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    p. 40

    Smashing through Act V with the

    new Crusader class

    DIABLO 3: REAPEROF SOULS

    C POWERPLAY

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    5

    FRONTEND

    13 Release Schedule

    14 Big Pic

    16 Digital Curtain

    18 Godus

    22 Incognita

    28 10 to Watch32 PCPP Interview:

    Worlds of Magic

    OPINION

    34 Source Code

    36 JAM

    38 Generation XX

    FEATURES

    40 Diablo 3: Reaper of Souls

    46 World of Warcraft:

    Warlords of Draenor

    47 Heroes of the Storm

    TECH

    52 PSU Roundup

    58 GeForce GTX 780 Ti

    60 Hotware

    61 My PC

    62 SteelSeries Rival

    Tesoro Colada

    64 NVIDIA Shield

    65 Roccat Ryos MK Pro

    Corsair Voyager Air

    67 Metabox Prime W230ST

    68 Cooler Master Nepton 140XL

    69 Leap Motion

    Sapphire Toxic

    Radeon R9 280X

    THE BUNKER

    72 PSU Roundup: 1,000W74 ASRock M8

    REVIEWS

    78 Assassins Creed 4:

    Black Flag

    80 XCOM: Enemy Within

    84 X Rebirth

    86 Battlefield 4

    90 Call of Duty: Ghosts

    91 Master Reboot

    92 SimCity: Cities of Tomorrow

    93 Bioshock Infinite:

    Burial at Sea

    STATE OF PLAY

    99 Deus inExperienced

    102Baldurs Gate 2:

    Enhanced Edition

    104 Extended Memory:

    Diablo Clones

    REGULARS

    08 Inbox

    94 Subscriptions

    106Next Month

    XCOM: ENEMYWITHIN

    p. 80

    Enemy Unknowns

    expansion reviewed: its

    hard as hell

    PSU ROUNDUPp. 52

    Plug in to over 14

    power supplies juiced

    and tested

    GODUSp. 18

    Weve played and judged

    Peter Molyneuxs new

    god game

    DEUSINEXPERIENCEDp. 99

    James OConnors Deus

    Ex playthrough comes

    to an end

    GIGABYTE GTX780 TI

    p. 58

    Could this be the most

    powerful GTX 780 yet?

    INCOGNITAp. 22

    Stealthy turn-

    based strategy and

    corporate heists

    PC POWERPLAY

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    7PC POWERPLAY

    EDITORIAL

    EDITOR Daniel Hindes

    [email protected]

    GROUP ART DIRECTOR Malcolm Campbell

    [email protected]

    DESIGNER Oliver Barles

    [email protected] EDITOR Bennett Ring

    [email protected]

    INTERN Zac Naoum

    [email protected]

    CONTRIBUTORSNathan Cocks, James Cottee, Anthony Fordham, Terrence

    Jarrad, Rowan Kaiser, Patrick Lum, James OConnor, Meghann

    ONeill, David C. Simon, Daniel Wilks, Theo, Deckard Cain

    ADVERTISING

    GROUP NATIONAL ADVERTISING MANAGER -

    GAMING

    Cameron [email protected] 9901 6348

    M: 0405 356 419

    ADVERTISING TRAFFIC

    Alison [email protected]

    02 9901 6346

    PRODUCTION MANAGER Alison Begg

    CIRCULATION DIRECTORCarole Jones

    SUBSCRIPTIONSwww.mymagazines.com.au

    TOLL FREE 1300 361 146Locked Bag 3355, St Leonards NSW 1590

    COVER DISC ENQUIRIES:[email protected]

    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 Webstar Sydney, Distributed in

    Australia by Network Services. 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 owners risk and, while every care will be

    taken nextmedia does not accept liability for loss or damage.

    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

    Molyduped

    My fingers hurt. Ive been playing a lot of Godus, Peter

    Molyneuxs new god game - a promised reviltalising of

    the genre Molyneux himself spawned. But this is a Molyneux

    promise were talking about, here, and weve learned our

    lesson many times over. So when my fingers started to hurt

    after a half hour of sculpting primitive land and demolishing

    rocks and trees, it was surprising that I felt I had, once again,

    been had.

    There is something about a PC game that is secretly

    a mobile and tablet game in disguise that I find acts as

    a natural repellant. Its the sheer amount of clicking (or

    tapping, if youre prodding a mobile device directly with

    your greasy fingers) involved in manipulating the game itself

    that arises from the limitations of a touch-aware interface.

    Beyond that, theres an insidious mindset that seems

    to drive mobile game design - tapping on things equals

    fulfilment. Tap to access your dopamine reserves. It doesnt

    matter what the task you accomplish by tapping is - its the

    action that will get you over the finish line.So thats how I started of f with Godus. Tapping (clicking,

    in my case) felt good. Id click a couple of times on a boulder

    that dared to sit in the way of my planned housing zone.

    Those couple of clicks produced something of a dull, stone

    thud through the speakers. The third click, and the boulder

    shattered, the accompanying audio perfectly designed to

    contrast the prior dull thuds with an intensely satisfying

    crumble worthy of any car toon quarry. Trees suffered the

    same fate, being chopped down in a frenzy of deforestation

    because it just felt good to do so.

    Soon, it became clear that this clicking would never end.

    Every boulder needed to go. Every tree needed to die. Every

    worker would need to be woken up from their slumber by

    clicking on their doors, setting them off on a days hardwork. I felt like I was playing Plants vs Zombies, but if there

    was a constant rain of sun tokens all over the screen. Click

    everything. Click everywhere. Dont stop clicking. No wonder

    my fingers are hurting.

    There is no method to this madness. No reason for you

    to click in a certain fashion. Objects in Godus exist to be

    clicked. They pop up with interface bubbles to remind you of

    that. Once theyve been clicked, you wait until theyre ready

    to be clicked again. It is a design that comes f rom the mobile

    space, unfit for, and unbecoming of, what a PC game is

    capable of. And what Peter Molyneux is capable of.

    When he left Microsoft and founded 22 Cans, I believed

    Molyneuxs newfound agility and smaller scale would allow

    his child-like passion to come to the fore. Something seems

    to have happened, however; it has filtered through a layer of

    cynicism, or perhaps a desperation to conform to free-to-play

    mobile tropes. For more, check out our preview on p.18 - but

    for now, its safe to say that youre better off saving the hurt y-

    fingers for the amount of clicking youll need to do in Diablo

    3s expansion pack.

    Daniel Hindes

    Editor

    @dhindes

    Thats a load-

    bearing PSPdebug.

    Your mums gotno lower body.

    Lets hope

    eggsoft stopsfrying eggs.

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    CPOWERPLA Y

    FRO

    N

    TEN

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    LETTER OF THE MONTH

    Is it just me or is this fascination

    - obsession even - with small

    technology (and getting smaller

    all the time) incredibly annoying?

    I mean, for me its about

    performance; if I want to have a

    machine that plays games, I want

    it to do it properly, and I dont careabout the size. Sure, I have a big

    table and the case sits underneath

    comfortably, but all this concern

    about monster video cards, huge

    cases, big fans... well, great! It

    doesnt bother me in the least - so

    long as it gets the job done, I really

    could care less. In fact it warms

    up the room rather nicely in the

    cooler months (err.. but lets not

    mention the hotter days though,

    for now). But for me, all these

    tiny little device things where your

    single index finger cannot fail to

    press three buttons at once.. I just

    dont see the point. They might be

    ok for kids I guess, but for me no

    way Champ, big is beautiful : big

    chunky ol videocard? Fine, the

    meatier the better! Massive quadro

    hi-fi supersonic Soundblaster card?

    Great, looks extremely impressive!

    Sniper PC case that looks like a

    tank used in the latest US military

    conflict? Fantastic, itll at least fit in

    the latest humungous motherboard

    I plan to squeeze into it, wonderful!

    I dunno, perhaps its just me,

    perhaps its my old-school wayof thinking, perhaps its even my

    eyesight dimming as I get older, but

    I personally have never liked the

    miniaturisation of technology, Im

    not into carrying expensive things

    around on buses and whatnot

    anyway (certainly not around these

    parts anyway), so I just dont see

    the point. Give me big. Give me

    bold. Let me put a dish outside

    the front of my beast of a PC, I justdont care - as long as it does the

    job, and does it well, and uh.. as

    long as it doesnt need TOO much

    liquid nitrogen to cool it down...

    Im happy for it to resemble the

    Chevrolet Belair 68 my dad used

    to have. Which indeed took up 3/4

    of the driveway.. but thats fine -

    absolutely fine by me.

    Robert Roemer

    With the Steam Machines on the

    horizon, it will be interesting to see

    where Valve decides to place its boxes

    as far as size goes will they go

    for form factor, or sacrifice looks for

    power? Whatever the case, theyd do

    well to remember that its not the size

    that counts.

