South Korea closes biggest dog meat slaughterhouse complex as activists push for end to custom

South Korean officials on Thursday began to dismantle the country’s largest canine slaughterhouse complex, as animal rights activists push to end the custom of eating dog meat.

About one million dogs are eaten a year in South Korea, often as a summertime delicacy with the greasy red meat – invariably boiled for tenderness – believed to increase energy.

But the tradition has earned criticism abroad and has declined as the nation increasingly embraces the idea of dogs as pets instead of livestock, with eating them now something of a taboo among young South Koreans.

The Taepyeong-dong complex in Seongnam city, south of Seoul, housed at least six dog slaughterhouses that could hold several hundred animals at a time, and was a major source for dog meat restaurants across the country.

It will be cleared over two days and transformed into a public park, Seongnam city officials said.

Slaughterhouse operators reportedly used the site for decades without proper authorisations, and after a years-long legal battle a Seoul court ruled the city council could force out the businesses.

Animal rights campaigners slammed the operators for mistreating dogs and killing them cruelly – including electrocuting them before butchering them in the sight of other caged dogs.

Activists found electrocution equipment in the complex and a pile of dead dogs abandoned on the floor when they visited the site on Thursday, according to US animal rights group Humane Society International.

"This is a historic moment," Korean Animal Rights Advocates (KARA) said in a blog post. "It will open the door for more closures of dog meat slaughterhouses across the country, expediting the decline of the overall dog meat industry."

According to a survey last year, 70 percent of South Koreans do not eat dogs, but far fewer – about 40 percent – believe the practice should be banned. It also found 65 percent support raising and slaughtering dogs in more humane conditions.

There are currently no laws on how to treat or slaughter canines for meat in South Korea. While farmers have urged Seoul to include dogs under livestock welfare regulations, animal rights groups oppose doing so, seeking complete abolition instead.

Former Baywatch star Pamela Anderson accuses Italy’s Salvini of encouraging ‘slide towards fascism’

Pamela Anderson, the former Baywatch star, has waded into the debate over populism and extremism after accusing Italy’s hard-line interior minister, Matteo Salvini, of fomenting a return to fascism.

The Canadian-born actress said that “current trends” in Italy reminded her of the climate in Europe in the 1930s.

In a series of tweets, she wrote: “Italy is a beautiful country and I love it so much, from its food to its fashion, from its history to its arts, but I am very worried about the current trends which are reminding me of the 1930s.

“The fear and insecurity in all segments of society, the daily attacks on refugees and migrants, the deepening economic crisis…”

Mr Salvini has managed to double popular support for his anti-immigration party, The League, since Italy’s general election in March, from 17 per cent to 34 per cent.

He has outwitted and eclipsed his partners in the governing coalition, the populist Five Star Movement, in part through clever use of social media channels such as Twitter and Facebook, where he has 3.2 million followers.

His decision to ban migrant rescue ships from Italy’s ports also proved popular among many Italians, who were weary of the 600,000 migrants and refugees who have crossed the Mediterranean from Libya in the last five years.

A former Playboy Playmate of the Month, Ms Anderson has long been active in the animal rights and veganism movements and has conducted campaigns against the use of fur in the fashion industry and against seal hunting in Canada.

She has described WikiLeaks founder Julian Assange as a “hero” and said recently that she had a “romantic kind of connection” to him after visiting him several times at the Ecuadorian embassy in London, where the Australian has been in legal limbo for six years.

She criticised the Italian coalition for adopting “anti-immigrant measures” – an apparent reference to a recently passed security decree which waters down the rights of migrants and refugees.

All of Europe should be concerned by the “slide towards a new form of fascism in Italy,” she said.

European governments needed to tackle the continent’s “deep economic, social and ecological crisis” in order to ward off the threat of extremism and populism, she said, citing the gilets jaunes or yellow vest protest movement in France.

Mr Salvini, who is also deputy prime minister, responded to the criticism with a sarcastic tweet.

“Today I was attacked by an important American politician – Pamela Anderson. I preferred her when she used to wear a swimsuit.”

The altercation between the two came on the eve of a big League rally to be held in Rome on Saturday under the banner “Italians First”.

It is seen as an attempt to maintain the party’s high profile in the lead-up to the European Parliament elections in May.

Earlier this week the ex-Baywatch star, who lives in France, commented on the gilets jaunes protests, saying that the demonstrations in Paris “came from the rising tensions between the metropolitan elite and rural poor, between the politics represented by (President Emmanuel) Macron and the 99% who are fed up with inequality, not only in France, (but) all over the world.”

She said the yellow vest movement is a “revolt that has been simmering in France for years…a revolt by ordinary people against the current political system which – as in many other Western countries – colludes with the elite and despises its own citizens.”

Best PlayStation VR games: The 15 best PSVR games you really have to play

Opinion regarding Sony’s Playstation VR is mixed. On one hand it’s a brilliant piece of kit that gives you plug-and-play access to a new frontier in gaming. On the other it’s an expensive novelty that lacks proper support from Sony.

The argument that the platform has hardly any games is a fallacy though; a quick browse of the PSVR section of the Playstation store turns up a surprising number of games and new ones are appearing all the time.

Obviously this can make things a little overwhelming, so I’ve gathered together a list of 15 best PSVR games that I think you really have to play.

How we’ve arranged our best PlayStation VR games list

I’ve broken down the following list into three parts: beginner, intermediate and experienced. Suggestions for beginners are mainly static affairs, whilst intermediate and experienced games provide increasing levels of motion that may cause discomfort to those new to VR.

