PC Gamer

Blizzard has announced that Metallica, the ageing rockmeisters who threatened to sue the internet into oblivion for downloading their riffage on Napster, will perform the closing concert at BlizzCon 2014. Needless to say, my unironic 1992 mullet and I are extremely excited.

As you're probably aware, BlizzCon is an annual celebration of all things Blizzard, during which fans of Warcraft, StarCraft, Diablo, and Hearthstone get together to watch and take part in panels, interviews, cosplay contents, tournaments, and all the other kinds of stuff you'd expect from a weekend-long gaming blowout. And when the 2014 edition of said blowout wraps up, attendees will be treated to a closing concert featuring the silky smooth stylings of Metallica.

If you can't be there in person, you can still enjoy the fine musical craftsmanship of James, Lars, whatshisface, and the new guy by way of the BlizzCon "Virtual Ticket." For $40, a V-ticket includes streaming access to all BlizzCon content, in-game items, and of course the Metallica show.

Is this cool? I honestly don't know anymore. Metallica used to put on an absolutely killer live show but that was the mid-90s, and when I watched the band's performance at this year's Grammys I mostly felt a sense of vague embarrassment about the whole thing. How did we get from "Metal up your ass" to this?

Anyway, hope it rocks, and being somewhat more serious about it for a moment, I expect it will—there are few bands with a more commanding stage presence than Metallica. BlizzCon 2014 happens at the Anahein Convention Center in California on November 7 and 8.

Prison Architect
Show us your rig

Each week on Show Us Your Rig, we feature the PC game industry's best and brightest as they show us the systems they use to work and play.

Chris Delay, game designer at Introversion Software of Darwinia and Prison Architect fame, works in a downright lovely environment; a custom built studio in his backyard that's as cozy as it is clean. I was taken aback by the massive amount of light the room lets in, and then quickly startled by the discovery that Chris uses the exact same keyboard, mouse, and monitor setup I have in front of me at this very moment. A man of good taste, Chris kindly took the time to show off what he uses to work, as well as "research" other games. 

What's in your PC?

My main computer is a desktop PC sat under my desk:

  • Intel Core i7 4770 @ 3.5 Ghz
  • 32 GB ram
  • Nvidia GeForce GTX 780 Ti
  • Windows 7 64 bit

The main hard disk is a 1 TB ssd—I've found this makes a genuinely massive performance difference to just about everything. Especially Windows itself. I'm still running Windows 7 because 8 looks like a tablet OS to me, and therefore isn't suitable to my desktop pc with keyboard and mouse. I've got a water cooling system on the CPU (in the past I've had a lot of issues with computers dying due to bad cooling, so I just went all out this time), and lots of blue LEDs inside the case, because video games.

I use the Corsair K70 (mechanical) keyboard because I love the feel of mechanical keys (and the sound they make when you type,) and I secretly love the backlit red LEDs as well. The mouse is a Razer DeathAdder, which I find really comfortable to use. Together I think they look awesome. I'm using quite an old 24" monitor and planning to upgrade that soon, once the 4k devices have settled down and it's clear which one to go for.

There's a rotel stereo amp and B&W speakers—you can see them mounted on the wall at either side of the monitor. Sound is extremely important to me, and I spend a great deal of time listening to the game I'm making. I think sound is one of the most important parts of a game's presentation, and I've always tried to have a decent sound system built around my main desk.

I also carry around an Apple Macbook Pro, 13" retina model, also entirely ssd. I think it's the perfect sweet spot for a laptop—very powerful, super quick at just about everything, but still quite small and light. I swap between the Windows PC and the Mac laptop regularly, which is a great way of ensuring all the code I write works well on multiple platforms.

What's the most interesting/unique part of your setup?

I used to work in the upstairs bedroom in our house, but real life put an end to that. I now have two children, and my wife told me I would have to surrender my office so our kids could have bedrooms of their own. My solution was to custom build my own studio at the bottom of the garden—somewhere I would be isolated from the noise in the house, and somewhere I would feel inspired and creative without being interrupted.

