PC Powerplay - July 2016
Transcription
PC Powerplay - July 2016
RADEON RX 480 REVIEWED! GTX 1070 & 1080 ROUNDUP WE PUT THE NEW AMD CARD THROUGH ITS PACES THEY MAY NOT BE CHEAP BUT BOY ARE THEY POWERFUL THE BES OF E3 THE MOST EXCITING NEW PC GAMES PREVIEWED, FEATURING: > TITANFALL 2 DAWN OF WAR 3 > THE SURGE BATTLEFIELD 1 > SOUTH PARK & MORE! 9 771326 564019 53 ISSUE #253 $13.99 Ï NZ $15.90 INC GST YOUR GAMES DVD INSIDE! FURI HOLOLENS STAR CITIZEN EVE VALKYRIE THE SOLUS PROJECT THE TECHNOMANCER ELITE DANGEROUS VR MIRROR'S EDGE: CATALYST >PCPP #253 ON THE COVER THE BEST OF E3 p. 36 We head to E3 to find the best PC games on show 6 PC PowerPlay REVIEW MIRROR’S EDGE: CATALYST p. 56 Faith is back, for the first time, and she’s not happy CONTENTS FRONTEND 12 20 24 News Big Picture PCPP Interview: World of Warships OPINION 18 22 30 Far Canal JAM Generation XX FEATURES 28 32 36 46 48 A Collection Aside 10 to Watch The Best of E3 System Shock FFXIV: A Realm Reborn GAME REVIEWS 53 56 58 60 61 62 63 64 65 The Technomancer Mirror’s Edge: Catalyst Eve Valkyrie Elite Dangeouys VR Onechanbara Z2 Chaos The Solus Project Anima: Gate of Memories Furi Star Citizen Alpha 2.4.0 TECH 69 69 70 78 82 82 84 86 88 Tt esports Level 10M Advanced BenQ XR3501 monitor GTX 1070/1080 roundup AMD RX 480 Roccat Suora keyboard Ozone Blade keyboard Hotware Inventory How Things Work STATE OF PLAY 90 94 96 Thunkpiece: HoloLens Hagionaut The Last Word REGULARS 10 11 98 TECH Inbox My PC Next Month p. 69 GEFORCE 1070 & 1080 ROUNDUP TECH p. 70 Third party devs up the power p. 78 Is AMDs budget card all it’s cracked up to be? AMD RX 480 REVIEWED PC PowerPlay 7 Holding g the Fort In the space of a few weeks we had both Computex and E3, respectively the biggest hardware and gaming events of the year. It makes for a busy time, running around different booths and trying to interview people on crowded show floors. At least that is what my time at the events would have been had I gone. This year I had to hold down the fort at the PCPP bunker due to impending deadlines. Seeing both events from a distance made them no less exciting this year. On the tech front we have the new GPU war in which each side has chosen a different battlefield – Nvidia the high end and AMD the mainstream – and thus have already won, and on the games front we’ve finally seen more of VR and the potential it holds. I’m of the belief that VR won’t truly take hold until the PlayStation VR headset is released later this year. It’s not as powerful or capable as the more expensive PC headsets, but it’s cheaper and has little in the way of setup, making it a perfect way for VR to infiltrate the lounge room, giving developers more reason to support VR games in the future. Computex also showed a number of proof of concept of prototype backpack PCs designed specifically for untethered VR, and I think we can all agree that’s a pretty exciting concept. Then, of course, you have HoloLens. I personally haven’t had a chance to get some hands on time with the unit as yet, but David Hollingworth got a chance to play around with AR (Augmented Reality) and was blown away. I find AR far more exciting am idea than VR, but the fact that only one company is currently developing a mass market product looks to mean that any type of AR revolution is still some time off. Oh well – I can wait. I’ll give it to 2020. That’s when R. Talsorian Games and Mike Pondsmith promised me that AR mirrorshades would be the fashion item of choice for a maxxed out sarariman. We also have a free trial of Final Fantasy XIV: A Realm Reborn on the cover. You have two weeks to play and a level 35 cap. Have fun – it’s pretty great. EDITORIAL EDITOR Daniel Wilks dwilks@nextmedia.com.au GROUP ART DIRECTOR Malcolm Campbell mcampbell@nextmedia.com.au TECH EDITOR Bennett Ring bennettr@internode.on.net SPACE LORD Ben Mansill bmansill@nextmedia.com.au INTERN Lewis Vaughan WORK EXPERIENCE Angus Renton CONTRIBUTORS James Cottee, Alex Mann, Terrence Jarrad, Meghann O’Neill, Theo, Morte, Nathan Lawrence, Dan Staines, Dave Kozicki, Joab Gilroy, Katie Williams, Heidi Kemps, Patrick Stafford, Ashley McKinnon, John Robertson, Tavish Forrest ADVERTISING GROUP NATIONAL ADVERTISING MANAGER TECH & GAMING Cameron Ferris cferris@nextmedia.com.au (+16 2) 02 9901 6348 M: 0405 356 419 ACCOUNT MANAGER Sean Fletcher sfletcher@nextmedia.com.au (+16 2) 02 9901 6367 M: 0402 585 124 ADVERTISING TRAFFIC Alison Begg abegg@nextmedia.com.au 02 9901 6346 PRODUCTION MANAGER Alison Begg CIRCULATION DIRECTOR Carole Jones SUBSCRIPTIONS www.mymagazines.com.au TOLL FREE 1300 361 146 Locked Bag 3355, St Leonards NSW 1590 COVER DISC ENQUIRIES: Daniel Wilks Editor @drwilkenstein dwilks@nextmedia.com.au 02 9901 6100 Building A, Level 6 207 Pacific Highway St Leonards, NSW 2065 Locked Bag 5555, St Leonards, NSW 1590 CHIEF EXECUTIVE OFFICER David Gardiner COMMERCIAL DIRECTOR Bruce Duncan PC PowerPlay is published by nextmedia Pty Ltd ACN: 128 805 970, Building A, Level 6, 207 Pacific Highway, St Leonards NSW 2065 © 2011. All rights reserved. No part of this magazine may be reproduced, in whole or in part, without the prior permission of the publisher. Printed by Bluestar WEB Sydney, Distributed in Australia by Gordon & Gotch. ISSN 1326-5644. The publisher will not accept responsibility or any liability for the correctness of information or opinions expressed in the publication. All material submitted is at the owner’s risk and, while every care will be taken nextmedia does not accept liability for loss or damage. QUOTES OF THE MONTH 8 PC PowerPlay “We all have the space flu” “Please don’t require construction... DAMMIT!” “No more breakfast meetings. Ever.” Privacy Policy: We value the integrity of your personal information. If you provide personal information through your participation in any competitions, surveys or offers featured in this issue of PC PowerPlay, this will be used to provide the products or services that you have requested and to improve the content of our magazines. Your details may be provided to third parties who assist us in this purpose. In the event of organisations providing prizes or offers to our readers, we may pass your details on to them. From time to time, we may use the information you provide us to inform you of other products, services and events our company has to offer. We may also give your information to other organisations which may use it to inform you about their products, services and events, unless you tell us not to do so. You are welcome to access the information that we hold about you by getting in touch with our privacy officer, who can be contacted at nextmedia, Locked Bag 5555, St Leonards, NSW 1590 Inbox A visual representation of Wilks’ inbox > FEEDBACK #253 > Matthew Schmidt: You rated my *insert game title* too low! You are the wrong! *insert death threats* because how could you? With that in mind I really liked Wilks tail article the most. But another fine edition overall. MAKE YOURSELF HEARD! I HAVE ONE TOO LETTER OF THE MONTH WINS! Write in to PCPP with your rants, considered opinions, and endless run-on sentences of pure awesome. The address is letters@pcpowerplay. com.au. Each letter read by hand! This month out Letter of the Month winner scores themselves a copy of The Technomancer, thanks to the good people at Focus Home Interactive and Reboot! 10 PC PowerPlay To everyone at PCPP, Thanks for keeping this dearly needed Australian media running in both print and digital form! With the global print media industry in decline, I’m hoping your subscriber base and advertisers can keep you guys afloat longer than the inevitable big crunch of media ownership, as smaller shops have to sell up or close up, in the face of decimated advertiser revenue since clicks move to aggregator apps & sites like Facebook. Which brings me to the primary point, Daniel Wilks’ excellent article “Everybody Has One” on review scores, and the untenable position serious professional reviewers find themselves in, not only up against the usual fanboy/ girl invective, but also against professional lobbyists/advocates for publishers anticipating profit/ loss outcomes on aggregated reviews from sites such as Metacritic (and, dare I say, Steam’s reliance on it), with complex skewed weighting on various reviewer sites/magazine scores. Just as Mr Wilks points out, there is no way a scale of 1-10 can ever do justice to, let alone accurately or meaningfully depict any given reviewer’s assessment of every aspect and nuance of the game, and aggregation of all of those numbers become little more than meaningless out-of-context metrics yet taken as gospel by most prospective game buyers, who as Daniel points out, are often only seeking reviews which reinforce their own predispositions. Sure, I can attribute this partially to the plethora of content out there for buyers to wade through, but thanks to today’s TL; DR generation of readers, there is now an aggravatingly entitled attitude of “My time is too important to read what you took a great deal of time and effort to research, write, proof, subedit & publish, so can you sum it up in one sentence, or better yet, numerically?”. After working for a couple of decades of successive managers with that very attitude (because my work was technical but the managers were... managerial), I suppose I should have expected this outcome in the wider community, but surely not from PC enthusiasts who take pride in their technical savvy above that of the everyday console owner (not that there’s anything wrong with that). People need to learn that complex work cannot be ‘summed up’ without losing facebook.com/pcpoweplay www.pcpowerplay.com.au critical meaning & key details. <rant>Let’s all hope TL;DR readers never get jobs in quality control or as safety inspectors, I don’t want my life in their hands. </rant> Morte. Hi Morte, the greatest slightly sinister but jovial floating skull in gaming history. Thanks for inflating Wilks’ head. He’s seriously patting himself on the back for a job well done. Seriously though, the state of scoring and the impact it currently has is becoming (or has become if you want to be especially pessimistic) to gaming as a whole. Not only does this fracture between scoring and words create a divide between readers and writers as well as potentially jeopardise development jobs and salaries/ bonuses, it also leads to stagnation. When scores play such a role in the money end of games people are going to be more adverse to risk taking, sticking to what is known and widely accepted rather than trying new things. Is there a way to escape this spiral? We don’t know, but we’ll keep arguing until we’re blue in the face. 2 3 6 5 4 1 GREG, 31, WA FOUR MOST IMPRESSIVE FEATURES: 1. Sli 980m’s and i7-4800mq CPU 2. Streams to a 78” LED TV 3. It’ll whoop your desktop “probably” 14000+ in firestrike 4. The massive heatsinks I plastered onto the intel pc stick to stop it overheating LAST UPGRADE: The Sli 980m’s I installed last as they cost a bit DREAM UPGRADE: They Have just released the 990m “exact same specs as the desktop version of the gtx980” two of them would be nice but probably overkill WHY SO SPECIAL: Built it from a 2nd hand bare shell which is a very hard in a laptop. Heatsinks have to be modified and every thing is so fiddly. Build for a fraction of the price of This month’s MY PC brought to you by a pre built one and because of the higher quality clevo parts it’ll out perform a prebuilt Dell or MSI laptop. 1. The body says Alienware but the guts say heavily customised 2. Just one of the three screens used with this machine 3. We’ll never complain about fiddly PC builds again 4. Working around the heatpipes must have been a nightmare 5. The second screen is a little smaller than the 78” LED used for gaming 6. Not pictured: Multiple VR headsets hiding behing the laptop. We can safely say we feel more than a little jealous, especially considering that Greg has an OSVR headset in his collection GREG WINS! Thanks to the good people at Tt esports, Greg scores himself an excellent Poseidon Z RGB Mechanical keyboard. Enjoy! winner! WANT FREE STUFF? Send your MyPC entry today to mypc@pcpowerplay.com.au. Include the four most impressive elements of its hardware, your last upgrade, your dream upgrade, your favourite feature and what you think makes your PC special. Make sure to include your name, age and location. And last but not least, attach a 5MP or bigger image of your PC! No camera phone shots, and make sure it’s in focus! PC PowerPlay 11 PCPP Tech Bytes AMD ALSO ANNOUNCE NEW CPUS - BRISTOL RIDGE, STONEY RIDGE AND SUMMIT RIDGE MD have been busy, releasing their 7th generation APU platforms - Bristol Ridge for desktops and Stoney Ridge for laptops. These are continuations of the Excavator architecture that is designed to have a low TDP yet maintain high quality integrated graphics. The Bristol Ridge CPUs will use the existing FM2+ socket and is a drop in replacement for any existing FM2+ motherboard owners. Bristol Ridge also brings DDR4 support to AMD’s platform. There’s no benchmarks available yet, nor is there pricing. Expect to see products with these new ext few months. AMD also ing 8th generation APU s AMD’s next generation e, packs 8 cores, 16 tilises a new AM4 socket. ng this platform will provide in performance over its ocessors. We will find out nd Summit Ridge next year. A Expected Availability: End of July Expected Availability: Mid July Expected Availability: June 29, 2016 Under embargo until June 29 2016 at 9 a.m. EST. AMD RELEASE NEW RADEON GRAPHICS CARDS, THE RX 4 MD has released the Radeon on an all new GPU architectur RX 480 is AMD’s mid-range card, Nvidia’s new GTX1080 and GTX10 However, like its Nvidia competitio based on the latest 14nm FinFET process, bringing more performan smaller package, with less heat ou power consumption - only consum it is will be certified for use with th Rift, making it one of the cheapes provide a smooth VR experience. T processors, has a 256-bit memory , in stores early July for US$199. AMD also announced the RX 470 and EX 460 GPUs at this year’s E3, but didn’t reveal much about those cards beyond their names and the fact they’re single slot designs and that they’ll use even less power than the RX 480. A RAZER ENTER THE VR SCENE W THE HDK2 HEADSET ot wanting to get left in the cold when it comes to VR, Razer has shown off an implementation of an Open Source Virtual Reality based headset. OSVR is, like it says, an open-source proj standardise virtual reality specs that any manufacturer can adop and create hardware for. Razer’s HDK2 head mounted display features 1080x1200 resolution OLED displays per eye with 90fp support, a 100Hz IR camera for positional tracking and the abilit to adjust the focus on each eye individually. The HDK 2 will be available in July and sell for US$399. OSVR have also announced US$5m development fund that parties interested in developing V experiences with the OSVR SDK can apply for. OSVR and its part will also help support marketing and promotional efforts to assis developers achieving a return on their investment. N 12 PC PowerPlay Design Goals: Powerful Performance, Maximum Mobility 7TH GENERATION AMD A-SERIES APU PCPP Tech Bytes SAMSUNG RELEASE THE FASTEST CONSUMER SSD AVAILABLE amsung are about to release a 1TB NVMe M.2 SSD. The new range of SM961 SSDs from Samsung feature a redesigned controller that generates less heat and feature MLC V-NAND, the latest Samsung flash NAND innovation. The combination of the latest NAND and a new controller result in insane speeds over around 3.2 GB/s sequential reads and 450,000 IOPS for random reads, making the SM961 the fastest consumer SSD available - on paper at least. The SM961 range also comes in 128GB, 256GB and 512GB capacities. They’re designed for OEM use, so it’s unlikely you’ll find them in most computer stores, unlike the Samsung 950 Pro. Luckily for us, Australian store RamCity will be stocking these super-fast SSDs, with pricing on the 1TB model to be about $700 excluding delivery. S HP, ZOTAC, ALIENWARE AND MSI DEMONSTRATE BACKPACK COMPUTERS DESIGNED FOR VR ackpack computers are now a thing. Thanks to the popularity of VR headsets, Zotac, HP, Alienware and MSI have all decided to take the guts of their high end gaming laptops, chop off the screen and add strapping. This new form factor allows you to roam around in a VR fantasy land without tethering yourself to a computer on a desk. HP for example, have detailed the Omen X, which features a top of the line Intel i7 mobile CPU, DDR4 RAM and M.2 SSD, in a 4.5kg, thin plastic box. No detail on the GPU inside, but it’s likely to be whatever mobile GPU is king of the hill when the Omen X is eventually released sometime this year. MSI, Alienware and Zotac’s have similar specs and also lack a specific ETA. B MSI PARTER WITH EK TO RELEASE GTX 1080 AND 1070 FACTORY FITTED W SI are partnering up with EK Water Blocks t 1080 and 1070 graphics cards ready to be w from the factory. No stuffing around with orderin that don’t quite fit and then having to deal with removing the manufacturer’s stock air cooling apparatus. Just hook up your hoses and away you go. MSI’s GeForce GTX Sea Hawk EK X cards a nickel-plated electrolytic-copper water block tha covers both the GPU and the VRMs. There’s even cool looking dragon etched on the rear backplate Besides the addition of the watercooling block, th cards are also factory overclocked. How much the overclocked, we don’t know. We also don’t know be out or how much they’ll cost. But if you’re into and want the least stuffing around for your new or 1070, keep an eye out for MSI’s Sea Hawk EK M 14 PC PowerPlay PCPP Game News CHECK THE AMAZING Z GAMING MOUSE FROM NEW ZEALAND COMPANY, SWIFTPOINT Packed with motion sensors, the Z is more than your average ere at PC Power ourselves true c the mouse. We use t course, but mostly a mess of different ga that, to any PC game of the most importa up - after all, you’ll b very physical way ev for a session of Over So, with that in mind, listen to us when we say the Z mouse, just launched on Kickstarter, is a pretty amazing looking piece of kit. The Z - developed by New Zealand company Swiftpoint - does more than just track lateral movement. It not only has the usual mouse sensor, but also a gyroscope, force sensor, accelerometer, and even tactile feedback sensors. Combined in the one mouse, this means it can track mouse tilt pivots while on a flat surface, and even pitch, yaw, and roll while held in the air. The Z also boasts some innovative new button and switch placement. Two trigger H buttons are placed above and behind the two main mouse buttons, and these are designed to be used with a ‘straight finger’ motion, or even pulled - like a trigger. The two main buttons also have smaller inset ‘fingertip’ buttons, and the main buttons can also measure the force of your mouse click. In combination, there are 50 different button combos, making the mouse supremely versatile. 50 fingertip click actions in 10 seconds! In game the tilt function can be used, for MORPHIES LAW – FPS BODYSNATCHING MAYHEM Taking ass and kicking everyone. orphies Law is a 3D FPS where nobody dies. That put you off, didn’t it? Well, instead of dying, you get a bigger body. When you shoot someone, their body mass is transferred to you, making your body bigger. If you shoot their arms, yours get larger. Want to jump higher? Take shots at their legs. Even little things, like shooting their feet and getting bigger feet of your own, makes it possible to kick players outside map boundaries! Your team has an “Avatar”, which shows the total combined mass of the team’s players, and at the end of a match, the team with the biggest Avatar wins. This looks to be really interesting and holds a lot of promise in its design. The self-balancing aspect, for example. The better a player does, the bigger he gets, making him easier to shoot, while smaller players can hide in gaps inaccessible to anyone else. The physics engine is incredibly advanced, with different body masses reacting differently to hits, and well-placed shots able to toss players great distances. Yes, there will be trolls, as shooting your teammates to get larger is a thing, but as a whole, the game could be one of 2016s smash hit indies. It’s coming soon to Steam Greenlight, so keep an eye out for it. M 16 PC PowerPlay instance, to lean in a first person shooter, or you could use the in-air controls to fly aircraft without having to switch between mouse and a joystick - perfect for Battlefield-style games. The Z mouse is up on Kickstarter now, and Swiftpoint is looking for $140,000, and has already made over $56,000. The lowest pledge is $139, but that gets you the mouse, a mouse mat, cord management cube (it’s cool, trust us), and additional buttons and feet to customise the mouse just for you. We’ll be keeping a close eye on this one, and will hopefully get a review model shortly. OPINION / FAR CANAL Don’t buy a new monitor ...just yet... A s tempting as it is to splurge on one of the many sexy new gaming monitors released in the last few months – don’t. Better things are coming, very much better, and very soon. By the end of the year we’ll start seeing screens that support the newest Display Port 1.3 standard, and that’s what you want to hold out for. Lately we’ve seen ultra-wide screens, curved screens, FreeSync and G-Sync, along with the rise of Adaptive Sync. IPS LCDs are getting cheaper and OEMs are doing amazing things with previously inferior TN panels. All good things, for sure, but you would be well advised to wait for DP 1.3 – and while you do wait, over the coming months, we’ll also see resolutions improve for ultra wides, because the current best of 1440 is just barely enough. The great many ultra-wides running 1080 vertical res are, IMHO, totally useless. Try using the Windows desktop or a desktop app at that limiting vertical resolution while the horizontal landscape is so disproportionately wide and you quickly yearn for greater vertical space. These things will improve, though, and I expect the arrival sometime in Q4 of DP 1.3 at the same time as new LCD panels with more interesting and useful resolutions and aspect ratios. But it’s a wee cable that will have the biggest impact. Like the evolution of HDMI, each iteration of DP allows greater bandwidth than before, so for PC monitors the gains will be seen in higher refresh rates at higher resolutions. It’s all about smashing the 60Hz barrier that the current DP 1.2 standard limits us to (along with DVI, which, while being phased out in favour of DP has the same 18 PC PowerPlay basic problem). As you can see from the illustration on this page, DP 1.3 absolutely destroys the 60Hz (and thus, FPS) limitation. If you’re wondering what the ‘HDR’ is on the illustration, that’s the next, next big thing. High Dynamic Range is a new agreed-upon industry standard, and while there have been many products (cameras and TVs, mostly) that have boasted ad hoc HDR functionality in the past, this new HDR It’s all about smashing the 60Hz barrier that the current DP 1.2 standard limits us to BEN MANSILL thinks it’s real is a fully ratified industry standard. In short HDR delivers greater contrast and colour accuracy, which means richer colours and scenes, and bright whites than can sit next to deep blacks at nearperfect contrast. And again, that’s why DP 1.3 is so important. As you can see from the numbers, HDR imposes a fairly significant hit on performance – or more specifically – it soaks up more of the available bandwidth, so we need as much of that as possible. THE VR FACTOR But by then you may not even need or want a fancy new monitor, because VR. Facing the prospect of spending a grand, or a grand and a half on a new screen, versus the same money on a new VR headset is going to be a troubling decision many hardcore gamers will face. It will boil down to the sort of games you like to play. Obviously 2D games and many if not all FPS shooters will work best on a monitor, but sims are just paradise in VR. As you may have noticed via this page, I play a lot of War Thunder. Last week I got a long term loan of an Oculus and played my favourite game in it, for the first time. It was by far the greatest gaming experience of my life. My expectations were optimistic but it was so much better than I ever dreamt possible. Thanks to superscaling the resolution to 4k, all the cockpit gauges are totally readable and the terrain detail and draw distance is mind blowing. I’m there in the cockpit. Flying. Actually doing it. Feeling the speed, the vertigo, the panic as I crash and the mind blowing exhilaration of engaging in a turning dogfight with other planes. 