All the games on this list can be enjoyed whatever your level of VR experience though, so don’t discount them just because you don’t think you fall into the right category.

Oh, and of course, this isn’t a definitive rundown. I’ve not been able to sample every single PSVR game out there, so if you think I’ve missed something wonderful, please do share your suggestions!

Best PSVR games for beginners

The Lost Bear is great introduction to virtual reality thanks to the way it seamlessly blends traditional 2D platforming with a sedate VR experience.

Played from a seated position, the action unfolds in front of you, as if you were watching your very own, personal puppet show. From the safety of your virtual sofa, you must guide little Walnut as she attempts to rescue her favourite teddy bear from the clutches of the evil Toy Snatcher.

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Don’t let the cutesy name or premise fool you though: before long the atmosphere starts to take a dark turn, bringing with it a distinctly Limbo-esque vibe. Not everything happens on this virtual stage either.

Occasionally creatures or objects will break the fourth wall, crossing from your 3D world to Walnut’s 2D one and vice versa. It’s a great touch that makes both planes feel connected and it adds extra immersion in many unexpected ways.

Moss is easily one of the best titles available for the PSVR at the moment. The game is set in a stunningly realised storybook world that’s brought to life by the kind of polish that can only be achieved when creators have poured their hearts and souls into a project.

Our plucky heroine Quill is the highlight, of course, exquisitely animated and full of personality despite her tiny size, but she’s not the only star of the show.

Moss makes you a part of the game too by casting you as your very own character called The Reader. As this ghostly presence you not only have direct control over Quill, but you can also reach into the game world to push, pull and interact with objects. Or you could just stare lovingly at your own reflection in babbling brooks.

These interactions give you a believable connection with the game world and help you form a bond with Quill in a way that just isn’t possible with traditional video games.

Moss is best played from a seated position but it encourages you to lean forward and explore the environment, as if you were inspecting a magical model village. Whether you’re a complete beginner or video gaming veteran, Moss needs to be in your VR library.

Statik is a puzzle game like no other. Not only is it incredibly immersive, but it also nails the balancing of its puzzles, making them tricky but not unfair. Its crowning glory, however, is the ingenious way it uses the Dualshock 4 controller to ground you in its virtual world.

You play a test subject whose hands are trapped inside a series of increasingly complex puzzle boxes and as you grip your controller in real life, your virtual arms mimic your real world movements.

The only way to remove the puzzle boxes is to tinker with your controller until you find the right combination of button presses to help move the puzzle on. Sometimes you may get stuck for a long time, twisting and turning the controller in your hands.

Fiddle around with the buttons and thumbsticks for long enough, though, and after a while, something will click – and when it does finding that solution is unbelievably satisfying. Statik may be one of the least physically taxing PSVR games out there, but that doesn’t stop it from delivering a truly memorable – and physical! – experience.

Rec Room may only be in beta at the moment, but that shouldn’t disqualify this vibrant social hub from appearing on this list, especially seeing as it’s completely free!

Rec Room is a great social space where you can find new friends and indulge in group activities, which are both things that are very hard to do in VR games that traditionally tend to deliver more solitary experiences.

Rec Room is also the most active game in the beginners section thanks to its mixture of mini-games like Disk Golf, Laser Tag and Paddle Ball so it’s worth bearing that in mind if you’re short on space to swing your arms around.

This also means that you’ll need to own two Move controllers in order to play Rec Room – but if you’re serious about getting into VR you’ll need them eventually anyway. While the control scheme can be a little frustrating to get to grips with, the amount of content available makes up for that, as does the fact that the game gets updated at weekly intervals.

Job Simulator may have a rather mundane title but don’t let that fool you. There’s nothing boring about this VR game. Not only is it incredibly funny, it also allows you to stand up and play around with virtual environments in ways that are not too strenuous for VR beginners.

Using two Move controllers to grab at virtual objects, Job Simulator’s quirky tasks will have you picking things up, opening cupboards, pushing buttons and pulling levers, all whilst making you giggle yourself silly.

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There really is no better game out there for getting you comfortable with moving around in a 3D simulated space. Job Simulator may be set in a comical world populated by wacky robots, but it’s such an immersive experience you’ll often forget you’re in VR altogether.

Best PSVR games for intermediate users

Ultrawings isn’t the most exciting of flight sims but it’s certainly one of the best you’ll find on PSVR. Hidden behind the rather basic graphics is a relaxing and immersive game that really nails the sensation of flight, complete with sudden lurches in your stomach if you decide to pull off some of the more extreme maneuvers.

Played out almost like a VR version of PilotWings, you take to the skies above a group of tiny islands in a series of small, single seater airplanes and must complete short challenges in order to earn enough cash to upgrade your way to new planes and landing strips.

While your first take-off and flight may feel a little intense, the majority of your time in the sky will be quite comfortable, and there are plenty of options available to help you feel more settled.

Crucially the cartoony visuals hide some excellent in-air physics that, when combined with the audio of wind rushing past your ears, provide the illusion of flight in a way that no other PSVR game can.

For the ultimate in relaxing VR experiences, turn off the in-game music, stick on a Spotify playlist and enjoy the freedom of soaring over the ocean to your favourite tunes – it’s magical.

Farpoint was first released alongside Sony’s Aim Controller, a plastic peripheral that mimics the feel of holding a real gun while also adding increased immersion by allowing you to aim down virtual gun sights.

