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Dr. Coyle joins the fight! Now playable in ARMS

Dr. Coyle joins the fight! Now playable in ARMS

The mysterious scientist has revealed herself! Dr. Coyle is now playable as part of the free 5.0 update

As head of ARMS Lab, the good (?) doctor runs the Party Crash program, created Hedlock and Helix, and even experimented on herself! Talk about dedication to her craft.

Dr. Coyle’s special abilities include a spurt of invisibility after guarding, an extra ARM attack that appears after charging, and the ability to punch, dash, and block while levitating in the air.

Also included in this update is her stage called [NAME REDACTED]* and three new ARMS named Lokjaw, Parabola, and Brrchuk.

You can play as Dr. Coyle by updating your ARMS™ game to version 5.0. If you would like to update the game manually, please highlight the game icon from the Home Menu, press the + Button, and select Software Update (internet connection required).

If you don’t currently own ARMs you can learn more about the game at the official website.

*Yes, it’s actually called [NAME REDACTED]. Dr. Coyle is very secretive, indeed.

Game Rated:

Cartoon Violence

*Requires internet connection.

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Video: How multiplayer in Halo: The Master Chief Collection ran at 60 fps

When Bungie contracted Certain Affinity to help with Halo: The Master Chief Collection, the studio was beyond excited. However after receiving a non-negotiable mandate that the game run at 60 fps, the pressure was on. But Certain Affinity’s lead technical artist Bryan Moss is a performance guy, and he understood the importance of making that goal.

In this GDC 2015 session, Moss breaks down the role of a technical artist, discussing their involvement with designers and artists during production of a multiplayer map. When it’s time to optimize and manage framerate, they’ll pop over to QA and troubleshoot to fix problem areas.

His talk points out what can cause the CPU to stall (like animations or poor occlusion culling) and he analyzes the design of the multiplayer map Bloodline, which he describes as their “worst case scenario” for its extremely long draw distances and multiple vehicle types.

Technical artists and animators interested in learning about the development pipeline Certain Affinity followed can watch it completely free via 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 UBM Americas

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Weekly Jobs Roundup: Wayforward, PlayRaven, and more are hiring now

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Here are just some of the many, many positions being advertised right now. If you’re a recruiter looking for talent, you can also post jobs here.

Location: Helsinki, Finland

PlayRaven is looking for a Live Producer to handle the creation, configuration, and maintenance of in-game promotional events, contests, content, and sales for its upcoming EVE Online mobile game. Ideally, this role seeks someone who takes a design-focused approach in creating compelling experiences while also using analytics to both develop and support business decisions. 

Location: Valencia, California

WayForward is seeking an experienced 3D Character Artist for a mobile game. The California-based team is looking for a talented artist with a good grasp of anatomy, form, and design. The characters for this game will be stylized, and all textures will be hand-painted.

Location: San Francisco, California

Supergiant Games is seeking a technical designer to join its creative team to help implement, iterate on, and debug game systems and content. The ideal candidate has excellent instincts and well-practiced talent both for the technical and experiential aspects of game design, and thrives in a highly collaborative, small-team environment. 

Location: Novato, California

2K is looking for an experienced rendering engineer to assist in bringing its upcoming first-person shooter to life. The team is seeking someone comfortable with designing new tools and systems to achieve artistic visions and also able to translate concepts into rendering code, shaders, and systems. 

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Announcing the Steam Awards 2017 Nominees

The Steam Selection Committee has spoken again for the 2017 Steam Awards Nominees. Come back every day from December 21st to January 2nd to vote for each award, and find out the winners on January 3rd!

December 21st 10 AM PST
The “Choices Matter” AwardGames are about agency, and this award is for the game that has it in spades. Maybe it’s because there are 31 ways you can breach into a villains lair. Perhaps there are dozens of potential partners for you to build a romantic future with. Or maybe you find yourself constantly saying “Where oh where should I plant those turnips”? In all three scenarios there is a common bond: the choice was always yours.

-The Witcher 3: Wild Hunt
-Divinity: Original Sin 2
-Life is Strange: Before the Storm
-The Walking Dead: A New Frontier
-Dishonored 2

December 22nd 10 AM PST
The “Mom’s Spaghetti” AwardThere are games that make you excited. There are games that make you happy. Then there are games so intense that they elicit a physical reaction. We’re talking weak knees. We’re talking sweaty palms. We’re talking fear-induced accidents. We’re talking your friends reminding you to breathe. We’re talking about mom’s spaghetti.

