Executive editor Tyler Wilde said last year that Telltale’s upcoming game based on The Expanse (opens in new tab) looks pretty good, “especially the zero-G bits. (opens in new tab)” Today Telltale and developer Deck Nine shared a more in-depth look at the game’s weightless exploration in an extended gameplay video showcasing a journey into the remains of a destroyed ship.
In the new video, lead character Camina Drummer “mag-boots” into a UNN ship that’s been attacked and gutted by pirates. It’s not a pretty sight: Numerous frozen, decapitated bodies litter the halls, and while they’re not seen in the video (for obvious reasons, I suppose), apparently you can find the severed heads floating inside the bridge, which is no doubt a lovely effect.
In short order, Drummer comes to the rescue of a crewmate in trouble, forcing her to make a very Telltale-style choice (which of course unavoidably ends up annoying someone).
“This [decision] will carry through the entirety of the game,” Frost says in the video. “This will affect the ending. So these choices are very important. And they not only affect this character, but it affects the plot, the story going forward.
“The Expanse is all about grey. And, you know, a situation like this, there’s an upside and there’s a downside to both decisions.”
The video really makes clear the scale of The Expanse’s 3D spaces, and also digs into the way developers are trying to incorporate the mechanics of exploration into the storytelling. Items that players can discover while scavenging “will completely shift your relationship with characters if you find them and bring them back to your crew.”
“There are items that affect the rapport and relationship and affect the ending of the game,” Frost says. “These things carry through. So exploration in this space with this cool zero-G mechanic is really important to the storytelling. And it’s just fun.”
The video also reveals a little bit about Drummer’s relationship with Maya, a defector from Mars, and shows off some really impressive outer space vistas. And as much as it can be determined based on a video, it feels like a Telltale game, except perhaps bigger and less rigidly structured—which, as someone who loves roaming through large, bespoke environments, I find very appealing. Long conversations and unexpected outcomes are great, but sometimes you just want to crawl through a dungeon, right?
The Expanse: A Telltale Series, as it’s formally known, doesn’t have a release date but is expected to be out sometime this summer.
World War 2 looms large at all times, from school history lessons to cinematic epics—even when we’re looking for some videogame escapism, it’s there, making us replay the Normandy landings or the Battle of Stalingrad, deafening us with the cacophony of artillery and exploding tanks. For Company of Heroes 3, however, Relic has taken us further south, to the vineyards of Italy and the desert of North Africa. And a lot has changed since the previous games, with the studio’s ambition and desire for experimentation growing. This is something new, but it’s not the novelties that have impressed me the most.
Company of Heroes 3 is a beast of a game, cramming in two campaigns and four factions. Its proportions are fitting for this devastatingly massive conflict. The main course, ostensibly, is the Italian dynamic campaign—promising something akin to a World War 2 Total War.
From Sicily to Rome, you’ll push your way north, fighting the Nazis in random skirmishes and incredible bespoke missions. It’s a huge turn-based campaign that serves up a slew of spectacular, tactically interesting RTS battles, and it should be the most exciting thing Relic has ever done. Lamentably, this is not the case due to the absence of one crucial ingredient: it isn’t remotely dynamic.
As an RTS, Company of Heroes 3 is right up there with the very best, but Relic’s experimental campaign is, tragically, a bit of a dud. Across my nearly 40-hour march to Rome, I encountered hardly any resistance at all. The only time my adversary attempted to take back a town I’d captured, it was a scripted event. Aside from that, the Nazis seemed resigned to let me keep everything I’d claimed. Regardless of the difficulty settings, aggression is a foreign concept to them.
If one of your companies encounters an enemy company, they’ll probably try to attack you after you’ve finished your turn, so they are at least willing to defend their territory, but they never go beyond that. This renders the campaign largely pointless, turning it into a perfunctory saunter. You’ll be told to defend towns and build emplacements to help with this, but doing so is a waste of companies and resources when the enemy will never venture south.
Pyrrhic victory
The Italian campaign, then, is fundamentally broken. This is especially frustrating when it’s clear how great it could have been. And even in this seemingly unfinished state, good ideas bubble to the surface, if you can push past the very rough UI and impotent opponent.
Each company you requisition is a powerful toolkit that contains not just a distinct selection of units you’ll field in the RTS scraps, but also a range of abilities that help on the campaign map. The Indian Artillery Company, for instance, can bombard enemy positions, softening up towns, removing emplacements, blowing up bridges and weakening enemy companies. So there are a lot of targets to destroy, but also lots of opportunities to build.
Along with the emplacements you can pointlessly cover Italy in, conquest provides yet more things to spend your resources on. Capture an airfield and you can start sending out reconnaissance planes to remove the fog of war, or bombers to prepare targets for a ground assault. Capturing ports, meanwhile, increases your population cap and gives you more ships, which can strike at enemy targets from the sea. Together these give you a tonne of options for how to approach every assault.
