Alien: Isolation

As you might've spied on the interwebs, Alien Day was yesterday—a day 20th Century Fox first earmarked in 2016 (in-line with the second film's 30th anniversary) to celebrate all things Alien. The day itself has been and gone, but both Steam and Humble have extended Alien-related sales into the weekend. 

Savings on Alien: Isolation are easily the pick of the deals—selling on both outlets for £7.49/$9.99 with a 75 percent discount. In his glowing 93-scored review, Andy billed Isolation as "the game the Alien series has always deserved". In fact, let me quote one of his concluding paragraphs: 

It's ridiculous that it took the developers of a historical RTS to finally create an authentic Alien game, but The Creative Assembly have managed it. They've succeeded where countless others have failed by treating Giger's monster with the reverence it deserves: as something to be feared and respected, not faced head-on with a pulse rifle. Isolation is a taut, confident, and electrifying horror game that perfectly captures the essence of Ridley Scott's legendary film. I just wish they'd been braver with the story.  

Elsewhere, Isolation's DLC is subject to similar reductions on Steam and Humble alike. Likewise, the less impressive Aliens: Colonial Marines Collection is on sale for £6.24/$7.49—as is Aliens vs. Predator for £3.99/$5.99. 

Note that Steam's discounts run from now through 10am PST/6pm BST tomorrow, while Humble's expire at the same time on Sunday, April 29.

Alien: Isolation

Jump scares are often considered cheap scares, and to some extent that reputation is justified. I've played games and seen films where the scares are exhausting rather than exciting, and they're not much more sophisticated than someone jumping out of a cupboard and shouting 'boo'. Context is everything, though—jump scares can be a valid device in horror if it doesn't feel like the only thing the creators are throwing at you.

"If you don’t do the suspense correctly," said James Wan, director of movies like The Conjuring and Saw, back in 2016, "then your jump scares are not going to work." The same principle applies to games.

Fear tactics

"They definitely have a place," says Dion Lay, who was lead writer on Alien: Isolation at Creative Assembly, when I ask about jump scares. "One of the reasons I love horror is because the genre is wide enough to be so many different things—slasher, ghost story, even comedy—and there are so many tools to use. Jump scares are one of the minor tools—more like a bit of spice you add to the main course—but used correctly they can help maintain pace and tension without exhausting the player. You can even use a dummy jump scare or fake out to signal to the player that they can relax a little—'you’ve had your scare for now, we'll let you take a breather.' They're good to contrast with the prolonged terror of the main threat, or the slow burn of the dread cultivated by the location and soundtrack."

In 2014, we voted Alien: Isolation our game of the year. It's a sophisticated survival horror game where you're pursued by an unpredictable alien foe for most of the story's 20-hour lifespan. There's no shortage of what I would call jump scares, as the alien and android foes try to kill you, but they don't feel cheap because you have a lot of information about what's going on. If the alien is in the vent above, you'll see drool spilling out of it. The motion tracker gives you an idea of where enemies are at all times. And if an android's eyes are lit up, it'll probably come to life and grab you. You'll jump a lot, but the quality of the space station setting creates a consistent tension, and these peaks effectively break up a long game. 

Image taken by user HadAnd0426

"Jump scares are an ingredient," says Red Barrels co-founder Philippe Morin, developer of both Outlast games. "Throughout the development of Outlast 2, we’ve had people telling us the game doesn’t have enough jump scares and others who felt there were too many.  Horror is incredibly subjective and good jump scares aren’t easy to do well because it’s all about what leads up to the big scream. You need to stretch the tension for the right amount of time, to the point that the player almost wants the jump scare to happen because they can’t take the stress anymore." When they hit, they have to hit hard. "Good jump scares should stay with you, putting you in a state of discomfort for the whole game."

"In my opinion, the most important aspect of jump scares is the threat of them," says Thomas Grip, creative director of Frictional Games, developer of Soma and Amnesia: The Dark Descent. "They act in a similar manner to fail states—they're something that the player is afraid of, or at least anxious about. Once you get the players to realise that jump scares will be a thing, they will start to anticipate them, adding to the fear factor in different scenes. So, when a player enters a new room, they're worried that something might pop out and give them a spook, and that puts them in an anxious state—even if the scare never comes."

Unlike fail states, Grip says, jump scares offer consequences to the player without disrupting the flow of the game. "If you use them too much, however, players will get used to them and the effect will wear off. What you're looking for is using just the right amount of jump scares to keep players on their toes."

Jordan Thomas, who worked on all three BioShock games and is now making co-op horror game The Blackout Club, says that easy access to game engines has played a key role in the rise of jump scare-driven games. "I think the intersection between the rise of streamers, the rise of torture porn in other media (not so much games) and the cheapness of indie game engines has made the horror genre—which used to be rare to the point of being actively depressing—flooded with the lowest rent, C and D-movie versions of videogames where you're walking around with a badly-rendered flashlight texture and things pop out of closets at you. That is not the horror that I was hoping would be born around the 2000s."

Let's plays and reaction videos

Earlier this decade, the Let's Play and reaction videos that sprung up around games like Slender: The Eight Pages, Amnesia, Outlast and PT suggested that the way people were consuming horror games was changing.

"When we launched the very first trailer of Outlast in October 2012, we kept seeing comments about some dude named PewDiePie," says Morin. A 2013 video of PewDiePie playing Outlast, embedded above, has been viewed over 18 million times.  "People were saying how they couldn’t wait for him to play the game and how he would freak out because of the name of our studio, Red Barrels. In finding out who this guy was, we discovered the YouTuber phenomenon. The timing of Outlast was good, so we decided to roll with it."

Reaction videos have become synonymous with the horror genre, which has benefits in terms of exposure, but also rumbles the all-important surprises of a horror game to a potentially massive audience. "It is a bit of a weird relationship, because you don’t want your horror game to be spoiled but then as a new studio with a new IP, you need the visibility," Morin says.

