IEM Oakland gave the world a second glimpse at PlayerUnknown’s Battlegrounds at a large international LAN event. 20 of the world’s best squads airdropped into California to compete across eight maps for their share of $200,000 in prize money.
To many spectators, an Early Access PUBG is still not quite ready for the international stage. To PUBG Inc. and ESL’s credit, both organisations made adjustments based on their learnings from Gamescom to put on a more polished event this weekend.
Frenzies of mapwide action were almost too frenetic for the observers to cope with.
PUBG is played very differently when thousands of dollars are on the line. At Gamescom we saw plenty of conservative play, and at IEM Oakland we continued to see players reluctant to engage in the opening phase of the game, despite guns being readily available—assault rifles were set to spawn at 1.5X the normal rate at the tournament.
One thing motivating this is the ESL's scoring system, which at IEM Oakland awarded 10 points per kill, and survivor points ranging from 300 (first place) to 40 points (for 20th place, the team that lost all its players first).
The incentive for teams to play aggressively simply wasn’t there and as a result the first 10 or 15 minutes of each game was spent looting, scouting, and migrating. Each team was able to stake out a town or territory for themselves with almost no interference. FaZe would drop Mylta Power, aAa plunged into Mylta, and Method consistently hit Pochinki. After 20 minutes of play in the first match, 60 of 80 players were still alive.
This slow start consistently led to explosive, bloody firefights for the fourth or fifth circle, when many teams began competing for the best terrain. Still, these frenzies of mapwide action were almost too frenetic for the observers to cope with. While gunshots rattled in the background, the audience was sometimes treated to shots of someone healing behind a tree, or third-person shots of no real relevance. When chasing vehicles, the camera would occasionally clip under the map. The casters would call out a firefight, but before the camera reached them they'd be massacred.
The final moments of a match were more focused and watchable, of course, but without a permanent statistics screen for viewers to keep up with who’s alive and who’s not—it was difficult to follow each game’s storyline.
Still, we should spare some patience for the devs and ESL as they continue to figure out the best way to present PUBG. It's an extraordinarily challenging game to broadcast—at some moments, the crew has to monitor more than a dozen similar-looking map areas simultaneously. The task of running an 80-person LAN, on a tight schedule, without major technical miscues, is likewise daunting.
There are some hopefully-simple steps that PUBG Inc. and tournament organisers can take to immerse the viewer. There’s so much data available, and fans are crying out for it to be made available live. Basic information such as current kills, gun loadout, and even just who’s alive and who’s not would make spectators considerably happier. Whether it becomes available through a Twitch extension, standalone app for a second monitor or phone, or in the game’s client remains a different issue, but one worth exploring for PUBG should it wish to join Dota 2 and CS:GO in the upper echelons of esports.
The IEM scoring format allowed the eventual winners, Against All Authority, to win the tournament without scoring any kills in the final two maps. A qualifying team rather than an invitee, the French roster was a picture of consistency throughout the weekend, finishing in the top five in half of the eight maps and finishing sixth in the final two maps.
Digital Chaos were the only squad to win more than one map across the weekend. The mixed European team took both the first and seventh map, securing 27 combined kills in the two victories. In their other six maps they could only manage one top ten finish and a grand total of eight frags.
Oakland proved that patience, stealth, and positioning remain just as important as outright fragging ability.
Tempo Storm on the other hand failed to win a single map yet secured second place overall. Shotcaller Keane “Valliate” Alonso and his squad made squeaky clean rotations and nearly always had solid positioning ahead of the next circle. Pre-tournament favourites FaZe Clan were seen being picked off in vehicles due to late rotations and perilous circles but this was something Tempo Storm avoided fantastically. The team notched a somewhat meek 28 kills across the eight maps but finished 2nd overall with five top-five finishes. No matter the circle, Tempo Storm were well-positioned and rarely caught out. They’re not the most exciting squad to watch but they most definitely know how to score points.
