PC Gamer
pathologic thumb


Ice-Pick Lodge's remake of their first game Pathologic is going ahead, which is to say that it's vaulted over its Kickstarter target, with six days to go. This new version of the bonkers, disease-ridden, fascinating survival-adventure game will arrive in 2016, and the next few days will decide whether it'll feature the additional content mentioned in its (fairly restrained) stretch goals.

To celebrate the occasion, Ice-Pick have released a few new images featuring all the weird-masked spider-men, creepy Uncle Festers, and ragged Victorian urchins you could ever want. I've included the most screenshotlike below, along with a teaser trailer we don't seem to have posted before now.







Borderlands: The Pre-Sequel

Gearbox swung by last week to show me a bit of Borderlands: The Pre-Sequel. I spoke with Anthony Burch (writer) and Joel Eschler (producer) about what's new in the game from Borderlands 2. Check back tomorrow some bonus footage of The Pre-Sequel running on the LPC.

PC Gamer

Flat Earth Games' Metrocide is a top-down, stealthy, arcade, cyberpunk, assassination game, and great now I have to order another pack of commas. The first trailer made my eyebrows raise almost up to my hairline, and they still haven't returned to their resting position, so thanks a lot, Flat Earth, for that. Now the devs have released a video walkthrough, walking us through a few assassinations in the game's first metropolitan area. Fans of Hitman, Gunpoint, or the birdseye-view of the original Grand Theft Autos are going to want to stick around.

The above video shows a world swimming in detail, but my favourite is Metrocide's randomly generated naming system, drawn from the 2013 US census. Your goal in each area is to leave it, and you do this by accruing cash through assassinations on named targets, marks that can be taken out through a variety of means. Stealthily kill someone—for instance, by shooting them out of sight of cameras and then dumping their body in a pond, as per an example in the above video—and you'll receive a cash bonus. (Cash can be spent on upgrades, like the decoy up there.) I'm a little worried that I'll need a magnifying glass to see what's going on, but aside from that this is a very encouraging video, suggesting a game as open to experimentation as I was hoping.

Metrocide is coming to Steam Early Access in mid-October, for $6.99. The price will go up to $12.99 for the full release, which is expected "late 2014". We interviewed the developers earlier in the year.

PC Gamer
Metrocide thumb


Flat Earth Games' Metrocide is a top-down, stealthy, arcade, cyberpunk, assassination game, and great now I have to order another pack of commas. The first trailer made my eyebrows raise almost up to my hairline, and they still haven't returned to their resting position, so thanks a lot, Flat Earth, for that. Now the devs have released a video walkthrough, walking us through a few assassinations in the game's first metropolitan area. Fans of Hitman, Gunpoint, or the birdseye-view of the original Grand Theft Autos are going to want to stick around.



The above video shows a world swimming in detail, but my favourite is Metrocide's randomly generated naming system, drawn from the 2013 US census. Your goal in each area is to leave it, and you do this by accruing cash through assassinations on named targets, marks that can be taken out through a variety of means. Stealthily kill someone for instance, by shooting them out of sight of cameras and then dumping their body in a pond, as per an example in the above video and you'll receive a cash bonus. (Cash can be spent on upgrades, like the decoy up there.) I'm a little worried that I'll need a magnifying glass to see what's going on, but aside from that this is a very encouraging video, suggesting a game as open to experimentation as I was hoping.

Metrocide is coming to Steam Early Access in mid-October, for $6.99. The price will go up to $12.99 for the full release, which is expected "late 2014". We interviewed the developers earlier in the year.
PC Gamer

DICE's spelling of the word 'Autumn' continues to confound me, but I can get behind their ginormo 'Fall' patch for Battlefield 4, which adds a new sub-game mode and and tweaks a bunch of things the community wanted tweaked. It's a big patch, in both senses of the word, being a not-inconsiderable 1.16GB download on PC. The update's live on Origin now, and while there are no patch notes available yet [Update: here they are], we kinda already know most of what it contains.

Among other changes, the patch alters player movement so that it's "almost identical" to Battlefield 3's, while tweaking the revive mechanic and making changes to the 'visual recoil' of close and medium-range weapons. It also tidies up the HUD and adds a new sub-game mode named Obliteration. That's the one where players finally put down their weapons and hug their problems out instead, if I understand correctly.

You can find an overview of the giant 'Fall' patch right here, or read these patch notes for a more detailed look at today's update. They're a bit too enormous to copy-and-paste.

