Cuphead - contact@rockpapershotgun.com (Dave Irwin)

Microsoft had a lot of games to announce at E3 2018, but it’s a little murkier this year to find out what was relevant for PC users. Some games were coming to both, others only to their Xbox One consoles. You could of course watch the entire conference right here, but for some there just isn’t enough time to wade through the entire show.

Not to worry though, here are all the trailers and news for you in one place. There’s a surprising amount of variety in the announced titles: from an old favourite making a return, much celebrated developers showing off their new series, to even a completely free game launching very soon. The games below aren’t in any particular order but you’re in for a long ride.

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Shadow of the Tomb Raider: Definitive Edition

Shadow of the Tomb Raider, the third and supposedly final entry in Square Enix's Tomb Raider reboot, has a brand-new trailer, unveiled as part of Microsoft's E3 2018 showcase.

Square Enix has titled the new trailer Louder Than Words, and there's a lot going on in there. Lara does some earnest handwringing (as she's wont to do these days) and there's plenty of explosive action to balance it all out - oh and traditionalists will be pleased to see that there's a spot of actual tomb raiding tossed in there too.

Shadow of the Tomb Raider is out on PC, Xbox One, and PS4, on September 14th - and if you're curious to know how it's shaping up, Wes spend 45 intriguing minutes with it earlier this year.

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Shadow of the Tomb Raider: Definitive Edition

Lara has stolen a bad dagger and accidentally triggered the end of the world—oh no! That's as much plot as I gleaned from our hands-on session earlier this year. The E3 2018 trailer shows us some of that self-doubt, but it also shows some beautiful vistas of wide open jungle we might get to explore when the game comes out on September 14.

The trailer focuses on Lara's personal crisis, which means lots of cutscene clips, but there are a few snippets of identifiable gameplay in there. I love the giant spinning boss pillar—exactly the sort of ridiculously overcomplicated ancient trap I've come to love in the Tomb Raider series.

For more on Shadow of the Tomb Raider, check out our cover feature from a few weeks back, which delves into the themes the devs want to explore in the third part of the reboot trilogy.

Shadow of the Tomb Raider: Definitive Edition

Shadow of the Tomb Raider looks to be Lara's darkest, deadliest and stealthiest outing yet. Tom was disappointed with an early build back in April, but I'm impressed with how its fire, water and smoke effects are shaping up today. These are all outlined in the game's latest dev-led short. 

The following is part of a series, which has so far covered things like cinematic direction, lighting and concept art. Here's Eidos Montreal technical artist Martin Palko with a behind-the-scenes look at Shadow of the Tomb Raider's visual effects.

"One of our main goals is to be realistic," says Palko there, "and we use a lot of real world physical formulas in the game. For the fire, we actually measure the temperature of the flame and generate the colour based on that. 

"There's a scene where Lara's wading through a pool of water that has oil floating on the surface. We did a lot of work to make that oil very believable, including the sheen and the colour separation on the top of it."  

I'm a sucker for the best water in PC games, and am therefore impressed by all of the above. Perhaps we'll see some more of it in motion during Shadow of the Tomb Raider's E3 gameplay reveal next week. 

Check out Shadow of the Tomb Raider's Meet the Team series in full this-a-way.

Shadow of the Tomb Raider: Definitive Edition

It's almost here. The E3 2018 festivities kick off this Saturday with EA Play, where we'll see more Anthem and Battlefield 5. Sunday brings announcements from Microsoft and Bethesda. And finally, Monday is a gauntlet of press conferences that'll show us what's new from Ubisoft, Square Enix, Sony, and the world of PC gaming at our own PC Gaming Show. Should be a fun one.

Here's when and where to watch all the E3 2018 shows:

Saturday, June 9

EA Play — 11 am Pacific / 2 pm Eastern / 7 pm BST / 4 am AEST (Sun)

Website | Twitch | YouTube

EA gets started early with a Saturday morning show where we'll see more of BioWare's shared world shooter Anthem, Battlefield 5 gameplay, Unravel 2, and some new game announcements. Dragon Age? Maybe.

