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	<title>GameShack &#187; PC</title>
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		<title>Free to Play Games Come to Steam</title>
		<link>http://gameshack.com/games/2011/06/free-to-play-games-come-to-steam/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=free-to-play-games-come-to-steam</link>
		<comments>http://gameshack.com/games/2011/06/free-to-play-games-come-to-steam/#comments</comments>
		<pubDate>Tue, 14 Jun 2011 23:16:08 +0000</pubDate>
		<dc:creator>Syn</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[News]]></category>
		<category><![CDATA[PC]]></category>

		<guid isPermaLink="false">http://gameshack.com/?p=3203</guid>
		<description><![CDATA[
This seems like it could be kind of important for the PC gaming community. Today, Valve helped deploy 5 Free to Play titles through its Steam distribution service, something that previously could not be done because the infrastructure to support microtransactions for games outside of the ones they manage directly ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://gameshack.com/wp-content/uploads/2011/06/Steam-Logo-Digital-Distribution.jpg"><img src="http://gameshack.com/wp-content/uploads/2011/06/Steam-Logo-Digital-Distribution.jpg" alt="" width="590" height="590" class="aligncenter size-full wp-image-3204" /></a><br />
This seems like it could be kind of important for the PC gaming community. Today, Valve helped deploy 5 Free to Play titles through its Steam distribution service, something that previously could not be done because the infrastructure to support microtransactions for games outside of the ones they manage directly (most notably Team Fortress 2). However, it would seem as if they are leveraging the much toted TF2 hat technology in order to support in-game payments across a multitude of Free to Play titles. I think that consolidating the fairly fragmented F2P market within the Steam ecosystem is a move that will further bolster the PC market in the end, if only from a business standpoint. The current Free to Play games available on Steam are Spiral Knights (a fun little zelda/diablo like game with a great visual aesthetic), Forsaken World (a high fantasy free World of Warcraft clone), Global Agenda: Free Agent (a class-based shooter/pseudo-MMO hybrid in a similar vein as Tribes), Champions Online (superheroes hooray!) and Alliance of Valiant Arms (I have no sense at all of what this game is, give it a try and let me know). Presumably, more will be coming down the line but they seemed to get a good variety genre-wise for the initial deployment. The prospect excites me.</p>
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		<title>Thoughts on EA&#8217;s E3 Press Conference</title>
		<link>http://gameshack.com/news/2011/06/thoughts-on-eas-e3-press-conference/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=thoughts-on-eas-e3-press-conference</link>
		<comments>http://gameshack.com/news/2011/06/thoughts-on-eas-e3-press-conference/#comments</comments>
		<pubDate>Mon, 06 Jun 2011 21:30:37 +0000</pubDate>
		<dc:creator>Syn</dc:creator>
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		<category><![CDATA[E3 2011]]></category>
		<category><![CDATA[EA]]></category>
		<category><![CDATA[Electronic Arts]]></category>
		<category><![CDATA[Press Conference]]></category>

		<guid isPermaLink="false">http://gameshack.com/?p=3194</guid>
		<description><![CDATA[
Some bits of this conference sort of passed over me. Since I don&#8217;t really watch (or understand, or care about) sports for the most part, I didn&#8217;t get the import of EA Sports&#8217; portion of it. Just keep that in mind
 
However, there was a decent mix of stuff that ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://gameshack.com/wp-content/uploads/2011/06/EA-Logo-2011.png"><img src="http://gameshack.com/wp-content/uploads/2011/06/EA-Logo-2011.png" alt="" width="590" height="590" class="aligncenter size-full wp-image-3195" /></a></p>
<p>Some bits of this conference sort of passed over me. Since I don&#8217;t really watch (or understand, or care about) sports for the most part, I didn&#8217;t get the import of EA Sports&#8217; portion of it. Just keep that in mind<br />
 <img src='http://gameshack.com/wp-includes/images/smilies/icon_wink.gif' alt=';-)' class='wp-smiley' /><br />
However, there was a decent mix of stuff that kind of looked neat, things that looked like silly design choices, and not-gameplay that I think I can talk for a bit about everything else. Also Battlefield 3.</p>
<p>The conference opened with Mass Effect 3, and I have to say what they showed looked exponentially more action-y than the last 2. I mean that from a design perspective&#8211;the Mass Effect games are role-playing/shooter hybrids, but the segment that Casey Hudson showed wasn&#8217;t even trying to pretend that it might&#8217;ve been a role-playing game. I think that it appeared this way due to a segment at the end where Commander Shepard was mounting a gun emplacement on a moving platform being chased by and shooting at a walking Reaper. These sorts of on-rails set-piece sequences typically exist so that the designers can more effectively present players with what they want players to see, typically in the form of lots of stuff blowing up nice. This mentality, however, runs counter to a lot of what role-playing games exist to achieve (e.g. allowing players to pursue the goals that they want). Of course, the latter design mentality has never been a part of the way Mass Effect operates on the whole, but the whole demo seemed like it didn&#8217;t effectively capture why I should be excited about this game, except for the giant reaper which was really cool to see. For me, that game will hinge on the story and the character interactions therein, which is obviously impossible to show a this sort of industry event. They did promise that this game will finally see the ramifications of all of Shepard&#8217;s decisions come to fruition, so that&#8217;s exciting.</p>