There’s also an elegance to the way Company of Heroes 3 makes its twin layers approachable and logical—each being a reflection of the other. So those ships and planes that can rain down hell on things on the campaign map also appear as abilities in the RTS battles. The rules and tricks and pretty much everything you can do in one layer don’t need to be cast aside when you enter the other one, maintaining this cohesive feel that even the king of this hybrid genre, Total War, hasn’t perfected.
Performance
Aside from a couple of missions where the frame rate temporarily dropped considerably, Company of Heroes 3 proved to be buttery smooth. Excessive alt-tabbing did make the campaign chug a bit on occasion, but my aging CPU likely didn’t help in that regard.
Significantly less elegant are the campaign progression systems, which are a bit of a tangled mess. Companies gain experience from battle, whether it’s a proper RTS fight, an auto-resolved scrap or just blowing up a bunker on the map, and from that experience you get a hefty supply of skill points, which in turn must be spent across three distinct systems: Abilities, Upgrades and Units. There’s too much to comfortably prioritise, especially when you’re juggling lots of different companies, and they just don’t fit together very well—even visually. The UI for each is completely different, as is the order in which you unlock things. It just feels like I’m dabbling in something that’s still in the concept phase.
Friends with benefits
Subcommanders only add to the messiness by introducing one more progression system—another interesting idea that doesn’t quite land. Again, we have a list of unlockable bonuses, but this time it’s loyalty, not experience, that unlocks them. The British General Norton, US General Buckram and Italian partisan leader Valenti each have their own goals and personalities, and by agreeing with them in occasional conversations, performing missions for them, or simply acting in a way they like, you fill up their loyalty bar and unlock their bonuses. But it all feels a bit superfluous.
The bonuses you’ll receive are sometimes pretty helpful if not especially flashy, like reduced ability cooldowns, but when it comes to developing the relationships that unlock them, there’s a serious lack of friction. While it initially seems like the tension between the trio will force you to make tough calls, in reality it seems like you’d really have to work hard not to make all three your BFFs. I got quite a lot of notifications about how I’d lost loyalty with Valenti because I was rather aggressive in my ‘liberation’ of Italy, but there were no consequences, because simply playing the game ensures that you’re constantly impressing them. Win enough fights and Valenti doesn’t give a shit how many Italian towns you completely demolish.
So the Italian campaign is not the slam dunk I was hoping for, but I find myself less disappointed than expected. I was anticipating something grand, something evocative of Total War, and it doesn’t remotely live up to this—but what it does is spit out incredible fight after incredible fight. So many highs, thrills, and god, the explosions? Impeccable. Pristine maps turned into hellish, crater-filled nightmares, buildings crumbling, tank husks smouldering, men running around on fire—it’s appalling but exciting.
Here, in the RTS layer, we see real dynamism. And it even gives a glimmer of dynamism to the campaign map, where bombing the shit out of a location before you head into battle transforms it, pitting the ground and destroying buildings—which can have a dramatic impact on the ensuing fight. Once you enter the map, though, that’s when you become a proper terraformer, remaking and deconstructing Italy’s towns and countryside. The terrain reflects the decisions you make as you strategically take out anywhere Nazis might be hiding, as they do the same to you. Even the most stalwart cover is fleeting. When that “Mission Completed” notification pops up, you celebrate amid the apocalypse.
The Hedgerow Hell and frosty Russian maps of Company of Heroes 1 and 2 remain RTS high points, but Italy has spawned some of my favourite fighting spots. Narrow roads surrounded by tall buildings, hiding snipers and machine gun teams; winding countryside paths, where anti-tank guns hide behind every corner; the terrifying expanse of an airfield runway, where cover is a luxury and death seems perpetually imminent—even the memories of these encounters is enough to get my heart thudding like an artillery strike.
Each of the main missions is pure magic—even the overly ambitious final assault on the Winter Line. This climactic confrontation gives you different companies to control during different phases, and then lets you switch between them at will, and honestly it’s just a big bloody mess, like a co-op battle where you’re both players. But I still enjoyed it—the ambition, the spectacle, the chaos.
Good company
Between the big missions are countless random skirmishes, and given the length of the campaign I was worried they might start to get a bit stale. That didn’t prove to be the case, not just because the skirmish maps and objectives are numerous, but because each type of company has a different playstyle and different toys to play with, keeping things exciting even 40 hours in. The Indian Artillery Company remained a favourite throughout, however, calling in handy off-map artillery strikes, dropping powerful mortar teams into the battle, and letting me play with the badass Gurkha unit. These lads can toss a whole barrage of grenades at the enemy, and it’s always a good time. If you like explosions—and if you’re playing Company of Heroes, you must—you’re going to have a blast with this company.
Every company has a fantastic hook, mind you, from the tank-heavy US Armored Company to the sneaky US Airborne Company. And while they all have their own unique tricks, they’re all incredibly versatile, too, more than capable of taking on any challenge, just in slightly different ways. The tactical pause system makes getting to grips with each company, and the units within them, a lot easier, giving you the space to set up and coordinate more elaborate attacks, or create a chain of orders. You can take all the time you need to throw down some smoke grenades, move your gun crews into position, call down an airstrike and send some brave lads into a fortified building to breach it, before unpausing the action and watching it all play out like a deadly ballet.
