Community Announcements - [TW]Yoshiro


Those crazy circus freaks have infested the world of Killing Floor once again for the Summer Sideshow: Pier of Pain event, hosted in Ringmaster Lockheart's Steamland. And this time they've brought a completely new game type with them - Objective Mode. But that's not all! We have a whole pile of extras for you all, for NO money down:

*All new game type: Objective Mode features story driven gameplay with objectives to complete while battling the zeds!
*The new map, Steamland, playable in both the new Objective Mode and Wave Mode!
*Objective Mode added to the Killing Floor SDK, so mappers can now create their own story-based maps.
*New unlockable event character: Steampunk Mrs. Foster! Unlock here during the event while you can!
*Additional achievements for the new game mode and new level.
*Another opportunity to unlock Steampunk Mr. Foster during the event.
*For everyone who owns Rising Storm (http://store.steampowered.com/app/234510) - the Rising Storm Tommy Gun.
*All FREE to everyone who owns the game!


And, so everyone who doesn't own the game can try the new mode, Killing Floor will be available to download and play, for NO money (that is f-r-e-e), from 4th July through to 11th July. That is a whole week to try it out. And, to encourage everyone even further, the game will be on sale during the period of the free week, at an 80% discount.

But wait! There's more! We are also bringing you a new DLC character, to keep the original Mr. Foster company - Mrs. Foster! Plus a second Gold Weapons Pack for all those who like their weapons blinged out. And as if that wasn't enough - a Steampunk-themed Community Weapons Pack will also be available, to match with the whole Steampunk theme of the Summer Event.
Remember, you can only unlock Mr and Mrs Foster during the Summer Sideshow event - so don't wait! If that is all a lot to take in at one go take a look at the event web page: http://summer2013.killingfloorthegame.com.

Anyone smell a new mapping contest in the works? Time to dust off all those great "story mode" ideas?
Community Announcements - [TW]Yoshiro
PC Gamer has a hands on look (and video) of the upcoming Summer Event for Killing Floor. Check it out here: http://www.pcgamer.com/2013/07/02/killing-floor-pier-of-pain-event-adds-new-mode-map-and-weapons-first-gameplay-video-inside/



Featuring new weapons, characters, and brand new Objective Mode!
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Tripwire continues to create reasons to hop back into its four-year old co-op shooter. After bestowing a low-grav moon base map last Christmas, Killing Floor kicks off a new holiday event tomorrow, the Summer Sideshow Pier of Pain, bringing with it the first new mode since it released.

“Objective Mode” layers tasks like VIP escort and item retrieval atop Killing Floor’s standard, wave-based monster killing. The mode is initially playable on Steamland, a new map, but Tripwire is also including mod tools in the Pier of Pain update for the game’s community to create more Objective Mode maps. Tripwire invited me to an exclusive playtest of the map earlier today, shown in the video above.

Killing Floor will be free to play for a week beginning July 4. New weapons and skins are also packaged in the update as unlockables or DLC, shown below.

Community Steampunk Weapon Pack

The Orca Bomb Propeller - The Orca Bomb Propeller tosses little delayed explosive bombs. Good for those bank shots!
Multichamber ZED Thrower - A steam-powered lead launching auto shotgun, with a secondary steam discharge that will knock enemies away!
Single Piston Longmusket - A finely crafted long rifle from the Victorian era fitted with telescopic aiming optics.
Dr. T's Lead Delivery System - Thy weapon is before you. May it's drum beat a sound of terrible fear into your enemies.


Golden Gun Weapon Pack 2

Golden Tiger-Striped Hand Cannons
Golden Chainsaw
Golden Flamethrower
Golden AA12


















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Here at PC Gamer we like to play PC games. Sometimes, we even like to play them with other people. That’s why we’ve got a huge lineup of game servers hosted by GameServers.com. Feel free to hop on whenever, or join us on Community Friday or during our other random events.

