Sunday, October 28, 2012

Snapshot: Anna (PC)

Via Joystiq:
There are so many games out there we couldn't possibly review them all. Welcome to Snapshot, where we highlight games that might fall outside our usual coverage but are still something we think you should know about.

Snapshot Anna
Don't fool yourself about what type of game Anna is. Though screenshots may deceive you into believing the game is a realistic point-and-click set in the gorgeous Italian countryside, Anna is a horror game through and through. Even the developers at Dreampainters pitch Anna as a classic point-and-click adventure, based on the heritage of Val D'Ayas, a small village steeped in ancient folklore. The sawmill? "Oh, that, it's sort of haunted," the developers seem to say, "but don't worry your pretty little head about it."

After playing Anna, I suggest you worry about it. Worry about it a lot.
Gallery: Anna
Continue reading Snapshot: Anna (PC)
JoystiqSnapshot: Anna (PC) originally appeared on Joystiq on Sat, 27 Oct 2012 09:00:00 EST. Please see our terms for use of feeds.
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RIAA Failed To Disclose Expert’s Lobbying History to “Six-Strikes” Partners

Via TorrentFreak:
riaaStarting next month the MPAA, RIAA and five major Internet providers in the United States will start punishing persistent BitTorrent pirates,
The scheme is being coordinated by the Center for Copyright Information (CCI) who agreed to hire an impartial and independent expert to review the evidence that will be used to accuse suspected subscribers.
However, earlier this week the news broke that the touted independent technology expert, Stroz Friedberg, is not so neutral. In fact, the company is a former RIAA lobbying firm.
The lobbying job earned the company more than half a million dollars ($637,000), which makes it hard to view the company as “independent and impartial” as the agreement between the copyright holders and ISPs requires.
In our initial report we already noted that it was rather surprising that, of all the available companies, this one was picked. Stroz Friedberg may operate without any bias, but given the public’s skepticism CCI should have anticipated the backlash.
That is, if they knew about Stroz Friedberg’s history with the RIAA.
A source at the CCI tells TorrentFreak that the RIAA had not informed the participating Internet providers or CCI’s Executive Director Jill Lesser about this unfortunate relationship. Our report on Monday came as a complete surprise to them, and it has been the topic of a heated internal discussion during the days that followed.
While Jill Lesser appears to be unaffected by the controversy in her comments to the press, she and the board members are facing a small crisis which they plan to “do something” about shortly.
TorrentFreak was informed that behind the scenes a few options have been discussed this week.
The first option that’s being considered is to make Stroz Friedberg’s review of the BitTorrent tracking technology public. This would allow the world to see whether it was done properly, as opposed to taking CCI’s word that everything is in order.
A second option that has been discussed is to hire another independent expert, possibly an academic, to confirm that Stroz Friedberg did a proper review.
Initially some forces at the CCI pushed to deliver a quick response to alleviate the concerns about the impartiality of the review, but things appear to be moving slowly. TorrentFreak is informed that it might take a week or two before the group makes an announcement.
Ironically enough, the CCI owes most of the bad press it received over the past months to itself. The group has been very reluctant to give out information to the public, thereby allowing rumors to continue and conspiracy theories to bubble up.
This might be a good time for them to start realizing that sharing information is not always a bad thing.
Source: RIAA Failed To Disclose Expert’s Lobbying History to “Six-Strikes” Partners

EVE Online avatar inspires self-described “pathetic loser” to get fit, reports CNN

Via PC Gamer:

