The much anticipated Steam library update is here, giving Steam a long overdue new coat of paint. Although accessing it right now in its beta state is a little bit of a hassle, we’ve constructed this helpful guide to help you have you new Steam beta downloaded and running in no time. It’s as easy as 1, 2, 3!
1: Install Steam
If somehow you don’t already have Steam installed on your computer, perhaps you’re just a new user attracted by the buzz surrounding the new update, it is integral that you download Steam before following any further steps in this guide.
To do this, simply visit Steam and press the “Install Steam” button handily circled above. Once the file has been downloaded, run it and follow onscreen instructions. After you have done this, open Steam and log in. If you do not have a Steam account you will need to create one by following onscreen prompts.
2: Locate the “Settings” tab
The top of your Steam window will look something like this. Press on the “Steam” drop-down label in the top left.
Select the “Settings” tab within the drop-down box.
3: Change “Beta participation” to “Steam Beta Update”
In the dialogue box opened by the previous step, select the “Change” button under “Beta participation”. Open the drop-down box in the popup and select “Steam Beta Update”.
This will prompt your Steam window to close and download an update, when the update completes and the tab reopens you will be treated to a fresh new look.
Disclosure: To aid this review a copy of Morphies Law: Remorphed was provided free of charge by Cosmoscope GmbH
To say Cosmoscope‘s Morphies Law fell victim to Murphy’s law would have been a fairly ironic turn of events – and it was very much almost the case. In spite of a lacklustre Nintendo Switch launch, Cosmoscope admirably kept hard at work acting readily upon player feedback and nurtruing the game’s strong core fanbase. Almost one year later and Morphies Law has finally relaunched (or Remorphed) and accompanying it’s new PC release is a whole host of fantastic new features.
It’s not hard to say the concept behind Morphies Law is a very unique one. You shoot your enemies, or even your allies, to absorb their mass and grow and you lose your hard earned mass when hit. It sounds extremely simple, but the gameplay houses a surprisingly great deal of depth.
For one thing, matches are inherently self-balancing. The best players of either team will naturally become the biggest having absorbed the most enemies. A bigger body makes them bigger targets and a bigger target is one that can be hit more easily by a less skilled and less accurate player. Every match of Morphies Law plays quite a lot like the Call of Duty series’ Juggernaut gamemode, and it’s an awful lot of fun.
The goal of a match isn’t always just to gain the most mass either. Your aims vary drastically between game modes; from the most basic “Morph Match”, a weight based take on a common deathmatch, to the manic “Head Hunt”, a pandemonic bid to capture your team’s misplaced giant head.
Mass also affects the capabilities of your “Butt rocket”, a rectal take on a jetpack, which, on the contrary to my basic understanding of physics, seems to become far more effective the heavier you are. Your size can also change the routes available to you while you navigate your environment. Huge morphies can jump to high vantage points and even trample over powerful fans which would send less fortunate lighter players flying to their deaths. Being small also has some perks, allowing you to dash in between the legs of enemies and find hidden tunnels through which you can scurry like a pesky neon-painted mouse.
The extremely fun gameplay is accompanied by a set of fantastically designed and delightfully varied maps. Although in the original release a few of the maps were veering a little towards the annoying side – seriously, as cool as fighting on an oil-flooded tanker sounds, the sliding around did get pretty infuriating – the Remorphed update has addressed this, and even added a few new sites to explore.
The refined version of the original maps and the all new ones added in Remorphed each bring their own unique set of hazards and a distinct theme. One match you could be exploring an ancient Aztec temple whilst the next takes you to a western town that is constantly sinking into quicksand.
Although very different, each map still adheres to the game’s great overall art style; a colourful day of the dead pastiche with plenty of cacti and neon lighting. The game’s soundtrack is a fittingly over-the-top mix of Mexican melodies, which can be pretty catchy at times. If your character’s stock aesthetic of full skeletal body paint is a little too subtle for you, can dive into the game’s host of extensive customisation actions.
One can change the body and face paint with presets, or even use the more in-depth editor to mix and match to create your own whacky design. Even animations can be customised by choosing new emotes or match introductions. Most impressive of all is the weapon customisation system, which has you combining two parts (a primary fire and a secondary fire) to create a gun that is utterly unique to you. Additionally, the new weapons added in Remorphed all make solid additions to your arsenal and are certainly appreciated.
Levelling up grants new weapons and piñatas, which are the game’s crate system. By hitting open piñatas you can obtain cosmetics. You’ll be pleased, no doubt, to hear that there are absolutely no microtransactions in sight as the crates and currency, metal nuts, can be gained solely by levelling up completing quests.
On a technical level, optimisation is good with the game running well on the Nintendo Switch whilst looking decent and running extremely smoothly on PC whilst looking a little nicer. The menus look good and are easy to navigate and UI is clean and can be understood readily at a glance. One thing I would change is the game’s current hit sound. The current one is a tad underwhelming – being a little twinkling noise – and something with a little more “oomph” wouldn’t go a miss.
