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Preview: Eurogamer - Xbox 360

Eurogamer is the largest independent gaming website in Europe, providing news, reviews, previews, and more.

Published: Tue, 20 Mar 2018 04:54:26 +0000

Last Build Date: Tue, 20 Mar 2018 04:54:26 +0000


Seeing Burnout through fresh eyes

Sun, 18 Mar 2018 08:00:00 +0000


The first video game my son ever played - I mean really played, rather than toyed with - was Burnout Paradise. We played together, but he took control; he decided what he wanted to do and he did it. The 2008 open-world driving title from Criterion, which is being released in a remastered edition on PS4, was a formative entry in the emerging universe of free-roaming multiplayer racers, leading us to the likes of Forza Horizon and The Crew. It gave you a city and a car, and it just said 'drive'. That's exactly what my son did.

He was only four at the time, so of course, the structural formalities of most games - the rules, the obstacles, the control systems - were a frustrating mystery to him. He loved the look of LittleBigPlanet, he adored the way Sackboy moved his head around in response to the Sixaxis controller (the first time he saw that he literally laughed until he was sick - on the controller), but that game's labyrinthine menu systems and unforgiving physics meant he was all but excluded from the meat of it. Obviously most console games aren't aimed at four-year-olds, but this suddenly made me realise how game developers and experienced game players often completely overlook the essential gate-keeping weirdness of the controller, and of most design conventions. When you play games with your kids for the first time, it hits you like a thunderbolt - so much is taken for granted. So many experiences are buried beneath layers of esoteric user lore. Being a 'gamer' is like being a freemason or a scientologist except there are fewer meetings in luxury hotels and no hidden societal power.

But Burnout Paradise removes many of the abstractions we're so used to. Everything from vehicle repair to selecting and taking part in races is initiated within the game world rather than being drawn out to separate menus. You're not guided at all - you're just there. This frustrated the hell out of 'gamers' at the time, because we're used to familiar design 'on ramps' where the structure is unfolded before us, goading us in. Burnout Paradise only reveals its many events and modes as you drive, and you can totally ignore them, which my son did because he was four and didn't know what a Showtime Mode was and simply didn't care.

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Sea of meaning: how games have explored the ocean

Sat, 17 Mar 2018 08:00:00 +0000


This piece contains spoilers for Rime.

"It's always ourselves we find in the sea" - e e cummings

You first notice it in the sand. The sun screes across the surface, glimmering in the silica and crushed quartz like lakes of blazing light. When you move, your body is a flying dream, each leap a shackle broken, drifting like a Chagall bride. Later on it grows more vivid: those blue caverns, shoals of fabric scraps darting back and forth, the wanderer's robes undulating like submerged cloth. The ocean is everywhere in Journey.

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The power of spring in Horizon Zero Dawn, Everybody's Gone to the Rapture and The Last of Us

Thu, 15 Mar 2018 10:00:00 +0000


After the darkness and dormancy of winter life restarts, almost as if the punishing frosts, snows and winds had never happened. The season of spring starts to take hold, colours reappear, foliage regrows and landscapes transform to offer different looks, feels and opportunities for interaction. This can be truly impactful when it manifests in video games. Where winter revealed the bones of landscapes and their design, spring brings a softer touch, its re-birth and revitalisation draping life and colour back over lands. Spring can empower a landscape to represent and symbolise in its own way. By adding these into games' story arcs and narratives, a whole new side of the landscape can be seen and experienced - one where the land tells stories of recovery, shows an ability to cleanse and has an ability to enhance peace and quiet, all while under the drape of a colourful, full of life landscape, giving the land an entirely new look and atmosphere.

Within Horizon: Zero Dawn's expansive, detailed and believable landscapes are fine spring elements and characteristics. Used through both massive and minute brush strokes, plants show spring's power on the land and establish an environmental connection between Aloy and the narrative. As a result, Horizon is a great example of how spring can shape and transform an environment and its landscapes, elevating it to something beyond a plant-filled, softer, greener playground.

Small plants lead the way across Horizon's landscapes. The vibrancy and regrowth of grasses plants show the revitalisation of the land is in full swing. Swathes of meadow grass ripple across the landscape, but even grassy plants in forests and on hillsides dominate their locales. The blocks of red grasses, interacted with heavily throughout by Aloy, show the importance that one particular plant group - one that is always early to make a reappearance in spring - has in demonstrating spring's impact. The coverage of grasses is widespread and immediately shows spring's softening of the land - particularly in juxtaposition to the nearby, still-snowy areas.

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Fallout 3 remade in Fallout 4 mod had to cease development

Tue, 13 Mar 2018 16:09:00 +0000


The hunky-looking Fallout 3 remade in Fallout 4 overhaul, the Capital Wasteland Project, has all of a sudden cased development.

A conversation with Bethesda, owner of Fallout and maker of the games, revealed a legal minefield the Road to Liberty modding team had not foreseen - much of it revolving around reusing audio and voice overs. And as a result the "not taken lightly" decision to stop work was made.

The statement by project leader Nathan "NafNaf 95", shared on Twitter, read: "Recently we communicated with Bethesda regarding our planned method to implement the voice acting and other audio from Fallout 3 into the Capital Wasteland. During this conversation it became clear our planned approach would raise serious red flags that we had unfortunately not foreseen. This contact resulted in use changing our methods to attempt to continue working.

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President Trump shown violent video game reel while meeting members of the industry

Fri, 09 Mar 2018 13:16:00 +0000


The Trump administration said the President would meet members of the video game industry to talk about virtual violence shaping young people's minds, and yesterday he did.

Those present were shown an 88-second video of extreme violence taken from a selection of games. The infamous No Russian civilian airport massacre from Call of Duty: Modern Warfare 2 was in there; Dead by Daylight was in there; Sniper Elite 4 was in there; The Evil Within was in there; Fallout 4 was in there, and there was a couple of others I didn't recognise. All were clips pulled from various YouTuber channels, presented out of context one after another. The video was uploaded unlisted to The White House YouTube channel.

President Trump apparently commented on how violent the scenes he was seeing were, while the rest of the room was silent, one attendee told Kotaku (the meeting itself was closed to press). No specific games were apparently mentioned during the hour-long meeting.

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How does Xbox One X's 4K-enhanced Witcher 2 compare with PC?

