is given some control and some interactions. As soon as you give the player some control then the story has to change, if they choose one thing it has to go one way, if they choose the other then it has to go another way. The narrative starts branching immediately, and once it starts branching it never stops. So all of our games will have heavily branching storylines.

Obviously by choosing to go into horror you run the risk of playing too much on tropes, how do you avoid relying on those too much?

Well we make sure we get to know the clichés and the tropes of the sub-genre really well. Sometimes we use them in a straight way and people laugh in a knowing way, sometimes we subvert them. If the trope leads you to believe that something is going to happen and it just doesn’t happen that way. It’s not just horror tropes though, we do the same with game clichés there’s a thing where games are very moralistic. They always want you to do the right thing, so you can always read the right thing and the wrong thing, most people try to do the right thing. So we try and take that certainty out of the choice. So something might look like the right thing but it will carry a lot of risk, like an immediate risk to your life. The other choice might be the wrong thing to do but it’s also the safe thing to do. We try to mix it up for the players.

With making an anthology, how do you plan on avoiding making your own tropes?

I think that’s just something we need to keep an eye on to keep things fresh. We have a different director for each game. So a number of them are in production at the same time so the core creative team is a little different. It’s just something we will look out for, you’ll find that the games in the anthology will be very different.

One last question that isn’t about the game, what is your favourite horror film?

Well I’ve got a lot of favourites, but the one that I tend to go back to is The Shining. I love The Shining, I think it’s a brilliant film and it works on lots of different levels. It’s not always jump scares but it is extremely scary.

Thank you very much.

Man of Medan will be coming to PC, PS4, and Xbox One in 2019.

Everything You Need To Know About For Honor: Marching Fire

Ubisoft have announced the biggest new update to For Honor that will expand the age of all-out war like never before. For Honor was initially launched back in February 2017 as a strategy-action game where the most fearsome warriors confront one another in battle for resources and territory in the aftermath of a natural catastrophe. The update, scheduled for a 16th October 2018 release, promises 4 new heroes, a new 4v4 mode, significant visual enhancements, Breach Mode, Arcade Mode and unlimited single player and 2-person co-op PVE mode.

Let’s explore how some of these brand new updates will add to our gaming experience:

The Wu Lin Faction

For Honor Marching Fire welcomes a new faction of warriors fleeing Ancient China that bring the total for For Honor heroes to 22. The four Wu Lin warriors; the Shaolin, the Tiandi, the Jiang Jun and the Nuxia, now travel west seeking vengeance from war, betrayal, and personal tragedies. They will be able to face 3 of the fiercest warrior factions who we met in the first release of For Honor; bold Knights, brutal Vikings and deadly Samurai. The introduction of 4 new heroes of the Wu Lin Faction will add a new element to this fast-paced thriller, bringing new weaponry, battle techniques and unique backstories to the game. The Shaolin warrior monks are characterised by their monkey-like fighting styles, whilst the strength of the Tiandi lie in their large broadswords. As trained bodyguards and assassins with artistic use of hook swords, the Nuxia are formidable one-on-one fighters who contrast the strong offensive attacking expertise of the Jiang Jun.

Arcade Mode

The new Arcade mode offers the opportunity for players to explore the new heroes and get to know their strengths before carrying them over to multiplayer modes. The solo co-op mode allows players to fight battles, put skills to the test and earn rewards that enable them to level up heroes’ gear score and reputation level. Arcade mode offers infinite replayability within quick play scenarios that deliver unique battles every time with varying objectives, enemies, and modifiers. Players can pick their quest out of more than 30 modifiers and choose to battle alone or online with a friend, even if that friend doesn’t own Marching Fire.

Breach Mode

Adding to the existing multiplayer settings; tribute, dominion, duel, brawl, skirmish and elimination, a new and exciting breach mode is introduced to For Honor Marching Fire. This strategic, team-based multiplayer mode offers the thrilling ability to storm or protect a well-fortified castle equipped with ballistas, fire cauldrons, and archers. The attackers must escort and use a battering ram against the two gates of the castle. Defenders have a cauldron and many other tools at their disposal to try to destroy the ram and protect the King or Lord inside the castle.

The update will be available across PC, PS4 and Xbox One. Heroes of the Wu Lin Faction and arcade mode will immediately be available for anyone who purchases Marching Fire on release. If players opt not to purchase the update directly, the 4 new heroes and 4v4 breach mode can also be unlocked using the in-game currency, Steel, following an early access period. Additionally, all players will receive the free graphical update, using interface update and new dialogue system. If you want to get the updated game, we’ve got it available for pre-purchase on Green Man Gaming here.

Previously On Assassin’s Creed…[Updated]

Assassin’s Creed Origins will be released this October after an unusual 2 year hiatus for the series, and is set to take full advantage of 4K visuals, as well as revamped combat and a setting that takes us right back to the origins of the order of assassins we so know and love. But what if you missed out on a game, or stopped playing after AC3 (we know you did) and now you need to know what you missed? Well, let me tell you what happened previously on Assassin’s Creed.