    APPLYING COMMON SENSE

    I enjoyed reading your article on

    warranties in PCPP#220. It was

    very informative and it is good to

    understand our rights under the

    Consumer Guarantee legislation.

    But I feel you missed discussing

    circumstances were we are not

    covered by either a suppliers/manufacturers warranty or the

    No sticks? What is

    this MADNESS?

    legislation.

    Generally speaking as PC

    gamers we love to mod, tinker

    with and push our hardware

    often past normal operating

    conditions so that we can

    enjoy the best possible gaming

    experiences. (Noted how many

    hardware mod and overclocking

    articles you have been publishing

    lately PCPP. BTW keep these up

    they are a great read.)

    Tried fitting an aftermarket

    water cooling block to your

    expensive video card and

    shorted it? Thrown your gamepad against the wall in a fit of

    frustration and broken it after

    dying for the 50th time trying to

    defeat a boss in Dark Souls?

    Run your CPU at a high overclock

    over a marathon gaming session

    only to be rewarded with that

    familiar sharp smell of electrical

    burning followed shortly after by

    a blank screen?

    Consumer Guarantee or not, in

    these circumstances it is unfair

    to make a warranty claim against

    the supplier or manufacturer andexpect them to foot the cost of

    our, err enthusiasm. We have

    to take responsibility for how we

    use our hardware and apply a

    bit of common sense logic to

    what we are or are not entitled

    to under warranty if something

    goes wrong.

    On another note your lifespan

    guide to gaming kit seems out of

    whack. 1-2 years for a keyboard

    or mouse? You cant be serious!

    Id expect at least 5 years; my

    logitech G5 mouse is still going

    strong 5 years on. 2-3 years for

    a solid state drive. Err really?

    That makes me nervous. Mental

    note to self: back up SSD data

    and game saves now!

    Simon Lenz

    Bennett: You raise an excellent

    point, and I can only say that it

    didnt occur to me when writing

    the article. It should have though,

    and I apologise for not including it.

    Hopefully it should be pretty clear to

    readers that if they alter a product,

    they lose any consumer guarantee

    protection, but thanks again for

    pointing it out.

    LETTER OF THEMONTH 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 months winner

    scores themselves a

    mesmerising Kisai Optical

    Illusion LED Watch, thanks

    to Tokyoflash!

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    Alienware recommends Windows.

    JUST THE RIGHT SIZE FOR

    HUGE VICTORIES.

    Alienware and the Alienware head logo are trademarks or registered trademarks of Alienware Corporation. Intel, the Intel Logo,Intel Inside, Intel Core, and Core Inside are trademarks of Intel Corporation in the U.S. and/or other countries. Copyright: 2013Dell Inc. All rights reserved.

    Selected Alienware 17

    includes 4th gen

    IntelCore i7 processors.

    Introducing the Alienware 17, our most powerful 17-inch notebook ever.

    With desktop grade performance, incredible graphics, and an ultra realistic

    visual experience, its a portable powerhouse.

    Alienware.com.au/17

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    C POWERPLAY

    Welcome to the PCPP competitions page! With the office

    positively overflowing in PC gaming goodies, its become so

    difficult to do our ridiculously awesome jobs that we decided to

    pass the savings onto you. And by savings, we mean free stuff.

    Games, collectibles, swag, and all kinds of media that screams PC

    gaming. Or perhaps those are the screams of the intern trapped

    under the boxes of giveaways. Only one way to save them:

    Head to www.pcpowerplay.com.au to enter!

    To find the competitions, simply mouse over the Community

    tab in the main menu at the top of the homepage, and click on

    Competitions. Click through to each individual competition

    page, fill out the form (be sure to agree to the terms and

    conditions) and youll be in the running to win! Keep an eye

    out for this page in future issues of PCPP, as we roll out new

    competitions every month!

    Paradox CollectionThis insane compilation pack contains over $900worth of Paradox games and DLC! This Collectionsdownload code includes:

    TO ENTER:

    Head to www.pcpowerplay.com.au

    In 25 words or less, answer the following question:

    Tell us your ingenious way for creating enough time to play all of these Paradox games

    5DIGITAL COPIES

    TO WIN!

    WINCOMPS

    r " (BNF PG %XBSWFT

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    ASRock M8Designed by BMW, the ASRock M8 barebones PC is the ultimatein style, without sacrificing power. Weve got one to give away!

    TO ENTER:

    Head to www.pcpowerplay.com.au

    In 25 words or less, answer the following question:

    What PC component would you like to see BMW design next?

    1BAREBONES PC

    TO WIN!

    WIN

    TERMS AND CONDITIONS:1. Entry is open to residents of Australia and New Zealand except employees and immediate families of nextmedia Pty Ltd and the agencies associated with any promotion. 2. Entrants under the age of

    18 must obtain the prior consent of a parent or legal guardian to enter. 3. Only entries completed with these terms and conditions will be eligible. 4. Entry is by fulfilling criteria noted with the competition. Competitions are gamesof skill and chance plays no part in determining winners. 5. Competition begins at 19.12.13. Entries close at 23.01.14. In determining eligibility the judges decision is final and no correspondence will be entered into. 6. Judgingwill take place on 24.01.14 at nextmedia Pty Ltd. 207 Pacific Highway, St Leonards, NSW 2065. 7. Prizes must be taken as offered and are not redeemable for cash. 8. The promoter is not responsible for misdirected or lostmail. 9. The winners of prizes over $100 will be published online at www.pcpowerplay.com.au. Allow four to six weeks for delivery of prizes from time of print. 10. Comps are as follows: PARADOX COLLECTION: Total prize value

    is $4,736. Five winners with receive 1x copy of the Paradox Collection from Paradox. ASROCK M8: Total prize value is $749. One winner will receive 1 x ASRock M8 barebones PC from ASRock. 11. By entering entrants agree torelease, discharge and hold harmless nextmedia Pty Ltd., participating promoters and their affiliates, subsidiaries, advertising and promotional agencies and prize suppliers from all claims and damages arising out of entrantsparticipations in this sweepstakes and/or acceptance of any prize. 12. The promoter is nextmedia Pty Ltd ABN 84 128 805 970 of Level 6, Building A, 207 Pacific Highway, St Leonards NSW 2065.PRIVACY NOTICE: 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 ser vices 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 prizesor 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 yourinformation 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 touchwith our privacy officer, who can be contacted at nextmedia, Locked Bag 5555, St Leonards, NSW 1590.

    HEAD TO

    WWW.PCPOWERPLAY.COM.AU

    TO ENTER!

    11PC POWERPLAY

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    C POWERPLAY

    1 2

    THIS MONTH...

    DANIEL HINDES

    pressed all the buttonsin the lift@dhindes

    MALCOLM CAMPBELL

    drew his epic hammerand sickle

    FR

    ON

    TE

    N

    D

    ANTHONY FORDHAM

    learned you can nevergo back to space again@popsciau

    BENNETT RING

    injected 1.21 jiggawatts@bennettring

    MEGHANN ONEILL

    wants to welcomeyou to the world oftomorrow@firkraags

    OLIVER BARLES

    added shoulder padsto his shoulder pads

    18Godus

    Hands-on with Peter Molyneuxs next god game

    22Incognita

    The creators of Mark of the Ninja on making turn-based stealth

    32PCPP

    Interview

    The Kickstarted return of

    Master of Magic

    34Source

    Code

    Writing Star Wars: The Old

    Republic

    JAMES COTTEE

    became the master ofmany things@j_cottee

    NATHAN COCKS

    cast his GOTY votefrom atop a mountain@elprezau

    TERRENCE JARRAD

    went back to sea, andthere wasnt even aburial@hailtonothing

    JAMES OCONNOR

    finally finished DeusEx, were all so proud ofthe little scamp@jickle

    CAMERON FERRIS

    hooked 14 PSUs to hisnipples@pcpowerplay

    ROWAN KAISER

    is holier than thou@rowankaiser

    DANIEL WILKS

    plundered some booty@drwilkenstein

    PATRICK LUM

    stopped all the baseattacks@patricklum

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    13PC POWERPLAY

    T H E R E L E A S E S C H E D U L ELooking ahead to the upcoming PC game releases

