PC Games

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Two 2-5 Person Instances also Halloween Added to FireFall

Wed, 2013/10/23 - 4:57pm -- Hanna
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Frontpage News: 
No

As if FireFall wasn't scary enough!

For more information check 

Night of the Melding Costume Contest

Night of the Melding

Not much info on the ARES Instances yet. Sounds exciting.

 

 

 

Patch Notes for v0.7.1716

General

Celebrate our second annual Night of the Melding with us! Halloween cosmetics are available for purchase at Luau Larry's and the New You for a limited time. Don't miss out!

Battleframes

Assault

Accord Assault
Power allocation should now affect Overcharge.

Dreadnaught

Arsenal
Fixed an issue where optional components were not affecting Arsenal plating.

Engineer

Bastion
Fixed an issue where Fortify's audio would continue to play after the ability expires.
Fixed a bug where Sentinel Pod was not targeting deployables properly.

Open World

Open World Bugfixes

Fixed an issue where the LGV was causing the player's game client to crash in Copacabana.
Fixed several collision issues.
Fixed an issue where Copa NPC names would appear through geometry while inside a nearby ARES playspace.

Instances

Attention ARES Operators, SIN has picked up enemy activity in two new locations outside of New Eden. The Accord is looking for squads of brave ARES Operators to investigate Cliff's Edge and Tanken Cave.
The two new short ARES missions are instanced and are meant for squads of two to five ARES Operators.

Items

Tech Skull and Top Run and Gun helmets should now be affected by current warpaint (for reals this time).
Updated daily login rewards. The item crate is now given for the fourth consecutive day and 1,000 resources are rewarded for the 5th consecutive login day and beyond.

Items Bugfixes

Fixed some hitches related to purchasing items from vendors.
Fixed an issue where all visual kit unlock decals were showing up as the Stellar Ponies decal.
Fixed an issue where hair was clipping through various head gear.

Social

Share your screenshots with your friends! When you take screenshots, a notification will pop up to post the screenshot to your Facebook wall.

User Interface

User Interface Bugfixes

Fixed an issue where players could not set 'None' for Secondary Weapons and Abilities in the Garage.
Fixed an issue where 365 day VIP time would not display properly.
Fixed an issue where the 'List Item' button on the Marketplace would disappear after receiving an error message.
Fixed an issue where non-resource items sold at very low prices would show up as resources on the Marketplace.
Fixed an issue where blending or refining jobs would display an estimate of 20 seconds for completion.
Fixed an issue where the "constructing" sound would play when attempting to manufacture something even though the slots were full.
Fixed an issue where after crafting an item, the Molecular Printer thinks the player has 0 resources.
Tooltips should no longer display during cinematics.
Tooltips for controlling vehicles should only play when driving vehicles.
Fixed an issue where the name of a main POI would overlap with its icon.
Fixed an issue where after connecting to a SIN tower, resource view on the map would still not display information for the previously unknown area.
Fixed an issue where the Samurai Helm's name is cut off in the New You.

Monaco gets a huge free update for Halloween

Tue, 2013/10/22 - 9:38am -- marqaha
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Frontpage News: 
No

PCGamer has the details.

Quote:

Andy Schatz has broken into his own game. Not to steal something, though. While that would be true to theme of Monaco, it would also be somewhat self-defeating. Instead, he’s planted a new mini-campaign. It’s called Monaco Origins, because video games. In addition, you’ll also find Linux support, in preparation for SteamOS, and a zombie mode, possibly in preparation for Halloween. That or, again, because video games.

The Monaco Origins campaign follows the origin stories of the eight thieves. The levels contain new features, including key-doors, trophies, rocket launcher guards, and a new class, The Blonde. Guards won’t attack her until they’re up close, meaning she can shepherd them around, staying far enough away to avoid damage.

 

The thing with easy games...

Fri, 2013/09/06 - 7:22pm -- Samuel Tow
Frontpage News: 
No

Recently, I've been trying to get into XCOM again, what with news of Enemy Within on the horizon. I remember the game pissing me off to hell and back in the day, so I decided to skip a gigantic headache and play on the easiest difficulty possible. Since we don't live in the 90s any more, there's no Very Easy difficulty, so I replayed on Easy. This has caused me to reflect on the... Particular challenges of playing an easy game. Because let's face it - an Easy game of XCOM with save scumming galore is... Well, very very easy. It's not unpleasant by any stretch, but I'd be lying if I said there weren't problems.

