Playfire @ Eurogamer Expo: Assassin's Creed 4 Hands-on

Of all the games we were looking forward to playing at Eurogamer Expo this year, Assassin's Creed IV was pretty high on the list. Not just because the series owns some of the best games of this generation, but because many were left slightly empty by Assassin's Creed III, and are hoping that Black Flag won't result in the same kind of disappointment.

After a lengthy hands-on session with the game, we're pretty certain that any real worries about Black Flag have dissipated off into the ether. You might've been slightly burned by Assassin's Creed III's clogged story and poor mission design, but the promise of pirates is enough to bring the series back to form.

Here's how our play through went...

Picking up the PS4 controller, we started perched all the way at the top of the ship's mast. At first we considered making our way safely down the rigging to reach the Jackdaw's solid decking, but it quickly dawned on us that we weren't making the most of our situation. It's a videogame. Safety doesn't exist here. So, without thinking, lead protagonist Edward dived into the ocean.

In the few seconds it took for Edward to reach the crystalline water, you'll realise just how open Assassin's Creed IV really is. While previous games offered up huge open playgrounds with sprawling medieval and renaissance cities, Black Flag gives you an entire region of land and ocean to do as you please on the scale and scope never seen before. There were already had a dozen places visible, ready to be explored at our leisure. It's exhilarating to experience first hand.

After swimming around for a short while, Edward headed over to the Jackdaw and climbed aboard. The crew of the ship welcomed us with cheers and support. Men moved around on deck, climbing the rigging and going below deck for food, weapons and more. It feels like a moving base; a sanctuary for you to explore the game world, much like the Normandy did in Mass Effect, albeit with less lasers, aliens and forcefields.

Not having forcefields is something you should remember, too, as combat in Assassin's Creed IV can be destructive. After sailing for a short while we had strayed into enemy territory, marked on the map with big red circles - too busy concentrating on controlling the ship to pay attention to the mini-map. As a handful of enemy ships headed in our direction, the Jackdaw started to brace for combat, weighing up the odds and choosing targets carefully.

Like Assassin's Creed III, the naval combat in Assassin's Creed IV is really exciting, but the open world allows you to approach battles however you like, and it feels more dynamic than before. As you get accustomed to everything you might end up colliding with shallow reefs as you manage the ship, but it won't be long until you're bringing enemy ships down with precision, dealing with the smaller vessels with a couple of barrages before taking on the more capable ships in all-out warfare.

The Jackdaw is a war machine, and as such it has numerous devastating weapons on board. Using the main guns, we'd run alongside our enemy, releasing a barrage of deadly cannonballs that'd rip through the opposing ship's hull. Then pulling the ship around to release chain-balls, which did enough damage to bring down the ship's mast. After that, it wasn't long before they sunk into the depths aflame, and you're free to pillage their resources and crew with the tap of the X button.

Crew members and resources are both useful and valuable, and are key to your success as a pirate in Assassin's Creed IV. Of course, you don't have to stay and fight if you don't want to. Impromptu naval battles are open ended - we could've left the wheel of our ship to board our enemies and take the fight to their decks, or simply sailed off into the distance to escape battle. It's up to you.

We also spent a good chunk exploring the world. There wasn't enough time to reach a major town, but that's credit to the huge size of the world. Although much of it is open ocean, a sizeable portion of the game world is solid ground for you to find hidden treasures and delve into secrets long lost to the undergrowth. It's absolutely fantastic, and feels like the most adventurous Assassin's Creed game yet.

Black Flag looks huge and exciting. It didn't look as good as we expected it to running on the PlayStation 4, but it's a pretty game nonetheless. We only got a small glimpse of what the game has to offer - we didn't manage to see on-foot exploration, hub towns, melee combat, assassinations, hunting or any of the other stuff that's packed into this game - but we're happy that any apprehension we had over Assassin's Creed IV failing to bring the series back to form has all but disappeared, providing the game's other numerous mechanics slot snugly into place.

Joncol, Ben (radMonkey) and the rest of the Playfire team.

