Sunday, December 28, 2014

NCsoft "sees a future" for Wildstar, developer says



Wildstar 1

Wildstar hasn't had a particularly smooth ride since its release in June. Phil liked it a lot, but content updates have been buggy, PvP servers have been quiet, Halloween and Christmas events were canceled, and in October, developer Carbine Studios laid off somewhere in the neighborhood of 60 employees. But in spite of that inauspicious beginning, Product Director Mike Donatelli says publisher NCsoft remains committed to the game.

"They specialize in MMOs, that's what they do. And they see a future for WildStar," Donatelli told Eurogamer. "We have legs. And as far as NCSoft is concerned, they're going to support us, and I take them at their word for that when they've made a commitment to us for the future, so I feel very comfortable making that statement."

The layoffs, he explained, were unfortunate but necessary, since Carbine had hired a large number of people prior to Wildstar's launch in order to ensure that it was ready for release. He also said that the cuts were "NCWest wide," affecting both the development and publishing parts of the business. "We still have hundreds of people working on Wildstar," he said. "As far as I was concerned it [laying people off] sucks, but it's part of game development."

Carbine Creative Director Chad Moore acknowledged that Wildstar hasn't focused on solo players as much as it should have, but promised that the next update will help address that shortcoming. "There hasn't been as much for players that hit level 50 who aren't raiders—there haven't been other things for them to experience and enjoy at that level range and throughout the game," he said. "The content stuff that we're working on for our next quarterly update focuses a lot of our efforts on making sure solo players and smaller-group players have lots to do."

The third Wildstar content drop, adding a new zone, solo story, and numerous bug fixes, went live yesterday.



That Dragon, Cancer is coming to PC and Mac



That Dragon, Cancer

That Dragon, Cancer tells the real-life story of Joel, who was diagnosed with terminal cancer at 12 months of age but fought the disease for four years before finally succumbing earlier this year. It was originally announced as an exclusive for the Android-based Ouya console, but developer Ryan Green, Joel's father, has decided to release it for PC and Mac as well, in order to bring it to the widest audience possible. A Kickstarter campaign to help make it happen is now underway.

The game is a 3D point-and-click adventure, but with no puzzles and a simplified control scheme that will ensure it's accessible to players of all stripes. The objective is "simply to be present in each moment," and it obviously won't be an easy game to play: The developers state flat-out that That Dragon, Cancer is an "emotionally trying experience." If you want to know how trying, read Jenn Frank's article about the game from 2013 and do your best to hold back the tears.

"We created That Dragon, Cancer to tell the story of our son Joel and his 4-year fight against cancer. Our desire is to craft an adventure game that is poetic, playful, full of imagination and of hope," Green and his wife Amy wrote. "This is how we choose to honor him and his memory."

Much of the game has already been completed, but another $145,000 is needed to finish the project, which is expected to take around eight months. The developers are seeking $85,000 through crowdfunding, while the balance of the budget, if the campaign is successful, will be covered by a private loan and the Indie Fund. The Kickstarter for That Dragon, Cancer is live now and runs until December 12.



Stasis studio releases new trailer and development update



Stasis

Have you heard of Stasis? It's an isometric sci-fi horror adventure that pulled in $132,000 on Kickstarter last year. In a recent update, developer The Brotherhood detailed the current state of the game, which appears to be coming along nicely, as well as a new trailer showing off some previously unseen locations and visual effects.

I don't think we've actually talked about the game before, so a basic breakdown is probably in order. Stasis is a point-and-click adventure set on the Groomlake, a desolate spacecraft in a decaying orbit around Neptune that serves as a platform for the Cayne Corporation's "horrific experimentation and illicit research." You play as John Maracheck, who awakes from stasis—hence the title—alone, injured, and missing his wife and daughter.

There's a powerful Aliens/System Shock vibe to the whole thing, and despite being developed by a tiny indie outfit from South Africa, it's managed to attract the attention of composer Mark Morgan, whose previous work includes Fallout and Fallout 2, Planescape: Torment, Wasteland 2, and the upcoming Pillars of Eternity and Torment: Tides of Numenera. The trailer demonstrates the "vision light" that Maracheck will use in place of a conventional flashlight, as well as the variable "mood lighting" and other visual effects.