    FRO

    N

    TEN

    D

    LEGEND: Good Old Games Download RetailSteam Origin uPlay

    Q4

    THIEFEIDOS MONTREAL,$TBA

    DIVINITYORIGINAL SINLARIAN, $TBA

    THE BATTLES OFKING ARTHUREXCALIBUR,$TBA

    SHERLOCKHOLMESFROGWARES,$ TB A

    BOUND BY FLAMESPIDERS, $TBA

    CONTAGIONMONOCHROME,$ TB A

    25th 28th

    WATCH DOGSUBISOFTMO NTREAL , $ TB A

    HOTLINE MIAMI 2DENNATON, $TBA

    2014

    JANUARY

    FEBRUARY

    THE LASTFEDERATIONARCEN, $TBA

    WORLDS OFMAGIC

    BLACKGUARDSD A E D A LIC , $ TB A

    MARCH

    APRIL

    BLOOD BOWL 2

    CYANIDE, $TBA

    DECEMBER

    DEMENTIUM II HDMEMETIC, $14.99

    TALISMAN CE

    NOMAD, $29.95

    8BITMMOZINCHAK, FREE

    RAMBO

    TEYON, $49.95

    TEX MURPHY:TESLA EFFECTBIG FINISH, $TBA

    CANDLETEKU, $TBA

    PLANETARYANNIHILATIONUBER ENTERTAINMENT,$TBA

    HELLRAIDTE C H LA N D , $ TB A

    ELITE: DANGEROUS

    F R O N TIE R , $ TB A

    PROJECT ETERNITY

    OBSIDIAN, $TBA

    SOUTH PARK

    OBSIDIAN, $TBA

    DARK SOULS II

    FROM SOFTWARE, $TBACASTLEVANIA LORDS OF SHADOW 2

    KONAMI, $69.95

    TITANFALL

    RESPAWN, $89.95

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    14PC POWERPLAY

    1 4

    FRO

    N

    TEN

    D

    Thief DEVELOPER EIDOS MONTREAL

    PUBLISHER SQUARE ENIX

    DUE FEB 28

    www.th iefgame.com

    Garrett explores the Citys hub world between

    jobs as he makes his way to Bassos place for

    word on an upcoming mission. Along the way,

    he can traverse the rooftops like a cat, sneak

    past guards on ground level, and steal any

    valuables that havent been locked down. All

    of that loot goes to purchasing equipment and

    upgrades for the next heist.

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    15PC POWERPLAY

    1 5

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    FR

    O

    N

    TEN

    D

    V E R T I G I N O U S G O L F

    WHY VERTIGINOUS GOLFFREAKS ME OUT- I almost had a handle on it until I saw the

    mechanical hummingbird

    - The golf balls look like priceless artefacts on

    loan from the Hermitage

    - Did you hear something? That hummingbird...

    I think it follows me...

    - Who is going to wash all those carpets, thats

    what I want to know.

    CHOICE QUOTESEdward had to create a separate set of

    plots for use by the workers. This eventually

    developed into a golf like game high above the

    clouds for the workers to experience during

    their leisure time.

    Free roaming camera/mechanical

    hummingbird to explore and route plan. A full

    9 hole course with lots more to come in the

    future. Watch this space!

    Electric golf balls and wind-up hummingbirds ate my brain!

    DEVELOPERKINELCO & LONE ELK CREATIVEORIGIN TH E I NT ER NE T. SO TH E I NT ER NE T.

    www.vert i -gol f . com

    From the creators of Drift Cats andInvasion of the Deranged Snow Freaksfrom the Nth Dimension comes this: the

    Bioshock Infinite minigame you never

    knew existed. No seriously, Vertiginous

    Golf is the answer to the question I didnt

    even realise the cosmos was screaming

    inside my head this past twelve months:

    what if Bioshock Infinite was really

    supposed to be a golf game?

    I guess its possible that, in true

    Bioshock Infinite style, Ive fallen through

    a tear in reality to an alternate dimension

    where Bioshock Infinite always IS a golf

    game, and this is it. The game even has

    a detailed backstory which is something

    a lot of other golf games should think

    about. It goes like this: alternate industrial

    history eternal smog and rain on

    Earths surface invention of levitation

    system plots of land in the sky the

    exclusive domain of the rich working

    class denied physical access inventionof remote connection device for virtual

    access to sky rich deny working class

    even virtual access to their mansions

    special zone for workers golf.

    You think Im making this up? This

    is Digital Curtain! Here, twisted visions

    think up YOU!

    Early beta video of this game shows

    a detailed storefront where you walk in,

    FPS-style, and sit in a Bioshock Infinite

    chair and then youre up in the sky.

    Theres a mechanical hummingbird. The

    golf ball appears to be Faberge for some

    reason. Also, it trails electricity. Then its

    down to elaborate minigolf with spinning

    things, tubes, flingers, bouncers,

    blockers and the rest of it. Lots of

    expensive looking carpets hanging

    around up there, too.

    If the three most important things

    in your life are Bioshock Infinite, Tiger

    Woods and gone-but-not-forgotten 80s

    classic Marble Madness, then this could

    well be your game of 2013. Buy it now,for just $5 and your sanity.

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    Who doesnt enjoy being a capricious deity,

    reshaping the world to fit its own needs and gainpower? Certainly not ROWAN KAISER, who always

    dreamed of growing up to be a demiurge.

    Take over the world in the worst way possible -by turning it into America

    Re o tLos g

    GODUS

    DEVELOPER 22 CANSDUE 2014

    www.22cans.com

    And the lord Godus looked upon the Earth, and he saw that

    it was lush with verdant trees, varied with rolling hills and

    steep valleys and shining coastlines, and possessed of

    elegant, dangerous wildlife. The lord Godus saw all this and

    frowned. This should be a suburb, quoth the lord, and thus

    he set to work. With a flick of his wristseveral thousand

    flicks of his wristthe lord Godus cut the trees, smoothed

    the hills, massacred the wolves, and filled the oceans with

    sand. And for this act the lord Godus was given nothing but

    love and belief from his now-bountiful followers.

    Heres the core mechanic of Peter Molyneuxs Godus: you makethe land flat and smooth. Parcels of flat land, without any trees or

    rocks intruding upon them, form housing plots that the people in the

    game will want to build on. The more flat land there is, the larger

    and more plentiful the houses built on it become. The larger the

    population, the more technology can be unlocked, as well as the

    more belief becomes available for spending on more geo-engineering.

    The core loop of flatten-expand-flatten is a simple and effective

    one, although it can be taxingwith constant double left and

    right clicks to raise and lower land, Godus can turn into a physical

    chore. It is satisfying, however. Getting the terrain just right,

    watching civilization grow, and reaping the rewards works really

    well. Understandably so, since the core mechanic, introduced in

    Molyneuxs classic Populous, is over two decades old.

    But take a step back from the moment-to-moment act of playing

    Godus, and it loses its appeal. This is partially thematic.

    Theres no shortage of games built around the concept

    of exploring maps, then exploiting resources to build

    technology and population. Godus simply assumes that

    this process is good, and sufficient motivation. Most other

    games get around this feeling by putting survival at stake:

    in Civilization, a rival will destroy a players nation if it never

    expands; in Fallen Enchantress, the post-apocalyptic world

    needs to be cleansed; even Populous is framed as a battle

    between two rival gods who will mess up each others terrain and

    make it actually interesting instead of all flat.

    The constant expansion of believers

    spreading across the increasingly

    flat, boring map feels less like a

    triumph of humanity and more like

    a plague of locusts, devouring

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    all in its path. This affects the aesthetics as

    well. Instead of rewarding effective play visually

    with beautiful terrain, Godus makes itself look

    less pleasant as well. Trees, wolves, hills - all

    get in the way of progress and add no benefit,all need to be eliminated in order to achieve

    glorious progress. Its downright American in its

    pragmatic cynicism.

    That cynicism pervades the game itself.

    Theres a huge clue in how belief is collected

    from followers: after enough time, a bubble

    fills above their house, which adds belief when

    clicked on. Its a mechanic used primarily in

    Ville-style Facebook games, which in and of

    itself isnt necessarily a problem. It just points

    at the other simple psychological loops the

    game uses. Technology is improved by finding

    various items scattered around the game

    map, but other than sometimes allowing for

    believers to build bigger houses, it doesnt

    actually do anything. Congratulations on

    clicking on things, youre now in the Age Of

    Conquest. Have a biscuit. Then click on more

    things. The scorched earth approach to

    success in playing Godus also seems to have

    been the design philosophy of the game itself:

    keep people playing by the simplest and most

    efficient ways possible, even if it s ugly and

    ultimately unsatisfying.

    One of the more bizarre connections Godus

    has to social games is a faux-multiplayer

    component. Once played long enough, believers

    will take control of an altar that allows the

    player to fight against other deities. But first it

    goes into a chat room, filled with pre-scripted

    Trees, wolves, hills

    - all get in the way of

    progress and add no

    benefit, all need to be

    eliminated

    Shut your doors,the flood is coming!

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    conversations involving people from the real

    world. One teenagers dad is unemployed;an older woman tells the girl to be careful of

    getting too friendly with men online, etc. This is

    the closest thing Godus has to an embedded

    narrative, and its simply bizarre. One minute

    the game is about finding an altar to unlock

    more of the map, the next its about the

    continuing learning process of x AmY x as

    she tries to play when her dads not home.