Playfire @ Eurogamer 2013: Watch_Dogs Exclusive Demo


We’re back covering Eurogamer Expo again. It’s busy. We’re hot and tired. Let us go home? Please!

The details on Watch_Dogs’ single player have been locked down pretty tight since its announcement a few E3 shows ago. We were given an exclusive demo of a single player mission this Eurogamer Expo. It was around 20 minutes long, but it showed a lot of cool stuff from single player.

Running on PS4 - judging by the blinding light bar on the controller the dev was using - the first thing we noticed was that, as much Watch_Dogs looks really impressive, it seems to have been reined in slightly since that phenomenal announcement video. The demo took place at night, so there wasn’t exactly much going on in terms of civilian or traffic activity, but the skyscrapers and other buildings in Chicago didn’t look as mind-blowing as we had expected. That’s not so much a commentary on the quality of the game, rather an indication of how high our hopes are, but let’s get on to more important matters.

Throughout the entire demo, we were reminded how every situation has multiple choices attached to it. These are dynamic choices and it’s up to you how to tackle certain scenarios. You can go in guns blazing, or more stealthily, using your very useful handset device to use the environment against the enemy. We saw how easy and simple it is to manipulate the city on the fly, raising bridges, bursting gas pipes below the streets, and shutting down traffic grids.

The mission we saw started out with a gorgeous cinematic. The animations and voice acting were top notch, even if the game itself didn’t look as immediately impressive as we expected in-play. Our objective was simple – we had to get into a restricted area to interrogate someone while our buddy watched from the rooftops with a sniper rifle. 
Simple enough, but we were already presented with various choices on how to play. First of all we needed money. Money in Watch Dogs seems easy to grab, all you have to do is select a target and then hack their bank account with your nifty phone. Within seconds we had chosen a target at an ATM and hacked $50,000 out of their account. Kerching!

The dev then showed us the array of weapons available to your character, and to be prepared we picked up a silenced pistol and an assault rifle, just in case we got into trouble. Choosing the sneaky route we started by manipulating the systems to allow entry. Switching from cover to cover, the guards dropped like flies as we used decoys to bring them out into the open for our friend on the rooftops to take them out with his trusty sniper. At one point we also mucked around with a forklift to give us access to the upper levels where our target was hiding.

Aiden Pearce is ruthless. We learnt that much from the scene that followed, but we won’t spoil any specifics. Needless to say, our stealthy run ended when the enemies called for back up, and it was at that point we resorted to standard third person shooting. It was slightly disappointing to see the inventiveness slightly hamstrung by the shooting, but it helps that shooting guys is still immensely satisfying.

Once we’d shot our way out of the base with a grenade launcher, we dropped the ultimate in phone technology bombs by cutting the power to the entire grid, rendering that portion of Chicago in complete darkness. We were told this was pretty much the most powerful ability you have in the game, and we get why. With a click of a button we were able to escape into the darkness unscathed. It’s hugely impressive, even if it ends up being limited to a set number of uses.
The lights went up and that was our demo. We were left excited, even if the initial look of the game wasn’t as eye popping as that first reveal. With the number of avenues open to players to experiment with, the city as well as the guns and tech tools available for them, there’s no doubting that Watch_Dogs will be an exciting single player experience, and that’s not even counting the interesting multiplayer that Ubisoft have been teasing but wouldn't show to us at the Eurogamer Expo. We’re yet to see exactly how Ubisoft plan to balance the game – will you be able to hack everything from get go? Can you just rob people freely and have ridiculous amounts of money? We’re yet to find out, but judging by the quality of their other great franchises like Assassin's Creed, we have faith that it will be nothing less than perfection.

So what about you? Managed to get down to the Eurogamer Expo and see Watch_Dogs for yourself? What were your thoughts? Let us know in the comments below.

