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Daily Deal – Sundered, 75% Off

The Steam Community has spoken, and we are proud to announce the finalists for The Steam Awards 2018 — but we still need your help choosing the winners!

Voting will open on December 20th, at the start of the 12th annual Steam Winter Sale. Vote in each of our 8 categories to share your top Steam games and developers from 2018 and obtain this year’s set of trading cards.

Voting closes January 3rd and winners will be announced early February 2019. Good luck to all of our nominees!

Nominees for Game of the Year

  • PLAYERUNKNOWN’S BATTLEGROUNDS
  • MONSTER HUNTER: WORLD
  • Kingdom Come: Deliverance
  • HITMAN™ 2
  • Assassin’s Creed Odyssey

Nominees for VR Game of the Year

  • The Elder Scrolls V: Skyrim VR
  • VRChat
  • Beat Saber
  • Fallout 4 VR
  • SUPERHOT VR

Nominees for Labor of Love

  • Dota 2
  • Grand Theft Auto V
  • No Man’s Sky
  • Path of Exile
  • Stardew Valley

Nominees for Best Environment

  • The Witcher® 3: Wild Hunt
  • Subnautica
  • Shadow of the Tomb Raider
  • Far Cry 5
  • DARK SOULS™ III

Nominees for Better with Friends

  • Counter-Strike: Global Offensive
  • Tom Clancy’s Rainbow Six® Siege
  • PAYDAY 2
  • Dead by Daylight
  • Overcooked! 2

Nominees for Best Alternate History

  • Wolfeinstein II: The New Colossus
  • Assassin’s Creed® Odyssey
  • Hearts of Iron IV
  • Sid Meier’s Civilization® VI
  • Fallout 4

Nominees for Most Fun with a Machine

  • Euro Truck Simulator 2
  • Rocket League
  • NieR:Automata
  • Factorio
  • Space Engineers

Nominees for Best Developer

  • CD PROJEKT RED
  • Ubisoft
  • Bethesda
  • Rockstar Games
  • Digital Extremes Ltd.
  • Square Enix
  • Capcom
  • Paradox Interactive
  • BANDAI NAMCO Entertainment
  • Klei

Notes on Best Developer category:

“Best Developer” proved to be a highly-contested category with a lot of close calls among the top nominees. As a result, we expanded the set of nominees to 10. In addition, we’ve excluded ourselves from this category. We appreciate the love you’ve shown us, but we want to honor the other awesome developers on Steam, so we have excluded Valve from the final tally.

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Review: Tropico

Out of all the simulation games on the market that have been given mobile adaptations, Kalypso Media’s tongue-in-cheek Tropico seems to be the one players have been clamouring for the most. It’s finally available on the App Store (for iPad users only), thanks to PC-to-iOS masters Feral Interactive, and the construction and management simulator feels just as over-the-top and joyous as it did when it first sprang onto the scene.

Step onto a gorgeous plot of land on one of several small Caribbean islands as you come into power over your newly-adopted citizens. Your main goal in Tropico is to remain in power as the all-powerful ‘El Presidente.’ This can be accomplished in several different ways, most of which involve building structures like clinics, pubs, police stations, casinos, churches, and a whole set of other locations your citizens will need.

Tropico Rev1

Then, you need to serve up edicts through which you’ll control and appease your citizens and those culpable for keeping you afloat. For instance, you can beg the United States to help you with foreign aid if you find yourself in a pickle, or raise rents when you decide you’ve been too easy on the people, money-wise. These Edicts are extremely important in terms of how the game plays out and are important to keep an eye out.

Most of your time, however, will be spent trying to figure out how to make money. You’re nothing without your cash reserves, at least not really, and as such you need to figure out ways to manufacture items, attract tourists, or sell cash crops so you can start rolling in the dough. When you have those things in place, you need to focus on your people, the true heart of Tropico.

You can learn a lot about the citizens of Tropico by checking your Almanac, which contains all the information you need to keep quick tabs on the populace. Names, relationships, education, political ideology, and more can be found here. From here, you need to decide where you’re going to employ your citizens, what they’ll do on a day-to-day basis, and how you’ll keep them happy.

Tropico Rev 2

You’ll need to take care of their needs, like sleeping, going to religious services, staying healthy by visiting the doctor, and enjoying themselves with fun night club shows and stuffing themselves with food. If you can’t keep them happy, you’ll find yourself being protested against, see your citizens taking part in uprisings against you, or simply voting against you. There’s so much to keep track of that it can seem overwhelming, between the multifaceted Edicts, construction, keeping your people happy and safe, and figuring out how best to rule your island. Luckily, the game does a great job of giving you plenty of reading material to explain it all, with nuanced tutorials and explanations that make things very clear when you need assistance.

Tropico‘s mobile iteration is a premium game (it’s $11.99) but there aren’t any microtransactions to concern yourself with. You simply need only pay once, and all features are unlocked at the onset. There are plenty of them, too. You can start with a regular Tutorial or an Advanced Tutorial to get your bearings, tackle the Campaign, or play around in Sandbox mode. Campaign Mode finds you completing missions and unlocking new islands as you go, where Sandbox mode gives you the freedom to explore anywhere at the onset while playing around as you see fit.

Tropico Rev 3

There are 15 islands to unlock Campaign mode, starting with St. Helena and the modest goal of exporting 8,000 units of bananas. There’s a variety of different avatars to choose from as well, from Fidel Castro or Che Guevara to some ridiculous characters, like ‘Voodoo Pizzaman’ or ‘El Pollo Diablo’, an obvious nod to Breaking Bad‘s Walter White, otherwise known as Heisenberg.