4K VR I had a very interesting chat with an OEM while at Computex, who told me to expect an explosion of new high res VR HMDs from Chinese brands, and by the end of this year. That’s the next big leap for VR, and I’m so ready. the big picture 20 PC PowerPlay Injustice 2 DEVELOPER NETHERREALM PUBLISHER WARNER BROS INTERACTIVE DUE 2017 www.injustice.com OK, so Injustice 2 hasn’t been announced on PC as yet - it was announced as an Xbox One and PS4 exclusive, but considering the success of Injustice on the PC, we think it’s only a matter of time that the sequel to one of the best fighting games in years is released on our platform of choice. PC PowerPlay 21 OPINION / JAM The White Death Overwatch and Battleborn have shown that there’s a right way and a wrong way to launch an online shooter. Can you guess which is which? I f you don’t learn from history, you’re doomed to re-heat it. This is the only conclusion we can draw from the greatest tragedy to hit the gaming scene this year. In recent months Blizzard, a company with no real background in first-person shooters, launched Overwatch to widespread acclaim and fantastic commercial success. Meanwhile Gearbox, a company with a long and storied history of launching bold new FPS IPs, released Battleborn – and it has sunk without a trace. As of this writing, SteamCharts.com is reporting that Battleborn is struggling to get a peak of 1,000 concurrent players a day, and is only the 261st most popular game on Steam. It’s beaten easily by Tom Clancy’s The Division (49th most popular, 6,598 peak players per day), Dirty Bomb (#79, 3,587 peak players per day), and APB Reloaded (#135, 1,788 peak players per day). It’s even eclipsed by the original Borderlands (#236, 1,074 peak players/day). Battleborn looks cheap, but it was not cheap to make – it reportedly cost more than Borderlands 1 and 2 put together. While punters and pundits alike are concerned for the livelihoods of the hardworking Gearbox staff, it is nevertheless baffling that they could get the look of their new game so very, very wrong. Team Fortress 2 set the standard for accessible online FPS design way back in 2007. All the TF2 characters have distinct silhouettes that can be parsed swiftly from any angle. A ruthlessly iterative design process ensured they all wore iconic costumes and possessed likeable personalities, to the delight of CosPlayers worldwide. Blizzard followed the same playbook when crafting the 22 PC PowerPlay Overwatch troupe, and for tumblr memesters it was love at first sight. In comparison the Battleborn roster is a mess. A large soldier with a tiny head, some sort of mushroom man, a steampunk robo-gentlemen, and a host of forgettables. I recently spoke with a game store manager who despaired at the stockpile of promotional figurines head office had lumped him with. And speaking of marketing, Gearbox couldn’t even learn from their own history. Anthony Burch’s writing and characterisation in Borderlands 2 attracted controversy – and free publicity – like a lightning rod. But no-one cared enough about Battleborn to hate it, let more than a few war nerds would jump at the chance to play as Simo Häyhä JAMES COTTEE has a confirmed kill count in the quintuple digits alone like it. Meanwhile, the ButtGate brouhaha over Tracer’s taunt tukhus guaranteed that every gamer in the world knew of Overwatch. Cliffy B. knows the score. As predicted in these pages he’s been laying the foundations for the launch of LawBreakers in recent months by stating strong opinions on controversial topics. He’s criticised the private ownership of motor cars and firearms, and declared that all the public toilets in the future world of his new shooter are officially genderneutral bathrooms. His foresight and groundwork are bound to pay off. Likewise, every skerrick of controversy surrounding Battlefield 1 can only work in EA’s favour, no matter how misguided the complaint. For in our content farm economy of unlimited distractions, the only thing worse than being talked about is not being talked about. More importantly, Battlefield 1 has pushed the outside of the envelope encompassing the variety of shooter genres we can look forward to in the future. It wasn’t that long ago that most folks simply assumed that Tolkien’s The Lord of the Rings books were unfilmable – then Peter Jackson jolly well went ahead and filmed them. Likewise, Sam Raimi’s Spider-Man opened the floodgates for a new wave of super-hero cinema. Should DICE’s WWI shooter prove a hit, then publishers will gain new licence to explore theatres and conflicts sorely neglected by our cherished hobby. For my money, it’s high time someone made a game about the Winter War. The Soviet Union’s disastrous 1939 invasion of Finland saw astonishing feats of heroism on both sides as the tiny free Scandinavian state fought Stalin’s legions to a standstill. It’s one of the few wars in history where the body counts you can rack up in a video game actually happened – I’d wager that more than a few war nerds would jump at the chance to play as Simo Häyhä, the Finnish soldier with an astonishing 505 confirmed sniper kills. It’s a wonder there aren’t more bigbudget sniper games on the market. The Sniper: Ghost Warrior and Sniper Elite games are quite successful; new instalments of both franchises are due to drop in Q1 next year. Though if they do make, say, ‘Tom Clancy’s Winter War’, let us hope they don’t forget to market it properly. What a tragedy it would be if they held a war, and nobody came... INTERVIEW RULE THE WAVES We recently caught up with World of Warships global publishing producer ARTUR PLOCIENNIK to discuss his experiences updating World of Warships post launch, and the squalls his team are braving to bring us the long-awaited Royal Navy update... S ince its launch last year, World of Warships has delighted gamers worldwide with its deft blend of of meticulous historical detail and gripping arcade combat. The game already includes a raft of legendary American, Japanese, German, and Russians vessels, yet the omission of a British tech tree has grown more glaring by the day. So when the long, long awaited Royal Navy update was confirmed for a late 2016 release, we sought out the WoWS global Publishing producer Artur Plociennik for the inside scoop. As every nation in the game has its own trademark strengths and weaknesses, the first and most obvious question was what distinct national character, or ‘flavour’ we can expect from the Royal Navy boats. “This is tricky to answer at this time, because this flavour is likely to be different for each class of Royal Navy ships, while we’re only focusing on delivering a cruiser line for now. We’re thinking of giving those ships the ability to launch single torpedoes from their multi-tube launchers, which according to our research is something that only the Brits really employed as a combat tactic. However, we’ll have to see if it remains a viable concept within the gameplay of the game.” “The incoming cruiser line will be fully composed of light cruisers with low calibre main armaments, a good amount of torpedoes, as well as decent AA capabilities.” While the technical details of these ships are known to Wargaming, Artur stated point blank that his team ultimately cannot know how they will disrupt the established meta. “I feel that this sort of question can never be answered by developers. We generally have an estimate of how any new content will behave in the meta, but that is always, ALWAYS, verified by the community and the way they choose to play it. We believe that single-launch torpedo tubes can be an interesting gameplay mechanic, but how it 24 PC PowerPlay actually impacts the meta will be defined by how players incorporate it in their tactics. It might totally disrupt the meta and make all other cruisers obsolete (we don’t think so) or it might prove to be less than useful.” When researching the RN ships Artur’s team had access to a treasure trove of historical data from the Greenwich National Maritime Archive. Yet they soon found that some of the blueprints totally contradicted the historical photos of the ships. “Moreover, they contradict themselves, as the measurements on them don’t match with the plan itself (which is strange and funny). Those plans make our life a little bit harder. “But there are positive surprises as the Queen Elizabeth, and King George V-class battleships will be there; HMS Belfast will make an appearance as well well, as one blueprint contains all the modernisations of a hull on it, painted in different colours. So, unlike other nations we have been working on, where every modernisation has its own new blueprint, we have one “super-blueprint,” and we can draw all necessary information from it!” While he wasn’t at liberty to reveal the new tech tree in detail, Artur could confirm that several legendary ships are destined to make it into the game. “The most iconic classes will surely be represented, like the Queen Elizabeth, and King George V-class battleships will be there; HMS Belfast will make an appearance as well.” Artur anticipates that some are already destined to become fan-favourites. “British WHO ARTUR PLOCIENNIK WHERE WARGAMING SAINT PETERSBURG WHY WORLD OF WARSHIPS ROYAL NAVY UPDATE battleships are sure to be highly anticipated, as is HMS Belfast—any ships that have left a mark either in history or popular culture are usually popular. Other than that there will also be a few favourites chosen purely due to their gameplay characteristics, though it’s difficult to say which those will be right now. We’d rather wait until the first internal tests to make any predictions on that.” Like in World of Tanks, World of Warships organises its vessels into ten distinct tiers. While this system works well enough for game balance, it doesn’t always gel perfectly with historical fact. “Usually, the difficulties come from having too few designs to choose from. With the Royal Navy this is obviously not the case, since they have a very interesting shipbuilding history. The main problem was to choose designs that offered the characteristics which formed a natural progression of fighting abilities as you progressed up the line, while still keeping the most well-known and distinguished ship classes in the first release branch.” But were there any famous ships that they just couldn’t include because of said format? “Not too many, though there is one that we are unsure of right now, due to the dilemma described above: HMS Cavalier. We’ll see if and how we can fit it into the gameplay environment in the future, when we take a closer look at the British Destroyer tree.” That’s a dilemma for 2017 and beyond, though. “As mentioned above, we’ll be starting with British Cruisers. This is both due to technical reasons with researching ships and development workload, and because cruisers are the most popular class in the game.” Players have been particularly excited about captaining the RN’s aircraft carriers. Though the question naturally arises as to which will be recreations of historical vessels and which will be ‘paper ships’ – boats that never left the drawing board, but that are sometimes implemented in-game to fill out the tech tree. “At this time the answer is yes. We will have a paper ship at tier 10, while the other ships will be historical ones, but this might still change in the long time until that carrier branch can be released.” Earlier this year Wargaming funded the full restoration of an ultra-rare Australian Made tank, which was also launched as a premium tank in World of Tanks. Thus we were curious as to whether any Aussie warships could show up as premiums on the new British tech tree. “Yes, there’s one premium ship that served in HMAS planned for release later this year, though as you will know, due to the reality of those times, such ships will be of British origin.” Artur did not elaborate, but a possible contender could be the HMAS Sydney, a Town class cruiser legendary for her service in the Battle of Cocos in 1914 where she defeated the German cruiser Emden. We turned to the subject of Artur’s experience updating the game post-launch, and he professed that he could easily say enough on this topic to fill an entire separate article. “Mostly we’ve been able to see our concepts proved or disproved by a live audience—some things we now know to work, some we found to be in need of improvement. However, the harsh truth is that it’s much harder to operate on a live patient, just because all the different audience groups react differently to any single change we make. It’s hard to please everyone, be seen as reacting to community feedback, and reach our own development goals. Our struggle to reach this goal continues.” So what has surprised him about the way the community has reacted to WoWS? “Mostly how violent their mood swings are! But they’re a passionate bunch of players for sure.” This observation can be verified by a casual browse of the sub-Reddit and the official forums, where players argue endlessly over which ships and classes are under or over-powered, and dispute myriad issues of game balance. So which fan feedback has he been able to take on board and use to refine the game? “There’s been too much to list, though it’s worth pointing out that where balance is concerned, we are extremely careful not to take player opinions at face value. There are just too many comments from guys who just had a bad day in their favourite ship. We will always filter those opinions through the performance statistics we gather from battles. However, there have been many, many instances where we’ve taken on board player feedback regarding inaccuracies in our ship models or other such details and we are always happy to incorporate them whenever we can.” The end user experience in World of Warships has improved tremendously since launch. The graphics engine has already had a major overhaul that added weather effects, the UI has been upgraded to display detection and weapon ranges on the mini-map, and load times cut in half. Yet Arturs’ team is far from finished, and they’re currently working hard on another two major upgrades. “The first is major improvements to our UI technology to both increase performance and expand the possibilities for UI customisation even more; another one is render refactoring which will allow us to implement new cool stuff into the visual part of the game client. It’s a long way off and we’re not yet at the very end of it, but we can already see the finish line!” For news and updates, visit worldofwarships.asia. JAMES COTTEE PC PowerPlay 25 10 to Watch Z. YEAR ONE DEVELOPER DOWNLOAD VIRAL PUBLISHER DOWNLOAD VIRAL/RNG STUDIOS DUE JULY 2016 store.steampowered.com/app/430930 QA zombie card game. No joke. A wonderful live-action trailer, but so little gameplay. The screenshots are promising, as is the premise, a turn based, zombies vs. survivors card game. Play alone, against others, or co-op. Environmental features can help increase your chances of survival. The animations are reported to be like Gears of War; bloody, brutal, and satisfying. Can it hold up to the hype? We think it can. ESCAPE FROM TARKOV DEVELOPER BATTLESTATE GAMES PUBLISHER BATTLESTATE GAMES DUE ALPHA IN SEPTEMBER 2016 www.escapefromtarkov.com QEscape from Tarkov is a Singleplayer/MMO FPS, a bit like The Division, where two opposing PMC corporations fight for control of the titular Tarkov. It features some impressive weapon modding where, if you can find it, you can slap it on your gun, and if it’s on your gun, you can strip it bare. The game features an interesting DayZ-like permanence as well; find your gun and it’s yours, die and it’s owned by whomever finds your body. No zombies though. Just Ruskies. WINTER NOVEL DEVELOPER DEXP PUBLISHER DEXP DUE LATE JULY 2016 store.steampowered.com/app/485350/ QWhen the monotony of being a banker is explored, the first thing to do is make a love story. Then a game. This visual novel features a pair of accountants who are forced to work together on a project that may change their lives. Made with the ASCII art style, the 8-bit visuals could detract from the story, or increase immersion. Though, expect it to be short, it’s hoping to be less than one megabyte to download! 26 PC PowerPlay ORIENTAL EMPIRES DEVELOPER SHINING PIXEL STUDIOS PUBLISHER ICEBERG INTERACTIVE DUE Q3 2016 store.steampowered.com/app/357310 QOriental Empires is basically Civilisation: China Only. The same strategy applies; build army, grow empire, create cities, end turn. The difference is this will lead us through the story of ancient China, seeing empires rise and fall as you struggle to lead yours into the limelight. Purportedly, each individual character will have variations in clothing and facial features, so Shining Pixel will have a lot on their hands for when we ravage cities with our million-man armies. THROUGH THE WOODS DEVELOPER ANTAGONIST PUBLISHER ANTAGONIST DUE Q3 2016 www.antagonist.no/throughthewoods QImagine a quaint Norwegian town with a wood outside. Those woods are filled with creatures of Norse mythology. Thor kidnapping your child would be a godsend. Join the tale of a mother who has to dive into a forest filled with Norse beasts to find her missing child. Developer Antagonist had GDC and PAX Prime around their finger with the demo, so they are on the right track, but will it stay scary for long enough to remain satisfying? KABOUNCE DEVELOPER TIVARU PUBLISHER TIVARU DUE Q4 2016 store.steampowered.com/app/431930 QKabounce is a third-person multiplayer pinball game. That was going well until pinball came in. The game looks like one big rave, strobe and neon lights ravishing the arenas, as you run into walls to earn your points. 5v5 multiplayer or bots send you on your way through various modes and leaderboards. No gameplay has been shown as yet, but there is no doubt it’ll come with a seizure warning. How much content can you put into pinball? We’ll find out. PC PowerPlay 27 THE OTHER 99 DEVELOPER BURNING ARROW PUBLISHER DECK13 DUE 2016 store.steampowered.com/app/415010 QThe Other 99 is fairly basic. You wake up somewhere unusual, with an ominous note. The note reads “The only way off the island is through the other 99.” Assuming you’re number 100, that wouldn’t be too bad if you had a gun. But you don’t, so you have to go through an island, crafting and scavenging to survive. Even if you get through the other 99, will you be the same? Our advice: kill them quick. SISTER LOCATION DEVELOPER SCOTT CAWTHORN PUBLISHER SCOTT CAWTHORN DUE UNKNOWN www.scottgames.com QScott Cawthorn. The only man who has kept the same characters through a series and kept them scary. All we’ve seen are a couple of teasers, but they’re genuinely terrifying. A “sequel” to the Five Nights series, the teasers show upgraded animatronics and a whole new location positively packed with chairs in need of a browning. Some rumours say that there will be open world elements where the animatronics cause problems, like jamming doors, and you have to get up and fix them. IN CASE OF EMERGENCY, RELEASE RAPTOR DEVELOPER ARCEN GAMES, LLC PUBLISHER ARCEN GAMES, LLC DUE 6 JULY arcengames.com/in-case-of-emergency-release-raptor QWhen dinosaurs ruled the Earth, there was little threat to them, but when one is reawakened in the future, it must learn to survive again. Your objective is simple, escape the dystopian city to get to the wild, while tail-whipping any robot that stands in your way. The E3 Trailer showed explosions, destruction, and all around dinosaur mayhem. With lots of modes and daily leaderboards, completionists should fall in love with its quick, but tricky, gameplay. 28 PC PowerPlay WORLDS ADRIFT DEVELOPER BOSSA STUDIOS PUBLISHER BOSSA STUDIOS DUE 2016 www.worldsadrift.com QWorlds Adrift is an open world MMO from Bossa Studios, creators of I Am Bread and Surgeon Simulator. Feeling like they’re out of their comfort zone? Well, the entire game is physics based, and you fly giant space boats. Float around big islands and find the tale of the civilisation that came before, whilst competing with others for the minerals that will keep your ship afloat. Powering the MMO is SpatialOS, allowing real time physics for the thousands of concurrent players. PC PowerPlay 29 OPINION / GENXX Soundscapes and Counterpoint. Designers who are also composers approach sound implementation in inspiring ways. I t’s so good to find that place where all the things you most love about artistic mediums converge; interactivity, meditativeness, interesting sound and challenging gameplay. Soft Body scratches all of my itches and, as well as recommending this as a game you might like, it’s also the perfect pedagogical example for the Interactive Media class I teach to tertiary students. So many games have linear music and sound, when the potential exists for so much more. You’re a splodge, on one stick, and a ghost splodge on the other. Everything you touch, and most things in the game, react to your presence by providing your ears with dissonance, retro-reminiscent bloops, rubbery squeaking and/or floaty electronica. One of my students described it as “engaging, but spiritual.” I asked sole designer Zeke Virant for an interview and he provided both insightful design notes and rather lovely prose. When asked what he wanted to evoke in the player, and I’ll paraphrase, Virant says, “That kind of lucid and reflective dream-like feeling where you imagine a beautiful future. In short, it’s being able to have a wonderful conversation with yourself. It’s being alone and loving it. It’s making a memory out of doing nothing. You don’t have to go to the Grand Canyon or get in a terrible carwreck. You just stare out the window and think, seemingly forever.” It’s certainly meditative, without being easy. To mention gameplay first, you have to address puzzle elements like painting walls and moving balls along rails, while avoiding both aimless hazards and you-seeking missiles. Sometimes, levels have several layers 30 PC PowerPlay to master before you can progress. You can die, but your ghost can’t, if it’s detached. Virant cites his influences as Brother: A Tale of Two Sons, Space Invaders Infinity Gene, VVVVVV, Quake 2 and The Splits by Ilya Zarembsky. On Strikers 1945 II, another influence, he says, “I generally dislike top-down, twin-stick shooters with slow, floaty propulsion physics. This was the first shooter I played with tight, immediately responsive, controls and fast movement.” I found that I could feel my way around levels organically, even when using both sticks. I also started relying on musical cues to signal danger. If I heard a diamond fire a missile, I knew to focus on left stick. It’s being alone and loving it. It’s making a memory out of doing nothing MEGHANN O’NEILL, can play recorder duets with both in her mouth and one hand on each. It’s not pretty. Indeed, the musical experience is inseparable from play. Virant says, “Music is a wonderful reference when prototyping a game’s mechanics and animations. I am always suggesting that game designers put music in, before they solidify gameplay. The background music you hear in the title menu of Soft Body played a key role in defining the game’s feel and art style. It provided an ideal to work towards and a strong but non-conscious constraint when tuning the game’s speed and movement.” Essentially, you’re hearing sparse, electronic soundscapes in the background and the other, complex pitch elements, reactive to player input, form unusual consonant and dissonant content. They loosely sound like chaotic melodies and countermelodies. On my favourite sound in the game, Virant says, “What you hear when you push the ball around on the Spitter/ Spawner enemy is a single sound effect being played every 3 frames, then being sped-up or slowed-down and layered on-top of itself 10 or 20 times.” Soft Body is a must play for musicians and lovers of sound. Oddly, it may also be the kind of experience that would appeal to a bullet hell audience. I don’t play them much, but I got the same sensation of splitting my attention into two, when trying to run, point and shoot at the same time. The action unfolds at a similar pace, except that you can often find a place to rest and plan your next move when things are overwhelming, behind a wall or out of range. In fact, slowing down to think saved me many times. I also loved the subtle sense of nostalgia created by occasional nods to chiptune sounds, colour and geometric design. It reminded me of the first game I ever played; a black and white, sidescrolling space shooter. On the other hand, it’s definitely a modern game; innovative, subversive and artistic. In most aspects, it contradicts itself while maintaining a coherent whole. There’s something about that dichotomy that kept me playing for hours. In conclusion, Virant says, “I really wanted the game to be aurally unique. It was important to make intelligent, elegant design choices that, to quote the Oxford History of Western Music, ‘asserted music’s full equality among the arts as a bearer of meaning, a necessary precondition to its sovereignty.’ I think I’ll continue chasing that goal for as long as I continue to compose music and create games.” A Collection As If that cool girl jumped off a cliff, would you jump, too? MEGHANN O’NEILL is pretty sure that she wouldn’t, at least nowadays. The games this month have somehow coalesced into a collection about social/peer pressure. There are the endless knights willing to die for a questionable cause, the girl who eschews interaction and a group of teens who sure like their party games. And there’s a squad-based shooter where you’re really just in it for the money, not the friends. LIFE GOES ON: DONE TO DEATH DEVELOPER INFINITE MONKEYS ENTERTAINMENT PRICE $13 www.lifegoesongame.com Q Remember the classic PC game, Lemmings? It could get pretty dark. Sometimes by mistake, sometimes by design, your little people would be sent to their demise in an unstoppable, but relatively cheerful, procession. Was squishing, incinerating and causing them go splat always necessary? I can’t remember if it sometimes was or if I was just too young to play optimally. Life Goes On: Done to Death is a macabre Lemmings for a modern generation, where dying is more than required, it underpins design. It’s amazing how quickly my platformerplayer mindset went from, “must avoid all danger,” to, “must die precisely left a bit.” Deliberate impalement felt wrong for probably only two levels. Furthermore, if you’re not great at platformers, like me, you can kill a bunch of yourself on spikes to make a larger corpse RELEASED platform to jump on. Hooray! Although each level has a death par immortality. There isn’t a lot more and time limit that you are supposed story, but that’s because designers to aspire to, you can progress by simply spent their writing budget on crafting making it to a chalice. pompous names for you to enjoy for about 3 The entire game is utterly incongruous, seconds each. but in a way that works. You can perhaps No, seriously. Chevaleresse Roxanne Solo imagine a knight risking her life to slay a of Grimsby was the corpse I climbed on, hostile dragon, but would she really jump to reach the next platform. Brother Cedric into a circular saw just so her corpse will Schaffer was the corpse I used to clamber up weight a trigger that turns off fire for the a spiky wall. The Tart Jimbo I froze into an next contender? This relies on the ironic ice cube, pushed up rails to get momentum idea that the realm’s king is afraid of and rode on top of, over a fire spout and death and one of these cups is sure to hold across a chasm. I fed The Terrible Princess Julie Gates of the Future to Jeff, who is a hungry creature providing an additional goal for each level. Their monikers made their violent ends all the more personal. Many of the puzzles are quite tricky to solve, and you’ll need to experiment, think and make use of the strategies that you’ve learned earlier. I don’t 32 PC PowerPlay want to spoil one particularly poignant moment of revelation, but noticing that you can subvert the usual usage of a standard platformer feature, in order to work your way around death, is pretty great. With 68 progressively more complex levels, sometimes involving time pressure, and being shot from cannons, achievements for squandering thousands of lives seem appropriate. This game reminds me of a staff meeting I attended when I was a high school teacher, shortly after the school had erected a spiky fence around the oval. Many students found going the long way around inconvenient. One teacher asked, “What should the punishment be for students scaling the fence?” Another replied, “Impalement.” That’s all well and good, but they didn’t consider that a second student could subsequently escape by using the first’s corpse. This game may have changed the way I think about death, in worrisome ways. Be warned. TASTEE: LETHAL TACTICS DEVELOPER SKYBOX LABS PRICE $15 tasteegame.com Q Wouldn’t say I’m a massive player of shooters, but I do love turn based strategy games. As such, TASTEE: Lethal Tactics couches unfamiliar RELEASED mechanics into a genre where I can comfortably appreciate them. For example, do you know how exciting it is to explore line of sight options when you are holding a gun and then find a perfect shot? And that you can hide around walls from other people when they are holding guns? Yes? Well, good for you. I have discovered a new, and very deep, love of ranged weaponry. And snipers. This squad-based duelling game relies on more than just angles and making sure you are facing in a good direction, though. It’s both very deep and quite easy to play, which strikes me as an unusual combination. Simply, the game is reactive to a range of possible conditions and everything makes complete sense. If you’re facing forward, running backward will require more of one criticism, it’s that most levels don’t your movement allocation. If the enemy is require you to escape. Reaching a target half behind cover, you will take longer to aim. a second before being shot, but winning, Be aware that turns are planned feels cheesy. simultaneously and not actually taken in There are twelve characters to choose turn. When playing one of thirty single player from, roughly divided into gunmen, snipers, missions, the AI sometimes holds its ground shotgunners and bombers. Each have and you can accurately preview its demise. different sight ranges, movement speeds, But only sometimes. In fact, given how often rates of fire, and such, as well as a special I failed levels, I can conclusively say that the ability, like tracking, scouting and “big AI will move differently on each attempt. You explosions.” Play will combine use of area of can also view a full playback after the match effect abilities, hiding, seeking and being well so you can see where the enemy was actually placed to shoot first. I found that character hiding and how your bad guess led to a bullet choice was tied to level design, which is seemingly out of nowhere. diverse and incredibly carefully done. The Multiplayer matches feel more mobile, train-yards completely stumped me. partly because they are limited to 15 turns, Aesthetically, it initially feels blokey. as a maximum setting, and although You’re working for a fast food joint that characters are unlocked incrementally in is clearly a front for organised crime the campaign, they are all available. MP is and levels are peppered with Utes and incredibly tense, quite possibly because the forklifts. Interestingly, though, there are only current mode is elimination. In the SP some powerful women to take along, as campaign, your goal may be to explode a well as people from a range of cultural truck or capture drug packages. If I have backgrounds. Loading screen tips feature female pronouns. The overall impression is one of thoughtfulness and polish, with detailed art and engaging frontiersy music. With the ability to plan turns, view previews based on forecasted enemy position and depth of systems, TASTEE: Lethal Tactics is a compelling challenge. For me, the difference between winning and losing often relied on precisely where the squad was looking and how this affected their other statistics. It’s an aspect of games I’ve never had much reason to reflect on, but I found myself chasing every possible advantage. I’m possibly also awesome at shooters now, too. Possibly. PC PowerPlay 33 THE AVERAGE EVERYDAY ADVENTURES OF SAMANTHA BROWNE DEVELOPER LEMONSUCKER GAMES PRICE FREE choosetheoatmeal.com Q My fondest hope for these indie pages is to find special games and connect them with the people who might uniquely value them. As such, I’ve been spending time ruminating on “empathy games.” Is the genre label even appropriate? Why are they often free? Should they be free? Who are they for? Why do people make them? Where do they fit into the wider context of games? What RELEASED specific expectations do players have? Is there a way to better understand them? As usual, I’m raising questions, but don’t have a lot of answers. Part of the difficulty is that these experiences can be very different to one another, both in implementation and reception. That Dragon, Cancer was made as a