"In the end, you just hope those who intend on playing the game won’t watch the full playthroughs. You can’t know for sure if sales will be lost due to people watching full playthroughs. As far as I know, no one has this type of data. Since the first Outlast has been downloaded by 15 million people, I’m guessing there are two different groups, and those who watch YouTubers play singleplayer horror games wouldn’t consider buying them anyway."

"I think one of the first examples I watched of those was actually Alien: Isolation just after it was released," says Creative Assembly's Dion Lay when I ask if reaction videos have influenced the direction of horror games. "I was surprised how much I enjoyed watching someone else play a game. It’s like being in a cinema where everyone in it jumps, then laughs with relief, and the shared experience enhances the feeling. I can imagine developers having a ‘What is our Let’s Play moment?’ question when making a game, but I don’t think they would influence the direction beyond wanting the game to give players talking points, or making it a cinematic experience."

Frictional's Thomas Grip, however, thinks the rise of YouTube reaction videos have affected the direction of horror games "quite a bit". "When a YouTuber plays a game, it's in their best interest to put on a show that will entertain their audience. They go into a game being much more mindful of their own reactions compared to your average player. For some games, horror being a prime example, this means that their behaviour is close to the intended experience. 

"For instance, I want my players to pay close attention to different sounds, to peek around corners and so forth. When playing horror games, YouTubers tend to gravitate towards this sort of behaviour, meaning they present the game in a good light. When people watch these videos, they learn how to approach the game, which they can later apply to their own playthrough." Grip believes the benefit is that  audiences are more open to the idea of inhabiting their character's narrative role in a horror game. This means developers can lean more on storytelling and mood more than traditionally gamey elements like crafting systems or combat—indeed, Andy praised Frictional's Soma for its minimalism

The state of horror

Big budget horror had a good year in 2017, with both Resident Evil 7 and The Evil Within 2 impressing. Each brought their own inventive angles to well-worn templates of the genre, with Resi 7's videotapes presenting Saw-style fragments of thrilling horror scenarios and The Evil Within 2 experimenting with more open environments. Besides those, the likes of Detention, Darkwood, Little Nightmares and Prey each blend horror with different genres in refreshing ways—even if I will call out Prey's mimic enemies for offering so many jump scares that it tested my tolerance a bit. You don't have to dig particularly deep to find cheap jump scare-driven games on Steam, but the most interesting voices in horror are surfacing regardless. 

"I think we've come through the era of the jump scare to an extent, although there are still thousands of them being produced, and we're beginning to see horror creep into simulations and games I would actually enjoy," Thomas says. He cites survival game The Forest as an example of an open-ended scary game where players can figure out solutions themselves. "There's no right way to play that game—you're constructing any success that you have." Thomas likes the idea of jump scares generated by systems, rather than scripted events—he wants his next game to allow four players, in co-op, to create the kind of scary moments you'd only usually see in cutscenes. 

"If jump scares happened in The Blackout Club, they happened out of the rules and out of your decisions, as opposed to because we ambushed you with scripting. Like [2014 movie] It Follows, which is my touchstone in a lot of ways, what I'm hoping you're feeling is that something is hunting me, and it's getting closer. And yes, maybe it's eventually going to jump out, but I'm much more interested in that curve towards the unknown. That curve towards a crisis of faith."

My interviewees all agree that jump scares have some place in horror games—whether they're generated by the combination of the player and the game's systems, or used as peaks in games with long stretches of tension. They're easy to use cheaply, but if the player is captivated by the game's setting or story, they're likely to go along with them. 

"I'm not a fan of horror games that just feel like a random collection of scares," says Grip when I ask what makes a great scary game. "Instead I want a cohesive experience where you're trying to replicate a certain kind of scenario. I want the game to feel like a unfolding narrative, and not just a theme park attraction. In order to do this the player needs to know what sort of character they're playing as, and what this character is trying to achieve. This might sound pretty basic, but it's something I find lacking in many horror games."

The player's imagination is arguably the most powerful tool in making a great horror game. "The environmental clues, background lore, sounds and so forth should give the player vivid mental imagery of the horrors that await," Grip says. "The hard part is keeping the threats vague enough to keep the player's imagination running, but still clear enough for the player to feel like they are, indeed, playing a game. This is really, really hard and achieving that balance is often what makes or breaks a horror game."

Alien: Isolation

Alien: Isolation, arguably the best horror game of all time (and one of the top 10 games on PC), is available on the cheap for the next three days. Over at Fanatical you can buy the base game plus all the season pass DLC for a lick over £8/$11. That's 77% off—not quite a historic low but still a damn good deal, and cheaper than it's ever been on Steam.

Alien: Isolation Collection comes with the main game plus the Corporate Lockdown, The Trigger, Trauma, Safe Haven and Lost Contact DLC. They thrust you into a number of horrible single-player situations and add a couple of new game modes that are guaranteed to scare the pants off of you, including Salvage mode, where you have to venture out of a safe room to find specific supplies.

The collection usually costs £35/$50, so this is a hell of a saving. If you haven't had a chance to play through Isolation and you don't mind being utterly petrified once in a while, then I recommend you pick it up (read Andy's review if you want a more in-depth judgment).

And if you don't fancy the DLC, the base game alone is discounted by 77% on Fanatical too.

Alien: Isolation - contact@rockpapershotgun.com (Brendan Caldwell)

Hear no evil, xeno evil

A new Alien game is skulking in the dark, early stages of development, according to the videogames division of Fox. Details about the xenomorph s next appearance are still hidden in the vents but if we give the flamethrower of journalism a little puff of the trigger here Ah yes, it s a shooter. A little more juice maybe Aha, it s being made by the relatively young development house Cold Iron Studios, and will “explore areas of the universe that fans haven’t got to experience.” Cool. All right, just a bit more on the gas oh no that s too much you d better stop. I said TOO MUCH JOURNALISM. ABORT. ABORT. (more…)

PC Gamer

Welcome back to the PCG Q&A. Every week, we ask our panel of PC Gamer writers a question about PC gaming. This week: what's your favourite game world or setting? We also welcome your answers in the comments. 