If none of these characters strike your fancy, you can always create your own with a fairly rudimentary avatar editor. Customizing their looks doesn’t give you many options, but you do get a chance at naming your character, choosing a background and qualities, and other important traits that will ultimately shape your game. It’s a nice addition to the roster that lets you make Tropico feel truly ‘yours’, and players will no doubt want to take advantage of it.

Tropico Rev 4

Your background and traits will give you advantages and disadvantages in-game. If you come from a privileged background, you’ll have a leg up in terms of industry. If one of your traits happens to indicate you were brought into power by the CIA (a real one that can be selected) you won’t have many expectations foisted upon you by the people. There are a wide range of traits that offer multipliers and point bonuses, all of which you’ll have to keep an eye on if you want to truly succeed and remain in power. Selecting one of the 18 built-in characters ensures you’ll have an eclectic mix of personalities, but creating your own avatar can bring challenges as well. This is part of what gives the game such a satisfying amount of replay value.

Of course, the challenge when it comes to bringing PC-centric strategy titles to mobile devices always lies within the user interface. Without a keyboard and mouse to navigate, it can become a cumbersome waltz to pinch and zoom to inspect elements of the screen, place structures, or even inspect what’s going on in your “kingdom” of sorts.

Tropico rev 5

Tropico on iPad has been given a specially redesigned interface specifically for play on mobile devices in an effort to combat these issues. While it doesn’t reinvent the wheel in terms of alternate control schemes, it’s serviceable enough that it doesn’t detract from the overall experience in any way. It’s still a bit cumbersome to try and navigate large areas of the map via pinching and dragging, but the interface overall is one that’s been improved to the best of the staff’s ability. It’s just not a game that’s truly meant to be played on mobile, so some sacrifices understandably have to be made – you don’t have a mouse for those precise movements here.

Feral Interactive brought what it calls the ‘Dictator’s Desk’ to the game, or a bar where you can quickly access your most important in-game commands such as Intel, your Avatar, a list of Edicts, Overlays, Construction projects, and your Almanac. It’s all quite attractive, resembling a nice cherry desktop with attractive icons that look less like a taskbar and more like someone’s messy office. It gives the whole thing a nice, homey feel even though you’re an all-powerful dictator. The UI is fantastic, and the bar is a great addition to the game – it’s the map navigation that’s finicky, but as previously stated, that’s something to be expected when it comes to games like these on mobile.

Tropico Rev 6

In terms of controlling things on a larger screen, Tropico is also making its way to iPhone in 2019, but there’s no word just yet on which models will end up supporting it. Given the iPad’s requirements (iPad 5th and 6th generation, iPad Pro 1st, 2nd, and 3rd generations) it’s safe to say it’ll require plenty of processing power. But this is a game you’ll want to stick to on iPad, where you have the extra screen real estate.

With Tropico 6 headed for release next year, this port is a great way to experience where it all began (for the modern games, at least), especially since it’s such an accessible way to play the game without fussing with a PC or getting it to run smoothly. It looks great, plays well, and it’s got everything you remember from the original and then some. Ready to take on the role of El Presidente? Your people are waiting.

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Review: Rome: Total War

Rome: Total War, the legendary 2004 PC game, is now available on mobile thanks to Feral Interactive. This was a groundbreaking game back when it came out and provided opportunity for both strategic and tactical gameplay. The strategy came from building a world-dominating empire, one turn at a time, and sending your army out to subdue and absorb other lands in the name of Rome. The tactical component was satisfied by a n excellent battlefield simulation where you were the architect of a battle’s victory, or defeat. This mixed-level gaming offered something for any strategy or war gaming fan and justly earned a place in gaming history.

Which classic strategy game would you like to see next on mobile? Let us know below!

It’s been fourteen years and switching to Apple’s ecosystem hasn’t gone smoothly for other fan favorites. How does this mobile version hold up? Read on, dear gamers.

THE CAMPAIGN

The Rome: Total War campaign takes you back to the (abstracted) height of the Roman Republic. You play as one of three major Roman families—the Julii, Brutii, or Scipii—and seek to build economic and military strength through growth and conquest. Your ultimate goal is returning home to end the republic and rule Rome as emperor.

Your faction starts with a couple cities and some controllable family members. They are all male and act as governors when in in town and generals when in the field. Additional family members become available when they come of age, sixteen years, or through marriage. Your mandate, as directed by the Roman Senate, is to go forth and conquer for the glory of Rome.

The Brutii

The setting of Rome: Total War is Europe, North Africa, and Near-East Asia—the area within the Roman Empire’s historic grasp. It is your classic turn-based strategy game filled with infrastructure development, domestic management, diplomacy, espionage, and of course war. You develop your cities to fuel your economy and improve your military capacity. You recruit armies and build ships and go forth to subdue other cities and nations.

Once you conquer you must rule, and foreign populations won’t make it easy on you. A key aspect of Rome: Total War is city management. You’ll manage expenses, set tax rates, track morale, and host expensive gladiatorial games to keep the masses distracted. If you don’t, they will revolt and set back your imperial ambitions. You also recruit diplomats and send them far and wide to deliver your offers, threats, and bribes to other factions and their emissaries. Spies and assassins do the dirtier work of opening city gates and taking out enemy leaders.