The format we saw at IEM Oakland made it clear that it's a marathon, not a sprint. If you're watching a popular streamer like Shroud or DrDisrespect on Twitch, you'll usually see them follow a reckless, entertaining shoot-on-sight policy. That strategy doesn't transfer into the professional game. Oakland proved that patience, stealth, and positioning remain just as important as outright fragging ability. In the final map of the tournament, winners aAa earned a sixth-place finish on the map by hiding their last living player, Monkey, in a patch of grass, where he avoided any conflict for minutes.
Pro PUBG's meta is still developing. One thing that was evident across both days of the competition is that compounds, wherever they were, were hotly contested. The later the circle goes, the more coveted structures become. A single compound can provide solid cover for an entire squad with clear vision over wide areas of land where there’s no cover. They provide perfect opportunity for players to grab pick-offs as other team scramble for better positon. As soon as the circle was revealed and the “migration phase” begun, the compounds in the next circle would very quickly be filled by a squad looking to catch the late-movers languishing in the blue or anyone having to expose themselves across sparse open areas of land.
Compounds don't guarantee survival, though. In game seven, Miami Flamingos, PENTA, Method and Corn Shuckers all found themselves shacked up in or around the same three houses. Between the tiny shack and the three rather flimsy looking yellow houses the game burst into life with Method, PENTA and Miami Flamingos players being KO'd and traded left, right, and centre. Again the circle didn’t behave and the teams had to mobilise to survive the imminent fast approaching doom. Unsurprisingly, every other team still alive had heard the gunfire and knew exactly where they were coming from so they didn’t survive long when bursting late towards the next circle.
IEM Oakland was an improvement on the Invitational at Gamescom. Considering the game is still in Early Access, it’s not made a bad effort of becoming a top tier esport. The viewership figures are modest compared to the heights of CS:GO and Dota 2, but in sparks of combat and clutch grenade throws, you can see PUBG's potential for competition. Arguably Overwatch, with a much more established business behind it, is at a similar stage of finding its footing.
Better observer tools, in-client spectating, and better presentation of stats are no-brainer improvements for PUBG, but I'd also love to see the studio experiment with wildly different formats for competitive PUBG while they still have some room test weird ideas. Tinkering with the points system to incentivize kills and damage would be one step, but what about king-of-the-hill-style points accrual awarded to teams to spend time in the circle? If PUBG can force teams to get out of their comfort zone and fight for the same territory in matches' opening minutes, that'll be a big step forward for the game.

Over the weekend, 20 teams duked it out at IEM Oakland Playerunknown’s Battlegrounds Invitational, fighting over cash and bragging rights. Most games were won by different teams, and places two to five were hotly contested, but by the end there was a clear winner with a sizeable lead. If you don t want the tournament spoiled, I suggest not reading on.

Imagine what would happen if Plunkbat weren’t to be at number 1? Could anyone even cope any more? Has all of gaming started operating on this as a foundation, forgetting that it could, one day, not sell more copies than everything else? What if I’m writing this as a bluff because it’s not at number 1 this week? What if I just wrote that to imply the bluff even though there isn’t a bluff?! OH MY GOODNESS EVERYONE QUICKLY READ THIS NOW!
The two greatest three-point shooters to ever play in Oracle Arena are now, officially, Steph Curry and Noble Esports' Edakulous.
I mean, just look at this beauty from the end of Game 7 at IEM Oakland. It is, without a doubt, the most devastating grenade in the young history of professional Battlegrounds.
Evil Geniuses has been on the wrong end of some truly stunning highlights this weekend. Earlier today we showed off a dispiriting clip of them getting their souls blown out by a detonating car. To wrap up their inglorious run, they caught Edakulous' pineapple like it was a chest pass. Boom. That's a triple kill, and a long flight home. As soon as it left his hands, you knew it was over. IEM's analyst desk said that this was the loudest they've heard the crowd this weekend.
To be fair, this is barely EG's fault. The scramble at the end of a PUBG game leaves everyone out of position, and Edakulous' throw, which leveraged a slight incline in the terrain to travel about 30 yards, was one-in-a-million. If they ran, they would've immediately been gunned down by the teams on their flanks—their only choice was to suck it up and blast off.