PC Gamer
BF4 fall thumb


DICE's spelling of the word 'Autumn' continues to confound me, but I can get behind their ginormo 'Fall' patch for Battlefield 4, which adds a new sub-game mode and and tweaks a bunch of things the community wanted tweaked. It's a big patch, in both senses of the word, being a not-inconsiderable 1.16GB download on PC. The update's live on Origin now, and while there are no patch notes available yet , we kinda already know most of what it contains.

Among other changes, the patch alters player movement so that it's "almost identical" to Battlefield 3's, while tweaking the revive mechanic and making changes to the 'visual recoil' of close and medium-range weapons. It also tidies up the HUD and adds a new sub-game mode named Obliteration. That's the one where players finally put down their weapons and hug their problems out instead, if I understand correctly.

You can find an overview of the giant 'Fall' patch right here, or read these patch notes for a more detailed look at today's update. They're a bit too enormous to copy-and-paste.
PC Gamer

There s an immaculate bank of four monitors before me. Black cables connect the highest of high-end PCs, headsets, amps, controllers, keyboards and mice. It s a typically slick preview setup designed to show off the game and win over the game journalist. On the opposite side of the room is a lone PC.

I make a beeline for it, not because I ve got Twitter beef with the four other journalists present, or because I m wickedly antisocial or even because it s got a slightly fancier monitor. It s because this PC is for whoever controls the monster. And nothing is going to stop me doing that.

You see, Evolve is a four-on-one shooter where one team of humans hunts a terrifying player-controlled alien. The four Hunters each have a class and a unique set of skills to help them on their 15-minute quest.

There s nothing quite like it. It s a bold game that opts for asymmetrical cooperative multiplayer; it s an even bolder one that drops the concept of a traditional campaign entirely (although you can play solo with AI). Evolve nevertheless spins its story: the setting is Shear, a rough and rugged planet on the farthest fringe of explored space. Humans are mounting a colonisation attempt, but the planet isn t having it. Not its unpredictable climate, which veers from freezing to boiling. Not its composition, which can best be described as jagged . And not its diverse population, many of which have claws.

The idea for Evolve has actually been around for a while, says Turtle Rock founder Phil Robb. Way back even before Left 4 Dead was made. Just the idea that, hey, wouldn t it be fun if we could get together and hunt a giant monster? Part of it is us trying to figure out what the appeal of games like Deerhunter were, sitting around going, I don t get it, what s so fun about sitting in the weeds and waiting for this deer to go by? And it sort of snowballed into, Well, hey, what if it was a bear? And then it was, Screw bears, what if it was dinosaurs? What if it was giant alien monsters?

Evolve s inspirations are many. They include the 1996 historical adventure movie The Ghost and the Darkness starring Michael Douglas as a lion hunter, a specific scene in Peter Jackson s King Kong where the giant ape bursts into a village and battles Jack Black and company, Aliens, Predator, and The Grey.

I m the Kraken for the first match. Its maw split into clammy tentacles, its posture stooped, its back adorned by two cephalopodic appendages generating crackling blue bioelectricity, this is a gigantic alpha predator and one of three playable beasts (a fourth is scheduled for DLC). It s a different organism altogether from the first to take the spotlight the hulking Goliath. Where that is a bipedal bulldozer able to punch through the hull of a starship according to its bio, the Kraken is more about ranged projectile damage.

These monsters have gone through many drafts. The original Goliath, for instance, was called Scorpid. He was very crab-like, says Robb. And the thing that we found with him is that he wasn t relatable... With a crab, you can t get the raw fury and emotion that you can with another creature. We gave Goliath lips so that he could pull back his lips in a snarl, and we gave him eyes so that he could emote. We have a lot of character in our Hunters and we wanted to do the same thing with the monsters.

My Kraken quite literally fizzes with personality. His four moves are a lightning strike called down from the heavens that deals area-of-effect damage; a gusty vortex that knocks enemies back; banshee mines that, when stepped on, deal electricity damage; and aftershock, which builds an electrically charged shield. And if the attacks weren t selfexplanatory enough, a two-minute pre-match reel showcases what they do and how to use them. Before the match I m allowed to pick two, as well as a perk these range from attack buffs to defence boosts.

Monsters navigate maps in completely different ways. The Goliath sprints on two legs and the Kraken bounds on four; the former scales cliffs while the later soars over them. Speaking of maps, this is a place like nowhere you ve seen before. Robb explains Turtle Rock s vision for Shear: We were going for the feeling of isolation, this being a frontier planet. We didn t want to make it a big metropolis planet full of cities and things like that. This is a planet dotted with settlements, and the settlements are lonely places, and fairly far away from each other. So there s that feeling of isolation: you re on the edge of civilised space.