The game supports cross-play between the PC and Switch which is good at bolstering player numbers. For when you want a little alone time; you can always have a blast with the game in configurable offline modes with bots.
Overall, although the original Morphies Law was a good idea hampered by a lack of refinement; Morphies Law: Remorphed is a good idea perfected. With very strong and unique gameplay, that has only improved through the frequent developer updates, Morphies Law: Remorphed is a constantly evolving shooter that you won’t want to put down and gains a strong recommendation from me.
This is a continuation of a four part review. To read part three, click here. To read part two click here. To read part one click here.
Dawn of the final day, a blog post appears on the TF2 site revealing the grand information that…
Jungle Inferno has been delayed and will be coming out tomorrow. Previous Team Fortress updates have shipped in pretty poor states, so it’s nice to see valve actually trying ensure the most anticipated in update in TF history doesn’t ship broken although telling us at the height of anticipation that it will be delayed was a bit of a let down.
Crushing disappointment aside, day four has yielded one thing, a list of in-depth patch notes (probably intended to ship with the actual update).
Each balance change seems cleverly thought out and aims to increase the viability of the least used weapons and decrease the viability of the most overused items. Not many of the changes are truly groundbreaking but most will have at least a small impact on gameplay.
Steam controller support has, at long last, been properly implemented and some broken animations have been fixed. Overall, day four is just maintenance. Admittedly, much needed, maintenance that will certainly improve Team Fortress 2‘s overall experience.
Is day four of Jungle Inferno the amazing climactic peak at the end of this roller-coaster ride of an update that we wanted? No. But it is an additional little length track that will keep the Team Fortress ride running for a while longer.
And hey, we’ve still got Halloween and Christmas events to come!
This is a continuation of a four part review. To read part two click here. To read part one click here.
Three quarters of the way through the Jungle Inferno update and each day has gone from good to great to greater and its still looking up. Day three heralds the highly anticipated arrival of the pyro class overhaul and after the huge wait; Valve, in a generous apology gesture that would put many other AAA developers to shame, gives the community a whopping five new weapons (four pyro and one heavy), numerous overhauls and fixes, even second contract campaign all for free.
The new “pyroland” (free) campaign is a small 5 mission taster of the new “contracker” system (for more info on that, see my day 2 coverage). Each mission unlocks one of the new weapons. This is in stark contrast to previous updates, which had players buying crates, desperately hoping for random drops or paying hugely over the odds on the Steam marketplace all for a chance to try out new weapons.
The new weapons added are each fairly unique, a fireball launcher, a slap and even a jet pack put a new spin on combat. For a full list of changes and some more in-depth info on the new weapons, you can visit the Team Fortress blog, right here.
After a long period of stagnation, Team Fortress 2 was in serious need of some seriously cool (or should I say, hot) new weapons and day three of the Jungle Inferno update is a huge game changer, no pun intended. We now eagerly await the fourth day, the final in this epic update saga. Stay tuned folks.
This is a continuation of a four part review. To read part one click here.
After a few early morning hours of doubtful waiting, the second day of Team Fortress 2’s Jungle Inferno update is upon us and with it comes a whole host of new and welcome additions.
Contracts, introduced in the 2015 Gun Mettle update, return once more. As a quick explanation for those who missed the Gun Mettle update, it introduced a limited-time £3.99 “contract pass”. Owning this pass granted the user two unique weekly challenges (or contracts), these were relatively simple tasks, “get 10 kills as sniper” or “sap five dispensers as spy”. Completion of contracts rewarded the player with a unique weapon skin. Unlike the Gun Mettle update, however, the contracts from Jungle Inferno are accessed from the “contracker”. Whilst Gun Mettle contracts were plagued by arbitrary time constraints, the “contracker” lets you do any contract you want at any time in a system eerily similar to Counter Strike’s “campaign” system.
Whilst the method of getting contracts has moved towards a much more Counter Strike style system, the rewards system has shifted to a more unique approach. Whilst in Counter Strike (and previous Tf2 updates) rewards consist of a unique weapon skin or a case, Jungle Infernogrants you “war paints” or “blood money” (no not the Hitman game, as awesome as it would be, instead “blood money” is a new type of currency used to buy war paint).
War paints are effectively just skins in a can. As a devout sniper player, the barrage of battered shotguns I received from Gun Mettle contracts that I would inevitably never use, was immensely frustrating. “War paint” eliminates this problem as it allows you to apply the pattern you want, to the weapon you want, a very welcome change.
For players with more money than sense, two new cases have been introduced. Both contain a set of community and valve created cosmetics, with some being able to be earned via contract rewards. They are all jungle themed and give players access to shed loads of new apparel combinations in the veritable fancy dress party that is Team Fortress 2.
A new set of weapons is teased throughout the update page, including a banana for heavy and a flamethrower for pyro leaving the community waiting, with baited breath, for day 3. Stay tuned folks.