Thu, 08 Mar 2018 16:19:00 +0000


Microsoft's Xbox One X enhanced programme for classic Xbox 360 games recently added support for a very special last-gen release: The Witcher 2: Assassin of Kings. I was particularly keen to check this one out because CD Projekt Red's 360 conversion effort was absolutely outstanding and with its arrival on the X, you might describe it as one technological miracle layered on top of another. The 360 release wasn't just a port, it was a top-to-bottom revamp of a PC original specifically built for the strengths of a far more capable platform. The port had many cutbacks, of course, but in some respects, I thought it actually improved on its counterpart. So with that remarkable port now upgraded for Microsoft's latest console, how does it look running on 4K displays? And how does the PC original hold up running at an equivalent ultra HD resolution, almost seven years on from its initial release?

Whether it's a driver problem, or simply the concept of running a game never designed for operating at extreme resolutions, the fact is that running the PC version of The Witcher 2 at max settings on a 4K screen is surprisingly onerous to say the least. Combine rich layers of alpha transparency textures with the game's still beautiful bokeh depth of field implementation, and even with a top-end Titan X Pascal, you'll still see frame-rates dip beneath 30 frames per second. In this sense, the game's actually harsher in terms of hardware requirements than its sequel - and that's without the notorious 'uber-sampling' preset active.

But this is a game built for PC and it looks gorgeous, bespoke and like nothing else on the market and it even stands apart from its successor in many ways. Of course, there are aspects that date it somewhat - animation and facial movements in particular - but beyond that, it's simply beautiful. For its part, Xbox One X can't really compare to the PC version at its most majestic, but there are still plenty of 'wow' moments to savour, and similar to many of the other X-enhanced releases, side-by-side comparisons show a careful teasing of the original renderer to bring out the console port at its very best, albeit still within the confines of the Xbox 360's pared back feature set.

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Microsoft is reviving Inside Xbox

Tue, 06 Mar 2018 11:01:00 +0000


Remember Inside Xbox? In the days of Xbox 360, the console's official video show was a fixture of its dashboard.

Now, Microsoft is reviving the dormant brand for a live monthly broadcast "that will highlight breaking announcements and a peek behind the curtain of Team Xbox".

Familiar faces such as Major "Larry Hryb" Nelson, Graeme Boyd and Lydia Ellery will front the show, interview developers and discuss upcoming Xbox games.

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Red Faction: Guerrilla was an open-world game with purpose

Sun, 04 Mar 2018 08:00:00 +0000


Open world games are hard to make, but it's even harder to make them about something. When a game's scope spreads across tens, maybe hundreds of virtual square miles, it's not surprising that developers can struggle to fill that space. Who can forget collecting feathers in the first Assassin's Creed, or Unity's unique approach of pouring every kind of content imaginable into Revolutionary Paris, as if Ubisoft was making virtual foie gras?

When you've got such a broad canvas, the temptation is to go wild with all the paints on your palette. The problem with this is when you mix every colour, you inevitably end up with brown. This is why so many open-world games end up stuffed with racing mini-games or mediocre crafting systems. You've got to chuck a lot of stuff in there before they feel full, and it takes enormous talent and teamwork to make the resulting experience feel like anything other than a random assortment of activities and filler.

This is why I have such a fondness for Red Faction: Guerrilla. It's an open-world game driven by a singular purpose. Granted, that purpose can be summarised as "smashing stuff to bits", but I never said the goal of an open world had to be noble or high-minded. It just has to somehow unify its components, and Guerrilla does this extremely well. It's a prime example of a developer figuring out what their open world is about first, then building the rest of the game around that idea.

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The original Forza Horizon looks stunning on Xbox One X at 4K

Sat, 03 Mar 2018 11:59:00 +0000


Microsoft restarted its programme of Xbox One X enhancements for Xbox 360 games this week with four new titles - Forza Horizon, The Witcher 2, Crackdown and Fable Anniversary Edition. We're seeing the same 9x resolution boost on all releases in concert with improved performance where appropriate, but it's the first game in this new line-up that's our focus today. Image quality in Forza Horizon is off the charts in the transition to ultra HD and there are a couple of further, surprising enhancements that caught our eye.

One of the last first party exclusives for Xbox 360, Forza Horizon was a landmark title - a successful collaboration between franchise founders Turn 10 and UK-based start-up Playground Games. While retaining its signature 360Hz physics simulation technology, Playground revamped the Forza Motorsport 4 engine, adding time of day lighting based on over 200 variables to FM4's existing, beautiful image-based lighting and its gamma correct pipeline. The open world concept was Playground's idea, and the background streaming tech necessary to create a seamless, vast racing experience came from the Leamington-based studio. It was the beginning of a collaboration that would go on to benefit both studios across a range of racing releases.

What made Forza Horizon's concept possible was switching down Motorsport's 60Hz refresh to the more usual 30 frame per second standard, a performance level that is absolutely locked on both original hardware and indeed Xbox One X. Advanced motion blur attempts to pick up the difference - and despite the arrival of a new 'performance mode' for the X emulator, the truth is it doesn't do a whole lot for this title.

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Why can't we forget Lovecraft?

Sat, 03 Mar 2018 08:00:00 +0000


When HP Lovecraft wrote the definition of the genre he more-or-less invented, he did it with the understanding that weird fiction was always going to be a niche taste. In his 1927 essay, Supernatural Horror in Literature, he declared that: "tales of ordinary feelings and events, or of common sentimental distortions of such feelings and events, will always take first place in the taste of the majority; rightly, perhaps, since of course these matters make up the greater part of human experience." Barely able to generate an income, chewed up and spat out by the pulp magazines, and finally, dying painfully of untreated stomach cancer ten years later, Lovecraft could reasonably have expected to be forgotten.

Except, he wasn't. Nine decades later, Lovecraft is everywhere, deeply embedded in the language of books, movies and - especially - video games. Upcoming survival horror Call of Cthulu from Cyanide is explicitly based on the Lovecraft short story, but his tentacled imagination of maddening otherworlds and insane entities informs Quake, Doom, Half-Life, Dead Space, Bloodborne (especially Bloodborne), and countless other titles. A Lovecraft who had somehow performed the eldritch feat of living to be 127, while holding onto all IP, would have cash reserves to make EL James look like the impoverished scion of a fallen family.

The only problem for our hypothetical immortal Lovecraft's copyright is that the Cthulhu mythos wasn't his work alone (Lovecraft never used the label himself; it was applied after he died). While he was alive, he collaborated with his friends and peers to expand his monstrous universe. After his death, they continued the work posthumously - August Derleth most notably, acting as both champion of Lovecraft's reputation and afterlife co-author, turning Lovecraft's unfinished manuscripts into completed stories. Old Ones, Dagon, Shogoths, Necronomicoms and the rest of it are inherently adaptable to new uses.