    The multiplayer itself is, mechanically, a

    good addition to the game. Its played in short

    matches of 5-10 minutes, where the player

    races to defeat an opponent in building the

    highest population, mining the most gems,

    or winning the war that starts when the timerruns out. Because of the short amount of

    time and the constant pressure, the worst

    aspects of Godus are generally eliminated

    theres now a reason to make as much flat as

    quickly as possible, and twisting the terrain to

    slow an opponent is a good, and aesthetically

    pleasing, decision. If the ability to fight real

    people instead of just the AI is added,

    thisll be a fun game mode that

    adds a good amount of variety.

    To be fair to Godus, it isnt a complete

    game yet. Its being sold on Steams Early

    Access program, but according to the games

    loading screen, its only 40% done. Thats plenty

    of room for developers 22 Cans to attempt

    to give their game personality that allows it

    to transcend its stripped-down strategy

    feedback loops. Right now Godus is a

    game about religion, but before it gets

    released, it needs to find a soul.

    o TeaMtThe 40% of Godus thatscurrently available is

    compulsively playable,

    sure. But its also deeply

    unsatisfying both thematically

    and aesthetically. If its going

    to get better than being a

    cynical clickfest, it needs a jolt

    of personality in that last 60%.

    Surely someone can borrow

    Molyneux for a minute...

    Can you turn that off?Im trying to sleep

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    With trench coat tightened

    and gadget briefcase ready,

    DANIEL HINDESascends the

    elevator to the 20th floor of

    Klei Entertainments secure

    headquarters, aware that cameras,

    lasers and gun-toting guards will

    be the least of his problems.

    Committingcorporateespionageturn-by-turnwith Incognita

    INCOGNITA

    DEVELOPERKLEI ENTERTAINMENTPUBLISHER KLEI ENTERTAINMENTDUE 2014

    www.incognitagame.com

    Klei Entertainment damn near

    revolutionised the stealth genre with2012s Mark of the Ninja. With its

    influence stemming from Thief through to

    Metal Gear Solid, the game took existing

    stealth tropes and presented them as a

    platforming game, but with a clarity and style

    never seen before. Mark of the Ninja made

    stealth accessible, with a visual language

    that conveyed more abstract dangers enemy

    lines of sight, the range of your footstep

    sounds and the predicted path of guard

    movements.

    Incognita is Kleis next crack at stealth, but

    the developer is now taking on is the hardcore,

    thinking-gamers clutch: top-down tactics.

    The kernel that started it all was memories

    of Syndicate, says Jason Dreger, Designer and

    Programmer on Incognita. The original X-COM

    has had some influence, as well as roguelike

    games such as Spelunky and FTL.

    The high-level progression sees you

    select a team of agents who sneak through

    randomly-generated floors of a high-security

    data storage facility. Where roguelikes have

    you descend into danger, Incognita is about

    ascending away from it. Along the way, you

    acquire as many items, credits and valuable

    data disks as possible.

    The look and feel of the game made asignificant change at one point, Dreger adds.

    HighRiseHeist

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    worth the risk of the buildings alarm system

    gradually closing in on their position.

    The alarm was designed, maybe

    unsurprisingly, to add pressure, Dreger

    confirms. The hope is that every action made

    becomes a more significant choice. Weve

    exposed where the end goal on each level is to

    the player, so they can make the choice of how

    much of that time resource they want to spend

    on the path to the exit or for exploration. The

    exploration brings up moments of reactive play

    which adds excitement and tension. All the

    information we allow the player to get, moves

    the game back into intentional play again.

    Players of Shadowrun Returns will find

    Incognitas next main mechanic familiar: a

    mainframe overlay that allows players to

    manipulate things in the digital world, the

    effects of which flow on to the real world.

    Pressing Spacebar at any time brings up

    SPY HARDJason Dreger on Incognitas

    unique art style

    PCPP: Incognitas

    characters already

    have striking and

    expressive artwork.How do you convey

    their uniqueness as

    characters, through

    mechanics and

    other opportunities

    to display

    personality?

    Dreger: Artistic

    influences have been

    spy movie poster

    art and design from

    the 50s and 60s

    as well as art by

    Kevin Dart. But we

    are still working on

    how to bring out the

    characters and againwe are looking to

    use the procedural

    systems to help

    us. Besides giving

    them each a unique

    area of expertise

    through abilities,

    they each have their

    own backstory and

    end story(ies). The

    back stories come

    out in the character

    description but also

    in their in-game

    response dialogue.

    The end stories are

    shaped by what

    happens in each play

    session. For example,

    finishing the game

    with agents Smith

    and Jones could

    produce a different

    ending for Mr Smith

    then if he had ended

    the game just by

    himself.

    Giving more absolute

    information moves the game

    from reacting to planning

    It was originally set more in an alternate 1920s or 1930s and ended

    up feeling like gangster management than spy management. It looked

    cool, but not what we wanted this time.

    The games grid-based movement system is highly reminiscent of the

    original X-COM, with line of sight being calculated per-tile. Sound plays

    a role in movement, too; agents can opt to run further, but generate

    noise in a radius around them, or sneak silently but consume more

    movement points per turn. The manner in which Incognita communicates

    this is a lesson Klei learned from Mark of the Ninja, and has gone a long

    way toward so far successfully translating stealth into turn-based tactics.

    A rule of thumb we picked up from Mark of the Ninja was showing

    information that might normally be left hidden to the player makes

    stealth more fun, says Dreger. That moves the game from reacting

    to things that you couldnt have predicted, to planning how to bypass

    something and then putting your plan to the test. But exposing that

    information means a lot of things to display: lines of sight, movement

    paths and possibilities, sense ranges. Balancing between sufficient but

    not overloading information has been a challenge.

    This extends to the visualisation of enemy patrol paths as literal

    arrows which appear on the ground. The turn-based nature of the game

    means that traditional stealth elements, like sitting and observingpatrol paths, arent as pertinent as positioning, sound, and line of

    sight. Through this, a new type of planning phase arises one that

    begins with the player almost fully-informed.

    Giving more absolute information to the player instead of soft

    information moves the game from reacting to planning, says Dreger.

    If you see a guard patrolling, but are not sure when he will turn around

    and begin patrolling back, it might be a gamble to run up behind him.

    But if you can see his patrol path and know where he will turn, you can

    make a plan accordingly.

    This doesnt entirely eliminate the thrill of reactive play, however.

    As players advance room-by-room, taking care to peek around corners

    (giving them a quick, free glance and what lies beyond), theyll reveal

    situations that demand ingenuity and expediency to slink past. Part

    of what creates that demand is an omnipresent, automated alarm

    system. As each turn ends, an alarm counter ticks up by one. When

    it hits 20, an incredibly dangerous enemy strike team spawns at the

    entrance to the current floor and begins to sweep for your presence.

    This prevents players from not only turtling, but from thoroughly

    exploring every nook and cranny of an individual floor. Instead, theyll

    have to take on a more opportunistic approach, constantly evaluatingwhether or not the time it takes to locate and crack an extra safe is

    Our stealthy agent,

    Michael, has just cracked

    into the two nearby

    safes and has drawn hisdart gun and gone into

    Overwatch. This allows

    him to tranquilise any

    guard that enters his line

    of sight on their move

    turn, completely silently.

    Some firewalls regenerate each turn,requiring constant hacking to break

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    SOUND THE ALARM

    Our robotic character,

    Cavil, can wirelessly

    hack consoles from a

    short distance. Currently,

    however, hes hiding

    behind a corner, because

    the guard in the top right

    is getting very close.

    Like many roguelikes,

    stores can be found in

    the randomly-generated

    levels. Spend all your

    money here, as youll

    need the items!

    Red tiles show enemy

    line of sight, from

    both cameras and

    guards. Stepping on

    them during your turn

    will send that guard

    into alert mode.

    The exit, where were

    trying to get to. Once

    we deal with these

    last two guards.

    As Michael cracks more safes, hebegins earning more cash from them

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    a cheesey cyberspace overlay, and allows

    players to use hacked consoles as resources

    to disable alarms, lasers, cameras and more.

    Originally we tried a more hand-crafted

    network system where specific computers

    were connected to specific devices, Dreger

    recalls. Interacting with the mainframe

    was like a puzzle. But we shifted from

    crafted to procedurally generated maps.

    To accommodate the change, we made it

    more like an RTS economy where you gather

    resources at one place to spend at another.

    The alarm-induced turn limit makes how you

    spend your resources more critical. It becomes

    more important what you do with it each turn.

    Players can also acquire mainframe

    programs over the course of their heists, such

    as an aural ping to distract guards and an

    overload program that blows up a mainframe

    object, incapacitating nearby enemies. The

    acquisition of items and abilities continuesthrough to the real world, too, with the

    opportunity to find cloaking devices, personal

    shields, tasers, EMP bombs and more. This is

    key, as in the current alpha version difficulty

    progressively rises with each new floor of the

    building. Fewer mainframe consoles become

    available, so players must eventually rely on

    obtained items and pure guile to make it to the

    next exit. Of course, being in its current alpha

    state, such progression is subject to change.

