Arma 2
arma shacktac year in review


We've celebrated the realistic fake war-waging of Arma 2 community ShackTac in our Realism Theater posts this year. We admire ShackTac's "Serious Fun" approach to playing Arma 2: even outside the context of mil-simming, it's inspiring to watch a bunch of people invested in each others' fun and to see them express that through mods, missions, and videos they create themselves.

ShackTac founder and documenteur Dslyecxi has put up his annual "Year In Review" video, a six-minute cut that represents thousands of collective man-hours of organized Arma 2.



Behold: many articles about Arma 3.
Half-Life 2
coop header


Games get a bad rap for being a solitary, violence-obsessed form of entertainment. But they can also be a collaborative, violence-obsessed form of entertainment. Just ask the close-knit PC Gamer team.

Tom F: Co-op based games teach us the value of teamwork better than any kitten based motivational poster, by showing us how many more of our enemies we can crush if we can just learn to work together.

Graham: They’re not just violent either. We can build giant penis statues together in Minecraft. No, wait, that’s bad. We can control egotistical millionaires in FIFA! Oh God, no. Rich?

Rich: Well, Supreme Commander celebrates the pioneering spirit, by asking us to build a host of clanking deathbots... I got nothing. Chris?

Chris: Uh. Diablo III shows that hell is easier with other people? Hm. Senior? Bail me out?

Tom S: I can’t, I’m too busy shooting these damn zombies. Stop intro-ing and let’s go play together.



Portal 2 - 2 players, Online
 
How does it work? You and a friend play comedy robots in co-op-only test chambers.

Why is it good?

Tom F: The puzzles get magnificently complicated when designed for two. You can jump through each other’s portals, so you’re often setting up a jump that your partner will perform. And because every puzzle requires two players, you’ve got to figure out where to put four different portals, and coordinate your approach. It bent my brain in the same ridiculous ways that Portal 1 did.

Graham: I use my portals to make a corridor slick with gloopy paint. Tom places his at either end of the corridor, creating the world’s first infinite slip ’n’ slide. I run down it and build absurd momentum, and as I reach terminal velocity, Tom moves one of his portals so that when I exit, I’m flung out over a chasm filled with acid. Co-op Portal 2 means entwining not just your portals, but your brains.



Minecraft - 2 to many, online or LAN
 
How does it work? Join a server and collaborate with friends – or strangers – to build the biggest, best, and most phallic structures you can.

Why is it good?

Rich: Within minutes, I was building a spa. I don’t know why I was building a spa. No one had said “let’s build a spa” in the chat channel, but there it was, forming before us. Graham, now-departed Craig Pearson and I, had hollowed out an underground chamber, constructed a raised dais of glass, and diverted water to create a lovely jacuzzi pool. Our subterranean sauna was lit by lava, and we sat in it, content.

Graham: My first time was on a new, private server with a few folks from the PCG community. In three hours we dotted the landscape with giant Darwinians, and built an underground bunker with launch missiles, library and steam rooms to avoid a player who had built an ugly golden bridge around the world. It felt like I’d spent an afternoon building sandcastles with friends.



Fifa 12 - 2-5 players, local
 
How does it work? Two or more players join forces to defeat the nefarious forces of Computron, the dark lord of kicking.

Why is it good?

Rich: Football is incredibly frustrating. FIFA recreates that frustration perfectly: genius moves undone by idiot players. But in co-op, I managed to reduce that frustration through one simple method: blame someone else. I think I’m great at FIFA 12 at the best of times; when I’m playing in co-op, I’m flawless. Graham, on the other hand, is terrible.

Graham: And Rich smells bad. For a while, we were playing two-on-two, but then our fourth man lost interest. We started playing two-on-one. Here’s what we found: the player controlling a team on their own has the advantage. To work together in FIFA is to anticipate the other’s moves, making runs and pulling away defenders. If you do it right, you’re unstoppable. If you’re Rich and I, Rich smells bad.





Diablo 3 - Up to four, drop-in, drop-out co-op across the whole campaign
 
How does it work? Every player you add to a game of Diablo III boosts the health of your enemies, increasing the challenge – but far less than it did on launch, when damage increased as well. Otherwise, it’s just Diablo III with more people.

Why is it good?

Chris: D3’s normal difficulty is very easy, but it gains a lot of life if you’re doing it with friends. Experimenting with new skills adds a slapstick dimension to demonbashing that’s better with other people. It’s basically that bit from Lord of the Rings where Legolas and Gimli are competing to kill the most orcs, strung out over 15 hours.

Tom S: Having a friend or two around gives you more freedom to experiment with new abilities. If you’ve got a Barbarian chum to wave and shout and take punches to the face, you can sacrifice a defensive ability for that demonic ghost bat bombing run skill you’ve been dying to try. Few things amaze and terrify a co-op partner as effectively as an unannounced demonic ghost bat bombing run.