-PLAYERUNKNOWN’S BATTLEGROUNDS
-Outlast 2
-RESIDENT EVIL 7
-The Evil Within 2
-Alien: Isolation

December 23rd 10 AM PST
The “Labor of Love” AwardThis game has been out for a while.  The team is well past the first unveiling of their creative baby, but being the good parents they are, these devs continue to nurture and support their creation.  This game, to this day, is still getting new content after all these years.

-Team Fortress 2
-Warframe
-Titan Quest Anniversary Edition
-Path of Exile
-Crusader Kings II

December 24th 10 AM PST
The “Suspension of Disbelief” AwardLet’s be honest: games can have some pretty ridiculous elements in them… from the stories that drive the action, to the items required to conquer obstacles, to even the protagonists themselves. This award is for the game that has a key component, which when described out of context, seems totally insane, but while playing the game doesn’t even make you bat an eye, because in the moment it makes total sense.

-Saints Row IV
-Goat Simulator
-South Park the Fractured But Whole
-Rocket League
-Wolfenstein II: The New Colossus

December 25th 10 AM PST
The “The World Is Grim Enough Let’s Just All Get Along” AwardGames delight and entertain us, giving us much needed breaks from the sorrows and low points of our lives… and let’s be honest, for a lot of people it’s been a rough 2017. That is why the SASC has chosen to celebrate a game that doesn’t involve combat or conflict.

-Stardew Valley
-Cities: Skylines
-Slime Rancher
-ABZU
-To the Moon

December 26th 10 AM PST
The “No Apologies” AwardThis award is for the game that you love unconditionally.  Does it have some faults?  Maybe.  Do other people not understand your love for it?  Sure.  But make no mistake.  There is no guilt here.  Only pleasure.

-Rust
-Mount & Blade: Warband
-HuniePop
-Gothic II: Gold Edition
-The Witcher: Enhanced Edition (The Witcher 1)

December 27th 10 AM PST
The “Defies Description” AwardThis game is like… well actually it’s more similar to…picture a combination of… ya know what, I can’t describe it, just play it.

-Garry’s Mod
-The Stanley Parable
-Pony Island
-Antichamber
-Doki Doki Literature Club

December 28th 10 AM PST
The “Cry Havoc And Let Slip The Dogs of War” AwardThe Bard said it best.  This game doesn’t necessarily offer the biggest explosions… it offers something better.  Potential.  Potential to be a rampaging force of nature.  Or not.  Who knows.  You’re an agent of chaos and no one is going to tell you what to do.

-Just Cause 3
-Total War: Warhammer II
-Broforce
-Red Faction: Guerilla Steam Edition
-Middle-earth: Shadow of War

December 29th 10 AM PST
The “Haunts My Dreams” AwardThis award is slightly a misnomer, because this game doesn’t just haunt your dreams. It consumes your thoughts every waking moment of the day. This game doesn’t demand your time. You give it willingly.

-Counter-Strike: Global Offensive
-Dota 2
-Dark Souls III
-Factorio
-Sid Meier’s Civilization VI

December 30th 10 AM PST
The “Soul of Vitruvius” AwardThe Vitruvian Man was Leonardo’s celebration of the ideal form. And in that spirit the SASC looks to celebrate the game with the most lovingly rendered character… be it human, alien, anthropomorphic cat people, or even a piece of produce.

-NieR: Automata
-Rise of the Tomb Raider
-Hellblade: Senua’s Sacrifice
-I am Bread
-Bayonetta

December 31st 10 AM PST
The “Whoooaaaaaaa, Dude! 2.0” AwardThe Academy wasn’t clear enough in the awards description last year.  Let’s try this again.  This award is for the “Fear and Loathing in Las Vegas” of video games.

-Hotline Miami
-Luna
-Antichamber
-CPU Invaders
-The Evil Within 2

January 1st 10 AM PST
The “Best Soundtrack” AwardThere are very few things that can enhance a game better than music. The right song can set the tone for every aspect of gameplay, from simple exploration, to climatic boss fights. This award is for the soundtrack that captured the essence of their game so perfectly that it effortlessly immersed players into the game world.

