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PC Gamer
title="Permanent Link to Someone has made Donkey Kong Country in the Doom engine, watch it in action here">donkeykongdoom

People are still doing insane stuff with the Doom engine, and nowhere is this better demonstrated than with this Donkey Kong mod. The GZDoom mod turns Doom into a whimsical side scrolling platformer, which is obviously quite a change from its origins as a brutal first-person shooter. To give it a go you ll need GZDoom, a download of the mod as well as one of original Doom engine .WADs.

Unless you're intimate with the Doom engine and its modding community, the video below will probably be a bit confusing: how (and I suppose more importantly, why) does one turn a first-person shooter into a sidescrolling platformer? Um, I have no idea, but there's an eerie pleasure in watching a version of Donkey Kong played out with the occasional appearance of old Doom assets. The instructions for installing the mod are over here in the video description.

In other Doom mod news, this is quite impressive.

PC Gamer
title="Permanent Link to Titanfall ‘Zone 18′ map will bring dangerous rooftop skirmishes to IMC Rising">titanfall-zone17

Titanfall s third and final map pack will release soon , but not before Respawn has detailed each of its three arenas. The second one, entitled Zone 18 , is unfortunately not a futuristic golf course, but instead an IMC robotics research base. According to Respawn designer Geoff Smith, Zone 18 was originally a test map for the Last Titan Standing game mode, but has now been rejigged with a few minor twists. It s generous with its rooftop shooting perches, but just try sticking around up there without getting shot.

In most of Titanfall s levels, pilots climb to the highest rooftops for safety and to gain a better firing advantage, but in doing this they get separated from other pilots, friendly and enemy, Smith wrote.

I wanted to see what would happen if most of the rooftops were the same height, so it would be harder just to sit up high and avoid the ground combat. As a result, more stealthy pilots will probably stick to the ground, or keep to the underground hallways which connect each of the map s three Hardpoints, providing they re playing in that mode.

Zone 18 is roughly broken into two equal sides divided by a central path, Smith wrote. This main path has a few alleyways cutting off it which are great for Titans to escape engagements very quickly and provide pilots with fast wall runs across the map. Zone 18 is a fast-paced map that can be overwhelming for pilots who decide to venture onto the rooftops. With minimal cover on the tops of buildings, the underground paths are a better choice, assuming the goal is to stay alive

A substantial free update for Titanfall earlier this month, introducing a new Titan-free game mode among other things. The IMC Rising DLC pack has no firm release date, but expect it before end of year.
PC Gamer
title="Permanent Link to Assassin’s Creed: The Americas Collection will release for PC in Europe and Australia, but not in North America">Assassin's Creed 4 Black Flag

Ubisoft last week announced the Assassin's Creed: The Americas Collection, a bundle including Assassin's Creed 3, Assassin's Creed: Liberation and Assassin's Creed IV: Black Flag (sick of the words 'Assassin's Creed' yet? I'm sorry). That's all well and good, but it appears PC owners in North America will not be able to buy the bundle. While a PC edition of The Americas Collection has been confirmed for Europe and Australia, the same won't be true for the US.

It's especially strange since the Xbox 360 and PlayStation 3 editions will be available in North America. Nonetheless, Ubisoft confirmed with Gamespot that there are no plans to release the PC edition in that region. No doubt there's some arcane corporate logic to this, and given how easy it is to get these games at a discount digitally I'm sure few people mind. Nevertheless, Ubisoft did admit in August that it needs to work harder to do right by PC gamers, and this seems to clash with those sentiments.

Assassin's Creed: The Americas Collection releases October 3 in Europe and Australia and October 28 in North America.
PC Gamer
title="Permanent Link to Should I vacuum my PC? Ask PC Gamer">vacuum

Ask PC Gamer is our new weekly advice column. Have a burning question about the smoke coming out of your PC? Send your problems to letters@pcgamer.com.

Is it OK to use a vacuum cleaner to clean my PC? Compressed air just blows the dust everywhere, which is annoying. I've done it before and it never caused a problem. William F.

Dear William,

Put the Hoover down. Slowly, now no one's PC has to die today. Good, now we can talk:

No! You'd be better off building a diorama of Dust Bowl-era Oklahoma inside your case and presenting it at a county fair. Vacuum cleaners generate static electricity that could easily mean the death of your system. In fact, get that PC away from anything associated with vacuum cleaners the carpet, for instance.

There are 'computer vacuums' which advertise anti-static features, such as the DataVac, but they aren't cheap. The cheapest and simplest way to clean your PC remains compressed air and rubbing alcohol, annoying as that can be.