Chris: It used to be that co-op Diablo III didn’t work: it was too diffi cult, and actually reduced the amount of loot you seemed to get. Patches have since redressed the balance, and working together to crack Inferno is a satisfying challenge.



Alien Swarm - Up to 4 players, online

How does it work? It’s a top-down shooter where you control a squad of four marines shooting aliens in a scripted campaign.
 
Why is it good?

Rich: People love swarms. The swarms of aliens in Alien Swarm (clue’s in the name), are best dealt with by coordination: one of your group becomes point-man, clearing rooms with shotguns and flamethrowers. Another takes up the rear, machinegun blaring to dissuade any would-be alien pouncers. This coordination is the result of a kind of natural, happy trance that players fall into, rather than tiresome enforcement.

Tom F: I’m a Medic, which used to mean I was the sensible, cautious, team player. Until I realised I could take a chainsaw. It’s terrible. It’s a terrible weapon, don’t use it. You can’t just charge into alien hordes, blade revving. OK, just one more go.



Trine - Up to 3 players, online or LAN
 
How does it work? Each player can transform themselves into a thief, warrior or wizard at any time. In the mode we play, you can have two Thieves at once if you like.

Why is it good?

Tom F: It’s a physics-based platform puzzler, which in co-op means dropping heavy objects on each other for fun. The wizard can create boxes and levitate them, and your co-op partner can stand on them. Most of our solutions involved carting each other around on telekinetic elevators.

Graham: Trine’s best class is the grapple-hooking, arrow-firing thief, because of the arrow-fi ring but specifically because of the grapple-hooking. In the singleplayer game, you’re forced to switch away from the thief to navigate obstacles and fi ght larger enemies. In co-op, two thieves are better than one, and combined you’re able to spend more time as a swinging idiot. The best kind of idiot.



Left 4 Dead 2 - Up to 4 players, online or LAN
 
How does it work? - There are lots of game modes now, but the one we play most is still the campaign: four players against the AI-controlled zombie hordes.

Why is it good?

Tom S: I ran through Left 4 Dead 1’s campaign on its hardest diffi culty setting with a group of regulars. We played in the 4 6 5 same small room for many hot, panicked hours until our cries of fear overruled the rattling pistol fire coming out of our speakers. The defence events and climactic mission fi nales offered us a chance to take stock and plan, but the best moments happened when those plans disintegrated in the face of an unexpected Tank charge, or a perfectly placed Witch.

The AI director never quite offered the longevity that it promised, and the monsters lost their scare factor after a while, but Left 4 Dead is still a superb, if harrowing, co-op experience. Ever since Valve ported the fi rst game’s superior maps into the sequel, Left 4 Dead 2 has been the better choice of the pair.

Tom F: There’s an achievement for winning a garden gnome on the fairground level, and taking it all the way through the rest of that campaign. For me, that is the game. It takes both hands to carry the gnome, so whoever’s holding it can’t fi re their weapons. You can set it down and grab it later, but among huge crowds of zombies and charging Tanks, it tends to get kicked around with alarming force.

So you take it in turns to sacrifice your firepower and carry the precious cargo, relying completely on your friends to protect you and your porcelain companion when it’s your turn. If a zombie does get to you, all you can really do is bash him with the gnome.

The carnival finale, set in a huge stadium, was just too intense for any of us to survive it gunless. So when the helicopter finally arrived to bail us out, the real challenge was a frantic scavenger hunt for a chipped red hat among the seething infected. Finding him, grabbing him, and making it out alive was the most nail-biting co-op experience I’ve ever had with the game.





Half Life 2 - 2-10 players, online or LAN
 
How does it work? The Synergy mod enables two or more of you to jump straight into Half-Life 2, Episode One or Episode Two’s singleplayer campaign.

Why is it good?

Tom F: Half-Life 2 is a huge and amazing adventure. And while there are a lot of great co-op games, there aren’t many that are huge and amazing adventures. People don’t make long, varied, story-driven journeys through meticulously detailed and gorgeous places when they’re making a co-op campaign. So a mod that makes Half-Life 2 and its two episodic expansions work cooperatively is an amazing discovery. I don’t know how it works, but it does.

Graham: Tom and I played through the entire of Half-Life 2, and into Episode Two, over many happy lunchtimes. The best part is the Highway 17 segment in Half-Life 2. You’re both given your own buggy to drive across the countryside, and the solitary bungalows that dot the coast are perfect for cooperative assault: one person bursting through the front door while the other circles around the back. The Combine only seem to be expecting one of you, for some reason...



Rainbow Six: Vegas 2 - " players in campaign mode, 2-4 players in terrorist hunt, online or LAN
 
How does it work? We play Terrorist Hunt: you and the other players have to clear out a big, complex building in which a fixed number of terrorists run around and try to ambush you. It’s brilliant.