way to heal after the death of a child. The fact it cost money upset a lot of people. Of course, Depression Quest was free and that also upset people. Beyond Eyes is $15, but the criticism I’ve seen focuses on game mechanics, not the price. Dys4ia is a wellknown and much cited “empathy game” in academic spheres but its creator, in her own words (on a blog post) “hates” it. To me, a discussion of what this kind of game “should” be, and whether it costs money and such, feels inappropriate. These aspects are uniquely tied to the personal circumstances of any given To me, it’s an exploration of failure. designer who is willing to share their Distressingly, Samantha feels everything life experience. I think that a better way is over where I clearly saw options or to approach this is to ask people why solutions, and it is this dissonance that I, they might want to play it. Also, I can’t personally, found very moving. One time, imagine why anyone would want to play I can’t even remember why the game an “empathy game” if they thought they ended. I dropped a spoon or something. couldn’t respect the designer’s experience A girl came by and asked Samantha if she and approach. As such, compelling people were OK. She said she wasn’t and that was to play also seems wrong. the end of the game. I wanted to know And so, I played The Average Everyday what happened next, because it may have Adventures of Samantha Browne this challenged Samantha’s worldview. I very month. It’s free and about 15 minutes long. much wanted the other girl to provide It explores one girl’s journey to the college useful, friendly assistance. dorm’s kitchen to make packet oatmeal. Sounds easy? Nope. Cue: social anxiety. The corridor wobbles with every step, people whisper incoherently behind their hands and you worry a lot. Remember in Leisure Suit Larry where you forgot to use a condom and then died an hour later? There’s no sex in this game, but you can sure punish yourself as harshly for forgetting a simple thing. It explores one girl’s journey to the college dorm’s kitchen to make packet oatmeal 34 PC PowerPlay The game hinges on the idea that the only path to success is within the confines of social anxiety and Samantha’s narrow thinking. You can succeed, but not without significant stress, as supported by evocative audio and music. My experience resulted in being reminded that asking for help rarely ends badly, in real life, and that it’s OK to be kind to yourself. I imagine yours will be different, whether it’s related to your own life, or learning from someone else’s. Samantha’s dorm is a place you are invited to visit, even if walking in her shoes can feel unsteady. OXENFREE DEVELOPER NIGHT SCHOOL STUDIO PRICE $20 nightschoolstudio.com Q When I was a teenager, I taught myself to smoke to impress a guy. Did it work? No, of course it didn’t work. He barely knew I existed. It did leave me with a, thankfully relatively minor, addiction to cigarettes for a few years, though. This is why stories about weighty issues, like death and grief, are better told with a cast of teenage characters. Instead of being given an unwavering, mature perspective on the action, pressing adolescent concerns break things up. Like, “Oh no, we are in mortal peril. Hey, do you want one of these funky brownies?” Oxenfree is a very tight story about loss, set firmly as supernatural horror. You’re going to the historic, but mostly deserted, Edwards Island for a night of mischief, a rite of passage for local youth. You’ve packed a radio, but no-one has told you what it’s for. Only five people turn up, but there’s your old friend, new step-brother and some cool girls from school. At the outset, you learn that Jonas’ dad has married your mum because your parents split up after the death of your older brother. After some experimentation with the radio, things get scary very quickly. The dialogue comes across very naturally and only seems awkward to illustrate this trait in the characters. One particularly evocative line reads, “Truth or Slap is better than Truth or Dare because it means noone ends up licking someone’s butthole.” By providing the player with plentiful choices as conversations unfold, you can choose a response or silence. If you don’t want to accidentally RELEASED miss anything, you do need to time your responses carefully, because they can function to interrupt what someone was about to say. The conversation system also relies on walking long distances around levels. It’s nice to have something to do with your fingers while you’re listening to the story unfold, but as the pace picks up towards the end of the game, I was definitely sick of the I wouldn’t complain about time spent in a forest. (Which was otherwise beautifully game’s world, but without fast travel, you drawn.) There are certainly reasons to have to really want to know more to retrace replay, too, especially where the illusion your steps again and again. of choice is very compelling, or where you After playing, I felt very satisfied by a can discern the path to a radically different well-told story. I looked up the meaning of the ending. There is definitely an ideal ending, title and, apparently, kids playing Hide and which I didn’t get, but now believe I could. Seek can call, “Olly olly oxenfree,” to signal Puzzles aren’t difficult to solve, most that everyone can now come out without involving messing with the radio or clicking losing. Post-game, without spoilers, that on features of your immediate surroundings. concept struck me as really sad. Also, the idea Gameplay is fleshed out by finding places to that you might have some good reason for interact with that add increments of story calling people to you, but they stay hidden, and form a more complete picture of events. is very frightening. It’s a good title. So, as you This is great except that it requires even prepare for this night away, take some advice; more walking. Generally, especially given if you decide to take mind-altering drugs, the quality of the artwork and audio design, make sure you are with friends you trust. PC PowerPlay 35 PREVIEW WARHAMMER 40,000: DAWN OF WAR III The beauty of destruction is on full display in Dawn of War III, writes ANDREW WHITEHEAD DEVELOPER RELIC ENTERTAINMENT PUBLISHER SEGA DUE TBA 2017 dawnofwar.com C oming over five years after the last expansion, and seven years after the last main entry in the series, Dawn of War III has a lot to live up to. Somewhat of a fusion of the first two games, this new entry combines the base building of the first Dawn of War while retaining the focus on hero units as seen in Dawn of War II. It’s also being developed with those new to the Dawn of War series in mind. “Even fans of the franchise may not have played it for five or ten years,” Philippe Boulle, game director on of War III, “so we wanted to make a game that had a fun on-ramp so that you could get into it. Play the campaign that’ll take you through all three factions and expose you to their mechanics and you can learn what makes them fun and what makes them fun to fight against.” THE ICE PLANET ACHERON My live demonstration featured an army of Blood Raven Space Marines, led by the legendary Gabriel Angelos, as they scoured on the ice planet of Acheron as they fought for survival. Going up against them were the Eldar, the space elves of the Warhammer 40,000 universe. 36 PC PowerPlay Hero unit Gabriel Angelos led the charge and used his devastating hammer attacks to wipe out infantry squads The Space Marines had brute strength on their side. Genetically engineered to be killing machines they marched across the frozen landscape, concentrating their fire on approaching units and calling in drop pods for reinforcements. Hero unit Gabriel Angelos led the charge and used his devastating hammer attacks to wipe out infantry squads. “You saw [the Space Marines] fight the Eldar, and they’re a lot more about mobility, they do a lot of flanking manoeuvres and hit-and-run type tactics. Then we have the Orks who are much more wild maniacs hordes. Both of those factions have their own characteristics and abilities, but we’re not quite ready to talk about that yet.” Though specifics of story are also being held under wraps the narrative was described BEST OF E3 by Phillippe as a “critical” part of the development of Dawn of War III. It’s also an important tool for introducing not only the world to new players but to the three factions and how to play them. “[With the] Warhammer intellectual property we have this really rich background. And sort of like real time strategy gaming in general, if you put everything in front of someone, it can be a little bit overwhelming. So part of our narrative’s job is to introduce what we fell in love with the [Warhammer universe] to begin with.” DID YOU SEE THAT? Relic aim to keep the environments of Dawn of War III richly detailed and filled with personality. Right now they’re only showing Acheron, a blue ice planet that cracks and crumbles beneath the player as their skirmishes rage on. Rivers of lava flow alongside giant glaciers while ancient statues lay frozen just beneath the surface. The game doesn’t have the same level of unit detail as Dawn of War II and leans more into the cartoonishness of the universe. For the developers it was about ensuring players could clearly see what was going on during a battle and who was firing upon who. Unit detail aside, the actual battles are visually stunning. Bright glowing lasers fly across the battlefield with every surface of the ice planet glowing. This isn’t a brown and red war game, Relic used the full colour palette here. At one point Gabriel called down an orbital laser strike that briefly sucks units off the ground before turning to ash mid-air. It’s at those times when things start getting really hectic you begin to realise while Relic felt the need for a clarification in the chaos adjustment. Interview with Philippe Boulle Game director on Warhammer 40,000: Dawn of War III Do you play the tabletop version of Warhammer 40,000 in the Relic office? Yeah totally. We learn what makes some of the unit fun, I mean we don’t do a lot of direct translation of the underlying mechanics because a turn-based game and a real-time game are quite different. But we look for inspiration for mechanics and those moments of fun. The amount of love that goes into those miniatures is something we wanted to reproduce in the digital space. The first two Dawn of War games had a big modding scene, will you continue to support that? We’re not really ready to talk about modding, but I’ve got to say the amount of mods for Dawn of War II and Dawn of War I is really gratifying, and is definitely something we want to support. It’s just the details of how and the schedule of when isn’t something we’re ready to talk about just yet. How about multiplayer? What can fans expect from Dawn of War III? Multiplayer is something we’ll talk about in more detail later on, but we’ve always had team multiplayer in Dawn of War as well as one-versus-one, and that’s not something we would change. We’re definitely going to ship with a great multiplayer, that makes the game a more fun. And with multiplayer, it’s like the modding scene, it grows over the life of the product. So we’ll release with something great, but it’s only going to get better and the fans get a hold of it and help it grow. LOOKING FOR RECRUITS It’s clear talking to the developers about Dawn of War III how much they Before each battle players can love working on a Warhammer 40,000 choose three Elite game. They love the books, playing Units to join them the tabletop game, painting the and potentially figures. And they want to make sure turn the tide that love translates into a game that of a conflict. During my demo players will love too. I watched story “There’s always a challenge of making dependent sure we’re making the right choices in characters like there, being true to the property without Space Marine alienating people who aren’t familiar Gabriel Angelos will often take up with it. But it’s really something that one slot in the I personally love, and Relic has been campaign, but working on these games for 10-plus any free slots years, we love this [universe].” can be filled with units like like a Passion will only get you so far squad of Assault though, but thankfully everything I’ve Terminators or a seen of Dawn of War III is incredibly Super Unit like the promising. They’ve listened to the fans Imperial Knight. and want them to return, they’re after new recruits too, and above all else Relic have proven time and time again Do you know what they know what they’re doing when it it’s like to be a white comes to honouring the bizarre world man who can call fire from the sky? that is Warhammer 40,000. HELP A BROTHER OUT PC PowerPlay 37 PREVIEW THE SURGE Cyborgs and killer robots have dark souls too, writes HEIDI KEMPS DEVELOPER DECK 13 PUBLISHER FOCUS HOME INTERACTIVE DUE 2017 thesurge-game.com T he future’s kind of a mess, but if you’ve played video games for any length of time, you know that already. Rarely do we have the Star Trek-style utopias of cooperation and realizing mankind’s unified potential instead, what we usually get are violent, gritty mechanical hellscapes where technology has gone wild and humanity must do everything in its power to merely subsist… including making use of those machines that probably screwed up everything in the first place. Quite appropriately, there has been an uptick in games where “struggling to survive and progress in harsh environments” is key to their appeal. One might even wonder why nobody has yet married the brutal difficulty of the Souls games to a futuristic sci-fi settings. Well, wonder no longer, for we are soon to experience The Surge. The Surge is the second game from developers Deck 13. Based on this title and their previous game, Lords of the Fallen, the crew has a deep-seated appreciation for the Souls games -- the inspiration for Lords of the Fallen was pretty clear, and The Surge follows in very similar (albeit much bigger and more mechanical) footsteps. That’s certainly not a 38 PC PowerPlay bad thing: if you’re going to take inspiration from a game series, it’s probably good to look to one that’s won over the hearts and minds of players worldwide. But it’s also not fair to Deck 13 to call The Surge a straight-up Souls knockoff, either. The Surge takes place in one of those dystopian futures we all know and love. The planet is dying, social order is collapsing, earth’s population is becoming old and decrepit, and the only salvation seems to come via the hands of giant corporations. The developers have noted in various presentation that their vision of The Surge’s future is what would happen if the technology we know and love today took a dark turn - like having Google transform into a massive surveillance state. It’s not the apocalypse, but it’s still not an outcome anyone would want for our future. Warren, the hero, is a typical blue-collar worker. He does his daily job and doesn’t think much of it - after all, the company was working to help purify the environment. Everything was great... until one day where he wakes up in the wreckage of what was once his jobsite. Apparently a massive industrial accident has happened, and William is the sole survivor - and he now has an exoskeleton bolted to his body. Unfortunately, with the facility’s security systems gone haywire and his former coworkers transformed into horrible mutants, he might not be able to retain that “survivor” status for much longer. BEST OF E3 Just because it’s a mechanical society ruled by corporations doesn’t mean it has to look drab As you take your irst steps in the world of The Surge with William, you’ll likely take note of the game’s visual style. You might expect a wrecked world of broken-down machines, destroyed industrial facilities, and mass environmental malaise to look like a mess of depressing brown and grey. But for a game where the whole planet’s gone to pot, The Surge looks refreshingly different from a lot of other high-profile titles. In fact, it’s downright colourful: sunlight bouncing off of building debris, old and tattered signs and billboards littering the landscape, and weeds and other scrappy shrubbery littering man-made ruins. Just because it’s a mechanical society ruled by corporations doesn’t mean it has to look drab, after all. There’s no one “right” way to get through certain areas, our demo leader told us, but there are some “checks” in place to ensure players don’t stumble blindly into areas that are way too hard for them. William will occasionally stumble across barriers to progress that can only be opened through “overcharging” circuits that open doors to other parts of the level. Depending on his strength, William might be able to unlock lower-level overcharge barriers, but be stymied by higher-level ones. You can’t just sit around and take in the sights of the factory junkyard, however. You’re going to need to fight for your life with all you’ve got. Fortunately, that “all you’ve got” includes a cool, powerful exoskeleton. Unfortunately, your foes are every bit as tough as your new metallic contraption. Combat in The Surge is heavily melee-based. You engage foes and fight them, utilizing a carefully strategized and choreographed war dance of strikes, guards, and dodges based on the situation at hand. It’s pretty typical, but there are wrenches thrown into the combat mix that make machine-on-machine melee a bit more complex. HONING THE CRAFT Getting loot is one thing, but really making it useful is something else entirely. Much like bonfires in Souls games, William will be able to retreat to a base of operations where he can dismantle and reassemble gear using the items he’s accumulated. Those chainsaw blades you just hacked off might not be great now, but with a bit of work they’ll be slicing and dicing! When fighting foes head-on, you can opt to target specific body parts using the analogue stick. By expending combat energy (a bar separate from your health and stamina), you can perform specific “finishing moves” on areas of enemies’ bodies. By doing so, you may discover that your enemy has a weak point that isn’t immediately obvious. There’s a far more satisfying reason to target areas of a foe’s body, though - if you can successfully hack off an appendage bearing some cool gear you’d like to appropriate, you can get it as a reward. There’s a delightful rush of adrenaline attached to seeing a limb or head go flying, knowing that what adorns it will soon belong to you. Of course, strategic dismemberment is rarely the easy way to fight, but if you’re willing to put the effort in, you may find yourself handsomely rewarded. Or, if you screw up royally, you could just wind up dead, and even the sweetest of loot isn’t going to be of much help then. While the game wears its inspiration on its sleeve, The Surge’s interesting setting and rewarding new combat mechanics look to set this apart from the pack of Souls-likes. Deck 13 has already proven that they have what it takes to make an engaging, brutally difficult action-RPG, so hopefully The Surge will prove to be a solid sophomore outing. Based on what we’ve seen so far, it’s looking like it’s got the touch. PC PowerPlay 39 PREVIEW BEST OF E3 BATTLEFIELD 1 DEVELOPER DICE PUBLISHER ELECTRONIC ARTS DUE OCTOBER 21, 2016 www.battlefield.com I t’s a strange world we live in when the latest Call of Duty is accused of being too repetitive despite being set in space and featuring zero-G combat, while Battlefield 1 is praised for innovation while going back in time to World War I. But in a weird way it makes sense. Gamers have conquered been to the future already, but how often have they fought in the Arabian desert or up high in the Alps? Truthfully, I’m struggling to think of many examples. My time with Battlefield 1 was spent playing 32 versus 32 Conquest matches on a map called St. Quentin Scar, an area based on the French countryside. You know the drill, two teams fight to hold flags and drain the enemy’s tickets. Whoever reaches zero first loses. One of the biggest changes I had to come to terms with was how speciality vehicles work. Whenever you hold a flag that can spawn either a tank or an aeroplane you can only use it if you spawn directly into it. It won’t be just sitting there for anyone to grab anymore; you now have to play as speciality classes for vehicles. Pilots and tank drivers come with their own load-outs too. Very weak load-outs. But they do have their advantages, like tank drivers 40 PC PowerPlay being the only one capable of repairing tank. This small change will hopefully prevent one side from stealing all the big guns from around them map and not letting new ones respawn back in. The four basic soldier classes have also had been shaken up. The Assault class now has explosives for dealing with armoured vehicles while healing and reviving is handled by the Medic. Less affected are Support units who still using machine guns for supressing fire and the Scout class with their long-range sniper rifles. So how did it all play? Speaking as a fan of Battlefield 3 and 4 I can confirm I sucked at Battlefield 1, but I know I can get better. As a tank driver I had to get used to vehicles sluggishness, which meant relying on my allies in the gunner seats more than ever. On foot I fared a little better. Aiming is trickier with the low-tech scopes, but the new melee combat options, like the bayonet charge, made surviving close encounters more likely. I also found myself staying with my squad and flanking enemies more; team play feels essential in Battlefield 1. Working as a team play becomes even more important towards the end of a match when a behemoth class vehicle shows up. Each map has one speciality vehicle that can turn the tide for the losing side. In my demo it was a devastating zeppelin, similar to AC-130 gunships but even deadlier. These are the times you’ll be praying for good pilots on your side. It’s going to take some time to get used to Battlefield 1 and its more grounded combat. But I enjoyed what I’ve played, so I’ll put down my Stinger missiles for a while and adapt to change. ANDREW WHITEHEAD PREVIEW BEST OF E3 VAMPYR DEVELOPER DONTNOD ENTERTAINMENT PUBLISHER FOCUS HOME INTERACTIVE DUE 2017 www.vampyr-game.com L ondon, 1918. Things are rough, to say the least. There’s a nasty round of the Spanish Flu going around -- and many of the more frail members of the populace are falling victim to the illness. But there’s something else lurking in the shadows, as well: an ancient race of vampires, existing since time immemorial. As Dr. Jonathan Reid, you have a responsibility to treat and protect the ailing people of London. But you’ve also got an awful secret: you are among the vampires, and your constant thirst for blood may be the most dangerous threat of all… Dontnod, the French developers behind Remember Me and Life is Strange, are taking a very different approach with Vampyr, their latest title. Vampyr is, at its heart, an RPG, albeit one with the sort of challenging choices Dontnod’s games have featured prominently in the past. In this game, you can wield the unfathomable power of the vampires - but at the cost of the lives of the very populace you’re supposed to be protecting. Taking the role of Dr. Reid, you move about London, attempting to help control the spread of contagion and keeping the peace. As a secret vampire, you must adhere to the rules of your kind - you can’t enter a house without being invited, for example - and you must find a means to satiate your hunger for human blood. Keeping the peace is perhaps the easier process of the two: you’ll encounter plenty of NPCs in the city, each with their own personality, background, and relationships with other characters. By conversing with them (and, in some cases, giving responses via a Bioware-style dialogue wheel) you can learn more about them and their needs. Of course, their needs are something you can choose to ignore entirely in favour of your needs. The very nature of the vampire is draining the life of others, and in order for Dr. Reid to survive and grow stronger, he must consume human blood. Feeding is a very delicate and interesting process - you can always drain the blood from the vampire hunters who have figured out your true nature and foolishly attack you, but using your supernatural wiles, you can also lure unsuspecting citizens to secluded areas where you will proceed to suck the life right out of them. Not only will this allow Dr. Reid to power up his various vampiric combat abilities, it will also have dramatic effects on the storyline: for example, killing a particular person might make another citizen’s life better, but completely destroy the glue holding their family together. By feeding on too many people who are vital to the lifeblood of an area - or letting the flu take hold - you run the risk of having that region turn into a crumbling stronghold for fierce vampiric mutants. Dr. Reid will need to fight said mutants along with covert vampire hunters and other threats - in order to help secure the peace of London and, hopefully, help him concoct a cure for vampirism. But can any goal truly be considered noble when lives must be offered up as a sacrifice? It’s the sort of moral quandary Dontnod excel at, and we’ll be seeing plenty more shades of grey upon Vampyr’s release in 2017. HEIDI KEMPS PC PowerPlay 41 PREVIEW BEST OF E3 TITANFALL 2 DEVELOPER RESPAWN ENTERTAINMENT PUBLISHER ELECTRONIC ARTS DUE OCTOBER 28, 2016 www.titanfall.com Y ou can take fans demanding more from a game as either the developers didn’t put enough content into said game or what they made was so good fans are dying for more. However you feel about that statement as it relates to the original Titanfall one thing is certain; Titanfall 2 is going to be bigger than its predecessor. Much bigger. “Definitely the feedback we got after the last game was that people wanted more,” said Jon Shiring, lead engineer on Titanfall 2. “So for some of those people who thought that they went through the content too quickly, in this game there’s a lot more paths for progression and things to do. I think people will be very happy when they play the game.” The biggest addition is a genuine singleplayer campaign, complete with a story about a gruff soldier named Jack Cooper and his Titan-with-a-heart-of-gold BT. The two of them are more than just man and machine, there’s a friendship here. And as ridiculous as that may sound don’t act like you’ve never felt something for a fictional robot before. Johnny Five? Wall-E? I rest my case. “We did a bunch of little experiments [for the campaign],” explained Jon, “bite-sized 42 PC PowerPlay things that showed what sixty seconds of gameplay could feel like. And we did a lot of those and saw which one work and which ones don’t. And what we’ve created is a singleplayer campaign that is unlike other shooter campaigns.” The campaign may still be under wraps, but multiplayer mode was up for a work out. Sitting down with Titanfall 2 felt like going home again. I knew what I was doing immediately; how to wall-run, when to call in my Titan, all the basics. There’s tweaks and changes here and there, including a total of six Titans now, but overall this is the same tight controls and movement that made the first game such a joy to play. The biggest change to how you play is the addition of a slide manoeuvre and the grappling hook. You can use it to kick-start a wall-run, grapple a fleeing enemies, or pull yourself onto the back of an enemy Titan. And if you need to avoid fire simply slide run away and slide to cover. Make no mistake, of all the little things that have changed in Titanfall 2, pilot movement remains a fluid as it ever was. As mentioned before, content is king. But Respawn don’t want to just drop map packs and splinter their audience. So instead they’re offering free updates that will add substantial content for all players. “One of the lessons we learned from Titanfall is that it’s really hard when you chop up your userbase into different pack,” said Jon. “So on Titanfall 2 all of the maps and modes will be free for everybody. Anything that affects gameplay will be a free update to everybody.” The solid foundation that was the first game has paid off and Titanfall 2 is shaping up to be brilliant. ANDREW WHITEHEAD PREVIEW BEST OF E3 TROLL AND I DEVELOPER SPIRAL HOUSE PUBLISHER MAXIMUM GAMES DUE 2017 trollandi.maximumgames.com O ver the past few years, we’ve seen some very interesting examples of games centred around a single player controlling two characters, separately and cleverly using the capabilities of each character to help advance further. Developer Spiral House and publisher Maximum Games are taking this concept to new places with Troll and I, a game about a young boy and his very unlikely companion. Troll is a mythical monster that’s been living in the Nordic