You probably don't want to spend $200 on this just for one PC.

Move your PC somewhere you can easily clean up later and use compressed air to blow out as much dust as you can. If it needs more attention, remove the fans and motherboard and carefully clean them with a soft cloth and 99% isopropyl alcohol.

Or, if you're really lazy, you could just dunk your whole system in a vat of alcohol. You probably wouldn't have a computer that works any more, but it would be clean. (Please don't actually do that. You might get away with submerging your motherboard as long as you remove everything, including the CPU, but that's probably not necessary.)
PC Gamer
title="Permanent Link to Football Manager documentary heading to UK cinemas next month">Football Manager doc

In an ideal world there would be informative, full-length documentaries on every interesting facet of games my personal hope is for a Looking Glass documentary exploring, among other things, the fantastic Thief series but Football Manager is a solid alternative, what with it being probably the most quietly successful management sim around. FilmNova have made such a film, entitled An Alternative Reality: The Football Manager Documentary, and it's coming to select UK cinemas next month.

I could write what I know about Football Manager on the carapace of a ladybird, but it's wonderful to see a seemingly fairly in-depth management/simulator game have such far-reaching appeal. According to Sports Interactive's Miles Jacobson, "The documentary isn't our story it's the story of the people who escape to the alternative reality of being a football manager, and the effect this has had on their lives. It's also the story of how a computer game made by football fans has become a part of the world it set out to replicate.

"But it's not just for people who play it's also for people who've ever wondered why others spend so much time escaping into this world."

In other words, you don't need to be a Football Manager fan to watch it. You do, however, need to be able to get to one of the following Vue cinemas, which are confirmed to be showing the documentary for one night only on Tuesday October 7th. I imagine it'll be out on DVD sometime afterwards, but it's always nice to see films on a big screen. Following the screening, there will be a short advert type thing that details some of Football Manager 2015's new features, along with a Q&A with Jacobson.

If your local Vue cinema isn't listed below, and you'd like it to show the film, there's some sort of Twitter campaign going on here.



Birmingham Star City


Bristol Cribbs

Bury the Rock


Cheshire Oaks


Edinburgh Omni



Glasgow Fort


Leeds Light

Manchester Lowry









Westfield White City

Westfield Stratford

Cheers, Eurogamer.
PC Gamer
title="Permanent Link to Shadowrun: Dragonfall Director’s Cut detailed ahead of release next week">Dragonfall

Shadowrun Returns expansion Dragonfall has been spun-off into a standalone version, which is arriving next week (and free for owners of the original). This 'Director's Cut' comes with a bunch of new content and a few welcome changes, including a new user interface, enhanced visual effects, and a more fleshed-out companion system. We knew a little about all this, but not much, a few weeks back. Now, the new stuff has been detailed in full in a new Kickstarter update post.

If you're a fan of isometric RPGs and you haven't played Shadowrun Returns, it's pretty good! Especially since Harebrained Schemes introduced a newly un-rubbish save system and wrote a better, more open story for the much-improved Dragonfall expansion. The newly standalone Dragonfall implements some welcome changes and additions, including a more helpful, information-rich interface, the ability to enhance your teammates and take part in new companion missions, to visit more upscale environments, and, er, to pick from a more varied selection of hairstyles. Steam achievements and trading cards are included this time around too.

Shadowrun: Dragonfall is releasing September 18th; you'll find the full lowdown on the changes here.

PC Gamer
title="Permanent Link to Mod of the Week: Pilgrimage, for Arma 3">Pilgrimage

Our regular mod wrangler Chris Livingston is indisposed this week likely pruning back his INIs, and exorcising rogue RARs. Normal service will resume next week. Before that, I'd like to step in to highlight Pilgrimage, an Arma 3 scenario that, judging from the response to Andy's showcase of the game's best solo missions, is a clear community favourite.

It's a needle-in-the-haystack simulator, only with guns and angry men. Your job is to find and collect the body of your deceased brother from one of Altis's churches or chapels.

Altis is over 270 square kilometres big. It has over over 200 churches and chapels. Fortunately, I have ways of making people talk. (See earlier: "guns".)

Er, thanks?

I start in a randomly picked spot on the island's north-east coast. It's foggy, it's raining, and my map is huge and empty. I'm almost questioning the wisdom of embarking on a solo mission to recover a corpse from a hostile-filled island without first collecting event the most basic intel.