Why is it good?

Tom F: Terrorist Hunt is an immediately exciting concept, because it feels more like a simulation of a real armed-response firefight than any campaign level could be. You can’t be sure the level designer isn’t going to have the terrorists suddenly come from behind you, because the level designer doesn’t make that call: the terrorists do.

Graham: It’s doubly cool in co-op, because the challenge is so overwhelming. Even with the foresight of a snake camera under the door, it’s just tough to take out six terrorists in a room before any of them kill you. So you plan: I’ll take the left two... You throw a frag... I’ll come from the other door... You rope down to the window. And then you completely screw it up.



Mass Effect 3 - Up to 4 players online
 
How does it work? Fight to complete a mixture of objectives on small but open levels against randomised enemy forces. Level up characters and promote them into the singleplayer campaign to improve Shepard’s chances.

Why is it good?

Chris: ME3 multiplayer takes what is good about co-op survival modes – last-stand heroics and impromptu acts of daring – and adds incredibly varied races, classes and weapons that prevent it from ever becoming samey. Right now, I’m enjoying a Quarian infi ltrator that disintegrates enemies at close range with the Reegar Carbine, a gun we’ve come to call THE PLASMA HOSE. I’m just as happy charging around as a Krogan vanguard, or racking up headshots as a Turian sentinel carrying a Black Widow.

Tom S: New classes and bizarre new weapons are added regularly through free updates. You’re always holding out against waves of familiar enemies, but the variety of ways in which you can off these enemies expands every month. The N7 classes BioWare added recently push the boundaries of what the Mass Effect universe can sensibly contain. The Shadow can dart across the map and slash foes with a psychically infused katana, the Destroyer’s weighty carapace gives him the grounding to wield a rapid-fire grenade launcher with decent accuracy and the Slayer is a teleporting martial arts expert. With so many powerful abilities to choose from, playing with friends becomes more about showing off than anything else.

Chris: BioWare’s free updates to the game have been excellent and generous, particularly the new maps. They’ve drawn me back to the game and kept it feeling fresh, which is essential for co-op.

SCREENSHOT MISSING

Supreme Commander - 2-7 players, online or LAN
 
How does it work?

Start a multiplayer game, put all humans on team 1, and some nice tough AIs on team 2. Crush.

Why is it good?

Tom F: It’s not the first co-op game you think of, but playing it cooperatively is how we’ve had the most fun with it. It can be dauntingly complex, so it’s great to have friends in there to help out if you forget to build anti-air or crash your power economy. In theory. In practice what usually happens is we beaver away on our own bases in silence for seven minutes then one of us says “Shit, fuck, they’re dropping in my base and I forgot to build point defence again, have you got anything that can help?” and the other says...

Graham: No, soz :(

Tom F: It’s about hatching your own masterplans, surviving long enough to see them complete, then raining the giant robotic fruits of your labours down on the enemy at the same time. My giant laser spiders are ready! Your flying fortresses are ready? Let’s go! My towering Galactic Colossus is ready! Your swarm of invincible death bricks is ready? Let’s go!





Dawn of War: Last Stand - Up to 3 players online
 
How does it work? - Unlike the main game, Last Stand gives you only one hero each. You’ve got to fi ght off increasingly tough waves of enemies until you die (likely) or beat wave 20 (unlikely). After the match, you usually unlock new equipment for your character.

Why is it good?

Tom F: I didn’t really get Last Stand until I levelled up a few times. The fun is in discovering new builds, and the role they can play in your group. As the Ork, I thought I was the longrange damage dealer: my autocannon certainly works for that, and when enemies get close I use my teleporting armour to get away. The notion of using the much tougher set, the one that can’t teleport, seemed pretty ridiculous. Until I unlocked the knife. The knife doesn’t do much damage, but it regenerates your health. Add some armour bonus trinkets, a self-healing trait, and an item that stops me being knocked down, and I can turn myself into an unstoppable tank. Suddenly I’m the guy charging into a nest of Tyranids to keep them off my friends, and coming out at full health.

Tom S: In the grim darkness of the future, three dudes battle ridiculous odds in a small stone circle. The setup may seem contrived, but DoW2’s overlooked co-op mode does a much better job of realising the Warhammer 40K fantasy than the campaign. Absurdly powerful heroes dominate the fiction, so I got a kick out of levelling up my venerable Space Marine captain and testing him against the hordes.

Last Stand understands 40K’s scale as well. The final waves throw more foes into the arena than you’ll see in any of the singleplayer missions, so victory may seem impossible. After a few levels you can start combining your heroes’ most powerful abilities to create a maelstrom of death. The glorious slaughterfest that results is worthy of a Space Marine’s final heroic moments.