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The secret ingredient that unites Dark Souls, Crackdown, Zelda and Fez

Thu, 01 Mar 2018 12:00:00 +0000


The first games I played were games of memory. My English grandfather was full of them. Parlour games, mainly. There was one in which each chair in his living room became a station and his family became trains. He would stand in the middle of the room and direct the trains between the stations, and you had to remember which train you were and where the station you were headed to could be found. At five or six, I found it overwhelming, but also intoxicating. (At 39, I now look back and suspect my grandfather wished he hadn't spent his life as clerk of the local magistrate's court.) Then there was another game - I've since learned that it's called Kim's Game, but as a kid I assumed my grandfather had invented it - in which he arranged a tray with bits and pieces from around the house, gave us a minute to study them all and then covered the tray with a cloth and quietly removed one item. When he uncovered the tray again we all had to spot what was missing.

God, memory is just fascinating. At times - these times may be called "the speedy approach to being 40" - it feels like memory is the most human of topics. It's where so much of what we are lays tangled together. Tangled and knotted. I think of Kim's Game and I am instantly back in my grandfather's living room. I can remember so many of the items that served time on the Kim's Game trays - a silver toast rack, a plectrum, a music box with a clown printed on it, a bright purple brazil nut chocolate - and then these items bring their own memories along with them too. I remember looking at that plectrum and wondering what it was for. I think of the toast rack and I can almost smell the gas hob and the marmalade that scented the kitchen of that house. I remember that I was allowed to eat that brazil nut chocolate once that particular game was completed.

Games and memory belong together, I think. There is the way they are stored in the mind, for starters. I tend to remember games the way I remember architecture or poetry: fragments set adrift, occasionally bumping into view, distracting and sometimes faintly troubling. Just as I remember a warm tiled corridor with iron banisters rising at the turn, or a gentleman, clean favoured, and imperially slim, I will suddenly from nowhere recall a cathedral that hangs from chains, or a cavern where visitors are intermittently crushed between slabs of disco-pink quartz. I remember pieces, and the pieces are often more interesting than the games they force me to track down. A door that held an entire ocean behind it. A book that sent me back to the start.

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Dragon's Dogma Xbox 360 servers are getting switched off

Thu, 01 Mar 2018 10:29:00 +0000


Do you still play Dragon's Dogma or Dragon's Dogma: Dark Arisen on Xbox 360? If so, hello, both of you. Capcom has bad news.

After six years, Xbox 360 severs will be switched off on 31st March at 9am UK time.

From this point you won't be able to rent Pawns from other players, and the online Ur-Dragon, an end-game boss beastie, will ride off in to the sunset.

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The Witcher 2, Crackdown and Fable are being enhanced for Xbox One X

Tue, 27 Feb 2018 17:08:00 +0000


UPDATE 5PM GMT: Microsoft has confirmed it. The Witcher 2: Assassins of Kings will, alongside Crackdown, Fable Anniversary and Forza Horizon, be enhanced for Xbox One X.

Enhanced Xbox 360 games will have a new graphics setting, said Larry "Major Nelson" Hryb on his blog.

"Xbox 360 games that are enhanced for Xbox One X run at a higher resolution and 9X the original pixel count on Xbox One X," he wrote. "The power of Xbox One X enables the Xbox 360 emulator to showcase the very best version of the game possible with the existing assets-all without touching the game code."

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Shinji Mikami's classic cover shooter Vanquish is now backward compatible on Xbox One

Tue, 20 Feb 2018 20:38:00 +0000


Microsoft has announced that Platinum Games' blistering third-person cover shooter Vanquish is the latest game to receive backward compatibility support on Xbox One, alongside Lara Croft and the Guardian of Light.

Vanquish, for those that haven't yet had the pleasure, released back in 2010, one year after the studio's seminal hack-and-slasher Bayonetta. And while everybody's favourite hair-witch might be the more recognisable franchise these days, Vanquish is no less enjoyable.

Directed by Resident Evil supremo Shinji Mikami, Vanquish offers a rather idiosyncratic take on the usual third-person cover shooter formula. It's a game of muted colour palettes, giant stompy robots, and lots and lots of sliding about the place on your knees.

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Superhot headlines Xbox's free Games with Gold for March

Tue, 20 Feb 2018 16:15:00 +0000


March's Xbox Games with Gold offerings include the Eurogamer recommended Superhot for Xbox One, available from 16th March until 15th April.

"Digital violence has never been so intoxicating - but there's more here than mere slaughter," Christian Donlan wrote in our Superhot review, when it launched two years ago. It's a strategy-filled neon shooter where time only moves when you do, and one not to be missed.

Elsewhere, the puzzle platformer Quantum Conundrum is available via Xbox 360 backwards compatibility. It's a bit like Portal, which is no surprise considering the fact it comes from Portal creator Kim Swift. You can nab it between 16th and 31st March.

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You can play Xbox One and 360 online multiplayer for free this weekend

Thu, 15 Feb 2018 16:49:00 +0000


Xbox Live members without a Gold membership can play online multiplayer for free until the end of the weekend.

The offer is live now and ends on Monday, 19th February at 8am.

The event coincides with Ubisoft's hugely popular multiplayer shooter Rainbow Six Siege and >NBA 2K18 both being free to play until Monday 8am. So, even if you don't have a Gold membership, you can download the games for free and play online.

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Mafia 2 and the original Prey are now backward-compatible on Xbox One

Tue, 13 Feb 2018 19:24:00 +0000


Microsoft has announced another batch of new additions to Xbox One's ever-expanding backward-compatibility list - this time in the form of Mafia 2 and the original 2006 Prey.

You really couldn't ask for two more different games; one is a rip-roaring open-world crime caper set in the early 50s, the other's a first-person sci-fi shooter featuring physics-confounding portals and spaceships with bumholes for doors.

Mafia 2 certainly has plenty of fans, but it wasn't especially well-liked by John Teti, who reviewed it for Eurogamer back in 2010. Mafia 2, he said, is "a 14-year-old's vision of the mafia, although that slanders the many 14-year-olds who would see through this game's desperation to appear adult". Damningly, he concluded by saying "Mafia 2 gets the last word by destroying the myth that the mafia is interesting at all".

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Poundland now sells video games for a fiver

Tue, 13 Feb 2018 13:49:00 +0000


Poundland is selling video games for no more than £5 a pop.