I wasn’t too taken with the game when it first came out: the excellent gunplay provided by the Aim Controller didn’t quite mask the fact that the campaign was nothing but a super linear sci-fi shooter.

In the last few months however, Farpoint has had loads of free content added which has pushed the game into must-buy territory. There are a host of challenge maps which add longevity to the short campaign, plus a very exciting PvP mode that hints at how good a proper multiplayer shooter using Aim Controllers could be.

If you’re thinking about investing in an Aim Controller then Farpoint has to be on your list too. It’s easily the best implementation of the tech and because of this shooting aliens in the face has never been so satisfying.

Considering Until Dawn: Rush of Blood was one of the PSVR’s original launch titles, this haunted roller coaster still holds up incredibly well. Visually the game is a treat, with each super spooky level building suspense and tension as you trundle down its rickety tracks.

Sudden in-your-face jumpscares combined with an ever present sense of dread make this much more intense than just your standard on-rails shooter, but at the same time it also makes it much more believable.

There’s a sense of physicality to the enemies when they get close enough to startle you, and the way you’ll need to move your body to duck and dodge spinning blades adds an extra layer of realism.

Dual-wielding with Move controllers feels fantastic too, and the way each location encourages you to shoot up the scenery ensures that even in those rare, quiet moments, things don’t get boring.

For fans of horror this is an essential purchase, but really anyone who enjoys well made VR shooters will get a kick out of it too. Just don’t forget to keep your arms and legs inside the carriage at all times!

I’ve decided to share this next entry between three games because I just can’t choose which one I like the best out of Rez Infinite, Polybius and Thumper. All of these action games deliver a similar kind of experience, but each one is presented in a wildly different way, so which one you enjoy the most will probably come down to personal preference.

Rez Infinite is a VR remake of the Dreamcast favourite that’s both perfect for a trip down memory lane and also a great example of how some older titles can potentially be repurposed for VR.

Polybius is a psychedelic shooter from Jeff Minter that’s a real trip for your eyeballs. It gets more intense the better you do and I swear if you play it for long enough you can start to see cracks forming in reality.

Finally, there’s Thumper. which sends you thundering down a twisting track as you battle to stay alive by mashing buttons to the rhythm of its oppressive beats. There’s a foreboding feel to proceedings, and it’s something that will stick with you even after the PSVR helmet comes off.

Each one of these games is utterly thrilling and immersive in its own right and they’re all brilliant examples of how VR can deliver experiences that are beyond your imagination. If you’re getting, or already have a PSVR, you really need to try at least one of these games out.

Star Trek: Bridge Crew is a unique VR game that really needs to be played with other people to get the most out of it. Roleplaying as officers of the Federation, you and three other players must assume individual roles aboard the USS Aegis and work together as the ship makes its voyage into unknown territory.

Communication is key here – the captain provides the orders, while the three remaining crew members must carry them out in a series of missions that increase in complexity and danger.

The game is best played with two Move controllers so you have independent control over both your arms. Using these you can interact with your control panels, signal to other players or just pull off silly little dance moves in the quiet moments.

Played solo, the events that unfold are utterly forgettable, but with friends, or strangers these missions deliver an unparalleled experience that will even appeal to those of you who don’t identify as Trekkies.

Best PSVR games for experienced players

Resident Evil 7 is probably the best example of a triple-A experience on PSVR. Everything about it, from the graphics and audio design to the moment-to-moment action screams quality. And screams is the operative word.

The game itself is identical to the 2D version, but the extra immersion that VR brings ratchets up the terror factor to create one of the most heart-pounding VR experiences ever.

From the way you can peer through windows at the horrors outside to the act of crouching behind objects as an unstoppable beast stalks you from the shadows, Resi 7 oozes atmosphere and tension.

The amount of detail put into the level design and world-building is phenomenal and it makes each corner of the Baker family farm feel like a real-life location. It’s not for the faint-hearted, to say the least, but for those of you who are brave enough to play it through in VR? Well, you’re in for a masterclass in immersion.

When Doom VFR was first announced, early gameplay demos and trailers terrified fans because they showed the game being played using teleport-to-move mechanics only. How on Earth would Doom’s signature, silky smooth dances of death translate to that kind of control scheme? we all wondered.

Well thankfully, even though you can play the game using full locomotion controls, the teleportation mechanic works really well. It’s even been factored into the core gameplay by becoming a novel replacement for the game’s gory glory kill system.

In fact, using both free-move and teleport together is the best way to play Doom VFR as it allows you to zip around each level in ways you’ve never before imagined. So yes, Doom’s trademark ultra-violence is just as much fun in VR as it is on a TV screen, but here you get to understand just how bloody huge a Mancubus actually is!

Many VR games can be criticized for being too short but you won’t have that problem with Skyrim VR. Bethesda’s roleplaying epic has been recreated inch-by-inch for PSVR, and stepping into the world they’ve created is, at times, literally jaw-dropping.

Most VR games have an impressive sense of scale to them, but Skyrim’s incredible vistas, huge temples and labyrinthine dungeons feel so vast that you can’t help but stop every so often just to take it all in.

This land of Skyrim always felt like an enchanting place to explore, but in VR everything feels alive and vibrant. Even if you’ve already played the vanilla game through to completion it’s worth a replay in VR just to see how fresh and new everything feels with that extra added dimension.

The fact that you can control the game and dual wield weapons and spells with two Move controllers only adds to the immersion, even though it does feel a little bit clumsy at times. I mean, seriously, what other games out there allow you to physically bop an actual dragon on the head with an enchanted broadsword? None that I can think of!