Killing Floor - Up to 6 players, online or LAN
 
How does it work? Fight together to fend off waves of mutants, then stock up on guns and ammo at a shop that’s never in the same place twice.

Why is it good?

Chris: Without its guns, Killing Floor would be the bleakest, muddiest depiction of Britain at the end of the world since a bunch of Romans said “let’s go home, it’s cold and everyone here is mental.” With its guns, it’s one of the most satisfying co-op shooters around. My favourite is the bolt-action rifl e, which takes mutant head-popping and turns it into an avant garde musical genre. Bang! Chunk. Click. Bang! Blargh! Splatter.

Rich: I like the dual desert eagles. They go ‘whump’, like a pie dropped down a hole. But a really big pie, one that kills anyone unlucky enough to be standing under it in a spray of arterial blood. And when it kills them, this pie, it makes everything slow motion for a while, so your team can marvel at your incredible pie-dropping-stroke-gun-shooting skills.

Chris: Definitely play it with voice chat, though. Partly so that you can coordinate properly and warn your friends when they’re about to be sawn in half, but mostly so that you can talk over the truly, deeply dreadful voice acting. I started playing it during the Portal 2 promo campaign, when all the shopkeepers were replaced by GlaDOS. It was a huge improvement.



Borderlands 2 - Up to 4 players, online or LAN
 
How does it work? The whole campaign is playable in drop-in, drop-out co-op.

Why is it good?

Tom F: Two reasons – for one, the different abilities of each class mix well in a team fight. It’s great to see your Siren pluck a boss up into the air, and into range of your Commando’s turret and your Gunzerker’s... gunzerk. Secondly, cooperative play is good for diffi culty spikes, and Borderlands 2 sure has those. Dealing with an inordinately tough boss is less frustrating when there’s a whole a bunch of you coming up with new ideas and tactics, and a wider variety of weapons to try.

Tom S: Almost anything can pop out of Borderlands 2’s unfolding robot boxes. It could be a revolver that shoots lightning grenades, it could be a glowing, five-foot-long sniper rifl e with an enormous bayonet on the end. Whatever you get, it’s always better to have friends there to go “WOAH” or “whaaaat” or “give me that immediately.” Borderlands 2’s batty enemies are more fun to fi ght in a team, a constant stream of new gadgets to crow over makes it feel like the best sort of trick or treat trip, the sort where you get bazookas instead of sweets.



Arma 2 - 2 to many, online or LAN
 
How does it work? Players can join and play custom missions with each other, or mess around in the weapon playground add-on pack, Private Military Academy.

Why is it good?

Rich: The first time I played an Arma 2 custom mission with Marsh and Owen, it ended with me rolling sideways up a hill and giggling like a maniac. The second time, we were shot before we realised what the ‘open backpack’ key was mapped to. The third time, we found ourselves on a hillside, standing next to a crumpled chopper. It was dark, but the sky was brightening slowly as the sun rose somewhere off in the east. It would’ve been idyllic, were it not for the crowd of ornery locals taking potshots at us.

Together, we made it into a nearby settlement, where our rendezvous chopper was settling down into the dust. We sprinted towards it, tracer fire whistling over our heads, as we howled fears for our safety down our microphones. We were silly men, but Arma 2 quickly made us feel like (mildly inept) soldiers.

Marsh: Most of the time, my Arma 2 experience seems to consist of dying instantly or getting stuck in rocks. But occasionally, you roll the incredibly-complex-emergent-behaviour dice and get a scene as gripping and fluidly dramatic as anything from Full Metal Jacket. I don’t mean the toilet-suicide sequence. Running for that chopper with a busted leg and three shots left in my pistol as the enemy tightened the noose was one of the most extensive workouts my heart has undergone in many years. And it wouldn’t have been half the experience without Owen and Rich bellowing, “COME ON! YOU CAN DO IT!” as I lurched the final few yards.
Arma 2
Arma 3 - main targets tree


Bohemia Interactive have today announced that they will be postponing the release of Arma 3 after what they, as kings of understatement, describe as "an eventful year".

They are, of course, referring to the arrest and detainment of Ivan Buchta and Martin Pezlar, Bohemia employees who were charged on suspicion of espionage while on holiday in Greece.

Joris-Jan van't Land, who recently took over as Arma 3's project lead, said in a press release, "We’ve been in the process of implementing changes that will help us innovate as a studio under unexpected circumstances - facing problems we simply couldn't have imagined.”

"We're still trying to make sense of the situation and hope that our colleagues will be released soon. Although their plight has certainly affected us on a personal level, we continue working on the tasks identified as key to the release of Arma 3."

The studio had planned to enter closed beta with Arma 3 this month, but are now pursuing an unspecified "2013" date. They expect to make a more complete statement at the beginning of next year.