Gameplay is turn based and you can assign actions to each settlement, family member, and other key resources like diplomats and admirals each turn. Settlements have both a construction and recruitment queue. You can construct buildings that confer different benefits—a market to increase trade and commerce, or stables which enable the training of cavalry units and dogs of war, for example. Based on the buildings in that settlement you can recruit different military units as well. Both queues allow you to set actions for several turns in advance, which saves a little time if you have a long-term goal in mind.

Settlement Details

Ruling a material portion of the known world is complicated, and there’s a lot going on in Rome: Total War. The game is addictive and can quickly suck you in with one-more-turn syndrome. Long ago I used to play the campaign mode for hours and hours and the urge to keep playing has been ported to iPad as well. The campaign mode is still very fun and holds up well. The UI shows its age a bit, but is still fine and I found the touch controls to be easy to work with. Once you complete a campaign with one of the starting factions the remaining eight playable factions are unlocked including the Greek Cities, Macedon, Britannia, Egypt, and Gaul. This adds quite a bit of replay value to the game.

THE BATTLES

The tactical component of Rome: Total War is the lifelike, real-time, battlefield simulation. You can command each and every unit down to the smallest detail of where they go and who they attack. You can view the battle from a birds-eye level or zoom way in to be part of the action. The attention to detail is very high and its clear Feral gave the soldiers a new layer of polish to better shine on more modern devices.

RTW Battle

Battles can be very difficult as every unit has its strengths and weaknesses against each other, so proper alignment is key. The real-time element means things change pretty quickly and you will need to be equally fast to keep a handle on things. Feral didn’t skimp on units or options in the battle simulation to simplify things for the iPad, which is commendable and something tactical gamers, and long-time fans of the game, will certainly appreciate. Naturally they have rejiggered the controls for touchscreen so you can pretty quickly tap and send units to where you want them. I found these controls to be fine, but far from optimal. I accidentally sent units out of place more than once in an absentminded attempt to change my viewpoint.

If you’re worried about fat-fingering a victory into defeat, or just aren’t interested in micromanaging units and tactics in every battle, you can choose to auto-resolve them. The auto-resolution rules seem fair, much like in the original. If you go in with an advantage you’ll win. If you go in evenly matched or an underdog you might do better taking the reins yourself, especially if you are a capable virtual general.

OTHER OPTIONS

There are other options beyond campaign mode. You can step into and play either side of ten historic battles. Most of which feature Rome versus one of its many adversaries. There’s also a “quick battle” option which drops you immediately into the deployment phase of a battle where you take the reins of a Roman army. Custom battle lets you build your own battle. You decide the map, type of game, season, weather, time of day, time limit, and many other variables. Naturally, you also get to decide who fights and which side each is on.

Custom Battle

THE VERDICT

Rome: Total War is one of my favorite games of all time and I’m very happy I can now play it on my primary gaming device, my iPad Pro. The beauty of the game remains in the interplay between the strategy and tactical elements. The ability to play both leader and general, stepping from a macro to micro view and back again, is something that few games have successfully replicated since Rome: Total War showed us the way.

As is to be expected, Rome: Total War is a huge install and a bit of a battery buster, but the game holds up well. The campaign mode is still very fun and will continue to please history buffs as well as strategy gamers. The real-time battle component does not hold up quite as well, but will satisfy the master tacticians out there given its depth of play. The extra options for a historic, quick, or custom battle also nicely replicate what the PC game offered.

All in all, this is a very well done port of the game to mobile. Fans of Rome: Total War will certainly not be disappointed. Those who have never played before might feel the game UI to be somewhat dated, but will likely soon forget as they are sucked in to the turn-based play of the campaign. I’d definitely pick this one up for your iPad today.

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Q& A: Directing the birth of a new BioWare world in Anthem

In advance of the recent Game Awards, BioWare brought in a few journalists for a quick presentation discussing the story of its upcoming cooperative RPG Anthem.

As BioWare readies to launch a major new universe, we had questions about the future of BioWare as a studio. At the meeting, game director Jon Warner and lead producer Michael Gamble made a pitch for what the game’s multiplayer story experience would be like, explaining how players would be given private opportunities to advance the narrative while still going on missions with their friends. 

We were able to sit down with Jon Warner to discuss the evolution and development of Anthem, and learn more about how the company is shifting into a new world of RPG design.

Edited for clarity.

So as a group, we wanted to go after some new challenges. We knew that we wanted to start telling stories in a more social way, and that was going beyond our previous efforts at multiplayer like Mass Effect 3 and Dragon Age: Inquisition. Right off the bat, we knew we wanted to create something that was going to be a little bit different from the start, we knew we wanted it to be a co-op experience, we wanted people to play together and be able to enjoy a BioWare setting for an extended period of time. These were the goals, the big tentpoles that drove our development.

Honestly, the first thing that really jumped out at me from our prototype was flight. We played around with it, had lots of different aspects to it, but having that feeling of being able to get to a point in the world and jump off a cliff and fly was like “oh my god, this is—this is amazing!” And then you kind of look around side to side, this is something no one else is doing either. It was magical right off the bat, our engineers, our animators, they were just eating it up. They dug it, they really dove into that challenge, and ‘yeah, we can totally do this.’