When it comes to EVE Online news, CNN may not be your top destination for stories of deep-space intrigue or battle-scarred economic upheavals. But when it comes to quirky human interest stories involving extreme weight loss and spousal embarrassment, the mainstream media outlets have got your back. Enter Marcus Dickinson, an EVE Online player who was so inspired by the taut, testosterone-fueled manliness of his avatar Roc Wieler that he hit the gym and shed 45 pounds to look more like him…err, it.
The 40-year-old advertising director began his transformation from chunky to hunky following a 2009 trip to an EVE Online Fanfest held in Iceland, where he noticed something disturbing about himself and his fellow players. “We were all just a bunch of pathetic losers,” Dickinson says. “We paid good money to fly all the way to Iceland and instead of enjoying Iceland, most of us spent all our time sitting around playing the videogame we already played back home.”
At this point, you may wonder if Dickinson knows what a videogame fanfest is. Spoiler Alert: People play Quake at QuakeCon.
“Something snapped inside me, and I realized I wasn’t being true to my brand,” continues Dickinson. “Why can’t I be this character? Why can’t I look like this? He acts and talks like me because he is me. I’m the one who gave him life.”
Since then, Dickinson has chronicled his weightlifting and cardio routine on his blog Roc’s Ramblings to show his progress towards becoming the man in his monitor. He now lives a dessert-free lifestyle of 3,000 calorie days consisting of lean protein, vegetables, and trips to the gym. It isn’t mentioned how much time he still commits to playing EVE Online, though.
The article wraps up by bringing the creep, implying that Dickinson’s obsession with his online persona isn’t all about health and rock-hard abs. Says CNN quoting Dickinson’s wife: When Dickinson slips into Roc’s deep voice with a “Hello, darling…’ greeting after work, “I’m like ‘Oh, shut the hell up.’”
For his wife’s sake, it’s a good thing Dickinson isn’t playing as a Goblin in World of Warcraft instead.



The 25 best Skyrim mods – updated

Via PC Gamer:
Skyrim Mods
Want to know what Skyrim looks like when you install 200 mods at random? Find out in our eye-opening, eye-bleaching diary: Skyrim: Week of Madness.)
Skyrim mods are amazing. In the two months since release, thousands of mods have been released, some of them quite spectacular. It’s not like Skyrim was an ugly game to begin with, but with new high resolution textures and post processing it becomes truly stunning. Then there are the new items, expanded crafting and full UI overhauls.
With so many mods available, choosing them can be a little daunting, which is why we’ve rounded up the 25 best here for you to enjoy.
We’ve picked the best mods we can find from both the Steam Workshop and Skyrim Nexus, but the best results come from combining the two. To do that we recommend downloading the Nexus Mod Manager, which helps to keep your non-steam mod up to date, and BOSS, which re-arranges your mods to load in the most stable order.
If you’re the tweaking type, you’ll also want to check our personalised picks of the Steam Workshop. Or maybe you’d like to create your own mod. Thanks to the Skyrim Creation Kit it’s a lot easier than you think. Our Skyrim Creation Kit Video Tutorial is all you need to get started.
Oh, and don’t worry if you’d rather sit back and read about someone else’s Skyrim adventures. Christopher Livingston’s Elder Strolls diary will see you right.

Visuals

Skyrim Mods ENB

ENB


ENB Website
The ENBSeries mods are famous for adding improved post processing and lighting effects to make games like GTA4 and Deus Ex: Human Revolution look amazing. The Skyrim version is one of the best. Not only has ENB creator Boris Vorontsov done his usual fantastic work, but various other modders have tweaked and adjusted the program to come up with their own presets. There are many different kinds of ENB available, from Boris’ own colourful version to more muted and realistic tones. Personally I use Cinematic Lighting ENB, which comes recommended by famous screenshotmancer Duncan ‘Dead End Thrills‘ Harris.
Skyrim Mods - Realistic Lighting

Realistic Lighting


Steam
Nexus
Realistic Lighting is sits alongside ENB as one of the best graphical upgrades you can make to Skyrim, and you can combine the two for even better effect. Realistic Lighting makes Skyrim’s shadows starker and more pronounced, and re-arranges in game lights for a darker, more realistic look, including some pitch black nights. Although this mod is on both Nexus and Steam Workshop, I recommend using the Nexus version, which is more frequently updated and has more customisation options.
Skyrim Mods Automatic Variants