Assassin’s Creed

Genesis. This is where it all began, in the city of Jerusalem. Set during the Third Crusade in the Holy Land, you play as impatient Altair, a brash young assassin who must learn the ways of patience and thorough planning to get to his target. Altair’s mission was to stop not one side of the Crusade, but the Templars who had infiltrated both sides. The game introduced a whole slew of series staples, including the hidden blade, information gathering side-quests, that combat and free-running across huge cities.

Assassin’s Creed 2

A substantial leap in nearly every way, AC2 put you in the fashionable shoes of young Ezio, a youth in Florence who discovers that his father is a member of the order of Assassins. He trains and learns the ways to avenge his father and brother, bringing down the Templars. This entry still stands as one of the most popular ones, and it’s not hard to see why. New mechanics were introduced such as more weapons, hiring groups of courtesans or ruffians to distract guards, and plenty of gadgets from none other than Leonardo Da Vinci.

Assassin’s Creed: Brotherhood

Staying with Ezio, Brotherhood introduced a management mechanic that put him in charge of the assassin’s presence in Italy. Not only could he summon assassins to kill guards and assist in scraps, but he could dispatch them across Europe to do missions in the name of the order. Known as one of the best games in the series, Brotherhood takes what made AC2 and perfects it, as Ezio battles the Templar family of the Borgias in Rome. It also introduced a very fun multiplayer, with players having to hunt each other.

Assassin’s Creed: Revelations

Once again being put in the now-getting-on-a-bit shoes of Ezio Auditore, he travels to Constantinople to battle the Templars one last time. Now in a fittingly grey outfit complete with wizened beard, Ezio is slower but more skilled and deadly than ever. For the first time in the series you’ll face enemies with guns, you’ll have a special hook to help you climb faster, and play a tower defense mini-game to defend your orders. This game solidifies Ezio’s dominance in the line of Assassins, and as a beloved character in video game history.

Assassin’s Creed 3

The series jumps forward to the American Revolution, following half Native-American, half English assassin Connor. AC3 was a low point of the series, where we lost a fair number of fans. However the game introduced some mechanics that have really enriched the games, for example it brought free-running and parkour to the wilderness, and ship sailing and combat was introduced. Unfortunately after beloved Ezio, Connor was just not likeable enough, but his quest to fight the templar red coats was thrilling, and with his tomahawk and bow really made you feel like a hunter.

Assassin’s Creed: Black Flag

Rewinding time a bit to Connor’s grandfather as he comes across the Atlantic, Black Flag is one of the series highlights for one reason: Pirates. Most fans see Black Flag as a pirate game, featuring famous pirates like Bonny Ann, Jack Rackham and Blackbeard, where your character happens to be an assassin for some reason or another. Raid forts on the caribbean, fight ships and hunt sharks, and island hop to fight the templars who are the occupying British. Hardly as skilled and versed in the assassin ways as Ezio, Edward Kenway makes up for it with pirating skills and 4 pistols.

Assassin’s Creed: Unity

Unity heads back to the cityscapes of Europe just in time for the French Revolution. Going from the open seas of the Caribbean to the towering buildings and cathedrals of Paris is somewhat shocking, but Amo Dorian is once again a rowdy and impatient young European who has no time for the Grandmaster’s plans and caution. It’s a fairly above average entry in the series, with breath-taking scenes like Notre Dame, masses of rioting civilians and cooperative play. Also the city is smaller but more dense, as most buildings had interiors that Amo could dash in and out of. His fighting style was much slower than most but it fitted with the dueling nature of the period.

Assassin’s Creed: Syndicate

The series steams ahead to Victorian London, making the most modern setting to date where not only guns were common-place, but carrying a sword around wasn’t quite cricket. Play as both Jacob and Evie Frye, twins who inherit their assassin skills and simultaneously start a gang war across London, and try to hunt down the Templars. The game brought in some cool mechanics like the grapple hook for fast climbing, complex fist-fighting for winning gang fights and sword canes. Also, the twins regularly switch between top hat and hood, making them the least conspicuous assassin’s that we’ve ever played.

Assassin’s Creed: Origins

Origins brings the series back to us after a two year break, and suitably takes players to the origin of the assassin’s brotherhood. You play as Bayek, a medjay who is sworn to protect the rightful Pharaoh of Egypt. After losing his son, Bayek and his wife Aya go from revenge-fulled assassins to co-conspirators to take down the shadowy cult that wronged them, and also happens to want to control the whole country. Gameplay-wise Origins started a major shift towards a different style of play. Weapons with stats, no counter button, regional levels to set difficulty and very decent side quests. And giant crocodiles. And an eagle that works like a drone from Ghost Recon. There’s really a lot of good stuff in here and thankfully it’s but a stepping stone to the new style of Assassin’s Creed game represented by Odyssey.

Assassin’s Creed: Odyssey is available for pre-order, and releases on Friday. Or buy the Gold or Ultimate edition to play right now!