The desk on the right side is my main desktop pc station. The desk on the left side is usually used for the Mac as a docking station, and you can see I also have all my games systems under a nice big tv. Because researching other games is a very important part of my job ;)

There's a Darwinia painting above my main desktop and a painting of a woman in red above the left desk —both painted by my wife. I think they add a lot of colour to the room. I also took the recent PC Gamer cover that featured Prison Architect and had it framed, because that was such an honour for us.

What's always within arm's reach on your desk?

I quite like my desk to be as clear as possible ;)

What are you playing right now?

Still playing Battlefield 3 pretty regularly—I find the sound and the graphics to be so involving that I can play for hours at a time. Beyond that, I'm loving Kerbal Space Program at the moment. I've been replaying Final Fantasty X on the PS3, which has been an awesome experience, and I might actually complete it this time.

What's your favorite game and why?

A really difficult question. I'm assuming you mean "ever," in which case I'd have to say Civilization, which I've played probably every year since I first tried it on my Amiga—basically forever ago. I'm including the later versions of course, but it's the original that to me is such a masterpiece of game design.

Counter-Strike 2

Polish Counter-Strike: Global Offensive team ALSEN has been accused of match fixing during the ESL Pro Series Poland Season 9. Evidence has emerged that three members of the team, including captain Damian "DiAMon" Zarski, actually placed bets on their opponents, and then went on to lose the match despite being heavy favorites.

Rumors that ALSEN would throw the match were floating around before it even began, according to HLTV.org, and in the end they did end up losing to eliminacja by a score of 16-10. After the victory, online betting site CS: GO Lounge revealed that Zarski, as well as players Michal "bCk" Lis and Jakub "kub" Pamula, had actually placed bets on eliminacja. Lis and Pamula made their bets from their own Steam accounts, while Zarski used four alternate accounts, but also used his primary account to place a smaller bet on his own team.

Players betting through CS: GO Lounge wager in-game items, not cash, but the monetary values can still be substantial. Based on the valuations determined by the site, Lis won more than $300 in items as a result of the loss, Jakub won more than $550, and Zarski walked away with nearly $1500 worth of items. 

The other three members of ALSEN—Michal "michi" Majkowski, Mateusz "matty" Kobodziejczyk, and Rafal "sany" Pietrzak—were not found to have been involved in the betting. There is, however, evidence that other EPS Poland teams were aware of the situation but didn't report it; instead, they placed bets of their own on eliminacja, taking advantage of the steep 81-19 odds against them.

Given that in-game items were involved rather than actual cash, the exact legality of the situation (or lack thereof) is unclear. But it's incredibly sketchy behavior, and worse, it invokes the specter of rampant match-fixing in lower-tier pro leagues, where oversight may be lax. It's a lot easier to lose a match than it is to win one, and while the most egregious examples may be easy enough to pick out, more skillfully-managed fixing (and let's be honest, using your own Steam account to place bets against your team is pretty ham-fisted) is much harder to pick up on.

"Tournament admins and organizers, and [CS: GO Lounge] site admins did and will do everything to stop stuff like this," CS: GO Lounge admins said in a statement. ESL Pro Series Poland reps have not yet commented.

PC Gamer

Sound the deal gong; chime the bargain bell; honk the, er, sale horn? Do whatever it is you do to celebrate a new game being sold on the cheap, for that is what is happening right now.

Middle-Earth: Shadow of Mordor is a very good game—one that features an unbelievable amount of orc death. For the next 48 hours, Bundle Stars are offering a substantial 33% off it. It's now 20/$33.33 for the main game, and 13.33/$16.66 for the season pass. All this lasts until 5pm BST on 23 October. This is a Steam key sale, so you'll need to use that service to play the game.

A sort-of-related question: what do you think of doing a news on this? In the past, we've reported on bundles and big sales, but rarely on solid price cuts to recently released games. Is this a useful thing you'd like more of? If it helps, I could pair them with pictures of small animals.

Here is a stoat:

This is good web content, right?

Yes? No? Let me know in the comments.