Automatic Variants


Nexus
There are a lot of excellent retexture mods available for Skyrim, but the sad thing is that you can only ever use one at a time. Automatic Variants exists to correct that problem. It allows Skyrim to randomly choose different skins from a pool of variants, so each animal looks unique. Right now it only works on creatures, but there are plans to expand it to items later on. Because of the nature of this mod, it’s a little complicated to install. First download Automatic Variants, then download any texture packs you want to use (I recommend Bellyache’s animals). Drop the texture pack into the folder, then run the AutomaticVariants.jar file to build the mod, which goes last in your load order. If you’re adding new skins, make sure you build the mod again.
Skyrim Mods Get Snowy

Get Snowy


Nexus
Get Snowy is simple, but beautiful. It allows snow to land on creatures and NPCs, covering them with a light dusting of icing sugar. That’s all it does, but it has an amazing effect on your game, making the winter wonderland of Skyrim’s colder regions seem even frostier and more unforgiving. Take a trip to the Winterhold to see it at its best.

Sky UI


Steam
Nexus
Ask any PC gamer what Skyrim’s biggest flaw is and you’ll get one answer: the inventory. The default UI is inelegant, slow and features far too much scrolling. Which is why Sky UI is so essential. It doesn’t merely fix the problems with Bethesda’s interface, it improves it on every level. Icons are now used to easily distinguish items while using less space. Additional information, such as if an item is stolen or poisoned, is clearly displayed. The inventory can even be sorted by value and weight, while a text search lets you find the correct item in a hurry. There is simply no reason not to install Sky UI, even those few who don’t mind the original interface will find their Skyrim experience improved immeasurably as a result.
Skyrim Mods - Xenius Character Enhancements

Xenius Character Enhancement


Steam
Nexus
Xenius has rapidly carved himself a niche as Skyrim’s premier character enhancement modder, producing a whole series of texture improving mods at a tremendous rate before packaging them together as Xenius Character Enhancement. While so many other modders have spent their time making characters that look more like fashion models than medieval peasants, Xenius stays true to the original art style of Skyrim, and for that we salute him.



Friday, October 26, 2012

Dragon Age 3: you will be human, one DA3 level “as big as all of the levels in Dragon Age 2″

Via PC Gamer:

Bioware have been talking about Dragon Age 3: Inquisition at the Edmonton Comic and Entertainment Expo over the weekend, as spotted by Kotaku and live tweeted by Dragon Age 3 producer Cameron Lee. The panellists revealed that we will definitely play as a human in Inquisition. “Backgrounds will be in DA3 even though you will be human,” Lee tweets, “it’s not playable but it does significant impact on the story.”
Creative director Mike Laidlaw also suggested that we’ll get our own castle, shown in the concept art above. Two other pieces of concept art were put up, showing an open plain and some overgrown ruins. Cinematic designer Jon Perry said that “one level in Dragon Age 3 is as big as all of the levels in Dragon Age 2.” Check out the concept art below for an idea of how those environments are shaping up.
Mike Laidlaw also said that “customisation is going to be bigger than Dragon Age Origins.” Dragon Age 3 will retain player choices from previous games and Lee suggests that we will get to see what happens to “some” Dragon Age 2 followers. The panel was also asked whether mega-witch Flemeth will return. “it feels wrong to not have a “little” Flemeth in your game” said Laidlaw, cryptically.
Dragon Age: Origins was all about the Darkspawn threat, but previous hints from Bioware suggest that the third game will focus on a world at war with itself. If you’ve finished Dragon Age 2, you’ll have a strong idea of what that’s all about. You’ll also know why we’re likely to be heading to France Orlais for Dragon Age 3.
“We’re looking for variety, we’re looking for space, we’re looking for scope, we’re looking for something cool, forgotten, hidden and lost,” said Laidlaw at a PAX panel earlier this year. “If we really need to go somewhere urban, let’s make sure it’s not Kirkwall. Maybe let’s go somewhere new, somewhere a little more … French.”
Dragon Age 3: Inquisition is expected late next year.






Designed for Danger

Via ModDB: Designed for Danger
A Portal 2 Campaign that offers eight new levels and 1 to 2 hours of play time.