One thing the PSVR isn’t short of is shooting galleries. There are bloody loads of them and to be honest, they’re all a bit samey and they tend to get old fast. The best of the bunch, though, is Raw Data, which at its core is a shooting gallery experience, but with a little bit of full motion thrown in as well.

You’re tasked with downloading sensitive data from a variety of servers while at the same time fending off the attacks of multiple waves of angry security bots. You battle these enemies with an assortment of weapons that utilise the Move controller’s full potential and as such feel great to use. Of special note here is the shotgun which you have to manually pump after each shot – something that never stops feeling awesome!

What saves Raw Data from becoming just another dull grind is some top-notch presentation, an interesting storyline and some great voiceovers.

Plus there’s the added bonus of being able to choose from four different characters, each with their own unique abilities, including one that uses a super cool laser sword that feels incredible to weild. If you just like shooting (or chopping) stuff in VR, then Raw Data is a definite must-buy.

Out of all the games I’ve mentioned in this list, Sprint Vector is easily the most physically demanding. Played like a cross between Mirror’s Edge and Mario Kart, you take part in deadly races that are powered by your own physical movements.

By holding a Move controller in each hand and pumping your arms in a running motion, you build up speed until you find yourself rocketing around fantasy locations, flying over jumps and shooting enemy racers with powerups.

Once you’ve got over the steep learning curve and hit your stride you’ll feel like you have complete mastery over the virtual world you inhabit – and that is an especially empowering experience.

Sprint Vector will get you sweaty but it’ll also deliver an adrenaline boost quite unlike anything else on the market, especially once you start nailing those first place positions.

So, those were 15 PSVR games you really have to play – but which of your favourites did I miss? I bet loads of you say Superhot. I know I missed Superhot, but come on, that was great for the first hour or so but then when the psychic powers and throwing mechanics get introduced it just turns into a frustrating mess.

But anyway – I bet there are loads more I missed so have at it in the comments below, and do have a lovely, VR-filled day!

Grace Millane: Police increasingly concerned over British backpacker missing in New Zealand

Police say they are growing increasingly concerned for the welfare of a British tourist who has gone missing in New Zealand.

Detectives are investigating the disappearance of 22-year-old Grace Millane, who was last seen in Auckland on Saturday night.

The backpacker, reported to be from Essex, has not been in contact with her family for several days, including on her 22nd birthday on Sunday.

Detective Inspector Scott Beard, of Auckland City Police, said Ms Millane’s father was on his way to New Zealand, and said her family were understandably "distraught".

"Clearly this is a very stressful time for Grace’s family and the longer she remains missing, the more our concern grows for her safety and wellbeing," he said.

Ms Millane is said to have been in New Zealand for about two weeks, and was staying at a backpackers’ hostel in Auckland city centre.

Police have released a CCTV image of the last known sighting of her at 7.15pm on Saturday at entertainment complex Sky City.

A number of unconfirmed sightings have been reported to detectives.

Members of Ms Millane’s family have shared appeals for information on Facebook, and Mr Beard said more than 20 staff were working on the case.

A spokesman for the Foreign Office said: "We are providing consular support to the family in the UK, and working with the New Zealand Police in relation to reports of a missing British national in New Zealand."

Jeffrey Epstein reaches settlement to avoid victims giving evidence

The Duke of York’s former friend Jeffrey Epstein has reached a last-minute settlement in a long-running case in Florida that could have led to allegations relating to the duke being aired in court.

Epstein, 65, a wealthy financier accused of sexually abusing dozens of teenage girls, struck a controversial plea deal in 2008 under which he served only 13 months in jail, and reached financial settlements with many of his alleged victims.

Last week it emerged that plea deal was negotiated by prosecutor Alex Acosta, who is now Donald Trump’s labour secretary.

Mr Acosta is facing calls to resign from the cabinet over his involvement.

The latest legal case in Florida was a civil one in which Bradley Edwards, a lawyer who represented the alleged victims a decade ago, was accusing Epstein of trying to ruin his reputation.

Had the case gone ahead it would have allowed alleged victims to finally testify in open court.

Those women could have included Virginia Roberts, who in court papers in 2015 claimed she was kept as a "sex slave" by Epstein, and that she had sex with the Duke when she was 17.

In 2015 sources close to the Duke told The Telegraph he categorically denied the accusation, and that he had been a "fool" over his friendship with Epstein.

Two of Epstein’s accusers are still pursuing a separate legal case in which they are trying to have his 2008 plea agreement thrown out.

How four years of war in Ukraine has left one million on the breadline

As winter begins in war-torn Eastern Ukraine, Alla Gapeshina manages a laugh while discussing how her family will survive the desolate cold months. "We’ll have potatoes breakfast, lunch and dinner," she says, standing in her rocket-damaged home.

“Food can be scarce, but we won’t starve,” says Ms Gapeshina, 58, who lives  in the separatist-controlled village of Alexandrovka and works at a hospital cafeteria. “We’ll survive the winter.”  

Some 900,000 people are struggling to eat as the conflict between government forces and Russia-backed rebels drags on for a fifth year, according to new planning figures that the United Nations will issue by the end of 2018.

It is also the coldest humanitarian…

God of War is another tech powerhouse for PS4

God of War returns with a fresh vision for the series, powered by brand new technology from one of the best developers in the business. Santa Monica Studio has always been known for pushing the technological envelope and this new game is no exception. However, more than that, it’s clear that the studio has been granted the budget and time to fully realise its ambitious vision – key ingredients in delivering a quality product. From the smallest of incidental environment details to the most towering of beasts, God of War elevates real-time visuals to new heights while pushing the PlayStation hardware to its limits.