Our friends at report Poundland shops are selling PlayStation 4, PS3, Xbox One and Xbox 360 games all sourced from Music Magpie. Yes, Music Magpie, the company people sell their unwanted video games to.

350 Poundland shops are currently selling a mix of old games and newer "professionally refurbished" games, such as Fallout: New Vegas and Destiny 1. Another 50 stores will sell video games from March. Poundland wants to sell Wii U games in the future. There's no mention of Nintendo Switch games, which is unsurprising considering Switch games cost the earth, but there is a plan to sell accessories such as controllers and power packs.

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Max Payne 3 and the conflict at the heart of Rockstar's game design

Sun, 11 Feb 2018 08:00:00 +0000


I'm not sure if there's another game I feel more conflicted about than Max Payne 3. The first two games rank amongst my personal favourites - particularly the second, which I think is one of the finest action shooters going. Max Payne 3 is at once better and worse than its predecessors. It has more intense shootouts, far superior visual effects, and production values to rival any Hollywood blockbuster - all of which were exactly what Max Payne strived to achieve back in 1999.

I also think it's Rockstar's most revealing creation. Rockstar has built a reputation as an architect of worlds, unparalleled not just in scope but in the nitty gritty of life simulation. No studio has taken a genre and made it their own quite like Rockstar North has with Grand Theft Auto. Rockstar may not have invented the open-city genre, but the Housers' signature is so deeply inscribed upon it they may as well have.

Max Payne is another developer's IP, and one which Rockstar sought to imprint its own personality upon. But Max already has his own personality, one constructed from wry cynicism, verbose monologues, and overwrought similes. The snow-lined streets, grotty tenements and endless nights of Noo Yoik Siddy are as much a part of his character as his tragic back-story and superhuman reflexes. Moreover, as a game Max Payne is the antithesis of everything Rockstar had built up to that point - a fast and furious action shooter that runs almost entirely on a highly specific style, whose substance only appears when time slows to a gelatinous crawl.

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Splinter Cell: Conviction is now backward compatible on Xbox One

Thu, 08 Feb 2018 18:54:00 +0000


Splinter Cell: Conviction, the premier Sam-Fisher-starring sneak-'em-up of 2010, is now backward compatible on Xbox One.

Conviction is the sixth entry in the Splinter Cell series, and features a beardy Sam Fisher on the run from the law - simultaneously trying to avoid capture and thwart a deadly terrorist plot. You might also remember Conviction as the Splinter Cell where misery montages were projected onto random walls, and where you could bash someone's brain in with a urinal.

If you happen to have a copy of the original Xbox 360 game disc lying around, Conviction will now work seamlessly on Xbox One. However, if you're entirely without Conviction, you can purchase a digital copy on the Xbox Store - and from now until February 12th, Ubisoft is offering a 50% discount, reducing it to £4.49.

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Jelly Deals: This week's Xbox Deals with Gold feature The Surge, Knight Squad and more

Wed, 07 Feb 2018 15:00:00 +0000


A note from the editor: Jelly Deals is a deals site launched by our parent company, Gamer Network, with a mission to find the best bargains out there. Look out for the Jelly Deals roundup of reduced-price games and kit every Saturday on Eurogamer.

This week's Xbox Live Deals with Gold are now live, alongside a new set of Spotlight Sales, which offer up some decent deals on titles both old and new.

For all of you out there with an Xbox Live Gold subscription, you have access to Knight Squad for £3, Slayaway Camp: Butcher's Cut for £8.18, Spintires: Mudrunner for £23.44, The Surge for £16 (or the Complete Edition for £22.50), Assault Android Cactus for £8.99, and Valley for £3.20.

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Spec Ops: The Line and The Darkness 2 are now backward-compatible on Xbox One

Tue, 30 Jan 2018 20:12:00 +0000


Microsoft has announced that Xbox 360 titles The Darkness 2 and Spec Ops: The Line are now backward compatible on Xbox One.

That's great news, and an excellent opportunity to revisit two games that perhaps didn't quite get their dues at the time of release. Both are fascinating, somewhat under-appreciated gems, each bringing their own unique outlook to the shooter landscape of 2012.

The Darkness 2, developed by Digital Extremes, is a narrative-heavy first-person shooter which, like its predecessor, sought to shake up its core action by giving players supernatural powers - and bloody great tentacles to boot. And if man-skewering tendrils somehow weren't enough of a draw, The Darkness 2 introduced a urinating cockney imp sidekick too.

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You can now play as Master Chief in Nintendo Switch's Minecraft

Tue, 30 Jan 2018 16:22:00 +0000


Master Chief, Microsoft's biggest gaming icon, is now available in Minecraft on Nintendo Switch.

Characters from Banjo Kazooie (which was, obviously, originally released on N64), plus Fable and Gears of War franchises are also included in the skin pack, which launches today for both Switch and Wii U.

Xbox owners will likely have the pack already - it's been available for years on Microsoft's own consoles - but it also arrives for the new, unified version of Minecraft today across all of its platforms.

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What's Fable really all about?

Sun, 28 Jan 2018 08:00:00 +0000


Good and evil is barely the start of it, frankly. Fable is one of those rare, fascinating game series upon which nobody can really seem to agree about anything for very long. It's a shallow RPG, or maybe it's a canny and satirical examination of RPGs in general. It's hilarious - oh, the burping! Or maybe it's just juvenile. Let's face it: Fable's easy to the point of being obsequious, isn't it? Or maybe it's choosing to measure itself in ways that go beyond mere difficulty? It's no surprise, then, that with all this discussion churning around it, the world of Albion is so often defined by a mechanic that it doesn't even contain.

As a young child, the story once went, you will find an acorn. If you plant the acorn, green shoots will emerge from the earth. Years later, after a long life of consequence and heroism, you will return to the place that you planted that acorn and a huge oak tree will tower overhead. A lovely idea, isn't it, that a game would be both so reactive and so poetic, that a game would really notice you and afford your presence a degree of lasting importance, that a game would see your involvement with it as a chance for it to grow? But of course there was no acorn in Fable. By extension, there was no oak tree that would have erupted from it. Or was there?