Lucius released: play as the Devil’s six-year-old son, murder your family

Via PC Gamer:

When Lucius turns six, his estranged father, the Devil, brimstones back into his life in what is probably a serious custody agreement violation. But Lucius is apparently so happy to meet his biological father that agrees to murder his own family with supernatural powers. Rude. Released today on Steam and GOG (cheaper!), Lucius has players “orchestrate deadly accidents” while hiding their identity as Devil spawn.
While horror games like Amnesia and Slender use player helplessness as a scare tactic, Lucius puts the power in your devil-child hands, so I don’t expect it’s going for scares. Getting to be the star of The Omen does appeal to me though, which is something I’m sure I’ll talk about in therapy someday.
And by the way, when your kid is born on June 6th, 1966 and you give him a name three letters off from “Lucifer,” you’re just asking for a bloody death in your own walk-in freezer. And why do you own a walk-in freezer? Have you never seen The Shining? And how much meat do you really need to keep on hand?
And is it any good? I don’t know yet, but it’s on my list of appropriate late-October games to play.



Thursday, October 25, 2012

CD Projekt RED interview: Cyberpunk 2077, Witcher 2 piracy, Windows 8, and more

Via PC Gamer:

Earlier this week I had a chat with CD Projekt RED PR Specialist Agnieszka Szóstak and GOG Head of PR & Marketing Trevor Longino. We briefly discussed several topics, including CDP RED’s upcoming open-world RPG Cyberpunk 2077, GOG’s take on Windows 8 and its new Mac library, as well as some of the piracy issues CDP has been so vocal about in the past. Here are the best responses on those topics:

On Cyberpunk 2077′s open world and modding


PC Gamer: Since Cyberpunk will be using RED Engine, is there the possibility of introducing REDKit compatibility, making it moddable?
Agnieszka Szóstak: You know, we got lots of questions like that before we’ve actually said that REDKit will be available, and we are doing this toolset. So, it’s like, we did that with The Witcher 1, we’re doing this with The Witcher 2, so there’s a high, high, high possibility we are going to do this with Cyberpunk, but since it’s in a very early stage of development, it’s too early to talk about that.
That will be a logical step, and knowing our team—how ambitious they are, and how supportive we are in terms of our community—it’s something we’d like to do. Will that happen? It’s too early to say, but it’s a great idea to consider and I know we would love to. It’s all about things like timing, doing it right, because releasing the tool is one thing, and then making it as accessible and working well and all those stuff, it’s more difficult.
PCG: What do you mean by early development—is it all conceptual right now?
AS: There’s actually a lot of things going on simultaneously. Lots of ideas going on, lots of creative process going on, lots of design and ideas being brought up and then left because we say, “No, that won’t work.”
We do an enormous amount of work with Mike Pondsmith, simply because, you know, there’s a challenge pretty similar to the challenge we’ve had with The Witcher, because the whole franchise was already created in the mind of Andrzej Sapkowski, basically the creator of a whole universe. So we have the same challenge with Mike, because we have the universe creator, and now we have to kind of push it a step forward and bring it to a platform like the PC.
So there’s lots of conceptual work, and on the other side you already have people working on particular assets, early models, building the art. So it’s like, going two ways. At this point, it’s also always about what is working, what is not really working. Plus, for us, an open world is a new experience.