On loading up the game and looking at the title screen, the towering figure of Kratos tells us a lot about the visual evolution Santa Monica Studio has delivered compared to previous God of War games. As the camera pulls in, you’ll notice the sweat and wrinkles on his worn brow, the pores across his weathered skin, the veins running along his battered hands and the detail of his beard. It’s also our first look at how animation and camera work combine beautifully in this game, and the sheer precision in all areas of the artwork.

It’s a bold opener for what God of War has to offer and it’s quickly apparent that this is a very different game compared to its predecessors. The series has traditionally focused on distant camera placement, rarely allowing the player to closely observe Kratos in action, but the camera never cuts here, and is always situated just behind Kratos. It’s an entirely new presentation – and it works. Getting up close like this showcases the extreme detail, whether it’s on Kratos himself, his son Atreus or any of the other friends and foes you’ll encounter on the journey. Thanks to the game’s reliance on physically-based rendering – leather, cloth and fur all appears highly realistic and sits naturally within the world. Hair and beards both look and move realistically, with excellent shading and detail.

Animation plays as important a role as raw detail and sets a new standard for the series. Attacks connect with and stagger enemies realistically, and everything from tossing an axe at the head of a large creature to swooping up the undead with a vicious attack lends a sense of weight and momentum to the game. Larger enemies – a staple of earlier series entries – also make an appearance, featuring both excellent cinematic and in-game animation. Clothing and ‘dangly bits’ also receive their own attention to detail with realistic physics applied to each of them as you run through the world. Realism here is impressive; It feels as if the armour worn by Kratos is a separate object with its own physics applied, rather than something attached to his model.

This is enhanced by the inclusion of environment destruction and interaction. Early in the game, as you face down a powerful foe, every tree and boulder can be smashed apart through your actions. Hulking beasts can wipe out stone pillars and even the swing of Kratos’ axe causes nearby foliage to briefly blow in the direction of your swing. Even more impressive are the cinematic sequences, which allow for pre-calculated displays of physics and destruction – running an enemy through the side of a mountain anyone? There’s some impressive stuff on display here.

Snow deformation also plays a large role in specific scenes. While simple texture tricks are used in areas with a light covering of snow, thicker ridges offer full deformation – reminiscent of the adaptive tessellation used by Rise of the Tomb Raider. This feature allows players and enemies to carve up realistic paths that remain matted down – finish a battle in a snowy field and its once pristine surface is reduced to mush. Everything is backed by an excellent implementation of per-object motion blur – a feature which can be adjusted from the options menu should you prefer not to use it.

Character realisation is sensational in this game but ultimately, it’s the environments that really steal the show. Early showings of God of War intentionally focused on the gorgeous snowy forests of Midgard but there is so much more here. Compared to prior God of War titles, each area is larger and more complex than before. There are now multiple paths that crisscross over one another as you progress and it’s even possible to backtrack in search of missed secrets and passages. It feels more like a fully explorable world this time, as opposed to a series of more linear stages. The environment artists have focused on extremely fine detail with this game and the base geometry created for the scenery is remarkably dense. From the towering peaks to the smallest details, every inch of the world receives careful attention to detail. Look closely at any scene and it’s easy to appreciate – every wooden beam, slab of stone and snarling tree branch is suitably rounded and realistic.

This is enhanced by excellent texture work. The new PBR system helps to create more natural environments – stone work appears suitably rough with light scattering in more directions than smooth materials such as shiny floors. Specular highlights are used to great effect in combination with materials to create surfaces that appear realistic yet still fantastical. And that’s actually a perfect description of the game world; many scenes appear startlingly realistic while others push into the world of fantasy. The leaves and mud puddles early in the game resemble a forest one might stumble upon in real-life but later environments feel almost otherworldly at times.

This is all backed by a slew of new lighting features, some of which are made possible by the move to a deferred renderer when building the engine. Dynamic lights are used in abundance throughout, while a certain artefact even allows Kratos himself to shine light in darker areas which, in turn, produces shadows from nearby geometry. The world itself is lit realistically complete with bounce lighting – basically, when light bounces off certain materials and colours, that colour value is translated to surrounding objects and characters.

Volumetric lighting also plays a huge role here. From piercing light shafts to thick fog, a voxel grid solution is used to lend a sense of fullness and atmosphere to the game. If you look closely in some scenes when precision is reduced, you can even see the voxel structure used to achieve the effect. This basically allows for long beams of light to pierce the atmosphere and realistically scatter through the air – it’s generally an expensive rendering technique, and we were surprised to see it used so heavily throughout the game. On the flip side, reflections are somewhat limited in many scenes. Very specific areas rely on a mix of screen-space reflections and cube maps. It works reasonably well but most areas make use of approximate cube-maps that result in reflections which don’t match up to the objects that should be reflecting onto the surface. In select cases though, important objects receive proper reflections while the surroundings do not.

Particles are another impressive feature – GPU-accelerated particles are used in abundance throughout the game. Everything from the ashes and sparks during combat to the performing of a door opening ritual results in a gorgeous shower of GPU accelerated particles. It’s something that was a big deal early in the generation but has been toned down in more recent games – the fantasy setting of God of War is a perfect place to showcase such effects.