<p>Next up was Need for Speed: The Run. It is being built on Frostbite 2, a factoid that I didn&#8217;t know. The game will leverage and expand upon the functionality that AutoLog allowed for in the recent Hot Pursuit, integrating it directly into the story. This game seems weird. They were mostly focusing on story stuff, which is absolutely ridiculous by the looks of it (for instance, police officers were flying over the player&#8217;s avatar in helicopters at one point raining gunfire down on him). I think how successful it is will hinge on how ironic it is willing to be. There will be scripted on-foot sequences which seem to be comprised entirely of Quick Time Event-powered parkour (though there may be some variety that simply wasn&#8217;t shown). The driving bits looked physically similar to the previous NFS title, though it wasn&#8217;t made entirely clear how players are going to progress through the story. They did mention that players were on a cross-country race from California to New York, though the reasons and progression details were not mentioned. Ultimately, it looks kind of silly.</p>
<p>Dr. Greg Zeschuck made a pretty pleasant speech about how immense Star Wars: The Old Republic will be. I kind of wish I was interested in this game, but I&#8217;m not really. They showed another trailer that was basically an amalgamation of all other trailers for that game with dueling voice overs (the Republic and the Sith both talking about how they&#8217;re going to win the war). As a general rule, MMOs do not show well at trade events, because it is impossible to get a complete feel for the game and its world in such a little span of time. The trailer was pretty though <img src='http://gameshack.com/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
<p>A Sims Facebook game (The Sims Social) is in development. They only showed a trailer, but that made it seem like a shared virtual environment sort of akin to PlayStation Home. No real information about how it will all work was provided. Hopefully it will do better than the ill-fated Sims Online.</p>
<p>Kingdoms of Amalur: Reckoning continues to look cool. If that game can be Oblivion with a more fluid combat system (as the trailers seem to promise) I will be very very happy.</p>
<p>Insomniac also showed a reveal trailer for their new game, which is titled Overstrike. It looks to be a squad-based action game with some fairly insane weapons and tools, kind of in the vain of Ratchet and Clank. The trailer exuded a fair amount of personality and the art was exaggerated, but not overly so. As a general rule I trust Insomniac with giving me a good time, so this one shows promise. Too bad we couldn&#8217;t see any gameplay yet.</p>
<p>The conference finished with Battlefield 3. Visually, that game is stunning. The Frostbite 2 engine has some crazy new animation smoothing and rendering tech in it that make some of the most unimaginably realistic environments and characters I&#8217;ve yet seen. I&#8217;m typically not a huge proponent of realistic graphics, but when they are this flawless it&#8217;s hard not to be amazed. DICE showed some clips of multiplayer games, but not enough to really allow me to get a handle on what the game&#8217;s like. It looked like Battlefield multiplayer, but gorgeous. They are employing a new social connectivity feature called BattleLog (presumably derived from its cousin AutoLog) that will provide advanced social tools and stat tracking free of charge. They made a point of emphasizing this I suppose as a jab at Activision and their Call of Duty Elite program. The level they demoed was fairly vacant. The player was a tank gunner, though it was a while before anything actually started happening. The vehicular combat seems like it feels right with all the graphical tricks you&#8217;d expect. However, I was uncertain as to the player&#8217;s role in the level. I was not sure if they were only shooting or driving as well. At one point, the player dropped an air strike on an enemy base and again I couldn&#8217;t tell if they were prompted to do this (e.g. it was something that was hardwired into the mission) or decided to of their own volition. In any case, the weird feel of this level didn&#8217;t do anything to hurt my excitement for the game.</p>
<p>Final thoughts: Confused. A lot of the games they showed did not seem to demo great, or they picked weird parts to show off. In addition, some of the choices they&#8217;ve made with (for instance) Mass Effect and Need for Speed seem strange. I think that Overstrike seems like potentially the most intriguing game showed at this conference, but I can&#8217;t say for certain since there was no actual gameplay. But whatever, Battlefield 3.</p>
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		<title>Some Neat Information About A Game You Might Not Have Heard Of</title>
		<link>http://gameshack.com/games/2011/06/some-neat-information-about-a-game-you-might-not-have-heard-of/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=some-neat-information-about-a-game-you-might-not-have-heard-of</link>
		<comments>http://gameshack.com/games/2011/06/some-neat-information-about-a-game-you-might-not-have-heard-of/#comments</comments>
		<pubDate>Thu, 02 Jun 2011 15:11:09 +0000</pubDate>
		<dc:creator>Syn</dc:creator>
				<category><![CDATA[Games]]></category>
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		<category><![CDATA[closed beta]]></category>
		<category><![CDATA[Desktop Dungeons]]></category>
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		<category><![CDATA[QCF Designs]]></category>

		<guid isPermaLink="false">http://gameshack.com/?p=3184</guid>
		<description><![CDATA[
Have any of you played Desktop Dungeons? If you haven&#8217;t, it&#8217;s really worth a look. Its a freeware dungeon crawling RPG for PC and Mac that can be played in about 15 minutes a session. It stands as a testament to good design&#8211;the short game time does not detract from ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://gameshack.com/wp-content/uploads/2011/06/ddInfo.png"><img src="http://gameshack.com/wp-content/uploads/2011/06/ddInfo.png" alt="" width="590" height="443" class="aligncenter size-full wp-image-3185" /></a><br />