The much brisker North African campaign is Company of Heroes at its more traditional—a linear series of eight missions that sees you commanding the Deutsches Afrikakorps (DAK) and taking your marching orders from Rommell. Narratively it’s a weird one, attempting to balance the discomfort of playing as historical villains by interspersing it with the stories and perspective of Jewish Berber’s fighting against the Nazis, or living in occupied areas. The attempt to tell less well known stories, giving the oppressed a voice and even using their language, is a welcome one, but it feels awkwardly stitched together and is, ultimately, telling us stories about people that only exist in mostly static cutscenes.
While the campaign’s storytelling lacks impact, the missions themselves are a pleasantly diverse bunch, running the gamut from huge, multi-phase epic confrontations with offensive and defensive portions to smaller, focused scenarios where you’re setting up traps for convoys or hunting down tank commanders.
The North African maps are also a big change of pace from their Italian counterparts. The frequency of the wide, open spaces initially makes them seem less tactical, but they are perfect for the DAK, a faction that’s all about tanks. The desert really lets these behemoths rips, in turn emphasising some of Company of Heroes 3’s new features, like tank riding and side armour. Tanks are more versatile, but also require a bit more micromanagement, blessing these fights with more tension, even as you ride into battle with the deadliest of monsters.
Infinity war
Together the two campaigns give you plenty of battles, but the multiplayer and skirmish modes extend that even further, letting you fight other players or go on a good old fashioned comp stomp as one of the four factions (US Forces, British Forces, Wehrmacht, Afrikakorps). This quartet can then be further specialised in-game by picking specific battlegroup upgrade paths that reflect the companies of the campaigns.
The campaign AI, at least in the RTS layer, is serviceable if conservative, so it’s really in multiplayer where the depth of Company of Heroes 3’s strategy is truly revealed, and its most exciting confrontations. 14 maps are already in play, and mod support means we should see more appear courtesy of the community after launch. I expect to spend a lot of time here now that I’ve finished my tour of duty in the campaigns, and I’ve already had a blast blowing up (and getting blown up by) my fellow critics.
Company of Heroes 3 is a hard game to render a verdict on. Patches may improve the Italian campaign, but right now it’s impossible to look at it as anything other than a failure. Yet I’ve had weeks of fun with the RTS, and can’t wait to keep playing as more players enter the battlefield at launch. It is a flawed experiment that has nonetheless provided me with real-time brawls that I simply cannot get enough of—I love it. If you’re willing to accept that the campaign is just a vehicle for fantastic battles, I think you might love it too.
PC players have been getting a lot of shitty ports recently (opens in new tab). We’re talking frame-dropping, glitch-swollen monstrosities that feel like they’ve warped here from the dark days of the late 2000s. But at least one of them might be getting a fix. The remaster of Chrono Cross, which hit PC last year riddled with stuttering and framerate issues, is slated for a patch “this month,” per an announcement on the Chrono Cross Twitter account (via RPS (opens in new tab)).
We’re launching an update for Chrono Cross: The Radical Dreamers Edition. pic.twitter.com/pMxwcuoxzNFebruary 20, 2023
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The Chrono Cross remaster’s performance was so bad that it eventually got re-remastered by the fans themselves. A mod by a creator named isa (opens in new tab) managed to coax a stable(ish) 30fps out of the game by opening it up in Cheat Engine and poking at things until they worked better. But you hopefully won’t have to rely on such jury-rigged fixes for much longer.
The devs are promising a “wide range of changes” in the upcoming patch, including improvements to the framerate, changes to the growth system for Pip (what those changes will actually be is a mystery), and “fixes for other bugs”. As an aside, I don’t know how we as a society came to accept things like ‘Bugfixes and other improvements’ in our patch notes, but it’s become a problem that desperately needs rectifying.
I’m hoping the patch will finally turn Chrono Cross into the game it’s meant to be, but I can’t help but remember Square Enix’s patch for the PC version of Nier: Automata (opens in new tab). That one came out a whole four years after the janky port of the original game, but while it made some improvements, Nier’s PC version still suffers from performance issues to this day. Still, I can only hope that Chrono Cross’ patch goes above and beyond Nier’s, if only to finally give PCG’s Wes Fenlon the shiny port (opens in new tab) he so richly deserves.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676949282_One-year-later-Chrono-Cross-busted-PC-port-is-finally.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-20 17:12:162023-02-20 17:12:16One year later, Chrono Cross’ busted PC port is finally getting a patch
The Hogwarts Legacy Phoenix is the rarest creature that you can capture and keep in your Room of Requirement (opens in new tab), letting you feed and groom it in order to collect the valuable Phoenix Feathers material. But here’s the thing: unlike most other magical creatures, you won’t be finding the Phoenix in just any old den. Instead, like the Graphorn Mount (opens in new tab), this flame-feathered bird has some specific requirements you’ve got to meet before you can find it.