Shaun Prescott: Sevastapol Station in Alien: Isolation

At the risk of sounding masochistic, Sevastopol Station in Alien: Isolation is the space that springs immediately to mind. The most appealing part of that game (in stark contrast with the least appealing part: the alien) was the coldness of its environment, and how eerily it channeled the moods of both the films and others, like 2001: A Space Odyssey. It also appealed to my love of hard science fiction: the clinical, whitewashed futurism of imagined space outposts, the inherent weirdness of a life spent in the stars. Several games have attempted this in the past and at least one since, but none have prompted me to stand in a control room for minutes at a time, silently marveling at the colour palette and wondering what it's meant to mean. Equally, few have made me feel as lonely and isolated like this game has. I think this game may have scarred me.

I felt a similar sensation among the stars in Elite Dangerous. And I’d hoped to feel something similar in Prey, but that game felt too contemporary, with its imagined former citizens arranging Dungeon and Dragons sessions and chatting lightheartedly in emails. Sevastopol Station feels like it belongs to a wrong, parallel future, one that we imagined in the ‘80s, and you can see Creative Assembly channeling that in the VHS grain of their menu screens. I’ll occasionally boot this game up just to relish that mood, only to shut it down in a hurry once something wants to kill me. 

Jody Macgregor: the City in the Thief trilogy

I like that the setting of the original Thief games was only ever called "the City". I like that there's no exposition at the start so you discover things like the fact it has electricity by stumbling across humming streetlamps and power generators. I like that you almost always see it at night ('Break From Cragscleft Prison' takes place during the day, but you're outside the bounds of the City during that level). I like the Tudor houses and the washing lines strung between them and the sounds of people having fun that seep out tavern windows like the flickering light. I like that the City changes, that it moves into the Metal Age and becomes more high-tech without ending up with lame steampunk affectations like goggles on top hats. I like that there's an entire district walled off to keep the living dead in and a haunted madhouse that doubled as an orphanage and yet people still live near those places because what are you going to do, move to the country? Of course not. The City is great. I'd live there.

Philippa Warr: Proteus

The island changes every time, but the feel of the world is constantly wonderful. I boot that game up sometimes to take a kind of desk-holiday from whatever is stressing me out. I can chase after rabbits or watch for owls. There are rain showers which pass overhead and blossom floating from trees. There are the grave stones and the little cabin and the ruins. Small crab-creatures pepper the shore line. There are mushrooms in the welcoming fug of autumn and a crystalline chill in the winter. I know the elements of the world by heart, but I'll always be taken by surprise by some new configuration or by something I've forgotten popping into view. Proteus, for me, is a mixture of comfort and delight—a little digital sanctuary sprinkled with blue chickens. 

Jarred Walton: Wasteland

Every since I was old enough to read, I've had this strange fascination with nuclear weapons. So when Wasteland came out on my Commodore-64 in 1988, you can imagine how pleased I was. And the game didn't disappoint. Guns, robots, radioactive mutants, religious crazies, and more made it one of the formative experiences of my youth. The later Fallout games were a great spiritual successor, followed by an official sequel with Wasteland 2 several years ago. Not surprisingly, I backed that, as well as the more recent Fig campaign for Wasteland 3.

What is it that draws me to the wastes? I blame my love of the outdoors—there's nothing better than a campout in the mountains, roasting food over a fire and hanging out with friends. The wilderness survival instinct in me enjoys exploring the radioactive ruins of our modern world, and without any of the nasty bug bites, blisters, or death that I might have to deal with in the real world. If there's ever a real apocalypse—and I somehow manage to survive—you can expect to find me roaming the countryside, wearing a badge and trying to bring back some semblance of law and order. I've had a few decades of virtual practice now, so I'm ready.

Andy Chalk: Stalker: Shadow of Chernobyl

I remember the first time I decided to stay out late in Stalker: Shadow of Chernobyl. I'd gained some familiarity with the Zone, and what I thought was a halfway-decent gun, so as the sky started to darken I didn't make my usual beeline back to camp. To my horror, I discovered that unlike most games, where nighttime simply means a different color palette in the sky, Stalker's evenings were dark. Really dark. Long story short, I made for a fire I saw in the distance, got jumped by a two-headed Carthaginian war elephant that breathed fire (although in hindsight, I'm pretty sure it was just a pseudodog), screamed like it was my first time on a roller coaster, and through it all, somehow, did not die. It was nothing but stupid luck and three half-drunk bozos around a campfire that kept me alive that night.

But it was also the moment that I first came to appreciate something else that was different about Stalker. The Zone doesn't care. It's not there to fuel and funnel your superhero fantasies about saving the world; it just is. If you forget that, it'll happily kick your ass and not even tell you why. There's something about that uncaring, unscaling indifference to the very fact of your existence that I adore. Sure, you'll eventually end up a tough guy, with big guns and great armor. But there are lots of other tough guys roaming around out there too, and they'll stick it to you without blinking if you give them half a chance. How do you not love that?

Austin Wood: Fallout 4

I get why everyone is kind of down on Fallout 4. The main story is a wash and it's a far weaker role-playing platform than Fallout: New Vegas and Fallout 3, but it also nails Fallout's uniquely flavored apocalypse. It's overflowing with what are, to me, the two definitive Fallout characteristics: found shelters and '80s sci-fi. 