No release date has been set, but developer Chris Bischoff says the team is working "furiously" to have Stasis ready for release in the first quarter of 2015; at the very least, they hope to have it in beta for the 2015 Game Developers Conference in early March. In the meantime, if you find yourself intrigued and want to know more, an alpha demo for both PC and Mac is available at stasisgame.com.



Blizzard on Heroes of the Storm and how it compares to other MOBAs



Here's the last bit of our coverage from BlizzCon last weekend. I chatted with Blizzard's Kent-Erik Hagman about Heroes of the Storm, the studio's brand-Voltronning foray into the MOBA genre, due to enter beta next year.



Ubisoft acknowledges Assassin's Creed: Unity problems on AMD hardware



Assassin's Creed: Unity

[Update: AMD has sent us a statement pointing out that Ubisoft's efforts to fix Assassin's Creed: Unity are not focused specifically on AMD hardware, which Ubisoft itself acknowledged in a recent forum post. "As previously reported on the Assassin’s Creed Live Updates Blog, our team is furiously working to resolve bugs and performance issues for Assassin’s Creed Unity on all platforms. On PC, some media outlets have misinterpreted a forum post indicating that we were working on resolving issues that were AMD-specific," it says. "We apologize for any confusion and want to be clear that we are working with all of our hardware partners to address known issues that exist across various PC configurations. We care deeply about a smooth and enjoyable Assassin’s Creed experience and we will continue to update customers as these issues are fixed via the AC Live Updates Blog."

Ubisoft's progress fixing Assassin's Creed: Unity across all platforms can be followed on the Live Updates blog.]

Original story:

The Assassin's Creed: Unity Steam review page is not a happy place. Red "thumbs down" images abound, as users report crashes, sluggish frame rates, and poor performance all around. Not everyone is having trouble, and some people are reporting problems even on relatively high-end Intel-based systems with Nvidia GPUs. But AMD owners seem to be the ones who are suffering the most.

"We are aware that the graphics performance of Assassin’s Creed Unity on PC may be adversely affected by certain AMD CPU and GPU configurations," Ubisoft Community Manager Justin Kruger wrote in an Assassin's Creed forum post. "This should not affect the vast majority of PC players, but rest assured that AMD and Ubisoft are continuing to work together closely to resolve the issue, and will provide more information as soon as it is available."

In a separate Steam forum post, Kruger asked anyone who does run into a technical problem with the game to contact Ubisoft with the details. As for our own review of Assassin's Creed: Unity, it's still in the works, and should be up soon.



Dark Souls 2 speed run clocks in at under an hour



Dark Souls 2

While it took me around 80 hours, here's Dark Souls 2 completed in less than an hour. Usually when I see a speed run stat this impressive it's wise to assume glitches have been exploited. But that's what makes this run so mind-boggling: Twitch broadcaster Allakazzaror has managed to beat the game in 59 minutes and 15 seconds, and not once does he break the rules set down by From Software.

While Allakazzaror naturally foregoes all of the non-essential boss battles, it's fun to watch his minimally attired build evade the vast majority of the game's grunt enemies on his way to the final showdown. It's not a perfect run either: there's one avoidable death in the playthrough below, indicating that Allakazzaror's record could easily be challenged by someone patient and willing enough.



Randal's Monday review



need to know

What is it? An adventure full of pop-culture, sociopathic charm, and somewhat dodgy puzzles.
Play it on: Dual Core, 2GB RAM
Copy protection: Steam/None
Price: $25/£19
Publisher: Daedalic Entertainment
Developer: Nexus Game Studios
Website: Official site

Many adventure game heroes are borderline sociopaths and kleptomaniacs. Randal is just a little more honest about it than most. He's a user. He's a layabout. He's the bad friend who gets you into trouble, then simply shrugs or goes "Whatever..." depending entirely on his mood. Were you to drunkenly give him the engagement ring you were planning to give to your would-be fiancee, he'd pawn it for rent money. After all, if you don't remember, it's OK.