Last week, the lawyer representing Ivan and Martin filed a second appeal, which is due to be processed in the new year. You can keep up with the community's efforts to support the pair at the website helpivanmartin.org, which includes a recently released Arma machinima film explaining the situation.

Thanks, PCGamesN.
Team Fortress 2
Screenshots of the year - Project Cars


Project Cars by Darkdeus

Project Cars may secretly be the best looking game of the year. It's only playable for Project Cars team members at the moment, but there's no shortage of gorgeous screenshots for the rest of us to gawp at. Efforts like this one from Darkdeus demonstrate how much closer racing games come to photorealism than other genres. Humans are safely hidden behind reflective windscreens, which makes it easier for racing games to navigate the uncanny valley and deliver sublime shots like this.





The Elder Scrolls V: Skyrim by Chewiemuse

Bethesda's decision to support modders with Steam Workshop support and the Creation Kit have paid dividends in the year since launch. Texture packs, shader tweaks and new character models and armour have turned a good looking game into something a bit special. Chewiemuse shows us how with this shot of a warrior disposing of his foe with the archery equivalent of a triple tap. Boost your own copy of The Elder Scrolls V with the help of our Skyrim mods guide.





Arma 2 by Blackhawk

The Arma 2 engine is certainly powerful, but it's not exactly pretty. It's rare for screenshots to capture the satisfaction of a well executed military manoeuvre, but Blackhawk does it with this shot of a team of soldiers securing a drop zone. Arma is as much about organisation and teamwork as good shooting, and the bleak colour palette is quickly forgotten in the tension and sudden drama of Arma's combat situations. Captured at just the right angle, Arma skirmishes look almost real, as ITV discovered when they accidentally used Arma 2 footage as part of a documentary last year.





Max Payne 3 by Glottis8

Yes, GTA 4 was a shoddy port, but Rockstar have done a much better job with recent releases like LA Noire and Max Payne 3. Glottis8's image of Max surfing an explosive shockwave shows off the improved textures and sharp lines of the PC version in dynamic fashion. It could only be improve if Max was perpendicular to the explosion. And his fingers were wrapped around a pair of handcannons. And he was wearing a trenchcoat. And it was snowing. In New York.

Okay, the third game got away from some of the elements that made Max Payne unique, but that's hardly Glottis' fault. Let's just sit back and enjoy imagining how good that explosion probably sounds.





The Mario Brothers in Garry's Mod
by DOAmaster

What's this, the MARIO BROTHERS on PC GAMER? Thanks to the magic of Garry's mod and DOAmaster's screenshotting abilities, the impossible has come to pass. As pleasing as I find those blazing colours, I still haven't figured out exactly what's going on here. If I don't attach a narrative to this thing I'll never make it to the next page and we'll be trapped here in Nintendo world forever. Let's say that Mario and Luigi are holding a belt (small plank of wood?) and this squad of chipmunks (gophers?) is attempting to limbo (???) under it. Plausible? Good enough! Next.





Sword and Sworcery
by Glottis8

The pristine and ageless pixel art of Swords and Sworcery is excellent subject matter for trigger happy screen-grabbers. S&S was released on iOS systems originally, but the artwork shifts up to larger screens rather nicely. That's lucky, because it's designed as a cohesive audiovisual tapestry, and it would be a shame for poorly upscaled graphics to spoil Jim Guthrie's marvellous soundtrack, Ballad of the Space Babies, which you can hear here. Superbrothers: Sword and Sworcery is available on Steam.





Project Cars again
by Leviathan

Yep, it's more Project Cars, but look at the stupendous detail on show here. The foil folds of the headlights reflect the horizon of the approaching terrain. Every nut and bolt is present and correct. Look, you can even see the tiny silver mouse periscope popping out of the bonnet in front of the windscreen wipers. Impressive. This slot was a toss up between the picture above and this shot of a car carving up a shiny tarmac track. Not bad, eh?





Team Fortress 2
by Rossrox

Remember when Team Fortress 2 turned into a sparkling, cheerful extension of the Pyro's demented psyche earlier this year? I was happy to be reminded by Rossrox' glittery and violent portrayal of the conflict. I especially enjoy the fact that TF2 has chosen this moment to remind players to be respectful to one another, as a soldier lies burning to death on a floor, and another readies a rocket launcher against a charging Pyro. It's important to remain polite in the face of impending doom. Jolly good show.





The Elder Scrolls V: Skyrim
by Zloth

There was always going to be more Skyrim in this roundup. There's something about that world's frozen peaks that make folks want to take pictures. Screenshots can fail to do justice to the sense of discovery and wonder that Skyrim's most impressive vistas tend to evoke. This grab from Zloth does the job quite nicely, though. Unfortunately it means that any human who looks upon it must endure a sudden urge to jump back into the world and go adventuring again, sinking yet more hours into Bethesda's fantasy juggernaut. The only cure is to look away, so follow me as we go travel onto the next page and absorb the final selection in our round-up of the best screenshots from the PC Gamer community 2012.