Joncol, Ben (radMonkey) and the Playfire Team

Playfire @ Eurogamer 2013: The Machines

Eurogamer Expo may be all about the games, but just forget them for a second. The thing we were most excited to see and experience this weekend was next-gen hardware. Xbox One and PlayStation 4 are now just a few weeks from release, and the excitement in Earls Court yesterday was palpable. People can’t wait to get their hands on the new age of gaming – some literally ran from the entrance to the game they were most looking forward to playing. We didn’t run. Okay maybe we jogged. Quickly. We are so unfit.

Let’s get the disappointing news out of the way first, though. We didn’t see a PlayStation 4 up close. I know, I know. We were really disappointed, too, and we’ll have a search for one tomorrow, but we reckon Sony are keeping the machine itself locked away so people can’t see it at the moment. Luckily, Xbox One was on show at Microsoft’s first-party booth where we managed to get a couple of races of Forza 5, in which we suffered a hideous defeat to the impressive AI.

It’s a shame about not seeing PS4 in the flesh, then, but we still got to play with the controller and we were mighty impressed by it. Playing Assassin’s Creed 4, we got a great idea of how the new features are integrated into gameplay. The main big thing to mention is how useful the touch pad really is. Acting as a big button, clicking the touch pad brings up the game’s huge world map. Navigating in Assassin’s Creed 4 is a major part of getting around the game world in your ship, the Jackdaw, so having your map readily available is super useful. 

Not only is it simple to access your map, it’s even easier to move around, swiping the touch screen to view other parts of the world not currently in range, and using pinch gestures to zoom in and out to view the world on a larger or more detailed scale. It’s really responsive, and there was no feeling of latency to the touch controls. Rather than feeling tacked-on, the touch screen functionality really serves the efficiency of the gameplay, so you’re not spending loads of time in the map using the controller’s joysticks to navigate around, and can instead just whizz here and there with a swipe of the screen. It’s really nifty, and we’re excited to see what other developers do with it from here and beyond.

Another thing we were hesitant towards was the new DualShock’s triggers and joysticks. On the current PS3 controller, the analog sticks are too loose for us to get the best aim when moving around, and the triggers don’t necessarily feel like you’re pressing anything substantial when you shoot, accelerate, or whatever it is you’re doing. 

Thankfully, that’s not an issue now. The new sticks are much smaller, but slight indentations allow your thumb to sit nicely inside. There’s also a tighter resistance to them when you move around, which increases your accuracy. It’s much more like Xbox, which arguably has the better analog sticks, only the PS4’s controller’s sticks allow your hands to hug the extended hand grips.
The hugging nature of the controller also comes into effect with the new triggers. Whereas PS3 controllers had an awkwardly curved feel to the R2 and L2 buttons, which wasn’t ideal for resting your hands on for extended periods of time, DualShock 4 is much less pronounced and allows your fingers to fit snugly within them. This is good news for both grip and comfort, and you’re hardly likely to slip off the triggers when you’re shooting dudes out of a helicopter or flinging a car around a circuit. 

With Xbox One, the improvements are equally numerous but in different ways. The first thing we noticed was how similar it is to the Xbox 360 controller, but how little that really matters considering the solid design of the 360 pad. It’s really snug in your hands, thanks mainly to the removal of the awkward battery pack that sits in the center of the 360 pad. With Xbox One, your unused fingers can rest on the back of the controller, where the battery is now built into the controller itself. This also makes it slightly lighter to the touch.

The triggers feel tighter and more responsive than ever. The bumper buttons have also been altered, and although the size is pretty identical to before, the clicking of them feels different to the 360. We’re not entirely sure if we like the difference at the moment, but the functionality is still perfect. One of the most impressive improvements was the vibrating triggers, which now give a much deeper feel of what’s happening in game. 

Playing Forza, RT and LT rumbled separately as you brake into tight corners and ran over the bumpy chicanes. It’s not something that completely revolutionises the way the game works, but you’re much more involved in the handling of your car when the controller feeds back so much information. Of course, when we managed to crash – which was a lot – the entire controller rumbled as normal. We aren’t very good at racing games :(

Oh, and we also saw the Xbox One up close. Here’s a bad quality picture for you all to lust over. It looks pretty hefty, eh?