wilderness. As with many cryptids, he’s the target of people who want to prove his existence, and one such person has sent out packs of hunters to uncover Troll. Unfortunately, said hunters are also causing serious environmental damage in their quest, opening portals for hordes of nasty creatures to emerge and ransack everything in sight. Otto’s sleepy village is the victim of one such attack, and as he flees from the carnage, he meets and immediately befriends Troll. Can the pair work together to survive and repair the havoc that’s been unleashed? Throughout the demo we played, we encountered numerous situations where we had to figure out how to effectively combine the skills of Otto and Troll to get past obstacles. For example, Troll’s large size makes it harder for him to climb to certain areas the thinner, nimbler Otto can reach easily, but when Otto can’t jump across from one high area to another, the player can switch to Troll, have him pick up an object to act as a plank, then move near where Otto is and hold up the plank to serve as a platform. The two can also fight off their enemies in distinct ways - Otto with his tools and Troll with brute, creature-smashing strength - or combine their strength to defend themselves against threats. Of note is that you don’t control the characters simultaneously, as you would in a game like Brothers - you switch between the pair to utilize the skills of each. That is, unless you command the two to pair up -- then you turn into a war machine consisting of a boy riding a huge troll, eagerly and gleefully stomping down foes and crushing obstacles. It might sound like the sort of heartwarming family tale you’d see in a CG animated feature film, but Troll and I is surprisingly harsh. Troll’s merciless fists smash his foes, sometimes smacking them so hard that their heads fly right off. The comparatively frailer Otto can die very easily if he falls too far or takes too much damage, leaving players to witness a horrified Troll mourning his unfortunate death. (There are hints that Troll can learn skills later on to help Otto recover, but we didn’t have any of those in our play session.) While the demo we played was brief, it did a fine job of showcasing the game’s dual-character approach to progression, combat, and puzzle solving. The developers are promising more varied puzzles and environments as you progress further into the game -- given the game’s lush setting of the Nordic wilderness, there’s a lot of potential in its setting that we hope the game fully realizes. Troll and I will be debuting on PC in early 2017. HEIDI KEMPS PC PowerPlay 43 PREVIEW BEST OF E3 SOUTH PARK: THE FRACTURED BUT WHOLE DEVELOPER UBISOFT SAN FRANCISCO AND SOUTH PARK DIGITAL STUDIOS PUBLISHER UBISOFT DUE DECEMBER 6, 2016 southpark.ubisoft.com P romising more than twice as much content as the last game, builds upon what made The Stick of Truth so good by adding a few layers of complexity without going overboard. Set a short time after the last game South Park: The Fractured But Whole has you once again playing as the New Kid, who can now be a boy or a girl, and quickly learning that fantasy stuff is lame now. Superheroes are where it’s at. Cartman leads the Coon and Friends squad as they battle in a ‘Civil War’ like event with their bitter rivals, the Freedom Pals lead by Timmy as a sort of Professor X character. There’s three key areas the developers are expanding upon in Fractured. The first is interactive humour, so that more jokes happen with your input. The second is the combat that is now a grid-based battlefield. And finally rewarding exploration, which includes finding random items and using them to craft new weapons and power ups. Near the beginning the game you can pick a class which can later be changed and mixed in with other classes. For my demo we watched as a Speedster (i.e. The Flash) version of New Kid went on his quest to help Cartman find someone in South Park with a connection to Netflix. For a spin-off of course. Even after a short demo it’s clear; The Fractured But Whole is shaping up to be every bit as great as The Stick of Truth and won’t let new and old fans down. ANDREW WHITEHEAD Though Loading Human is a VR-based, its roots are in one of the most classic of genres: the adventure game. As Prometheus, you’ll need to explore environments in a first-person view to find items, reveal clues, and solve puzzles needed to progress. Your main method of interacting with the world around you is with your hands: you can pick up, examine, and use a multitude of things found in the world around you. Sometimes these interactions are simply atmospheric, like opening and reading a book or playing some music. At other times, like having to pick up, hook, and pull a crowbar to unseal a locked passage or grab and swing around an extinguisher to put out a fire, the actions are absolutely crucial to your missions. Loading Human is set to be an episodic adventure. Though no specific release date has yet been set, the first episode looks to be shaping up very nicely. If all goes well, look forward to immersing yourself in Loading Human by year’s end. HEIDI KEMPS LOADING HUMAN DEVELOPER UNTOLD GAMES PUBLISHER MAXIMUM GAMES DUE 2016 www.loading-human.com A common theme throughout sci-fi is the crossroads of technology, unseen forces of the universe, and how these things help define our experiences as human beings. Developer Untold Games is now taking these concepts to a frontier that seems highly appropriate with Loading Human for Oculus VR. Loading Human, like many a good sci-fi tale, is set in a technologically advanced future. As the tellingly-named hero Prometheus, you have returned to your ailing father’s lab in the Antarctic at his urging. He has given you a request: travel through the furthest reaches of spacetime to find the Quintessence, a metaphysical force of unspeakable power and potential. It could be the only force in the universe capable of saving his life. 44 PC PowerPlay BEST OF E3 PREVIEW SPACE HULK: DEATHWING DEVELOPER STREUM ON STUDIO/CYANIDE PUBLISHER FOCUS HOME INTERACTIVE DUE 2016 spacehulk-deathwing.com T he Warhammer 40K universe has seen a fair few game adaptations of late - see our highlight of Dawn of War III this issue - but despite having a lot of trappings that would be perfect for a big, action-heavy first-person shooter, there hasn’t been one set in Games Workshop’s sprawling sci-fi setting for quite some time now - the closest we’ve gotten was Warhammer 40K: Space Marine, a third person shooter from 2011. However, with the upcoming release of Space Hulk: Deathwing, that’s about to change. Space Hulks, in the universe’s terminology, refer to derelict masses of broken ships space debris that have accumulated and formed into large chunks floating in the black. In the original Space Hulk board game, a player controls a squad of Space Marines. Here, however you are in the role of a lone Terminator class marine. You’re not just any old super-soldier, either: You’re one of the Deathwing, the elite 1st class from the Dark Angels Space Marine Chapter. One of the many dangers a Space Marine can face while exploring a Space Hulk are Genestealers: grotesque alien creatures capable of wearing down even the toughest of Space Marines with swarm tactics. And swarm they do in this game. Hordes of Genestealers will keep spawning if given the chance. They can do some serious damage to your armour if left unchecked, and if they damage a specific part enough, they can even cripple your abilities. Thankfully, you’re not alone in your job - as the head of a squad, you can give orders to your teammates. Their aid is invaluable as you explore claustrophobic corridors and blow away doors and wreckage that impede your path. In the single-player campaign, you’ll also get access to psychic Librarian abilities with which to decimate your enemies. You’ll be able to assume other classes in co-op play, though the developers still haven’t released the details of what those classes might be. Space Hulk: Deathwing is due for release later this year, so until then, you’ll need to keep your miniatures out if you want your Warhammer 40K fix. HEIDI KEMPS meaningful. And we don’t always want that to be combat related either.” The cartoonish art style plays right into the game’s light-hearted tone. Sea of Thieves is firmly in the pirate fantasy camp and features giant sea monsters, booze drinking, and the occasional friendly sing-a-long. You can play solo, but you’ll have to manage all aspects of your ship, including lowering the sails and manning the cannons when things get serious. Though still in development, and with aspects like the consequences of death being worked out, Sea of Thieves shows a lot of promise. It’s lining up to be one of those games that spawns a thousand GIFs of people doing stupid stuff with friends that they’ll talk about long after logging off. ANDREW WHITEHEAD SEA OF THIEVES DEVELOPER RARE PUBLISHER MICROSOFT STUDIOS DUE 2017 seaofthieves.com S omeone at Rare read my mind and finally made a pirate game, complete with the cool stuff like treasure hunting and ship-toship combat, and without all other stuff, like syphilis and gangrene. Taking place in a huge shared world Sea of Thieves encourages you to get social and team up with friends to explore the uncharted seas. While playing the game will be seamlessly populated with other players, so there’s no lobbies to join, but the developers are making sure the world never feels overstuffed with other players. “Every time you see another group of players we want you to say ‘hey, we’re a crew, we’re on this adventure together, there’s a ship, they’re on an adventure’,” said Rare studio head Craig Duncan “We want that to be PC PowerPlay 45 PREVIEW BEST OF E3 SYSTEM SHOCK DEVELOPER NIGHTDIVE STUDIOS PUBLISHER NIGHTDIVE STUDIOS DUE DECEMBER 2017 systemshock.com N ightdive Studios is taking a rather interesting tack with its recently announced remake of System Shock. Rather than invest in the time and often difficulty of working in a high end graphics engine, the company’s instead making the game in the rather more robust – and far less graphically intensive – Unity engine. And while the game’s still in its Kickstarter phase – it’s already earned $US773,000 of its asked-for $US900,000 – there’s already a playable demo of the game to see what backers are getting themselves in for. Unity is an interesting choice of engine, but it’s one that makes a lot of sense. For one, it makes the game much more open to older systems, and it means the devs can focus on gameplay rather than graphical finesse. Which is not to say that Unity – and the new System Shock – suffer in the graphical area. It’s no Battlefield or Doom, to be sure, but the slightly lower fidelity (at least in the pre-Alpha demo) actually works for the game. It still feels very much like the System Shock of old. In fact, I daresay this would be how many of the game’s fans remember it to look in the first place – the mind can play those kind of tricks, 46 PC PowerPlay making you remember a game as being far more detailed than it actually was. But on top of that, the feel of the game’s original exploration is perfectly preserved. As you awake about Citadel Station you quickly discover something Very Bad™ has happened, and you’re practically the only survivor. As you find various cybernetic bits and bobs, the game’s interface comes alive, and you start to get somewhat of a handle on everything – still, the handful of enemies you do face in the limited demo are a pretty solid reminder that System Shock’s never been about run & gun. Even when you do get a firearm, ammunition is limited, so you’re constantly juggling the need to stay away from enemies, or shoot them from range – safer, but consumes much needed energy. There are puzzles to decipher, keypads to find the codes for, and many a crate full of useful stuff. And also crates just full of crumpled paper and body parts. And it must be said, that while the graphics are lo-fi, and the environments deceptively simple, the game is more than capable of providing some impressive visual spectacle. The high point in the demo is when you come across a small lounge area, with a panoramic window overlooking the planet that Citadel Station orbits. Bright yellow sunlight streams into the space, as shadows track and loom across the room. The swelling music and majestic vista make you pause, as you take a break from the horror around you. And, despite the beauty, it’s also a stark reminder. You are alone, you are vulnerable, and beyond the next corner something will try to kill you. In other words, it’s looking to be a noteperfect remake. DAVID HOLLINGWORTH GIGABYTE Ultra Durable™ Motherboards x16 x16 Innteel USB with B 3.1 w Powe w r Delivery e veer USB SB 3 wi w th with x16 n u or Triple NVMe PPCIe SSDs Pree Pr 3 Ie 166 Dual Hybrid Fan Headers ea er erss Dual Hybri Dual ybrid bridd Fa Fann www.gigabyte.com.au Triple NVMe PPCIe SSDs in RAID 0 Support Premium 3-Way -Way PC PCIe x16 x Multi-Graphics Support *Features may vary by models. *The above photos are for reference only. NVMe U.2 / M.2 / PCIe Support Dual Armor with Ultra Durable™ Design FEATURE From Launch Nightmare to Final Fantasy The underdog tale of how producer/director Naoki Yoshida took on the herculean task of performing digital alchemy on the disastrous launch of Final Fantasy XIV to convert it into the shiny A Realm Reborn. NATHAN LAWRENCE 48 PC PowerPlay M ore than a few starry-eyed publishers have tried to tap into the success of MMORPGs like World of Warcraft – taking an existing beloved IP and transferring it to the MMO space. But none of them have managed to achieve the lofty heights of WoW’s coveted peak numbers in the tens of millions. One such example of a big-name IP trying to tap into the MMO market is Final Fantasy, which has had three distinct cracks at the MMO space. The two bookend instances were victorious, but the one in between was particularly disastrous. Final Fantasy XI launched in 2002 to positive critical and fan reception. A decade after its release, then-president of Square Enix Yoichi Wada described Final Fantasy XI as the most profitable title in the franchise. In September 2010, the second crack at a Final Fantasy MMO, Final Fantasy XIV, officially launched. In terms of critical reception and fan feedback, it was a train wreck. Director Nobuaki Komoto was demoted to lead designer, while producer Hiromichi Tanaka accepted responsibility for the game’s myriad issues and was removed from his role. Komoto and Tanaka were both veterans of the beloved Final Fantasy XI. Such was the extent of the Final Fantasy XIV issues at launch that PC subscriptions for the multiplatform MMO were suspended indefinitely. In fact, Square Enix lowered its projected yearly income by 90 percent. A year later at the 2011 Tokyo Game Show, Wada acknowledged that “the Final Fantasy brand has been greatly damaged,” by the lessthan-stellar launch of the franchise’s second MMO. Chief designer on Dragon Quest X, Naoki Yoshida, was brought on board to salvage Final Fantasy XIV three months after it launched, in a dual producer/director role. It was up to Yoshida to take on the seemingly impossible task of fixing Final Fantasy XIV and restoring fan faith in a series whose latest entry had under-delivered in terms of internal and external expectations. It wasn’t until Yoshida’s Game Developer Conference presentation in 2014 that the full picture of the uphill battle he accepted in December 2010 became clear. Yoshida listed one of the core reasons for Final Fantasy XIV’s Before the relaunch, FFXIV was a train wreck World of Inspiration According to Yoshida, the developers on Final Fantasy XI spent a year playing Everquest, the dominant MMORPG of the time, to try and crack what made the game so appealing. In analysing where Final Fantasy XIV went wrong, he admitted to Kotaku that the developers might have been better served playing World of Warcraft for a year and answering the same questions. Yoshida reportedly instructed his team to familiarise themselves with the MMORPG competition when he took over. Yoshida spoke of a decidedly unfriendly user interface; confusing level design; a broken combat system failure that Square Enix believed every problem could be patched away after release, which meant the core game was released with critical design flaws and was nigh unplayable. Yoshida spoke of a decidedly unfriendly user interface; confusing level design; a broken combat system; an overall lack of meaningful content for players, including lacklustre narrative in a series renowned for strong storytelling; and all of this on top of roughly 400 server crashes every day. The game was so broken when Yoshida took the helm, he took on the incredibly ambitious and unprecedented task of rebuilding the core game while simultaneously creating a rebranded relaunch, whose PC PowerPlay 49 FEATURE Dressed as an iconic Black Mage from FINAL FANTASY XIV, Naoki Yoshida starts proceedings at Fan Fest. title was not without a sense of irony – Final Fantasy XIV: A Realm Reborn. This title was to be the third MMORPG in the Final Fantasy series, and it would go on to enjoy critical, commercial and fan success. So how the hell did Yoshida achieve this goal and, more pertinently, how did he do it in less than three years? He started by confronting some harsh truths about how Final Fantasy XIV had failed. Final Fantasy XI had been such a success for Square Enix that Yoshida described a false sense of security and a lack of acknowledgement of how the MMORPG landscape had evolved in the eight years between Final Fantasy-branded MMO titles. In the time between Final Fantasy MMOs, Blizzard Entertainment had released World of Warcraft and forever changed the core expectations of what makes for a compelling gameplay experience that keeps players coming back for more, time and time again. In short, prior to the launch of Final Fantasy XIV, content was seen as king in the MMO space (thanks to WoW), and this simply wasn’t reflected in the launch of Final Fantasy XIV. At launch, Final Fantasy XIV prioritised graphical fidelity over everything else in order to maintain the franchise tenant of beautiful visual presentation, in what Yoshida described as an “unhealthy obsession with graphical fidelity” during his GDC post-mortem. This design decision had a substantial computation impact, and Yoshida used the example of a “the loveliest flowerpot in an MMO” whose 1,000 polygon count and 150 lines of shader code were the equivalent of a player character’s avatar. In order to prioritise visual fidelity above all else, the original Final Fantasy XIV team had to compromise on one of the main reasons why people play MMOs: they limited the player count to 20 players max on screen. Paradoxically, there were also reportedly very few experienced MMO developers working on the project. Yoshida would go on to promote these few MMO experienced developers to leadership positions. On top of this, internal development processes were streamlined to allow the team time to perform the delicate balancing act of implementing changes to Final Fantasy XIV while building A Realm Reborn. For instance, Yoshida said he eliminated waiting time by making and approving 400 fundamental design decisions early on. The notion of planned game design was elevated to pole position, and coding was strictly forbidden until the systems were first properly in place. While balancing the patching of one game and the creation of FROM NIGHTMARE TO FANTASY SEPTEMBER 30, 2010: FFXIV releases to negative critical and fan reception 50 PC PowerPlay DECEMBER 3, 2010: Yoshida becomes producer/ director of FFXIV DECEMBER 12, 2010: First minor updates roll out to address major issues JANUARY, 2011: A Realm Reborn development commences another sounds inherently tricky, it also allowed Yoshida and his team a platform for testing A Realm Reborn’s features within Final Fantasy XIV. As if the juggling of dual projects wasn’t enough, Yoshida wanted A Realm Reborn to be both appealing to seasoned MMORPG players while simultaneously appealing to genre newbies, including those who were fans of Final Fantasy and those who weren’t. “When we consider the normal market, I do feel that the Final Fantasy franchise is becoming a really niche market,” said Yoshida during an interview with PC PowerPlay in May 2014. “It’s more like a Japanimation: some people really love that particular game style, but that’s a limited number of the market. I don’t think it’s where you want to be, and that’s how Final Fantasy is supposed to be like. “We really are providing a game for current-generation users, what they’re expecting, and we really need to make sure [A Realm Reborn] is giving a huge impact to the current gamers. We’ll never give up challenging and trying to bring something new but, at the same time, Final Fantasy is at this turning point. We don’t think that what we’ve been doing so far is something we can continue to expect this modern generation to enjoy this game in a wide meaning. But we will constantly try to challenge what we can do and make sure we bring the excitement and the impact to new gamers.” To regain the faith of those fans burnt by the original release of Final Fantasy XIV, In order to prioritise visual fidelity above all else, the original Final Fantasy XIV team had to compromise APRIL, 2011: Planned Primal Titan is replaced in wake of 2011 Tōhoku earthquake JUNE, 2011: Update overhauls problematic battle system in FFXIV Yoshida fostered a sense of transparency with the player base, instituting a number of initiatives to create an open dialogue including official forums, live ‘Letters from the Producer’ events, and real-world fan meet-ups. It’s because of this type of transparency and the drastic aforementioned changes that A Realm Reborn launched to a positive response from critics and community alike. Since its release, the development team operates on a schedule of quarterly major updates, with minor patches released in between to address bugs and balancing concerns. These quarterly updates are thematically named (beyond their incremental patch numbers, 2.X to reflect the rebooted nature of A Realm Reborn) and include meaningful content, such as additional story missions, raids, PvP battlefields, and all-new gameplay features. The release of the first major expansion, Heavensward, in June 2015 brought A Realm Reborn to version 3.0, and followed the MMO trend of raising the level cap, introducing new ways to play, and adding a new playable race, the Au Ra. There’s another mysterious SEPTEMBER, 2011: First of Yoshida’s Letters from the Producer videos goes live OCTOBER 14, 2011: A Realm Reborn is officially announced Free to pay Defying recent MMO trends, Square Enix has remained staunch on offering a subscription-based service, without shifting to or adding a freeto-play option. While Yoshida acknowledged pros and cons of both models during his GDC presentation, an unnamed agency reportedly conducted a player survey in 2014 and discovered that a whopping 82 percent of the player base wanted to stick with the subscription model in its then-current form. OCTOBER–DECEMBER, 2012: A Realm Reborn enters alpha test stage expansion in the works, which will bring A Realm Reborn to version 4.0, and is set to bring with it the kind of content that justifies a premium price outside of the incremental major content patches that are covered by a monthly subscribing player base. It’s difficult to deny the chalk-and-cheese nature of the two Final Fantasy XIV-branded products. The original game was a disaster at launch, but through company accountability, and a change of leadership that led to big internal changes as well as a new Final Fantasy MMO, Yoshida and Square Enix converted a 90 percent projected income loss for Final Fantasy XIV to five-million registered players two years after the release of A Realm Reborn. Fan faith has been restored and the evidence that Square Enix learnt from the mistakes of Final Fantasy XIV is more than evident in the infinitely superior offering of A Realm Reborn. NOVEMBER 1, 2012: Final revision of FFXIV is released NOVEMBER 11, 2012: Final in-game battle before FFXIV server closure FEBRUARY–JULY, 2013: A Realm Reborn enters closed beta stage AUGUST 27, 2013: A Realm Reborn officially launches PC PowerPlay 51 253 Games YOUR GUIDE TO PC GAMES W hat is worse? Aiming high and failing, or failing to aim high in the first place? It’s a question that’s stymied writers and directors for years. Francis For Coppola famously said in the excellent documentary Hearts of Darkness, about the making of Apocalypse Now, that “My greatest fear is to make a really shitty, embarrassing, pompous film on an important subject, and I am doing it.” What he’s alluding to is the consequence of aiming high, and knowing you’re not hitting that mark. Technomancer reminds me a lot of that particular folly of creators over-reaching themselves. On one level, it’s an amazing creation, full of incredible locations, amazingly realized creatures, and a scope that is AAA in its ambitions. Sadly, the studio behind it does not have a AAA budget to play with, and so the final product is one that is deeply flawed - you can read more about that over the page in Daniel’s review. But that question I opened with still lingers. In fact, it can be reduced down to another popular filmic reference. The Jedi Master Yoda believes that one should “Do, or do not. There is no try.” However, while that may be fine for a budding Jedi, I’m not sure it applies to the rest of us, and certainly not to games like The Technomancer. I’d rather see people reaching beyond their capability - because then at least even the failures will be honest ones. David Hollingworth Digital Editor WE PLAY ON: 52 PC PowerPlay Contents 53 56 58 60 61 62 63 64 65 The Technomancer Mirror’s Edge: Catalyst Eve Valkyrie Elite Dangerous VR Onechanbara Z2 Chaos The Solus Project Anima: Gate of Memories Furi Star Citizen Alpha 2.4.0 SCORING SYSTEM | PCPP scores its games on a 1 to 10 scale. The higher, the better – though 10 is by no means a “perfect” game. We’re not convinced such a thing exists, so consider a 10 a masterpiece of PC gaming, despite its inevitable flaws. A 5 is a decidedly average game; one that doesn’t excel in any particular area, without being an affront to our senses – the ultimate in mediocrity. Below this, you’ll start to find the games our reviewers suffered an aneurysm getting through; above it, the titles truly worth your time and money. And remember: a score is only a vague indication of quality. Always read the full review for the definitive opinion! 