If you’re still exploring the Highlands, you might want to know how to complete the Solved by the Bell (opens in new tab) and Cursed Tomb Treasure (opens in new tab) quests to get the special Treasure-Seeker’s outfit. Otherwise, here’s where to find the Hogwarts Legacy Phoenix so you can bring it back to your Room of Requirement.
Hogwarts Legacy Phoenix location
The Phoenix cave is in the Poidsear Coast region (Image credit: Portkey Games)
The Phoenix isn’t to be found in any of the creature dens across the Highlands, but is instead linked to a specific quest. After you’ve unlocked the Room of Requirement, you’ll receive a series of sidequests with Deek where he introduces you to the Nab-Sack and how to catch beasts so you can rescue them from Rookwood’s poachers.
Once you finish the Foal of the Dead quest to breed Thestrals and care for the baby Thestral, you’ll get the Phoenix Rising quest provided you are far enough in the story and have also hit level 20. Deek asks you to go and find the legendary bird in the south of the map at the Phoenix Mountain Cave Floo Flame in the Poidsear Coast region. Once inside you’ll have to contend with poachers and spiders, but when you arrive at the top of the mine by the nest, you can simply take out your Nab-Sack and capture the bird.
Now all you have to do is ferry it back to the Room of Requirement, though beware of the giant spider waiting outside the mine for you.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676912576_Where-to-find-the-Phoenix-in-Hogwarts-Legacy.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-20 16:45:292023-02-20 17:43:19Where to find the Phoenix in Hogwarts Legacy
Humanity’s win/loss ratio against the robots crept infinitesimally upwards recently, as a human player managed to snaffle a win against an AI in Go, considered by some to be the most complex board game ever devised (there are more possible games of Go than there are atoms (opens in new tab) in the observable universe). As reported by the Financial Times (opens in new tab), a highly-ranked amateur Go player named Kellin Pelrine managed to outperform the KataGo AI in 14 of 15 games played together.
Now, to be fair, Pelrine had a bit of help. A research company called FAR AI came up with its own program to investigate KataGo’s weaknesses. FAR AI’s system played over a million games against KataGo, allowing it to come up with a plan of attack that a human player could plausibly execute, which got handed off to Pelrine. So, you know, I guess we don’t stand a chance against the machine ourselves, but if we can closely obey their orders we might at least be well cared for.
Pelrine said that the plan of attack that FAR AI’s program devised was “not completely trivial” but nevertheless wasn’t “super-difficult” for a human player to learn. It worked like this: Pelrine gradually created a big ring of stones (the black and white pieces with which Go is played) to encircle his enemy’s pieces, but made moves in the corners of the board in order to distract the AI. KataGo didn’t notice the trick even when Pelrine’s ring of stones was nearly complete. Pelrine used the same technique to beat Leela Zero (opens in new tab), another game-playing AI system.
Humanity can be a bit smug that, to any human player, Pelrine’s manoeuvre would have been “easy to spot,” according to the man himself.
So we’ve won 14 games out of, well, probably several thousand at this point, but every comeback has to start somewhere. As the FT noted, Pelrine’s victory comes seven years after the Google-owned AlphaGo AI defeated Go world champion Lee Sedol in four out of five games, a loss that eventually led to Sedol’s retirement (opens in new tab). Pelrine hasn’t played against AlphaGo, but KataGo’s AI is considered to be “on par” with it.
So no matter how unsurpassable they might seem, AI systems are still limited by their training and are still capable of mistakes that seem foolish to human onlookers, even in areas—like board games—where the talents of AI seem a natural fit. I’m going to go ahead and guess that KataGo’s developers have already rectified whatever oversight it was that let it fall prey to FAR AI and Pelrine’s tactics, but I bet there’s still a few left to iron out.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676952952_A-human-has-beat-an-AI-in-possibly-the-most.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-20 16:11:582023-02-20 16:11:58A human has beat an AI in possibly the most complex board game ever
This article first appeared in PC Gamer magazine issue 378 in December 2022, as part of our Secret Level series. Every month we talk to the unsung heroes of games development, and explore what makes their roles vital.
Peter Willington and Tess Cartwright work at Auroch Digital (opens in new tab)—Peter as production director, Tess as producer. The skills required are very similar, but their roads into the industry were very different. It’s interesting, therefore, that they both found transferable skills in their previous lives that help them in the day job now.
Peter has a background in journalism and marketing, including editorial duties at Pocket Gamer. He met Auroch Digital’s studio director Tomas Rawlings while on the journalism side of the industry and developed a friendly relationship. “Then a job for a producer came up,” he says. “There was quite a lot of overlap between running editorial [and the role of producer], and so I became a producer for Auroch Digital just over seven years ago now.”
But… what is a producer? “The concept of producer only really came about because of Trip Hawkins,” says Peter. “He basically was like, ‘We [in the game industry] are like rock stars! And rock stars have producers to make albums!’ That’s generally where it’s thought that we got that.”
Initially, the role was poorly defined within the industry (and Peter says that even today, different studios may give different definitions). From Peter’s perspective, it’s generally split into project management (“Are we on track? Is the scope right? Is the budget right?”), and brand management (“Is there an audience for this? Are we making the right thing?”).