Sunday, June 10

Microsoft — 1 pm Pacific / 4 pm Eastern / 9 am BST / 6 am AEST (Mon)

Website | Twitch | YouTube

The Xbox show ('Xbox' now refers to PC gaming, too, according to Microsoft) will include "in-depth looks at previously-announced games" and trailers for "unannounced titles coming in 2018 and beyond." Expect Crackdown 3, Halo 6, Gears of War, Forza—all the hits—as well as a series of quick trailers from some of Microsoft's other studios and partners.

Bethesda — 6:30 pm Pacific / 9:30 pm Eastern / 2:30 am BST / 11:30 am AEST (Mon)

Website | Twitch | YouTube

We know we'll get the rundown on Fallout 76, which is rumored to be an online survival game, as well as a proper look at Rage 2. We'll also probably see the Prey DLC, something about Doom, and maybe a surprise.

Devolver Digital — 8 pm Pacific / 11 pm Eastern / 4 am BST (Mon) / 1 pm AEST (Mon)

Website | Twitch | YouTube

Last year Devolver didn't host a conference so much as mock all the other conferences. This year, who knows? Maybe there'll be an announcement or two. Or not.

Monday, June 11

Square Enix    10 am Pacific / 1 pm Eastern / 6 pm BST / 3 am AEST (Tues)

Website | Twitch | YouTube 

Square Enix returns after a few years away from the E3 conference circuit with a 'special video presentation.' The publisher hasn't announced a lineup, but expect to see more Shadow of the Tomb Raider, and possibly the Final Fantasy 7 remake (which hasn't yet been announced for PC). Kingdom Hearts 3, its Avengers game, and Life is Strange may show up, too. It'll be a mix of console exclusives and multi-platform games, as usual.

Ubisoft    1 pm Pacific / 4 pm Eastern / 9 pm BST / 6 am AEST (Tues)

Website | Twitch | YouTube 

We'll get our first real look at Assassin's Creed: Odyssey, which was seemingly meant to be a surprise but leaked prior to the show. We also know that Ubisoft will be showing off Beyond Good and Evil 2, new For Honor stuff, new Rainbow Six Siege stuff, Skull & Bones (the ship combat game), and The Division 2.

PC Gaming Show    3 pm Pacific / 6 pm Eastern / 11 pm BST / 8 am AEST (Tues)

Website | Twitch | YouTube 

PC Gamer (that's us!) is returning to E3 with another PC Gaming Show hosted by Sean "Day[9]" Plott. We'll have more announcements, new trailers, and footage than ever before, coming to you live from the The Wiltern theater in LA. Learn more here!

Sony    6 pm Pacific / 9 pm Eastern / 2 am BST (Tues) / 11 am AEST (Tues)

Website | Twitch | YouTube 

The PlayStation E3 Experience might include a few things relevant to us—Call of Duty typically shows up—but expect a lot of PlayStation exclusives. Stick around for whatever nonsense Kojima and co have worked up for Death Stranding, which is perhaps a meta game that we're already playing by trying to decode its trailers every year.

Tuesday, June 12

Nintendo — 9 am Pacific / 12 pm Eastern / 5 pm BST / 2 am AEST (Wed)

Website | Twitch | YouTube

Obviously we aren't going to see any PC news here (unless perhaps we all imperceptibly shift into an alternate timeline), but we did promise a full E3 schedule. Get ready for Smash.

For more timezones, check out this useful chart from Cheesemeister:  

Shadow of the Tomb Raider: Definitive Edition

This feature was originally published in PC Gamer UK 318, published earlier in May. For more great features like this and tons more, subscribe and get PC Gamer magazine delivered to your door every month. 

In 2013, we met Crystal Dynamics’ rebooted Lara Croft—a young archaeologist who crash lands on a deadly island off the coast of Japan. Far from the confident adventurer of Tomb Raider games of old, this Lara was scared and unsure of herself—albeit in possession of a quiet, burning determination to survive and rescue her friends.