A lot of it is respect. Respect for the craft, we’re all game players, we’re storytellers and we tell stories in different ways. It starts from that position of respect. I want to listen to what you have to say as a developer and whether you’re a 3D modeler making terrain, or you’re a writer bringing these amazing characters to life, I want to hear what your opinion—you’re a writer, you have an opinion about how this rifle works or this piece of gear behaves. I really want to hear about that, or about how we’re casting and who we’re casting. You have to start from a position of listening. 

There’s a good structure of peer review that goes on, so you’re never really a lone voice. Sometimes somebody will come up to me and say “I had this idea, I think it should work like that.” You think about that, and I try never to either adopt or discard. It’s “hey let’s sit down and talk about that.” Sometimes there’s a great reason for it, and you go “yeah that would be really cool, and we do our best to make sure that gets adopted or changed or focused whatever the case may be.

But again it has to be a conversation, where are you coming from with this feedback and what do we want out of it? Sometimes it’s my job to draw the box around the sandbox and say “this is the sandbox we’re playing in, and this idea is outside of the sandbox so we probably won’t do it this time but maybe that’s an idea for the next game.” Part of it is my job to do that. That way we come to a place of understanding and agreement. 

It can be challenging. I think there’s one aspect of that which is very personal. It’s not just our coworkers, often time they’re our friends. Often times you go through a lot of challenging circumstances together, you draw closer together, it’s always hard to see somebody move on to that next opportunity, that next thing. I think that one of the ways that you do it is when people move on and choose to go to that next challenge. Again you’re always respectful about that. It’s not “oh well we didn’t need him anyway” or we didn’t need her anyway, it’s always being respectful and saying “they chose to move on, I wish them the best of luck.”

And you be genuine about it. You talk real talk with your teams and your developers. BioWare is an interesting thing because we’ve had such a stable base of people for such a long time. I think BioWare’s actually moving towards a more normal model, where turnover is a little bit higher, but I think that’s healthy in its own way, and it’s normal in its own way.

You roll on. You say “here’s our vision for Anthem, we still believe in it, we feel strong, and players who get their hands on it are believing in it too, and we want you to stay here and make something amazing with us.”

We definitely don’t want to have a culture of toxicity with our players, obviously. Doing things like allowing missions to be followed without voice communication, so everyone understands what you’re supposed to do without having tight coordination with strangers–that’s one important thing that just from a tactical point of view we do. 

The other thing is, we have a great team down in Austin that’s been running Star Wars: The Old Republic for a long time and they’ve developed a really good set of tools to work with the community and foster good practices and discourage bad practices, and I think we just have to be vocal and transparent about what type of behavior is tolerated and what isn’t. 

I think, especially for me, I’ll speak personally about this for a moment. I’m at a point in my life where I’m not always able to coordinate with friends for a long period of time. “We’re going to carve out three hours to do this thing together, and we have to coordinate our schedules to get that done.” I would much rather be able to go after really challenging content with other players who are trying to do the same thing, and let the software bring us together. 

That was kind of the general feeling behind that, let’s not cordon off our best content or our most challenging content in a way a lot of people can’t get to it. Instead, let’s encourage people to be able to get together, go after a challenge, and if they start to become acquaintances they become friends, hey that’s awesome, that’s great, but let’s let that happen, let’s let it happen, let’s see what the players need. 

A lot of it, having developed Anthem, I feel this acutely, you want your players to have the best personal experience. Well if we let you jump in here with a bunch of random people and you’re not really communicating, you might really struggle. But I think you have to respect your players and allow them to try. 

I think those moments are actually still very much there, and it’s the final expression of that friendship or that relationship that is the thing that’s changed. One of my particular favorite moments in the game is near the end of the critical path is a moment where you sit down with Faye and you discuss where you’re at, and it’s this quiet thing in the back of the fort, and it feels so intensely personal.

And by switching over to first-person camera for our conversations, you actually are able to make eye contact with her, and it’s this amazing connection that happens. It is about that friendship and that comraderies, and those moments are still absolutely there, there are moments like that with Owen, with Haluk, it moves me. I think it will move our players. I think that just understanding “hey, this is a game with a story that is about comradeship and friendship, that’s where it goes.”

The postmortem on these things, there’s always things you wish you could have done better. I think people’s experience with working overtime is going to vary from person to person. I can only speak for myself. I think for me, it’s been a challenging project but it hasn’t been crushing. I always said to the team from the very early days, “at the end of this project we are all going to be tired, but we won’t be broken.” That’s kind of the philosophy that we approached it with. I think that as an industry it’s a challenge we are all facing, and we need to be open-eyed and transparent about it. 

Yeah, sure, that is [a moment to wrestle over], it is. You look at it and go “oh, boy, we gotta do this,” but…I always try to err on the side of the person as much as I can, and whether I’ve been successful at that all the time, I don’t know. Because at the end of the day, the talented people who work at BioWare are what makes this whole thing go. I try to contribute to that, I try to lead them and guide them as best as I can, and I try to make sure they’re taking care of themselves as best as they can. Sometimes when you’re so passionate about a thing, sometimes it becomes easy to lose yourself in it, sometimes you have to step in and say “hey, it’s a marathon, it’s not a sprint.”

You have to think about the group, the collective at every step. I think that we have developed a lot of muscle memory in how we we tell stories to individuals, and you have to do a little bit of flexing and stretching to tell a story to a group of people. The difference may seem subtle but it’s not, I would just say be mindful of that. And it’ll lead you to good places. 