Gallery:

And really, as you progress through the game, it’s the little details that start to stand out the most. The way light penetrates leaves as it passes through trees, how crates and other objects break apart in the direction of your swing, the water droplets from the log as you hoist it from the river and the tiny blades of short, blowing grass like this all work together to create a more realistic and visually engaging experience. It’s a visual showcase whether you’re playing on a regular PlayStation 4 or the ‘super-charged’ PS4 Pro, which features one of the finest implementations of checkerboard rendering we’ve seen to date with a level of clarity not far from native 4K – at least perceptually. That’s the thing about checkerboarding – it’s almost akin to interlace versus progressive scan. If you look closely at a still image, you can see visible artefacts because of the checkerboard technique – during normal gameplay, however, the effect is convincing.

Ultimately, while the debate will continue to rage about the effectiveness of the technique, checkerboarding makes a lot of sense here – it would be impossible to render a game like God of War at native 4K on a PS4 Pro while maintaining a smooth frame-rate, and the visual payback compared to some of the 1800p and 1620p games we’ve seen is self-evident. As you might expect, the regular PS4 delivers a 1080p presentation. Pro offers greatly enhanced image quality but the rest of the visuals are mostly equivalent between the two save for slight variation in ambient occlusion – which makes sense as the extra hardware is put to use in massively increasing the pixel count rather than boosting fidelity. All versions are clean thanks to an excellent anti-aliasing solution which handles edges and temporal artefacts quite well. Texture filtering is also generally of good quality across both platforms.

In terms of performance, we have three configurations to look at – the base model’s 1080p30 target stacked up against two Pro offerings running at 2160p checkerboard and a performance-orientated mode running at full HD resolution with an unlocked frame-rate. Let’s start with the PS4 Pro version using the high resolution mode. When selected, the frame-rate is capped at 30 frames per second to deliver consistent frame-times – unlocked frame-rates have been a staple of the series in the past and for those that prefer this, the performance mode is available, though it’s clear that the team has focused on delivering high-end visuals rather than targeting higher frame-rates.

When using checkerboard 4K mode, the game does a reasonably good job of holding steady at 30 frames per second in most scenes, with even intense battles that pile on the visual effects sticking mostly to the target frame-rate with only small pockets of dropped frames. It’s not quite perfect though, and some effects-heavy scene will see performance drop. Thankfully, this is more of an exception than the rule and most of the game delivers a stable 30 frames per second, but it’s not a perfect lock.

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Is performance mode the answer? Well, there’s a significant increase in frame-rate when you trade in the vast pixel-count for standard 1080p. A stable 60 frames per second is off the table here and the frame-rate is left to run wild instead with noticeable judder. What this mode basically delivers is something more in line with, say, God of War 3 or Ascension on PlayStation 3. The frame-rate averages in the mid to upper 40s most of the time during any skirmish while some of the quieter moments can jump up to or around 60fps. It’s not our cup of tea, but if Sony follows Microsoft’s example and embraces FreeSync technology, it may improve matters. As it is, it’s a nice option then for those that prefer the fastest possible performance and don’t mind the judder you get from uneven frame-rates on a 60Hz display.

Lastly, there is the base PlayStation 4, which is capped at 30fps and here, the level of performance is remarkably like the PS4 Pro with the higher resolution option engaged. Frame-rates generally hold steady at 30fps but there are dips in performance during specific sequences, which does reduce fluidity. Ultimately, between the two systems and available options, I prefer the capped 30fps mode using the high-resolution option on PS4 Pro. It’s a good mix of image quality and stability. The occasional dips below 30fps are frustrating at times but the overall level of consistency is generally solid. The unlocked performance mode is simply way too variable and unstable for my tastes – the judder detracts more from the experience than occasional dips below 30fps.

God of War is receiving a lot of positive press right now – not least its Eurogamer Recommended review – and from our perspective, it deserves its plaudits. It’s another great example of a first party studio reaching new heights in terms of visual fidelity, with the title standing proudly alongside the likes of Horizon Zero Dawn, Uncharted 4 and Gears of War 4. From its remarkable rendering technology to its seamless camera system, God of War is a showpiece title – it’s an impressive achievement that demonstrates what can be accomplished when that heady cocktail of raw talent, budget and time is deployed on a key project.

Olympic gold medallist curlers kicked out of tour event for being ‘extremely’ drunk

Olympic gold medallist Ryan Fry and his Canadian team mates were kicked out of a World Curling Tour event in Alberta at the weekend for being "extremely drunk", according to a Canadian Broadcasting Corporation report on Monday.

Fry, who won gold at the 2014 Sochi Olympics, and his team were removed on Sunday by a committee after complaints they were breaking brooms and swearing as they went out for their match, the report said.

"I came to the event to play and enjoy the sport. My actions were truly disrespectful and embarrassing – the committee was right to disqualify us from play," Fry said in a statement cited in the CBC report.

"I allowed myself to lose control and I offended people with my actions. I wish nothing more than to apologise to everyone individually."

A facility manager quoted in the CBC report also said there was damage in the locker room and that other teams had complained about their belongings being kicked around.

The World Curling Tour said the Canadian team of Fry, Jamie Koe, Chris Schille, and DJ Kidby were ejected from the event for "unsportsmanlike behaviour" but did not elaborate on what led to its decision.

The actions by the Canadian squad are highly unusual in a social sport where the rule of etiquette dictates that winners buy the losers a drink before the losers repay the favour for the second round.

Fry won gold at the 2014 Olympics as a member of Team Canada along with Brad Jacobs, E.J. Harnden, Ryan Harnden and alternate Caleb Flaxey. 