    We have not got to massaging the difficulty

    curve yet, Dreger admits. I will say that players

    can expect to see things that thwarted them in

    the past come back to thwart them further, andthats actually one of the areas of strategy in the

    game. The player will have some control in what

    they will be facing later in the game.

    Incognita isnt an entirely procedural,

    systems-driven experience. A narrative will run

    through the course of the heist, but it wont be

    delivered in a traditional manner.

    Because the game is procedural and

    intended to be played from the start several

    times, we didnt want the story to be stale

    and skipped at every opportunity, says

    Dreger. There will be events that come

    up during gameplay that will be about

    gameplay decisions, but also add background

    information and narrative. In any one

    playthrough, you wont see them all. They

    will give the taste of what is going in the

    corporations and world at large. With repeated

    play, you may begin to see how they connect

    into larger events happening.

    Playing Incognita feels a bit like a more

    strategic interpretation of any number of hostile

    compound infiltrations in Deus Ex. It is highly

    resource-dependant, with a constant cycle of

    observation, planning and execution. Its a

    high-concept interpretation of the high-tech

    heist scenario, with tension that arises despite

    the games highly informative and abstracted

    visualisations. Its the turn-based stealth gameyou never realised you needed, until now.

    ALPHAPROTOCOLJason Dreger on continuing

    Kleis successful alpha-

    funding

    PCPP: How valuable

    has the paid alpha

    access been to youas developers?

    What has some of

    the most useful

    feedback from

    players been?

    Dreger: Its been

    both excellent in

    gameplay feedback

    and enthusiasm. The

    discussions on the

    alarm and peeking

    system has given

    us a good look into

    how people are using

    those systems and

    how they would like

    to use them. Some ofthe posters must be

    designers themselves

    because theyve often

    explained the current

    system states better

    than I would have. And

    its always super great

    to hear about people

    playing and enjoying

    the game. If just feeds

    us to want to build

    more interesting and

    great additions to

    Incognita.

    After 20 turns, the alarmlights pulse an aggressive red

    As development continues, morestarter teams will be unlocked

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    LIFE IS FEUDAL

    DEVELOPER BITBOX

    PUBLISHER BITBOX

    DUE 2015

    www.l i fe i sfeudal .com

    Were in the business of puns, so we respect

    someone when they not only come up with a

    zinger, but commit to making it the title of their

    game. Life is Feudal is a sandbox massively

    multiplayer game that focuses on building and

    survival. Essentially, its a medieval Minecraft, but

    with a focus on player alignment when it comes

    to combat and death. Killing a player who yieldsbefore a final blow is struck marks you as evil in

    the world. And also a cheapskate.

    THE OLD REPUBLIC:

    GALACTICSTARFIGHTER

    DEVELOPER BIOWARE

    PUBLISHER EA

    DUE FEBRUARY

    www.swtor.com

    The Old Republic is introducing what everybody

    wanted in the first place: SPACE DOGFIGHTS!

    Players can upgrade and customise their various

    starfighter classes and take the fight to zero-G as

    they battle for rewards which can then be applied

    to their character on the ground. Further linking

    the MMO portion is the ability to assign a co-

    pilot. Shotgun Chewies great-great-grandad!

    GALACTICCIVILIZATIONS 3

    DEVELOPER STARDOCK

    PUBLISHER STARDOCK

    DUE TB A

    www.galc iv3.com

    Say goodbye to whatever small part of your

    life wont be consumed by the FTL expansion,because Stardock has announced GalCiv

    3. Shockingly, this sequel is being designed

    exclusively for 64-bit PCs, because its a PC-only

    game and Stardock can do that if they want to.

    This means the developer can make a much

    bigger game, which is great because they

    felt GalCiv 2 was too small. Also, the ship

    designer is now basically Lego, which your puny

    32-bit PC wont be able to handle.

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    FTL: ADVANCEDEDITION

    DEVELOPER SUBSET GAMES

    PUBLISHER SUBSET GAMES

    DUE 2014

    www.f t lgame.com

    Hooray! FTL is getting an expansion

    pack! Finally, the perfect excuse to go

    back and play NOTHING BUT FTL for

    three months. Mind-control baddies!

    Hack enemy subsystems! Fire new guns

    with overcharge shots, stun shots, and

    area-of-effect damage! Meet a brand new

    species and fly through a new sector

    which is, for some reason, being written

    by CHRIS AVELLONE! Were not sure

    where hes finding the time between

    Wasteland 2 and Project Eternity but hey,

    were not complaining.

    AIRSCAPE: THEFALL OF GRAVITY

    DEVELOPER CROSS PRODUCT

    PUBLISHER CROSS PRODUCT

    DUE TB A

    www.airscapegame.com

    Heres a cute-looking platformer from

    a worldwide team of students that sees

    control gravity to flip and fling themselves

    around the 2D level. Rather than flipping

    the character themself, the entire levelspins and rotates to accommodate

    the change in gravity, which allows for

    a seamless integration of swimming

    mechanics, too. Which is good, because

    the main character is an octopus. Who

    probably isnt a dad. We think. Anyway,

    gravity is way cool. Where would we be

    without it?

    MIDDLE-EARTH:SHADOWS OFMORDOR

    DEVELOPER MONOLITH

    PUBLISHER WARNER BROS. INTERACTIVE

    DUE TB A

    www.shadowsofmordor.com

    Oh, hey, Monolith (the four-letter-

    acronym-lovers behind NOLF and FEAR) are

    working on a Lord of the Rings game. Only,

    to their great sadness, it doesnt use the

    LOTR title, because its set before all that

    business, but after The Hobbit. You play as

    a Ranger who ventures deep into Mordor to

    likely discover that some bad stuff is about

    to go down. Every enemy will apparently

    be a named character, who will grow and

    become more dangerous as you do.

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    WARGAME:RED DRAGON

    DEVELOPER EUGEN SYSTEMS

    PUBLISHER FOCUS HOME INTERACTIVE

    DUE TB A

    www.wargame-ab.com

    The creators of what will probably wind

    up being this years most under-appreciated

    strategy game are back with Wargame Red

    Dragon. Like Airland Battle and European

    Escalation before it, this new instalment

    of the Wargame series focuses on broader

    strategy during the Cold War. However, the

    theatre moves to East Asia and introduces

    new factions: China, Japan, North and South

    Korea, and the ANZACs (yay!). The time period

    has also moved forward to the 1980s.

    Naval strategy will be given a new focus,

    with three boat classes that should expandyour operations in the seas. Destroyers are

    naval command boats which can capture

    naval zones. Corvettes roughly half the size

    of Destroyers fulfil the role of ship-to-ship

    combat. Patrol boats can skim between the

    larger ships and move inland up rivers to

    support ground troops.

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    C POWERPLAY

    Like countless other PC gamers

    around the world, Aaron

    Ethridge was captivated by the

    unique 4X formula of Master of

    Magic when it was first released

    on PC back in 94. After hed

    played it to death, he patiently

    waited for the sequel he knew

    just had to be hot on its heels.

    It just seemed that was

    inevitable. We had similar

    games in the genre. Not fantasygames, but you got Master of

    Orion, Master of Orion 2. And

    then later, of course, Master

    of Orion 3. Which was, ah, not

    everybodys favourite. Sid

    Meiers Civilization and its ilk

    got sequel after sequel, and

    kept pace with the times. But

    for whatever reason, a certain

    strategic gem from Microprose

    never got the same love. That

    never happened with Master of

    Magic. It led to a cul-de-sac, and

    never went anywhere.

    Close to 20 years passed,

    I was wanting to get into game

    development. Started looking

    around, you know - whats

    missing? What hasnt really

    been touched in the video game

    world? And Master of Magic

    stood out. Granted, there had

    been the odd game like Fallen

    Enchantress that explored

    similar territory. But it just wasnt

    the same. I didnt feel that

    they were real successors. They

    didnt fill my personal desire for

    a sequel to Master of Magic. And

    so I decided to follow it up.

    Ethridges toil on a 2D

    prototype caught the eye of

    Wastelands Interactive, and after

    a brisk exchange of emails the

    Polish publisher agreed to lend

    the South Carolina indie the

    resources he needed to make

    a more polished product and

    soon Ethridge commanded a

    small army of coders.

    In 2014, Master of Magic will

    have its long-awaited spiritual

    successor: Worlds of Magic.

    But what sets this particular

    flavour of 4X apart? As in Civ,

    you explore the map, build cities,

    and field armies but you dont

    advance your technology.

    Whats going to evolve

    is your characters power, as

    you increase your magical

    power, researching new spells,

    increasing your skills. And its

    your characters growth in power

    that really changes the battlefield

    dynamic, in the way that

    technology might in Civilization.

    Its a very different feel. You

    dont have that stair-step feel.