All servers hosted in the US. We'll update this list with PC Gamer UK's servers as soon as possible.
CS:GO Arms Race


The in-game matchmaking system only lets 10 players duke it out in Arms Race. Our server has room for 24 players with the latest and greatest custom Arms Race-compatible maps from the Steam Workshop.
CS:GO Classic Casual


Our very first community events took place on the server we like to call: The Psychedelic Den of Map Experimentation. Try out some of the best maps available on the Steam workshop in our 24-player, 128 tick server.
Rising Storm


Join the Axis or Allies as we battle it out on PCG’s Rising Storm server. Territories mode is the name of the game with our soon-to-be ranked server.
Battlefield 3


Vehicle enthusiasts can drive around in our 64-player Battlefield 3 server. Watch out for mortars!
DayZ


Part of the public hive, our DayZ server is a great place for you to scavenge for loot, meet new friends, or hunt down some bandit scum.
Minecraft


A 32-player Minecraft server with the Tekkit Classic mod installed. Download the Tekkit client before jumping on to play!
Team Fortress 2


Show off your hats and other accessories on the PCG TF2 server. We’re running the official maplist with support for 24 players.
Left 4 Dead 2


If you’re looking for a reliable dedicated server for your co-op zombie escapades, look no further than the PCG 8-man Left 4 Dead 2 server. Pick your favorite flavor of L4D2 and murder some zombies.
Unreal Tournament 2004


A staple of the PCG offices, now you too can join in on the fun with our 32-player UT2K4 server.
GoldenEye: Source


If it wasn’t already clear, PCG loves mods. In fact, we love them so much that we’ve set up a 16 player GoldenEye: Source server for you guys to play on.
Natural Selection 2


For whatever reason there’s a 10-slot maximum on our Natural Selection 2 server. We like to think that this encourages teamwork.
Killing Floor


Another co-op zombie classic, jump into our 6-player Killing Floor server to play with other PCG community members.

If you’ve got server requests, plugins, mods, or other suggestions, email jake@pcgamer.com or ben@pcgamer.com.
PC Gamer
Community Announcements - [TW]Yoshiro
We just launched the Tripwire Humble Bundle, which includes RO1 and RO2, plus the current Killing Floor bundle if you pay over the average price. PLUS all three soundtracks! The Bundle runs for the week from 2 Apr through 9 Apr. Time to go grab copies of 3 great Tripwire games!



The Red Orchestra and Killing Floor sound tracks are now also available on Bandcamp.
Announcement - Valve
Today's Deal: Save 75% on Killing Floor!

Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!

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Tripwire President John Gibson holds an M1 Garand inside the team's studio, one of the guns carried by the Americans in Rising Storm.

Earlier this month I visited Killing Floor and Red Orchestra 2 creator Tripwire Interactive to play Rising Storm, the upcoming standalone expansion to RO2 (look for a preview on Monday). After the demo, Tripwire President John Gibson and I got talking about the state of first-person shooters, and Gibson laid out a detailed criticism about the way Call of Duty "takes individual skill out of the equation." Gibson also expressed frustration over how difficult it had been trying to design a mode for Red Orchestra 2 that appealed to Call of Duty players.

PCG: How do you feel about the state of FPSes?

John Gibson, President: I think that single-player shooters are getting better. I think they’re finally coming out from under the shadow of the Hollywood movie, overblown “I’m on a rail” linear shooter. I’m talking about Call of Duty-style shooters. In the late ‘90s, you had the original Deus Ex, which was an RPG-shooter. And those kind of games almost took an eight year hiatus. And I’m so excited to see them coming back with interesting gameplay. Like the Fallout games, even though their shooting mechanics could really use some improvement, just mixing a really cool story, but not a linear story, one that you create yourself. The melding of RPG elements and shooter elements has been great. I’ve seen this reflected in a lot of the reviews, it’s like, “Okay guys, we’re tired of this on-rails experience.”

On the flip side, I’m really discouraged by the current state of multiplayer shooters. I think that, and I hate to mention names, because it sounds like ‘I’m just jealous of their success,’ but I’m really, I feel like Call of Duty has almost ruined a generation of FPS players. I know that’s a bold statement, but I won’t just throw stones without backing it up. When I was developing Action Mode , I got a group of people that I know that are pretty hardcore Call of Duty players. And my goal was to create something that was accessible enough for them to enjoy the game—not turn it into Call of Duty, but try to make something that I thought was casual enough but with the Red Orchestra gameplay style that they would enjoy. And we iterated on it a lot. And just listening to all the niggling, pedantic things that they would complain about, that made them not want to play the game, I just thought, “I give up. Call of Duty has ruined this whole generation of gamers.”