Have any of you played <a href="http://www.desktopdungeons.net/">Desktop Dungeons</a>? If you haven&#8217;t, it&#8217;s really worth a look. Its a freeware dungeon crawling RPG for PC and Mac that can be played in about 15 minutes a session. It stands as a testament to good design&#8211;the short game time does not detract from the experience at all. The developers (QCF Designs) are working on building a new version of the game in Unity&#8211;which for my money is one of the best engines out there for indie developers&#8211;which will be more elaborate and come with content absent in its free counterpart. A recent <a href="http://www.qcfdesign.com/?p=485">blog</a> post states that preorders for the paid version are now open, and those who preorder the game will gain access to the closed beta when it becomes available. In addition a new version of the freeware us being deployed. It is totally worth a look.</p>
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		<title>Syn&#8217;s Corner: What Multiplayer Means and Where it Can Go (Brink)</title>
		<link>http://gameshack.com/games/2011/05/syns-corner-what-multiplayer-means-and-where-it-can-go-brink/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=syns-corner-what-multiplayer-means-and-where-it-can-go-brink</link>
		<comments>http://gameshack.com/games/2011/05/syns-corner-what-multiplayer-means-and-where-it-can-go-brink/#comments</comments>
		<pubDate>Sat, 21 May 2011 05:11:07 +0000</pubDate>
		<dc:creator>Syn</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>
		<category><![CDATA[PC]]></category>
		<category><![CDATA[PS3]]></category>
		<category><![CDATA[Xbox]]></category>
		<category><![CDATA[Bethesda Softworks]]></category>
		<category><![CDATA[Brink]]></category>
		<category><![CDATA[Crossplayer]]></category>
		<category><![CDATA[FPS]]></category>
		<category><![CDATA[Multiplayer]]></category>
		<category><![CDATA[Splash Damage]]></category>
		<category><![CDATA[Syn's Corner]]></category>

		<guid isPermaLink="false">http://gameshack.com/?p=3162</guid>
		<description><![CDATA[Hi. I’m Syn, and this is my corner. I want to talk about games. To be more exact, with each of these articles, I would like to take a specific title and use it as a point of analysis of its underlying ideas or mechanics, almost as if it were ...]]></description>
			<content:encoded><![CDATA[<p><em>Hi. I’m Syn, and this is my corner. I want to talk about games. To be more exact, with each of these articles, I would like to take a specific title and use it as a point of analysis of its underlying ideas or mechanics, almost as if it were a case study. It may be a bit experimental, but I think it should prove fun for all parties involved. And feel free to start up a discussion below, I’d really love that.</em><a href="http://gameshack.com/wp-content/uploads/2011/05/IfItBleeds590.jpg"><img src="http://gameshack.com/wp-content/uploads/2011/05/IfItBleeds590.jpg" alt="" width="590" height="332" class="aligncenter size-full wp-image-3168" /></a></p>
<p>Make no mistake. Brink is not an excellent game (though it has become a bit of a guilty pleasure of mine over the past few weeks or however long I’ve been trying to write this). Those reading who indeed read other game sites have inevitably seen a plethora of disdain thrown its way, but as I stated in my last article in this series, I’m not here to review the game. I merely want to talk about it. And this game in particular made me think of something worth talking about. Multiplayer. Its place in games. How it can potentially move beyond where it is now and in what ways Brink hints at that prospect (while simultaneously falling on its face in other regards). What Brink attempts has been referred to by the vomit-inducing moniker “crossplayer.” That is, the seamless blending of singleplayer and multiplayer in one experience. Only one game and its sequel (Left 4 Dead and L4D2) have ever achieved this with any degree of success in my mind, though many in recent years have tried. Before we start talking about the game at hand, however, let’s start by breaking down the respective functions of singleplayer and multiplayer in games. A touch academic, I realize, but there are some important points that I want to throw out there before getting into the kernel of this article.</p>
<p>Before I go any further, I should openly state that I don’t really have any preference for game or game type as long as it’s well designed and has something to say. That said, I think that multiplayer games have one very big advantage over the way that current-generation single player games are designed, which I’ll explain in a bit. Though, as we know they serve different purposes and often cater to different audiences.<br />
<a href="http://gameshack.com/wp-content/uploads/2011/05/BrinkCharacter.jpg"><img src="http://gameshack.com/wp-content/uploads/2011/05/BrinkCharacter.jpg" alt="" width="590" height="369" class="aligncenter size-full wp-image-3163" /></a><br />
The modern single player game has a few distinct purposes. First, they are generally designed to convey a narrative. This is one of the aspects of the single player game that is most fundamental but also perhaps most difficult to effectively achieve. I don’t want to dwell on this too much (I’d like to devote an entire one of these articles to game storytelling regardless) but seriously, how many game stories do you think are either inherently good or told well? I can probably count one one hand the number of truly meaningful game stories I&#8217;ve played through. It is a difficult feat for a number of reasons, but I think chief among them is the misappropriation of games’ strengths as a storytelling medium. However, aside from the story I think people come to many single player games because they are sort of like excitement engines. Many games (even nonlinear ones) are designed in such a way that players are practically accosted with cool stuff to see and occasionally participate in. Like think of God of War for a second: pressing the square button to eviscerate a minotaur doesn’t actually add anything to the gameplay, but it is really cool to experience regardless. I’ve noticed that this is the most apparent in games that have the express purpose of telling a solid story. Only rarely do you see a game with really interesting mechanics wrapped in a really interesting and well conveyed story (e.g. Portal, Amnesia, etc.). Part of this I think is derived from how we process experiences but as I already suggested, that is a discussion for another time.</p>