PC Gamer

Side-scrolling Assassin's Creed is a thing that's going to happen. Weirdly, though, the intriguing Assassin's Creed Chronicles: China is being relegated to a bonus included as part of Assassin's Creed: Unity's season pass. Despite that, Ubisoft seems to have confidence in the premise, and is now saying that more Chronicles are planned.

"We really liked the side-scrolling idea, like Mark of the Ninja," AC:U creative director Alex Amancio said to Eurogamer, "and we thought it would be a really great way to explore some of the other universes we've created.

"One thing that's really cool is that every one of the chapters of this game will be in the art style representative of that era in time. This is why Shao Jun's game is like Chinese ink - very black and red."

Other timeframes, said Amancio, would feature a different art style designed to match the specific characters.

It's currently unclear how future Chronicles games will be released—whether as standalone titles, or bundled with larger releases.

Alien: Isolation

These downloadable missions faithfully recreate two key scenes from Ridley Scott s 1979 horror classic, but with a few subtle twists. The premise is that MOTHER, the Nostromo s supercomputer, is simulating these events to determine the best way to defeat the alien, which has allowed The Creative Assembly to play with the story in a way that isn t strictly canon.

The first, Crew Expendable, focuses on the crew s attempts to trap the xenomorph in the ship s airlock and blow it out into space. In the film it was captain Dallas who bravely volunteered to climb into the ventilation system with the beast, but here you can choose who does it: Dallas, Ripley, or Parker. Your choice doesn t affect the game in any way—only dialogue—but it s a cool idea.

The sedate opening sets the scene. You re free to explore the Nostromo before you climb to the lower decks and begin the mission. The ship has been beautifully, painstakingly realised, and it s like stepping onto the set of Scott s film. The dining table where the infamous birth scene took place, the dimly-lit bridge, and the blinking lights of the MOTHER computer are all superbly authentic—although, as I discovered in this feature I wrote, not everything is 100% accurate.

Eventually you descend to the engineering deck and have to avoid the alien as you seal a series of vent covers scattered around the level. This is the least inspiring of the two missions in terms of level design, and you won t find it particularly challenging if you ve already finished the main game. It s a notably smaller, more claustrophobic space than anywhere on Sevastopol, and you ll need to make ample use of ducts and side-rooms to carefully manoeuvre around the creature.

The last sequence is better, replicating the film s brilliant vent scene. You re trapped in a dark metal maze with the alien, lit only by the burning tip of your flamethrower. Lambert monitors a motion tracker and shouts directions over the radio as you try to reach the exit. If you thought this moment was tense in the film, just wait until you re in there with the creature yourself.

Last Survivor is the second, and best, of the DLC missions. It s based on the last scenes of the film, in which Ripley attempts to engage the Nostromo s self destruct and escape on a shuttle. In the film, Lambert s death is left horribly ambiguous, but here you get to see the grisly aftermath of her and Parker s last moments. Hunted by the alien, you must make your way through the belly of the ship and trigger the self-destruct as alarms wail and jets of steam suddenly burst from pipes.

This is a tough, tightly-designed mission—probably one of the best in the game—and does a great job of replicating the final, desperate moments of the film. You re limited to basic supplies and a small amount of flamethrower fuel, forcing you to rely almost entirely on pure stealth, which is a nice contrast to the main game s abundance of gadgets and weapons.

It s clear these missions have been made especially for Alien fans. They re a lovingly-crafted homage to the film, and they even managed to reunite most of the original cast including, crucially, Sigourney Weaver, who reprises her role as Ellen Ripley for the first time since the woeful Alien: Resurrection. Ash is voiced by a soundalike, but he really, really sounds like Ian Holm.

There s a nice moment in an audio log that ties the DLC to Ripley's daughter Amanda's story in the main game, but otherwise they can be enjoyed as standalone experiences. The missions will cost you about 3/$4 each, which isn t much considering how much love has been poured into them—although they aren t that long, and you ll be able to get through both of them in little over an hour. For an Alien fan, though, it s a small price to pay to step inside a timeless science fiction classic.