Red Orchestra 2. Gibson says he's "discouraged" by the state of multiplayer shooters on PC.

What did they complain about?

Gibson: It’s the gameplay mechanics that they become used to. The way that players instantly accelerate when they move, they don’t build up speed. “The weapons really don’t have a lot of power” . They’re all very weak. The way they handle... They’re like: “I hate Red Orchestra, I can’t play it.” Well, why? “Because the guy doesn’t move like he does in Call of Duty. Call of Duty has great movement.” Why is it great? “Because it just is, I just like the way it works.” So you don’t like the momentum system in Red Orchestra? “Yeah, it sucks, it’s clunky, it’s terrible.” Well, why? “It’s just because I’m used to this.”

I make it sound like there was a combative conversation, probably because I get a little emotional when I think about it. But it was really a calm discussion of, “What don’t you like?” and “It doesn’t feel like Call of Duty.” Almost every element boiled down to “it doesn’t feel like Call of Duty.” And really, watching some of these guys play... one of the things that Call of Duty does, and it’s smart business, to a degree, is they compress the skill gap. And the way you compress the skill gap as a designer is you add a whole bunch of randomness. A whole bunch of weaponry that doesn’t require any skill to get kills. Random spawns, massive cone fire on your weapons. Lots of devices that can get kills with zero skill at all, and you know, it’s kind of smart to compress your skill gap to a degree. You don’t want the elite players to destroy the new players so bad that new players can never get into the game and enjoy it. I’m looking at you, Dota. Sorry.

"If there’s no fear, there’s no tension, the victory is shallow. We want there to be some fear."

But the skill gap is so compressed, that it’s like a slot machine. You might as well just sit down at a slot machine and have a thing that pops up an says “I got a kill!” They’ve taken individual skill out of the equation so much. So you see these guys—I see it all the time, they come in to play Red Orchestra, and they’re like “This game’s just too hardcore. I’m awesome at Call of Duty, so there’s something wrong with your game. Because I’m not successful at playing this game, so it must suck. I’m not the problem, it’s your game.” And sometimes as designers, it is our game. Sometimes we screw up, sometimes we design something that’s not accesible enough, they can’t figure it out, we didn’t give them enough information to figure out where to go... but more often than not, it’s because Call of Duty compressed their skill gap so much that these guys never needed to get good at a shooter. They never needed to get good at their twitch skills with a mouse.

Players like Elliot and I, back in the Quake and Unreal days, you know, we had to get good at aiming. These guys don’t have to anymore. The skill gap is so compressed that like, “The game makes me feel that I’m awesome.” These guys, when I actually watch them play, they’re actually very poor FPS players. And I don’t think it’s because they’re incapable of getting good, I think it’s because they never had to get good. They get enough kills in Call of Duty to feel like they’re awesome, but they never really had to develop their FPS skills beyond that.

And it’s a shame because when you do that, when you create a shooter like that, you’re very limited on the amount of depth that you can give the game. It’s all gotta be very surface level, like I’m sitting there eating cotton candy and I never get any meat and potatoes. And it’s frustrating for me as a designer to see players come in and they’re literally like “In Call of Duty it takes 0.15 seconds to go into ironsights. In RO2 it takes 0.17 seconds to go into ironsights. I hate this.”

Gibson fires an MP40 during an audio recording session for Red Orchestra 2 in the Nevada desert. Gibson is frustrated by the way that Call of Duty has "taken individual skill out of the equation" for many modern FPS players.

Do you think it’s a matter of patience? Have these players lost their sense of patience?

Gibson:I think that’s part of it. The game is kind of spoonfeeding them, and making them feel great when they’re not. And like I said, that’s smart business, and I don’t blame Infinity Ward for wanting to do that. They’re selling millions of games and they have lots of people enjoying it, but I think there’s a depth of enjoyment there that a lot of these players are missing out on. And when you try to get them to branch out, their knee-jerk reaction is “The training wheels have come off, I’m gonna fall!” And I hate to see that.