This is the thing that sets a great Battlegrounds player apart. The game encourages a boatload of unpredictable situations, but despite that, Edakoulos has clearly played enough to be absolutely positive he could land a grenade in Evil Geniuses' breadbasket from his positioning. To me, that's more impressive than memorizing every corner of de_dust down to the pixel.
Perhaps the most exciting moment of the first day of IEM Oakland's PlayerUnknown's Battlegrounds Invitational happened at the tail end of game four. Evil Geniuses built a makeshift fortress out of cars and motorcycles in an extremely compromising open field. 40 people were still alive, and the circle of death was funneling everyone into a tight, frantic murderhouse. EG seemed content to play as defensively as possible before shifting position—until Fuzzface, who plays for FaZe Clan, sensed a one-in-a-million opportunity.
He jumped out of cover, took aim at one of the rickety humvees guarding the their flank, and detonated it with a few well-placed assault rifle rounds. Both of the remaining Geniuses were killed by the explosion, and FaZe went on to secure a fifth place finish for the day.
If there's been one centralized theme from the second major LAN PUBG tournament, it's that pro teams are still figuring out the best way to use vehicles without getting killed. Evil Geniuses' decision to hunker down behind their barrier of cars wasn't even a terrible call on paper—in the second game of the afternoon Cloud 9 did the exact same thing to bleed out the other teams in the last circle—but in a game with so many variables, there's a pretty fine line between a smart tactical outmaneuvering and a spectacular suicide.
Obviously, you need mobility to loot buildings and outrun timers, but when you're playing against the best marksmen in the world, you're fixing a pretty huge target to your back when you're behind the wheel.
This is especially an issue at IEM, where assault rifles are being distributed with a frequency bonus. It doesn't take long for an AR to chew through a PUBG vehicle's health pool, and it's been interesting watching teams come up with ways to mitigate the damage. Some are each independently travelling in their own cars—like a patrol squadron—so they won't be utterly decimated if one goes down.
Of course, not every team gets lucky enough to find a wealth of resources like that, and then you might end up like Teabone and Jazza, who bailed out of their flaming car in no man's land and were essentially pinned down for the rest of the match.
The Battlegrounds meta is still in its embryonic phase, but I think one thing has become absolutely clear: spend as little time inside the vehicles as possible.

Sundays are for writing The Sunday Papers – mostly. Another fortnight has gone by since I last did so however, for which I can only apologise. Let’s me make it up to you with… links to articles about games.
Yussef Cole at Unwinnable wrote about Cuphead and the racist legacy of the animation period it references. This is great criticism. (more…)
The Intel Extreme Masters pro gaming tour has kicked off in Oakland, California, and you can watch the action streaming all weekend for both PlayerUnknown's Battlegrounds and Counter-Strike: Global Offensive.
Above, you can see the PUBG battle royale 20-team tournament, competing in four matches on Saturday and four more on Sunday, all in first-person perspective. The action is underway and will pick back up Sunday at 1pm Pacific. The teams are competing for a share of a $200,000 prize, with the winners taking away $60K.
Meanwhile, CS:GO's tournament (embedded below) will feature the semifinals (now in progress) on Saturday and finals on Sunday beginning at 1:15pm Pacific. The purse is $300,000, with the top team to walk away with $125,000.

“Oh that’s quite nice,” you might have thought after seeing screenshots or the map of the new desert level coming to Playerunknown’s Battlegrounds. Sure, I guess looking at pictures is ‘fun’ if you like that sort of thing. But I am a deeply serious Plunker, in it to win it. Now that another new batch of desert screenshots is out, I am deciding what I’ll nickname these building types and landmarks to efficiently communicate with my Plunkpals and facilitate victory. There are no Butlins over in the desert, chums, no more C-Dot or Red Murder Houses. Let’s settle some new names together. (more…)
This feature was originally published in PC Gamer magazine in mid-October. As such, the stats here are out of date, but we've kept them here for context and ease-of-reading in the article—PUBG's peak concurrent users now exceed 2.5 million per day. It's fair to assume the desert map has come a long way since our hands-on below, too. If you enjoy this feature, you can currently subscribe to our magazine for less in our holiday sale.