950 PRO REVIEW The Technomancer Return of the electric Jedi DEVELOPER SPIDERS PUBLISHER FOCUS HOME INTERACTIVE PRICE $44.99 AVAILABLE AT STEAM www.thetechnomancer-game.com S piders has a rather patchy history as a developer, receiving mixed to negative reviews for most of the games it has created, with the only real exceptions being the console ports they have done for a few adventure games. Faery: Legends of Avalon, a fantasy RPG in which players took the role of a faery from the court of King Oberon, looked and sounded fantastic but was hobbled by samey quests and threadbare turn-based combat. Of Orcs and Men had an interesting premise with the player taking the role of a stealthy Goblin and a fearsome Orc on a mission to free their captive brethren from an evil human empire, but it failed to be particularly impressive as either a stealth or an action game. Mars: War Logs, a prequel to The Technomancer, aimed for the sky with a story about rival corporations fighting for water on a dystopian colonised Mars but featured a terrible combat camera, muddled story, poorly defined characters and silly morality system. Bound by Flame, a fantasy RPG that featured a plot point about banging your sister also featured the same muddled combat from Mars: War Logs, constant, inappropriate and poorly-delivered swearing from all characters, and some truly bizarre pop-culture references that felt unbelievably out of place. While these games, for the most part, had different problems that led to their middling reception, the root cause of the problems remains the same. Spiders isn’t a bad developer, just a developer with ambitions that greatly outweigh its budgets and capabilities. The Technomancer follows suit in that it shoots for the moon and falls short, but for all its failings it’s undoubtedly the best, most interesting and most successful game it’s developed thus far. Players take the role of a Technomancer named Zachariah, newly inducted into an order of semi-ascetic warriors capable of wielding electrical powers. During his final initiation rights, Zachariah learns the terrible secret of the Technomancers - they are in fact mutants who generate excessive amounts of bioelectricity, and in a world in which mutants are treated as disposable slave labour, this is a secret that must be kept at all costs. The dystopian corporatocracy of Mars is defined by a rigid PC PowerPlay 53 REVIEW class system, with each citizen of the spartan, brutalist metropolis of Ophir having their surname define their position in society. Zachariah is a Mancer due to his place in the order but he is something of a novelty in the city - one of the few who has left the station he was born into - the unwelcome and unwanted Rogue faction that lives in the slums - and ascended the social hierarchy. What The Technomancer does best is flesh out the world of corporateruled Mars. Ophir looks like a brutalist Soviet dream, all enormous concrete structures and wide but functional boulevards. The slums under Ophir are a rabbit warren of shanties, warehouses, market stalls and lowlifes looking for their next score. Noctis, an independent trade city Zachariah travels to later in the game, looks something like a postapocalyptic, underground souk next to a palace carved into the living rock. The cities look remarkably different and the cultures within reflect those differences. There is a general sense of despair in Ophir, with the Rogues in the slums doing whatever they need to survive and even those in the city proper biting their tongues in fear of falling foul of the secret police, who are all too eager to label someone as a traitor to the corporation and exile or execute them. Noctis, on the other hand is alive with possibility. Mutants freely walk the streets and ply trades, and while there is still poverty and crime there isn’t the sense of nihilism that there is in Ophir. So far so good. The story and atmosphere of The Technomancer are good, sometimes even great, and there is a real moreish quality to the main quests, in discovering the true Developer Spiders really has a fondness for bugs A deadly swarm of crocodile cockroach glowbugs The story and atmosphere of The Technomancer are good, sometimes even great WHY SHOULD I CARE? + You like men with scars + You react to all news with mild detachment + You don’t move your eyes, only your mouth + You liked Mars: War Logs history of the Technomancers, the plots of the Ophir secret police, the corporate wars and the reasons why contact with Earth was lost so long ago; but to reach that enjoyment players have to wade through some rather unfortunate mechanical flaws, chief among them being the frequent combat. Technomancer combat revolves around three different styles - knife and gun, mace and shield, or staff. Each of these combat styles features different moves and specialities. Knife and gun style is fast and allows Technomancers to poison enemies. Mace and shield is slow but allows for blocking as well as dodging and is good for disrupting enemy attacks. Staff style is flashy, has good range and is also capable of doing AOE damage. Each of the styles has its own skill tree that can unlock additional active or passive abilities, buff damage, attack speed and the like. It would be a decent enough combat system if battles were infrequent, but due to the fact that combat seems to be one of Zachariah Mancer’s main pastimes the cracks show often. It’s too simple a system to sustain the sheer amount of combat involved in the game and although new abilities are opened up via the skill trees they never have enough of an impact to make them feel like you’re really progressing in your chosen style. Likewise the Technomancer abilities, SEQUENCE MARS: QUEST LOGS 1. NPCs that want your attention will call you over 54 PC PowerPlay 2. Sometimes you can talk your way out of a fight 3. But sometimes you just have to slog through battle 5 4 3 1 6 2 MARTIAN TERRAIN 1. Zachariah always has facial scars, but otherwise his appearance depends on gear Those lamprey/ anenome things are actually mutated birds the very ones whispered about by other characters as being terrifyingly powerful and capable of turning the tide of any battle, don’t feel particularly powerful or useful at all. With the exception of the ability to electrify your weapon to do extra damage and give it a chance to stun enemies, Technomancer abilities come across as all too inconsequential thanks to the limited number of times they can be used in a fight unless you constantly chug the game’s equivalent of mana potions. When it comes to defence, players have a few options - dodging, blocking (if you have the right fighting style) and gearing, but thanks to the aggressive AI of the enemies, the number they often attack in, and the rather average camera, the only real defence against constant, frustrating and arbitrary death is running around like an idiot and playing on easy. There are numerous flaws in The Technomancer, from the facial animations that start and end with the mouth, making for some serious bizarre uncanny valley, to voice acting that lacks any real affect, controls that use the same button for loot and drain serum (a polite euphemism for murder) that negatively affects your karma score, and level design so labyrinthine that it’s a wonder that the streets aren’t packed with the corpses of NPCs who went for a walk and got horribly lost. Even with that litany of problems, there is still something about The Technomancer that makes it an appealing RPG prospect. Spiders has set out to emulate a number of beloved modern RPGs like Knights of the Old Republic, Mass Effect and The Witcher, but without having the expertise of companies such as CDPR and BioWare, or the budget of any of the more successful games. But despite that, it has delivered a fascinating story set in a rich, well-realised world. The fighting gets to be a real slog, but if you stick with it there’s a lot to like about The Technomancer. Hopefully next time the developers visit Mars they may have a budget somewhat in line with their ambition. DANIEL WILKS OR TRY THIS: KOTOR II MASS EFFECT 2 OBSIDIAN ENTERTAINMENT, 2004 Amazing Star Wars roleplaying Looks dated BIOWARE, 2010 Beautiful, nuanced SF RPG Mass Effect 3 butthurt THE WITCHER 3: WILD HUNT CD PROJEKT RED, 2015 Amazing open world roleplaying No more Witcher 2. Stances are bound to Z, X and C, and skills/ consumables are bound to the number keys 3. You can have two companions at any time, each of which has a relationship meter that can be filled through questing and conversation 4. Technomancer skills require focus 5. Some quests have time limits or delays 6. The mini-map is not detailed enough to be helpful VERDICT: Although hobbled with a dull combat system and voice work that lacks any real emotion, the story of The Technomancer is a real pleasure. 6 PC PowerPlay 55 REVIEW Mirror’s Edge: Catalyst In the grimdark future there is only parkour DEVELOPER EA DICE PUBLISHER EA PRICE $89.99 AVAILABLE AT ORIGIN, RETAIL mirrorsedge.com I am an unashamed fan of Mirror’s Edge. As a lover of interesting movement mechanics, the sometimes disorienting but always fast and spectacular first person parkour of the 2008 game proved to be a real joy, as did the protagonist, Faith, a hard as nails but generally agreeable blackmarket courier and accidental freedom fighter. Due to the relatively lacklustre sales figures of the original game, the announcement of Catalyst, a prequel/reboot came as quite a pleasant surprise. Of course, being a fan of something sets you up for a fall when a follow-up doesn’t live up to its promise. Set before the events of the first game, Catalyst sees Faith being released from prison and slowly regaining her place with the other runners, taking courier jobs where she can get them and, of course, sticking it to the corporations whenever she can. While certainly no classic, the story of Mirror’s Edge was personal and propulsive, with Faith becoming embroiled in a plot to train police to move like runners after her sister, Kate, is framed for murder. Faith’s actions were her own and she fought for family and friends, gaining a pyrrhic victory at best, escaping with her sister to parts unknown while Project Icarus gained momentum. Catalyst is the opposite. It starts as personal - at least if you read the prequel comic - and expands to become a story about rival corporations, nanotechnological mind control, long lost sisters, and generally being the only person who can save the world. On top of the muddled story is the fact that the game is nothing but dour. There is little to no humour, and The line leads us, the line knows the way the grapple is limited to certain attach points so as to not make other movement skills redundant WHY SHOULD I CARE? + You are sullen and angry at the world + You have amazing freedom, but whatever + You like to chase strangers across rooftops every character is so grim, abrupt, or just straight up obnoxious that it’s hard to like any of them. The characters have been reduced to little more than the generically pretty but bitchy characters from any number of teen TV shows. Thankfully, even though none of the characters seem to take any joy from their freedom of movement, players can still get that rush of a perfectly executed parkour line. The movement system has been expanded from that of Mirror’s Edge, with Faith gaining skill points throughout the game to spend on movement, combat and gear, each of which can unlock new abilities or expand the use of existing ones. Initially Faith is a little slower and less limber than she is in Mirror’s Edge, but after an hour or so of play she feels like her old self, effortlessly traversing the rooftops of Glass city. Later in the game, Faith comes into possession of a grapple allowing her to swing over gaps or quickly scale buildings. As fun as new forms of movement are, thankfully the grapple is limited to certain attach points so as to not make other movement skills redundant. The biggest new feature in Catalyst is undoubtedly the open world, and unfortunately it delivers a somewhat mixed bag. The rooftops of Glass are austere and beautiful with more than enough places to explore and run around to make it a pleasure to be in. Rather than the simple progression of missions in the first game, this time SEQUENCE ANATOMY OF FAITH 1. Accept a quest to screw with the corporations 56 PC PowerPlay 2. Complete quests to gain XP and skill points 3. Spend skill points on movement, combat, or gear 5 2 4 1 6 3 RUN FOR THE HILLS 1. Picking up leaked intel, hacking billboards or stealing security chips is a good way to grab some extra XP xxxxxx xxxx xxxxx xxxxx xxxxx xxxxx xxxxx xxxx xxxxxx around Faith has to run from one location to the next to follow the story missions. In between there are time trials to find, billboards to hack with various activist messages and honest to goodness courier jobs that require Faith to deliver a package in a time limit. Players can also create their own time trials for upload to a central server, and this acts as something of a shortcut to finding some of the most enjoyable runs in the game. It all sounds good, and when it works it’s a real thrill, but because of the pervasiveness of runner’s vision - a neon red line highlighting where you have to go next - you’ll often find yourself concentrating on following the red line instead of actually enjoying the city. Combat has also been revamped with the removal of the awful shooting mechanics of the first game, but the clumsy melee it has been replaced with doesn’t do the game any favours. Combat is built around movement and momentum, two things that Faith excels at. Momentum can be built up into a shield, effectively protecting Faith from gunfire as long as she is moving fast and fluidly. Taking down a single opponent feels wonderful, as Faith can effortlessly switch from a movement into a devastating attack and keep her momentum, but when faced by a number of opponents, especially in the arena style encounters she sometimes finds herself trapped in, combat soon becomes a frustrating, clumsy parade of first person brawling and keyboard thumping. Without momentum, Faith is just punching and kicking dudes in masks. Sometimes, especially when facing Enforcers, the combat is so shoddy that it makes you long for the days of guns. Mirror’s Edge: Catalyst isn’t a bad game, but it is one that doesn’t seem to have a clear aim. The open world seems more like “me too!” game design than an actual open world, and the characters have become grimdark parodies of themselves. Guns have thankfully been removed only to be replaced with something equally frustrating. Even if Faith can’t find any joy in running, you probably can, especially if you search for user created time trials. TAVISH FORREST OR TRY THIS: MIRROR’S EDGE WELKIN ROAD SPEEDRUNNERS EA DICE, 2008 Superb first person movement Terrible shooting GREGOR PANIC, 2016 First person parkour puzzles Still Early Access DOUBLEDUTCH GAMES, 2016 Awesome parkour time trials Side scrolling 2. Although it doesn’t appear in this screenshot, the red Runner Vision line will lead Faith to this quest marker 3. Hit Ctrl after a long fall to roll and keep momentum 4. Gain momentum to keep your Kinetic Shield charged (the white line bottom left) 5.The yellow orb is an XP pickup 6. The only time you ever see the streets is when you are falling to your death VERDICT: The movement in Mirror’s Edge: Catalyst is still strong, but the unlikeable characters and clunky combat get in the way of complete enjoyment. 7 PC PowerPlay 57 REVIEW VR Eve Valkyrie REVIEW More than a spreadsheet DEVELOPER CCP PUBLISHER CCP PRICE FREE/$89.99 AVAILABLE AT STEAM AND OCULUS STORE www.evevalkyrie.com T here’s a reason that Valkyrie is shipping for free with every version of the Rift Consumer Version 1 kit - it’s arguably the best VR experience currently available for the platform. It seems tailor made for the Rift’s strengths - designed for a seated experience, and perfectly usable with the Xbox one controller, it doesn’t need those extra features offered by the HTC Vive. And yet it’s also a prime example of how we’re still at the very first generation of VR games - take away the VR headset, and there’s actually a remarkably shallow experience here. Oculus rates this as one of the more intense VR experiences around, which means it’s probably not the best game to fire up when you first bust out your HMD. It’s fast and frenetic, so unless you’ve already spent some quality time acclimatising to VR, there is a good chance you’ll be reaching for a bucket after 30 minutes of play. Having said that, the game does include a few empty levels that are perfect for slowly getting used to the controls and head mounted movements. It’s also easily one of the prettiest VR launch titles, which makes it hard not to turn to when you first get your HMD. From the very first moment you sit in your virtual space fighter, it’s hard not to be impressed by just how real it feels to be sitting in these cockpits. I’m a flight simmer from way back, and even have a custom cockpit with HOTAS controls, but it’s not a patch on actually sitting in a 360 degree recreation of a pit, where I can lean forwards and sideways to look around me. Once you’re in the pit, a short countdown procedure activates, as the launch tube Somebody needs to make a Space: Above and Beyond mod 58 PC PowerPlay WHY SHOULD I CARE? + You’re in love with Katie Sackhoff + You like the idea of Eve Online but already have a job + You got it for free with your Rift ahead of you energises, before flinging you out of your carrier and into deep space. It’s a thrilling and exciting moment that you just don’t get without that VR sense of presence. The first time you do this is part of a very short tutorial, which teaches the basics of handling - and to be frank, they’re rather rudimentary. You have a short boost which has limited fuel, and then the usual aircraft based controls. Unlike other space sims, Valkyrie has gone for a very basic handling system that is not a true physics-based approach. Just two different weapons are available in the first ships - a cannon system that fires ahead, which can be tricky to use unless you lock on to your targets and thus get a nice little bead that leads where you should shoot. But by far the coolest weapon is the head-tracked missiles. By looking around the cockpit, you can lock onto other spacecraft that are well off centre. Trust me, after a few dogfights you’re going to get some rather bulky neck muscles, as learning to look all around is a huge part of the game. Lock on to another fighter long enough and you can fire several missiles - which again take time to recharge. In defence your ship is equipped with auto-cannons; hear the missile lock warning, turn on the cannons and hopefully you won’t get blown out of the sky. It’s all very exciting at first, and the tutorial puts you right in the middle of a massive scene with gigantic spacecraft stretching kilometers in length. And then you realise that’s about all of the singleplayer content there is. A Even with the poor handling, Eve Valkyrie still looks amazing handful of other missions allow you to explore the maps and sometimes take on AI, but the amount to do on your own can only be described as threadbare. Nope, this game is currently firmly focused on multiplayer, with the predominant mode being team death match. One of the nicest VR touches is the lobby system - as you wait for the game to begin, you’re in a virtual room surrounded by your fellow pilots, all inhabiting special chambers waiting for the game to begin. It’s hard to explain, but by seeing them there, in full 3D, it actually feels like you’re about to storm out onto a playing field with people beside you. Sadly the combat itself isn’t exactly amazing. Perhaps it’s because I’ve flown a lot of simulators, but I found it simple to beat other players who were piloting much higher level spacecraft (yep there’s an unlocking system here, but it’s relatively shallow). Gone are the epic carriers from the tutorial - it’s just you and a bunch of smaller fighters flying in endless circles around each other. There’s usually some kind of structure in the middle of the flying area, such as a space station or asteroid field, but I found it rare for other players to use these for avoidance. When they did, chasing them through these cluttered, 3D spaces was exhilarating, but most players stick to the open areas of the field. Adding to the issues is the fact that missiles rarely seem to do any damage - I generally relied on my cannons for kills, which is the least enjoyable weapon. Don’t get me wrong, my first few hours in the game were wondrous - I was in Battlestar Galactica, zipping around in a real space ship rather than pretending to look at a screen. Yet the lack of depth in both content and handling leads to an ultimately repetitive experience. Thankfully CCP are introducing new modes as they learn what works in VR, with an upcoming carrier battle mode replicating the trench run from Star Wars, and I’m sure they’ll add deeper systems and handling to the combat. But until then it’s merely a nice Day 1 experience that is in dire need of more time and attention - the good news is that CCP is exactly the kind of company who provide that. BENNETT RING VERDICT: While the first few hours are incredible, sadly a lack of depth in handling and content leads to a game that needs a few more hours in the oven. 7 PC PowerPlay 59 REVIEW VR Elite Dangerous REVIEW Evil AI are hunting players (true story) DEVELOPER FRONTIER DEVELOPMENTS PUBLISHER FRONTIER DEVELOPMENTS PRICE $29.99 AVAILABLE AT STEAM AND OCULUS STORE www.elitedangerous.com Y es, this is the second time I’m reviewing this game. And I absolutely it adored it the first time it came out, when I played it on my good old HD projector with sim-pit. Yet I felt a re-review for the VR version was absolutely crucial, as it’s a lesson in why games not built from the ground up for VR often fail so horribly with today’s VR kits. Let’s start with the basics - getting this sucker to run. Elite has a bucketload of graphical options, but getting them to play nicely with the Rift was a total nightmare. Even when I chose the VR preset, weird artefacts would show up on screen. Simply logging into the game is also a pain in the arse, as it has its own front end that requires a user-name and password; at the time, I’d have to remove my Rift headset, plug this in via my PC monitor, then put the headset back on. It’s when you really get into the game that the primary problems become apparent - resolution, and controls. Elite is a game with a vast draw distance, where you can see enemy fighters from dozens of kilometres away. It also has an intricate cockpit, with fine text and dozen of control screens. These both render beautifully on a 1080p PC display, but fire it up on the relatively low resolution Rift headset and everything becomes a blurry, hazy, jaggy mess. Spotting distant enemies is more like playing “Where’s Wally” than a space simulator. Even trying to read my 3D radar was confusing and basically impossible - within minutes I was craving my boring old 2D screen simply so I could see what was going on. It’s fine when you’re inside a space station and everything is up nice and close, but You’re not my dad - YOU capture the flag! when you’re wearing a HMD, you can’t see the keyboard, so you’re basically screwed WHY SHOULD I CARE? + You adore fiddly setup procedures + You have a HOTAS setup with all the buttons + You love motion sickness today’s HMD’s simply can’t resolve the fine detail required for long-distance, detailed graphics. And then there’s the control scheme. I’m not sure if you’ve played Elite, but simply looking at the control options screen is a scary nightmare - there are hundreds of different controls. If you’ve got the skills of an F-15 fighter pilot, you just might be able to bind most of these to a HOTAS controller and remember them, but folks like me have to rely on using the keyboard as well as my HOTAS. But when you’re wearing a HMD, you can’t see the keyboard, so you’re basically screwed. Oh, there’s also the issue of rotational control in VR games. Rotating the camera is a great way to bring on motion sickness in VR, but it’s a move that Elite players do all the time during dogfights, navigating and docking. So not only can you not really see where you’re going, or be able to control many of your systems, you start to feel quite queasy in the meantime. As a huge fan of Elite, I have to say the VR experience was one of the most disappointing I’ve had.... yet I knew it would be. The resolution issue in particular means that sims just aren’t good in VR yet. Thankfully there are already HMDs with 4K screens per eye already in development, which will change the ballgame entirely, but even then games like this will really need to think about their control schemes and camera motions. BENNETT RING VERDICT: The original might be amazing but it simply doesn’t work in VR yet thanks to the limitations of today’s HMDs. 60 PC PowerPlay 6 REVIEW Onechanbara Z2: Chaos Sometimes freedom of artistic expression just isn’t worth it DEVELOPER TAMSOFT PUBLISHER MINDSCAPE PRICE $39.99 AVAILABLE AT STEAM, RETAIL www.d3p.co.jp/anez2_chaos_pc D oes every piece of art, by simply existing and declaring itself as art, have artistic merit? Can we point to the creative output of another human - or group of humans - and say that what they have done truly has no value? The concept of bikini girls fighting zombies and boss monsters in order to unlock progressively ridiculous and revealing outfits isn’t in itself offensive. But when that concept is executed as badly as Onechanbara Z2: Chaos, it becomes offensive. The female figure is a beautiful thing. It is expressive, a superb piece of evolutionary engineering. It is not a semi-rigid slab of plastic with a couple of helium-filled balloons attached to the front with lace. Usually. This... game... attempts to tap into some kind of Japanese fighting action RPG tradition, with a baffling control scheme, multi-hit combos, tag-teaming other characters, bonus points and charged-up special attacks. Play basically involves frantically hammering keys as the characters spool through animation sequences that don’t quite mesh with the scenery properly, zombies explode in candycoloured splodges of blood and gore, and then a screen full of text pops up as a reward. Naturally, all the art budget went to the jiggle physics and the different kinds of cowboy hats each scantilyclad girl can unlock. But that means the environments and enemies look like something from 1998. From the ARCADES, in 1998. The genre of “badass hero flips around the middle of the room while waves of baddies hurl themselves onto his gunsword” is well-established, popular, and includes many fine Breaking news: Horror at the Real Doll factory. More at 5! Life is full and rich and thanks to Tamsoft, Onechanbara: Z2 Chaos is now part of it WHY SHOULD I CARE? + Three words: sex doll fetish + Bikinis, cowboy hats and swords make sense to you + You want to see a schoolgirl use a chainsaw + You think breasts evolved as a buoyancy aide games. Why the Tamsoft’s team of febrile hikikomori decided to make this game, we may never know. HOW they managed it is mystery too, but given the quality of the graphics and gameplay I suspect each gave his mother the latest build on a zip disk, and she had it couriered across town to shove under the bedroom door of the next team member. No, seriously, Tamsoft is a real developer and made, for instance, the Battle Arena Toshinden series which did so much to bring true 3D to fighting games. Their heart clearly remains with the original PlayStation though, which might explain why this game looks so terrible. Incidentally, Onechanbara means OR TRY THIS: “big sister sword fighting”, more or less, and the story, such as it is, involves these under-dressed young women shouting at each other for reasons I could never figure out. Probably the reason they are all fighting each other is so the training level at the very beginning makes sense. Look, I’m not here to judge your predilection for women in bikinis and cowboy hats getting splattered with zombie gore in low-poly dungeons. Life is full and rich and thanks to Tamsoft, Onechanbara: Z2 Chaos (Colon Position Variable) is now part of it. What has been done, cannot be undone. You don’t need to play this thing though. It’s really terrible. ANTHONY FORDHAM VERDICT: DMC: DEVIL MAY CRY NARUTO SHIPPUDEN 3 2013, NINJA THEORY Mad combos to the max! Hipstercore reboot 2013, CYBERCONNECT 2 Amazing looks and combat Swimsuit pack DLC, sigh BATTLE RAPER II 2005, ILLUSION Rape now removed Title makes no sense Commits the quintessential crime of the T&A brawler: the girls aren’t even hot 2 PC PowerPlay 61 REVIEW The Solus Project The Survival trend has infected our indie FPS adventure games now... DEVELOPER HEORENCES, GRIP GAMES PUBLISHER TEOTL STUDIOS PRICE $19.99 AVAILABLE AT STEAM www.thesolusproject.com S eems we’ve reached a point in the evolution of PC gaming where it’s impossible, as a small studio, to release anything on Steam unless it has “survival” mechanics - even if survival mechanics don’t really gel with whatever it is you’re trying to do. Take the Solus Project. At first glance, it’s a spiffy-looking, Unreal Engine 4 powered FPS adventure game. Ship crashes, wake up on an alien planet, crawl around looking for bits and pieces to stay alive and solve the mystery of what went wrong. In the good old days, this would have been a Sierra-style adventure game with a little space-dude on the screen. Hotspot hunting, all that. Today, it’s in first-person and there is the aforementioned survival element. This means the player has to eat every now and then, and also stand near a fire to warm up. That’s about it. There are items like rocks and pipes and plant roots to combine into various tools, but the inventory is really restricted and even from the get-go, the most common thing you’ll see written on the screen is “inventory full”. So the player wanders, following a “forward vector” projected into the world by a sort of PDA thing. Initially, it’s about exploring an alien coastline and ducking down into caves. The coastline looks interesting, with its dark sea and huge moon orbiting overhead. The caves, less so. Simple geometry, basic rock textures, and every object is more or less the same shade of grey. Weirdly there are alien artefacts lying around everywhere which do everything from boost total HP to expand inventory space. They serve as a reminder of the survival elements of the game. Nice el-cheapo Tricorder you’ve got there buddy the player has to eat every now and then, and also stand near a fire to warm up. That’s about it WHY SHOULD I CARE? + You can’t get enough of okaylooking alien worlds + You prefer your FPS to be kind of frustrating + You hate guns and shooting + You’ve played literally everything else on Steam Solus’ big problem is that nothing feels real. Despite the texture detail (outdoors anyway) and the various post-processing effects, the world just doesn’t have