    You can focus on a particular

    school of magic, where youre

    basically ignoring the others,

    trying to get very, very powerful

    spells very quickly. You can have

    a much wider base of much

    lower power spells, dependingon diversity to give you strength.

    But unlike Civs predictable tech

    tree, you cant meticulously plan

    out how youll advance thanks to

    a a semi-random spell list. That

    list is going to change from game

    to game. Just because you take

    in, say, five circles of Fire in one

    game, doesnt mean youre going

    to get the exact same Fire Spell

    line-up in the next game.

    Beyond this sense of cosmic

    uncertainty, theres a great

    deal of leeway for customising

    your playstyle. For instance,

    Fire is tied to confusion spells.

    Chaotic spells. Then we have our

    Effects Circles, which quantify

    spells according to their effect:

    Destruction, Summoning, et

    cetera. What this allows a player

    to do is to focus on a single

    element, like Fire, focus on a

    single effect, like Destruction, or

    spread things out, and build up

    a research pool where theyre

    going to get spells from several

    different schools so they can

    use a scalpel on the battlefield,

    and cast the exact spell that

    they need. As you can imagine

    this is a relatively complex

    magical system, and its what

    makes things feel magical. This

    isnt something where you can

    just go: Okay,

    Im going to do A, and then Im

    going to do B, then Im going to

    do C, because theres a certain

    amount of randomness.For gameplay aspects that

    arent random, Ethridge plans

    to implement extensively

    customisable build queues

    so that end-game empire

    management neednt become

    a chore. Its still important

    to build each one of your

    towns up, but youre not really

    focussing on research for

    your entire civilisation. This is

    a personal quest for power.

    Your Sorcerer Lord is trying to

    overthrow the universe. Andit feels very different when

    you play it, as contrasted to

    something like Civilization.

    A trademark feature of Master

    of Magic was the dual game

    maps; two contrasting planes

    of existence to conquer. Worlds

    of Magic ups the plane count to

    seven a sprawling multiverse

    linked by mystic wormholes, with

    each elemental realm offering

    unique bonuses to their rulers.

    As with Civ, it will be possible to

    customise the size of the world

    maps. If you want to spend

    a week playing a single game,

    youll be able to do that. In a

    game grounded more in science,

    managing such a sprawling

    campaign might become a

    mind-boggling chore so its

    just as well that youre a wizard.

    You will be able to cast spells

    to transport units from one

    plane to another, and by late

    game there are a lot of ways to

    travel between the planes, so it

    doesnt become tedious.

    Some classics get sequel after sequel and some

    fall through the cracks. When AARON ETHRIDGE

    noticed that the PC gaming scene had gone 20

    years without a follow-up to Master of Magic, hedecided to take matters into his own hands...

    Its your characters growth

    in power that really changes

    the battlefield dynamic

    THE PCPP INTERVIEW

    WH OAARON ETHRIDGEWHEREWASTELANDS INTERACTIVEWH YWORLDS OF MAGIC

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    One of the endgame

    problems is moving massive

    numbers of units around to

    where you want them to be for

    your next front of conquest.

    Were looking at things like rally

    points, where cities will be able

    to create units and then send

    them to a specific area of the

    the map, and notify you when

    theyre there.

    Should you feel confident in

    the overwhelming power of your

    armies, it will be possible to

    click on the Auto-Calc button to

    instantly resolve any skirmish

    without moving units around

    individually on the Tactical

    Battle Board.

    Another callback to Master

    of Magic is the Spell of

    Domination. If you get so farahead of your enemies, where

    this is just tedious, repetitive

    clicking, again and again, youll

    be able to cast the spell and

    wrap the game up.

    Many of the ideas for Worlds

    of Magic have come from the

    games Kickstarter backers; fans

    whose obsession exceeds even

    that of its creator. We have got

    guys that were playing Master

    of Magic since Day One, have

    been playing it on and off for

    close to 20 years. They have alot of ideas. They have a lot of

    experience playing these types of

    games. As do we. But the point

    is it really is a case of the more,

    the merrier. We take that input,

    we look at it, we look at whats

    feasible, and say: Okay, what

    can we do speed up endgame?

    To make it where its still very

    fulfilling, where you feel like:

    Okay! I conquered the universe!

    But not where youre going:

    Okay, Ive got 200 cities I have

    to click through every turn. This

    game is never going to end!

    Worlds of Magic is in a

    curious position, in that its had

    not one, but two Kickstarters

    to supplement its publisher

    funding. It wasnt an easy

    decision to launch the second

    crowd-funding blitz, but as

    the game grew and evolved

    in the months since the first

    Kickstarter, Ethridge noticed

    a glaring shortcoming. To be

    honest I wasnt satisfied with

    our artistic image. I didnt think

    that we were doing the game

    justice. A lot of people may

    condemn me for that, because

    with a game like this its really

    about being strategically

    sound. Is the game fun to play?

    Gameplay is what matters. And I

    agree with that.

    However, to get in new blood,

    to bring in interest, to bring

    people to the genre, youve got

    to have a little bit of eye candy.

    And I felt we were falling short.

    Our vision has changed. And we

    need a little bit more to live up

    to our new expectations.

    To help make Worlds of Magic

    a true spiritual successor to the

    game that inspired it, Ethridge

    has hired a Master of Magic

    veteran, George Edward Purdy.

    Primarily a concept artist, Purdywill also help to sculpt the games

    lore, and will help weave the back-

    stories of the AI Sorcerer Lords

    players wills strive to vanquish.

    He actually just happened to

    see us! We had not contacted

    him. He happened to see us

    on Kickstarter with our first

    campaign, and contacted

    us, and told us he was very

    impressed at what wed done, it

    looked like we truly were making

    a real successor. And would we

    be interested in having him onour team? Needless to say, we

    leaped at the chance. We have

    the utmost respect for Master

    of Magic, and the team that

    put that together, and having

    someone that was part of that

    team help us shape

    this game its

    an incredible

    experience.

    JAMES

    COTTEE

    MAGIC DEATH!

    MAGIC HORSEMEN!

    And MAGIC GRASS!

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    CPOWERPLA Y

    OPINION/

    SOURCEC

    ODE

    Writing is hard.

    Sure, putting words on a page is easy

    enough for most people, but shaping those

    words into something good? Thats hard.

    Whether youre writing a novel, a news story,

    or trying to explain a complex idea via Twitter,

    writing is an exhausting discipline. Many

    people are competent writers, but very few

    are genuinely good.

    But heres something I learned while

    working at BioWare Austin: Writing for gamesis even harder.

    EA flew me to Texas in 2011 to join the

    team writing content for Star Wars: The Old

    Republic. I was elated and terrified. I had

    landed my dream job at one of the biggest

    game studios in the world, working on one

    of the biggest franchises in the world. It was

    the realisation of a decade-old dream, but

    my years as a self-employed web cartoonist

    couldnt really prepare me for such a radical

    change in environment and scope.

    The writers pit at BioWare Austin was

    a large, open space, dominated by a long

    conference table so that each of the dozen

    or so writers could easily turn around from

    their individual booths and go face-to-face for

    our daily meetings. My fellow writers ran the

    gamut of experience, from BioWare veterans,

    to a New York Times bestselling author, to

    a guy who only started just a few months

    before I showed up. It was daunting, but each

    and every one of them went out of their way

    to make me feel like a welcome and valued

    member of the team.

    That didnt mean that I started working on

    the game right away, though. BioWare takes

    its writing so seriously that new writers dont

    get to contribute to real projects until theyve

    undergone months of training.Thats right, months of training, at EAs

    expense, for people who were already

    experienced writers. Why so much training?

    Because no amount of experience can

    really prepare you for writing for players in a

    BioWare game.

    Good roleplaying games prioritise the

    players ability to define their characters to

    roleplay. This means that when the players

    character speaks, the player shouldnt think I

    never would have said that. The difficulty is

    anticipating what any given player may want tosay in any given situation. Without an infinite

    number of writers and an infinite amount of

    time, theres no way to be sure that every

    player is covered.

    This becomes even harder in the context

    of a massively multiplayer roleplaying game,

    where the type of story you can tell is severely

    restricted. When the environment is shared by

    a thousand players, its hard to find ways for

    player choices to have a lasting impact on the

    world. You cant put the player in prison, and

    dont even consider taking the players gear

    away from them, or subtracting a stat point.

    My months of training were not spent

    learning how to string words together, but

    how to make the player still feel powerful and

    influential despite these limitations.

    Then there are the players who dont care

    about roleplaying; they just want to pick up

    the quest so they can go kill things and get

    their rewards. This players thumb is always

    hovering over the all-powerful spacebar, ready

    to skip any line of dialogue that comes acrossas dull or redundant. Yet you still need to

    convey critical quest information.

    The result was that I could spend an entire

    day rewriting the same four lines of dialogue

    over and over again, and end up convinced

    that Im the worst writer in the world.