In this case though, there's a problem—a curse has trapped him in a Groundhog Day loop, played out in classic point and click style. That's pretty bad. It gets worse in a hurry. Everything Randal breaks or otherwise changes also gets unstuck in time, with the universe thrashing around each time to fit in the changes—every day getting more complicated (if not always as a result of much obvious logic). The one constant is that things only ever get more complicated, up to and including his best friend repeatedly committing suicide in hideous ways that would be hilarious if they… nope, they’re just plain funny.

Dark as the humour is, though nowhere near as much as, say, Hector: Badge of Carnage, Randal's Monday pulls it off. The dialogue, while overwritten, is sharp, especially when playing around with fourth-wall moments like Randal firing the player, and his growing boredom with dealing with the cast, like the gruff cop convinced he's a murderer. In particular, Randal usually manages to avoid the trap that—without wanting to cast aspersions on specific games here—I think of as the 'Simon The Sorcerer 3D’ mistake. If a protagonist is too nasty, at least to people who don't deserve it, they become intolerable. Randal hits the right level; he's always an ass, but rarely too much a dick.

Quest for Cameos

Even before his messing around does things like unleash a plague of koalas though, his world is a weird one. Just about everything on every screen is a pop-culture or gaming reference. He lives on Threepwood Street. A psychiatrist has screenshots from The 7th Guest, Maniac Mansion, and Ghouls and Ghosts on his wall. The courier company he works for just straight up uses both a Portal logo and the Planet Express shield from Futurama. Almost never are they actually connected to anything, or there as an actual joke, right down to having Harold from Day of the Tentacle do a cameo, but then calling him Robert and giving him a different personality. At times it's like playing a comedy version of Limbo of the Lost.

Pop-culture referencing is common of course—Scott Pilgrim and Spaced spring to mind. The difference is that when they did it, it was with a purpose; as part of their characters' worldview and to reflect what's going on rather than simply to be seen. On PC, games like Space Quest have thrown stuff in, but even then usually in a subverted context, like Obi-Wan and Vader's fight simply stuffed in the background, or the Enterprise visiting a drive-through.

Here, most of them don't even get hotspots. It's just "Yep, you recognised Sophia Hapgood's amulet on that shelf, have an imaginary cookie”, and far more jarring than cute. What makes it especially strange is that when Randal does actively riff instead of just show, it's usually worth a smile. Like a Gandalf stop sign declaring "You shall not pass!” or a gold Tim Schafer.

Sam and Max Hit The Skids

Still, whatever. It's all harmless fan-service. And when you have a funny adventure game with a decent script, a clever gimmick, solid voices and good art, what could possibly go wrong?

Oh, right. Puzzles. And this unfortunately is where it all crashes down. At best, Randal's Monday has puzzles that professors at the Institute of Moon Logic would point to and ask "What the hell?" They're nonsensical, poorly explained, reliant on the most painful 'try everything on everything' guesswork, and feel longer than being strapped to a board until Stephen Hawking's voice synthesiser has read out the entire works of Dostoyevsky. An early one, for instance, involves combining a support pin from a globe with a nut from a broken radio to create a key which winds a clock to make a crook think he has to be somewhere else. This isn't close to the worst, just the only one there's space to even quickly describe here. Later puzzles are whole coiled up snot-strings of this nonsense.

It's a common misconception that in a comedy game, anything goes. No. Look at Day of the Tentacle and you'll see how the logic and goals have to be clear, even if the solution is from Toon Town. Randal's Monday gets it painfully wrong, mistaking convoluted and crazy for funny and logical to the point of being tedious and infuriating to play even with an in-game walkthrough for when you've had enough. Just reading some of the solutions is tiring.

An adventure can survive dropping the ball in many ways, even get away with skimping on puzzles, but when they're bad, the whole experience suffers like a hamster in a microwave. Or the person who thought that was a good idea, when Weird Ed Edison sees what they did.



Assassin's Creed Unity's future fixes detailed



Assassin's Creed Unity

Ubisoft has already acknowledged the problems AMD users are experiencing, noting that performance may be "adversely affected" by certain CPU and GPU configurations. But the game's issues extend beyond certain specific hardware issues. Now, they've mapped out some of the other pressing concerns that they should probably get around to fixing.

The next update, Ubi says, will address some specific issues. That is, issues more specific than, "this game runs like a man whose legs have been encased in Camembert."