Ghost of a Tale review – a creature castle fantasy with plenty of Soul

Ghost of a Tale’s castle feels like a prison at first but ends up feeling like home. In the course of 20 hours searching for a way out, I’ve slowly fallen in love with the place – its feathery falls of afternoon light over mossy stonework, its leafblown ramparts and canted mausoleums, its small, hard-bitten population of anthropomorphic rats, mice, frogs and magpies. Part of the setting’s allure is that it carries the echoes of many great virtual fortresses. Indeed, this slightly muddled third-person action-RPG’s greatest strength is probably how it adds to that architectural tradition, though the witty, affecting, politically resonant writing runs a close second.

There’s a touch of Square Enix’s winding masterpiece Vagrant Story to certain overgrown, shady courtyards, and a generous dollop of both Zelda and Moria in the shape of a magnificent underground vault, woven around a circular puzzle structure. The view from the keep’s belfry recalls the view inland from ICO’s fortress walls, yellow crenelations biting into blissful green distances. Above all, there’s the spectre of Dark Souls – a game with which Ghost of a Tale engages in fascinating, not always successful ways. As with From Software’s Lordran, Dwindling Heights Keep is a purgatory for lost people and things that is much taller than it is broad, stretching from a bone-strewn shoreline up through catacombs and sewers to a barracks, kitchen and armoury. Like Lordran, it’s a persistent environment bound together by a profusion of cunning shortcuts, unlocked one by one – rope elevators that whisk you from the gardens to the signal tower, doors that open from one side only and secret passages cheekily visible through rusted grates.

Working out how the game’s spaces thread into one another, letting their twists and turns sink into muscle memory, is as integral to Ghost of a Tale’s appeal as its hypnotic good looks. The act of stitching those wayward, ruined chambers together also chimes with the narrative, a story about rediscovering the past and building trust across racial divides that is a lot more searching than its parade of waggling tails and frog beards might suggest. Ghost of a Tale is the tale of Tilo, a mouse minstrel thrown in the clinker after his wife Merra angers a rat baron by refusing to perform a certain song. He is soon sprung from his cell by a mysterious figure, and left to scour the rambling keep for an exit while trying to learn the fate of his spouse. You’ll meet plenty of potential allies in the process, from argy-bargy thieves through grandmotherly cooks to gloating apothecaries, all of whom will send you off on various errands before they’ll agree to help you.

The game’s missions mostly consist of fetchquests, but there’s the odd simple platforming sequence or physical puzzle such as activating artefacts in order, plus a few “dialogue battles” where you must pick the right responses to stop a character losing patience. It’s a very forgiving to-do list, probably too forgiving for its own good – working out the right route aside, you’ll only really ever have to worry about finding candles or lamp oil to light your path, with no weapons or tools to wield save throwable distraction items and the odd (inexplicably) explosive pinecone. The delight of delving deeper into the fortress lends even the most humdrum oddjob a certain thrill, however, and there’s the odd setup that exploits the sumptuous environment design to great effect. Among my favourites is a restful mushroom-picking quest which saw me using a mycology handbook to identify the right growing conditions for certain fungus breeds, peering at leaf shapes and fallen logs while avoiding the gaze of a patrolling guard.

Ghost of a Tale’s willingness to let the world articulate itself to the player rather than leaning on HUD aids recalls both Dark Souls and Morrowind, patron saint of fashionably weird fantasy RPGs, but let’s not get too carried away there – SeithCG’s game is no Elder Scrollsy character development marathon. Quests generate XP, but level-ups only boost your health and stamina, and while there are a few minor abilities and perks such as reduced fall damage to acquire from certain characters, they’re strictly optional – you’ll carry out the missions concerned more for the sake of getting to know people than transforming yourself into the fourth Mouseketeer.

Tilo himself is a lovely, winsome creation, particularly when he’s wobbling about in the caverns with a candlestick in his paw. As far as many of the game’s other characters are concerned, however, he’s the scum of the earth. In Ghost of a Tale’s quasi-medieval world mice are a despised underclass, forever tainted by the treachery of their ancestors during an ancient war with an entity known as the Green Flame. Rats, conversely, are the heroes who finally drove back the demonic adversary, a legacy that has allowed them to gain power over the other species and establish a brutal regime.

The enmity between species soon becomes crucial to the plot – specifically, who you decide to trust at key intervals – and colours more or less every interaction or piece of textual backstory, from the mouthy bigoted frog you’ll encounter in the cell next to yours to the rowdy ballads in Tilo’s songbook, one of which is a sugary incitement to genocide. The obvious realworld parallel for the ostracisation of mice is the Christian stereotype of the Jews as a people cursed by the death of Jesus, but if this is to some degree an allegory, it’s at once very open-ended and never remotely preachy.

Rather than being parachuted into the universe, the question of prejudice is simply part of its terrain, the bitter soil from which people grow much as sexism is baked into the social bedrock of The Witcher games. The script is very much a master of that terrain, managing the intricacies with grace and sensitivity. It never boils characters down to their intolerances – almost everybody has a sympathetic side, however crude and vicious they might seem – and handles tricky phenomena like the concept of micro-aggressions with enviable deftness. It’s also both very funny at times and extremely poignant at others – capable of a lot of tonal subtlety despite the absence of voice-acting, and happy to leave certain implications unsaid.