Let’s take an example from Mass Effect, when characters would address Shepard or…let’s say Mass Effect Andromeda was a multiplayer experience, instead of saying “Ryder” you’d say “Pathfinders.” 

And it seems like a simple thing. Often again it’s that muscle memory as storytellers that wants to pull you back into that place, and just reminding yourself that you’re talking to a group of heroes, not a singular hero. 

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Video: Micro postmortems: The process of developing vastly different games

In this GDC 2018 session, game developers Brandon Sheffield, Audrey Moon and Dan Boutros chronicle the ups and downs of the development of their vastly different games to help developers better understand the game development process.

One dev represents a more personal artistic approach, while the other worked with the Spider-Man license. The last discusses an update to an existing game, many years later.

As games scale up in team size, development gets more complex, and this talk shows a wide variety of game dev pitfalls and boons for to keep in mind.

It’s an insightful talk that’s definitely worth watching, so developers shouldn’t miss the opportunity to do so now that it’s freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent company Informa

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Gamasutra’s Best of 2018: Alissa McAloon’s top 10 games

Alissa McAloon (@Gliitchy) writes a bunch of news stories on Gamasutra.

Usually these top ten game lists end up being more like a complete list of the only games I got around to playing this year, but 2018 was a year of so many standout releases that I had a hard time narrowing it down to just ten. This is probably my third rewrite of this list because I keep running across more and more gems I played way early into this very long year, actually. There have just been so many wonderful games and decisions are hard.

But for every game I managed to spend some time with, at least two have been added to that “I should really play that” list I keep neglecting. Cultist Simulator, Vampyr, Frostpunk, The Missing, and Mario Tennis Aces, are leading that one right now, along with Celeste, God of War, Return of the Obra Dinn, Gris, Below, and a bunch more that I know I’m forgetting. And I still haven’t gotten around to finishing Persona 5 yet. Maybe next year.

All of that being said, here is the final roundup of my top 10 games for 2018, revised and finalized several times, legitimately right up until the absolute second before my deadline:

Dead Cells has become the number one game played on my Switch this year, usurping Stardew Valley as the game that was nearly always running in standby and ready for a run or two. Dead Cells lends itself well to the pick-up-and-play nature of the Switch, like many roguelikes no doubt do, but does so with a wonderful level of finesse. Each type of weapon has its own satisfying feel and rhythm, made all the better by the game’s vibrantly dreary visuals. 

Unlocks that further increase the effects and varieties of objects that’ll randomly show up throughout levels encourage innovation on the fly, but allow you to become familiar enough with those different variables that it’s always easy to pick up the gear you need to get that “good run” and fight onwards toward the next boss or area. It’s a difficult game, and my first dozen runs had me getting my butt kicked time and time again, but the way Dead Cells handles unlocks and new gear helps feed into that lovely roguelike idea that you’re always making progress and improving, no matter how many times you die to the exact same enemy over and over and over again.

Forsaken was the Destiny expansion that brought our clan back together for weekly reset day play sessions. At its core, it has the same activity-rich allure that Destiny 1’s The Taken King expansion used to bring dormant players back into the fold, but Forsaken layers that focus on new activities with a captivating Western-like revenge story, some really really neat worldbuilding, and all around quality-of-life changes to make Destiny 2 the most fun it’s ever been. 

One of the best things about Forsaken is the Dreaming City. On the surface, it’s just another explorable planet to complete missions and strikes on, but the Dreaming City is unique in that it rotates through week-long ‘corruption’ cycles with every weekly reset. Those kind of gradual large-scale changes were a first for Destiny, and logging in each week to see the world had changed welcomed a new kind of play where our clan would explore the map to see how the world had shifted and rush to complete missions only available for that week. Drip-feeding activities is a good fit for Destiny and the groundwork laid by Forsaken bodes well for the rest of Destiny 2’s lifetime. 

Florence was one of the late additions to my top 10, so much so that I played it in one sitting yesterday morning and cried my eyes out while I was meant to be poking away at an earlier draft of this writeup. The game does a masterful job of introducing its small cast of characters along with their hopes, dreams, and flaws, all through small scenes, driven by simple puzzles and very little dialogue in under an hour. It’s a wonderful, emotional game that is a perfect fit for mobile and is now on the very short list of games that have moved me to tears.

The Hitman sequel drops the episodic format of that last rendition but keeps a firm grasp on Hitman 2016’s charm and quirks as it introduces just the right dose of new mechanics, new levels, and new content to the last game’s already tried and true formula. Hitman 2‘s magic is in each of the massive sandboxes that each main story mission of the game is set in and how it gives players the freedom to take complete ownership of their plans and assassinations, whether the steps they took to complete those objectives were laid out by the game’s suggested or plotted out completely from scratch.

Like the game before it, those base levels will also become home to challenge-like escalation missions, user-made contracts, and limited-time elusive targets throughout the lifetime of the game, setting the stage for hours upon hours of free content to keep Hitman completionists like myself busy until the paid expansion pass content shows up later on. And I haven’t even mentioned the Hitman 2016 Legacy Levels remade for Hitman 2‘s new AI and mechanics or the strangely satisfying competitive multiplayer Ghost Mode introduced in this game. It’s safe to say I’m still going to be obsessed with Hitman well into 2019. 

Minit bundles an adorable aesthetic with an interesting core concept to deliver a short, sweet, and productively frustrating little game. Your character dies every 60 seconds and is reborn from whatever place they call home each and every time, transforming what could be a straightforward classic Zelda-like world into an assortment of intriguing little micro-puzzles. It’s not a long game, nor is it complicated, but it’s a charming little adventure that does exactly what it sets out to do and does so wonderfully. 