<p>Multiplayer games have to be designed in a very different way as they serve alternative functions. This is where my argument might get a little weird, so bear with me. On the surface, multiplayer games exist to provide players with the challenge of facing down human opponents as well as elongating a given player’s stay with the game, which is an ingenious move on the developer’s part if it’s designed and integrated well, as they don’t want people to tire of their game too quickly. However, there is something else to them that I want to discuss that does not get brought up with multiplayer too much: Player agency. For those of you who do not know, agency refers to an individual’s ability to feel as if they are in control their own life, or at least the controllable aspects of it. When I mention player agency in games, I am talking about a player’s ability to feel as if they are making meaningful choices. And this goes beyond deciding to choose the “evil” option in an RPG conversation tree. In recent years, there has been a big development initiative to make games with multiple paths through them and/or multiple ways to play. That’s great, but it’s not quite the same as true agency (which might in fact be impossible), because the choices you make (and, more importantly, their resolutions) therein essentially exist even before you put the disc into your machine. Games like Mass Effect 2 and Heavy Rain employ some very clever techniques to secret the seams between branching paths, but you as a player still know that they and all the potential other ways the game can play out are still there hiding in the game code. Multiplayer games have traditionally not hinged on story as their singleplayer brethren have, so the focus of design has been squarely on play&#8211;perhaps the only design element that is unique to games. Historically, that is what a game is: An exercise in play either with or against a group of others constrained to a particular rule structure. And therefore, multiplayer developers are basically giving players a ruleset and tools with which to act inside of rather than a path (or multiple paths) to walk along. This renders player choices made as meaningful to the players since their outcomes have not yet been determined. I’ll give you an example from Brink. I was playing and saw a teammate get gunned down by enemies. I ran out from cover and into the line of fire in order to revive him, dying in the process. Now, we know this action was not meaningful to any of the characters in the game world and the world didn’t change because of it. However, to the players involved, it might have been at least somewhat impactful. I remember mumbling “You better not die now,” even though I knew he couldn’t hear me. This can also be observed in just how furious people get over multiplayer games, but we can have that talk at a later date as well.<br />
<a href="http://gameshack.com/wp-content/uploads/2011/05/BrinkContainer.jpg"><img src="http://gameshack.com/wp-content/uploads/2011/05/BrinkContainer.jpg" alt="" width="590" height="369" class="aligncenter size-full wp-image-3164" /></a><br />
So, to the question at hand. What does Brink do to try to bring together these two seemingly antithetical styles of game design&#8211;narrative-focused singleplayer and fast-paced competitive multiplayer? The short answer: Not enough. But here’s the long answer. Brink is a game that seems to have way too much content in some parts than in others, making it awkwardly uneven. It is easy enough to write the game off as a boring Team Fortress 2 knockoff, but I think that’s partially missing the point. In spite of what the rest of the internet says, I found the part where you actually shoot guys in the face to be pretty enjoyable. However, the way Brink is assembled makes it problematic. The story progression is in a completely separate sphere than the shooting part, and few things in game design bug me more than not using gameplay to tell a story or vice versa. It would be extremely possible to not even know or understand anything about the story (except for the fact that the guys you’re playing as live in a pretty messed up place) while playing this game, and as a result, the game relinquishes about half of what it had originally set out to do. The story is conveyed through a little dialogue voice over followed by a cutscene at the very beginning of the mission. This mode of storytelling works (if only slightly) in some circumstances when a story does not pretend like it matters, but this one tries to act important. One way that the developers try to give the story a sense of weight is by injecting the players’ custom models into these cutscenes when appropriate. As such, you may see yourself or your human teammates chatting it up about their mission as opposed to the nameless generic stock models. This could be an effective way of letting the players participate in the story, but its where that sort of player-narrative connection ends. The rest of the narrative seems hastily told and only exists as exposition for whatever mission it prefaces, as opposed to being threaded throughout the rest of the game. By doing this, the game actually lessens the amount of agency each player may feel, because in spite of how well a person performs in game, none of it really seems to matter. It’s easy to see that story tries to carry weight&#8211;characters question the motives of their mission, are cognizant that their actions may ultimately do more harm than good, and everything has an air of moral grayness&#8211;but all this is relayed to players in such a little amount of time that it comes off as forced and unnecessary.<br />
<a href="http://gameshack.com/wp-content/uploads/2011/05/BrinkDark.jpg"><img src="http://gameshack.com/wp-content/uploads/2011/05/BrinkDark.jpg" alt="" width="590" height="369" class="aligncenter size-full wp-image-3165" /></a><br />