The reason I decided to write this, however, I just KNOW what everyone is going to say if I just admitted to the above: "Well, what were you expecting? It was too easy! That's not how XCOM is meant to be played." My experiment, though, was to prove a theory I had. I beat the original UFO: Enemy Unknown when I was 10 years old and didn't speak a word of English. I made do with reading the pictures, occasionally having my father or my brother translate a single sentence to me (what does "not enough time units" mean?) and basically going by trial and error. I beat this supposedly extremely difficult game as a dumb kid who couldn't read, so when I'm saying an easy XCOM game has problems, I want to head the obvious response at the pass and actually explore what those problems are.

Yesterday I dropped the game prior to finishing it, as I'd researched everything and was beating the aliens so soundly the game actually refused to spawn story-critical missions as I hadn't failed a single thing ever. Today, though, I played around a bit more, trouncing aliens left and right and realising that even if I couldn't win the game, I could hold the aliens off indefinitely, so I had technically won already - they had nothing to threaten me with. But even so, I found myself rather enjoying the game, trouncing aliens, hitting them for six times their maximum hit points, never losing a soldier without save-scumming in the slightest and so on. I enjoyed that for maybe three or four missions, and then I felt I needed to let the game go again.

Why? Well, because it was never going to change. Oh, sure, Ethereals would eventually show up and I'd research Psychic Armour and Psychic shields and yatta-yatta, but this wouldn't change the way I PLAY. All of my soldiers had high will and were psychic anyway, so mind control wasn't an issue, plus the new facility is story-only. It has no impact on the meta-game. In a way, making the game easy meant that I'd exhausted its... "Content." I'd seen all the ships, I'd fought all the aliens, I'd probably seen all the maps... There was nothing more the game could give me, other than the end which it stubbornly refuses to!

Then I remembered another aspect of the game that bugged me - I skipped A LOT of technologies. Early on I tallied for lack of laboratories, barely inventing lasers, so that felt like rewarding progression. Then all of a sudden I shot past Skeleton Armour and Titan Armour and Raptor Armour and went straight to Ghost Armour maybe three missions in-between, if that. I never used a regular SHIV because by the time I got to it, I'd moved onto the Alloy Shiv. The list goes on. Once I secured money for myself to where my limiting factor was alien resources, I found out that the game reduced itself to waiting for the next ship, inventing one thing, building no more than two of it, and then waiting again. The game's magic was gone because I stopped looking forward to playing it and started looking forward to getting more stuff, which is a sure sign of burnout.

I suspect that both problems are related. XCOM is balanced with the idea that I'll always be behind and will always be under threat, so the situation of literally having more money than I could ever use simply wasn't intended and thus wasn't balanced to be fun. But that's... Not a problem of difficulty, I don't think. It's a problem of game design. Because when you come right down to it, XCOM is a game about doing missions to earn resources and using those resources to do more missions. The only thing distracting from this is the game's "difficulty" making you not want to go on missions when your best guys are hurt, or when your jets aren't good enough to down the alien ships, or when you don't have money to buy more grenades or some such. It's a problem of the game relying on the player's own head to make itself interesting.

Once I realised this, I began to realise where my emotional dissonance with difficult game comes from to begin with - I don't enjoy that feeling of pressure and stress. If the game has little to offer me beyond basically being survival horror by another name if I were to make it easy, then THAT is its real problem. Easy games aren't inherently inferior to hard ones, but they need to account for the player's ability to defeat the game's challenges and find other ways to entertain. A game built solely around flogging you is always going to fail if you take away its whip.

Luckily, XCOM has much more to offer aside from how hard it is for you. Err... Phrasing. What XCOM has to offer is really quite pretty graphics, a very involving tactical combat game and a strategic game which staggers progress so as to ensure (or try to ensure) that you get to enjoy all it has to offer. And if anything, I feel the game becoming easy towards the end actually fits. It shows me how far I've gone from my humble beginnings... If only it would fucking end without requiring me to fail at something!