I’ve got a thing for strange visual novels, so if you slap a multiplayer element in there and some spooky, monster romance I’m like 100 percent in, no questions asked. Monster Prom is all of that, with some witty writing and cute datable monster friends thrown in for good measure. 

Its competitive/collaborative play has it feeling more like a turn-based board game than a visual novel at times, tasking each player with visiting certain areas to raise specific stats, trigger encounters with their monster-of-choice, and track down items to give them an advantage or complete certain scenarios. It’s incredibly difficult to actually get the date, but learning the ropes and getting rejected a couple dozen times is all part of the fun.

Moonlighter is one part rogue-lite and one part shop-management sim, making for a gorgeous game that seems to be tailor-made for my interests. During the night, you scour procedurally generated dungeons for loot which you then sell through a shop during the daylight hours. Supply and demand for certain items ebbs and flows depending on what you bring back and sell each day, meaning you’ve gotta pay close attention to what loot you resell. Both sides of the game are equally fun on their own, but intertwining elements between the two of them add another layer to an easily addicting game.

Red Dead Redemption 2 has become the game I play to get completely lost in. So much of the game is spent just traveling from point A to point B across countrysides and through towns, and those are the bits of the game I find myself falling the most in love with. It’s relaxing to just toss headphones on and exist in that world for a while, fishing, or hunting, or tracking down small oddities hidden out in the wilderness.

There are moments along the main story where the gang as a whole celebrates overcoming certain obstacles with a day-long party at the camp, something you can easily walk away from to go track down another mission or your next shootout. But just lingering among that cast of characters as they sing, drink, and celebrate is such an endearing and heartwarming moment that I can’t say I’ve found in other games before.

It’s impossible to mention Red Dead Redemption 2 here however without calling out some of the controversy that’s surrounded the game in the leadup to its release, mainly in terms of excessive crunch, mandatory or otherwise, at Rockstar Games. Devs have spoken at length about their experiences while working on the game at length, and the stories on those perspectives should be mentioned with any discussion of the game itself.

I almost passed on picking up Spyro: Reignited Trilogy until 2019 when I assumed I’d have free time to play new games again, but I’m glad I didn’t put it off. I had expected Spyro to be just a PS4-friendly remake of the original first three games but to call it just that is selling the Reignited Trilogy short.

The remake brings all of the levels, mechanics, and characters you’d expect but somehow replicates the spirit of those original PlayStation games as well. Spyro: Reignited Trilogy feels and looks like I remember Spyro feeling and looking when I was 7 and playing the game on the PlayStation 1 for the very first time. There aren’t many remakes or remasters that can replicate the feeling of the original, and that achievement alone is worth calling attention to. 

Mario Party games always have a wonderful way of showcasing the weirdest quirks of Nintendo’s consoles, and Super Mario Party is for sure no exception. I’ve played a decent number of games on my Switch at this point, but one of Super Mario Party‘s minigames was the first time I had that ‘ah-ha’ moment with the HD Rumble feature baked into the Switch’s Joy-Con controllers. The weird, two-Switch game board minigame found in the Toad’s Rec Room side area is another example of oft-used (or even known!) features worming their way into a neat Mario Party minigame.

That adage about Mario Party either making or breaking friendships is still true though; I haven’t played Super Mario Party since an old friend I know from high school demolished me with a six star lead at 2 in the morning a few weeks ago.

Want to read more about the best of 2018? Don’t miss our look at the 5 trends that defined the game industry  this year, and keep your eyes peeled for more end-of-year reflections and lists from the Gamasutra team!

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Daily Deal – The Curious Expedition, 50% Off

Today we’re unveiling lists of the top selling and top played games on Steam in 2018! Like last year, we’ve built five lists – Top Sellers, Top New Releases, Top Selling VR Titles, Top Early Access Grads, and Most Played Games.

Top Sellers

We started with the basics by looking at overall Top Sellers. This is a list of the games that earned the most revenue in 2018, which includes all different kinds of Steam revenue; game sales, in-game transactions, and DLC. The resulting list includes a mix of free-to-play and premium games.

Here’s the list of Top Selling Games of 2018!

Top New Releases

This page highlights the 150 top-selling games released in 2018, split out by their month of release. To build this list, we looked at a combination of first-week revenue and overall revenue in 2018 to create a list of games that had achieved a sizable level of commercial success, regardless of when during the year each title released.

We find it pretty interesting how much variation there is from month to month. For example, December is a busy month and a lot of activity to compete with, so it’s understandable that it might be a less desirable month to release in. But April only had 5 releases that made our list and July only had 6, whereas February was the busiest month with 22 popular releases.

Here’s the list of Top Selling New Releases of 2018!

Top Selling VR Titles

This year again saw over 1,000 new releases with Virtual Reality support, with almost all of those (over 900) being VR-only experiences. Top VR sellers included new releases such as Beat Saber, Blade & Sorcery, Budget Cuts, and The Elder Scrolls V: Skyrim VR, plus some of last-year’s top hits including Fallout 4 VR and Rick and Morty: Virtual Rick-ality. There were even some classics appearing in top for the third year in a row, such as RAW DATA and Arizona Sunshine.