This leads me to the point that the game itself does not actually support much of the story. Ideally a game set in a dystopian future with two warring factions (neither of which is really in the right) would try to explore some of the complex decisions either side would have to make in order to further their goals but simultaneously retain some semblance of humanity. As mentioned, the narrative elements hint at this but never really flesh it out in a compelling way. The game however completely washes over it. Many of the objectives are fundamentally the same from mission to mission, albeit dressed up differently. Depending on the role your chosen faction takes in the given scenario (i.e. attacking or defending) you will in most circumstances be given something to either attack or defend. It is usually an object, such as a utility robot, but sometimes its a teammate (e.g. you need one of your team’s operatives to hack a console and the rest of the team has to defend him). I didn’t get much sense of why any of this was important while playing, it just boiled down to something that I had to do in order to win. Worse yet, this type of attack/defend dynamic along with the game’s level design sets up some nasty (maybe intentional) choke points that just bottleneck the entire flow of the match into what feels like a glorified game of tower defense. The game&#8217;s focus on teamwork should not be overlooked, however. Brink is quite good at pointing everyone in the right direction, and giving players rewards for helping others rather than helping themselves. For example, as a medic I get an experience bonus for healing a teammate but none for self-healing. From a radial menu, players choose what objectives they want to participate in, immediately bringing up a waypoint marker on the HUD, which helps centralize the action and gives players more control over how they want to go about helping their team. Even with these modifications to the formula, the game ultimately feels like just another multiplayer shooter. The type of agency that I mentioned before is certainly provided&#8211;especially in how objectives are delegated&#8211;but it still doesn’t ascend to anything beyond being a pretty okay FPS. The shooting and running around bits are fun enough and it has a wealth of character customization options, but still it fails at bringing any kind of impelling force to the game beyond the desire to continue fragging people and leveling up your character. I suppose true crossplayer is still a ways off.</p>
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		<title>Brink Patch Live</title>
		<link>http://gameshack.com/games/2011/05/brink-patch-live/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=brink-patch-live</link>
		<comments>http://gameshack.com/games/2011/05/brink-patch-live/#comments</comments>
		<pubDate>Sat, 14 May 2011 10:37:27 +0000</pubDate>
		<dc:creator>Syn</dc:creator>
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		<guid isPermaLink="false">http://gameshack.com/?p=3151</guid>
		<description><![CDATA[
I have something coming down the pipeline on Brink (Spoiler: Its not great, but I&#8217;m enjoying it probably more than I should). That said, Splash Damage and Bethesda released the first major update for the game. This patch attempts to alleviate some of the lag players have been feeling (particularly ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://gameshack.com/wp-content/uploads/2011/05/BrinkPatchComing.jpg"><img src="http://gameshack.com/wp-content/uploads/2011/05/BrinkPatchComing.jpg" alt="" width="590" height="332" class="aligncenter size-full wp-image-3152" /></a><br />
I have something coming down the pipeline on Brink (Spoiler: Its not great, but I&#8217;m enjoying it probably more than I should). That said, Splash Damage and Bethesda released the first major update for the game. This patch attempts to alleviate some of the lag players have been feeling (particularly in p2p games). In addition, 8v8 is now supported on all maps and some UI tweaks to the GUI for the Steam version were made. Okay, now that all the boring stuff is out of the way, Splash Damage has announced that the first DLC for the game will be free. This is simultaneously exciting and disheartening, as it would seem that every developer except for Valve has forgotten what a &#8220;free content update&#8221; even is. Anyways, that is projected to hit in June and fundamentally sounds like a map pack plus some other stuff. This is good, since Brink is a touch content-shy, though it is probably also a response to the plethora of lackluster reviews the game has received.</p>
<p>Read their whole new post <a href="http://bethblog.com/index.php/2011/05/13/brink-updates-now-live-free-dlc/?utm_source=feedburner&amp;utm_medium=feed&amp;utm_campaign=Feed%3A+bethesdablog+%28Bethesda+Blog%29">here</a>.</p>
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		<title>New FireFall Trailer Surfaces</title>
		<link>http://gameshack.com/games/2011/04/new-firefall-trailer-surfaces/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=new-firefall-trailer-surfaces</link>
		<comments>http://gameshack.com/games/2011/04/new-firefall-trailer-surfaces/#comments</comments>
		<pubDate>Sat, 30 Apr 2011 02:20:00 +0000</pubDate>
		<dc:creator>Syn</dc:creator>
				<category><![CDATA[Games]]></category>
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		<category><![CDATA[Videos]]></category>

		<guid isPermaLink="false">http://gameshack.com/?p=3124</guid>
		<description><![CDATA[
I got a chance to play FireFall at PAX East back in March. It feels extremely tight and polished already, and was tons of fun (and this is coming from the one who is stricken with perpetual shooter fatigue). Granted, I only was able to get my hands on the ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://gameshack.com/wp-content/uploads/2011/04/fireFallTrailerHead.jpg"><img src="http://gameshack.com/wp-content/uploads/2011/04/fireFallTrailerHead.jpg" alt="" width="590" height="369" class="aligncenter size-full wp-image-3128" /></a><br />
I got a chance to play FireFall at PAX East back in March. It feels extremely tight and polished already, and was tons of fun (and this is coming from the one who is stricken with perpetual shooter fatigue). Granted, I only was able to get my hands on the PvP deathmatch side of things, as their PvE&#8211;perhaps the more compelling aspect of the package&#8211;wasn&#8217;t on display. Anyways, a new PvP <a href="http://youtu.be/CUUiHQRu6Xo">trailer</a> showcasing deathmatch mode on a new map entitled Sunken Harbor.</p>
<p>&nbsp;</p>
<p>&nbsp;</p>