From Diamond City's settlers to the Brotherhood of Steel's zeppelin to that pirate ship full of robots, the people of the Wasteland are more like hermit crabs than refugees. They hole up in whatever they happen upon and gradually build it up, so you wind up with these unorthodox, flavorful settlements and structures that feel handcrafted and genuinely lived-in. They might be surrounded by sprawling, generic shacks, but there's always something unique at their core that dictates how they sprawl. Which dovetails with my second point: Fallout 4 isn't just any future, it's the future envisioned by '80s scientists and filmmakers, all lasers and robot assistants and nukes beyond the dreams of avarice. It's this absurd, distinctive mix of the Jetsons, the Matrix and Mad Max, but it works because of the flexibility of the nuclear MacGuffin and because humanity is the through-line. 

Samuel Roberts: Liberty City in GTA 4

Clearly, GTA 5's Los Santos is the king of open world environments. I'm just saying this so you don't think I'm being a contrarian, because technically it's a way more impressive open world than the ageing Liberty City. And yet, the heart says GTA 4's open world is more evocative. Its golden skies and densely packed streets feel eerily close to real life, but it feels a little bit magical, too—like someone's half-remembered living in New York a decade ago, and captured the life of the place, if not exactly what it was like. It's still my favourite Rockstar environment. Well, while Red Dead Redemption isn't on PC, anyway.

But what about your choices? Let us know below.

Alien: Isolation

You wouldn't know it from the intimidating pile of Alien Isolation and Rise of the Tomb Raider DLC on offer, but there are some good deals in the Humble Store's Female Protagonist Sale. The aptly titled sale is now live and will run through 1 p.m. Eastern (10 a.m. Pacific) this Friday, October 13. It boasts a small but strong selection of big and indie games alike, including such highlights as:

On top of the aforementioned DLC stampede, you'll also find more modest deals on Bayonetta's excellent PC port (25 percent off) and Tacoma (20 percent off).

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info. 

Call of Duty®

I have never seen a more tragic comments section than the one from a few weeks back when we asked our readers to share their most tragic save file disasters. Over 200 of you shared stories of despair and woe as hard drives crashed, Uplay cloud saves glitched, or a simple misclick spelled doom for countless hours of gaming.

We've collected the saddest, most heartbreaking stories below so that you can wallow in their misery. And if you didn't get a chance to contribute your own story, do so in the comments.

The lost library 

This one hits hard because the emotional loss is so apparent. It's one thing to fall in love with your Morrowind character and your adventures together, but Bear's story of losing his entire library of collected books in Morrowind because of a virus really stings.

Commenter: Bear

My first Morrowind character. I had made an Argonian and enjoyed the wonders that the game had to offer, discovered mods a number of hours in, got myself a few decent ones, joined House Telvanni to appreciate the irony of being an Argonian and of Telvanni, and progressed very little on the main questline but became deeply infatuated with the world.

I kept telling myself, I'll do the main quest later, and something would come up. When the "something" was the Thieves Guild, I became captivated with in-game theft, and I claimed a home that was empty after I'd murdered the owner as my loot den.

I use the word loot loosely. I was only interested in one type of item to steal: books. I ventured back and forth across the continent stealing every book I could manage, piling stacks of books as high as I could manage in my den of ill-gotten goods, occasionally tossing other stolen things on the floor, but my pride were the hundreds of books stacked taller than my Argonian. The small room would take a good ten minutes to load because of the sheer amount of books. I'd take detours while exploring just to raid places looking for books. Even if I got one book, I was pleased to be able to add it to my collection.

This was the first time I'd pumped so many hours into any game, ever. It was probably 2003 or 2004, and I had a PC that was rough around the edges at best. It was passed to me by my father as a reject for his own uses, no doubt in hopes that I would get my 12 or 13-year-old behind off the family PC with minimal trouble, and it worked. Until my young self made an uneducated choice in my forays on the internet and I picked up a particularly nasty virus while trying to download some free graphics editing software. The PC wouldn't boot. My father refused to help me fix it (apparently he had regrets for giving me my own PC, because my internet usage increased rapidly) and I couldn't figure it out.

My father finally just reformatted the hard drive and when I went to restart Morrowind, my hundreds of hours and couple years of gameplay was lost. I'd just lost the one thing that helped let me escape the troubles of being a bullied, friendless kid so easily before.

Lost in space 

Not all of these stories have to do with losing a save file entirely. Some deal with the existential horror of being trapped in one location, never able to escape. Of course, that horror becomes a lot more tangible when there's a giant xenomorph rapping at your chamber door.

Commenter: Bob McCow

Alien: Isolation is a bit mean with the saving system. You have to find what looks like a retro telephone booth and dial a number, making sure that Mr. Alien is not about to skewer you with his tongue or show you his six freaky fingers. You can only go back two save points, so you have to be very careful.

After a month spent hiding in lockers and wetting myself, I'd progressed through the game painfully slowly. I was escaping from the nest and it looked like I was finally getting Amanda off Sevastapol for good. I only had to take a lift up to a safer level. Sadly, I dropped a gun while being chased by the Alien and it got wedged in the door in a very glitchy way. The glitch meant that although I could take the lift, the next level wouldn't load. I was stuck! I couldn't retrieve an early enough save file to avoid the glitching gun. I haven't had the courage to replay the entire game to get to that point, so I'll never know if Amanda made it.

She's left forever in that lift with the Alien banging on the door outside.

It's not you, it's Witcher 3 

Listen, people make mistakes. Sometimes those mistakes can hurt us, but I'm not sure if I'd ever end a relationship over a lost game save. But I guess The Witcher 3 isn't your average game.

Commenter: Piantino

Some time ago, my ex girlfriend wanted to play The Witcher 3 and I shared it from my Steam library with her. One day she played it in my PC, and when I came to play I realized that the save files in The Witcher 3 are the same when you share from your Steam library, and she saved her game in the same slot as mine. I lost my lvl 55 Geralt, my witcher gear and swords—everything. My time in Ard Skellige looking for treasures didn't serve for anything. I broke up with her some time ago and I use this story to explain why she is now my ex hahahaha.