It’s this weird dichotomy between, you know, single-player is getting much more depth, and players are just eating it up. They’re loving that. They’re buying these FPS-RPG single-player games like crazy. But multiplayer, “Ooh, don’t take my training wheels off.” I hate that. So we’re trying... we’re giving a little bit of training wheels, but we’re going to take them off occasionally in the shooters that we’re making, and hopefully we’ll get some of those people to branch out. I think for me though, I wouldn’t say I’ve completely given up on all of those players, but I’m not gonna try to make a game that tries to be Call of Duty at the expense of having fun gameplay that actually has depth.

Elliot Cannon, Rising Storm Lead Designer: Or creating a game that feels like you might be in a war, and you might die?

"One of the things that Call of Duty does, and it’s smart business, to a degree, is they compress the skill gap."

Gibson: Yeah. That’s one of the things that we do in our games, and it’s fear. When you play... I know there are modes in Left 4 Dead that are more hardcore, but when you play Left 4 Dead, and I’m really friends with Valve, so I hope they don’t get mad at me, but you do get spikes of adrenaline. But eventually that wears off because you figure out, well, as long as we stick together we’re never gonna die. In Killing Floor, when the Fleshpound shows up, you could be screwed. Half your team is probably gonna die. Your heart rate goes up, you’re freaking out, like “I can actually lose this shooter.” And if there’s no fear, there’s no tension, the victory is shallow. We want there to be some fear.

What do you consider your tools for expressing fear?

Gibson: Vulnerability is a big part of it, lethality. The ability to lose. There has to be... it’s kind of like, you know, if you’re gambling. If you go to the penny slots, you’re like, “Okay, yeah, whatever, I lost a penny.” But you go to the Roulette table, you throw down a thousand bucks, and you spin the wheel—you’re nervous at that point.

So, having the players have to take risks. Risk versus reward. They risk more, but the reward is greater. There’s more depth, there’s a bit more of a learning curve, but when you get that kill at long range with that bolt-action rifle, while the artillery’s flying around your head, and mortar shells are falling and guys are Banzai-charging you in the face, and your guy’s shaking, but you still kill him anyway. That’s an experience. You had some risk there, but you got a bigger reward. The kill wasn’t just handed to you. It wasn’t like “I called in the helicopter and it flew into the level and mowed down half the enemy team while I wasn’t even doing anything.”

Check back on Monday for an exclusive hands-on with Rising Storm.
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We've now faced so many zombie apocalypses that it's amazing the shambling menace can elicit even the mildest increase in heartbeat. So while Killing Floor remains an enjoyable co-op FPS, any change to its morbid monsters is welcome. Especially when that change is in the form of in the form of H.R. Giger's face-smothering, acid-dripping, chest-bursting beasties.

That's what you get in Killing Floor: Aliens, an extensive mod that swaps out the game's setting, weapons and, most importantly, enemies for those from James Cameron's action sequel. Nearly two years in development, the mod's team say of the project, "AKF is one of the most comprehensive mods to date released for Killing Floor. The aim of this mod was to bring the feel and scope of James Cameron's Aliens to Killing Floor while in one hand remaining true to the franchise and in the other ensuring that it still retains the feel of Killing Floor."

There's a whole zoo full of Xenomorphs, from the tiny facehuggers to the giant Alien Queen, along with new weapons, maps and perks. You also get a full roster of characters from the movie - including Ripley - who the mod's makers claim now play and sound like their cinematic counterparts.

Download and installation instructions are available from the mod's website, or you can go here and install through the Steam Workshop.

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Lambent Stew's free, web-based Steam Time Analysis tool laid bare my backlog of shame by breaking down time spent (or not spent) on each of my library's games like some sort of cold, ruthless PowerPoint presentation. The breadth of information provided is quite impressive. Over email, Stew told us the new build includes a few new features that further visualize users' habits.

You're now be able to compare your profile with those on your friends list for games owned, how many were played, and total hours played. (Our own Executive Editor Evan Lahti only played around 16 percent of his over 1300-game stable, the lazy bum.)

Similar to another homebrewed utility, a new worth calculator also provides combined figures for minimum, maximum, and current game prices in your library. Locating your own profile should be easier with improved search: just type in your Steam profile ID, and the tool should easily zero in on your data.

Check out the tool for yourself on Lambent Stew's website. How do you rank against your friends? What's your most-played game?
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