Every single second in Asia, a new solo match of PlayerUnknown's Battlegrounds begins. At peak times, that number rises to ten new games per second. With a concurrent player count that has recently swollen to over 1.5 million, an unanticipated problem has arisen for the unanticipated smash hit. PUBG's cloud server service simply doesn't have enough servers to accommodate the Early Access battle royale shooter's massive and still-growing playerbase.
I'm given this information during a visit to the offices of Bluehole, PUBG's developer, in South Korea. Over the two days I've been here, I've twice tried to interview platform team lead Seungwoo Shin, who is in charge of PUBG's servers. Whenever we've attempted to talk, he's been simply (and understandably) too busy. We finally get to speak for about 15 minutes on my second day, and throughout the interview I feel mildly guilty for cornering him in a conference room: while soft-spoken and incredibly polite, Shin has the restless body language of a man who knows that he is desperately needed elsewhere.
Shin tells me through interpreter Sammie Kang (PUBG's marketing and events manager) that he only came into the office once every few days as a consultant when he began working on PUBG. As Bluehole's last-person-standing shooter quickly grew to become one of the most-played games in the world, Shin's somewhat casual job became, shall we say, a bit more demanding.
"So, now our team has to come into the office every weekend and manually monitor all the servers," Shin says. "It would be done automatically, usually, but we have to monitor server capacity very closely and make sure the servers are available for certain regions if there's a great increase in certain areas."
Shin also tells me briefly about his history in the tech industry. He attended KAIST, the Korea Advanced Institute of Science and Technology (basically, Korea's equivalent to MIT). Early in his career, he founded an IT company, then took a long break. He returned to work to become an engineer for Bluehole Ginno Games' MMORPG Devilian, then he took an even longer break, for two years, which he spent living in Australia.
"How long of a break will you need after Battlegrounds?" I ask.
Shin doesn't wait for Kang to translate, and he answers in English, laughing softly, "Forever."
Shin isn't the only one at Bluehole who attended KAIST. Chang Han Kim, CEO of the newly formed PUBG Corp, also attended, acquiring a PhD in computer science (Kim is also the one who invited Shin to work on both Devilian and PUBG). Kim, more commonly called CH, has been in the gaming industry for over 16 years. "I'm not someone who started this because I was in love with games," he says, with Kang interpreting. "I'm more like a startup entrepreneur, that's how I started my career, I was a founder of different companies in the past." Those 16 years, as he describes them, were not successful. "I kept failing," he says. "And I was desperate and miserable after failing for 16 years and I was, like, maybe I should stop making games. I really should give up."
While CH was preparing to launch MMO Devilian in North America with publisher Trion, he discovered Steam and Twitch. At the time, he says, everyone in Korea was focused on mobile games. But CH saw how many users were on Steam's platform, and examined its Early Access programs, as well as other crowdfunding tools like Kickstarter. He decided to try again. "I don't mind failing again, so what about we try something new?"
"No one was making a serious PC game here, and no one in America knew about us. We were just a small Asian company that's based in Korea, and I thought if we had this can-do attitude and not be afraid of failing, we will learn something valuable."
The puzzle pieces began to come together: the popularity of Steam and Twitch, and the rise of survival games in Early Access following DayZ. Plus, Brendan Greene, creator of battle royale mods for Arma 2 and Arma 3, had finished working on H1Z1: King of the Kill and returned to Ireland.
"I looked deeper into it and came to realise [H1Z1] wasn't really [Brendan's] project," CH says. "He helped bring King of the Kill to H1Z1, but he was a consultant for [about] a month or so. They had this base game which is a zombie survival, and King of the Kill was just a mode on top of it, so it wasn't [Brendan's] kind of battle royale. And he still wanted to do something more that could help him create the battle royale he wanted, and I wanted to create a true standalone battle royale that [was] made from scratch, and was solely focused on creating that battle royale experience from start to end."