Tess is much newer to the industry, with a rich background in theatre and circus. As a child, her experience with games was very specific. “I was allowed to watch TV or play games as long as it was educational,” she says. “So kind of like Math Blaster, and the Mavis Beacon Teaches challenge. So that was great, until I discovered boys and marijuana at 15.” At that point, she largely stopped playing games, and her love for performance began. “I did 15 years in performance, and theatre, and circus, and workshop leading.” In fact, Tess had a videogame-type show called Truth Sleuth, a sort of live choose your own adventure story, ready to tour… and then the pandemic hit.
Making a game is a lot like brewing a vat of beer… at least, making Brewmaster was. (Image credit: Auroch Digital)
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“I got funding from the Arts Council to turn it into a videogame,” she says. Truth Sleuth (opens in new tab) was successfully turned into a mobile game, and then, “I know Nina, who’s the operations director at Auroch, through the circus, knew her and knew she jumped industries. I actually met her just to get some advice about what to do with the game, and then she was like, ‘Oh, we’re hiring a producer…'”
While a producer requires leadership skills they are not, as Peter stresses, a designer. It’s more important that they are a ‘people person.’ “The producer themselves makes fairly few decisions. They really enable the design team, the art team, the UI team… everybody to work, as a conductor might conduct an orchestra.”
A scene from Tess’ game Truth Sleuth. (Image credit: Modest Genius Theatre Company)
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“On that metaphor,” says Tess, “we are holding the music, as well. I find my job is often like, ‘Six months ago, when we all collaboratively agreed what the pillars are for this game…’ I can be holding that and then say, ‘Oh, actually, that is not really meeting this goal anymore.'” In terms of collaboration, something Tess brings from theatre and circus, called devising, can come in. It’s “allowing everyone to feel heard, and share in something that you’re making.”
There are certain types of projects that don’t require a producer, but this can open them up to all sorts of issues. Peter gives the example of something Auroch worked on a few years ago without one. “Everybody gets an idea of what [the game] is, right? But everybody’s actually singing from a different hymn sheet. Some people thought it was one thing, some people thought it was another thing. They’re all making this one game that has the same name, but they were all making it differently.” The game ended up with a producer.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676908966_Making-a-videogame-and-running-a-circus-have-more-in.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-20 15:46:462023-02-20 16:37:52Making a videogame and running a circus have more in common than you think
Over the past six years, developer OnSkull Games has become something of a specialist in the ‘escape room’ genre. The idea is simple: you (along with several friends, in some cases) find yourself stuck in mysterious and atmospheric environments, which you must explore, prod at, and ultimately solve the puzzles therein to escape.
Developer OnSkull has always done a great job of giving that old-school escape room formula a distinct and powerful theme, such as their prolific Escape First series, where the rooms range from dank dungeons to surreal cosmic-themed spaces.
Now, the developer is taking that old-school formula deep into the (maybe make-believe) past. Escape First Alchemist throws you in among the concoctions and riddles of the eccentric alchemist Trismegistus, who’s managed to trap himself deep inside his chambers. Why should you care about the plight of this flamboyant fool? Well, you’re his apprentice for a start, but perhaps more importantly he’s trapped you and your friends in there as well, meaning that you not only have to free him but yourselves as well.
You do this by solving puzzles, brewing potions based on the beautifully presented alchemical recipes you find lying around, and inspecting your environment closely. Pick up arcane objects and inspect them in real-time to reveal their secrets, and figure out mathematical formulae on strange contraptions to progress ever-deeper into the mazey workspace of the alchemist’s brilliant–if somewhat deranged–mind.
(Image credit: OnSkull Games)
As if the challenge alone isn’t enough, you’ll have to contend with the disembodied voice of the alchemist accompanying you through your tribulations, mocking your failings, scorning your successes, and yet begging you to help free him (yep, he’s rather a confused man).
But if the prospect of having your puzzle-solving wits tested one-on-one against the greatest alchemist in medievaldom is a bit daunting, fret not, because you can embark on this brain-bending journey with three other friends. Merge your minds into a whole that’s greater than the sum of its parts (though probably more squabbly too) to unravel this world of alchemical mysteries. Assign different puzzle-solving tasks to different members of your team, or pore over the same one together, because you never know when another person might notice or look at things in a way that you don’t.
The game has more features brewing in its flasks as well. If you’re more into the heat of competition than the collective spirit of co-op, then there’s an experimental PvP mode in the works, where you and your friends will be able to race to complete your respective puzzle rooms fastest.
(Image credit: OnSkull Games)
The prologue of Escape First Alchemist has been available to play free on Steam since November 2022, and you can still hop into the to get a sample of the trials that await. The full version is coming out in March. On top of all the wonderful things we mentioned above, it will eventually be available to play in VR too, which you’ll still be able to play alongside people on the flatscreen version.