The colonists are opportunistic, taking advantage of naturally occurring building materials and using spaceship parts as accoutrements. Turtle Rock call their design philosophy loco-tech , inspired by steam engines and machinery from the industrial revolution: thick buckles, black pipes, churning turbines and wads of grease. The stage I m playing is called The Dam, a desert canyon under a starry sky. It s exotic and hostile, an environment where only the fittest survive. This doesn t feel like a videogame construct meant to accommodate, but an alien world that s flourished without intervention, like festering mould behind the radiator. It s meant for those adapted to it, and repellent to everything else.

On the sides of this half-kilometre map, networks of tall caves converge on a sprawling dam. As the monster, my aim is to destroy it, but first I must roam the level snacking on local wildlife. Much of it is small enough to pose no threat. Longlimbed crowbill sloths flee when they see me approach, as you would, so I cast a bolt of lighting and fry them. Some creatures fight back. Kill elite creatures, like the armadon or tyrant, and you gain temporary buffs. The general rule is the bigger the animal, the more meat it offers.

Evolve isn t so named merely because it lends itself to a clever logo that visualises the game s four-on-one angle. You have to actually evolve, and eating meat is how. The Kraken has three stages, growing bigger and more powerful each time. Upon evolving, you unlock another ability, but watch out: get caught in the act and you ll take greater damage. You won t want to scrap with the Hunters unless you re fully evolved, because if they have any semblance of teamwork you ll be outgunned. Instead, I spend the first two thirds of the match zapping anything smaller than me like an electrical bully, and eating it.

I have to be careful, because certain elements of the game can give away my position. I blaze through a flock of alien birds and their distressed squawks echo around the level. My footprints also leave a temporary breadcrumb trail. Animals react to kills, too: vulturelike harpies show up on Hunters huds, while trapjaws arrive in packs like hyenas to contest you. The randomised weather can play a part in your strategy: rain washes away monster footprints faster and reduces the scent range, while fog banks obscures sight lines and aids escape. Weather is a rolling modifier that forces both sides to make on-the-fly tactical decisions and adjustments to their playing style.

Enough fauna munched on, I evolve to my final form, all four powers unlocked. Now it s time to attack the dam s generator. The Hunters know I m heading there because that s where all matches in Hunt mode end up (other modes have yet to be revealed). Either I destroy it and win, or they destroy me and win. The flat, open space surrounding it feels purpose-built for us to thrown down, like an arena from some 3D beat- em-up.

I ve got the advantage here after levelling up my sweeping lightning attack: I m able to damage all the Hunters at once in one massive blast. They pepper me with shots, but I ve perfected the art of hitting and running. I knock one man to the ground, using him as bait so that when a friend comes to revive him, I target them instead. Soon they re all dead, and I ve got all the time in the world to whale on the generator.

OK, round over, it s time to switch. There are four Hunter classes: Assault, Medic, Support and Trapper. They re equally important, but the Trapper is more important. And I m not just saying that because I m a Trapper. Paltry machine gun aside, her harpoon gun tethers the monster to the ground, and her pet trapjaw Daisy, which is basically an alien bloodhound, can track the monster s scent. Best of all is the mobile arena. Deploying it encloses the monster in a shimmering hologram dome for a few minutes, and because your quarry is faster than you, it s the only way to kill it in the early stages.

These Hunters are a different set from those I saw during the game s reveal a few months back. Although the classes don t change, the humans (and robots) in these roles do. There are 12 characters in all three in each class. My Trapper is Maggie, a tough talker with an even tougher upbringing, as I discover during the opening scene in which our Hunters banter in a dropship. Maggie asks the Assault guy Hyde, a cockney man mountain, if she scares him. He replies, Nah...Well, yeah, a bit. Along with random exchanges down on the ground, these moments tell the story and flesh out the characters.

We did not want these characters to be re-skins of the same character, Robb tells me. We ve tried very very hard to make sure all the characters are very unique. Even within the classes. So you have three assault characters, and we ve worked really hard to make sure each one of these guys performs their job in different ways... We want to make sure everyone finds a favourite.

We drop from the sky and land at the generator. Now the hunt begins. We quickly find that following the Kraken s footsteps is folly, because we ll always be a step behind. Instead we call on Bucket, the Support. Bucket is a bulky yellow robot who can detach his head and fly it like a drone. Once he finds the monster, he marks it on everyone s screens. Using this ability at the start of each match is a good routine to adopt.