PCG: How different is it in the open world respect? There’s still a central narrative, right?
AS: Storytelling is really important to us, so that’s one of the key features for each and every of our games. On the other hand, Cyberpunk, from definition, should allow you to do different kind of stuff. It should allow you to have a real choice between the main plot and just exploring the world and doing different side quests. So, this is one of the greatest challenges we will have to face, because we do believe that we can actually create a great story within the whole world that people will enjoy and would like to follow, so we have to think how to create a world that will be consistent in terms of what you can do outside the main story, and how those side quests are connected to the main story itself. How to make it approachable and immersive enough so gamers don’t get lost in the whole thing.
So if they’re like, 100s of hours into the gameplay and they’ve left the main plot at some point and just started exploring the world—how to make sure that after several hours they won’t be lost and saying, “So where was I? What was I supposed to do? What’s the main story all about?” So it is totally challenging, though the plan for now is to create a really gripping and immersive story that will drive the whole world, and side quests around it will be very connected and kind of, the best thing we could possibly do is actually have those side quests connected one with another, all of them with the main plot.
So, let’s say if we reveal some things in the main plot, or if you reveal some side information regarding what’s going on in the main story. So that’s very, very hard to achieve, but we do believe we will with Mike’s help and the great team working on it.
PCG: A lot of games strive for that balance. You’ll probably be compared to The Elder Scrolls series in terms of open worlds with main storylines and side material.
AS: Yes. That’s all about making the world liveable with a good story, making it immersive. There’s lots of great ideas we have to do that, and obviously we can’t reveal any of them at this point. It’s a little bit too early—we have to save something for later on—but yes, we do have great ideas for how to achieve that goal and find this balance between the open world and great storytelling. If we’re going to succeed or not—that’s a future thing.

GOG on Windows 8, Mac gaming, and Linux support



PCG: You’ve just released a new catalog of Mac games on GOG. You and Valve are sort of moving into that space together, and Valve with Linux, too. Is any of that a response to the reception of Windows 8?
Trevor Longino: [Laughs] Well, there are things I can’t say about Windows 8 or else someone will drag me out back behind the Microsoft building and shoot me. But I will say, based on what I know, I know what people’s concerns are about Windows 8. And there are some very serious ones as far as releasing new games.
But from GOG’s point of view, Windows 8 gaming isn’t quite as scary as it is for other game outlets. But we mentioned at our conference that we’re working on Windows 8 support. The majority of games that work on Windows 7—I’m saying like 90% here—work on Windows 8. But we’re based on the release candidate build that was publicly available. And one, we don’t know what’s going to change in the final build—hopefully not much—and two, we don’t know what they might change in say, Service Pack 1. It may be they get really big pushback from the community. Not just developers that are concerned, but users who are saying, “I’m not gonna upgrade, this looks like rubbish.” So they may walk back some changes, in which case what we’ve been testing on might not be what ends up being the OS that you have available.
So, we have a plan in place for Windows 8. We will support it with the majority of our titles, I don’t doubt. But I will say that moving over to Mac gaming isn’t because we anticipate seeing more gamers thinking, “Hey, you know, this Windows 8 isn’t worth it, let me go see about Mac gaming.”
PCG: And Linux?
TL: Linux gaming is also something we’d love to do, but we haven’t made any announcements about it yet. We’ve been looking at it.
I’ve been making public statements for a while that there are technical hurdles. Steam’s approach is to say, “Here’s our distro, we support this distro. Have another distro? Sorry.” That’s not how GOG does things, we’re more free-range gaming. So we’re looking at how to deliver the GOG experience on— we can’t say every computer, because you can of course hook up an E Ink display with 2-color CGA as your monitor, use Lynx as your web browser, and run some weird Debian distro that you’ve custom modded to do just what you want and then say, “How come I can’t play your games?”
PCG: I’d love to play Fallout 2 on an E Ink display.
TL: Yeah, something like that? No, we won’t support it, obviously. But we want to try to get it where the majority of gamers, if they’re on Linux, will be able to get a game and expect it works. We haven’t found a solution, yet. We know there’s a big demand for it, just like we know everyone wants System Shock with 25 thousand votes. It’s tough, because the rights with System Shock are just a mess. Likewise, we know people want Linux games. And people are saying “You could just distribute the TAR and we’ll figure it out.” Sure, we could just distribute the DOS executables and just let the Windows users figure it out, but that’s not how we do business. So making that experience on Linux is a challenge and one that we’re trying to address.
PCG: Speaking of things we want, I wish Microsoft would give you Freelancer. I’ve been looking for a copy.
TL: Oh, yes, I love it. I have a copy. I have a CD.
PCG: I can’t find mine. It might be in a box.
TL: Well, we announced two years ago what our top five targets are. We’ve signed two of them, and what we have left now are Microsoft, Take-Two, and LucasArts. We’ve gotten really far in talks with one of those guys, and we believe probably right around the time of the next big press conference we’ll be able to say, “Here, we have these games.”
They’re really exciting, and our test team is starting to look at them, because we pretty much have it worked out with these guys. So now we’re just talking about what games we can have, what games [they] have advice for. It should be awesome news for classic gamers. These games are such great games, even new gamers should be able to say, “This is an awesome game.” There are tons of really good releases we’re working on signing on the classic games front.
And of course, new games like Deponia 2, and other new games I can’t talk about, because we haven’t signed the deal yet.