Our list this year highlights the leading VR titles by sharing the 100 top selling VR titles of 2018, plus a new section on the page for the top 20 VR releases of 2018.

Here’s the list of Top Selling VR Titles of 2018!

Top Early Access Grads

This year’s batch of notable titles launching through Steam Early Access includes the hugely popular games Raft and SCUM, and the VR-only experience Beat Saber. Meanwhile many popular titles such as DayZ, The Forest, and RimWorld made their transition from Early Access to full release in 2018.

We wanted to recognize the games that have worked hard to build happy communities and make the transition from Early Access to full release this year. So, we’ve put together a list of the top 50 games that transitioned out of Early Access to full release during 2018, as measured by revenue earned during 2018 (during Early Access and after full release).

Here’s the list of Top Early Access Grads of 2018!

Most Played Games

The Most Played Games list contains games that had more than 15,000 simultaneous players at some point during the year. To fully recognize the games that have built a significant community and player base, we’ve excluded a number of games that only had short-term spikes in player count due to running giveaways.

Here’s the list of Most Played Games of 2018!

Notes:

We don’t disclose specific revenue for the lists, but top sellers are broken into four categories in order to give you an idea of how they placed:

Platinum: 1st – 12th Top Seller
Gold: 13th – 24th Top Seller
Silver: 25th – 40th Top Seller
Bronze: 41st – 100th Top Seller

Thanks for reading, and for another great year on Steam! We’re constantly surprised by the amazing new games that seem to come out of nowhere, delight their audiences and end up on these lists (and in our Steam libraries) by year-end.

Also, don’t forget to check out the Steam Winter Sale, on now through January 3rd. Many of the titles in the lists above are on great discounts, and these lists are a great way to see which games were resonating the most with players this year.

-The Steam Team

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Check out these three great apps that are on sale

The countdown to the holidays has well and truly begun, but before you can clock off for Christmas, you’ve got to make it through till Friday.

If you think a new game will help you with that, then a few PT favourites are currently on sale:

Mini Metro (Review)

One of Nick’s favourites, Android users can pick this up for $1.

Icewind Dale

One of Beamdog’s strategy RPGs, it’s currently $1.99 for iOS owners.

Castles of Mad King Ludwig (Review)

A PT favourite form 2016, both Android and iOS users can grab this for $1.99

If you see anything else going cheap, let us know!

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5 events that rocked the game industry in 2018

Gamasutra editor Alex Wawro continues our annual series of year-end roundups by looking back at some of the big events that shook up the game industry in 2018.

A lot of long-simmering game industry issues boiled over in 2018.

As we noted yesterday while looking back at the trends that defined the games business this year, many longtime studios executed big layoffs or shut down entirely.

Unionization in the game industry is a hot topic again, and in 2018& Game Workers Unite coalesced and seemed to focus years of chatter into meaningful statements and action.

After years of giving chase, French media giant Vivendi finally gave up on trying to acquire Ubisoft and sold off its entire stake in the company to (among others) Ubisoft, Tencent, and the Ontario Teachers’ Pension Plan.

Iconoclasts finally came out!

2018 was a long one. Before we put it behind us, let’s think about which bits we’ll still be talking about in the year ahead.

The closure of Telltale Games (and Capcom Vancouver and Carbine and Bandai Namco Vancouver and Wargaming Seattle and…)

Telltale Games wasn’t the only studio to fall this year, but it was among the biggest and the most beloved. 

Despite clear signs of trouble (including reports of a toxic work environment, a big round of layoffs last year and a legal fight with ousted CEO Kevin Bruner) it was still a shock when Telltale initiated its “majority studio closure” in September, effectively laying off over 200 people with no warning and no severance.

They weren’t alone, either; Telltale’s sudden shuttering happened within days of Capcom Vancouver closing and Big Fish laying off over a hundred people, meaning the game industry lost two big studios and over 500 jobs in the course of a week. In retrospect, this seems a particularly bad year for mass layoffs in the game industry: 

While Skybound Entertainment works to finish up Telltale’s final Walking Dead game with at least some of the original developers, the once-beloved studio’s abrupt shutdown and failure to pay workers what they’re owed (inspiring at least one class action lawsuit) drove many to ask: will Telltale’s failure be a catalyst for industry reform

Valve implements rev-share tiers that favor the biggest earners (as indies flounder)

This year Steam’s polite dominance of the PC games industry appears shakier than ever, seen perhaps most clearly the week Valve announced it was formally creating new rev-share tiers that give big sellers a break.

By cutting its take on big earners (the standard 30 percent take drops to 25 percent on all post-September earnings over $10 million, and 20 percent over $50 million), Valve seems to be making a serious play to keep top game makers from taking their work elsewhere in the years ahead.

This has never been more viable, now that multiple publishers (including Bethesda, Ubisoft and Electronic Arts), and it comes right as Epic and Discord are opening up their own online game marketplaces with much better rev-share rates.

Most importantly, Valve is making this concession to big game makers even as smaller devs continue to struggle with discoverability problems in a market overflowing with remarkable games. Low-profile or niche games can easily get lost in the mix, especially when Valve is tweaking Steam’s recommendation algorithms in ways that drastically affect some devs’ earnings.

Once upon a time, just getting your game on Steam meant nearly guaranteed sales success; now, most devs could be forgiven for seeking greener pastures in which to launch their next game.