I've got a lot of walking to do. I decide to head west. Before long, I stumble across a small building with a rotating yellow exclamation mark above it. Loot! Inside is a sniper rifle. This puts me in a tough position. I'm only carrying a crappy SMG, but swapping it out for this will seriously limit my tactical options. Instead, I decide to sell it using Pilgrimage's auction system. This is involves the box disappearing, a text log informing me of how much "fuel funds" I've been awarded, and, most importantly, me doing my best to not question the logistics of this instant interaction.

I continue west, and am informed I've spotted the trail of between one and three hostiles. I duck into a crouch, which does nothing, but makes me feel about 30% safer. Through masterful orienteering (or "luck," as it's also known), I'm able to avoid the patrol. Instead I spot a church. Damn, this could be a short- no. It's empty.

One down, 217 to go.

Clearly I need to get smarter in my approach. The first thing I do is track down that patrol. I get a new message, saying they're now to the north-east. I head back up the hill, and, with the help of a little more luck, spot them in the distance. My SMG is clearly not up to the task, but I'm well hidden. I manage to take them out before they spot my position. After a bit of corpse looting, I'm sporting a new rifle and some better armour.

My next job is to get off the coast. Anything I don't loot, I sell pulling out a box from, er, somewhere, loading it with equipment and watching it disappear into the omniscient auction house. I've got a decent amount of money at this point enough to fast-travel much further in land. Reach any road and you can select "hitch-hiking" from the game's context menu. Click a position on the map and you'll materialise there, short a few "fuel funds".

My objective is the town of Sofia, but first I've a church to scout. A one-in-217 chance? I like those odds...


At this point my phone rings. After a few seconds of randomly pressing buttons, hoping to find the one that answers it, my character picks it up automatically. It's my uncle, with some choice words about a) my brother's death, and b) my father's "machine". Holy shit, this mission has a story.

Unfortunately, I don't get any more hints as to what that story might be. Overlooking the final church on the way to Sofia is a radar tower that's swarming with enemies. They spot me, and I'm plunged into a gruelling fire-fight as I try to escape. At this point, any further phone calls are hurriedly cancelled before the ringing gives away my character's position. At no point does he decide to just put it on silent.

During the fight, one of the soldiers surrenders. A blue exclamation mark appears over his head, informing me he can be interrogated. This, finally, is where I make some headway. The interrogation marks off a number of churches. Now I've probably only got 180 or so to check. Progress!

"Now tell me everything you know about churches..."

I reach Sofia, still under fire. The town itself appears to be surrounded by hostiles, and so I'm sprinting between each highlighted building, picking up first aid packs, selling unwanted weapons and gathering intel laptops that further narrow my search.

It's here I finally get my first piece of actionable advice. A blue exclamation mark points to a civilian with some information. I could ask him directly, potentially marking off a few more churches, or I could risk paying him a sizeable chunk of cash. I do the latter, and he tells me I should concentrate my search to the south-west. I now have a proper lead... assuming he's telling the truth.

The beauty of Pilgrimage is its effective combination of soldiering sim, orienteering adventure and detective mystery. It's truly open ended a randomly placed objective on a massive map and a handful of tools to help you hone in on your target. It's endlessly repeatable too, with a myriad of options that let you extensively tailor your experience.

It can feel overwhelming at first, but only until you find your first solid lead. After that, your journey is give purpose and the true mission of dodging patrols and gathering intel proves an exciting way to spend time in Altis. And there are a lot more options than those that I encountered including dedicated hideouts to hide out in, enemy strongholds to attack, and assassination missions that can be done at the behest of certain civilians. You can see a full guide to what Pilgrimage can do here.

Installation: Simple. Download from Armaholic, and extract the .pbo file into the Missions folder of your Arma 3 directory. You can also subscribe via the Steam Workshop, although there have been reports of that version not retaining your saved data.
PC Gamer
title="Permanent Link to Spacebase DF-9 gameplay video Early Access impressions">spacebase df9

Shocking news today: I'm playing another game! This time I take a look at Spacebase DF-9, an Early Access game from Double Fine that I've already put about 10 hours into. The goal: build a sweet space station without everyone dying terribly.

Consider this an introduction to Spacebase, but even in 40 minutes I couldn't get to everything, including all my issues with it. (That's partially because I spend way too much time trying to design a single structure station... but I like making things pretty, OK?) Raiders, for instance, can be unfairly strong. I've lost entire bases because no one even my dumb security officers can figure out how to deal with one guy. Even turrets are useless.

There are also general AI problems (the crew loves to get stuck and has no sense of self preservation) and it's frustrating that tasks can't be prioritized during emergencies.