the solidity of other semisurreal adventure or puzzle games - the Witness being a prime example. That the control system feels borderline epileptic doesn’t help either. A number of the early obstacles must be circumvented using a sort of discbased teleporter device. Throw the disc to a new location, then teleport after it. Thing is, the player character has a really weak throwing arm and the disc normally just sort of flops out a couple of metres. Great for getting through tight spaces, not so good for scaling the many walls and rock chimneys you’ll OR TRY THIS: 62 PC PowerPlay encounter. Of course, because of the survival stuff, there are upgrades... For a game like the Solus Project to be worth your time, it has to have an amazing setting or a gripping story, or some kind of innovative mechanic that’s super fun to play around with. Solus has none of these. It looks... pretty good, but not a patch on many of the other nine billion or so actual survival games on Steam at the moment. The Solus Project is a difficult game to recommend. Not because there’s anything specifically WRONG with it. But because it’s almost impossible to come up with a reason to play it over something, anything, else. That may be the worst condemnation of all. ANTHONY FORDHAM VERDICT: THE WITNESS SUBNAUTICA STRANDED DEEP 2016, THEKLA Myst, for maze-lovers Sense of artistic superiority 2014, UNKOWN WORLDS Creates an amazing world Survival limits exploration 2015, BEAM TEAM Realistic shipwreck sim Die, die and die again Survival mechanics obscure an otherwise competent but uninteresting adventure 5 REVIEW Anima: Gate of Memories JRPG by way of Spain DEVELOPER ANIMA PROJECT PUBLISHER BADLAND GAMES PRICE $19.99 AVAILABLE AT STEAM, HUMBLE www.gateofmemories.com A nima may not be a known commodity in the English speaking world, but in Spain and France it’s a popular commodity. A tabletop RPG designed by Carlos B. Garcia Aparacio and the Anima Project Studios, Anima: Beyond Fantasy (the core book) invites players to adventure in the world of Gaia, a land heavily influenced by the art and style of Japanese RPGs, with Asian inspired honour codes, martial arts and spirituality but still clinging to some traditional Western fantasy concepts as well. Although the game was briefly released in an English translation around 2010, Anima never really took off outside of Spain and France. In its home country Anima has had multiple editions, many supplements, a 32mm miniatures game, a card game and more. Anima: Gate of Memories is the second Anima videogame to be released. Successfully Kickstarted in 2013, the long development time shows in the look of the game. The art style is pretty but it looks dated when compared to games coming out today. Set in the Anima world of Gaia, players take the role of The Bearer of Calamities, a rather generic busty, amnesiac blonde mage who is possession of a possessed book that is also sometimes a buff sexy demon guy named Ergo. Players can switch between the characters at any time instantly, making use of the different skills of each character to either navigate traps or fight enemies. Switching between characters also allows players to string together combos of ranged and melee attacks. The Bearer is a specialist at ranged magic combat and has skill trees that can increase her magical powers. Ergo is Dammit camera, concentrate on the boss, not the butt! Bosses are more akin to bullet hell encounters than traditional action RPG boss fights WHY SHOULD I CARE? ÏƏƉƆƈƄƓƏƍ ƊƄƂƉƕƄ ƕƂƏƎƓ ÏƏƑƄƍƄƉƃƈƄƕ ƆƍƊƑƆƎ ƎƄƃƍƋƄƅ ƕƄƕƕ ÏƏƉƆƈƄƂƄ ƎƂƄƃƍƔƓƕƄƎ ƋƍƆƈƉƄƍ a melee fighter, slashing at enemies with his claws and devastating combos. Like The Bearer, Ergo’s skill trees enable him to learn new and more powerful melee moves. While the idea of these two very different combat styles makes the combat system sound nuanced, outside of boss battles this is by no means the case. Most enemies can be taken down with little effort by spamming basic attacks. Combat looks pretty good - at least when the camera isn’t being a pain in the arse and showing the enemy instead of trying to perv on The Bearer – but it overstays its welcome. Boss battles are much more enjoyable for the most part, with these mammoth enemies not only having amazing backstories hidden throughout their OR TRY THIS: preceding levels, but also echo some of the feeling of boss battles in the excellent but underappreciated console (boo hiss) RPG, Nier. Bosses are more akin to bullet hell encounters than traditional action RPG boss fights, and they’re mostly great. Unfortunately late game bosses come across as more than a little cheap and unfair, often way outstaying their welcome. Gate of Memories doesn’t have much in the way of story – it’s all quite generic and predictable – and the combat ranges from great to pretty average. That said, there’s still enough in the game to keep you interested, especially if you’re hankering for some third person action curing this rather dry time of the year. TAVISH FORREST VERDICT: CODE OF PRINCESS STUDIO SAIZENSEN, 2016 Really fun combat Low res sprites DRAGON’S DOGMA: DARK ARISEN CAPCOM, 2016 Amazing combat Silent protagonist HAND OF FATE DEFIANT DEVELOPMENT, 2015 Card based level design No sequel yet Mostly great bosses and some nice narrative flourishes do a lot to make up for the fairly repetitive combat and generic story. 7 PC PowerPlay 63 REVIEW Furi The only way out of prison is through your gaolers DEVELOPER THE GAME BAKERS PUBLISHER THE GAME BAKERS PRICE $24.99 AVAILABLE AT STEAM furigame.com T here’s not a lot of story in Furi, and what there is remains vague. You are a nameless, silent prisoner. To escape your imprisonment you have to fight your way through a series of “jailers” to reach a nearby planet and the hope of freedom. A strange man in a rabbit hood is aiding you in your escape and filling in details of what is going on. You are a strange warrior in a strange world, and the only way to achieve your goals is through killing everything in your path. Furi is essentially a boss rush game, with the only parts of the game not taken up with epic battles spent walking to the next opponent. The world is strange and beautiful, a neon dreamscape, but it’s also deadly. There is no progression outside of the linear trek through the succession of bosses – no equipment to worry about, no skill points to assign, no new moves to master. The only thing you can do to improve is to master the controls and get better at recognizing patterns. It’s a game that challenges the player to get better, not to improve their character. If you don’t have a control pad, forget about playing Furi. Trying to play with a keyboard and mouse is an exercise in frustration and failure thanks to the fact that Furi combines elements of twin stick shooters, bullet hell and spectacle fighter games. The prisoner is equipped with a sword and a gun, both of which can be charged to do extra damage with attacks. Defensively, the prisoner can dash and block. It’s an incredibly simple system but that works in the game’s favour. By limiting the number of skills available, The Game Bakers Afro Samurai the white guy version Boss battles aren’t short affairs, sometimes lasting for 20 minutes or more WHY SHOULD I CARE? ÏƏƑƎƓƏƍ ƃƎƆƎƂƄ ƍƍƎƄƕƂƓ ƅƏƍƍƓ ÏƏƑ ƃƎƍƉƉƄƍ ÏƏƉƆƈƄƍƄƋƉƓƆ ƼƞƊƆƏƎƄƂ ƅƆƎ force players to master the abilities available rather than exploiting powerful unlocked abilities. Boss battles aren’t short affairs, sometimes lasting for 20 minutes or more, as each one has a number of health pips as well as a health bar. Each time the health bar is depleted the boss loses a pip of health and transitions to the next phase with new attack patterns and behaviors. One phase could see the boss standing in an inaccessible position firing a frightening number of projectiles at the player, forcing them to dodge and shoot while the next may see them aggressively attacking the player with their melee weapon. There are no mid-fight checkpoints, so if you OR TRY THIS: VERDICT: TITAN SOULS ACID NERVE, 2015 One hit boss rush One hit boss rush 64 PC PowerPlay die it’s time to start over again. This frustration may lead you to wanting to lower the difficulty, but doing so makes the game ridiculously easy and removes the appeal of the combat. Furi is an interesting experiment, something like a simplified, purist Dark Souls meets Devil May Cry. When it works and you get deep into the flow of dodging projectiles, blocking sword slashes and retaliating with a spectacular combo, Furi becomes an engrossing, nearly meditative experience. When you die and have to start all over again you want to smash your controller. DANIEL WILKS THE BINDING OF ISAAC: REBIRTH NICALIS, INC, 2014 Twin stick bullet hell Creepy crying children METAL GEAR RISING: REVENGEANCE PLATINUM GAMES, 2013 Free sword mode Revengeance? Seriously? The difficulty makes Furi pretty inaccessible, but if you like to be punished, this is the game for you. 6 REVIEW Star Citizen Alpha 2.4.0 Could the longest wait in gaming actually be worth it? DEVELOPER CLOUD IMPERIUM GAMES PUBLISHER CLOUD IMPERIUM GAMES PRICE $60+ AVAILABLE AT ROBERTSSPACEINDUSTRIES.COM robertsspaceindustries.com U ntil this point, fiddling around with Star Citizen has been like any alpha: dropped frames, glitchy lighting, long load times and occasional crashes. But Alpha 2.4.x brings the first hint of coherency, and once you set out on a mission, the promise of this game starts to shine through. Here’s what it’s like. You move through the snug corridors of Port Olisar to the airlock. The lock cycles. You strike out across the pad in dazzling sunlight, the butterscotch curve of the planet Crusader over your shoulder. Ships are moving everywhere. The platform vibrates as something large lifts off. And there’s your ship. Your brightred M50 Interceptor which (in the full game) you finally bought after hours of combat and trade. You approach the cockpit, the ladder folds down, you climb inside. The ship comes to life around you and your FPS viewpoint locks straight ahead as various readouts appear. The game controls switch to flight mode. You’re in space. Hit B for navigation mode, find the mission indicator and hit F to engage quantum drive. The stars blur. A comm array slams into view - your target. Then, alarms sound. Two pirate ships are detected. They close for the kill. Then, it’s a familiar dogfight, like Wing Commander 25 years ago except somehow more intense, more immediate and more real. The explosions and debris are little short of cinematic. You are victorious. Then, you park the M50 adjacent to the comm array, and hit Alt-F (this shortcut keeps changing, build to build). The faceplate of your suit ices up momentarily as the M50’s canopy As cynical as we might get, nobody can deny the appeal of an image like this having seen what the game can be, perhaps a little optimism is at last in order WHY SHOULD I CARE? + You think $60 is a small price to pay to be part of a dream + You want to punish your 980Ti SLI rig + Even a tiny bit of space is better than no space + You hate Derek Smart opens. You are in space, inching toward the array on wispy manoeuvring jets. You crawl along the surface of what is now a huge structure, until you find an access point. Then, you twist and turn through pipes and vents until you find the array’s maintenance panel. Reactivating the array is as simple as touching a few icons. Then, wriggle your way out, jump over to the M50, and power on out of there. The galactic internet notes your success, and credits your account with 1000 UEC, the in game currency. What next? Fly back to Olisar and get another mission? Pop over to CryAstro, fill up on fuel and buff out any scratches the pirates put in the M50’s OR TRY THIS: beautiful red paintjob? Land on the planet and go clothes shopping? Find some friends and form a corporation? What will the 1.0 release actually hold? A slim fraction of what was promised? Even that could be a huge game, and I’d be happy with that for my US$45 investment. But others who’ve sunk thousands into Star Citizen on a promise of a game-to-end-all-games may never see the reality match their dream. Still. Over 1.4 million people have pledged. And the ongoing crowdfunding campaign is still bringing in at least US$1 million a month. With that kind of audience, and an unprecedented budget, and having seen what the game can be, perhaps a little optimism is at last in order... ANTHONY FORDHAM VERDICT: ELITE DANGEROUS: HORIZONS 2016, FRONTIER Planetary landings, heaps of new stuff Kind of bland and British FREESPACE OPEN 2014, VARIOUS Updates the greatest for pure combat Need original Freespace 2 retail WING COMMANDER 4 1996, ORIGIN Best FMV in the series All about the FMV Keep your fingers crossed and your wallet open: Star Citizen could be all it promises $$ PC PowerPlay 65 ISSUE 253 DVD Contents DISKYPOO RƆƇƐƆƏƆƋƈƋƈƐƇƐƈƌƐƗƈƊ ƈƏƐƌƆƄƑƐƅƋƋƆƆƈƏƋƌƊƈ ƆƏƓƕƐƐƆƊƈƐƅƆƐƌƊƆƈƐƐƐê9Ɛ ƗƆôƐƑƗƋƈƊƆƌƑƅƄƑƐƈƐôƅƐƑƋƋƕƏƆƋƋƕ ƗéƑƅƆƗèƅƋƆƒƆƏƗƏƐƆƏƇƇƆƅƐƈ ƐƊƆƍƆƏƋƐƏƕƐƆƋƋƈƗƈƐƈƌƐƆ ƆƌƐƈƋƐƐƆê 9ƇƐƐôƐƕƑƏƆƍƍƗèƍƆƏƍƈƗƆ ƅƏƋƋƈƌƐƆƏƈƏƋƄƆƐéƆƌéƑƍƈƌƏƆ ƕƑƏƐƈêEƈƌƆƏƈƏƗê &Ɖƕê The PCPP Team. 35 FREE GAMES AND GAME DEMOS! ÏƆƇƎƑƆƐ9y ÏƈƏƏƓƋ ÏƐƌƐLƋƆƅƑƋƆ#Ɔƌ ÏƐƑƋRƋƈƆ ÏƋƋƈƐƈƅM1 ÏƐƐƋƆƏƑƗƇ&ƋƗƆƋƌ ÏƋj#ƐƐƋƆ ÏƏƈƅƋƆë`ƑƆdƅƍƆGƆƆƗ ÏƌƄƐLƐƆƏ ÏƏƑƏƑ Ï&ƅƋƈƍƆ#ƆƇƆƗƈƐƆLƐƆƏƋƗ Ï&ƌƄƆƏdƐƏƈƊƆ Ï0ƏƆƇ1Ɨ Ï1ƆƌƇzƏ Ï9ƗƋƈƐ`ƑƋƆƐƆ1Ɨ ÏEƈƌƆƏë#ƆƐƏƕƋƋLƐƆƏ1ƈƏƋ ÏGƆƆƗƇƋƋƈ ÏGƆƈƓƗëjƋƆƇƐƆjƓdƓƏƗ ÏLƕGƗëƋƅƊ1Ɔƌ6ƑƐƈ ÏMƆƊƍGƈƒƆ ÏRƆjƏƋƋƏƌƕ Ï^ƈƐƅé6ƈƐë`ƌƍƆGƆƒƆƋ Ï^ƑƖƖƋƆ^ƈƏƐƆ Ïdƌ÷LƔơƠƿëƄƆGƈƅƋLƑƐ#ƈƆ ÏdƋ0ƏƆ ÏdƐƏƏƆƊ ÏdƑƏƆ Ïj ƆƄƄƆƕƇƏƈƌƆ&ƔƐƆƑƌ Ïj ƆƒƆƏƆ&ƒƆƏƕƗƕƗƒƆƐƑƏƆƇ dƌƐƏƓƆ ÏnƐƑƏƆƗ ÏnƍƓƏƗèGƆƋƕ`ƄƐ#Ɔƌ ÏzƋƐƖƇƐƆzƈƖƏƗ ÏzƏƋƗôƗƏƈƇƐ9ƋƗƏƆƐƏ ÏzƏƌêƈ Legends of Callasia Installation instructions included on the disc. Browse the disc and launch index.html for more. USING THE DVDS PC PowerPlay DVDs are suitable for use in almost any computer but the software contained on the medium is for Windows operating systems only. Because each PC is different, PC PowerPlay and Next Media cannot guarantee the DVDs will operate as expected on every system, despite strict adherence to Windows compatibility. LOADING The DVDs are set to autostart. On insertion it will load the DVD's Terms and Conditions of Use disclaimer in your default Web browser. If the DVD failed to autostart, you can load the menu manually by running the file called start.htm in the root directory using Windows Explorer. VIRUSES These DVDs are rigorously checked for viruses during production, however, PC PowerPlay can make no guarantees to this end. Next Media always recommends that the DVDs be scanned using your own antivirus software on first and subsequent uses. 66 PC PowerPlay INSTALLING SOFTWARE Simply click the install/download link under a file's description to launch the installation program. please ensure that all other programs are closed and that any anti-virus software is disabled before performing a software installation. Due to STEAM region locking, not all content may be available toutside Australia. TECHNICAL SUPPORT PC PowerPlay assumes the end-user of these DVDs has the necessary computer knowledge required to operate and install software from this product, and cannot provide technical support either for this or for any of the software contained on this disc. DVD REPLACEMENTS PC PowerPlay can only replace DVDs that were damaged or faulty at the time of purchase. If you think a DVD fits into one of these categories then please contact the DVD Producer immediately to assess whether a replacement needs to be sent out. email: jgillooly@nextmedia.com.au © nextmedia 253 Tech YOUR GUIDE TO PC GAMING HARDWARE SHOTS FIRED One war with two distinct battlegrounds he GPU wars have well and truly begun. Nvidia’s GeForce GTX 1070 and 1080 have started to hit the market in waves of samples built by third party manufacturers, while we finally got to benchmark AMD’s new Radeon RX480. To be frank, I was a little disappointed at the differences between the various Nvidia cards. Only a handful from Asus had truly unique features – the rest are all about RGB lights, new coolers and maybe some better power circuitry. In the end it’s going to come down to pricing and brand loyalty for most buyers. Or whichever one has the flashiest robot on the box. As for the AMD Radeon RX480, I’m a bit undecided about this card. We’re getting royally ripped with pricing starting at $439 compared to US$229 in the US; yes, our dollar is weaker than my liver after last month’s many Computex parties, but it’s still not enough to justify a more than doubling in price. Hopefully prices will drop soon enough, making it killer value… but Nvidia has its entry-level card waiting in the wings. We’ll be checking it out next month, along with AMD’s new RX460 and RX470. Regardless, as a lover of silicon that makes my games look pretty, it’s been an exciting couple of months to at least see new products. Read on to see which one is worthy of an upgrade. T Bennett Ring Tech Editor EDL:G 6L6G9 l l l e Xe d l Z g e a V n Xd b Vj HB6GI 7JN l l l e Xe d l Z g e a V n Xd b Vj Our Power Award is given to products that are best in class no matter your budget. Our Smart Buy Award goes to products that balance performance with price tag. 69 69 70 78 82 82 Level 10M Advanced BenQ XR3501 GTX 1070/1080 Roundup Radeon RX 480 Roccat Suora Ozone Blade THE PCPP TESTBENCH CPU INTEL I7 3770K www.intel.com.au MOBO GIGABYTE Z77X-UD3H www.gigabyte.com.au SSD CORSAIR NEUTRON www.corsair.com RAM 8GB PATRIOT DDR3 2,133MHz www.patriotmemory.com GPU RADEON HD 7970 www.amd.com PSU CORSAIR AX860I www.corsair.com DISPLAY DELL U2711 www.dell.com.au 68 PC PowerPlay Contents REVIEWS / TECH MOUSE Tt esports Level 10M Advanced gaming mouse The best a hand can get PRICE au.ttesports.com pon initially examining the exuberantly OTT design of this mouse, one may conclude that so much style must surely be overcompensating for a lack of substance. Not so! Under its many-faceted skin lies a gaming mouse that’s on par with the very best you can buy. Only the recent Logitech G502 is its equal, and for the same reasons. This mouse (and the Logi) has bang-on-perfect cursor movement on-screen. There’s no lag or acceleration to mess you up. Straight away, as soon as you plug it in it just feels right. Install the software for expanded DPI options and a bit of RGB personalisation, and it only gets better. The laser sensor feels more like a really good optical, in that movement is beautifully smooth and natural, without the harsh movements a laser can often U impart. DPI peaks out at 8200, which is plenty enough – unless you’re running a 4k screen. Ergonomics are superb, and the longer one uses this the more it becomes apparent that the seemingly style-driven shapes and protrusions are actually sublime substance. A rest for your fingers and thumb feature on each side, and I haven’t used a mouse that lets my hand fall so naturally into perfect position so effortlessly for a long time. The left thumb buttons are raised round things, a bit unusual and I think much better than flat slab buttons. And if the style isn’t to your tastes you can overlook that, cover it up with your hand and just enjoy a supremely good gaming mouse. BEN MANSILL SMART BUY w w w. p cp o w e r p l a y. co m . au t1FSGFDUDVSTPS NPWFNFOU t%FDFQUJWFMZEFMJHIUGVM FSHPOPNJDT t-PPLTTVQFSDPPM t-PPLTBCJUZPVUIGVM GPSTPNF VERDICT: A delight to use onscreen and under-hand, this is as good as a mouse gets today. 10 MONITOR BenQ XR3501 Curves in all the right places PRICE www.benq.com.au curve still carries a hefty per-pixel price premium. This fine gaming monitor from BenQ, for instance, has fewer pixels than a 27” professional monitor, for roughly twice the price. But a curve brings a lot to the experience. At 34-inches, the XR3501 is very wide. It sweeps and, thanks to a tighter than normal curve, it envelopes. This display has a 2000R curve instead of a 3000R - meaning a circle made up of XR3501s arranged edge-to-edge would be only four metres across, not six. Smaller radius is better, see. Making up for the 2560x1080 resolution is a 144Hz refresh rate, though there’s no FreeSync or G-Sync here. Speed is a game-friendly 4ms grey-to-grey and various contrast settings allow for inky blacks and a nominal contrast ratio of 2000:1. Colour is great too, and there’s PIP functionality and audio pass-through. A Position fine tuning is limited to front-back tilt - there’s no height adjustment - but you can wall mount it with an optional VESA kit. Which would look weird, but whatever. Basically the XR3501 is a good “all-rounder” curved monitor. Without fancy sync tech onboard, it’s between $500 and $700 cheaper than some other curved displays at this size, and of course you don’t need to declare loyalty to either GPU manufacturer. Don’t be put off by the 1080p. Your desktop might be a little grainy, but games look amazing and of course big framerates will be possible on modest hardware. The ultra-rich will want to drop $1700+ on a 1440p curved monitor. For the rest of us, there’s the XR3501. ANTHONY FORDHAM t 5JHIUFS DVSWF GPS XSBQBSPVOE HBNJOH t )[ SFGSFTI t #SJHIU QBOFM HSFBU DPMPVS t /P 'SFF4ZOD PS (4ZOD t /P IFJHIU BEKVTUNFOU VERDICT: What it lacks in vertical resolution, it makes up for in colour, speed and immersion 8 PC PowerPlay 69 70 PC PowerPlay 1070 & 1080 ROUNDUP / TECH Xxxxxxx xxxxxxxxx xxxxxx xxxxx xxxx The GeForce arrives in Force Now that third party manufacturers are able to make their own cards, the new crop of Nvidia GPUs are more powerful than ever. Bennett Ring pologies for having to refer to these cards by their full names – in the past I’d just say a GTX 1080, but Nvidia has insisted we use the full names moving forwards. So you can look forward to reading the word GeForce about 100 times over the following pages. Last month we did a deep dive on the new Pascal GPU architecture that powers the GeForce GTX 1080’s GP104 process, comprised of a whopping 7.2 Billion transistors. The secret to the new card’s success is the move to a 16nm FinFET manufacturing process, which has allowed NVIDIA to dramatically increase the speed of the GPU. They’ve also strapped the new, faster type of video card memory to it, in the form of GDDR5X. And yet in many ways it’s very similar to the Maxwell cards that powered the GeForce GTX 9XX series. We used NVIDIA’s Founder’s Edition version of the GeForce GTX 1080 for last month’s review, but we’re now seeing a flood of cards from third party manufacturers. Which ones it’s time for one thing - a roundup! We’ve also got stock of the newer, less expensive GeForce GTX 1070, so let’s take a quick look at how that differs from the GeForce GTX 1080. A GEFORCE GTX 1070 – THE CUT-BACKS. With an average price of around $899, the GeForce GTX 1070 is around $200 to $300 less expensive than its bigger brother. It’s not quite the big price drop we expected. In the use the GeForce GTX 1070 is just $379, around half the price of the more expensive card in the series, yet here we save a mere 30%. There have been concerns around supply issues driving up the prices, yet we’ve got a feeling it’s just the Australia tax at work once again. So, what do you get for your 30% price saving? Some rather severe cut-backs to be frank. At the heart of both cards is the same GP104 GPU, which at its core is powered by Nvidia’s CUDA cores. The GeForce GTX 1080 has 2560 of these, while the GeForce GTX 1070 slashes these 25%, down, to 1920. There’s also been a sharp drop in the number of Texture Units, dropping another 25% from 160 to 120. However, the GeForce GTX 1070 has the full complement of ROPs as its bigger brother, with all 64 intact. Despites these drops, both cards are built from 7.2 Billion transistors – it’s just that many of them are disabled on the GTX 1070. This is common procedure for Nvidia. High-end cards that have faults in some of the transistors often have these banks disabled. These banks are known as SMs – there are 20 on the GeForce GTX 1080, with 15 on the GeForce GTX 1070, and each is comprised of a certain amount of CUDA cores and Texture Units. This allows for more affordable products that can still be sold, rather than having to trash the chip. It also means the card uses less power, with a TDP of just 150W, which is rather amazing given that it out performs a GeForce GTX Titan X. Like the GeForce GTX 1080, its lesser cousin comes with a full 8GB of onboard GDDR5X memory, but it’s been downclocked from 10Gbps to 8Gbps. This means that the GeForce GTX 1070 has a top theoretical memory throughput of 256GB/sec, whereas the faster card has 320GB/sec. It also runs over an identical 256-bit memory bus, and uses the latest iteration of delta colour calibration that Nvidia has used in its last several products. The final performance decrease comes in the form of the GPU speeds. Where the GeForce GTX 1080 had a Base clock of 1607MHz and a Boost clock of 1733MHz, the cheaper card has a Base clock of 1506MHz and a Boost clock of 1683MHz. These aren’t that severe, though it PC PowerPlay 71 TECH / 1070 & 1080 ROUNDUP GPU Benchmarks METRO LAST LIGHT Benchmarks SHADOW OF MORDOR Benchmarks 1440p Ultra Min FPS Asus Strix GeForce GTX 1080 Gigabyte G1 Gaming GTX 1080 MSI GeForce GTX 1080 Gaming 8G MSI GeForce GTX 1070 Gaming X Asus Strix GeForce GTX 1070 34 34 36 30 30 Avg FPS 103 101 101 85 84 3DMARK Fire Strike Extreme (2560 x 1440) 2880 x 1620, Ultra Settings Min FPS 75 74 74 MSI GeForce GTX 1080 Gaming 8G Asus Strix GeForce GTX 1080 Gigabyte G1 Gaming GTX 1080 MSI GeForce GTX 1070 Gaming X Asus Strix GeForce GTX 1070 102 102 101 63 62 83 83 3DMARK Fire Strike Score 9895 9752 9682 8261 8226 Asus Strix GeForce GTX 1080 MSI GeForce GTX 1080 Gaming 8G Gigabyte G1 Gaming GTX 1080 Asus Strix GeForce GTX 1070 MSI GeForce GTX 1070 Gaming X Avg FPS Score 17456 17345 16866 15457 15429 Asus Strix GeForce GTX 1080 Gigabyte G1 Gaming GTX 1080 MSI GeForce GTX 1080 Gaming 8G Asus Strix GeForce GTX 1070 MSI GeForce GTX 1070 Gaming X 4K SLI Benchmarks - twin GTX 1080s METRO LAST LIGHT Benchmarks Min FPS Twin 1080s Single 1080 35 27 83 58 does give the card around 70% of the shader, geometry and texture performance of its fullypowered version. If there is one benefit to these cuts, it’s that the GTX 1070 should overclock extremely well. With fewer enabled transistors, it has a lower thermal output, which helps when overclocking. Like the GeForce GTX 1080, Nvidia and third party manufacturers are offering “Founders’ Editions” of the cards, which use Nvidia’s sexy aluminium blower design. Strangely, it costs more than the third party cards (US$449), yet runs at reference speeds, whereas the third party cards mostly have factory overclocks. So you’re paying more for a card that runs slower, though does look sexier. No matter which company is selling the Founder’s Edition, they’re all absolutely identical, so your purchasing decision will come down to price alone. SLI AND OTHER FEATURES Nvidia is now promoting SLI as a two-card feature, suggesting that users avoid triple and quad-GPU setups. It’s still possible to run more than one, but don’t expect the performance leap to be substantial. A new SLI bridge has been introduced that is rigid, unlike the cabled 72 PC PowerPlay Avg FPS Min FPS Twin 1080s Single 1080 models of the past, increasing bandwidth from 400MHz to 650MHz. We benchmarked twin GeForce GTX 1080s in this article, and some of the performance improvements were simply incredible. 