<p>For those of you unfamiliar with this property, it is being billed as a co-operative shooter with some pseudo-MMO and Role-Playing trappings. It feels a bit like a hybridization of Team Fortress 2 and Tribes. Each player takes on a class role, each bearing set weapons with multiple firing modes as well as an array of class abilities. This, alongside its arcade-like pace and feel, helps to differentiate it a little bit from the plethora of other class-based shooters on the market right now. Even so, the developers at Red5 have been very quiet about the co-operative PvE portion of the game, save for a <a href="http://vimeo.com/15031368">video</a> they released earlier last year. As this trailer illustrates, the competitive play is very much a game of team death match, and any amount of added depth and complexity will not change that simple fact. I&#8217;m still looking forward to this game regardless. As I mentioned before, even if it is basically just another class-based team shooter it&#8217;s very fun.</p>
<p>(Image found <a href="http://www.hardwarecanucks.com/news/games-news/pax-2010-firefall-person-mmo/">here</a> since Red5&#8242;s site doesn&#8217;t have any savable images)</p>
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		<title>Portal 2 DLC Inbound</title>
		<link>http://gameshack.com/games/2011/04/portal-2-dlc-inbound/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=portal-2-dlc-inbound</link>
		<comments>http://gameshack.com/games/2011/04/portal-2-dlc-inbound/#comments</comments>
		<pubDate>Fri, 29 Apr 2011 11:55:12 +0000</pubDate>
		<dc:creator>Syn</dc:creator>
				<category><![CDATA[Blog]]></category>
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		<category><![CDATA[Doug Lombardi]]></category>
		<category><![CDATA[Portal 2]]></category>
		<category><![CDATA[Valve]]></category>

		<guid isPermaLink="false">http://gameshack.com/?p=3121</guid>
		<description><![CDATA[
In an interesting, albeit spoiler-ridden interview with key members of Portal 2&#8242;s design team at Fast Company, Valve&#8217;s VP of marketing Doug Lombardi announces the future announcement of DLC for the game. At the moment, hard details are scarce though as many of you probably know, there is plenty of ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://gameshack.com/wp-content/uploads/2011/04/Lasers.jpg"><img class="aligncenter size-full wp-image-3122" src="http://gameshack.com/wp-content/uploads/2011/04/Lasers.jpg" alt="" width="590" height="369" /></a></p>
<p>In an interesting, albeit spoiler-ridden interview with key members of Portal 2&#8242;s design team at <a href="http://www.fastcompany.com/1750003/portal-2-valve-eric-wolpaw-jeep-barnett-doug-lombardi">Fast Company</a>, Valve&#8217;s VP of marketing Doug Lombardi announces the future announcement of DLC for the game. At the moment, hard details are scarce though as many of you probably know, there is plenty of backstory that was divulged in the Portal &#8220;Lab Rat&#8221; comic as well as the strange ARG leading up to the game&#8217;s release that wasn&#8217;t actually touched on in the game. In addition, there&#8217;s the tangential connection to the Half-Life 2 universe that has never been fully explored in the Portal games. Suffice to say there is much more to the universe that they can build gameplay around, up to and including adding more challenge rooms with a de-emphasis on story or additional co-op courses. At any rate, I can totally go for more Portal. Expect the DLC to launch this Summer.</p>
<p>UPDATE: According to Patrick Klepek over at <a href="http://www.giantbomb.com/news/hey-details-on-portal-2s-free-downloadable-content/3108/">GiantBomb</a>, the aforementioned DLC will A) predominantly consist of new test chambers and challenge rooms, seemingly akin to those post-completion challenges found in the first game and B) will be free of charge. Good news abounds.</p>
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		<title>Dark-Energy Re-Releases Hydrophobia</title>
		<link>http://gameshack.com/games/2011/04/dark-energy-re-releases-hydrophobia/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=dark-energy-re-releases-hydrophobia</link>
		<comments>http://gameshack.com/games/2011/04/dark-energy-re-releases-hydrophobia/#comments</comments>
		<pubDate>Thu, 28 Apr 2011 15:40:21 +0000</pubDate>
		<dc:creator>Syn</dc:creator>
				<category><![CDATA[Blog]]></category>
		<category><![CDATA[Games]]></category>
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		<category><![CDATA[WTF?!]]></category>

		<guid isPermaLink="false">http://gameshack.com/?p=3117</guid>
		<description><![CDATA[
It has been a fairly slow news week, but this little tidbit caught my eye. Do you remember Hydrophobia? Probably not, because it was kind of terrible by all accounts (though had a really neat water physics engine, go figure). Anyways, the game&#8217;s developer/publisher Dark Energy is re-releasing a &#8220;definitive&#8221; ...]]></description>
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<p>It has been a fairly slow news week, but this little tidbit caught my eye. Do you remember Hydrophobia? Probably not, because it was kind of terrible by all accounts (though had a really neat water physics engine, go figure). Anyways, the game&#8217;s developer/publisher Dark Energy is re-releasing a &#8220;definitive&#8221; version of it (subtitled &#8220;Prophecy&#8221;) hoping to clean up the game from its initial release several months ago. What&#8217;s interesting is that this sort of thing simply doesn&#8217;t happen, ever. It is extremely rare to see any sort of mass-media producer try to iterate and improve on their product without sequelizing it (post-release support notwithstanding), implicitly admitting that they might have made some mistakes with the first release of it. I do not know if this version of the game will be any good (though it has a pretty low barrier to entry at 11$ on Steam) but I commend Dark Energy at least trying something different.</p>
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		<title>Hi-Rez announces SMITE</title>
		<link>http://gameshack.com/games/2011/04/hi-rez-announces-smite/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=hi-rez-announces-smite</link>
		<comments>http://gameshack.com/games/2011/04/hi-rez-announces-smite/#comments</comments>
		<pubDate>Thu, 21 Apr 2011 20:10:22 +0000</pubDate>
		<dc:creator>Syn</dc:creator>
				<category><![CDATA[Games]]></category>
		<category><![CDATA[News]]></category>
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		<category><![CDATA[announcement]]></category>