Happy birthday 

I'm sure parents are equally as responsible for deleted saves as failing hardware. But there's something especially tragic when it all happens because they were trying to do something nice for you.

Commenter: Robáird Mac An TSaoir

In the late nineties, my dad surprised me for my birthday with some PC upgrades: a new monitor, bigger hard drive, and new graphics card. Of course, he'd wiped my old hard drive. Ten years of save files, writing, gig upon gig of films and music, all gone.

Commenter Grom Hellscream sums up the tragedy perfectly:

"Happy birthday, son. I formatted your entire childhood."

Groundhog Day 

If you've ever saved immediately before your demise only to find that you're now stuck replaying your death over and over, you can sympathise with Berty Bennish's story.

Commenter: Berty Bennish

I was playing the first Call of Duty back when it first came out. I would regularly save my games but in this instance, my last save was a couple of levels before the incident. It was the daylight St. Mere-Eglise level. After destroying the tank that comes out of the wall I ran round the corner heading towards where you would get in the car. I killed a couple of guys and ran a bit further. Game decides to auto save right when a German soldier pops round the corner and blasts me in the head. Instant death.

Game loads.

Instant death.

Game loads.

Instant death.

and so on…

What's hilarious about this particular story is that another one of our commenters had nearly the exact same problem.

Commenter: ImpatientPedant

When I was playing Call of Duty, way back in the day, there was a tank section. I hadn't saved for the entirety of the (rather long) mission, and contrived to save at the exact moment a shell was fired in my direction, a shell which would wipe me out.

Every time I tried to reload, the shell would fire and I would die. Over and over. I was shattered.

If a psychologist interviews me years from now and asks me why my dreams often have intermittent flashes of light, this is 100 percent the reason. Poor old toddler me.

Sorry, Mom 

Parents have unwittingly destroyed thousands of hours of time invested into games, but Zach Fathaigh's story flips the script. I'm assuming his mother had a hard time looking at him for a few days after.

Commenter: Zach Fathaigh

1996's The Realm is a fun proto-MMO that my mom was obsessed with. You get four or five character slots, I can't remember which. My mom let me have one of those slots (thank you, Mom). My older brother asked me what the game was like and I wanted to show him how fun it was to start a new character. So I looked at the list and saw Mom's two really badass characters, my character, and a level 1 naked character. I deleted that one to make room for my brother's character.

The deleted character was a mule with hundreds of hours worth of loot. I forgot about this incident entirely until my mom reminded me of it over the weekend.

Sorry, Mom.

Double whammy

We've all had hardware fail. Picking up and starting a game from the ashes of an old save is awful. Having to do it twice? No thanks.

Commenter: Kyosho

Christmas of 1999, I get the one game I really wanted under the tree. That big, ugly (beautiful?) orange and purple box. Planescape: Torment. From Christmas day until just before New Years, I put about 25-ish hours into the game. I was really into it. Then my hard drive crashed. I was devastated. I had the computer fixed within a week, but it took me another month or two to work up the nerve to start the game over from scratch. I did it, though. Even made some slightly different choices. It was a bit tedious to read ALL that text again, but after a good 15 hours or so, I got back to where I'd been. Played another 20-ish hours and... BAM, another hard drive crash.

Here's a tip, kids: Don't skimp out on your power supply when building a PC. It killed two hard drives before I knew the cause. Anyway, to say it was soul crushing was an understatement. I haven't beaten Planescape: Torment to this day. I've tried going back to it, but I end up losing interest before I ever get back to where I was. Best RPG of all time? Maybe. It's too painful for me to be able to ever know.

Tower of Trials 

Speaking of hard drive failures, I can't stress enough how important it is to back up important projects. We had countless stories about people losing game saves, but entire games? Seriously, don't wind up like Matt.

Commenter: Matt Pruitt

I once made an entire game in RPG maker VX-ACE. It was called the Tower of Trials. It was short and utilized only the assets the game provided. It had some random elements, little story, and was intended for short-runs about 30-40 minutes long. I worked on it for two years, starting on my old laptop and eventually finishing it on my first PC. It was my own little project and only a few of my friends played it. Then I discovered why people told me not to buy cheap HDDs. My hard drive crapped out on me and two years of work was lost. My oldest version of the game was on my old laptop and only had three floors of the tower completed. Needless to say, my current rig is running on a Samsung SSD.

Harry Potter and the Computer Thief 

It's one thing to lose a save file, but to lose the ability to play a game altogether? Now that's tragic.

Commenter: dxdy

Back in elementary school, 2001 or so, I really liked Harry Potter. Neither me nor my parents could afford a PC or anything to play modern games (had an Atari 130 XE though), so I was very happy when someone left Philosopher's Stone installed at the school's computer lab.

I could only play video games for a limited time after classes, so I only made it to Herbology Class over the course of several months. The game felt amazing to me, probably because I was reading Harry Potter books around the same time.

Once I went to school as usual, but after arriving I noticed it was completely deserted. Normally, entire halls would be filled with sounds of children playing but there was not a single soul in sight. I went upstairs. After walking around for a minute, I was spotted by the principal's assistant who rushed me to the cafeteria.

When we arrived there, I saw that all students were crammed inside. I quickly learned from colleagues that the school was robbed overnight. Robbers broke the window and stole a boombox, whole bunch of chocolate bars from school's kiosk, and every single PC from the lab. I lost not only the save file I worked for what felt like eternity, I lost the ability to play my beloved game in the first place.

These were just a few of the great stories our commenters told us. For the rest, be sure to check out the comment thread from last week.

Some comments were edited for grammar and clarity.

EVE Online

Survival horror, simulation, strategy, FPS, and many more genres feature in this, our roundup of the best space games you can play on PC right now. Whether you're hunting pirates, building a colony on Mars, or fleeing in terror from a hungry alien on a stricken space station, these galactic games will appeal to anyone who's ever dreamed of leaving boring old Earth behind.