    More daunting still is the knowledge that

    seemingly small decisions made in the writers

    pit could have huge ramifications for people

    further down the production chain in such a

    massive project. Modellers, animators, voice

    actors, combat designers, world designers...a veritable army of people will spend months

    even years working on the content that we

    dreamed up around that conference table. The

    content I worked on in early 2012 hasnt even

    been announced yet.

    The upside of working in

    a huge studio, however, is

    that there is a great deal

    of support available to you,

    and hundreds of people

    who have a vested interested in helping you

    do the best job possible. I was surrounded

    by some of the best writers in the world and

    I knew I was always free to ask for help. The

    studio layoffs of 2012 were devastating, not

    just for my own sake, but because it was

    painful to see so many immensely talented

    people suddenly unemployed.

    Im glad to see, however, that most of my

    former colleagues are still in the industry.

    Writing for games is hard, but it can also be

    tremendous fun and extremely rewarding.

    Never estimate the uplifting power of seeing

    your name scroll by in that blue Star Wars

    credits font.

    I could spend an entire day

    rewriting the same four lines

    of dialogue

    THE SARLACC PITBehind the collaborative writing process of Star Wars: The Old Republic

    DAVID C. SIMONis a freelance writer who

    previously worked at BioWare Austin on Star

    Wars: The Old Republic. He still misses TexanBBQ and Chili Dogs.

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    CPOWERPLA Y

    OPINION/JAM

    The painstaking tactics

    and sadistic difficulty of

    Rainbow Six was legendary

    Children of the 1980s have now lived longenough to see the world turned upsidedown. A new Cold War rages, only this time

    it looks like the Russians may actually be

    the good guys. Consider current events: a

    Yankee spook has defected to Moscow with

    proof that the US has been spying on the

    entire internet. World leaders are incensed,

    and the figurehead of the so-called Free

    World is doing nothing to assuage them. Or

    us the PR snaps of the American president

    always capture him gobbling down hot dogsin the most unflattering ways. Meanwhile, the

    Russian president makes a point of routinely

    getting photographed with his shirt off.

    As the video tapes that archive the glory

    of 80s action heroes fade, demagnetise, and

    rot, it becomes agonisingly clear who has

    lost the arms race and who has won the

    Gun Show. Putin winks, and tumblr swoons.

    All Obama can offer in return are free shrugs.

    Western Civilisation is the weakest its ever

    been. And naturally, I blame the French.

    The French Government has done its fair

    share of damage, driving taxes up so high

    that millionaire actor Grard Depardieu,

    the only Frenchman fat enough to play

    Obelix, has moved to Russia to save a few

    centimes. But what concerns us more is the

    Froggy private sector, and what it did to the

    legacy of Tom Clancy.

    Whatever his shortcomings as a writer,

    Clancy succeeded in capturing the mood

    of the zeitgeist. Within his house bricks of

    pulp he spun together strands of fact into

    plausible near-future scenarios of a world at

    war. In the early 80s, Ronald Reagan found

    Red Storm Rising such a compelling read

    that he couldnt get any work done. In the

    late 80s, the PC adaptation made staring

    at sonar readings and nebulous maps ofdots just about the most compelling gaming

    experience available. Nothing compared to

    tooling around the Norwegian Sea Theatre

    at the helm of a Los Angeles Class nuclear

    attack sub, lobbing Tomahawks at commie

    carrier battle groups, and torpedoing any

    suspicious-sounding whales.

    Some of Clancys later gaming projects

    were equally satisfying the painstaking

    tactics and sadistic difficulty of the original

    Rainbow Six was legendary. Millennial

    gamers could see for themselves if they

    were bad enough dudes to save theSydney Olympics from bio-terrorists. The

    Guillemot brothers bought into Red Storm

    Entertainment, and soon game store shelves

    were buckling under the weight of branded

    milsim warez. Tom Clancys HAWX. Tom

    Clancys EndWar. Tom Clancys Extreme

    Beach Bocce Ball. But something was a little

    off about the new wave of Clancy content.

    Something was missing. What made

    his early work so readily digestible was its

    plausibility. The events of his books might

    never happen... but they could. In the 80s,

    it seemed likely that Russian tanks could

    soon roll into Western Europe... that at any

    moment, terrorists could precipitate global

    war by committing just the right dastardly

    deeds. But by concocting fictitious foes and

    implausible outcomes, the games that bore

    the Clancy name lost their edge. There was

    no connective tissue between the events you

    controlled and what you saw on the news.

    You didnt really feel like you were saving the

    world. You were just another guy with a gun.Near the end of Tom Clancys life, Ubisoft

    bought the rights to use his name on any

    number of future games for an undisclosed,

    but presumably colossal sum. A baffling

    move, considering that the name wasnt the

    part of his products that really mattered.

    Meanwhile, on the book store shelves, Ol

    Tom had farmed out the writing duties for

    his cyber-punk Net Force novel series so

    he could devote more time to indulge his

    passion for meticulously researching WWII

    Eastern Front tank battles.

    Considering how things have panned outin the the online gaming space, one can

    only wonder how many garlicy tears the

    Guillemots have cried into their croissants

    over that missed opportunity. Obsessed with

    DRM, they let a free-to-play juggernaut roll

    right on by. One hears such

    tales about the staff parties at

    World of Tanks headquarters...

    of T-34s carved from ice, with

    cranberry vodka gushing from

    their barrels. In a Clancy-

    esque hypothetical alternate present day

    those could well have been Leclercs spurting

    cognac, but twas not to be. Cest la vie.

    There will never be another Tom Clancy.

    His era is over. For in a world where a PC

    maker hired the star of Dude: Wheres My

    Car? as a design consultant, the present

    has become too stupid to comprehend. The

    future: To horrific to contemplate.

    Ubisoft is honouring Clancys legacy

    by creating a new Rainbow Six where you

    protect the US government and Wall Street

    from a rag-tag band of patriots. Very timely.

    But they may sell a few more copies if those

    roles are reversed...

    RAID OVER MOSCOWIn an ideal world, Tom Clancy wouldve made you his cyka...

    JAMES COTTEEis the bear, the dragon,

    the tiger and the rabbit when he needsto be. His favourite colour is the rainbow.

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    CPOWERPLA Y

    OPINION/

    GENXX

    What? Im fine. Why are you asking?

    Get your hand off my shoulder,

    complained me, last week, fending off my

    caring-but-non-gamer-for-a-spouse, again. Why

    was he worrying this time? Just a sticky note

    on my desktop reading, I Have No Mouth and I

    Must Scream. OK, it probably did come across

    like a (very quiet) cry for help. That repressed

    howl is what attracted me to the such-named,

    vintage point-and-click adventure, when I was

    pennilessly perusing GOG last week, obviously.

    The title is a story unto itself; darkdesperation, captured perfectly and succinctly.

    It commands attention more effectively than

    any marketing you could dream up for it, like

    when I shrugged my shoulders at A.I. Artificial

    Intelligence, the Kubrick/ Spielberg film, not

    yet realising that it was based on Brian Aldiss

    Super-Toys Last All Summer Long. Now theres

    a title! Whats a super-toy? What happens

    when summer is over? If its so super, why

    doesnt anyone expect it to last longer?

    I like compelling titles. I also like the ones

    that deliver what they promise. For example,

    what is The Secret of Monkey Island? Great

    game, but where is my secret? Its been many

    years. Just whisper it to me, I wont tell. I do

    know what The Curse of Monkey Island is

    though, thankfully. Also, by contrast, Leisure

    Suit Larry Goes Looking for Love (In Several

    Wrong Places) at least afforded a certain kind

    of literal satisfaction, upon finishing it.

    Then, other titles deliver on their promise,

    but leave you wanting more in their portrayal

    of the action, like Fez. Yes, the guy had

    an enchanted fez, but it could have been

    any kind of hat, couldnt it? The Sims 3:

    University Life. Yes, the sims did go to

    university in that expansion, its true. The

    Cave. Yes, it was. Lemmings. Yes, they were,

    although that one word does capture boththe story and its essence quite well, I do

    admit. Dont Starve. OK, Ill try not to. (Im

    teasing now, thats a great title.)

    Finding the right name for your game may

    also depend on whether the overriding intent is

    game, or story, or a combination. Is there much

    point in renaming Lemmings to something

    like A Macabre March of Minuscule Men when

    Christmas Lemmings nailed it? (And, yes, I

    am aware this is the third time Ive referenced

    Christmas Lemmings in Generation XX, its an

    example for everything.) Audiosurf. How would

    you rename that? Its already perfect, but onlybecause it is what it says it is.

    As usual, though, I digress. How did

    choosing a game based on the grippingness

    of its title turn out? Well, Ken is currently at

    work, which is kind of a shame because I

    could quite use a hug right now. I Have No

    Mouth and I Must Scream is based on a

    short story by Harlan Ellison. According to

    it, the bad endings I found so easily were

    the correct endings, shudder. With an online

    walkthrough, I pursued the good ending. This

    isnt something I generally do, but theres no

    way could I allow it to finish like that. No way.