		<category><![CDATA[Global Agenda]]></category>
		<category><![CDATA[Hi-Rez Studios]]></category>
		<category><![CDATA[SMITE]]></category>

		<guid isPermaLink="false">http://gameshack.com/?p=3110</guid>
		<description><![CDATA[
Hi-Rez is looking to jump on the Hero Arena bandwagon with their newly announced SMITE. The company, probably best known for their shooter/MMO hybrid Global Agenda (a game that doesn&#8217;t really have the tactility of a shooter, nor the depth of an MMO) released the announcement this morning, claiming that ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://gameshack.com/wp-content/uploads/2011/04/SmiteLogo.jpg"><img class="aligncenter size-full wp-image-3111" src="http://gameshack.com/wp-content/uploads/2011/04/SmiteLogo.jpg" alt="" width="590" height="181" /></a></p>
<p>Hi-Rez is looking to jump on the Hero Arena bandwagon with their newly announced SMITE. The company, probably best known for their shooter/MMO hybrid Global Agenda (a game that doesn&#8217;t really have the tactility of a shooter, nor the depth of an MMO) released the announcement this morning, claiming that they have a team working on refining the combat until it&#8217;s awesome. One of the points stressed in the report is that players will take on the roles of ancient deities (concept art for Zeus and Anubis has already been released.) Details beyond this are scarce, though they are designing the game with &#8220;ACTION&#8221; in mind. Besides that, it sounds like another DotA clone but I suppose we&#8217;ll see as the game gets closer to release. You can read the <a href="http://forum.globalagendagame.com/gablog/index.php/2011/04/21/2014/">post</a> over at the Global Agenda forum.</p>
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		<title>Review: Portal 2</title>
		<link>http://gameshack.com/games/2011/04/review-portal-2/?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=review-portal-2</link>
		<comments>http://gameshack.com/games/2011/04/review-portal-2/#comments</comments>
		<pubDate>Thu, 21 Apr 2011 07:17:01 +0000</pubDate>
		<dc:creator>Syn</dc:creator>
				<category><![CDATA[Games]]></category>
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		<category><![CDATA[Valve Software]]></category>
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		<guid isPermaLink="false">http://gameshack.com/?p=3084</guid>
		<description><![CDATA[The original Portal basically caught everyone who played it completely off guard. It was the product of Valve Software’s time-honored tradition of benevolently devouring smaller companies and teams that they think are being unique or creative. Conceptually beginning as a student project being made at DigiPen, the game (and its ...]]></description>
			<content:encoded><![CDATA[<p>The original Portal basically caught everyone who played it completely off guard. It was the product of Valve Software’s time-honored tradition of benevolently devouring smaller companies and teams that they think are being unique or creative. Conceptually beginning as a student project being made at DigiPen, the game (and its creators) were picked up by the company with the intent of fleshing it out in Valve’s proprietary Source engine and turning it into an actual retail product. When it was released in 2007 it amounted to a tiny three-hour-long sliver of the multi-game Orange Box, Valve’s flagship release of that year which included heavyweight names such as Half-Life and Team Fortress. However, it ended up being one of the most original products in recent recollection, both mechanically and thematically. Now, we are seeing the release of a big-budget sequel to the small but remarkable game. It takes the concepts put forth in the original, refines and expands them with a good helping of the series’ signature black humor. It is a formula for a sequel worthy of the Portal name. Any scientist would agree.</p>
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<p>I dare anyone reading this to name a game in which you laughed out loud during the base-line tutorial sequence. I bet you either can’t, or have played Portal 2 already. Seriously, this game is really funny. That is the first thing that jumped out at me when I sat down to review it. It’s not like I wasn’t expecting it to be, as the first one was amazingly humorous, but it’s worth noting that when Portal came out back in 2007 no one playing it was yet acclimated to the off-kilter universe it takes place in. Going into the sequel, part of me was worried that the magic would be gone since I already knew all about the fictional cake, weighted companion cubes, and the homicidal computer pulling the strings. Thankfully, the writers of this game are great at their jobs and don’t resort to rehashing old jokes or memes as if to say “hey, remember that game we made that was pretty popular 4 years ago?” Granted, it is the same type of writing (i.e. everything with a mouth or vocoder basically hates main character Chell’s existence and lets the player know it), but it all feels fresh. Some of the most creative insults I have ever heard lie within this game’s dialogue.</p>
<p>Whether you&#8217;re unaware of Stephen Merchant, or you love listening to the Ricky Gervais Show as you play <a href="http://sv.partypoker.com/">partypoker</a> or Halo: Reach in the evenings, he&#8217;s bound to make you chuckle, and that&#8217;s before the other members of the cast make an appearance.</p>