Battlefield 3
by RPhilMan1

It's Battlefield! I was a little surprised that there weren't more shots of Armored Kill maps like Alborz Mountain, but this sandy overview of a sprawling industrial warzone will do quite nicely. Look upon it and imagine the different skirmishes that players are having down there. Engineers will be trying to out-ferret each other in the maze of storage crates on the left. The plume of black smoke hints at the presence of a flaming tank corpse behind the tankers in the centre. A small collection of squads will be having their own private war for the squared off mountainous base on the left. It's a good overview that lays bare the variety and complexity of Battlefield 3's maps and drops in a chopper for good measure.

And that's your lot for this year. You can see plenty more on the screenshot thread in our forums. Browse at your leisure, and feel free to drop in a few of your own favourite gaming snaps while you're there. You never know, you might secure a slot in next year's round-up.
Arma 2
bohemia developers arma 3 letter


In a handwritten letter addressed to their supporters, Arma 3 Creative Director Ivan Buchta and artist Martin Pezlar say “we are treated well, but we feel we should rather be with our families rather than here.” This is the first public statement from the pair of Bohemia Interactive developers, who have been jailed in Greece for now 80 days after being charged with espionage in September.

The letter is dated November 22, and is printed in full below.



We also spotted English-translated footage of a public demonstration by supporters of Buchta and Pezlar in the Prague, shared below. Thanks to the volunteers at helpivanmartin.org, who shared the letter with us directly and provided the translated footage. View more photos from the protest here. http://www.helpivanmartin.org/2012/11/express-solidairity-with-the-protesters-in-prague/

http://www.youtube.com/watch?feature=player_embedded&v=-pk525Hkm_0

http://www.youtube.com/watch?feature=player_embedded&v=3HwQ9dTpYGs
PC Gamer
Bohemia Interactive Ivan Buchta Martin Pezlar


The end date for Greece's strike within its justice system has come and gone, but Bohemia Interactive developers Ivan Buchta and Martin Pezlar remain jailed in what the studio called "an unmitigated disaster" after both men were charged with espionage while on the Greek island of Lemnos. In a report by Czech news site Rozhlas, a Greek court dismissed Buchta and Pezlar's petition to appeal and denied bail, effectively sealing a required trial with a sentence up to 20 years for a guilty verdict.

Buchta and Pezlar have remained in jail for nearly 70 days. Their families have asked for the direct assistance of Czech President Václav Klaus and Prime Minister Petr Nečas. A Foreign Ministry representative told Rozhlas the government is "working very intensively" on the issue on "virtually all possible levels." A fan campaign calling for the pair's release acts as a hub of up-to-date information regarding the incarceration.

"Our boys no longer tell us on the phone that it’s alright, that they’re handling it," Buchta's mother, Hana Buchtova, said. "After the court's decision, we only hear from them something that no parent ever wants to hear: 'Mom, Dad, please save us.'"
PC Gamer
dayz 2017


Bohemia is hustling on the standalone version of DayZ, hoping to have an initial version of the game out by the end of the year. In the meanwhile, modders continue to tinker with the DayZ mod code, either by adding new maps, questionable gambling metagames, or wholesale mods within the mod. This practice of modception, for the record, is something we endorse.

DayZ 2017 is one of these, a work-in-progress from modder "shinkicker," aka Luke Hinds. Hinds hopes to reintroduce the feeling of item scarcity to the mod by eliminating military equipment, in a setting a half-decade after DayZ. "I went for ragged and worn, hobo-like survivors," says Hinds.

Arma 2 custom map Celle will be the setting for DayZ 2017. It's 100km², landlocked, and full of open roads that connect about 35 towns.

Hinds says the goal of the project is to go "back to basics." He says he "noted a consensus that the abundance of military equipment, plentiful loot and vehicles were taking away from the ethos that made Rocket's mod so great to start with; that being the scarcity principle plus the sociological implications that arise from such conditions." In loose canon terms, DayZ 2017 will take place five years after DayZ, when (presumably) all that fancy military equipment has been used up.

Hinds wants to populate the mod--set on a different, existing Arma 2 map called Celle--with more rugged, "The Road" or "The Book of Eli"-style survivors. "Instead of the clean looking baseball cap wearing survivors, I went for ragged and worn, hobo-like survivors--think plastic grocery bags for socks. I had quite a few attempts at modeling without much real luck and then found some old abandoned Arma units, did some tweaks, and got them running in DayZ. It all took shape from there."