The question of race somewhat guides Ghost of a Tale’s blend of stealth and disguises, but sadly the game is much less compelling on this front. Tilo is almost completely defenceless, though you can equip different gear pieces to boost your resistance to direct damage, poison and fire. Accordingly, you’ll spend a lot of the game lurking in barrels (which double as save points) waiting for guards to pass, or crouching to lower footstep noise. The game’s enemy AI is bare-bones to the point of crumbling away in your hands: rat guards either stand in place or trundle back and forth like catwalk models, forgetting you were there a few seconds after reaching your last known position. Outside of dialogue, there’s little sense that you are a convict on the run from hotly pursuing authorities, and little satisfaction to glean from outwitting anybody. You can lob sticks and bottles to distract guards, but it’s often easier just to gallop straight through to a hiding spot on the other side of the area.

Fortunately, Tilo soon gains access to the aforesaid disguises, beginning with a beat-up suit of rat armour that hinders movement but lets you pass as one of the prison guards. Many of the crucial quests involve dressing up as celebrity rogues, pirates, nobles and so forth to bamboozle people and learn their secrets. It’s all very silly – think pumpkin masks and eyepatches that somehow improve your vision – but it’s also part of the story’s more serious preoccupation with ethnicity and discrimination, as suggested by a lore entry on the politics of religious attire. You can dress up as a kind of mouse secret policeman to stop guards attacking you, but they’ll resent and harass you all the same, stealing food or threatening to lock you up unless you pay a bribe. The game could have done much more with the disguise concept – beyond making back-tracking less troublesome, it never really transforms how you play outside of dialogue – but it’s provocative and intriguing where the stealth too often feels like an inconvenience.

There are times when Ghost of a Tale seems ill at ease in its own clothes, its bewitching play of vegetation and masonry not quite disguising the project’s relatively limited means. The array of quests is possibly too large for the map – you’ll often pick up objects before you know what they’re for, starting a quest only to discover that you’ve already put together the means to complete it. The current version of the game is, moreover, absolutely riddled with bugs, from trifles like map icons not appearing to more grating problems such as missions refusing to complete till you quit the game and reload.

The worst technical upsets helpfully coincide with the worst of the story and encounter design. Having done without such theatrics for most of its length, Ghost of a Tale ends with an agonising boss encounter which requires you to drag heavy objects around while allies try to fend off those enemies not already trapped by a swarm of pathfinding and animation glitches. In the process, what was once a story about a few, troubled souls in an out-of-the-way corner suddenly becomes a story about the fate of a kingdom, trading intimacy for grandeur with a dispiriting clang.

It’s a soggy, rushed-feeling finale, but none of that’s enough to kill off my enthusiasm for Dwindling Heights and its denizens – as I write these words, I’m itching to shrug on my preposterously oversized rat armour and take another tour of that central courtyard. There is so much to say about Ghost of a Tale, from the way its stooped and ivy-clad architecture engages with a proud history of video game citadels, through its status as a sort of combat-less Elder Souls knock-off, to the way its writing surfs the line between personality and critique. It is not always great fun to play, but it is always worth pondering, and its mournful, majestic setting will linger in your mind long after the taste of that final encounter has faded.

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Chief Justice of the Supreme Court rebukes Donald Trump in rare intervention

Donald Trump has been reprimanded by the Chief Justice of the Supreme Court in a remarkable rebuke of a sitting president.

Mr Trump on Tuesday described a federal judge in California an "Obama judge", criticising his decisions.

Mr Roberts, breaking with tradition dictating that the Supreme Court refrain from reacting to politics, hit back and defended the judge.

He said that America does not have "Obama judges or Trump judges, Bush judges or Clinton judges."

"What we have is an extraordinary group of dedicated judges doing their level best to do equal right to those appearing before them," he said, in a statement responding to an inquiry from the Associated Press.

"That independent judiciary is something we should all be thankful for."

Mr Trump then hit back at the Chief Justice’s remarks, escalating the unprecedented row and tweeting: "Sorry Chief Justice John Roberts, but you do indeed have ‘Obama judges,’ and they have a much different point of view than the people who are charged with the safety of our country." 

He continued: "It would be great if the 9th Circuit was indeed an “independent judiciary,” but if it is why are so many opposing view (on Border and Safety) cases filed there, and why are a vast number of those cases overturned. Please study the numbers, they are shocking. 

"We need protection and security – these rulings are making our country unsafe!

"Very dangerous and unwise!"

Mr Trump’s assessment of Jon Tigar came after the judge issued a forceful ruling on Monday night blocking the president’s attempt to bar entry to the US to migrants who arrive between ports of entry.

"This was an Obama judge," said Mr Trump. "And I’ll tell you what, it’s not going to happen like this anymore."

The president also repeated his attacks on the San Francisco-based 9th Circuit Court of Appeals, which has dealt his administration a number of legal setbacks.

And it came shortly before The New York Times published a startling story claiming that Mr Trump wanted this spring to order the justice department to prosecute his political rivals Hillary Clinton and James Comey, for unspecified crimes.

Mr Trump had to be dissuaded by the then-White House counsel, Don McGahn, who pointed out that pursing such a political prosecution would spark an immediate backlash that could harm his presidency.

The US president has never been reticent about criticising the judiciary. Last year, the president scorned the "so-called judge" who made the first federal ruling against his travel ban. During the presidential campaign, he criticised Roberts himself for the chief justice’s decisive vote in 2012 to preserve President Barack Obama’s health care overhaul.

Mr Trump also referred to an Indiana-born judge of Mexican descent, who was presiding over a fraud lawsuit against Trump University, as a Mexican who would be unable to rule fairly because of Mr Trump’s proposal to build a wall along the U.S.-Mexican border.