-Nier: Automata
-Crypt of the Necrodancer
-Undertale
-Cuphead
-Transistor

January 2nd 10 AM PST
The “Even Better Than I Expected” AwardWe’ve all been there. You get super excited for a game, you pre-order it, and you anxiously wait as it downloads. Then you finally play it. How do you feel now? If the answer is “Elated beyond words because even I, a conductor aboard the hype train, was blown away with how good this thing was” then you have found the perfect candidate for this award.

-Assassin’s Creed Origins
-Cuphead
-Call of Duty: WWII
-Hollow Knight
-Sonic Mania

VOTING RULES
Every day, from December 21st to January 2nd, starting at 10 AM Pacific, a new category will be available for voting. Each category will only be open for voting for 24 hours before moving onto the next category, so be sure to check in every day to vote! The 2017 Steam Award winners will be announced on January 3rd.

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Daily Deal – Armello, 50% Off

The Steam Winter Sale has begun, on now through January 4th!* Save big on thousands of games for Windows, Mac and Linux!

The start of the Steam Winter Sale also marks the beginning of voting for The Steam Awards! Come back every day from December 21st to January 2nd to vote for each award, and find out the winners on January 3rd.

Voting kicks off today with The “Choices Matter” Award. Here are the finalists:

Dishonored 2

Divinity: Original Sin 2

Life is Strange: Before the Storm

The Walking Dead: A New Frontier

The Witcher 3: Wild Hunt

Remember to check back every day to see the new category and cast your vote!

*Discounts end January 4th at 10pm Pacific, unless otherwise indicated.

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Video: A level designer’s guide to the art of making great puzzles

What’s so appealing about puzzles?

For level designers, at least, puzzles are a great tool you can use to give players a means of acting on your game’s narrative with intent. At least, that’s what Ubisoft’s Jolie Menzel posited at GDC 2017 in her great talk on the art of using puzzles in game levels.

Her talk zeroed in on what exactly a puzzle is in the level design space, and explored techniques to create and refine puzzles that will elevate the player’s experience in your level. She also shared some useful techniques you can use to evaluate and troubleshoot puzzles, hopefully avoiding potential pitfalls and frustrations for your players.

Menzel’s talk was both fun and informative, so make time to go back and watch it now completely free via 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 UBM Americas

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Gamasutra’s Best of 2017: Phill Cameron’s top 10 games

Phill Cameron (@phillcameron) is a UK editor for Gamasutra

The breadth of games released in 2017 is frankly astonishing. Not just in terms of genres and topics that they cover, but also in the method of delivery.

This is the year that saw VR really come into its own, as well as the rampant success of the Switch, both of which offered a unique platform that suits different ways of digesting and experiencing games. 

Not only that, but with an ever-growing base of people playing games, more and more niche ideas are able to find purchase (and more importantly purchases), which pushes even more interesting and experimental concepts into viability.

Picking a top 10 this year, as with all years, is a difficult task, but I’ve tried to focus on capturing that variety in a year where I felt like every week something new and surprising was released. 

 I’ve ended up playing a lot of VR games this year, not just because I had to justify a PSVR purchase to myself, but because there’s a sense of experimentation to everything that’s intoxicating. However, out of everything, nothing has absolutely nailed the sense of being in another place, having a physical effect on that place, like Superhot VR

It’s difficult to pinpoint the exact element that brings it all together, but I think being able to properly observe everything that’s happening while time is paused, decide how you want to influence what’s going on, and then executing that plan, all while contorting and twisting your body to dodge bullets, grab weapons, and eliminate bad guys, that really achieves it. It’s not the only VR game that makes me sweat, but it’s the one that makes me sweat the most. A dozen action movies come to life, in the way that was always promised but never quite delivered on.

While I’ve always dipped into Zelda games, I’ve never properly become invested in one. They always seemed just a touch too game-y, the systems a little too close to the surface in ways that were more contrived than intuitive. Breath of the Wild manages to keep the whimsy of the previous games while overlaying system after system in a way that evokes Far Cry 2, of all games. Each encounter is the opportunity for accidental providence or chaos, things never quite going how you planned, and mores the better. 