The rest is—and continues to make—gaming history, as PUBG keeps shattering records and racking up milestones seemingly every few weeks. With over 13.5 million copies sold (20 million in the time since publication—ed), and PUBG climbing the Steam charts to overtake every other game's player counts (including Dota 2's). Greene sums up Battlegrounds' rise: "It's been a crazy year.
"When I first had my interview here with the management," Greene says, "my job interview, essentially, they said to me, 'How many copies do you expect to sell?' and I kind of just said, 'Oh, a million, month one.' And that was my own confidence in the game mode. I thought it would do well. But I didn't expect the success we've seen. I don't think anyone in here expected it. And it's been a hell of a ride."
"We never had numbers as our goal, and success wasn't our goal at all when we first started," CH says. "I told the team, if we achieve the goals, the numbers will follow us, the success will follow afterwards, and our goal was to make the best battle royale—our vision when we first started this.
"Our goal was to deliver PC 1.0, fully release it by the end of this year and deliver it to our customers. That was our goal. And I keep telling it to our team, and I think that's what keeps them motivated and that's why they don't really care about numbers and they can still be hard at work trying to meet that goal."
Part of that vision for PUBG's exit from Early Access is the arrival of a new desert map, the second planned arena for Battlegrounds. The map is a work in progress, with some textures, features and even entire locations missing: a large city has been removed from the build I'm touring until it's better optimised, and the zone marked for a military base is currently barren. What is available, however, feels like a natural fit for PUBG's looting and shooting. Far from the barren sandscape I'm half-expecting as I become (I'm told) the first person outside Bluehole to set virtual foot inside it, I instead find a sprawling battle arena dotted with desert trees, cacti and a surprising number of buildings. It's immediately noticeable how much more variation there is to the terrain than in Erangel, PUBG's current map. There are hills, rises and ditches in the landscape, which create lots of opportunities for cover from sniper fire or, alternatively, convenient places to stage an ambush. I'm told by art director Tae-Seok Jang, who I chat with over Skype—it's a little odd that I have flown from California to South Korea and wound up talking via video with Bluehole's new office in Madison, Wisconsin—that the varied terrain will make a difference not just for those running around in PUBG, but also those driving.
Despite the desert environment, boats will be in play.
"It should feel different and difficult when you're driving your vehicles on different parts of the world," Jang tells me, with Kang interpreting. "So, we really want to create a unique experience on our new map, so when you're actually driving off-road it feels like it's realistic and different, so we want to really pursue that.
"On top of that, when you use a clean paved road you'd be able to move faster, but you should be exposed more to your enemies, so we really want to take that into account. And when you're in bumpy environments, you should be able to find cover pretty easily, but you're taking a shortcut to get somewhere, so it should be difficult to drive."
It does feel, in my limited time on the new map, like there is a real difference: going off-road feels like a bumpier experience, with less solid control over the vehicles than while driving on terrain in the original map.
"But it really depends on which vehicle you have, so you should be able to make a choice, which vehicle you prefer for your strategy. Like, some vehicles will be more optimised for clean roads, some will be more optimised for off-road driving."
I'm not playing a match on the desert map (which at this point has not even been named), I'm just exploring, and with developer tools enabled I can also enable flying (complete with my character extending a single arm in front of him, like Superman) to quickly speed to distant locations—especially useful since, even with the map not yet complete, there is still the blue circle of death closing around me.
With Mexico serving as a source of inspiration for the map, it makes sense that I eventually find a colourful wrestling arena, sure to draw a number of fistfights and melee engagements when players get their hands on it. I also come across a prison, though the land it's situated on may be removed in favour of water: the river, currently snaking around the edges of the desert, may be replaced with ocean to the eastern and southern sides of the map, reminiscent of Chernarus from Bohemia's Arma and DayZ. Either way, despite the desert environment, boats will be in play.