Homeworld Remastered Collection

Year 2015Developer Relic/Gearbox SoftwareLink Official siteOne of the best singleplayer RTS campaigns ever made, and beautifully remastered by Gearbox. The sight of thousands of your ships streaking across the game’s vividly colourful space-scapes is hugely dramatic. And battles are tense and tactical, with many types of ship to command, including colossal battleships. The Remastered Collection looks great on modern PCs and comes complete with the original Homeworld and its sequel. Read more Homeworld Remastered Collection review

Surviving Mars

Year 2018Developer Haemimont GamesLink SteamLeaving Earth behind, humanity heads to Mars to start a new colony: and you're in charge of it. Your new civilisation will grow from one small dome in the Martian desert to a bustling, sprawling off-world metropolis. But just make sure you don't run out of oxygen or power, because on this ruthless planet it's a death sentence for every citizen under your control. Read more Surviving Mars review

Tacoma

Year 2017Developer FullbrightLink Official siteThe crew has mysteriously abandoned the Tacoma lunar transfer station, and you’ve been sent to investigate and recover its precious AI, Odin. This atmospheric sci-fi mystery from the makers of Gone Home is wonderfully written, with a cast of rich, nuanced characters telling a compelling story through interactive AR recordings. Exploring the hyper-detailed station is a delight thanks to the game’s extraordinary attention to detail, and the more you learn about Tacoma, the deeper the mystery gets. Read more Tacoma review

Elite Dangerous

Year 2014Developer Frontier DevelopmentsLink Official siteAn entire galaxy is your playground in this space sim. Starting with a basic ship and a handful of credits, you shape your own destiny. Do you become a fearsome pirate? A master trader? An explorer? The beauty of Elite is being able to play in a way that suits you. From thrilling dogfights to gentle exploration, there’s something for everyone. And its ships are all an absolute dream to fly, whether it's a nimble fighter or a heavy duty cargo hauler. Read more Visiting NASA's latest discovery in Elite Dangerous

EVE Online

Year 2003Developer CCP GamesLink Official siteLive another life—in space! There’s nothing else like EVE Online on PC, a massively multiplayer RPG where everything is controlled by players. It’s a living galaxy in which thousands of capsuleers fight, trade, mine, and explore together. Break away from the relative safety of your police-patrolled starting system and you’ll find a ruthless, cosmic Wild West, where piracy, espionage and scamming are rife. Whether you’re fighting in a massive space war, where thousands of real-world dollars hang in the balance, or just exploring New Eden on your own, EVE is an unforgettable experience.Read more EVE Online's biggest scammer tells us his secrets

Everspace

Year 2017Developer Rockfish GamesLink SteamWhen you die in roguelike Everspace, you’re dead. But money earned carries over and can be spent on upgrades, which means you’ll be more powerful for your next run through the cosmic gauntlet. And these perks keep adding up, allowing you to travel deeper into space, and more boldly, with every successive attempt. It’s a compelling loop, and when you die you're never frustrated: just excited to start again, wondering how far you'll make it this time.Read more Death is the road to glory in Everspace

Star Wars: Empire at War

Year 2006Developer PetroglyphLink GOGDeveloped by Petroglyph, a studio founded by Westwood veterans, this real-time strategy is one of the best Star Wars games on PC. The streamlined interface and accessible systems might turn off some hardcore strategy fans, but in the thick of its chaotic, thrilling land and space battles the game is irresistible—especially if you’re a Star Wars fan. And hero units like Darth Vader and Luke Skywalker only add to the excitement.Read more Pitting Star Wars against Star Trek in Star Wars: Empire at War

Heat Signature

Year 2017Developer Suspicious DevelopmentsLink SteamIn this top-down sci-fi action game you board spaceships and use an array of weapons and gadgets to take out the crew. The genius lies in how much creativity you're given to play your own way, inspired by the best immersive sims. And how you react to the chaos that erupts when your presence on the ship becomes known makes Heat Signature a powerful anecdote generator. Things might not always go to plan, but that's just part of the fun.Read more 8 sadistic ways to take out guards in Heat Signature

Duskers

Year 2016Developer Misfits AtticLink Official siteDespite being viewed entirely through a retro-futuristic computer interface, Duskers is one of the scariest, most tense sci-fi horror games on PC. In it you pilot a fleet of drones searching derelict spaceships for fuel, upgrades, and clues about why the galaxy is so mysteriously devoid of life. The ships you board are crawling with strange creatures, which makes looking for clues in those narrow, dark corridors an especially nerve-racking experience.Read more Duskers review

Destiny 2

Year 2017Developer BungieLink Official siteBungie's addictive FPS/MMO hybrid features some of the prettiest alien landscapes on PC. From the forested ruins of Earth and the vast seas of Titan, to the red jungles of Nessus and the volcanic Io, every location is a pleasure to loot-and-shoot in. The endgame doesn't have the iron grip it perhaps should, but sci-fi fans will get a kick out of this vivid, colourful setting.Read more Bungie outlines how it plans to fix Destiny 2 in 2018

The Dig

Year 1995Developer LucasArtsLink GOGA mission to divert an asteroid heading for Earth goes awry, sending a group of astronauts to a distant, seemingly abandoned world. Some of the puzzles are maddeningly obscure, even for a LucasArts point-and-click adventure, but the colourful, bizarre planet feels genuinely alien. Great voice acting too, with X-Files star Robert Patrick playing the lead character.Read more Reinstall: The Dig

Universe Sandbox 2

Year 2014Developer Giant ArmyLink Official siteThis space simulator lets you become an all-powerful cosmic deity, manipulating replicas of real galaxies and solar systems and witnessing the (often catastrophic) results of your meddling. Increase the mass of Jupiter and you’ll see the rest of our solar system being sucked into it, or delete the Sun and watch Earth and the other planets drift away confused.