When I heard a few weeks back that a new Fable game was underway with a new developer attached, I experienced a rush of fond memories so vivid, playful, silly and heartfelt that I almost wobbled on my feet for a few seconds. I remembered setting off, barefoot, on a summer's day to a distant island where a cog-driven door emerged from the side of a hill. I remembered the moon peering down through sickly grey murk above bogland, where a monster covered in bracken and moss stood up to his waist in mud. Most of all, I remembered a house I once bought where the previous owner, thanks to a brilliant glitch, lived on long after I had killed them, partially stuck in one of the upstairs walls. Then, I started to think about the task of bringing a series like this back to life with a new creative team and in a new era. In a game so full of moving parts, so driven by whimsy and - perhaps - by accident, what single piece of Fable is absolutely indispensable? In which part of Fable does Fable truly live?

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Jelly Deals: Discounts on PS Plus and Xbox Live this week

Mon, 22 Jan 2018 11:32:00 +0000


A note from the editor: Jelly Deals is a deals site launched by our parent company, Gamer Network, with a mission to find the best bargains out there. Look out for the Jelly Deals roundup of reduced-price games and kit every Saturday on Eurogamer.

While we're still waiting for Nintendo to detail and launch its own paid-for online service (possibly with its Netflix-style virtual console setup - we can but hope), if you happen to be a PlayStation or Xbox owner, you can snap up a deals on those consoles' subscription services this week.

Firstly, PlayStation owners can get a 12-month Plus membership for £38.86 at the moment by heading to ShopTo. That offer is available for a limited time only and is especially nice considering Sony's recent decision to raise the standard price of its yearly membership by a tenner. As a reminder, this month's free games on PlayStation Plus include Deus Ex: Mankind Divided and Batman: The Telltale Series.

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Driver San Francisco, Far Cry 2 now playable on Xbox One via backwards compatibility

Wed, 17 Jan 2018 14:32:00 +0000


Driver San Francsico, one of the greatest racing games of all time, is now available to play on Xbox One via the system's backwards compatibility service.

It sounds like hyperbole, but I've never been able to play or enjoy another racing game quite as much, since.

And, as Eurogamer petrolhead Martin Robinson just said to me: "It's probably the only racing game that asks you to finish first and second in the same race." True that.

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CD Projekt Red shtum on rumour Cyberpunk 2077 will be at E3 this year

Wed, 17 Jan 2018 13:23:00 +0000


CD Projekt Red has been at pains to keep the conversation away from Cyberpunk 2077 in recent years. The Polish developer announced the game very early in order to attract talent to the studio, but then stopped discussing Cyberpunk 2077 entirely while The Witcher: Wild Hunt launched. This secrecy only intensified after the enormous success of The Witcher 3, as expectations rose dramatically about what the studio would be able to achieve next.

That the Cyberpunk 2077 Twitter account would reactivate earlier this month after a four-year silence - if only to say "*beep*" - should be considered significant, then.

And that CD Projekt Red didn't deny a report about Cyberpunk 2077 being at E3 2018 but opted for a tight-lipped 'no comment' may be significant too. "We do not comment on rumours and speculations," CDPR told me.

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Jelly Deals: Get a six-month Xbox Live Gold subscription for half price

Mon, 15 Jan 2018 11:50:00 +0000


A note from the editor: Jelly Deals is a deals site launched by our parent company, Gamer Network, with a mission to find the best bargains out there. Look out for the Jelly Deals roundup of reduced-price games and kit every Saturday on Eurogamer.

Update 22/01/2018: Sadly, that £12.49 deal seems to have been removed by Microsoft before its time. You can, however, get yourself six months of Xbox Live Gold for £14.99 over at Amazon UK currently. For more up to date deals on Xbox Live prices, feel free to bookmark our guide to the best Xbox One deals right now.

Original Story: If you're an Xbox owner and you're one of these folks that likes to play multiplayer games online with other humans for some reason - or you just happen to like getting a stack of free games on a monthly basis - you're going to want an Xbox Live Gold subscription.

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Playing two Punch-Outs! on one pad: AGDQ 2018 raises $2.2m for charity

Sun, 14 Jan 2018 16:31:00 +0000


Charity speedrunning drive Awesome Games Done Quick 2018 has been a huge success, raising more than $2.26m for the Prevent Cancer Foundation in one week. A late surge in donations helped AGDQ 2018 surpass the $2.22m raised last year.

Some of the AGDQ 2018 highlights include zallard1 playing Mike Tyson's Punch-Out! and Super Punch-Out! at the same time and on the same controller...

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Third series of Dara O Briain's Go 8 Bit TV show begins February

Fri, 12 Jan 2018 11:12:00 +0000


The third series of video game TV show Dara O Briain's Go 8 Bit starts 12th February on Dave and runs for 10 episodes over 10 weeks, ending in April. There will be a Best Of episode aired a week earlier, comprising the best bits of the two series so far.

In the third series, Dara O Briain, who's taller than you think, once again hosts a selection of celebrities as they battle through five rounds of video game-based challenges.

Celebs this season include chat show host Jonathan Ross; former model Jodie Kidd, who now owns a pub in West Sussex; former Sky at Night presenter Dr Maggie Aderin-Pocock; and Sonia Fowler from yesteryear's EastEnders - Natalie Cassidy. There's a raft of comedians on the bill, too, plus MasterChef's Greg Wallace, who loves a pudding.

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Nintendo Switch is getting Dark Souls Remastered

Thu, 11 Jan 2018 14:38:00 +0000


UPDATE 2.35pm: Dark Souls Remastered has unsurprisingly just been confirmed for non-Nintendo Switch platforms as well.

It will arrive on PC, PlayStation 4 and Xbox One on the same day - 25th May.

ORIGINAL STORY 2.00pm: FromSoftware's legendary Dark Souls will get a new lease of life on Nintendo Switch.

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Spielberg's Halo TV show "still in very active development", network claims

Mon, 08 Jan 2018 09:48:00 +0000


Four and a half years ago, Microsoft announced a live-action Halo TV series in development at cable network Showtime, backed by Steven Spielberg as an executive producer.

Four and a half years later, we've not heard anything else.

If it feels like a long time ago - that's because it is. It's before Halo: The Master Chief Collection arrived and had all those issues, before Halo 5, and long before Halo Wars 2.

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The making of Supreme Commander

Sun, 07 Jan 2018 08:00:00 +0000


The mid-nineties was an era when PC gaming began in earnest, kick-started by the mighty Doom's release in 1993. First-person shooters burgeoned as a result, and their combination with the real-time strategy genre conspired to make the humble home personal computer a powerful commercial gaming platform. And when it came to RTSs, the one name on most people's lips was Command & Conquer. Except for those in the know. They namechecked Cavedog's futuristic adventure, Total Annihilation as a far superior game thanks to its huge battles, terrain-based tactics and imaginative units.