We split into pairs. Obviously this requires a bit of coordination, so mics are crucial. One thing s for sure, though: you never want to go it alone. As in Left 4 Dead, natural hazards impede lone wolves. One alien with massive jaws—the megamouth—locks me in a tussle animation that can only be interrupted by a teammate. Later, a giant venus flytrap imprisons me in its gob until I m rescued. If you couldn t tell, I m quite clumsy.

At last we find the monster, thanks in no small part to my trapjaw who sniffs it out. Not being fully evolved. the Kraken tries to flee, but I root it to the ground with my harpoons and lay my mobile arena. Now the other three members of my team can go to town. The Assault man Hyde, our primary damage dealer, is key here, using a minigun, flamethrower and toxic grenades to weaken the monster, then deploying a personal shield when it strikes back. This is where Bucket comes in, using his cloaking field to render everyone invisible. His guided missile launcher and sentry gun mines keep up the damage.

When I get knocked down, Lazarus the Medic helps out. While anyone can revive anyone (including the pet trapjaw), the Medic brings teammates back to life almost instantly. Lazarus excels at creeping round the level with his invisibility cloak, silently using healing bursts to keep the team alive and fighting.

Finally, and only through teamwork, we take down the Kraken. It collapses with a wail.

Evolve feels good, and it works. So what, for Robb, are his hallmarks of a strong co-op game? It needs to be more than taking a group of people and putting them in a room and saying, run this way... A good co-op game forces you to cooperate. Forces doesn t sound very friendly and very nice but there s this kind of nice elegance to the way the games go when everyone s cooperating.

Evolve marks a continuation of Left 4 Dead s engaging brand of forced co-op but also introduces a competitive aspect in terms of pitting a human-controlled monster against four humancontrolled, differentlypowered, Hunters. It s a risk. Purely competitive shooters are more popular, but as Robb points out, no one has infused one with co-op in quite this way.

I won t say it s easier, but it s a different beat to balance a game based on each person being an island in their own way. I don t like to think of [co-op games] as not as popular, I like to think of the cooperative genre as not fully explored.

OK, round over, it s time to switch. There are four Hunter classes: Assault, Medic, Support and Trapper. They re equally important, but the Trapper is more important. And I m not just saying that because I m a Trapper. Paltry machine gun aside, her harpoon gun tethers the monster to the ground, and her pet trapjaw Daisy, which is basically an alien bloodhound, can track the monster s scent. Best of all is the mobile arena. Deploying it encloses the monster in a shimmering hologram dome for a few minutes, and because your quarry is faster than you, it s the only way to kill it in the early stages.

These Hunters are a different set from those I saw during the game s reveal a few months back. Although the classes don t change, the humans (and robots) in these roles do. There are 12 characters in all three in each class. My Trapper is Maggie, a tough talker with an even tougher upbringing, as I discover during the opening scene in which our Hunters banter in a dropship. Maggie asks the Assault guy Hyde, a cockney man mountain, if she scares him. He replies, Nah...Well, yeah, a bit. Along with random exchanges down on the ground, these moments tell the story and flesh out the characters.

We did not want these characters to be re-skins of the same character, Robb tells me. We ve tried very very hard to make sure all the characters are very unique. Even within the classes. So you have three assault characters, and we ve worked really hard to make sure each one of these guys performs their job in different ways... We want to make sure everyone finds a favourite.

We drop from the sky and land at the generator. Now the hunt begins. We quickly find that following the Kraken s footsteps is folly, because we ll always be a step behind. Instead we call on Bucket, the Support. Bucket is a bulky yellow robot who can detach his head and fly it like a drone. Once he finds the monster, he marks it on everyone s screens. Using this ability at the start of each match is a good routine to adopt.

We split into pairs. Obviously this requires a bit of coordination, so mics are crucial. One thing s for sure, though: you never want to go it alone. As in Left 4 Dead, natural hazards impede lone wolves. One alien with massive jaws—the megamouth—locks me in a tussle animation that can only be interrupted by a teammate. Later, a giant venus flytrap imprisons me in its gob until I m rescued. If you couldn t tell, I m quite clumsy.