---

What I'm trying to say here is that while easy games do tend to suffer from a number of problems, none of those problems are endemic to these games' low difficulty. They are solvable problems of designs, rather than some kind of universal flaws of games that don't spank my ass. So as I sit there and see how one of the lead designers of XCOM: Enemy Within has to defend himself in interview about tweaking the game to make certain aspects a little easier, I can't help but feel that the XCOM brand name might actually be hurting both Enemy Unknown and Enemy Within as much as it's helping them. I say this, because that brand name comes with a mandate of high difficulty and with a stigma against not wanting that. In a way, XCOM worked so hard to be difficult that it really didn't think about what it would do if... No, WHEN it became easy.

What I would take away from all this contemplating our navels is this: If your game offers an "easy" difficulty setting, make sure that setting doesn't snap your game's balance over the player's knee.

Xcom: Enemy Within expansion announced

Wed, 2013/08/21 - 10:11am -- marqaha
Forums: 
Frontpage News: 
Yes

Fireaxis has announced an expansion to Xcom: Enemy Unknown to arrive in November. Its called Xcom:Enemy Within. PCgamer has the details:

Quote:
  • “New Soldier Abilities: Research a new alien technology to advance the capabilities of operatives:
  • “Gene Mods: Construct the Genetics Lab to physically enhance operatives’ abilities, including augmentations to the chest, brain, eyes, skin and legs.
  • “MECs: Build the Cybernetics Lab to enable the construction of the new Mechanized Exoskeletal Cybersuit, or MEC. The new MEC Trooper class has specialized abilities and each suit can be upgraded with new weapons including the flamethrower, grenade launcher and more.
  • “New Weapons and Equipment: Give operatives an extra tactical edge with new projects from the engineering team in the Foundry;
  • “New Enemy Threats: Adopt new tactics to counter the threats from a host of new enemies, including the Mechtoid;
  • “New Strategic Resource: A valuable new alien resource, known as Meld, has been discovered. Secure it on the battlefield and use it carefully back at base to unlock new research and upgrades;
  • “New Tactical Challenges and Maps: Face new tactical challenges, on nearly 50% more maps;
  • “New Multiplayer Maps, Units and Abilities: Create custom squad from a wider array of options and dominate opponents in intense, one-on-one, turn-based matches.”

 

Player's Choice

Sun, 2013/08/04 - 9:40pm -- Orion Pax
Event Type: 
Event Tags: 
PC GamingPC Games

Player's Choice is just what it sounds like - join us online on TS, and we'll select the game that we all have in common and feel like playing Good

Of course, should enough people chime in ahead of time, we'll post what the actual event is right here Wink

Event Date: 
Wednesday, August 7, 2013 - 8:00pm to 10:00pm

Player's Choice

Sun, 2013/08/04 - 9:38pm -- Orion Pax
Event Type: 
Event Tags: 
PC GamingPC Games

Player's Choice is just what it sounds like - join us online on TS, and we'll select the game that we all have in common and feel like playing Good

Of course, should enough people chime in ahead of time, we'll post what the actual event is right here Wink

Event Date: 
Monday, August 5, 2013 - 8:00pm to 10:00pm

Wednesday Player's Choice

Mon, 2013/07/29 - 9:06am -- Orion Pax
Event Type: 
Event Tags: 
PC GamingPC Games

Player's Choice is just what it sounds like - join us online on TS, and we'll select the game that we all have in common and feel like playing Good

Of course, should enough people chime in ahead of time, we'll post what the actual even is right here Wink

Event Date: 
Wednesday, July 31, 2013 - 8:00pm to 10:00pm

Monday Player's Choice

Mon, 2013/07/29 - 9:05am -- Orion Pax
Event Type: 
Event Tags: 
PC GamingPC Games

Player's Choice is just what it sounds like - join us online on TS, and we'll select the game that we all have in common and feel like playing Good

Of course, should enough people chime in ahead of time, we'll post what the actual even is right here Wink

Event Date: 
Monday, July 29, 2013 - 8:00pm to 10:00pm

Monday Player's Choice

Mon, 2013/07/22 - 3:45pm -- Orion Pax
Event Type: 
Event Tags: 
PC GamingPC Games

Player's Choice is just what it sounds like - join us online on TS, and we'll select the game that we all have in common and feel like playing Good

Of course, should enough people chime in ahead of time, we'll post what the actual even is right here Wink

Event Date: 
Monday, July 22, 2013 - 8:00pm to 10:00pm

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