I interviewed its designer and coder, Chris Taylor, a few years ago to discuss this trailblazing game; now we're chatting again, only this time to celebrate Total Annihilation's spiritual follow-up, Supreme Commander, released just over ten years ago.

"I'd been thinking about another RTS since leaving Cavedog and starting Gas Powered Games," he begins, "but it wasn't until I was completely wrapped on Dungeon Siege that I began to really think deeply about what would become Supreme Commander." Gas Powered had enjoyed reasonable success with the technically-ambitious Dungeon Siege games, and these to a certain extent influenced Taylor's next project - but more on that shortly.

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Kinect was amazing - in a museum

Thu, 04 Jan 2018 10:00:00 +0000


Kinect is dead. Even its Xbox One adaptor is dead. And I mourn Kinect a little, because there are moments where I remember loving it. Crucially, though, in none of these moments was it connected in any meaningful way to an Xbox.

Kinect was a bit of a bust in the living room. In my memory, instead of landing you in a dynamic Minority Report future, with its hand-chops, air-grabs and dramatic pinches, you had this naff little pointer on the main UI, as if the goal for navigating menus was to make the experience akin to rolling a single grain of rice over a Scrabble board. And then with actual games, Kinect was magic, but the wrong kind of magic: the smoke-and-mirrors and five-aces-visible-up-the-sleeve kind. With actual games, there was always the suspicion that you weren't doing very much - or you weren't doing half as much as you were being made to think you were. Kinect looked great in the huge auditorium at the Galen Center when it was announced, but it never looked great at home.

But there is somewhere it really worked. And weirdly, that's huge auditoria. The best day with Kinect I ever had, I had at the Barbican in London, stood before two pieces of installation art.

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Xbox One Kinect adaptor officially dead now, too

Wed, 03 Jan 2018 09:47:00 +0000


Xbox One's unloved camera accessory just died another death - the adaptor which let it work with Microsoft's current Xbox One models has now also been discontinued.

Kinect itself was canned in October.

"After careful consideration, we decided to stop manufacturing the Xbox Kinect Adapter to focus attention on launching new, higher fan-requested gaming accessories across Xbox One and Windows 10," Microsoft has now confirmed (thanks, Polygon).

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DICE's Battlefield: Bad Company is now available on EA Access

Thu, 21 Dec 2017 22:50:00 +0000


DICE's much-loved first-person shooter Battlefield: Bad Company has been added to the line-up of EA's Xbox-exclusive EA Access subscription service.

Battlefield: Bad Company first released on Xbox 360 and PS3 all the way back in 2008. It was a notable departure from DICE's usual multiplayer Battlefield offerings, placing a heavy focus on solo play, albeit with the same vehicular and large scale warfare of its parent series.

Its centrepiece was a sprawling, enormously enjoyable single-player campaign that followed the exploits of four military rogues. While Call of Duty and other military shooters of the time doubled down on stern-faced seriousness, Bad Company's crew injected the game's outlandish, massively destructible shooting action with warmth and humour.

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Xbox One backwards compatibility: how does it actually work?

Sat, 09 Dec 2017 14:11:00 +0000


One of the most memorable of E3 reveals also happens to be one of the greatest technological achievements of the current-gen era. Two-and-a-half years ago, Phil Spencer took to the stage at Los Angeles' Galen Centre to showcase the original Xbox 360 version of Mass Effect running on Xbox One hardware. Following an impressive early access period, the backwards compatibility program rolled out in full force, and hundreds of Xbox 360 titles are now available to play on Xbox One, with a clutch of enhanced 4K games now available for Xbox One X. So how was this all achieved? How does back-compat actually work?

Across the years, we've only picked up a few titbits on the process - essentially that the original Xbox 360 PowerPC executables are reverse-engineered into an intermediate, then recompiled into x86. There's also been talk of some level of hardware compatibility integrated into the Xbox One processor to make the job easier, but beyond that, technical details on the process are thin on the ground - until now.

"Basically, we have a VGPU - or an Xbox 360 GPU that we've recompiled into x86 - and we run the entire 360 OS stack," explains Bill Stillwell, Xbox Platform Lead. "We take each game, we recompile it so that it runs, but basically we're running it still in a 360, and the team goes through the game with multiple passes."

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Mass Effect's Vigil Theme and the fight to remember

Thu, 07 Dec 2017 08:02:00 +0000


I remember not being very taken by Mass Effect's main theme, the first time I heard it. Next to what I'd read about the game, a tale of alien liaisons and sizzling gun battles amid the stars, the title music seemed dreary, the wrong kind of spaced-out. A decade later, I listen to it while crossing a certain footbridge in London, on my way to the abandoned mall food court where I'm writing this. Somebody has scrawled "change" plus a few choice sentiments about austerity policies on the wall at one end. The council has repainted that bridge a few times in the years I've lived nearby - right now it's an incongruous green and purple pattern, like a coral reef hammered flat - and every time, that unknown soul has returned to scribble the message anew. A gesture of defiance, or ironic futility? I couldn't tell you, but as the languid drone of Vigil's Theme fills my skull, I read the words again, ponder their relevance to Mass Effect's storyline and find myself ludicrously close to tears.

Every great musical composition is a survivor, struggling against the tides of history. Before written language became ubiquitous, oral artforms such as ballads, folk songs and sung epics were important ways of passing on knowledge from generation to generation - arguably, modern music continues to serve this function alongside other kinds of media, preserving scenes and sensations if not the detail of chronologies. Lyrical structures like rhyme and alliteration have their roots in a wish to codify laws, divine precepts or the genealogies of families in a digestible, memorable form.

As vehicles for knowledge, oral traditions have major downsides. The untimely death of a bard may wipe away decades of learning, and compositions mutate as they are sung or recited, misheard and adapted, losing and acquiring associations in hindsight. A famous example is the English folksong "Ring o Rosie", often taken to be a gruesome taxonomy of Black Plague symptoms, which may actually refer to a game played by 19th century children to sidestep a prohibition on dancing. But these artforms are also enduring in a way other types of preservation are not. The elusive nature of musical memory, stored in several parts of the brain as muscular performance, sensory stimulus, spoken word and malleable abstraction, allows it to weather upheavals both within the life of the individual listener and the life of a community.

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Netflix doing a Choose Your Own Adventure TV show for adults

Tue, 05 Dec 2017 17:04:00 +0000


A Choose Your Own Adventure Netflix show for adults? Excuse me?