Event[0]

Year 2016Developer Ocelot SocietyLink SteamStranded alone somewhere near Jupiter on an old luxury starship, your only hope of returning home is an AI that has serious emotional problems. You interact with Kaizen using your keyboard, and sometimes it'll be willing to help you. But then it'll change its mind and decide the best thing to do is close the airlock and trap you outside the ship until you run out of air. A clever adventure with the understated mood of a '70s sci-fi film.Read more Event[0] review

Mass Effect 2

Year 2010Developer BioWareLink SteamIf you’ve ever fantasised about being Captain Picard, in command of your own starship, exploring the galaxy, meeting weird aliens, being confronted with cosmic dilemmas, then Mass Effect 2 is that in game form. It’s part Star Wars space opera, part brilliant Star Trek episode, and one of the best sci-fi games on PC. It doesn’t have the freedom of Elite and is largely a linear experience, but it takes you on an unforgettable journey around the galaxy, visiting bizarre planets and getting involved in the lives of the aliens who live on them. We love the whole series, but we all agree that this is our favourite.Read more The Mass Effect games ranked from worst to best

Stellaris

Year 2016Developer ParadoxLink Official siteDeveloped by Paradox, of Crusader Kings and Europa Universalis fame, this sci-fi epic puts the ‘grand’ in grand strategy. Explore the universe, form alliances with alien factions, and engage in the odd large-scale space battle. The multitude of systems makes Stellaris a powerful story generator, and you never know what strange beings you’ll meet among the stars.Read more Stellaris: Utopia review

Alien: Isolation

Year 2014Developer Creative AssemblyLink Official siteAmanda Ripley, daughter of Ellen, is hunted through a dilapidated space station by a xenomorph in this incredible survival horror. Taking its cues from Ridley Scott's original 1979 film, it's a masterpiece of slow-burning tension. And the station itself, Sevastopol, is a great example of lo-fi sci-fi, with chunky retro-futuristic tech and eerie flickering lights. One of the most faithful movie adaptations ever, and a great horror game in its own right.Read more What Alien: Isolation gets right that Alien: Covenant gets wrong

No Man's Sky

Year 2016Developer Hello GamesLink Official siteThis is one of the most dazzlingly colourful sci-fi universes on PC, and being able to seamlessly transition from space to the surface of a planet is an impressive technical feat. The addition of features like base-building and a mission system in recent updates give you a lot more to actually do when you touch down on these worlds, and the procedural generation algorithm has been tweaked to make for weirder, prettier planet surfaces.Read more The best No Man's Sky mods

Star Wars: TIE Fighter

Year 1994Developer Totally GamesLink GOGA rare opportunity to be the bad guy in George Lucas’s beloved space opera. With a variety of Empire-themed missions—dogfights, escorts, attacking capital ships—and a story to follow, it’s one of the best Star Wars games LucasArts ever published. Of course, you can replace this entry with Star Wars: X-Wing if you’d prefer to play as the boring old Rebel Alliance.Read more The best Star Wars games on PC

FTL: Faster Than Light

Year 2012Developer Subset GamesLink SteamFTL mixes turn-based and real-time strategy together to capture the experience of captaining a Star Trek-style spacecraft. It’s a strong roguelike, too, with a backdrop of a familiar yet fun sci-fi universe that comes with its own semi-humorous lore and a neat set of narrative beats that make the journey to its finale endlessly exciting. Being able to name your ship and crew makes it all the more heartbreaking when they die together in enemy space.Read more The writing in FTL

Wing Commander: Privateer

Year 1993Developer Origin SystemsLink GOGFans of the series will argue endlessly about which Wing Commander is the best, but we love Privateer’s darker feel. It’s a rich sandbox in which you can be a mercenary, a pirate, a merchant, or a mix of all three. You jump between systems looking for bounties to hunt and ships to rob, and the first-person dogfights are a thrill. There’s a linear story, but the real joy lies in doing your own thing and carving your own path through the stars.

 EVE: Valkyrie

Year 2016Developer CCP GamesLink Official siteIf you have a VR headset, this is the game to play on it. In Valkyrie you get to experience EVE Online’s famous space battles from the more intimate perspective of an individual fighter pilot. The feeling of being strapped into a cockpit, hurtling through space at immense speeds, is a visceral one. And the combat has been tuned specifically for virtual reality.Read more EVE: Valkyrie review

Kerbal Space Program

Year 2015Developer SquadLink Official siteWrestle with gravity and the laws of physics as you build your own spacecraft and attempt to explore the cosmos. A robust, compelling sandbox of possibilities that’s as funny as it is clever. Escaping Kerbin’s atmosphere and landing on the Mun (without exploding) for the first time with a ship you’ve built yourself is about as satisfying as PC gaming gets.Read more Kerbal Space Program: Making History review

Take On Mars

Year 2013Developer Bohemia InteractiveLink Official siteIf you like your space games a little more grounded, try Arma developer Bohemia’s Take On Mars. It’s a space exploration and colonisation simulator largely based on real astro-science. You can build a Curiosity-style rover and explore the surface of the red planet or construct your own Martian colony. A game for folk who want the sci without too much of the fi.Read more Building a mighty space base in Take On Mars

 Sins of a Solar Empire

Year 2008Developer Ironclad GamesLink Official siteMixing real-time strategy with 4X elements, Sins is a game of galactic conquest. Choose a faction, gather resources and become a mighty space-lord. Commanding its real-time wars is thrilling, but combat isn’t always the answer: you can use diplomacy to conquer systems too. A refreshingly slow-paced RTS with some truly massive space battles to stare slack-jawed at.