We’ll have a lot more content for you over the next few days. Tune in tomorrow for a report on our exclusive behind-the-scenes Watch_Dogs demo, in which Ubisoft showed a single player mission. In the mean time, are you at the show? What are your impressions of PS4 and Xbox One? Comment away!

Joncol, Ben (radMonkey) and the Playfire Team

Playfire @ Eurogamer Expo 2013

Hello and welcome to our Eurogamer Expo 2013 coverage!

As we were attending a couple of days of this year’s Eurogamer Expo, we thought we’d put some of our thoughts up on the site so you guys can read about what we’re seeing, and get a taste of our impressions from all the brilliant games on display at the show.

First of all, it’s bloody huge. The entire ground and first floor of Earls Court is buzzing with the sights and sounds of an established game show. Of course, the main attractions this year are focused all on the next generation of consoles, with Xbox One and PlayStation 4 taking centre stage. Triple-A games like Call of Duty Ghosts, Titanfall and Assassin’s Creed 4 top a line-up that will make any gamer envious of anyone who gets the opportunity to play.

You’ve got to queue, though, so good luck with that. This year’s Expo is the biggest yet, and it proved to be a packed event even on the first – arguably least busy – day. The moment the main doors opened to allow early-access ticket holders into the venue, queues sprung up at pretty much every stand in the room. The lines for games like Titanfall and Call of Duty Ghosts were over 3-hours long within about half-an-hour of opening, and they continued to increase as the day went on.

We’re also planning to head down tomorrow for the headline day. We’re not sure we’re going to survive the whole thing!

But Eurogamer Expo isn’t just about big budget games like CoD. Indie games and handheld are also exhibited in their dozens. A dedicated Arcade corner has all the niche, beautiful little trinkets you’d hope to find in an indie corner, and the games on show for Vita were absolutely stunning, but we’ll get into that later.

Over the next few days, we’re going to post some content on games we saw and played – Assassin’s Creed 4, Forza 5, Wolfenstein and Dark Souls 2, just to name a few. We’ll also talk about an exclusive Watch_Dogs single player mission demo we were shown behind closed doors. Last but definitely not least, we’ll give our impressions of playing Xbox One and PlayStation 4. 

Keep it locked to Playfire for the weekend to get every fix you could possibly want. If you have any questions about the event then feel free to leave them in the comments below! We'll answer them as best we can.

Joncol, Ben (radMonkey) and the Playfire Team

Who likes vouchers? We like vouchers!

Hey look, a new voucher*! This one will give you 20% off almost every title across the GMG Store. So whether you’re looking to save on the latest Scribblenauts game, or even just get an extra discount on this weekends deals, you’ll find something great to use it on! 


Below are this weekend's great offers, which start Friday 27th September unless stated otherwise.

The following deals start/end 1600 UTC on the days specified:

Friday - Sunday

Saturday - Monday

Sunday - Tuesday

Regional restrictions apply as usual, and offers are while stocks last.
*This voucher is valid until 1500 UTC October 4th 2013. Note that some titles will be excluded from vouchers, multiple vouchers cannot be used in conjunction, and that vouchers do not work on bundles or physical versions of games. 

Win an Eve Collector's Edition Promo Pack

Want to get your hands on a special EVE: Collector’s Edition Promo Pack? Well, the lovely people at CCP gave us 5 to giveaway! These Promo Packs will entitle you to:

All you have to do to enter is simply press the 2 buttons below (yes…both!). If you’re lucky enough to win we will DM you (which is why you need to follow us!)

The competition closes at 1100 UTC Monday 30th September, any entries after that will not count.

This competition is finished and winners have been contacted! Congratulations to @Trumppoll, @Arthmael, @virenyth, @evelyn, and @steinarl

As well as this fantastic competition, we have 75% off all of the EVE Starter Packs below!

*Regional restrictions apply as usual, and offers are while stocks last.