That’s not to mention the wonderful sense of discovery and exploration that is second to none, and by and large down to the freedom of the story structure. Your objectives are simple, so simple that you can be forgiven for only giving the barest of attention to them as you wander through the world, and that frees you up to tackle things at your own pace, in your own order, in your own way. It takes the open geography of open worlds and applies it to the objective structure, too, in a way that feels simultaneously obvious and revolutionary.

It’s telling that the graveyard you encounter near the end of Edith Finch feels empty, as though the gravestones are just placeholders, a reference to the occupants, rather than any sort of memorial. Because the house itself is the true graveyard, these shrines to each member of the house locked away behind sealed doors, frozen in a snapshot of the person in the moments before they passed. 

There should be something morbid about traipsing through this empty house, but there’s enough joy in the vignettes that you slip into for each character that it never feels oppressive. Instead you’re just struck by the unrealised potential of these people that so often passed before they should have, as well as how so many of them died in what was seemingly their most triumphant moment. Lewis’ cannery job is an obvious standout, but so many of these inventive and surprising stories manage to capture the essence of the characters in sharp relief. The room that you entered before, that was filled with hints of the person who left it behind, now left like an echo of those final moments. It’s rare for a game to really reverberate emotionally, but Edith Finch is a rare game.

This is the second year in a row I’m putting Rainbow 6: Siege in my games of the year list, and for the second year in a row it’s received an incredible amount of support from Ubisoft Montreal, and continued to maintain its place in the pantheon of online shooters against increasingly stiff competition. In a landscape that includes Destiny 2, Player Unknown’s Battlegrounds, CS:GO and Battlefield, somehow Ubisoft has taken a difficult to learn, brutally unforgiving and full priced game and brought 25 million players to it. 

I’ve played all of the above games this year, but Siege is the one I keep coming back to. When I try to analyse the reasons why, it’s the way that the different systems present in the game interact that I keep coming back to. Variance of play is incredibly important in player retention, and with an ever-increasing roster of operators, Ubisoft is only ever expanding the possibilities of what a round of Siege can look like. That, coupled with exquisite sound design and level destruction, and the avenues for play are as wide as they’ve ever been.

Similarly to Rainbow 6 and Breath of the Wild, Divinity: Original Sin 2 is a game defined above all by its systems, and the freedom they offer the player. When you first begin to play, Divinity keeps its cards fairly close to the chest. You learn a few spells, they seem to give you powers that might, perhaps, border on being abused if you spot an opportunity. Maybe you can teleport to that bit of level geometry that seems like it should be out of reach? Could you perhaps fly over that locked door instead of finding the key? What’s that, your player character has been arrested and is locked up in prison, and then killed during an escape attempt? Doesn’t matter, the rest of your party has a resurrect scroll and just needs to make their way to the prison. 

It’s liberating, especially when it’s all wrapped up in a compelling world with consistently rewarding storytelling and a functional and often surprisingly deep combat system. I bounced off the first Original Sin hard, but here the more I teased at it, the more I realised I could do, and the more motivated I became to play.

Just to get this out of the way: Fuck Bennett Foddy. 

First of all, screw him for making me want to get up this hill. Secondly, screw him for making every single tiny inch of vertical progress something that is fraught with the risk that I might push off a ledge instead of hook onto it, and find myself plummeting down the entire length of my climb so far. Thirdly, screw him for programming Getting Over It to recognise those moments, and opt to perhaps play some jaunty bluegrass track called ‘Whoopsy-Daisy’, or maybe just have his cheery Australian voice read out a quote about the lessons we can learn from failure. Or just come up with his own smug acknowledgement of how much progress I just lost. 

But most of all, screw him for actually making me fire his stupid game up again, make 30 minutes of progress up this ridiculous edifice that he’s erected, only to mess up on some tiny little lip of rock and tumble through the air once again, only to have him mock me.

Each time I think of it, I’m amazed that Hellblade exists. It’s an aggressively difficult game to experience, with huge amounts of effort expended on Ninja Theory’s part to make the player frustrated, confused, disoriented and panicked. Reams of game design theory push developers in the opposite direction, but that’s when the intent is to help the player achieve what they want to achieve. Here, Ninja Theory want to achieve that disorientation and panic on the path to empathy, and it’s incredible how well they succeeded. 