I like Spacebase, but often in spite of it. The variables are off right now. I'm optimistic, though a few more big updates and it could be really special.
PC Gamer
title="Permanent Link to The Best Free Games of the Week">abstract ritual free

As I approach my *cough* 20s, I'm drawn more to games that allow me to explore a small, interesting space, without the stress of having to collect 100 stray doodads or deal with 'emergent' generated quests along the way. Indie games are very good for this, and this week sees a strange new Strangethink scene being procedurally generated upon the world, along with a game about mushrooms, a game about drowning (sorta), a game about pressing buttons, and one of them games where you read things off of the screen. Enjoy!

Voidscape 0 by Pol Clarissou Play it online here

Voidscape 0 is like the very opening scene of BioShock, if ol' Jack had decided to bin off entering Rapture in favour of exploring crumbling ruins and attempting to drown himself. It's an exploration diorama, a term I just invented that I think fits this style of small-scale adventuring pretty well. Towering structures, submerged crystals, and a quiet atmosphere lie in wait, along with a neat little mechanic that allows you to 'drown' yourself in order to activate soggy sunken gems. Come wade around the voidscape, hit a few shiny things, and enjoy the ambiance until you get a bit bored.

Abstract Ritual by Strangethink Play it online here

In a similar vein to Voidscape is Strangethink's Abstract Ritual, which is the most Strangethink game I've played since the last one. There's a sort of music visualiser appeal to Abstract's shifting, garish skies and throbbing crystal beacons, and a certain mathematical thrill to bounding around its procedurally generated spaghetti mess of platforms. Chat with oracle types as you attempt to figure out why you're here or where you're going or what their beef is, or just jump around watching the gorgeous sandbox ripple above your head.

Visiting the Mushrooms by Ryan Melmoth Download it here

More weird worlds await in Ryan Melmoth's Visiting the Mushrooms, a platformer that transports its laid-back, weird-running-animation hero to a world of lamps or cludgy energy balls or every time you squish a dozen mushrooms. There doesn't appear to be much more to Mushrooms than that, but curiosity kept me going for a few worlds' time, to see what other delightful oddities Melmoth had in store.

Ojoon EP by Jukio Kallio Download it here

Ojoon EP collects three interactive songs, which you'll play yourself by hitting the number keys to tap a note, or by holding the number keys to play a more bassy or sustained note. (There's also a shadowy B-side you can activate by hitting Space.) It's a bundle of interactive instruments that gave me a similar sense of discovery and joy to making songs in music programs, with simple generative art that reminded me a little of the generally relaxing PixelJunk Eden. It's one where you'll have to do a lot of the work yourself, but there's something wonderfully tactile to the act of making noises out of keyboard presses, and the team behind Ojoon have packed only the very best noises into this EP.

Rituals by Oleomingus Download it here

The fascinating Rituals is a brief prelude/early alpha version of Somewhere, Oleomingus' upcoming narrativey exploration game set in an alternate Colonial India. Based on this short demo, I'd say they're off to a very good start. The beautifully decorated, interestingly wallpapered environments evoke a Wes Anderson-directed Alice in Wonderland film, full of adept colour-paletting and lots of seemingly useless switches and talking paintings and teacup bathtubs and the like. The real reason to run Rituals is for its story, which tells an enigmatic tale of an explorer seeking an ancient city. The tutorial at the start mentions a couple ideas and mechanics that aren't explored in Rituals in any meaningful depth, but even so this is a hugely interesting world to be a part of for a little while. I'm looking forward to seeing how Somewhere builds on this.

Note: Oleomingus previously released another, "pre-alpha" version of Somewhere, in the form of the similarly standalone Fictions (direct link).
PC Gamer
title="Permanent Link to Momentous puzzle-platformer The Sun and Moon is being expanded, out this October">The Sun and Moon

The Sun and Moon is a clever, lovely, cleverly lovely puzzle-platformer unlike any other puzzle-platformer you've played. You play as a sort of ball thing, and you don't leap around by jumping but by travelling through walls and using the momentum to push yourself out and upwards. It's a bit hard to explain using our Earth words, but thankfully a trailer exists of its expanded follow-up after the break. Oh yeah, that's the other thing: The Sun and Moon is currently being fleshed out into a 'full' release, which you'll be able to play in exchange for money over on Steam.

Have a gawk at this:

Your goal in each level (and there appear to be quite a few stages in this new version, as spied in that trailer) is to snaffle three orbs before entering a wormhole, something that, as in life, can be far easier said than done. The Sun and Moon is coming to Steam on October 31st, and unless it contains a surprise appearance by Freddy Krueger or Jason Voorhees, it doesn't seem like a very Halloweeny game. While you wait, have a go at the original free browser game.

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