There’s always something bubbling over at OnSkull, so if you want to keep up with all the things happening at the developer, join their communities on Facebook, Twitter, Instagram, or Discord.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676960314_Outsmart-your-friends-and-an-eccentric-mastermind-in-Escape-First.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-20 14:59:172023-02-20 14:59:17Outsmart your friends and an eccentric mastermind in Escape First Alchemist
I went into Kerbal Space Program 2 feeling quite confident. I’d put away a decent amount of hours with its predecessor and expected—wrongly, as it turned out—that I’d be able to get a rocket into orbit and even fly to the moon (or Mun as it’s called in KSP). Turns out, there’s no future in rocket building for me. My career trajectory from Guides Editor to rocket scientist seems to have come to an explosive end, but at least I had a parachute equipped.
My thoughts go to Bill Kerman’s family, the little green dude who willingly sacrificed his life in the name of extremely bad rocket building—several times, in fact. Bill was one of the few green beings who were unfortunate enough to brave my designs. On more than one occasion, Bill and his crewmates came crashing back down to the planet, exploding in a fiery blaze as the rocket bullseye’d into the desert, though I was able to plunge them into a watery grave on occasion.
(Image credit: Intercept Games)
Despite my failures, vehicle creation is relatively straightforward and a lot of fun. KSP2 comes complete with a new blueprint layout screen and toggleable snap mechanics so you can get those extra fuel boosters coupled to your rocket just right, and make other interesting compound shapes. Nate Simpson, KSP2’s creative director, highlighted the community’s frustration with the lack of precision-building in KSP. Regarding the new blueprint tool, he says: “All of a sudden, you’re an architect in this beautiful, clean world of parallel lines and it’s wonderful.”
It really did make a massive difference when building a rocket, especially when you’re not exactly technically minded. You can add multiples of the same decouplers and align them all perfectly in blueprint mode if you wish, or you toggle off snap mode, place them any old way and hope for the best. I did just that and ended up making a plane with the fuel booster somehow attached to its underside, so you can imagine how well that launch went.
One does not simply add more boosters
KSP2 comes complete with a new blueprint layout screen and toggleable snap mechanics so you can get those extra fuel boosters coupled to your rocket just right.
The actual physics behind rocket launches and reaching orbit is bafflingly complicated and KSP2, much like its predecessor, is filled with scientific language meant to stealth educate you. It’s wild how, after an hour of playing in its sandbox, I was somehow an expert in explaining apoapsis and periapsis and why my rocket was, despite looking like shit, a genuine success. KSP diehards will appreciate the lengths the team has gone to create realistic rocket building, launches and explosions, so you can live out your Space-X fantasies to your heart’s content.
Controlling the new rover, drones and planes, however, was not my forte. There’s a new sand dune buggy that you can roll in, and it has little fiddly stabilisers you can use to correct its position, but I would have had an easier time feeding my toddler remotely via a robot arm. Hit the directional keys too frequently and all of your aircraft or vehicles will start spinning wildly as you make your rapid descent back to the planet’s surface, or begin listlessly orbiting a planet for the rest of your life. Fortunately, there’s a new time-skipping function that makes your inevitable rocket crash less painful to endure.
(Image credit: Intercept Games)
The improved video tutorials and new UX make it more approachable for new players—much like how learning the mechanics of Crusader Kings 3 is much easier and palatable than its predecessor—and you can check the engineering notes as you build to make sure you’re not missing anything crucial, like fuel (oops!). If you don’t take the time to learn about stacking, staging and what rockets actually need, however, then there will be no successful launch for you, pal. That being said, what KSP2 doesn’t do is hold your hand. While upgrades to the manoeuver planning tool will depict non-elliptical trajectories and allow you to plan for burns better, it’s up to you to figure all that space jargon out and build a vehicle worthy of deep space exploration before you launch. Just remember that this time you can time warp using the new feature to skip your burn and arrive at your desired destination a hell of a lot faster instead of waiting too long in real life.
Space race
KSP2 is releasing in early access, so not all of its grand features will be available right away. I’m particularly looking forward to multiplayer, and Simpson talked me through his two favourite visions for how players will enjoy a co-op experience. You can create your own space agency in KSP2, complete with a flag and colour scheme. Collaborative working was at the heart of both examples, with Simpson envisioning a team of keen amateur scientists (read: players) working together to create the perfect deep-space vehicle.
“You could be working on different subcomponents of the same vehicle,” Simpson says. “I want to specialize in rovers, somebody else wants to work on the lander, somebody else wants to work on first stages—we kind of specialize as subcontractors in the same way that a real space agency does, and then work cooperatively to the same goal.”
Alternatively, you could view your peer’s agencies as rivals and create a space race as you each try to outdo each other’s designs, accumulating new technologies and knowledge more rapidly as you try to reach orbit and beyond. Personally, I’d like to see the team at PC Gamer try to create the worst rockets and see who can reach orbit and then land them first. Apologies in advance to whoever gets me on their team—maybe I can provide the snacks instead?