New: GMG introduces special Reward Vouchers

Here at Green Man Gaming we’re always looking to reward our customers and this week some of you may have been lucky enough to receive our latest Reward Vouchers!
These Reward Vouchers will entitle you to something special and, as an official partner, we will be working closely with publishers, to bring you the best possible rewards.
If you want to make sure you’re in with a chance of receiving these amazing Reward Vouchers then you need to sign up to the GMG Newsletter. You can do this by going into your account settings and ticking the box (as shown in the image below)...don't forget to hit save!

We know sometimes you want to share all these great vouchers with your friends, but unfortunately they won't always work for them....why? Because these vouchers are tailored to work for you lovely people that opted to our newsletters and purchased a specific game from us. They wouldn’t be special if everyone could use them!

The site wide vouchers will continue, so don't worry (but they will not stack with Reward Vouchers)! However it's worth noting that you will tend to get a better discount with a Reward Voucher!

With lots of new exciting releases coming up, make sure you’re not missing out on epic Reward Vouchers and opt-in now!

Playfire Chat: Steam OS

Having a good Wednesday, everybody?

The buzz around Valve's upcoming announcements have been more than loud recently. Deafening, in fact. "What are they planning?" everyone asks. "Is Gabe going to walk among us mortals?" they say, hopefully. "Will they finally manage to take over the world?"

Probably, yes. 

Steam has promised a whopping three announcements this week, and on Monday they delivered the first of their hat trick of brilliance; SteamOS. A Linux-based system, SteamOS lets players shift their gaming PCs into the living room, for a console style experience on a powerful gaming PC, from the comfort of your sofa.

It's a huge prospect for PC gamers everywhere, and feels like Steam's first step towards SteamBox, the rumoured hardware that they'll release to bring PC gaming into the console space. Steam has even said that major game developers and publishers will release games that'll run natively on SteamBox in 2014 - not even a year away!

Questions still remain, though. What else has Steam got under its sleeve? Will we see SteamBox soon? Most importantly, though, WHERE IS HALF LIFE 3?!?! If you've got ideas about where Steam are heading, or opinions on Steam moving into the console space and what that means for games and gamers, drop them in the comments below.

Have a good one!

Joncol, Ben (radMonkey) and the rest of the Playfire team

Update- normal service resumed (Original headline - Some games Out of Stock for 24 hours)

Update - 24th September 2013:

Please note that this maintenance is now complete and all available games are now back in stock

Thanks for your patience



This is just a quick heads up to let you all know that due to some platform maintenance we have placed some games "Out of Stock" for a period of 24 hours.  This is a temporary measure and the games will be back on sale tomorrow.

Some of those titles affected includes the Battlefield series (inc BF4 and BF4 Premium Edition), Star Trek, Doom 3 BFG,  the FIFA series (inc FIFA14), Inversion and the Pacman Championship Edition series among others.

Don't worry about missing any deals - we have extended our 25% voucher* until Friday:

Sorry for any inconvenience caused,


*This voucher is valid until 1500 UTC September 27th 2013. Note that some titles will be excluded from vouchers, multiple vouchers cannot be used in conjunction, and that vouchers do not work on bundles or physical versions of games.

Whatcha been playing?

Fed up of hearing about GTA V?

If so then we want to know what you're playing instead, or as well as GTA V in the last week. While everyone is causing mayhem in the sun-soaked Metropolis of Los Santos, what are you doing - are you there with them or in a totally different game? Finishing off some untouched stuff in Skyrim? Shooting down fighter jets in Battlefield 3? Being that paternal guardian for a young girl trapped in the zombie apocalypse in TellTale's The Walking Dead?

Tell us in our quick 1-question poll - we promise it's short and we'll share the results with you.

We're listening, even if no one else is ;)

Save up to 75% on Great Titles

This weekend you can look forward to some truly awesome deals including a 25% off voucher* that works on almost any title (which is conveniently placed just below this sentence)!


So, what are the deals? I hear you asking - we'll here's a taster.

The following 24 hour deals all start at 1600 UTC Midnight UTC on their respective day:



For more deals you can head to the Hot Deals page, where we have some cracking titles from Meridian 4

Have a great weekend!

- George

edit: apologies, the time of the 24 hour deals start and end at Midnight UTC.