On piracy of The Witcher 2



PCG: So, off topic, there was a story recently from a torrent news site which said The Witcher 2 is the most pirated game at a US university.
Agnieszka Szóstak: Obviously, we are aware of news like that. We have this e-mail thread going on within the studio that says, “Hey guys, did you see this thing that says our game is the most pirated?” And it’s like—it’s—
PCG: Flattering, in a way?
AS: Absolutely, because you can look at it from two different point of views. From one point of views, it’s obviously sad, right? There’s a bunch of people working on it for years, and then you get other people taking it free, pirating it, and that’s it. On the other hand, well, the game must be good, right? If there’s such a demand to do that. There’s nothing we can do about it. It’s something that we’re aware of, but that will never change our attitude towards what we do and the approach we have.
I mean, we really do believe that it’s better to deliver high quality content and support gamers on several different levels. So, either releasing modding tools, or giving DLC for free, or doing huge updates which are like 10 gigs and give them out free. Instead of doing DRM, because that’s, frankly speaking, a pain in the ass for the users.
PCG: There was that period in Germany when you were able to track those who pirated the game and send legal letters to them.
AS: Yeah. It was going on. It was all about sending letters to people who we knew pirated the game, and say “Hey, we know you have the pirated version of the game, and it would be nice if you could actually pay for it if you find the game good enough.”
Although, once we started doing that, we got lots of feedback from the community—from gamers, and not even pirates, but actually legal gamers with a legal version of the game, saying “You know what, guys? That’s not entirely right to do that.” And they were like, “You’re saying that DRM is not such a great thing, and you try to give your games without it, but on the other hand, you’re doing something like that?”
So, we’re not afraid to say that wasn’t the best choice and best solution we could have done. And that’s why we kind of resigned and we don’t do it anymore.
PCG: Do you think it was unfair? To ask for money when they’ve pirated your game?
AS: I mean, well, the funniest question we got was, “Don’t you guys like money? That you’re actually releasing games without DRM.” Yes, it is fair. It is fair to ask for money for a job that we do. And for content we do believe it’s actually worth paying for. So, it is fair to ask for money, although one thing doesn’t collide with another. Since we’re talking about the news or things going on, I’m not sure if you’re aware of the quite funny thing that happened to us on 4chan website.
There was a guy there saying, “Hey, there is this game called The Witcher 2, and I just downloaded it from torrents or whatever, and I’m kinda stuck on this quest and I don’t know what to do so I need support from you guys.” And the whole 4chan community, they just went totally mad, and they were like, “Are you crazy? Downloading and pirating the game from those guys? If there’s anybody in the industry worth supporting and actually paying for the games, that’s CD Projekt RED. So just go… blah blah,” I will not be using bad words here!
Trevor Longino: Go do creative, anatomically impossible things.
AS: [Laughs] So, “We will not support you, just go and buy the damn game.” That was actually the comment we get. And you know, 4chan community is—let’s call it a unique one. So if you’re getting this kind of feedback from those guys, that’s probably proof that you’re doing things right.
PCG: So it criticized the legal stuff, but the community also comes to your defense.
AS: Yes. So that’s something we don’t want to change, simply because, on a daily basis we see it works. This kind of approach works. And if you take care of the community, if you take care of your fans, if you have the kind of approach of not just releasing the game and then you’re done. Right? You’ve sold the game, so [you] don’t care about anything else. That’s totally not us, because our approach is to support constantly our customers whether for PC gaming or Xbox gaming or any other thing.