FTC agrees to investigate loot boxes in games (closing out a year of loot box backlash)

“Loot box” reward systems have been a thing in games for years, but after the Battlefront II imbroglio of 2017 they caught the attention of media outlets outside of games. Fast-forward to the end of 2018 and they’re now firmly in the sights of gambling regulators around the world, with countries like Belgium and The Netherlands branding them a potentially illegal form of gambling.

This has already caused devs like Valve, Square Enix, and ArenaNet to modify or stop selling games in those regions, and it’s likely that more devs will be impacted in the new year as the U.S. Federal Trade Commission commits to investigating loot box monetization schemes and their influence on young players. 

British game devs get their first-ever union (amid rising tides of unionization talk)

Talk of unionization in the game industry is nothing new, but action remains a rarity. Not so this year, when the United Kingdom chapter of pro-union activist group Game Workers Unite signed on to become an official branch of the Independent Workers Union of Great Britain, effectively creating the U.K.’s first game dev union

It’s a notable step forward for game industry labor activists, and it should give devs a fresh opportunity to observe what (if any) effect organizing can have on your local game industry. This is important because practical examples of organized labor in this business are still rare (though some do exist), and it caps off a year of reinvigorated conversations about unionization in the game industry. 

(Photo courtesy of @GWU_UK)

Game Workers Unite has been a driving voice in those discussions all year (or at least, since the IGDA unionization roundtable at GDC), but the focus has been on how to curb the game industry’s predilection for precarious, high-pressure jobs that burn people out and push them into other fields at a steady clip.

After a year filled with big layoffs and high-profile stories of toxic, mismanaged, or just plain poor work environments at various game companies ( Riot, ArenaNet, Rockstar et al), those discussions are sure to continue — and the U.K.’s first game industry union is likely to play a key role.

The Epic Games Store launches (bringing the Store Wars to a head)

The continuing success of Fortnite Battle Royale has pushed developer Epic Games in some surprising new directions, most notably towards backing the strongest Steam competitor to date. In launching its Epic Games Store with an 88/12 revenue-share split across the board, the company made a specific pitch to devs: we can take care of you better than Steam can.

While some devs don’t buy it, the evidence is compelling: Fortnite claims over 200 million registered players across all platforms, and while the Epic Games Store reaches only the PC portion of that audience, the company aims to build out a cross-platform market. There’s a (comparatively) small number of games competing for attention on the Epic store, and no paid ads to clutter up search results. 

Perhaps most importantly, Epic’s 12 percent take is among the lowest in the business (narrowly beaten by Discord’s 90/10 rev-share split), and the company waives its royalties on Epic Games Store sales of Unreal Engine games. At the end of a year in which Steam faced fresh competition from Discord (which also boasts over 200 million users) and other would-be game merchants, Epic’s decision to throw its Fortnite-fed weight around in Valve’s territory may create a fresh wave of opportunities for game devs in the year ahead. 

Want to read more about the best of 2018? Don’t miss our look at the 5 trends that defined the game industry this year, and keep your eyes peeled for more end-of-year reflections and lists from the Gamasutra team!

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Midweek Madness – XCOM® 2, 75% Off

The Steam Community has spoken, and we are proud to announce the finalists for The Steam Awards 2018 — but we still need your help choosing the winners!

Voting will open on December 20th, at the start of the 12th annual Steam Winter Sale. Vote in each of our 8 categories to share your top Steam games and developers from 2018 and obtain this year’s set of trading cards.

Voting closes January 3rd and winners will be announced early February 2019. Good luck to all of our nominees!

Nominees for Game of the Year

  • PLAYERUNKNOWN’S BATTLEGROUNDS
  • MONSTER HUNTER: WORLD
  • Kingdom Come: Deliverance
  • HITMAN™ 2
  • Assassin’s Creed Odyssey

Nominees for VR Game of the Year

  • The Elder Scrolls V: Skyrim VR
  • VRChat
  • Beat Saber
  • Fallout 4 VR
  • SUPERHOT VR

Nominees for Labor of Love

  • Dota 2
  • Grand Theft Auto V
  • No Man’s Sky
  • Path of Exile
  • Stardew Valley

Nominees for Best Environment

  • The Witcher® 3: Wild Hunt
  • Subnautica
  • Shadow of the Tomb Raider
  • Far Cry 5
  • DARK SOULS™ III

Nominees for Better with Friends

  • Counter-Strike: Global Offensive
  • Tom Clancy’s Rainbow Six® Siege
  • PAYDAY 2
  • Dead by Daylight
  • Overcooked! 2

Nominees for Best Alternate History

  • Wolfeinstein II: The New Colossus
  • Assassin’s Creed® Odyssey
  • Hearts of Iron IV
  • Sid Meier’s Civilization® VI
  • Fallout 4

Nominees for Most Fun with a Machine

  • Euro Truck Simulator 2
  • Rocket League
  • NieR:Automata
  • Factorio
  • Space Engineers

Nominees for Best Developer

  • CD PROJEKT RED
  • Ubisoft
  • Bethesda
  • Rockstar Games
  • Digital Extremes Ltd.
  • Square Enix
  • Capcom
  • Paradox Interactive
  • BANDAI NAMCO Entertainment
  • Klei

Notes on Best Developer category:

“Best Developer” proved to be a highly-contested category with a lot of close calls among the top nominees. As a result, we expanded the set of nominees to 10. In addition, we’ve excluded ourselves from this category. We appreciate the love you’ve shown us, but we want to honor the other awesome developers on Steam, so we have excluded Valve from the final tally.