The audio is the real star here, the binaural voices that circle around you in a maelstrom of mockery and doubt, the whispers and shouts that ebb and flow as you delve deeper into Senua’s nightmare. It’s long enough an experience for you to get used to them, which lets Ninja Theory begin to play around with their presence, use them as a mechanical force to both help and hinder the player. It’s an astonishing thing.

Another entry in the ‘games that get systems right’ genre, Heat Signature is an exercise in failure. You board a ship, have a quick scan through it, and figure out what you’re going to do. Take out this guard, steal that keycard, move through this door, disable that alarm, and you’ll be away, right? Except you forgot about that other guard’s patrol pattern, or maybe missed that one of them had an emergency shield, or a thousand other things go wrong, and you have to improvise. 

The suite of ridiculous technology that you’re provided with only broadens those possibilities, and coupled with the ability to pause for as long as you like gives you the opportunity to construct impossible solutions to impossible problems. And some of the time, they actually work. 

The problem I’ve always had with fighting games is that they are counter-intuitive. The absurd combinations of button presses are so abstract from the actual performance of the move they correspond to that I find it impossible to overcome the challenge of learning them. Absolver manages to achieve the task of deferring the complexity of its systems into the moveset itself, having you construct which kick flows into which punch, meaning that the actual performance can be relatively simple, and often quite beautiful. 

It’s a game filled with clever mechanics that make sense on an intuitive level, such as blocking and countering moves is how you learn how to perform them, or that if you want to dodge a sweeping kick you jump over it, and if you want to dodge a straight punch you turn to the side. Following the development of the meta-game over the first few weeks was really compelling, as a mexican wave of tactics swept through the player base, moving from lots of fast, weak moves began to be replaced with slow, powerful, uninterruptable attacks, until the player base moved onto something else. 

At the opposite end to Getting Over It in the ‘occasionally having philosophy spoken to you’ genre, Everything by David O’Reilly confused me at first. It felt like I was supposed to be tracking down those orbs of philosophy, that they were being triggered by something I was doing, and the ‘game’ was to find those triggers.

But as I explored laterally, and then through the layers of scale that become more and more surprising and impressive the further you shrink or expand, Everything began to become more meditative. 

I don’t think it would be incorrect to describe Everything as the first philosophical adapation, and I’d be surprised if it wasn’t the last. It’s incredible to see O’Reilly take the lessons, or more accurately his interpretation of the lessons, of Alan Watts and translate them into an interactive experience. That only becomes more clear the further along you get in your exploration, especially when you reach the culmination of the game which requires you to have internalised the lessons and philosophy of Watts to complete. 
 

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GDC Q& A: Astroneer’s Veronica Peshterianu on success as a team’s first producer

Veronica Peshterianu is a producer at Astroneer dev System Era Softworks and will be at GDC 2018 to present the talk “Hello, I’m Your Producer: Strategies for Succeeding On a Team without Production.”

Her Production & Team Management Track talk will discuss strategies that can be used by new producers stepping into the role for the first time, as well as introducing production methodologies for building a foundation of trust with a development team. Here, Peshterianu gives us information about herself and what she does.

Don’t miss out! The Game Developers Conference in San Francisco next March is going to be full of interesting and informative sessions like David’s. For more visit the show’s official website.

Tell us about yourself and what you do in the games industry.

I am a producer and I work at System Era, an independent game studio in Seattle, WA. Over the course of my career I’ve had the pleasure of working on some of the most beloved game franchises like Halo and Plants vs. Zombies.

What inspired you to pursue your career?

Playing, talking, and thinking about games in high school inspired me to pursue games as a career. At that time, I thought that I would have to go into engineering, art, or design to be a game developer, which led me to study Computer Science in university. It wasn’t until graduate school, when I interned at Electronic Arts as a producer, that I learned about production as a discipline.  It was a huge revelation for me! I was thrilled that there was a role in game development that combined my way of thinking through problems with my enjoyment of working with others.

Without spoiling it too much, tell us what you’ll be talking about at GDC.