When I asked Hinds what features he'd add to the game through DayZ 2017, his response was an interesting one. "I suppose it will take away as much as it will add," he said. "Sometimes less is more. My hope is the immersion is notched up and the social aspects take a more prominent position again. Going on my own early experiences with the mod, I remember literally having to stop playing and pace the room as the adrenaline dumps were too much to deal with (and that was just from scrambling out of Cherno with a can of beans and a watch). If I can get it close to that again, then it's 'mission accomplished.' The main changes will be taking out most loot and making whats left very rare." Hinds says that more features are planned, which he'll reveal once he gets the foundation of the mod up and running.

DayZ 2017 isn't available for download yet, but Hinds hopes to release something before Christmas. Keep an eye on the mod at Luke Hinds' blog, Zombie Treats, or on opendayz.net.








PC Gamer
the war z video
http://youtu.be/SCPdMck_Yc4

We've been playing the The War Z alpha on and off for a few weeks—long enough to collect some initial thoughts on the open-world zombie survival game and how it compares to the genre's progenitor, DayZ.
Arma 2: Operation Arrowhead
the war z key


Our generosity continues. Non-profit gaming clan service and community Gamersplatoon.net is helping us give away 50 full-version "Pioneer" keys for The War Z. Want one?

More specifically, two separate sets of 25 keys are up for grabs, with each key valued at $50. To enter, either:

1) Register a new account on Gamersplatoon.net, and credit "PC Gamer" as the referrer.



2) Or email contests@pcgamer.com with your name, age, country of residence, and something you like and don't like about pcgamer.com. We'll randomly select winners on Friday, November 16 and send keys via email.

What you could win:
The War Z "Pioneer" package, which includes:

$15 of in-game currency
3 guest keys
1 month of "Stronghold" server hosting




Thanks to Gamersplatoon for their sponsorship of this giveaway. If you're looking for a gaming home or clan to call your own, we'd encourage you to create an account. Here's a list of some of the services and content they offer members.

GamersPlatoon benefits:

Dedicated channels in our Teamspeak server. You may have private channels as well as public. We will migrate all of your ranks and tags into our server if you wish. Although we promote socialising with other communities, we respect your independence and privacy. We give you the opportunity to administrate your Teamspeak channels to include having passwords on your channels, without forcing you to interact with the community.


Upon request, leaders will be given admin rights to servers located in their region.

You can take part in our events, tournaments and competitions without charge and stand a chance of winning cash rewards and other prizes.

You can earn GPP which you can invest in your own GamersPlatoon bank account at 2% weekly interest rate, convert into hard cash, or even use to purchase games along with other promotional items attire from the GP Market.

Dedicated forums on our website. You may have as many moderators as you like with the option to have private forums. This feature is not only directed towards communities that do not have their own forums but is also a major benefit for communities that are looking for growth and advertisement.

You will be able to access pool of clan-less members who are looking to join a clan. This is a major benefit for clans that are looking for growth.

You will be protected. We only allow clans/communities to recruit members from GamersPlatoon that are not already part of a clan/community under the GamersPlatoon umbrella. This is our responsibility and aim to grow your clan/community. However, if there is a mutual agreement between both parties that a player/s can be recruited from either side, then you may do so.

We are always headhunting for talent in GamersPlatoon whether it be Server Admins, Teamspeak Officers or Senior Management positions. All the staff at GamersPlatoon Organization receive monthly pay checks in the form of GP Points as a reward for their efforts in the community. Simply apply in our forums or on Teamspeak and our staff will assist you.


About Gamersplatoon: GamersPlatoon.com is the largest non-profit gaming organization in the world (possibly the universe). They have a large community comprised of more than 240 PC gaming clans from 18 different countries. Membership to their community is free and they provide a bunch of cool resources and value to their community, such as free game servers, clan sponsorship, free game keys for new PC games, early access to Alphas and Betas (they were the first community to receive access to the War Z Alpha), etc. They also have the largest TeamSpeak channel with well over 200 concurrent users at any given hour.
PC Gamer
dayz bounty


Most of us have built up a reflex that makes us distrust anything that combines the phrases “make money” and “playing games.” Profit and play can’t coexist, and any program that says it can is a scam. A damn scam.

DayZ Bounty is such a program, but its founders promise that it isn’t a scam. After launching a website earlier this week, I talked to the creators to get a sense of their intentions and learn more about how they plan to implement such an unusual idea.

Despite all appearances, DayZ Bounty’s creators say profit isn’t their purpose. “We're not trying to make money. It's hard to explain that,” says Jake Stewart, creative development lead on the project. Instead, Stewart and his colleagues James Ortiz and Andrew Defee see DayZ Bounty as a kind of club or community where members have a monetary stake in the game.

DayZ Bounty's founders. From left: Jake Stewart, James Ortiz, and Andrew Defee.

“I consider it like playing skins in golf,” says Stewart. “Almost like a VFW or a Rotary club, where everyone has a say. Everyone has input. Everybody understands where everybody's at and where all the money is going. We can vote on things. The community can take a vote on it and we go from there. That's kind of what we're getting at—having a huge involvement with everybody. If you pay your five dollars, you're part of what we're doing.”