(Image credit: Intercept Games)
Simpson also spoke at length about the fact-finding missions behind KSP and KSP2, and how they consulted dozens of experts during its creation—including the staff at the European Space Agency, where this preview event was held—and the impact these dialogues had on celestial body design. Minmus was initially envisioned as an ice planet, for instance, but after consulting with an expert, Dr Joel Green, it was decided that the conditions surrounding the planet’s creation would have made it more akin to a comet, so instead, it was proposed: could Minus actually be made of glass? Spoiler: it sure is a glass planet.
Simpson admits that the current early access version won’t be particularly moddable, but he does expect players to try to find a way.
Where KSP2 differs from the majority of space games is that it takes its science seriously. Simpson explained that the art team became more like a geology department as they considered everything from sky colour due to what gases were in the atmosphere down to how the blades of grass should look due to soil composition. The new terraforming graphical overhaul makes planets and the universe look more realistic and beautiful than ever, but the effort into creating planets is what really blew my mind. When creating a celestial body—let’s look back at Minmus again—the art team worked alongside scientists to ensure they created a planet that was actually viable. That is, they weren’t placing an inordinately cold planet in close proximity to a star and expecting it to remain frozen because that’s just not how it works.
Mods? In this economy?
On the subject of modding, Simpson admits that the current early access version won’t be particularly moddable, but he does expect players to try to find a way. He states that the team “wants to provide real support, first for part modders”, with plans to support wider mods as the game stabilises throughout the early access period. There are ample parts available in the sandbox of KSP2, so I’ve no doubt that the hardcore modding community is going to come up with something wildly impressive.
While there are no exact dates in place for the KSP2 roadmap, or when the early access period will come to a close, Simpson reiterates that they are progressing in a way that’s best for the players and the current state of KSP2. It’s about making sure everything works right and minimising the risk of bugs—some of the bugs I encountered ranged from quite funny and mildly annoying, to full-blown “this rocket is spinning furiously in the sky and poor Bill’s brain must be soup by now” nonsense.
The long-term plan is to keep developing and perfecting KSP2 for years to come. A new star system is coming, changes to how science is gathered and tech tree progression, as well as even more launch locations ahead of the multiplayer release. The mood after the preview was, even for some extremely knowledgeable and experienced community members, that KSP2 is hard and all that rocket-building experience they had didn’t make them the expert builders they’d hoped—and that’s exactly what they were looking for.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676963957_Kerbal-Space-Program-2s-new-blueprint-mode-makes-rocket-building.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-20 14:02:132023-02-20 14:02:13Kerbal Space Program 2’s new blueprint mode makes rocket building more accessible, even if you’re just as likely to crash
We’ve partnered up with Sega to create Boot Camp, a series of articles and videos that showcase the new features and tactical considerations of Company of Heroes 3.
Typical, isn’t it? You wait ten years for a new Company of Heroes campaign, then two come along at once. That’s right, Company of Heroes 3 heaps a double helping of single-player strategy into your mess tin, letting you assume control of Allied and Axis forces as the game follows the frontlines of World War 2 around Italy and North Africa. But these campaigns don’t simply tell separate stories on either side of the Mediterranean, they play in completely different ways. So grab your binoculars and follow me as we scout out Company of Heroes 3’s single-player offering.
First up is the Italian campaign, which takes the game’s signature real-time battles and seeds them into a grand, turn-based strategy map entirely new to Company of Heroes. From your initial staging point on the island of Sicily, you’ll personally direct the invasion of the Italian peninsula. You’ll recruit Companies of soldiers and instruct them to capture Italian towns, ports, and airports, build fortifications, establish supply lines, and support your advance from the air and the sea, all while pushing north toward your ultimate goal—the liberation of Rome.
(Image credit: Sega)
Of course, the Nazis won’t greet your arrival with a cup of espresso and a slice of pizza. They’ll fight you for every inch of ground, and encountering an enemy company in the field will immediately trigger a skirmish. Here, the game switches to its real-time battle mode, where you’ll duke it out with the Wehrmacht for control over that territory. These battles aren’t randomised affairs either, they’re influenced directly by the situation on the campaign map. If the battle takes place within range of a howitzer emplacement you constructed, you’ll be able to use its cannon to your advantage, calling down artillery bombardments onto enemy positions during the fight. Companies in close proximity can also reinforce one another, lending units and abilities to their comrades for that particular battle.
Likewise, the outcome of a battle can influence your broader strategic approach. During the campaign, you’ll be issued objectives by strategic advisers, completing which will increase their loyalty to you and unlock bonus abilities. You could follow the ambitious plans of General Buckram for improved air support, heed the more conservative advice of the British General Norton for better naval capabilities or support the Italian Partisans in return for access to their spy networks.
These dynamic systems are threaded along a backbone of tailored missions that occur at key moments during your campaign, such as the capture of a major town like Salerno, or notable historical battles like the battle of Monte Cassino. Yet even these more scripted encounters can play out differently, depending on whether you bring American Paratroopers or British artillery to the fight, and what resources you have to support them.