My favourite spots to stop flying and begin running again are three ancient meteor impact craters with small towns inside them, abandoned shops and homes built right on the sunken crater floor. One such town, with more echoes of DayZ, sports the still-burning wreck of a crashed plane. Even with no opponents on the map with me, I can anticipate the tension of looting the buildings in these craters, eyes constantly scanning the high ridge that circles the town for the movement of opportunistic snipers. Even better, I imagine, will be when the blue circle happens to close on one of the crater towns at the end of a match, giving the advantage not to the players peering down from the ridge but to those already hunkered somewhere inside one of the buildings.
"When I first started making battle royale back in Arma 2," Greene says, "I had four maps that sort of randomly rotated, and you never really knew which map you were playing on. The idea was that the more maps you have, the more you're testing the player because they can't remember every detail about the map." I point out that players of CS:GO, for example, are often happier sticking with one map, like de_dust2, playing it for years on end until they've memorised the layout, the geometry, every route and feature and quirk, until they can play it essentially on autopilot.
"That's why I created battle royale in the first place," says Greene. "Because what I thought was like, with CS:GO, you know every pixel on the map. And for me, battle royale was set up to test a player in the moment. And it wasn't reliant on their knowledge of every pixel on the map. You have to be the better player.
"Yes, players like to be kept in a comfort zone. 'I love this map because I know it backwards.' And the whole idea behind the battle royale game mode is to take them out of their comfort zone, and kind of make them think, and make a game hard, basically, for them, which I think we've shown [with PUBG] that players like hard games."
I ask both Greene and Jang about possibilities for the future of the desert map. While PUBG has had foggy weather added recently, sandstorms would feel much more appropriate here. The dusty setting dotted with cacti also gives the map a real cowboy feel. Might we see six-shooters instead of AK-47s? Instead of travelling the map in cars, how about on horses?
"So our [action and gunplay lead] Pawel [Smolewski] really wants to do that," Jang says in regard to horses. "And there are a lot of Western movies that are based on desert areas, so we would love to see places where you think, 'Oh, you could make a western movie in this area,' so the sky's the limit. We'd love to see that and that is something players would love to see. So, who knows?" There's a laugh. "Pawel wants to do it."
And, while the Erangel map features matches set during different times of the day, PUBG players may get to see something a bit more extreme in the desert: nighttime.
"Another thing we're testing is when it's dark, it's not really dark-dark, it's not like in the middle of the night or midnight, but it's dark enough so it feels a bit different, so we're going to test it. We don't know if we're going to roll it out, but we're seeing how things are with lighting."
With the new map and vaulting in PUBG's near future, Bluehole is also looking further down the line for features like mod support (which won't arrive until "next year, at this stage", according to Greene), and of course the formation of the new Bluehole subsidiary to manage "development and global business opportunities" for Battlegrounds. I ask about the new company, though I'm not told much about what it might mean for the future of Battlegrounds. In fact, during my visit, it sounds like they haven't settled on a name yet—all CH will say is that ‘PUBG' will probably be in the title (the day after I leave South Korea, it's announced as PUBG Corp).
Greene doesn't have a lot to say about the subsidiary, either. "That's all bizdev," he tells me, though a moment later he grows more excited. "Like, I've heard that we're the PUBG company. And that's awesome. It's like, you know, my fucking name's in a company, like, what the fuck?"

PlayerUnknown's Battlegrounds developer Bluehole is continuing to fill in the blanks of the game's long-awaited, and hugely anticipated, desert map.
The insatiable clamour for new details can largely be blamed on the tortuously slow drip-feed of information that followed the map's official unveiling earlier this year. And here we go again, with the release of five new desert map images.
These are a little different, and maybe a little more interesting than previous screens released by PlayerUnknown maestro Brendan Greene though. While earlier shots focussed on the map's busy urban areas and impeccably sandy atmospherics, the new shots go a little off the beaten path, showing some of the notable (and likely enormously useful when you're trying not to get your head blown off) features and landmarks away from civilisation.