The idea for the project emerged from a DayZ group that Ortiz and Stewart played in. “We started a kind of hero clan, ‘Super Hero Medic Squad.’ All we did was try and help people.” says Stewart. “One night, we got drunk and started messing around, and I was like, ‘Screw it. I'm bored. I'm tired of helping people. I'm going rogue.’ We all started killing each other.”

Then, they started placing bets.

"I'll give you five dollars if you can take me out," he continues. "And all of a sudden, I thought: this is a fun way to play. This'd be great if we had a whole community of people that were doing the same type of thing. James and I had talked about maybe getting it together. I started messing around with the map editing and things like that, and he started working on the server end of things. I'd done map editing and other things in Oblivion and a lot of the older Elder Scrolls games.”

“We figured that if people had a value on their life... there’d be something to fear besides the zombies,” Ortiz says. DayZ Bounty was born.



The next step was deciding on a financing plan. Funding for payout, Ortiz and Stewart decided, would come from members themselves. DayZ Bounty players will buy into “packages” of $5, $10, $15 or $20 to get a number of playable lives on DayZ Bounty servers, along with basic gear. Killing zombies, survivors, bandits, and the bandit with the most kills—called “the outlaw”—will earn you money. Each of these targets will have a different value. “We haven't gone through alpha yet, and that's when we're going to start doing all the mock money before we set prices,” says Ortiz. “We're basically trying to keep all the money in-game, where there's no overflow of cash, but we're not spending money to do it as well,” says Stewart, who resides in Virginia.

DayZ Bounty's creators are in the process of creating a modified version of Chernarus.

In order to verify kills, users will have to run an additional mod atop DayZ. “We have a program that registers all kinds of kills. Headshots, all that stuff,” says Ortiz, who lives in Tennessee. “It's the same way all that is registered within the game already, but we have a program that records it all. The player ID, their name, who they killed, what they killed, when they killed it.” Players will receive payment through PayPal.

For the program’s test period, DayZ Bounty will begin testing these kill values with mock money:


Zombies: $0.10 per 10 killed
Survivors: $0.05
Bandits: $0.25
The Outlaw: $5.00, with value on their head increasing $0.25 per hour of in-game time


With money on the line, though, exploitation is a natural concern. DayZ’s fun continues to be undermined by hacking, so much so that the standalone version of the game is adopting a new client-server architecture to alleviate it. With money on the line, Stewart acknowledges that “there are going to be those people who exploit it,” but hopes that additional security measures—ones unspecified by DayZ Bounty during my interview to avoid tipping off hackers—will make exploitation more difficult. They’ve also added a spectating tool, and intend to “have somebody on 24/7 to be spectating the game, almost like a referee in a sense.” Before release, however, they’re inviting hackers to break it. “Right now, with alpha and beta, we want people to come in there and exploit the system. We want people to go in there and exploit the hell out of the system so we can tweak the rules enough to where it's even. That's what the next two months is all about,” says Ortiz.

More fundamentally, though, it’s unclear to me if Arma 2’s terms of service or other laws prohibit the act charging players for such a program, or even if DayZ Bounty constitutes gambling. Ortiz says they’re still waiting to receive Bohemia’s blessing. “We've thrown it out to them. We have not heard anything back. There are servers that do charge memberships and stuff like that to play there. In the long run, that's kind of the same thing we're doing. We're just giving it more of a game-like feel. And you get a chance to get your membership fee back, so there is no financial gain that we're trying to make here.”

DayZ Bounty will also be played on a reworked version of Chernarus, intended to rebalance the game for more competitive play. Andrew Defee, who’s helming marketing and web development on the project, says that the map changes are intended “push people a bit more towards PvP, instead of 'zombie farming.'”

“Balance is really important to us," says Defee. "While we've upped the amount of loot, we've dropped the spawn chances of various high-level weapons. I've played with our alpha players a good bit so far, and have yet to even see anyone with a sniper rifle, for example. We want players to be able to get at least partially geared more quickly, so they can do a bit more within the game, but we certainly aren't trying to turn DayZ into Battlefield 3 or Call of Duty.”

DayZ Bounty's creators hope that adding military bases and other structures will de-centralize the best areas for loot in the game.

Ultimately, Ortiz, Stewart, and Defee all express an interest in keeping DayZ Bounty small enough to manage, and small enough where players feel invested in a shared competitive experience. “It comes down to community. We want them to speak up if things are going on in the game that they see. They can speak up and say, ‘Hey, I saw this guy teleporting around.’ ‘I saw this guy camping on a spawn point and killing people.’ We're trying to be as open with them as they are with us. We want it to be one big happy family.”
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