3DMark Fire Strike Ultra posted a huge 76% increase, while our other two benchmarks showed that twin GeForce GTX 1080s can handle 4K gaming with Ultra detail and maintain an average FPS of 60fps – last month’s testing showed that a single GeForce GTX 1080 could not. So, if you want real 4k gaming performance with every detail on Ultra, and maintain a 60fps average, it seems like twin GeForce GTX 1080s are the way to go. The GeForce GTX 1070 comes with all of the other new features found in the new Pascal cards. The new Ansel screenshot capturing Nvidia is now promoting SLI as a twocard feature, suggesting that users avoid triple and quad-GPU setups 42 73 60 Avg FPS 106 software is supported, but this is a software feature which is backwards compatible with GTX 9XX series cards. More important is the new inclusion of hardware-based Simultaneous Multi-Projection (SMP), which can deliver a huge performance boost in multi-screen setups, such as VR. Instead of having to render the scene twice, once for each screen, it only renders it once, but then takes viewports (basically virtual cameras) into the world, instead of the one viewport traditionally used. Nvidia claims this can boost VR performance by up to twice the performance, giving these cards a huge advantage when it comes to AMD’s products, which don’t feature SMP. Now that we’ve given you a run down on the new GeForce GTX 1070 compared to its more expensive sibling, let’s check out five new products that have recently hit Aussie shelves. Note that all cards were tested in their preconfigured overclocked mode on an i7-6700K in an Asus Z170 Pro Gaming motherboard, running 16GB of Ballistix DDR4-2400MHz memory, with twin Corsair SSDs used to house the operating system and benchmarks. We also tested at higher resolutions than usual, as these cards are designed to operate beyond 1080p. P W G T means top-quality gaming parts from Asus, and Strix indicates the best of the best. It’s around $170 more expensive than entry level GeForce GTX 1070 cards such as the Gainward Phoenix, so what does that extra cost get you? The easiest difference to spot is the huge three-blade DirectCU III cooler, which takes up twin slots. Asus claims this delivers 30% better cooling three times quieter than the default cooler, so we were a little surprised when it turned out to be the loudest cooler, at 48dB. This fairly noticeable under load, but we’re sure it’ll quieten down if the card isn’t run in OC mode. A very cool (literally) feature are the twin 4-pin fan headers on one end of the card. These can be connected to standard case fans; when the card detects it’s getting a little steam, it’ll independently power up and control these case fans. It also has Asus’ new Aura RGB lighting system. Plug it into an Asus motherboard with the same features, and all of the RGB lights can be configured to flash certain colours when it detects certain sound effects – say, lighting than any other card we’ve see though we’re next exactly big fans of this distracting light whilst gaming. Another unique feature is the use of twin HDMI 2.0 ports, alongside twin Display Ports and a single DVI-I port. This makes it fantastic if you’re running VR, as it’s easier to plug in a second monitor using HDMI than DisplayPort, at least in our experience. Power is delivered via a single 8-pin plug, which is then delivered to Asus’ “Auto Extreme Technology with Super Alloy Power II”. Basically this refers to the fact that the cards are created 100% by machines, and use aircraft grade components. Yet it only uses a 7 phase power design (6+1), though the use of quality power components shouldn’t make this much of an issue. When it comes to clock speeds, this card uses the GPU Tweak II software for one-button clock adjustments. It’s still possible to use other pieces of software like EVGA’s Precision X 16, but GPU Tweak II makes the process quick and easy. In Gaming mode, the Base clock sits at 1632MHz, while the Boost clock hits 1835MHz. Activating OC mode increases the Base clock to 1657MHz, an insignificant amount, while the Boost clock bumps up to 1860MHz, again a relatively overclock. There’s also a silent mode, but we weren’t able to test the speeds of this. It might cost significantly more than entry-level GeForce GTX 1070’s, but the inclusion of twin HDMI 2.0, the two fan headers and Aura lighting make this a very interesting product, where that extra price point doesn’t seem unreasonable. t5XJO)%.* t'BOIFBEFST t"VSBMJHIUJOH t&YQFOTJWF t-PVEJO0$NPEF VERDICT: By including features unique to this card, Asus has helped the Asus ROG Strix GeForce GTX 1070 really stand out from the pack. 9 PC PowerPlay 73 TECH / 1070 & 1080 ROUNDUP T A to see what Asus had done to make this card shine. Once again it’s part of Asus’ ROG Strix premium range, which is why the price of $1249 is around $240 more expensive than the cheapest GeForce GTX 1080 on the market, Gainward’s Phoenix GeForce GTX 1080. Once again Asus has used its new DirectCU III cooler, which is a rather large dual-slot design. Asus claims that is now using special patented Wing-Blade fans on this cooler, which apparently increase static air pressure by 105% over the GPU. Like most GPUs these days, it also supports 0dB mode; when you’re only doing light 2D work, the fans are disengaged entirely, making for a silent PC. It’s only once the GPU hits a certain temp that they kick in. Nvidia claims this new cooler is once again 30% more efficient yet 3x quieter than the default cooler, yet it proved to be the loudest in our roundup, at 50dB. This was under OC mode though. The same twin 4-pin fan connectors found on its little brother make an appearance on this card, as does the use of twin HDMI 2.0/Twin DisplayPort connectors. However, this time the power system has been given a kick in 74 PC PowerPlay plug, whereas this card has an 8-pin plus a 6-pin to deliver additional power and power stability to the card. This is routed through a 10 phase (8+2) power system, and uses the same high-quality power components found on other Strix graphics cards. Yet we did notice a very low-level of what sounded like coil whine, which we also heard on the other 1080 cards. It’s nowhere near as bad as many products in the past, and will probably be inaudible in a case though. Thanks to the RGB phase, this card is decked out with the same lighting system as it’s little brother, with RGB strips around each fan and on the backplate. It supports the same Auro lighting system as the cheaper Strix too, and the lights can be set to static, breathing, strobing, colour cycling, music effect or GPU temperature. Using the same GPU Tweak II software as the other Strix review, we first ran it in gaming mode. Here the Base clock is set to 1759MHz, while the Boost clock jumps to 1898MHz. Hitting OC mode increases speeds again, with a Base clock of 1784MHz and Boost clock of 1936MHz, making this one of the fastest factory overclocked cards on speeds, and found the Boost clock was actually around 2050MHz, even better than the numbers claimed by Asus. Sadly we don’t have actual running numbers for all of our cards – it turns out that GPU-Z has a bug that shows the wrong speed on the front page. It was only after a friendly PR rep informed us that you have to check the secondary speed setting on the second tab that you’ll get accurate numbers, but we’d already finished testing all of the cards by then. With the fastest performance of all cards, not to mention the extra features, Asus has established the Asus Strix GeForce GTX 1080 as arguably the best premium GeForce GTX 1080 on the market. t5XJO)%.* t5XJOGBOIFBEFST t"VSBMJHIUJOHTVQQPSU t7FSZFYQFOTJWF t-PVEGBOJO0$NPEF VERDICT: It’s not cheap, but it’s certainly worthy of note given its lightning speed and extra feature set. 9 $1139 it’s very we p with almost all of the performance of the more expensive Asus ROG Strix GeForce GTX 1080. It also has a couple of aces up its sleeve that help make it noteworthy. The Windforce 3X cooler is very similar to previous Gigabyte coolers, though the aesthetics have been given a touch up. Powered by three fans, it too has a unique fan design, with special 3D stripes on that Gigabyte claims improves performance by 23%. Our fan test showed that it’s relatively quiet, at 47dB. As well as the usual RGB strips on the front of the cooler, a glowing Gigabyte logo sits on the edge facing the exterior of your case. What’s more interesting is the “Fan Stop” logo, which lights up whenever the fans deactivate to 0dB mode under certain temperatures – it’s actually a useful piece of info to have. As with all GeForce GTX 1080s, this card comes with a sturdy backplate, power design ( components carry Gigabyte’s Ultra Durable branding, pointing to the use of premium capacitors and chokes. Gigabyte has stuck with the reference video output design on this card, with triple DisplayPort 1.4, a single HDMI 2.0 output and one Dual Link DVI-D for older monitors. As with the Asus products, this card comes factory overclocked, and it the various modes can be changed using the XTREME engine utility. It appears the chips on this cards have been binned (tested to see which ones are better than average), as the company claims it uses “GPU Gauntlet Sorting”, explaining that this, “guarantee higher overclocking capability in terms of excellent power switching, ensuring the highest performance without compromising system reliability.” Running the card in Gaming mode saw it hit a Base clock of 1695MHz, 1835MHz. S increased the Base clock to 172 while the Boost clock increased to 1860MHz. That’s 66Hz less than the Asus card, and yet the performance numbers show very little difference between the two cards. If you’re looking for a well-priced GeForce GTX 1080 that comes with a solid factory overclock, Gigabyte’s Gigabyte G1 Gaming GTX 1080 could be just the card you’re after. t(PPEWBMVF t'BTUQFSGPSNBODF t2VJFUGBO t/PUUIFGBTUFTU0$ BSPVOE VERDICT: Offering excellent value for money, this card is basically as fast as models that cost $100 more. 9 PC PowerPlay 75 TECH / 1070 & 1080 ROUNDUP won’t get a 23% boost in performance over the entry-level cards, so what do you get? As usual, let’s start with the cooler design. Unlike other manufacturers, MSI has gone with a twin-fan setup, but they’re bloody big, at 100mm across. These use a new twin-ball bearing design that apparently last longer while running quieter. Each fan also houses two types of blade – a dispersion fan that accelerates airflow, alongside normal fan blades which blow straight down. At just 47dB in our fan test, they seem to do the job nicely. Obviously there’s a 0dB mode for when you’re doing boring old 2D work. The RGB lighting on this cooler seems to be a little subtler than on the other cards, with not quite as many lights. At Computex we got to see the interior of the new heatsink, which uses a new heatpipe design to better move heat to the cooling fins from the copper base plate. The fans are apparently now also targeted better on 76 PC PowerPlay power circuitry. Reference GeForce GTX 1070’s use a single 8-pin power connector, but MSI has beefed this up with an additional 6-pin power supply. This pushes power to a 10-phase power system (8+2) which is surprising for a GeForce GTX 1070, and goes a long way to explaining the increase in cost. The power system carries MSI’s Military Class 4 branding, which shows it has passed the MIL-STD-810G certification process for extra reliability. As usual, a solid metal backplate is in place, but it’s got a lovely dragon etching on it… which will be invisible once the card is mounted in your PC. Given the higher pricing, factory overclocking is a must, and this can be activated via the easy-to-use MSI Gaming App. In Silent Mode, the Base clock downclocks to 1506MHz, while Boost clocks also decrease, this time to 1683MHz. Heading to Gaming mode increases the Base clock to 1582MHz while the Boost jumps to 1171MHz. Finally, OC mode sees the Base clock hit , 1800MHz, at 11797MHz. As you can see from our benchmarks, the GeForce GTX 1070 is around 20% slower than a GeForce GTX 1080, which isn’t that great an improvement. If it was half the cost of a GeForce GTX 1080 it’d be much better value, but until that happens the GeForce GTX 1070 isn’t quite as impressive as earlier GeForce GTX X70 cards. And MSI’s version in particular isn’t quite as impressive as our final review, the Asus ROG Strix GeForce GTX 1070, as it lacks several key features, but is the same price. t4PMJEPWFSDMPDLT t2VJFUGBO t(PPEQPXFSEFTJHO t-BDLTUIFGFBUVSFT PGUIFJEFOUJDBMMZ QSJDFE"TVT30(4USJDL (F'PSDF(59 VERDICT: If the price was a little lower, or this card had a couple of unique extras, we’d recommend it without hesitation. Sadly the Asus beats it on most counts. 8 come down to your brand preference. Once again we see what appears to be an identical cooler to MSI’s GeForce GTX 1070, which uses the new Torx 2.0 fan to deliver 22% more air pressure. It’s got the same double ball bearing and twin-blade design, and it worked brilliantly. Even in OC mode, this card recorded the lowest fan noise, at just 46dB. That’s even quieter than the lower-powered GeForce GTX 1070 from MSI! The same improvements to the heatsink and air-fin design are present here, with the new heatpipe design, nickel-plated copper heatsink and six heatpipes. There’s also cooling over the memory, though no mention of it over the power system. It has the same understated RGB lights, which offers all the usual features – responding to music, breathing, flashing, always on, or always off. We’ll take the latter thanks. MSI uses a larger PCB than reference cards, which apparently also helps with cooling and lowering EMF interference. The same MSI Military Class 4 testing output config is in use, with a single HDMI 2.0, triple DisplayPort 1.4 and o Dual-Link DVI. So far, so very similar to the Gigabyte card, apart from the use of twin fans instead of three. As expected at this price, the card comes pre-factory overclocked, and the same MSI Gaming App as its GeForce GTX 1080 is used. Silent mode drops the Base clock to 1607MHz, while Boost clock lowers to 1733MHz. Gaming mode increases the Base to 1683MHz whilst also upping the Boost clock to 1833MHz. Finally, OC mode sees the base clock hit 1708MHz, while the Boost clock hits 1847MHz. That’s a mere 13MHz difference to the Gigabyte card. As you can see, they’re both basically identical in features and performance. The MSI card does have an extra power plug, which suggests it might overclock better, but that’s no guarantee. Therefore choosing which one to buy will come down to brand loyalty more than anything else. The MSI card does have an extra power plug, which suggests it might overclock better, but that’s no guarantee t&YDFMMFOUDPPMFS t4PMJEQFSGPSNBODF t%PFTOUSFBMMZEP BOZUIJOHEJGGFSFOUUP UIF(JHBCZUFDBSE VERDICT: Gigabyte or MSI? It really comes down to brand loyalty, and maybe that extra power plug. 9 PC PowerPlay 77 TECH / REVIEW AMD Radeon RX480 VR for the masses. Bennett Ring PRICE $439 www.amd.com n case you hadn’t noticed, VR is the big thing of 2016. With two excellent VR kits on the market, prospective users now need the power to deliver the ultrasmooth framerates that are necessary for a comfortable VR experience. NVIDIA has gone for the high-end, releasing its GeForce GTX 1070 and 1080 products for the ultimate in framerates, but AMD is taking a very different approach. Their stats show that 84% of gamers buy video cards between US$100 and US$300 in price, so their new RX400 is targeting this broader audience. We’re still waiting for the RX460 and RX470 to arrive, but have finally got our mitts on the Radeon RX480, the only one of the cards that is officially rated for VR. PC PowerPlay was recently invited to the official RX480 launch in Macau to see what makes this card tick. I 78 PC PowerPlay PC PowerPlay 79 TECH / REVIEW THE PRICE SUCKING DOWN THE JUICE Today’s PCIe bus is rated to handle a mere 75W of power, but recent testing by PCPer has found that early samples of the RX480 are pulling up to 80W, while another 85W is being fed via the 6-pin power plug. This is simply strange behaviour for a 150W TDP card based on a new low-power transistor. In fact, when overclocked, the card has been measured pulling in over 100W over the PCIe bus, with another 100W over the 6-pin fan connector. AMD has responded to these issues with the following statement. “As you know, we continuously tune our GPUs in order to maximize their performance within their given power envelopes and the speed of the memory interface, which in this case is an unprecedented 8Gbps for GDDR5. Recently, we identified select scenarios where the tuning of some RX 480 boards was not optimal. Fortunately, we can adjust the GPU’s tuning via software in order to resolve this issue. We are already testing a driver that implements a fix, and we will provide an update to the community on our progress on Tuesday”. It’ll be interesting to see what kind of fix is implemented, and whether that impacts performance. 80 PC PowerPlay this card is selling for a mere (8Gb), far cheaper than most nos expected. Unfortunately, not quite as affordable here Australia, with the average ce being $439. Even when you our low dollar into account, oubling in price definitely nreasonable, and puts it on par y-level versions of the past on of AMD card, the Radeon R9 390X. The biggest change to the new Polaris 10 chip within the RX480 is a move a new manufacturing process. Unlike NVIDIA, who is using GlobalFoundries’s new 16nm FinFET process, AMD has leapfrogged them to a 14nm FinFET process. This is the first time in over a decade that AMD hasn’t used TSMC for its manufacturing process. The major benefit of this is a dramatic drop in power usage, with AMD claiming up to 1.9X performance per Watt, though you can read our boxout to hear about a few issues AMD has been having in this regard. These are arranged into 36 Compute Units, making for a total of 2304 Stream Processors and 144 Texture units. That’s quite a drop from the 2816 Stream processors used in the R9 390X, or the 2560 in the R9 390, but slightly more than the R9 380. 32 ROPs end the rendering pipeline. AMD claims each of these Compute Units are 15% faster… than the R9 290 series, not the most recent cards. It’s been able to do this without a massive redesign of each Compute Unit; instead delivering smaller improvements. These include better instruction prefetch, improved single-threaded performance, tuned L2 cache behaviour and Native FP16 and Int16 support. They’ve also added something called a Primitive Discard Accelerator. This detects triangles that are too small to be used, and removes them from the rendered scene. The Base clock speed is just 1120MHz, while the Boost clock jumps up to 1266MHz. This is a long way behind the frequency increases NVIDIA saw in its jump to the new FinFET transistor design, and we’re not sure why. A total of 5.2 billion transistors make up the Polaris 10 GPU. In terms of onboard memory, AMD will be offering two different variants. A 4GB version will come with 7Gbps memory, while the 8GB version increases this to 8Gbps. Both variants are using GDDR5, but it’s over a 256-bit memory bus, just half that of the 512bit memory bus of the R9 390. AMD has borrowed Nvidia’s blowerstyle design for its cooler, but it’s made from a much more affordable plastic design. It’s nice and quiet, measuring just 44dB during our load test. It’s great to see that AMD has also finally updated the video outputs, including a single HDMI 2.0b and triple DisplayPort 1.4 ports. This makes the card fully compatible with the upcoming range of HDR monitors and TVs that are starting to make their way to the market. WATTMAN AMD has introduced a new overclocking utility with this card called Wattman. This is in charge of GPU voltage, engine and memory clocks, fan speed and temps. It’s biggest new feature is a histogram that shows how a given card performance during a single game – from there the user can build per-game profiles. Wattman takes the GPU Benchmarks METRO LAST LIGHT Benchmarks SHADOW OF MORDOR Benchmarks 1080p Ultra "TVT4USJY3BEFPO39 ".%39 (BMBY(F'PSDF(59&90$8IJUF 1PXFS$PMPS3 .JO '14 42 39 28 15 "WH '14 89 79 49 27 3DMARK Fire Strike Extreme (2560 x 1440) 1080p, Ultra Settings "TVT4USJY3BEFPO39 ".%39 (BMBY(F'PSDF(59&90$8IJUF 1PXFS$PMPS3 .JO '14 99 67 52 37 43 28 12 "WH '14 30 3DMARK Fire Strike 4DPSF "TVT4USJY3BEFPO39 ".%39 (BMBY(F'PSDF(59&90$8IJUF 1PXFS$PMPS3 5829 5144 3183 1802 place of the existing AMD OverDrive tab. We managed to hit a Boost Clock of 1345MHz, while the memory maxed out at 8800MHz, a decent 10% or so increase. Speaking of drivers, AMD is moving to a new method of releasing drivers. Rather than ensuring they stick to a specified timeline with drivers, releasing beta drivers when necessary, the company will now be releasing drivers more frequently, for better day 1 support of game launches, DESIGNED FOR VR If there’s one message AMD is pushing with this card, it’s that the RX480 is the first truly VR-ready card at an affordable price point. Their goal is to get this card into the hands of 100 million VR gamers in the next few years, but we have a few concerns with this approach. At the launch of the RX480 we were able to verify that it did indeed run all of today’s launch VR programs with the desired frame rate of 90Hz. However, we should point out that today’s VR games are just the launch generation – they’re comprised of incredibly simplistic graphics. We’ve played the next generation of VR games that are on the way, and the increase in graphic fidelity is massive. There’s also the fact that we’re looking at 4K HMDs in 2017, and if the RX480 can only just handle today’s VR HMDs with their 2K screens, there’s no way they’ll be ready for next year’s products. It’s all fine and dandy to have an affordable VR product that 4DPSF "TVT4USJY3BEFPO39 ".%39 (BMBY(F'PSDF(59&90$8IJUF 1PXFS$PMPS3 works now, but what happens in a year’s time when it starts to struggle? There’s also the issue that Nvidia’s cards include the very unique Simultaneous MultiProjection feature, which can double performance in VR scenarios, and is likely to be included in its upcoming GeForce GTX 1060 card. AMD doesn’t have a comparable technology, which will put it at a severe performance disadvantage in more advanced VR experiences. Before we look at the performance numbers of this card, we should highlight a demo that AMD showed at the Macau launch. It showed two screens, both running Ashes of the Singularity demo. One machine was powered by NVIDIA’s new GeForce GTX 1080, while the other had twin RX480s in CrossFire mode. That’s a US$749 card versus a combined total of $US399… and the AMD setup ran the game more smoothly, with much lower CPU utilisation. However, this DX12 demo is renowned for running better on AMD hardware, so we weren’t quite as impressed with this demo as many of the others in the room. 11579 10361 6277 3847 Because the Aussie price is so high compared to the US, we’re better off buying the previous generation roughly the same price. And therein lies the problem. Because the Aussie price is so high compared to the US, we’re better off buying the previous generation. It’s not a new problem unique to AMD; we’ve seen this countless times, even with the recent Nvidia product launches. More worrying is how these cards will handle future VR experiences which are likely to be much more demanding than today’s simplistic experiments in VR gameplay. Right now the RX480 offers decent value for money if you’re looking to build an affordable VR rig, but whether it’ll be VR ready in 12 to 24 months is another question entirely. Next month sees the arrival of the RX460 and RX470 products, which will be even cheaper, so stay tuned for our upcoming review. PERFORMANCE As our benchmarks show, the new RX480 is relatively closely paced to the R9 390X. Unfortunately we didn’t have an R9 390 for testing, and we should point out our R9 390X is factory overclocked. Still, even a base R9 390X would likely beat out the RX480, for t(PPEWBMVF t73SFBEZ t&YDFMMFOUDPPMFS t0WFSQSJDFEDPNQBSFE UP64QSJDF t$PODFSOTBCPVUGVUVSF 73QFSGPSNBODF VERDICT: If AMD can shave $75 off the price of these cards, it’ll have one of the best value performers on the market. 8 PC PowerPlay 81 TECH / REVIEWS KEYBOARD Roccat Suora Nothing but the keys PRICE www.roccat.org lthough we’ve loved most of the Roccat mice we’ve had a chance to review, the same can’t be said for the company’s keyboards. Most of their range is enormous and stuffed to the gills with all the bells and whistles that have come to define “gaming” peripherals. The Suora is different. It’s a barebones as can be, with only a single LED backlight colour (Roccat Blue), six keys that double as programmable macro keys, a minimal bezel and little else. Getting such a sparse keyboard form a company normally known for packing in all the extra functionality it definitely came as a surprise, and a rather pleasant one at that. Rather than using Cherry MX keys, the Suora instead features TTC switches with a 1000Hz (1ms) polling rate. It’s fast and responsive and quite the pleasure to game or type on. The keys do come across as a little clacky A and don’t feel as resistant as Cherry Red or Brown, but they still come across as nice and springy. Spacebar is especially good as it feels responsive across the entire length instead of just the sides as is the case with many mechanical keyboards. The keyboard is supported by Roccat’s easy to use and excellent Swarm software, making profiles and macros a breeze to create. If there’s one thing standing against the Suora it’s the price. As it currently stands, the keyboard appears only to be available through EB, meaning that $169.95 is the cheapest option. Given that you can get the excellent K70 or K70 Rapid for around $150 the Suora comes across as a little overpriced. DANIEL WILKS t.JOJNBMJTUEFTJHO t'FFMTHSFBU t.JOJNBMCF[FM t"MJUUMFQSJDFZGPSCBSF CPOFT VERDICT: Definitely our favourite Roccat keyboard to date. Excellent response and design slightly hampered by the price tag. 8 KEYBOARD Ozone Blade Membrane Gaming Keyboard Plastic nightmares PRICE www.ozonegaming.com ack in the day when membrane gaming keyboards were still a thing, the Blade night have been worth the asking price, but in today’s market it just comes across as an overpriced lump of plastic that is well past its prime. There is truth to that last part. The Blade is old. It’s actually a product from 2013, finally released to the Australian gaming market in 2016. In 2013 the Blade may have been an appealing alternative to the more expensive gaming keyboards around at the time, with the likes of the Corsair Vengeance K70, Logitech G710+, Logitech G510s and Razer BlackWidow Ultimate dominating the marketplace and setting the price ceiling pretty high. Compared to them, the Blade may have seemed like something of a bargain. In today’s market the features, build quality and feel are equalled by membrane keyboards less than half the price and B 82 PC PowerPlay trumped by mechanical keyboards costing only a few dollars more. The keyboard features 10 macro keys, four dedicated keys to the left of the keyboard and the other six being F keys. There is a red or blue backlight and a slider to shift intensity. The keys themselves feel mushy but are responsive for gaming. If you’re looking to type look elsewhere, as typing is unpleasant and the keyboard feels rather uncomfortable after any extended typing session. The matte finish is also remarkably glary. If you’re after an overpriced, cheap feeling keyboard, good for you. For anyone else, look elsewhere. The Ozone Blade arrived on our shores three years too late to be anything other than forgotten. DANIEL WILKS t -PUT PG NBDSP LFZT t 6OQMFBTBOU GFFM t 4FSJPVTMZ PWFSQSJDFE t 'FFMT DIFBQ VERDICT: The Ozone Blade is a product from 2013 and as a result feels dated in the fast moving world of gaming keyboards. 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Amazingly we’ve been able to put two cards more powerful than the Founder’s Edition in the Beast and the price opf the mammoth machine has gone down. Next month we should have a bunch of third party RX 480 cards as well as GTX 1060s to test, so the Performance rig should definitely be getting an upgrade. We’d love to hear your feedback on how we can improve these builds, especially the Budget and Performance machines – head to our thread on the forums at www. pcpowerplay.com.au to let us know what you’d do differently. N BUDGET PERFORMANCE The perfect entry-level gaming PC Most bells and whistles, without breaking the bank CPU AMD FX-6300 6 Core Black Edition Processor $155 www.amd.com AMD still has the punch to compete in the budget range. MOBO Gigabyte P55W v5 $2099 www.gigabyte.com.au If you want real gaming performance in a laptop, $2k is where it starts Origin EON17-SLX $5699 www.originpc.com.au Twin 980s and a 4GHz CPU, all running quietly. Hella yes. MOBO RAM G.Skill-NT 8GB Single DDR3 1600 $45 www.gskill.com 8GB is plenty for our entry-level rig. VIDEO PowerColor R9 380 PCS+ 4GB $330 www.sapphiretech.com AMD’s new 960 killer POWER Cooler Master Thunder 500W $65 www.coolermaster.com The budget beast doesn’t need a lot of juice SOUND Plantronics RiG 500 $95 www.plantronics.com/au A little pricier than our previous headset but far superior. STORAGE 1TB 7200RPM HDD (any) $63 The cheapest 1Tb drive should house a good 50 games. CASE NZXT S340 $97 www.NZXT.com Beauty on a real budget KEYBOARD Tt eSPORTS Challenger $55 www.thermaltake.com.au Built for PC gamers. Macros, shortcuts, the lot. MOUSE PREMIUM $365 + $115 www.intel.com RAM $109 www.asrock.com.au A cheap home for AMD’s cheap gaming CPU. $179 www.aocmonitorap.com/anz 24” and 2ms response for under $200? BUDGET Intel 5th Generation Core i5-6600K + Noctua NH-D15 Asus Z170 Pro Gaming AOC e2450Swh LED Monitor Gaming on the go CPU Asrock 970-PRO3 R2.0 Motherboard DISPLAY LAPTOPS THE BEST BUILD FOR EVERY BUDGET Rapoo V20 Optical Gaming Mouse $35 www.rapoo.com The disco mouse is a pleasure to use and looks great. TOTAL: $1,078 $259 www.asus.com.au Our fave affordable Z170 board HyperX HX421C14FB2K2 16GB DDR4 2133MHz $101 www.hyperxgaming.com 16GB at a great price VIDEO Galax GeForce GTX970 EXOC Sniper Edition $499 www.galax.net Performance well worth the price. POWER Corsair VS650 $85 www.corsair.com This affordable PSU delivers a clean and reliable source of energy. SOUND Edifier Luna Eclipse speakers + Kingston HyperX Cloud Revolver headset $265 + $149 www.edifier.com/au/ www.kingston.com STORAGE OCZ Trion 480GB + 2TB HDD (any) $195 + $95 www.ocz.com A speedy gaming drive + heaps of storage. DISPLAY AOC G2460PG $565 www.aocmonitorap.com/v2015/au 24” of 144Hz, G-Sync glory. CASE Fractal Design Define R5 $169 www.fractal-design.com Our new favourite mid-tower. KEYBOARD Steelseries Apex M500 $150 steelseries.com One of the best mechanical keyboards we’ve ever used. MOUSE Tt esports Level 10M $89.95 au.ttesports.com Our new fave mouse. TOTAL: $3,101.95 THE When overkill is barely enough... CPU Intel 6th Generation Core i7 6700K + XSPC RayStorm D5 RX240 V3 Water Cooling Kit $525 + $587 www.intel.com www.pccasegear.com.au You want power, here’s real power. MOBO MSI Z170A XPower Gaming Titanium Edition $499 www.msi.com Sexy, silver and super fast. RAM Corsair Vengeance LPX 3600MHz 2 x 8GB with cooler $399 www.corsair.com That high speed will show real gains in large open-world VIDEO BEAST EXTRAS STEERING WHEEL Fanatec ClubSport Wheel base, Formula Carbon and CSP v2 Pedals $589 + $239 + $329 www.fanatec.com/au-en/ There’s nothing better than “Germangineering” to deliver the most precise force feedback around. JOYSTICK Saitek X56 Rhino + Saitek Combat Pro pedals $337 + $225 www.Saitek.com Our beloved Logitech controller is now impossible to find, but Saitek is still innovating.. 