Alien: Isolation

So far, the base game of Alien: Isolation is proving to be all the crippling terror I need. Eventually, though, I'll emerge from my locker, and make my way through the game. And then? Well, there'll be more game. Creative Assembly has announced 'Corporate Lockdown'; Isolation's first add-on content. It will add three new maps for the game's survivor mode—each expanding the Sevastopol's story.

"In Corporate Lockdown , Seegson Executive Ransome has learnt that he has been abandoned by his paymasters," explains the press release. "Knowing that the Torrens is on the way, he decides to make his escape and hitch a ride on board, taking decoded Nostromo data with him. However, while escaping he wants to tie up a few loose ends."

In addition to the maps, the add-on will introduce Gauntlet mode—challenging players to complete all three Survivor challenges back-to-back without dying.

Back to the locker, then. Corporate Lockdown is due out 28 October, costing 5.59 / $8. It'll be followed by four subsequent packs.

PC Gamer

Civilization: Beyond Earth lets you decide the future of humanity. Will you respect the new planet you've colonised, or suck its resources dry to build bigger cities and better war machines? The affinities system is a powerful expression of those choices that affects your civ's path, from its technological focus to the way your cities appear on the map.

There are three affinities in Civilization: Beyond Earth: Purity, Harmony and Supremacy. According to co-lead designer, David McDonough, "They influence not just the way things look, but the way that they move, and the way that they build. The three identities are the combination of who humanity is when they land on the planet, and what they find, and how those two collide for the next two thousand years."

You side with an affinity by unlocking affinity points. These are scattered throughout the tech web, attached to techs that align with the philosophy of the affinity you're pursuing—expect lots of alien biology research to grant you Harmony points, for example. As you expand across the surface of the new planet, you'll encounter quests, which can offer affinity rewards depending on your choices.

It is possible to amass points in conflicting affinities, but over the course of the game, your choices will push you towards one more than the others. That's when things get really interesting. Let's take a more detailed look at each of the three affinities, and the values they represent.

Harmony

"Harmony finds that the planet is a beautiful place," David McDonough explains. "It's a gem, a jewel. Maybe the mistakes that they made on Earth, pillaging, polluting and so on, they don't want to repeat, so they find a way to make themselves belong on the planet."

As the name suggests, the Harmony path focuses on learning to live with the indigenous creatures on the plant you've settled. Harmony citizens learn from the ruined Earth they've left behind, and try to build cities that incorporate the systems they see in alien nature. This makes them a fast and flexible civ. They can learn to utilise the lingering miasma that poisons other factions, and can build units that weaponise the planet's most dangerous creatures.

"The Harmony player can take advantage of all the things that are threatening to you in the beginning of the game," co-lead designer Will Miller explains, "even to the extent that they start to design their own alien creatures. You get to play these big alien things at the end of the game, they even ride them. "They're not space elves, they're still very tough. In fact, the ground unit trajectory for Harmony, they look like Football players, huge genetically modified guys."

As you adopt an affinity over the course of many turns, you'll start to see your cities and units change. Harmony architecture is smooth and organic, replicating the aesthetics of alien fauna. Each affinity also has its own victory condition. The Harmony player unravels the mystery of the planet and communes with its collective consciousness to achieve a state of transcendence.

Purity

Do you like huge levitating battle tanks? If so, the Purity affinity is for you. The Purity civilization can only see the new planet as a corrupting alien force that must be held back with high walls and turrets. Humanity must be preserved in its current form, and grow strong in spite of any indigenous critters who might try to tear their cities down.

"It's a very plausible philosophy of what humanity would do if faced with, as the quote goes, 'the unimaginable strangeness of space," says David McDonough, "which is that they'll hold on very tightly to what they know, and what they recognise, and where they came from."

This attitude is expressed most obviously in their military hardware. "I was never a fan of Batman, Superman, I like the Hulk. You don't need fancy tricks and gadgets, you just need to hit things really, really hard. That's the Purity attitude—overwhelming force." The Purity player exploits special resources to create levitation fields that let their vehicles hover above the planet's surface—perfect for creating battle platforms.