Space Engineers

Year 2013Developer Keen Software HouseLink Official site

Harvest asteroids for building materials then craft them into floating bases, flyable spaceships, and more besides. You can hover around the map with a jetpack or build a gravity generator to walk safely on the surface of bigger asteroids. One of the best co-op build-’em-ups on PC.Read more An erratic journey to the Moon in Space Engineers

Starbound

Year 2013Developer Chucklefish GamesLink Official siteTerraria-esque survival with a science fiction twist. Hop between randomly generated planets on a starship, hunt alien creatures for food, build colonies and underground bases, and try not to die in the process. A brilliant sci-fi sandbox with a charming art style. Playable races include robots, beings made of solar energy, ape-like creatures, and colourful wingless birds.Read more Starbound review

SpaceEngine

Year 2010Developer Vladimir RomanyukLink Official site

Do you like feeling small and insignificant? Then play SpaceEngine, which features, incredibly, the entire universe. Or at least the bit we know about. Focus on Earth, then pull back at top speed, and you suddenly become aware of how you’re on a tiny speck of dust hurtling through an endless void. The tech is remarkable, allowing you to travel effortlessly between galaxies and land on planets. But besides exploring, there isn’t much else to it.

Alien: Isolation

The new Humble Spooky Horror Bundle has some very good things in store for fans of horror games. It starts with Dead Age, DreadOut (including the Manga and OST), DreadOut: Keepers of the Dark, and the Lakeview Cabin Collection for $1. But as usual, it gets a lot more interesting when you beat the average price. 

For just under $7 right now, Layers of Fear: Masterpiece Edition, the outstanding Alien: Isolation, and the latest addition to the Five Nights at Freddy's series, Sister Location, will be added to the bundle. Drop a tenner on it and you'll also get Dead By Daylight, the four-on-one survival horror game where "death is not an escape." 

The default charity for this bundle is the Delaware Aviation Museum Foundation Corp., but as always, you can select an entirely different good cause if you prefer. 

The Humble Spooky Horror Bundle is live now and will be available until September 5.   

Some online stores give us a small cut if you buy something through one of our links. Read our affiliate policy for more info. 

Alien: Isolation

The job of a concept artist is an important one. Before a single model or texture has been created, they’re responsible for establishing a game’s atmosphere and tone. The things they create might not even make it into the final game, but their work underpins the aesthetic of everything from incidental props to entire worlds. And so, to celebrate the work of these talented individuals, here are some of my favourite concept images from the last few years.

Wolfenstein II: The New Colossus / Christoffer Lovéus

MachineGames has repeatedly proven itself to be one of the best world-builders in the business. Its vision of a 1960s America that has been conquered and twisted by the Nazis is hugely compelling, which this atmospheric concept art by Swedish artist Christoffer Lovéus helped bring to life.

Alien: Isolation / Brad Wright

Recalling Ron Cobb’s detailed, functional designs for the 1979 film, Creative Assembly’s Brad Wright produced some stunning concept art for Alien: Isolation. These evocative images of Sevastopol station and the Anesidora are particularly striking, capturing the cold, industrial atmosphere of the Alien universe.

What Remains of Edith Finch / Theo Aretos

At the heart of Giant Sparrow’s unforgettable journey through the lives of the Finch family is their grand, clumsily stacked house. These concept images were created by artist Theo Aretos early in development to get a sense of what the strange old house might look like, and are works of art in their own right. 

Assassin’s Creed Syndicate / Tony Zhou Shuo

The Creed series has always been more concerned with capturing the romantic image of its cities and time periods than creating perfect, historically accurate recreations. These images by Tony Zhou Shuo paint a vivid picture of Victorian London,  using iconic landmarks to give them a rich sense of place.

Enslaved: Odyssey to the West / Alessandro Taini

Ninja Theory's post-apocalyptic epic remains one of the prettiest ends of the world we've seen on PC. Rather than being bleak and gloomy, this ruined Earth sizzles with colour. And it's perhaps no surprise that these pieces of concept art by Alessandro Taini are just as vibrant and evocative.

Fallout 4 / Ilya Nazarov

The mood of the Commonwealth is constantly changing as the weather and time of day shift in real-time around you, which these elegant paintings by senior Bethesda concept artist Ilya Nazarov capture beautifully. I especially love the subtle use of colour, reflecting Fallout 4’s brighter, livelier wasteland.

Deus Ex: Mankind Divided / Frédéric Bennett

The grim dystopian future of Deus Ex was imagined by a talented team of concept artists who designed everything from entire cities to individual props. Art by Eidos Montréal’s Frédéric Bennett, including this dramatic image of Golem City, helped establish the game’s distinctive, recognisable visual style.

Mass Effect: Andromeda / Ben Lo

These remarkable images by BioWare concept artist Ben Lo perfectly capture the scale and majesty of Mass Effect’s grand space opera. Refined, understated art direction is one of the series’ defining features, echoing classic ‘70s science fiction: an aesthetic these paintings are wonderfully reminiscent of.

Dishonored 2 / Sergey Kolesov

The unique painterly style of Dishonored’s visuals mean the game is a lot closer to its concept art than most. These exquisite paintings by Arkane concept artist Sergey Kolesov wouldn’t look out of place hanging on the walls of a lavish Karnaca apartment—particularly the image of Duke Abele on his palanquin.

The Long Dark / Trudi Castle

Hinterland’s survival game just left Early Access, and although the visuals have steadily improved over time, its dedication to that gorgeous hand-painted art style has never wavered. These atmospheric concept images by Trudi Castle skilfully capture the lonely, melancholy atmosphere of the game.

Star Wars Battlefront / Anton Grandert

Getting to work on a Star Wars game like Battlefront must be a dream job for any professional concept artist. These vivid, dramatic paintings by EA DICE’s Anton Grandert are reminiscent of Ralph McQuarrie’s iconic Star Wars concept art, evoking the chaotic, operatic drama of the films’ battle scenes.

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