Regional restrictions apply as usual, and offers are while stocks last.
*This voucher is valid until 1500 UTC September 27th 2013. Note that some titles will be excluded from vouchers, multiple vouchers cannot be used in conjunction, and that vouchers do not work on bundles or physical versions of games. James isn't here at the moment, so I'm afraid there will be no random sentence here...except for this one.

Indie Madness - 30% Off Voucher

We love a voucher here at Green Man Gaming - especially 30% off ones! Which is why this weekend as well as the 25% off voucher, we also have a 30% off voucher* which will work on the enormous list of games below!


Act quick though, as this voucher will stop working faster than...than something that stops working very quickly...

Hope you enjoy all these amazing Indie deals!

Regional restrictions apply as usual, and offers are while stocks last.
*This voucher is valid until 1500 UTC September 27th 2013. Note that some titles will be excluded from vouchers, multiple vouchers cannot be used in conjunction, and that vouchers do not work on bundles or physical versions of games.

Playfire Q&A: ThreeGates

Hello and welcome to the latest Playfire Q&A. This time we're chatting to ThreeGates Studio, the development masterminds behind the upcoming Legends of Aethereus. We had an excellent turnout on this particular interview session, so thanks to everyone that participated and thanks to ThreeGates for providing some excellent and insightful answers! 

We're also happy to announce that commandertellar is the winner of this particular Q&A! We'll get in touch about your GMG Credit reward.

Without further ado...

What’s the history behind the studio? Where did it all begin?

ThreeGates Studio began as a group of colleagues from various game development backgrounds who had a desire to make a new kind of game. The founders felt as if many great IPs had watered down more and more as they progressed and as each sequel was released. We had a few meetings and decided we would begin designing a game focused on some core features that we thought players would enjoy, and that were not being offered by many new products. 

Those features were:

1 - A combat system that was focused on player control and skill. 
2 - A dynamic and rich skill tree that included broad variation and individual creativity as opposed to a series of linear skill paths
3 - An extensive Crafting system with a diverse range of options. 

What games influenced ThreeGates over the years, and what have you learned from your influences to transform Legends of Aethereus into a unique experience? tenthshinigami 

There’s definitely a wide range of influence from several games. I think the one common thread among these games is that they were innovative for their time; mentally challenging with variety of creative solutions and that they included interesting elements of player interaction. Some of the games are RPGs but many were just good games that had interesting elements that are not entirely relevant to an Action RPG but the spirit and philosophy of some of the game design elements were inspirational in the creation of the core mechanics of Legends of Aethereus. Some of these influential games would include but not be limited to: Diablo 1&2, Balder’s Gate, Civilization 1&2, Left for Dead 1&2, The Tom Clancy series, Dawn of War I & II, Space Marine and Dark Souls.

How are you balancing the game’s action and its depth? Are you worried having such a deep game will impact pacing and may stunt wider interest? scarew 

This is something we are definitely trying to balance. The hands-on combat and intricate nature of the crafting and skill systems does create a challenge for some players during the early game experience. We have tried to pace the introduction to these systems in a smooth and measured manner so that the players are not overwhelmed with learning entire new systems, but can simply play intuitively from the beginning and work their way into learning the more intricate and complex nuances in an organic and unobtrusive manner.

What was found to be the best approach to start with when designing this game? Did you start with the story, characters, or maybe gameplay and mechanics? Was it just a melting pot of everything with a hat in the middle of the table for ideas to be thrown into? Spharai 

I am not 100% sure whether there is a “best way” to design a game. In our case we struggled to successfully convey the main cornerstones of the game to every team member. So this was something we reiterated a few times until we had a congruent team outlook on how the core systems would manifest in the final product. 

The goal was to build the game around the core mechanics of how the combat system would play and respond, and how the crafting and skill systems would combine to create a dynamic range of possible player strategies. So the intent from the start was based heavily on gameplay and mechanics.