(Image credit: Sega)
Italy represents a very different take on campaign design in Company of Heroes, but if you’re hankering after some classic singleplayer strategy, then the North African Operation is for you. This campaign puts you in the driving seat of Erwin Rommel’s Afrika Korps as the Desert Fox attempts to push the British off the continent. The campaign’s linear sequence of missions charts some of the most notable events of the Africa campaign, such as El Alamein and the Battle of Gazala, which saw Rommel advance through a British minefield in an area known as “the Cauldron” before assaulting and capturing the port of Tobruk.
Although the missions focus on the successes and failures of Rommel and his Afrika Korps, the campaign’s narrative charts a different path. It follows the story of Salima, a teenage Jewish Berber girl. Through letters between Salima and her father, who is fighting Rommel with the British, you’ll hear about the impact the war has on Salima’s life, and the people of North Africa as a whole. As Rommel’s army carves a path of destruction through Libya and Egypt, the campaign always keeps one eye on the effect the war had on the local people.
Retaining the essence of a game while introducing new ideas is always one of the toughest challenges of sequel design, and every developer has its own approach to the problem. With Company of Heroes 3, Relic’s solution is simple—why not have both?
https://gamingarmyunited.com/wp-content/uploads/2023/02/Company-of-Heroes-3s-twin-campaigns-offer-classic-RTS-action.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-20 14:00:582023-02-20 14:00:58Company of Heroes 3’s twin campaigns offer classic RTS action and a whole new way to play
While Nvidia’s liberal use of AI in its graphics card architecture could put HAL 9000 to shame, AMD’s relationship with artificial intelligence has been somewhat more tentative. According to David Wang, AMD’s Senior Vice President of Engineering at Radeon Technologies, the company is looking into integrating further AI acceleration into its GPUs than it has today—though you can expect a much more sparing application than the green team.
With AMD’s latest graphics cards, such as the RX 7900 XTX (opens in new tab), packing AI acceleration for the first time, it’s clear to see the red team has begun its adoption of artificial intelligence. In the other corner, Nvidia is now on its fourth iteration of its AI acceleration cores, called Tensor Cores, and has been improving frame rates using AI for some time.
Making use of those impressive Tensor Cores, Nvidia’s DLSS 3 upscaler creates new frames by processing current and previous frames with the Optical Flow Accelerator (opens in new tab) each new RTX 40-series card is touting. But what Wang reckons is that now all these new GPUs come with large scale AI accelerators, the green team is stuck jamming AI into all its processes to make effective use of it.
“That’s their GPU strategy, which is great, but I don’t think we should have the same strategy”, says Wang in a 4gamer interview (opens in new tab) late last year, as he mulls over Nvidia’s liberal approach to AI (machine translated).
“Nvidia is actively trying to use AI technology even for applications that can be done without using AI technology.”
But Wang goes on to reveal that AMD is looking into implementing AI into its next-generation 3D graphics pipeline.
However, the new approach with RDNA 3 has been to implement AI, with the new AI Matrix Accelerator block inside the Navi 31 GPU, but only where it’s really needed.
“We are focused on including the specs that users want and need to give them enjoyment in consumer GPUs. Otherwise, users are paying for features they never use.”
“Even if AI is used for image processing, AI should be in charge of more advanced processing,” says Wang. The plan is to ensure any AI tech AMD brings to the table isn’t limited to image processing.
(Image credit: Future)
Nvidia also uses AI for a plethora of application, such as intelligent noise cancellation and allowing uncanny valley levels of eye contact (opens in new tab). Instead of future AMD graphics card adopters creeping us out with AI-powered eye contact algorithms, Wang hints that one main focus for AMD’s AI applications could be on “the movement and behaviour of enemy characters and NPCs” in the future.
The use of AI to empower game NPCs is something we hear a lot right now, and admittedly does sound like a good use for AI acceleration beyond just enhancing game visuals.
Beyond AI, Wang notes that AMD and one of its partners have been researching “self-contained drawing” technology for upcoming graphics cards. It’s something that’s gaining momentum across the industry, which “generates graphics processing tasks only on the GPU and consumes them on the GPU itself without the help of the CPU.”
This self-contained drawing process is “A new technology that not only eliminates the data transmission between the system memory on the CPU side and the graphics memory on the GPU side as much as possible, but also eliminates the mechanism for transmitting drawing commands from the CPU, so it can achieve considerably high performance.”
If this technology lives up to its promises, we could see the CPU as even less important to performance than it already is today.
Considering the red team is already dominating our best graphics card (opens in new tab) guide, even without masses of artificially intelligent processes, says a lot. Though that’s largely down to AMD’s RDNA 2 cards sitting at all-time-low prices than their overall performance. It’ll be interesting to see how AMD’s deep dive into AI will improve the next round of Radeon graphics, anyways.
https://gamingarmyunited.com/wp-content/uploads/2023/02/1676901543_AMD-wont-have-users-paying-for-features-they-never-use.jpg6751200Carlos Pachecohttps://gamingarmyunited.com/wp-content/uploads/2022/08/Website-Logo-300x74.pngCarlos Pacheco2023-02-20 13:19:522023-02-20 16:36:53AMD won’t have users ‘paying for features they never use’ when it comes to AI in GPUs
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