  • Arno falling through the ground.
  • Game crashing when joining a co-op session.
  • Arno getting caught inside of hay carts.
  • Delay in reaching the main menu screen at game start.

Beyond that, Ubi is planning to address the game's bigger problems. "This list doesn’t capture everything," explain the team, "but here are the most widely-reported problems we’ve heard about from you."

  • Frame rate issues.
  • Graphical and collision issues.
  • Matchmaking co-op issues.
  • Helix Credits issues.

Taken in totality, that is a lot of Assassin's Creed Unity problems that need to be addressed. I've been playing on a Nvidia GTX 670, and can confirm that the frame rate issues are consistent and noticeable. While my game can run at around 30 FPS in open play, it does suffer frequent stuttering. Moreover, it tanks during cutscenes—dropping as low as 10 FPS for no discernible reason. Then, of course, there's the fact that sometimes characters just straight up walk through each other. It's an strange old bit of software.



Just Cause 3 screenshots appear, and look rather good



Just Cause 3

Yesterday,  I complained that there were no good screenshots for the newly announced Just Cause 3. Then, because I'm petty, I asked readers to tweet me with their own artistic recreations of what they think the game will be.

People actually did this.

Also yesterday, genuine screenshots of Just Cause 3 appeared. They appeared courtesy of  Game Informer, who have temporary dominion over all Just Cause 3 related happenings.

I'm going to post them anyway, like the rebel without a cause that I am. I will, however, keep the Game Informer watermark CLEARLY VISIBLE, because someone from Game Inform͏̵̧e̶̵r̸̨̛ might see this and I don't want to be sued.

As an additional challenge to all of you, I'm going to post the official Just Cause 3 screenshots – BROUGHT TO YOU IN ASSOCIATION WITH GAME INFOŔ̢M̴͟͏̴͡ER – alongside our community-made pictures. I invite you to attempt to work out the difference. Answers at the bottom of the post.

Just Cause 3

Just Cause 3

Just Cause 3-1

Just Cause 3-f3

Just Cause 3-2

Just Cause 3-3

Okay, I have realised that the inherent problem with this quiz is the GAM̛̦̭̫̙̗E̘͓I̡͜͏͓̳̟͇N͕F҉̹̙̼̠̖͕O͉̙͖̟͎͟͞R͘̕҉̝̰̣̺Ḿ̩͇̘E͖̕͢ͅR̖̯̳̺̳͓̪̀ watermark. It makes it too easy. I have manually attempted to correct that in the next image.

Just Cause GAMZ

Just Cause 3

Right, there's your lot. Did you spot them? To be sure, here are the answers.

Shot 1: by  Flaillomanz.
Shot 2: by  August Hassnert.
Shot 3: Just Cause 3, brought to you in as̷̙͞s̨̤͈̖̗o̵̘̰͜c̭̟̝͎̳̳͈̩͟i̧̢̭̻̜̝͖a͔̰̖͖̬̙t̸̡̲̹̤̼̖̩͉͝i̬̲̲̙̼͈o̩̟̹̠̻̘̪͎n̷̶̰͓̳͈ ̛̝͎̯̣̼͠w̧̲̖i̴͎̝̳̞ţ̥̟̲h̸̯͇ ͏͉̤̩̠̤̭̪ͅG̶̼̱͉̦͜a̻̭͍̺ṃ̤̥̗̘m̨͕͚̜m̶̳̘͈̜M҉̼̰̻̼͕̹̭͇M̴̢̜̹͚̦̝̕m̛̹͇͕̤̀͟f̨͔͔̤̩̰͠o҉̳͔̰̟͖̯ͅr̬͙̠̟͎̙m͘͏̯̣̳͕̟̪e҉̮͖͓̲r̛̙͇̀͡.̢̮̗̩̖̜̗
Shot4: by Jedi Master Luke.
Shot 5: GAMEINFORMERGAMEINFORMERGAMEINFORMERGAMEINFORMERGAMEINFORMERGAMEINFORMERGAMEINFO
Shot 6: Just Cause 3. All Hail Game Informer.
Shot 7: by Gus.
Shot 8: by Shiny Llama.