What made you want to enter into the already huge world of Action/RPG games? With so many games on the market, it must've been a huge risk - what made you decide to take it? commandertellar 

The Action RPG genre does have a plethora of titles constantly being developed, published and distributed but we really felt that the core gameplay elements we were aiming to achieve would set us apart from just about every other game out there. We also felt as if the core game mechanics and gameplay philosophy we were shooting for was something that was conspicuously absent and would be popular among Action RPG devotees. 

What has been your biggest development challenge that you have had to overcome? dragon_blade 

The biggest challenge revolves around the combat system. We are trying to do something new and innovative, and there is always a fine line of balance. In some cases it is technically difficult and in other cases it is more a gameplay decision that needs to be tested thoroughly. 

As an example - since we are creating a physics based system that the player is controlling, it adds a quandary to the look and feel of the combat. We need to keep the animations structured and measured to keep the gameplay accurate and believable. At the same time this can have the effect of making the overall animation feel stiff. 

Unlike a game that uses auto-aim, we cannot make range calculations and adjust the animations into perfect position or play a series of cinematic animations. We have to stay true to the gameplay aspect and that creates some issues between good accurate strikes with tightness and more dynamic and cinematic style animations that many players have become used to. 

A lot of ARPGs eventually become a grind fest, with minor stat boosts being the only small motivation to continue playing. How do you plan on motivating the player to play and invest in their characters for more than just few hours? What takes Legends of Aethereus to the next level? Bor42 

The complexity and diversity of the systems allow the players to alter, adapt and iterate across many interesting and unexplored player strategies. We think the allure of being able to come up with your own unique player builds and configurations will be an exciting and challenging experience for many ARPG players. 

There is a lot to the challenges within LoA, especially once you factor in the PvP element. There is no “one perfect build” for every situation or character type. The players will constantly need to experiment with new weapons and gear, character builds and skill combinations. Through beta testing, one of the most fascinating results has been the amazing range of player character builds and strategies. One of the core elements when playing any game is to analyse it and come up with a strategy to successfully solve the games challenges. In Legends of Aethereus the possibilities and combinations are so vast that there will always be an interest for players to improve and adapt their character strategies to solve the challenges that lie before them. 

Co-op games with friends can be a very fun experience if you can support your gaming style by mods. So what is your stance on modding? Will you allow user created content and in what form? scorcher24

Modding is something that adds to the quality and depth, which in turns enhances player experience in any game. In the current situation all our focus is on polishing the game and making the player experience as good as we possibly can. So we have high hopes to add more customisation features to the game and possibly even some basic mod tools. Our philosophy is to constantly improve Legends of Aethereus through patches, DLC and expansions. Hopefully, at some point in the future, we can allocate the proper resources to work in the possibility for more user based content through mod tools. 

A lot of people criticized Greenlight. How has your experience with it, do you have any compliments/criticisms of it yourselves? Wanyal 

Greenlight is a new system and it obviously went through some growing pains and bumps as all new processes do. I think the core idea of Greenlight is great and Valve has a track record of iterating and adapting systems until they are streamlined. We are confident they are on the right track. As far as our contact with Valve, it has been top notch so far and we expect that it will continue to be so in the future. 

Legends of Aethereus looks very ambitious, yet you pledged only $25,000 and raised about $35,500.

Will this support be enough to support such a large project? And will you continue to self-fund in order to make the game stand out from the tough competition? Elwinbu 

The Kickstarter money is just a drop on the bucket of the total resources we required to develop Legends of Aethereus. We are very grateful to our Kickstarter backers and we intend on doing everything we can to take good care of them. As an indie developer one of the main struggles has been to generate enough resources to sustain the team of over twenty full-time developers. Many of the team members have risked their life savings while dedicating over two years of full-time work to develop LoA. The goal and intent is to generate enough resources to sustain the team so we can continue to improve and add to the game.

Thanks again everyone! And don't forget, Legends of Aethereus is out now and has been successfully Greenlit. Visit the official site here and follow the game on Twitter. Oh, and obviously don't forget to add the game to your Playfire wishlist ;)

Joncol, Ben (RadMonkey) and the Playfire Team