I’ll be sharing some tips and strategies for those joining a team as the first producer. This is not an often covered subject, but happens regularly, especially in the indie games space. My goal is for attendees to take away a few actionable strategies that can help forge a strong partnership between production and the other disciplines from the start.

What are some of the biggest challenges you face in your work?

The hardest thing to balance as a producer our collective desire to do the best, coolest things, with the realities of development.  As producers, we want to help a team accomplish everything they are excited about, but sometimes we have to be the voice of realities and help work toward a compromise.

What are the most rewarding parts of your job?

I love it when the team feels successful. You can sense the electricity in the air when folks feel like they’ve accomplished something amazing together. Knowing that I helped make that happen is by far the most rewarding part of the job.

What  are some of the benefits of having a producer on your development team?

One of the major benefits is having someone on the team that is keeping the larger context of the project in mind  rather than just one aspect or feature. A producer can help facilitate discussion and new ideas and compromise when necessary because they have an understanding of all the various threads that go into making a game. Another benefit is representing the player in discussions, whether technical, design, or business-focused. The producer can advocate on behalf of the community and fans who will be experiencing the end product.

Are  there any misconceptions about what a producer does for a team?

The biggest one I’ve encountered is the assumption that all producers do is take notes and keep the schedule, which couldn’t be further from the truth. But there is so much more to keeping a team and project going strong!

Do you have any advice for those aspiring to join your field someday?

This discipline isn’t just about spreadsheets and burn down charts, it’s also about how to help a team gel and succeed. Strive to find the balance between the hard project and business management side and the softer human interaction side.

GDC 2018 will take place March 19-23rd at the Moscone Center in San Francisco. For more information, visit the show’s official website, or subscribe to regular updates via FacebookTwitter, or RSS.

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Dota 2 Update – December 19th, 2017

The Steam Winter Sale has begun, on now through January 4th!* Save big on thousands of games for Windows, Mac and Linux!

The start of the Steam Winter Sale also marks the beginning of voting for The Steam Awards! Come back every day from December 21st to January 2nd to vote for each award, and find out the winners on January 3rd.

Voting kicks off today with The “Choices Matter” Award. Here are the finalists:

Dishonored 2

Divinity: Original Sin 2

Life is Strange: Before the Storm

The Walking Dead: A New Frontier

The Witcher 3: Wild Hunt

Remember to check back every day to see the new category and cast your vote!

*Discounts end January 4th at 10pm Pacific, unless otherwise indicated.

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Midweek Madness – Prison Architect, 75% Off

The Steam Selection Committee has spoken again for the 2017 Steam Awards Nominees. Come back every day from December 21st to January 2nd to vote for each award, and find out the winners on January 3rd!

December 21st 10 AM PST
The “Choices Matter” AwardGames are about agency, and this award is for the game that has it in spades. Maybe it’s because there are 31 ways you can breach into a villains lair. Perhaps there are dozens of potential partners for you to build a romantic future with. Or maybe you find yourself constantly saying “Where oh where should I plant those turnips”? In all three scenarios there is a common bond: the choice was always yours.

-The Witcher 3: Wild Hunt
-Divinity: Original Sin 2
-Life is Strange: Before the Storm
-The Walking Dead: A New Frontier
-Dishonored 2

December 22nd 10 AM PST
The “Mom’s Spaghetti” AwardThere are games that make you excited. There are games that make you happy. Then there are games so intense that they elicit a physical reaction. We’re talking weak knees. We’re talking sweaty palms. We’re talking fear-induced accidents. We’re talking your friends reminding you to breathe. We’re talking about mom’s spaghetti.

-PLAYERUNKNOWN’S BATTLEGROUNDS
-Outlast 2
-RESIDENT EVIL 7
-The Evil Within 2
-Alien: Isolation

December 23rd 10 AM PST
The “Labor of Love” AwardThis game has been out for a while. The team is well past the first unveiling of their creative baby, but being the good parents they are, these devs continue to nurture and support their creation. This game, to this day, is still getting new content after all these years.

-Team Fortress 2
-Warframe
-Titan Quest Anniversary Edition
-Path of Exile
-Crusader Kings II

December 24th 10 AM PST
The “Suspension of Disbelief” AwardLet’s be honest: games can have some pretty ridiculous elements in them from the stories that drive the action, to the items required to conquer obstacles, to even the protagonists themselves. This award is for the game that has a key component, which when described out of context, seems totally insane, but while playing the game doesn’t even make you bat an eye, because in the moment it makes total sense.