At last we find the monster, thanks in no small part to my trapjaw who sniffs it out. Not being fully evolved. the Kraken tries to flee, but I root it to the ground with my harpoons and lay my mobile arena. Now the other three members of my team can go to town. The Assault man Hyde, our primary damage dealer, is key here, using a minigun, flamethrower and toxic grenades to weaken the monster, then deploying a personal shield when it strikes back. This is where Bucket comes in, using his cloaking field to render everyone invisible. His guided missile launcher and sentry gun mines keep up the damage.

When I get knocked down, Lazarus the Medic helps out. While anyone can revive anyone (including the pet trapjaw), the Medic brings teammates back to life almost instantly. Lazarus excels at creeping round the level with his invisibility cloak, silently using healing bursts to keep the team alive and fighting.

Finally, and only through teamwork, we take down the Kraken. It collapses with a wail.

Evolve feels good, and it works. So what, for Robb, are his hallmarks of a strong co-op game? It needs to be more than taking a group of people and putting them in a room and saying, run this way... A good co-op game forces you to cooperate. Forces doesn t sound very friendly and very nice but there s this kind of nice elegance to the way the games go when everyone s cooperating.

Evolve marks a continuation of Left 4 Dead s engaging brand of forced co-op but also introduces a competitive aspect in terms of pitting a human-controlled monster against four humancontrolled, differentlypowered, Hunters. It s a risk. Purely competitive shooters are more popular, but as Robb points out, no one has infused one with co-op in quite this way.

I won t say it s easier, but it s a different beat to balance a game based on each person being an island in their own way. I don t like to think of [co-op games] as not as popular, I like to think of the cooperative genre as not fully explored.

PC Gamer

The world is getting another Shinji Mikami horror game in just a few weeks' time, and I have every crossable limb entwined that it lives up to the great man's legacy. I know that Andy was impressed by The Evil Within, and that I won't be able to play it on PC, and thanks to a new trailer and blog post I now know how to survive it without being made into mincemeat.

The new trailer, below, shows how to survive when you run out of ammo: you can hide, sneak, or turn enemy traps against them. If you feel truly outmatched you can pass through a mirror to visit a place known as The Asylum, and upgrade your abilities with the aid of some sort of electro-shock machine. Even when it's being nice, The Evil Within is not very nice.

Bethesda have some more detailed survival tips here (plus bonus gifs), but we're so close to release now it seems a shame to gorge on details that are probably going to make the game feel less tense. The following, three-and-a-bit-minute video is more of a whistle-stop tour of some of The Evil Within's systems.

PC Gamer
The Evil Within


The world is getting another Shinji Mikami horror game in just a few weeks' time, and I have every crossable limb entwined that it lives up to the great man's legacy. I know that Andy was impressed by The Evil Within, and that I won't be able to play it on PC, and thanks to a new trailer and blog post I now know how to survive it without being made into mincemeat.

The new trailer, below, shows how to survive when you run out of ammo: you can hide, sneak, or turn enemy traps against them. If you feel truly outmatched you can pass through a mirror to visit a place known as The Asylum, and upgrade your abilities with the aid of some sort of electro-shock machine. Even when it's being nice, The Evil Within is not very nice.

Bethesda have some more detailed survival tips here (plus bonus gifs), but we're so close to release now it seems a shame to gorge on details that are probably going to make the game feel less tense. The following, three-and-a-bit-minute video is more of a whistle-stop tour of some of The Evil Within's systems.

PC Gamer
ss small


In many ways, F.E.A.R. is very much like Highlander: I loved the original and remain a fan even though it's well past its 'best before' date, and I try not to think too much about anything that came after. Now, with the announcement that F.E.A.R. Online is just a few weeks out, I once again find myself stretching the analogy to ask if there really can only be one.

F.E.A.R. Online is a free-to-play online shooter that pits the First Encounter Assault Recon team against the elite soldiers of the Armacham Technology Corporation, and both of them against a raft of supernatural horrors. It was announced last summer and entered closed beta this past May, after which it underwent an "extensive redesign" based on player feedback.

Aeria Games didn't get into what exactly was changed in that overhaul, but it did say in the announcement of the looming launch on Steam that the game will feature "several" modes of gameplay (two PvE and five PvP, from what I can tell) across more than ten maps. The action will range from straight-up Team Deathmatch to a cooperative "scenario mode" for up to four players, a "knife mode" that seems fairly self-explanatory, and even the "Soul King" mode from FEAR 3, in which players compete to possess enemies and collect the souls of the fallen.

For those who want a (slightly) advanced look at the game, a brief open beta will begin on October 8 and run until October 17, when the whole thing goes live on Steam. Details and sign-up links are up now at Aeria's F.E.A.R. Online portal.
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