A purity civ will look rugged and resilient. Expect robust, blocky white architecture that stands in stark contrast to the strange, colourful fungus that naturally grows on the planet's surface. The Purity civ's love of Earth is reflected in their affinity-specific victory condition. You can build a portal back to Earth, and bring the humans you left behind to the new world.

Supremacy

If you love extraordinary futuristic technology, you'll find lots of interesting ideas on the Supremacy path. Supremacy civs don't necessarily care about the wellbeing of the planet, but unlike Purity civilizations, they're more than happy to tinker with the human form. They don't want to preserve humanity, they want to accelerate its evolution using spectacular new inventions.

"The Supremacy player says, Well, technology is the salvation of humankind. The ability to build a colony ship is what got us off that world, we've got to keep going down that road, it's the only way we'll be safe and keep humankind going, " says Will Miller.

On the tech web, Supremacy points are tied to transhuman inventions. Supremacy civs love bionic enhancement and robotics. Their units and cities look dark, sleek and dangerous. In Civilization: Beyond Earth, faction leaders will even change appearance as each civ picks an affinity. Supremacy leaders are adorned with glittering, borg-like skull apparatus. They're a little sinister, but extremely capable.

Militarily, you'll need to take a tactical approach if you want to get the best out of your Supremacy units. Will Miller: "The Supremacy player is very finesse oriented. It's going to be about building units and putting them in a geometry that lets them harmonise with each other. You have units that are very specialised, but if put in the right places relative to others, you get a lot of buffs that way."

Supremacy units use advanced cloud computing to improve their ability on the battlefield. The more processors they can throw at a problem, the more effective they are. That's why Supremacy units excel when placed adjacent to one another on Beyond Earth's hexes. If you keep your formations tight, it's going to be extremely difficult for other civs to break through your lines.

That's our quick look at Civilization: Beyond Earth's affinity system. It's a completely new aspect of Civ that will give long term fans of the series a lot of new strategies to consider. It also puts narrative in your hands. When you pursue an affinity, you decide humanity's role in the universe, so choose well. No pressure.

Divinity: Original Sin (Classic)
NOW PLAYING

In 'Now Playing' PC Gamer writers talk about the game currently dominating their spare time. Today, Cory teams up with a buddy to find adventure in Divinity: Original Sin.

"Wait, so how do I join?" I ask. Shawn doesn t answer, but across the 1,200 miles of our Skype call I can hear him clicking. It takes longer than expected, but eventually we sync up. We re two source hunters, and we re on the prowl. 

Shawn and I have a long history of cooperative play. We ve tackled innumerable adventures together, buddying up and beating the crap out of all kinds of monsters. Divinity: Original Sin represents our biggest challenge: a deep, complex, 100-hour RPG with a focus on narrative and communication. Neither of us have played much, and learning it will be a serious commitment.

We ve tackled innumerable adventures together, buddying up and beating the crap out of all kinds of monsters.

I build a brute of a knight, adding all my points to strength in the hopes of splitting orcs in half with a greatsword. Shawn balances this with a Wayfarer, which mixes bow skills with healing magic. Neither of us customise these starter builds too deeply, but both spend far too long on how our characters hair will look.

We re in, and almost immediately, we both try to pick up the same sea shells, then experiment with moving them between our inventories. Shawn doesn t have to be standing right beside me to give me the apple he just liberated from a crate—he right-clicks on the item in his inventory and can simply teleport it to me. I eat it, so I don t have to give it back.

In typical fashion, Shawn moves ahead faster than I do. While I m poking around the shoreline, he encounters the game s first battle and yelps for me to come help. Combat in Divinity is turn-based, but a co-op partner sees things happening in real time. I wander up, but keep my distance as I watch his Wayfarer summon a spider to fight a skeleton. I can move however I want, but his battle s participants move as if in some bullet-time bubble. It s odd to watch. Eventually I get too close and get pulled into the battle myself, and we defeat the bad guys.