-Saints Row IV
-Goat Simulator
-South Park the Fractured But Whole
-Rocket League
-Wolfenstein II: The New Colossus

December 25th 10 AM PST
The “The World Is Grim Enough Let’s Just All Get Along” AwardGames delight and entertain us, giving us much needed breaks from the sorrows and low points of our lives and let’s be honest, for a lot of people it’s been a rough 2017. That is why the SASC has chosen to celebrate a game that doesn’t involve combat or conflict.

-Stardew Valley
-Cities: Skylines
-Slime Rancher
-ABZU
-To the Moon

December 26th 10 AM PST
The “No Apologies” AwardThis award is for the game that you love unconditionally. Does it have some faults? Maybe. Do other people not understand your love for it? Sure. But make no mistake. There is no guilt here. Only pleasure.

-Rust
-Mount & Blade: Warband
-HuniePop
-Gothic II: Gold Edition
-The Witcher: Enhanced Edition (The Witcher 1)

December 27th 10 AM PST
The “Defies Description” AwardThis game is like… well actually it’s more similar to…picture a combination of… ya know what, I can’t describe it, just play it.

-Garry’s Mod
-The Stanley Parable
-Pony Island
-Antichamber
-Doki Doki Literature Club

December 28th 10 AM PST
The “Cry Havoc And Let Slip The Dogs of War” AwardThe Bard said it best. This game doesn’t necessarily offer the biggest explosions… it offers something better. Potential. Potential to be a rampaging force of nature. Or not. Who knows. You’re an agent of chaos and no one is going to tell you what to do.

-Just Cause 3
-Total War: Warhammer II
-Broforce
-Red Faction: Guerilla Steam Edition
-Middle-earth: Shadow of War

December 29th 10 AM PST
The “Haunts My Dreams” AwardThis award is slightly a misnomer, because this game doesn’t just haunt your dreams. It consumes your thoughts every waking moment of the day. This game doesn’t demand your time. You give it willingly.

-Counter-Strike: Global Offensive
-Dota 2
-Dark Souls III
-Factorio
-Sid Meier’s Civilization VI

December 30th 10 AM PST
The “Soul of Vitruvius” AwardThe Vitruvian Man was Leonardo’s celebration of the ideal form. And in that spirit the SASC looks to celebrate the game with the most lovingly rendered character be it human, alien, anthropomorphic cat people, or even a piece of produce.

-NieR: Automata
-Rise of the Tomb Raider
-Hellblade: Senua’s Sacrifice
-I am Bread
-Bayonetta

December 31st 10 AM PST
The “Whoooaaaaaaa, Dude! 2.0” AwardThe Academy wasn’t clear enough in the awards description last year. Let’s try this again. This award is for the “Fear and Loathing in Las Vegas” of video games.

-Hotline Miami
-Luna
-Antichamber
-CPU Invaders
-The Evil Within 2

January 1st 10 AM PST
The “Best Soundtrack” AwardThere are very few things that can enhance a game better than music. The right song can set the tone for every aspect of gameplay, from simple exploration, to climatic boss fights. This award is for the soundtrack that captured the essence of their game so perfectly that it effortlessly immersed players into the game world.

-Nier: Automata
-Crypt of the Necrodancer
-Undertale
-Cuphead
-Transistor

January 2nd 10 AM PST
The “Even Better Than I Expected” AwardWe’ve all been there. You get super excited for a game, you pre-order it, and you anxiously wait as it downloads. Then you finally play it. How do you feel now? If the answer is “Elated beyond words because even I, a conductor aboard the hype train, was blown away with how good this thing was” then you have found the perfect candidate for this award.

-Assassin’s Creed Origins
-Cuphead
-Call of Duty: WWII
-Hollow Knight
-Sonic Mania

VOTING RULES
Every day, from December 21st to January 2nd, starting at 10 AM Pacific, a new category will be available for voting. Each category will only be open for voting for 24 hours before moving onto the next category, so be sure to check in every day to vote! The 2017 Steam Award winners will be announced on January 3rd.