    Probably the most distressing thing about

    I Have No Mouth was that I was picturing

    pre-internet players, in 1995, not grasping

    the actual lack of relevance of the doll you

    made for a child, out of his mothers head, in

    defeating the insane computers superego.

    (Its not real ly a spoiler. Or is it? You dont

    know, do you? Do you?!?) Then, theyd have

    been stuck forever, like the five beautifully

    illustrated characters, trapped within thebelly of the Earth were, were destined to be,

    deserved to be? Ahahahaha.

    Dont worry, Im fine. Theres frank

    content in there that defies 2013, thats

    all. Somehow, where 1967s short story

    feels timeless, this is firmly stamped with

    1995, in guileless, narrative game terms.

    Also, despite there being some quite

    poorly designed, do this multiple times,

    moments, otherwise clever conventions run

    through gameplay, like ambiguous choices

    influencing potential transcendence, even

    the starving half-monkey-half-man whorefuses to pick up any item but food.

    Though I Have No Mouth was extremely

    satisfying, because I chose it for its title,

    what overarching point am I making? That

    Space Quest: The Sarien

    Encounter should have

    been called The Janitors

    Heart is Ever Unsoiled?

    No, mostly because thats

    terrible. Simply, that

    when youre naming your game consider it

    carefully, make a deliverable promise and

    maybe even add a few words, like you might

    for a short story. Scrolling down a list of

    2013s games shows that the majority are

    named with three words, or less.

    As further proof, I havent yet played

    Thomas Was Alone, Amnesia: A Machine

    for Pigs or The Wolf Among Us, but there

    is a reason why they are also noted on my

    desktop right now. Theyll likely worry my long

    suffering husband over a potential descent

    into paranoia/delusion and thats definitely

    why I like them. Current or retro, AAA or indie,

    interestingly named games make for easy

    choices when life is busy, too.

    This is firmly stamped with

    1995, in guileless, narrative

    game terms

    MEGHANN ONEILLimagines her special hell

    involves a shelf of 90s adventures, on disk,and no drive to stick them in.

    THE SWEETER SMELLING ROSEWhy games with engaging names rarely disappoint

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    C

    O

    VERF

    EATU

    R

    E

    40PC POWERPLAY

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    In 1996, Blizzard entertainment

    released a game that popularised and

    set the template for an entire genre.

    DANIEL WILKSdiscovers that 17 years

    and two sequels later, the developers

    of the first Diablo 3 expansion are

    looking to bring the series back in

    line with the fundamentals that made

    Diablo so popular to begin with - heroiccharacters and the promise of epic loot.

    Diablo 3: Reaper of Soulsis on itsway and we begin our finger exercises

    STAY AWHILE &LISTEN

    If you cant have Diablo as a villain, I think

    Malthael makes a fantastic villain, and

    he also really allowed us to amp up the

    dark and gothic atmosphere that I think

    is so important, says Josh Mosqueira, game

    director for the upcoming Diablo 3 expansion,

    Reaper of Souls. In a lot of ways I think

    Reaper of Souls is a ghost story turned action

    game. Its definitely a dark and stormy night in

    Westmarch when the player first gets there.

    For the first time in the Diablo series, the new

    expansion takes players to Westmarch, a city

    that plays a major role in a good deal of the

    lore of Diablo as well as in the fiction created

    around the world of Sanctuary. Not only does

    the city represent a very important milestone

    in the Diablo story - heading back to the place

    where a lot of the ongoing tale kind of began,

    it also represents both a new challenge an

    milestone for the developments team.

    Westmarch has been described as dark

    and gothic - a theme that the developmentteam are definitely keen on playing up given

    the number of times the nature of the city is

    alluded to in my interview with Mosqueira, as

    well as the number of times that the phrase

    was dropped during the Blizzcon panels -

    as well as being very Eastern European,

    caught somewhere between the decadence

    of an empire and the austere seriousness of

    a military and religious capital. Westmarch

    has the potential to be a truly striking setting

    for the opening

    chapters of Reaper

    of Souls but it also

    offers some otherbenefits. Its not

    just the visuals

    that really excited us about Westmarch, it

    was also the fact that this would allow us,

    for the first time, to figure out how to do a

    fully randomised urban environment, says

    Mosqueira. Theres a lot of wins you get from

    using a city - there are a lot of alleyways, you

    have indoor and outdoor transitions. There

    are things that will allow us to try out some

    new tech that will make Westmarch feel like a

    real place. We really wanted to celebrate the

    dark and gothic heart that is so important to a

    game like Diablo.

    The location also clearly pinpointed the

    ideal villain, one who fit with the gothic

    architecture and tone of Westmarch. We

    decided to bring back Malthael says

    Mosqueira. He was the angel of wisdom who

    took a sabbatical from the eternal conflict

    but has now returned as the angel of death.

    He has the noblest of intentions, to end

    the eternal conflict, but that also means

    destroying all the humans in the world of

    Sanctuary, a situation that is not what you

    would call ideal for the player.

    According to Mosqueira, Westmarch really

    fits into what he termed a class/villain/

    location trinity - a thematic approach thatgives the story, characters and places a

    DIABLO II I : REAPER OF SOULS

    DEVELOPER BLIZZARDDUE 2014

    http://sea.battle.net/d3

    41PC POWERPLAY

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    became obvious that the way to express that

    in a darker, more gothic Diablo setting was a

    knight in battle-scarred armour, the idea that

    this is an elite warrior driven by wrath and

    that desire to smite the demons and carry on

    the crusade. After coming up with the initial

    concept, things started falling into place but

    other conundrums arose - with his armour and

    shield, the Crusader definitely falls into the

    tank subclass of the holy RPG trinity (tank,

    DPS and healer), but Diablo 3 already had two

    melee classes and the developers didnt want

    to simply add a third. The class had to have its

    own unique hook and personality.

    We were happy how we evolved the

    Crusader from the Paladin but we really

    started exploring how we could make a melee

    that is also quite comfortable at ranged

    combat, says Mosqueira. Thats where the

    whole idea of melee with ranged came up. It

    seemed to fit really well with the fantasy of the

    Crusader. Youre one half tank, one half cleric

    or caster. Once this concept was developed,

    the real eureka moment came when a concept

    animation for one of the Crusaders new skills,

    Fist of the Heavens was shown. The ability

    sees the Crusader striking the ground and

    calling down a massive bolt of heavenly wraththat both strikes the enemy and fires out a

    number of smaller bolts that crawl across

    the ground. This skill typified the concept

    the team was working towards so well

    that unlike any of the other skills for the

    crusader, or indeed any other class,

    Fist of the Heavens wasnt iterated on

    and should make it to the final game

    unchanged from when it was first

    conceived. The other skills have been

    iterated on but fit in this framework

    of a holy warrior full of righteous

    sense of cohesion, but it wasnt the first

    thing the team thought about when planning

    the expansion. Towards the last year of

    development they started thinking about

    what they wanted to do with the expansion,

    and I think the very first question that got

    asked was, whats the new class, explains

    Mosqueira. In a lot of ways the new class

    is the poster-boy for the expansion and right

    from the start everybody was really excited

    about riffing off of the Paladin and coming

    up with a class that really lived up to that

    fantasy of the medieval knight, the knight in

    battle scarred armour. Although the concept

    of the new class was decided upon early in

    the proceedings, there was a still a lot of

    decisions to be made, core among them being

    the fantasy behind the character. As Josh

    Mosqueira explains, The class needs to start

    with a really strong fantasy behind it. If you

    look at the Barbarian or the Demon Hunter you

    can definitely understand the fantasy of the

    character right away. Who doesnt want to be

    Conan the Barbarian, the strong mountain man

    full of rage and able to wield an axe in one

    hand, a hammer in the other and crush your

    foes to smithereens?

    So where do you start developing thisfantasy for a new character? According to

    the team you go back to basics and look at

    fantasy archetypes. It became apparent to the

    Reaper of Souls team that when you look at

    the classic pantheon of fantasy characters, the

    key one that hadnt been addressed in Diablo

    3 was the knight in shining armour. Of course

    a symbol of chivalry and upstanding virtue

    doesnt really fit in the world of Sanctuary,

    a place in which the heroes often seem as

    murderous as the villains. We really loved

    that idea, says Mosqueira, but it quickly

    Who doesnt want to be the strong

    mountain man full of rage and able to wield

    an axe in one hand, a hammer in the other

    PARAGONThe Paragon end game leveling system is

    also up for a tweak with unlimited Paragon

    leveling (to a maximum of 250 to each

    attribute) as well as account wide

    Paragon levels, paradoxically

    meaning that you dont have

    to grind l


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