So you could have just left me to handle the fight myself? Shawn asks.

Seems so, I say. In fact, I could have been a world away.

We encounter two drunken guards who demand to escort us to the city gates. Since Shawn started the conversation with them, I have to watch the dialogue above each person s head to see what s going on. Shawn clicks through the options on auto-pilot, and chooses to accompany the guards. And then suddenly, I get a dialogue box of my own, giving me options.

I choose to fight the guards. I m a contrarian.

What are you doing? Shawn asks. These guys are trying to help us. He chooses another dialogue option, apparently trying to charm me into his way of thinking.

Bullshit. Let s bust some heads. I click the intimidate option, and the game becomes an epic battle of roshambo. I throw paper, he throws rock. I throw rock, he throws scissors. I emerge victorious, and now we have to murder some guards.

But that s not what I wanted to do! Shawn protests. I snigger.

Three hours later, we re overwhelmed. Every dialogue window requires a recap of the conversation, and every decision ends in the rock-paper-scissors minigame. We ve made almost no progress.

You know what? I don t think we can do this. Shawn says. His voice breaks a little over the Skype connection. There s no way we can commit to this. I m gonna go play singleplayer. He signs off, and I go relive the last three hours in a game of my own. I m sure lots of people will play co-op for all 100 hours of Divinity, and I applaud their devotion. But I m happier playing at my own speed.

PC Gamer

Playfire, the gamer service sponsoring this year s  Golden Joystick awards (and there s still time to get your votes in and secure yourself a copy of XCOM: Enemy Unknown today), has announced a brand new category for the show on Friday which is its Most Played award.

Gamers will get to vote directly with their feet or in this case with their Joysticks and gamepads, with the award going to the game which racks up the most hours played by users on the Playfire service.

  • The contenders for the title this year are:
  • Batman: Arkham Origins
  • Dark Souls II
  • DayZ
  • Football Manager 2014
  • Loadout
  • Path of Exile
  • Rust
  • South Park™:
  • The Stick of Truth™
  • Starbound
  • Thief

Those are the top ten most popular games played since last year s awards, from the thousands of titles tracked on the Playfire service, and just how many hours have you put into those little numbers? We dread to think how many Football Manager 2014 alone has racked up, let alone Day Z, Batman or all that time spent getting mercilessly killed in Dark Souls II.

It's great to see a Golden Joystick Award category that is directly influenced and decided on by playing games" said Ben Bateman, Head of Community at Green Man Gaming and Playfire. "We've already seen members of the Playfire community coming together and joining forces to try and rack-up playtime on their favourite titles, and we can't wait to see which game will be the eventual winner at the awards."

The Golden Joysticks  Playfire Most Played Award will be decided at midday on Friday 24th October 2014, and will be announced during the ceremony which you can watch live on CVG, PC Gamer and on the Golden Joysticks site itself, as well as being broadcast on Twitch TV.

If you're not a Playfire member then getting involved is easy. Just  with your GMG account, link your gamertags, and get playing for a chance to earn great rewards, including new Rewards this week on the following new releases:

  • Fist of Jesus
  • Spheritis
  • DeadCore
  • DarkEnd
  • Pike and Shot
  • Sinister City
  • Poltergeist: A Pixelated Horror
  • The Legend of Korra
  • Screencheat
  • Dreamfall Chapters
  • Time Rifters
  • Devil s Dare
  • Prophour23
  • Deathtrap
  • The Shopkeeper
  • Squishy the Suicidal Pig
  • Enforcer: Police Crime Action
  • Sign Motion
  • Sid Meier s Civilization: Beyond Earth
  • Sproggiwood

Playfire members can also play the following games and earn a 25% off discount off the Season Pass (by simply playing the applicable game for one hour and tracking on Playfire):

Alien: Isolation (get 25% off Alien: Isolation Season Pass) Borderlands: The Pre-Sequel Middle-Earth: Shadow of Mordor The Evil Within

For the full list of all live Rewards please visit: https://www.playfire.com/a/rewards

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