2x Gigabyte G1 Gaming GTX 108 $2278 www.gigabyte.com.au The best power and price around. We’ll take two and run some sweet 4K. POWER Silverstone 1500wST1500 Strider $314 www.silverstone.com 1500W should be plenty for the three GPUs running alongside an overclocked CPU, as well as the storage within. COCKPIT Obutto oZone with Buttkicker gamer 2 and TrackIR 5 Pro $1100 You’re going to need somewhere to mount your wheel and joystick, and the Obutto frame is a favourite of ours. SOUND Creative Soundblaster ZxR $389 www.creative.com Paradigm Cinema 110 + Marantz SR5009 amp $3299 www.aussiehifi.com.au STORAGE 2 Intel 750 1.2TB SSD + 2x 4TB HDDs (any) $2990 + $480 www.intel.com Over 2TB of the fastest SSDs around and 8TB of mass storage. DISPLAY Asus ROG Swift PG27AQ $1349 www.asus.com.au This 4K panel comes with G-Sync and some of the fastest pixels in the biz. CASE PROJECTOR Sony VPLVW1000ES $25,999 www.sony.com.au Sure, it’s $26k and you’ll need a big room to make the most of its huge image. But it’s worth it when you see games running in 4K on a 3-metre-wide screen. VR HTC Vive $1350 www.htcvive.com Until Oculus releases its Touch controllers, the Vive is the only all-encompassing VR experience. Cooler Master Cosmos II Ultra Tower $415 www.coolermaster.com It’s big, it’s beautiful, and it’s also nice and quiet. The compartmentalised interior ensures everything runs ice-cool. KEYBOARD Corsair K70 Rapidfire RGB $219 corsair.com/en-au/ Super fast and a pleasure to use. A new PCPP favourite. MOUSE ROUTER NETGEAR R8000 Nighthawk X6 Tri-Band WiFi Router $300 www.netgear.com.au We’ll upgrade to the AC5300 routers when their MU-MIMO technology matures, until then this will do a dandy job. Tt esports Level 10M Advanced $89.95 au.ttesports.com Incredible performance and feel. The best mouse we’ve used in ages. HEADPHONES Audio Technica ATH-ADG1 $249 www.audio-technica.com Plug these into the Marantz amp for maximum sound quality. TOTAL: $14,081.95 Ultra-fast 802.11ac Wi-Fi router Smooth 4K/UHD video playback STREAMING Steambox and Controller $75 + $75 store.steampowered.com Why build a second PC for the lounge room when this $150 pack will do the job just as well? TOTAL: $30,618 TECH / BUNKER How Things Work ALTERNATIVE LIFESTYLES ASHLEY MCKINNON wants you to experiment 88 PC PowerPlay F or a long time now nearly everyone has been comfortably sitting in the Windows OS camp. It’s easy to use, takes advantage of modern technology and let’s face it you can pretty much find software for any application on it. There are alternatives however to Windows – and I’m not simply taking about Apple MAC OSX (though it is an option). The popularity for other Operating Systems like Linux and Android shows that people are both curious and willing to try new things. Let’s take a look at some of the options available out there to try. Linux has been around for some time but is now at the stage where it is a serious rival to the Windows (some would say it has surpassed it). Being open source as well means that people are constantly working on it, tweaking it and general adding features and capabilities all the time. As it is open source it has spawned numerous variations (over 800) each with their own name but they basically branch out from a few base versions. These variations have progressed to a stage where most are very similar in look and feel to Windows so the transition to using Linux is nowhere near as dramatic or painful as it used to be. The gaming world is embracing Linux as well, with many titles currently available. You can also use utilities such as Wine to allow you to run Windows programs from within Linux, opening up your existing library to be used. Even the gaming behemoth Steam has used a variation of Linux to produce its own OS; SteamOS but unfortunately you can only get that by buying pre-approved machines loaded with the software. What is nice about Linux though is you can easily run it from a USB stick, as compared to Windows it is very lightweight. This means you don’t have to compromise your system by installing a new OS, but can try it out via USB. uBuntu may be one of the most popular Linux distro’s available as there are versions dedicated to gaming. These include Fedora GameSpin, Ubuntu Gamepack and Play-Linux. These come with many games pre-installed – with more available for download from their respective repositories. While Linux itself doesn’t really have any native games that you would rate as AAA (like Call of Duty or Grand Theft Auto), you can run high end Windows based games through WINE or similar utilities. If you are interested in trying one of the Linux based Operating Systems you can try running them in a virtual environment first. This way you don’t need to worry about backing up software, formatting hard drives or reconfiguring your system until you test them out first. One of the easiest virtual machine emulators is VirtualBox. This is a free download from Oracle at www. virtualbox.org. VirtualBox installs and uses free hard drive space to setup an environment in which to install another operating system. You can setup multiple operating systems as long as you have the free hard drive space to accommodate them. You can then run the virtual operating system and install software on it like you would normally. What is also good is that the virtual Operating Systems are saved as a single file – so you can easily transfer them or back them up for later use. RemixOS is basically Android for the desktop. While, at the time of writing, it is still in beta version what is there is fully functional and shows you were they are going. What is nice is that RemixOS allows you to download apps and games from the Google PlayStore – which means you have access to over 1.6 millions options. Installation can be done either to a USB stick or onto a hard drive – where it will install side by side with your current Operating System. You can download Remix OS from their website at www. jide.com/remixos-for-pc. Another Android alternative along the same lines as Remix OS is Phoenix OS. It too gives you access to the Google PlayStore with its vast amount of downloadable content. From their website they confirm Phoenix OS works well on PC’s up to 5 years old and though you may think Android without a touchscreen might be unusable Phoenix OS (and Remix OS) show it can be done and quite effectively. Installation can be done to a USB stick or like Remix OS put side by side with your current Operating System. Ever since Apple made the bold announcement back in 2005 that they were transitioning to using Intel processors instead of the PowerPC processors from IBM, getting Apple MAC OSX software running on your PC has been getting easier. OSX has been gaining popularity in recent years as well – due in part to how popular other Apple devices like the iPad and iPhone have swayed people over to how easy Apple products are to use. Gaming on the OSX platform too in recent years has come a long way as we now see major titles being released on OSX alongside their Windows counterparts. While I did say it was getting easier, it’s not quite at the stage yet where you can just put in an OSX cd into your drive and install it like any other operating system. There are a few hoops you need to go through to get it up and running. There are many tutorials out on the internet detailing how to go about install OSX on your system but the most popular ones centre around using RemixOS is an Android OS designed for desktop usage The gaming world is embracing Linux as well, with many titles currently available a software utility called Unibeast. This utility helps you create a bootable USB drive which prepares the system to install the OSX software. A great set of tutorials can be found by visiting the Hackintosh website (http://www. hackintosh.com) which will give you several options based on which version of Apple MAC OSX you want to install. Be pre warned though – OSX is not a free product like Linux so expect to fork out some dollars for it. I trust now you’re inspired to try something new and different. As they say “fortune favours the brave”. PC PowerPlay 89 THUNKPIECE Could AR be more exciting than VR? DAVID HOLLINGWORTH thinks that could well be the case, after trying Microsoft’s HoloLens. T he HoloLens is seriously one of the most exciting things I’ve ever fooled around with in my life. I’ve messed about with VR – though, admittedly, haven’t had much time actually gaming in it – but there’s something so wonderfully… delightful about the way the HoloLens can merge the real world with the virtual. And this is just the ‘Development Edition’! In fact, despite its pre-consumer nature, the HoloLens is already a supremely wellengineered piece of kit, and it’s well worth delving into that a little before we drool over what that hardware does. The big thing about the HoloLens is that it’s cordless – everything is built into the headset itself. It’s powered by what Microsoft is calling a Holographic Processing Unit, or HPU. This comprises of one Inertial Measurement Unit (which itself has a gyroscope, magnetometer, and accelerometer), four environment cameras for mapping where you are, a depth camera, a 2MP still/video camera, mixed ‘reality capture’ device, four microphones, and an ambient light sensor. All of this is powered by an Atom chip, 2GB of RAM, and 64GB of storage. The actual projection hardware is run via two HD 16.9 light engines that can measure pupillary distance, built into see-through holographic lenses. Just packing all that into a single unit is hella impressive, and that unit is stunningly designed. There are no fans to keep the innards cool – all the HoloLens’ cooling is done passively, and it never gets uncomfortable – which is a big plus. There are two built in speakers, as well, so you can hear what you’re seeing, or take calls or chat with other HoloLens wearers for some collaborative shenanigans. Extra care has been taken with how the unit sits on your noggin, too. A simple screw mechanism opens up an inner band, which you then effectively ‘clamp’ – though it really is quite comfortable – onto your head, and the actual HoloLens depends upon that, so the 90 PC PowerPlay There are no fans to keep the innards cool – all the HoloLens’ cooling is done passively, and it never gets uncomfortable computing hardware isn’t actually ever in contact with your person. So what can all this tiny computing power do? Our demo started off small. While we were getting the unit I was wearing calibrated, another guy was already hooked up, and working on the augmented space that I was about to enjoy. Since it was the CSIRO that was hosting me, it was a good chance for them to show off their work on insect scanning. I was told “Turn around, there’s a bug on the table,” and lo and behold… a bug larger in my head was now hovering over the table in front of me. It was pretty amazing, and though these features weren’t in place for my demo, it will be possible to annotate and manipulate such objects, but just being able to take a look at the incredible detail up so close was amazing. And outside of the small demo room, the building itself had been seeded with a range of other simple experiences – astronauts floating in the air, tigers prowling in long grass… all tagged to location, like a scavenger hunt. Most of those interactions were little more than walking around a corner and finding a satellite hovering before you. Things got more interesting when we were able to mess around with the version of Windows running in the HoloLens itself. It’s possible to use a clicker to navigate, but using hand-gestures is simple. To click on something you just tap your forefinger and thumb together, and to move up a level in the interface you use the ‘bloom’ gesture – holding your fingers and thumb together, pointing up, and then opening up your hand slowly, hold your palm flat and uppermost. Using this you I started to get a greater grasp on the power of the HoloLens. I was playing with little more than animated dioramas (no bent Wookies, sadly), but it was a good illustration of how a data worker could set up a highly personalised workspace that quite literally breaks beyond the confines of monitors. And for collaborative work – such as studying the aforementioned giant bug, or engineering problems (hello Tony Stark!) – it’s ground-breaking. BUT HOW ABOUT GAMING? Despite Microsoft’s rather impressive footage of Minecraft being played with a HoloLens, there’s nothing quite that good yet. The closest I got was a relatively simple game – robotic insects breaking out of walls, that you had to ‘shoot’ by targeting them with the click gesture. But even that was revelatory. The environment mapping meant that as the real walls around me could collapse away. As the bugs approached me, I could move away, dodge, and then shoot them, and every part of this virtual environment remained persistent. Can you imagine DayZ, mapped to your own house? Or being able to play the monstrous chess game from Star Wars on your own dining table? With HoloLens, it feels like the sky’s the limit. PC PowerPlay 91 BEST VALUE OFFER SUBSCRIBE TO TOTAL WAR: WARHAMMER THE KINGS OF PC AND TABLETOP WARGAMING COMBINE YOUR GAMES DVD INSIDE! REVIEWED TTLEBORN BOX MASHES A MOBA ITS NEW SHOOTER OVERWATCH ELLARIS CAN BLIZZARD DOMINATE THE FPS MARKET? ISSUE #252 52 $13.99 Ï NZ $15.90 INC GST EVIEW THE RETURN IC SPACE 4X ACTION 9 771326 564019 To subscribe, visit www.my agazines.com.au FOR 2016! SUBSCRIBE NOW! 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This form may be used as a tax invoice. nextmedia Pty Ltd ABN 84128 805 970. Please tick if you do not wish to receive special offers or information from nextmedia or its partners via mail email. Refer to www.nextmedia.com.au for the full Privacy Notice. If you would prefer to receive your communication electronically, please ensure we have your current email address. MA/253 THE HAGIONAUT The Game that Wanted to be a Film The full-motion video craze of the late 1990s reached its absolute peak with Chris Roberts’ brother ERIN ROBERTS’ uneven opus Privateer 2. Here’s why a star-studded cast should never take centre stage to gameplay... Privateer 2: The Darkening DEVELOPER ORIGIN SYSTEMS PERSONALITY ERIN ROBERTS RELEASED 1996 NUTSHELL Ostensibly set in the Wing Commander universe, it used no Wing Commander characters, ships or locations. Instead it was populated by surprisingly serious actors like John Hurt, Christopher Walken and Clive Owen. Obviously, gameplay suffered. F MV. Full motion video. What a triumph of technology it was. Tiny snippets of blurry film stitched into gaps in the low-res gameplay of the 1990s, like a tiny smear of caviar on dry toast. The 486s and Pentiums of the day were so underpowered, full-scene video had to be heavily interlaced to effectively halve the vertical resolution. Even then, framerates rarely hit the 30s. The first great FMV experiment was was space-sim auteur Chris Roberts’ Wing Commander 3. He made one smart decision: actors performed in front of green screens, so only the characters needed to be animated. The backdrops were static, pre-rendered, and video could play (640x480 mind you) at a decent speed. Privateer 2 upped the ante by having the actors perform on real sets. Moving cameras, multiple points of view, jumpcuts and slam-zooms, this was proper filmmaking, but in a videogame. It took massive resources. Privateer 2 was the pet-project of Chris Roberts’ little brother Erin. Fresh from an apprenticeship at the knee of Richard Garriott, Erin returned to England to take the helm of this ambitious new title. Yes, it was a sequel to Privateer, set in the Wing Commander universe with Kilrathi and everything. But no, it would not feature any of the ships or characters so beloved of PC gamers. It was all new. And it had a heck of a cast to help with the world-building. When doing the PR circuit in the 1990s, Erin Roberts spruiked Christopher Walken as the “main character”. In fact he had more of a supporting role. The actual main character, Lev Arris, was 94 PC PowerPlay played by Clive Owen. Then a relative unknown, Owen has of course since gone on to become a bankable Hollywood star. Others included John Hurt, Brian Blessed, Jürgen Prochnow (who among many other roles, was an excellent Leto Atreides in David Lynch’s troubled Dune), David McCallum, and David Warner (the Master Control Program from Tron). It was an impressive troupe, made possible by a sort of madness that had gripped the acting world as the millennium waned. Everyone - or at least everyone’s agent - thought “CD-ROM interactive games” were the next big thing. Actors who should perhaps have known better allowed themselves to be They poured millions of pounds of development money into elaborate sets and costumes signed up to all sorts of odd projects. And of those projects, it was Origin’s space combat sims that got the most attention. Go figure. At the same time Erin Roberts was making Privateer 2, Chris Roberts was directing Mark Hamill and Malcolm MacDowell in Wing Commander 4. Gameplay? What was that? They poured millions of pounds of development money into elaborate sets and costumes. The Roberts boys were living the dream of being Hollywood directors, with the added cachet of making cool games at the same time. Unfortunately for Privateer 2, the “cool game” part was given second place to all the play acting. While the stars got trailers and spent hours in makeup, the actual programmers sweated in a regular office, miles away from the film shoot. Nobody seemed to care that Privateer 2 could handle 100 space ships on screen at once, that the player could buy and fly 18 different ships, that there were dozens of different object types and unique optional missions. When Privateer 2 finally hit shelves, there was no Wing Commander branding on the box. In fact, you’d be forgiven for thinking the game was called The Darkening. Whatever that meant. The FMV was fantastic. Moodily shot with imaginative sets, it made you feel like you were watching snippets from a byzantine sci-fi drama that never was. Sure, the story was disjointed and there was only about 40 minutes of total footage, but it just evoked this sense of... something. The interlacing didn’t help, like watching everything through a venetian blind. The gameplay on the other hand... With 18 ships, there was no money to design cockpits for each of them. So in flight, every ship felt more or less the same - only little readouts in the corners told you if you were going faster. Pirates attacked constantly, the navigation system was arcane, and every weapon was a different coloured laser beam. Getting a new ship was... meh. Completing a mission and getting money was... meh. Everything you did, you did to get to the next snippet of FMV. Where’s Brian Blessed? Are we up to his bit yet? I want to see his teeth! And so on. BEST LANDINGS EVER For a very odd half-decade, one of the benchmarks of PC graphics was, uh, the pre-rendered landing sequences in Origin space sims. No really. In Wing Commander 2, the little clips showing your Epee or Broadsword sweeping in for a landing on the Concordia blew the minds of many a 486DX-owner. Privateer 2’s landing sequences were a cut above. Hugely ornate and complex, each planet or asteroid was a swirling, whirling riot of colour and shape. Ships would rush across an alien landscape and sink into unknown geometries. PostBladerunner neon would spark and gleam as weird biomechanical service gantries reached out for an invisible ship. Every landing was a trip. An actual “did they make this on drugs” trip. But only if you had a 2X CD-ROM or better. Otherwise the FMV would crash the game. It took a few more years, but eventually Hollywood came to a more nuanced understanding with the videogame industry. FMV, it seemed, was not to be the future. A weird digitised creepy uncanny valley version of yourself strutting about in-engine is the future. Hundreds of actors have subjected themselves to THAT treatment in the last decade. And now it comes full circle. Star Citizen’s military sub-game Squadron 42 features a digital Gary Oldman, chewing digital scenery within a completely rendered world. Still, at least it means we got rid of that bloody interlacing... ANTHONY FORDHAM DRUGS, SURELY DRUGS For a long time, I was convinced my memory of the end of Privateer 2 came from a dream I had about it, not the actual game. Clive Owen had to find his long-lost brother, who was head of the Kindred (space mafia). Jürgen Prochnow warned Clive Owen that Clive’s twin brother, Kronos, was head of the Kindred and had taken so many drugs he now had to drag his brain around on like a flesh rope outside of his body. So I did a bunch of missions, broke into Kronos’ flagship, fought with him, shot him, stepped on his brain and made goo shoot out, then nonchalantly walked away as everything exploded saying “I’m going home!” However, in my research for this article, it turns out that is indeed exactly how the game ends. Drugs I tell you. PC PowerPlay 95 THE LAST WORD “Professional Critics” DANIEL WILKS has obviously been paid off by PC PowerPlay I nverted commas have become a typical way of disparaging critics, insinuating that the people who write reviews aren’t professional or critics, but rather some type of paid shill determined to either artificially inflate or lower the score of a game, movie, piece of tech, album or what have you for some nefarious but rather nebulous purpose. Reader reviews are not at all a new thing, but in recent years there has been an ever growing level of hostility towards the press in reader reviews, and a habit of scoring for “justice” rather than using the score as a numerical representation of the experience. As such, the readers that often decry the “professional critics” seem to be more the shill than any critic they decry. Let’s take a look at two recent examples of reader reviews and some of the erratic reader scoring and attendant reasoning that go with the scores. By chance, both of the properties are from, by varying degrees, Blizzard Entertainment – Overwatch and Warcraft: The Beginning, the former being almost unanimously praised by the press and the latter roundly panned. For the record I really, really disliked Warcraft: The Beginning. The film tried to pack in too much lore and fanservice, and in doing so truncated plots to the point that the story was more of a series of vaguely linked vignettes rather than a true narrative. There was no sense of time or distance so many of the cuts felt truly jarring. In one scene Lothar’s son has a large head wound but in the next there’s not a mark. Is this a continuity error or do the scenes take place weeks apart? Characters stop at all the important Warcraft locations but spend no meaningful time there, and the travel between locations is either by teleportation or by gryphon/quick cut, giving no indication of distance or time. I could go on for a long while about all the things I didn’t like about the film, but rather than writing a review, I’m just stating my position. Because I think this way doesn’t mean that I think the few reviewers who liked the film were bribed, but I also don’t think audiences that liked the film are wrong either. The session I sat through was filled with competition winners and Warcraft fans. Many of them seemed to enjoy the film. More power to them, but their enjoyment doesn’t cover up the flaws of the film in the same manner that my dislike doesn’t stop them from having 96 PC PowerPlay fun. Of course, you get to the reader reviews and they are dominated by claims that reviewers hate fantasy, weren’t paid, aren’t gamers and various other accusations aimed at proving the so called “professional critics” don’t know what they’re talking about. Overwatch, on the other hand, has been roundly applauded by critics and gamers alike, but there is the vocal minority who jump on Metacritic claiming that reviewers have been paid off by Blizzard (while ignoring the massive sales figures and general popularity of the game) and that all it really is, is a rip-off of Team Fortress 2 and should be free to play. Again, people are allowed to have their own opinion about their enjoyment doesn’t cover up the flaws of the film in the same manner that my dislike doesn’t stop them from having fun the game. If they think it’s a simple rip-off that should be free to play, more power to them, but to spin that idea into anyone who disagrees being a paid shill is ludicrous. Both cases lead to what I call Justice Scoring. Rather than scoring a product on its merits, reader review forums often fall into the trap of scoring to rebut another reviewer’s score, doing it for justice or to balance out what they feel is too low or high a score. You can see it in the negative reader reviews on Metacritic. Overwatch has 810 negative reviews at time of writing, many of them being zero. If you can justify the score in your review, good, have at it, but writing something like this “Overwatch is a very enjoyable team shooter. The game is a perfect casual game where you can jump in for 5-10mins and shoot up some people. The characters are fun to play and I do love that the game tells you what your team comp is lacking or has too much of. A nice thing that other team games should put in.” and then giving the game a score of zero not only seems unjustified but smacks of trying to lower an overall aggregate score for no reason other than the firm belief that the score is otherwise too high and justice must be done. To put it more bluntly, reviewer “hellkary” pretty much sums up my argument, scoring the game a zero but saying “this game deserve a 5 but seeing how many people keep giving this piece of *** a 10..... lacking a lot of thing, too few characters and maps, a real TF 2 sequel, they dont even bring anything new to the game”. Or maybe this gem from Arronmax, “I couldn’t wait to play this game. I have to give this game a 3/10 reasons being. How this gets a 98 blizzard paying for it.” Or maybe Tyggna’s contribution, “Here’s what you need to know: Blizzard clearly bought favorable reviews from professionals to build hype--hence the disconnect. This game is not awful--it might be your favorite game ever. That’s the nature of FPS games, some resonate with you and some don’t. If you don’t enjoy a wide variety of FPS games, or FPS games in general, then give it a try and see if you like it. I scored a 0 because I have enjoyed many FPS games dating back to DOOM2”. Forgive the lack of (sic) in the above quotes, but word counts are tight in print and I couldn’t fit them all in. The positive reviews aren’t immune from the urge to score for justice either, though the reasoning seems to be a little less blatant. Across the range of scores on the top end, 10 is far and away the most popular option, even when people point out flaws with the game (many of them similar to complaints found in negative reviews). 10 is an evangelism of love rather than a score reflecting most (not all) of the positive reviews. Giving a 10 for love when the number isn’t backed up by the review is as skewed as giving a zero for justice. It goes back to what I was saying last month. Review scores have lost all meaning. They have become the focus of the review rather than the exclamation point at the end. The score on a review, by a professional or a gamer in a reader review should have the same purpose - it should be a numerical representation of the well-argued words that came before it. PC PowerPlay 97 NEXT MONTH #254 ON SALE AUGUST 18 98 PC PowerPlay