It's happening, according to Bloomberg. It has no name but it has an aim: to put you in control of the storylines you see.

Netflix does this already but in kids titles you probably overlooked. They are Puss in Book: Trapped in an Epic Tale, and Buddy Thunderstruck: The Maybe Pile. I watched Puss in Book because I was, um, researching, and the choices offered were basic, either A or B - fight a tree or fight a god, for instance (that's an actual example). There were around a handful of them in a 23 minute show.

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The metaphysics of Dishonored

Mon, 04 Dec 2017 08:00:00 +0000


There may be spoilers for the Dishonored series of games ahead.

"The Void is unspeakable. It is infinite and it is nowhere, ever-changing and perpetual. There are more things in the endless black Void, Kirin Jindosh, than are dreamt of in your natural philosophy" (Letter from Delilah). Despite the best efforts of natural philosophers, the world of Dishonored is defined by occult, unknown influences. Here, we performed dark magicks, battled witches, conversed with spirits, and even traversed the distance in-between worlds during our vendetta-fueled travels through Dunwall and Karnaca.

Any inquiry into the metaphysics of Dishonored stands and falls by the Void, that shadowy realm that is the source of all magic, witchcraft and arcane knowledge. Even the Outsider, who appears as an ancient god that grants his arcane mark to the player, ultimately derives his powers from the Void, not the other way around. But the Void is an elusive place that doesn't give up its secrets readily, and we as players don't understand it any better than the seekers of Gristol or Serkonos who struggle to catch so much as a glimpse of it. So, what exactly is the Void, or rather, how should we think about it to make sense of it?

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The slow disappearing act of Demon's Souls

Sat, 02 Dec 2017 08:00:00 +0000


Two things happened this week that made me think about beautiful stuff vanishing from the world, and about the strange notion that there might be a kind a melancholic pleasure to be had - if melancholic pleasures can be had - in the spaces created by fresh absence. I'm not ghoulishly thinking of death or anything as serious as that. More the weird kind of beauty you sometimes get when you look at a wall of framed pictures and notice the ghostly parchment patches where something else once hung and now hangs no longer. Ghoulishly, ghostly. We are not off to a great start here.

The first thing that happened was that I read a piece on Eurogamer about the fact that Demon's Souls is going to have its online elements turned off for good next February. I never played Demon's Souls properly, and I now suspect that I am not going to. In a vague way it is something I had always planned to do, though, and I know how I would have had to approach it. I have seen this game many times, a world of darkness in which the action unfolds in little pools of golden light that hover around the player. There is a hub world of sorts - in my memory a huge part of it is spiral walkways made of old stone - and there is the Souls DNA in rich form: waiting for an opponent to move, waiting for the perfect opening, thrilling to the energising thwack of a sword hitting a shield: still alive!

Mostly what I know about this game, though, I don't know from the screen. I know from long conversations with Simon Parkin over coffee in which he talked me through these dazzling discoveries he kept making in a game that kept its whole cosmology, as it were, a thing that had to be understood by the player tentatively and over a number of hours. He talked about the messages people left for others, and he talked about the way that some of these messages could not be trusted. I think he maybe talked about invasions, other people suddenly turning up in his game? Or was that Dark Souls? I guess I'll never know now.

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Revisiting Crysis, the last great bastion of PC elitism

Mon, 27 Nov 2017 08:00:00 +0000

All hail Crysis, the "Maximum Game". How odd it feels to revisit this legendary mass-melter of motherboards, this bane of frame rates and comparison threads, on what passes for a budget gaming laptop 10 years down the line. The intro especially rouses much the same sense of everlasting absurdity and pathos you might get from Hadrian's Wall or a Microsoft Zune, an orgiastic showreel in which bullets flatten themselves against quivering artificial muscles, and North Korean troopers gape at all the high-octane graphicsability coruscating around them as they're hurled headlong into their friends. Once upon a time, you think to yourself, we called this the future. Alas, futures seldom age that gracefully.Crytek owes its existence to its knack for such glitzy spectacle - the company's breakthrough project was a dinosaur wilderness sim named X-Isle in 2000, a piece of graphics card benchmarking software that became the basis for the original Far Cry. Nowhere is that inheritance more evident than in Crysis, a moderately open cybernetic shooter whose omni-capable Nanosuit armour is a bulging, flexing metaphor for its own technical achievement. At a time when browser and mobile games were the fashion and blockbuster PC exclusives were on the wane, Crysis was a bastion of hope for custom hardware junkies. To run it back in 2007 was to join a proud club of macho super-consumers, to straddle the cutting edge with cowboy hat in hand while filthy casuals and the less affluent made do with caveman fare like Call of Duty 4. The Warhead expansion leans into this crude stratification of player culture by purchasing power explicitly, with graphics options that range from "Mainstream" to "Gamer" - no prizes for guessing which is the higher setting.To play Crysis today is to remember that selling your art on the strength of its supporting tech is essentially writing the epitaph on the back of the box, though the game is still very handsome, with sprawling draw distances and sun rays fizzling through restless foliage. Beyond the odd smeary rock texture or, say, the absence of an animated transition when you collar a guard, it's that addled fixation with Operating at the Max that dates it the most. There are still plenty of technophiles around and lest I sound too much like the sneering hipster I undoubtedly am, there's nothing wrong with preferring a higher resolution or a faster frame rate, but PC gaming has come to be celebrated for its diversity and conceptual ambition rather than brute power. The idea of sticking it to the PlayStationistas with some hardcore anti-aliasing now seems deeply comic, like trying to restart the War of the Roses by egging a chipshop in Manchester.Read more…[...]

In defence of Oblivion

Sun, 26 Nov 2017 08:00:00 +0000


When does a console generation arrive?

Most people would agree that the seventh gen started when the Xbox 360 launched but that answers a different and thoroughly less interesting question.

It isn't unreasonable to say that the 360 era arrived on the carrier wave of Patrick Stewart's Royal Shakespeare Company tones announcing the final hours of the life of Uriel Septim 7, god-emperor of Tamriel, whose death serves as the starting gun for The Elder Scrolls 4: Oblivion and quite arguably the golden age of western RPGs that followed. A golden age that includes The Witcher 3, as if anyone needs to be reminded.

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Xbox Live Games with Gold December lineup announced

Thu, 23 Nov 2017 10:07:00 +0000


Microsoft has announced the Xbox Live Games with Gold titles for December.

On Xbox One, Gold members can download Warhammer: End Times - Vermintide for free next month.