<p>However, we don’t often come to games for the writing alone. This game is one of those rare instances where almost every elements of it conspires to create a gestalt. At no time did I feel like the story, dialogue, game play, art, and music ever felt disparate. Going one step further, every facet that makes up Portal 2 helps to enhance every other aspect. This was something that was notable about the original Portal&#8211;how cohesive it all felt&#8211;but it is more impressive in the sequel because of the increased scale. The core gameplay remains fundamentally unchanged. Players again take on the role of Chell, a young woman trapped in a vast underground research facility run by a megalomaniacal computer system named GLaDOS and must try to escape her endless tests using only the series’ staple “portal gun.” For those of you readers who don’t know how the game’s played, this gun shoots portals into walls, one entrance and one exit instantly connecting the two. Generally, each level is a “test chamber” (akin to a devious obstacle course) with a beginning and an end, and players have to figure out how to use this singular mechanic integrated with various other environmental tools in order to traverse the chamber and complete it without dying. The puzzles this time around have grown in complexity due to the inclusion of several new gameplay elements. For instance, lasers and blocks to manipulate them with have been included, as have gels that increase your run speed or jump height when Chell is on top of them. Even with these additions, the levels are typically designed to only utilize a few of them at a time as not to overwhelm players, and the game generally does a great job of tutorializing their uses when new elements get introduced. There were very few instances where a new puzzle piece got integrated in which I wasn’t immediately sure how I needed to use it.</p>
<p>A special call out needs to be made to the level design. Seeing as Portal’s levels are far more opaque than most games’ (they manage to make the almost all the game’s inherent conceits part of the point) it is easy to notice that they are designed well. And they get challenging fairly quickly. Sometimes, I would hit a point where I was not sure how to progress, and then after being away from the game for a little bit the answer would appear to me bright as day. As with the first, this game really requires that you leave all previous understanding of spatial relationships at the door in order to best surmount its challenges.</p>
<p>The only section of the game that I was not completely enthralled about was a portion of the middle that takes Chell outside of the standard testing chambers seen throughout the rest of the game. I won’t spoil any of the story stuff leading up to this (it had me laughing constantly), but without a discreet start and end point, I found it was far easier to lose sight of where to go. Rather than being ingenious puzzles, these rooms felt like pixel-hunts that tasked me with finding the two walls in the room that I could lay a portal onto. Besides this momentary lull, the game maintains a good clip throughout, winding through its absurd plot beats and passing players from testing chamber to testing chamber, each with an increasingly more complex design.</p>
<p>Mechanics aside, the game also looks and moves great. This mostly flows out of it&#8217;s clean techno-organic art direction, but technically its no slouch either. Valve’s Source engine never ceases to amaze me, and it has a few new tricks to show off here. It may not be able to push as many pixels as some of its counterparts (I did notice some rather ugly aliasing on various shadows throughout the game), but it is incredibly versatile. Valve knows how to use their engine like no one else, and therefore Portal 2 looks up to modern standard even on the 8 year old engine. There are lots of little details to satisfy the eyes. Each chamber has plenty of moving parts, some necessary and others superfluous, but it all looks and animates wonderfully. I got the sense that despite being run entirely by machines, the Aperture Science Enrichment Center is a living entity as GLaDOS continues to rebuild the damaged facility around Chell.</p>
<p>This would not be a proper review without mentioning perhaps the most talked about new feature to come to the series: Co-op. I have not yet finished every co-op course, but those that I have completed have left a very good impression. The rules remain fundamentally the same but with the addition of a friend and courses designed to capitalize on the two-player experience. Players take on the roles of two robot test subjects named Atlas and P-Body. The co-op campaign is structured differently, as there is no real story to speak of (though GLaDOS does not cease the constant beratement, especially towards the player who’s “losing”). Rather, there is a hub world from which all of the other co-op courses stem from. Each course is made up of 7 different testing rooms (some of which have multiple parts) and generally has some kind of theme mechanic tying it all together. For instance, one extensively utilizes “hard light” bridges, which as the name suggests are made of light but are impassable.  Many of the courses use the idea in intriguing ways, such as having one player navigate an obstacle course and have the other push buttons to remove hazards from his or her path. To that end, successful navigation is very reliant on good communication. Thankfully, the game gives players all the necessary tools to coordinate their efforts, including a “ping” function that lets players highlight elements of the world they want their partner to interact with as well as full VoiP support. I had very little trouble with the game’s voice chat functionality and cannot wait to see more Valve games employ this custom API. The game keeps track of several different elements of play, such as number of steps taken or portals fired, displaying them on a scoreboard in the hub. In addition, Team Fortress 2 style microtransactions make a return here, though are purely cosmetic. This, however, suggests to me that Portal 2 might become a type of content platform in the same vein as Team Fortress 2, which would be very appreciated.</p>
<p>As I mentioned, part of me was a touch hesitant going into this game as I was not sure that the original Portal needed or could support a much expanded sequel. However, upon playing it through I would recommend this game to anyone. Fundamentally, it is more Portal but expanded and augmented as to make a better, even more fleshed out experience. The core single player is lengthy but doesn’t outstay its welcome by routinely changing up the rules of play, and the co-op is a well thought out addition that adds many more hours of enjoyment. Chances are, if you care about PC games like I do, you already have played and beaten this game. But on the off chance that what I have to say about the game will sway someone’s opinion, please buy Portal 2 as soon as possible. It is a very funny, endearingly demented and mechanically unique experience that would be hard to replicate elsewhere.</p>
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