Telltale's Back to the Future: The Game - 30th Anniversary Edition is also available as a free download on Xbox One from 16th December to 15th January.

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Mass Effect's dialogue was inspired by awkward TV comedy Extras

Tue, 21 Nov 2017 12:38:00 +0000


Remember 2005 British TV comedy series Extras, written by The Office duo Ricky Gervais and Stephen Merchant? The one where Gervais played an actor stuck making a living as an extra, and where a string of guest stars like Ben Stiller, Patrick Stewart and Samuel L. Jackson appeared? The late, great David Bowie even popped up in Series 2. Good, wasn't it?

Anyway, it turns out the show's awkward, close conversations were the unlikely inspiration for a very well known series of video games: BioWare's Mass Effect.

Mass Effect animator Jonathan Cooper shared the detail on Twitter in celebration of the 10-year anniversary of the US release of Mass Effect 1.

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Brütal Legend is currently free on Humble Bundle

Tue, 21 Nov 2017 10:46:00 +0000


Heavy metal action-adventure Brütal Legend is free on Humble Bundle for a limited time.

The offer, which ends at 6pm tomorrow (UK time), allows players to purchase the PC version of Brütal Legend for free from the Humble Bundle Store, provided you have a Steam account.

The PC version of the game also includes the Hammer of Infinite Fate and Tears of the Hextadon multiplayer map packs.

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This celebration of Runic Games' greatest hits is late because I was playing Runic Games' greatest hits

Fri, 17 Nov 2017 11:00:00 +0000


The Mapworks is the heart of Torchlight 2. In many ways it feels like the heart of so much that is great in video games in general. You spawn at the portal and then you walk out, along a narrow golden bridge, to a magical clockwork escapement suspended in the void. I can imagine what the floor feels like here: the glossiness of the crystal and polished metal, and that hum coming up through your feet that suggests vast energies twisting and churning beneath you. The Mapworks is where you get to once Torchlight 2 is all but done, but it's also where you realise that Torchlight 2 is just beginning, and that it never has to end if you don't want it to. The campaign is over, and here, in this stately firmament, you can buy an endless supply of procedurally-generated maps that will take you to an endless stretch of procedurally-generated dungeons.

I went to the Mapworks a few weeks back when I heard Runic Games, the developer that made the Torchlight series, alongside this year's wonderfully intricate Hob, was closing down. The idea was to slip back into Torchlight 2 for a few minutes to remind myself of this team's particular greatness, and then slip back out again to write a quick piece about how much I would miss them and their work. The problem, of course, is obvious. The idea was to slip back into Torchlight 2 for a few minutes... So yes, this farewell to Runic Games is so delayed because I was playing Runic games. I cannot think of a better tribute, to be honest.

Anyway, let's begin this sad task. Here is my second-favourite bit of writing in Torchlight 2: "Flame Hammer". Flame Hammer is the go-to skill I rely on when playing my Engineer, a sort of steampunk pet-class who dashes into battle alongside a clanking, wheezing, skittering collection of Roombas and rollerskates that spit gatling fire and poison at anyone stupid enough to cross their path. Flame Hammer is far more fun than a basic attack in an action RPG should be. Flame Hammer is seismic. I could describe it, but why not quote the flavour text, which does a far better job of it than I could ever hope to? "Your weapon crushes foes it strikes--" All good so far. "--Creating 4 flaming splinters that seek out enemies within 5 meters. If available a Charge is consumed to generate two additional--" Whoa whoa whoa. That's quite enough of that. 4 flaming splinters! That seek out enemies!Within 5 meters!

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On the secret smallness of Skyrim

Fri, 17 Nov 2017 08:00:00 +0000


Skyrim's dirty little secret is that it isn't that large. Oh, it remains fairly gigantic by the standards of other virtual landscapes, even next to its youthful imitator and usurper, The Legend of Zelda: Breath of the Wild. But set against what it pretends to be - a kingdom stretching from arctic wastes to the temperate south, racked by dynastic squabbles and laced with the treasures and detritus of millennia - it's actually pretty dang tiddly, a little over 14 square miles in scope.

14 square miles? That's no bygone, mystery-shadowed dominion rearing its shrines and watchtowers amid sunflashed snow. That's a jumped-up theme park, a country music festival. More to the point, that's approximately the same size as The Elder Scrolls 4: Oblivion, a game which has become something of a punching bag for Elder Scrolls aficionados in hindsight - neither as grand as its swaggering barbarian brother, nor as memorably odd as burned-out hippy uncle Morrowind. Steer clear of distractions like temperamental mammoth herds and you can walk from one side of Skyrim to the other in half an hour.

I'm being quite obtuse, of course. If open world games were required to be as large as their inspirations or narrative aspirations they'd never get finished, and in any case, who would have the time to play them? The fascinating thing about open world design is that it's not really about size at all. It's more the art of the deceptive miniature - of making the poky or digestible seem enormous to the point of exhausting, even as distant cities reveal themselves for neighbouring hamlets, fearsome mountains for mere well-appointed foothills. Skyrim is extremely good at this, to a degree I'm not sure any game environment can rival save the corkscrew terrain of the original Dark Souls. It launches on Switch this week, glory of glories, and I've spent a few hours with the remastered PC version to remind myself of its achievements.

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Night and the City

Wed, 15 Nov 2017 11:33:00 +0000


Editor's note: This week sees the re-release of L.A. Noire on PS4, Xbox One and Switch, and to mark the occasion we thought we'd return to Chris Donlan's piece on playing through the game - still one of the very best things ever published on Eurogamer, he'll hate me for saying - which first went live back in 2012. Enjoy!

Today, I'm going to tell you about the time my grandfather shot a man in the ass.

The year was 1949. The place was downtown Los Angeles. The occasion was a robbery with violence. A small store, I think: a tailor's, or maybe a family-run grocery market? History has not recorded all of the details.

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StarCraft 2 Twitter account has a pop at Star Wars: Battlefront 2

Wed, 15 Nov 2017 10:38:00 +0000


While EA continues to fight Star Wars: Battlefront 2 fires ahead of launch this Friday, there are others who sniff an opportunity. In this case it's rival mega-publisher Activision Blizzard, whose StarCraft 2 Twitter account had a pop at Battlefront 2 overnight.

Pop number one: "Number of hours it takes to earn the full StarCraft II: Wings of Liberty Campaign: 0."

Pop number two: "Number of hours before you can play ANY Co-op Commander in StarCraft II: 0."

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