In the reboot’s follow-up, 2016’s Rise of the Tomb Raider, Lara is more proactive. She travels to Siberia in order to follow up on her father’s research, and in doing so learns of the secretive and sinister Trinity organisation that killed him. This year’s Shadow of the Tomb Raider completes her origin story. Lara is now taking the fight to Trinity, and discovering how far she’s willing to go to get revenge.

My initial reaction to playing Shadow of the Tomb Raider, and talking to the new lead development team at Eidos Montreal, was surprise that this latest game is continuing—and concluding—this origin story. Rise finished with Lara ready to take on the mantle of 'Tomb Raider’. She’d come to terms with her family’s legacy, and even raided a bunch of tombs. What does that leave?

The answer, it seems, is another question: can Lara go too far? "We see her arrive in this game fully capable," says lead writer Jill Murray, "and now instead of learning new skills and how to survive, she has to realise how much power she has and decide what she’s going to do with it. A hero can also be a threat, so which one is she going to choose to be in the end? She is going to make a lot of mistakes and then have to confront her complicity."

I get a sense of this at the end of the demo. Lara is in Mexico, on the trail of Trinity, trying to beat them to a magical dagger. She arrives at the tomb first, and, despite finding hints that taking the artefact might not be the best idea, grabs it to prevent it from falling into Trinity’s hands. Chaos ensues, as the temple collapses and the streets flood. Lara’s choice serves as the catalyst for Shadow’s overarching threat, which ties in with the Mayan apocalypse. Trinity’s leader catches up to Lara, retrieves the dagger, and admonishes her for her actions—moving out to stop the prophecy that she’s set in motion.

"Normally it’s a race to get to the artefact, get it and slap on the back, good job, let’s move onto the next level," says narrative designer Jason Dozois. "Now we’re twisting that … The idea is that you’re going to get there and feel, 'Well, maybe it’s not the right thing, but I’m Lara, so I’m going to take it…’ And then from there you have this huge twist of things spiralling out of control, these catastrophes are coming. And Trinity, they seem to be going off to save the world, while I cause this apocalypse to happen—I think that’s a nice twist on the expectation people will have when they play."

Fright night

A key theme of Shadow—one that was hammered home during my visit to Montreal—is fear. Shadow of the Tomb Raider is not a horror game, but fear permeates its design. The realisation of that theme informs the look of Shadow’s tombs and the tension of the underwater sections, but it’s also a facet of the story and Lara herself—her ability to instil fear in her enemies, and her own fear about who she might become. "At a certain point in the story—I’m not going to spoil it—but Lara will go beyond her own morality," says game director Daniel Bisson. 

I’m interested in the idea of Lara causing fear in her enemies. Combat is my favourite part of the rebooted Tomb Raider series. Whether it’s using distraction and stealth to silently pick off enemies, or running guns blazing into the fray, the precise, efficient weapons lend themselves to a responsive combat style that favours movement, positioning and the use of an array of tools. While Eidos Montreal is vague about the specifics, I learn that the two aspects of combat—stealth and assault—will be more closely intertwined.

"I’m not sure if you noticed it, but one thing that didn’t work out in Rise: if you were playing stealth and you got spotted, you were spotted, you were being shot at," says lead level designer Arne Oehme. "In Shadow, you can disappear again ... giving the player the power to re-engage with stealth if he or she desires to do so." Guards will be more aware of their surroundings, too. They interact with one another more, meaning they’ll notice if a guard you’ve taken down doesn’t respond on the radio.

As enemies become more afraid of Lara, they’ll make mistakes. "They’re reacting," says gameplay director Vincent Monnier, "they’re talking to each other. And so these dynamics—being able to understand their fear and how their level of fear is evolving while you are actually manipulating them, that’s a pretty cool thing."

Another key part of Shadow is the jungle—it’s both an environment Lara will be fighting in, but also a manifestation of her state of mind. "There’s so many adjectives that people think of when they think of the jungle," says Dozois. "It’s alive but it’s also death. It’s dangerous but it’s also beautiful ... it’s all these things. Lara is being hyper-focused to the borderline of obsession in there … She’s becoming the environment, she’s becoming what the jungle can be in all its full array."

I see just a sliver of this mindset in the demo. For the most part, combat feels similar to the previous games. It’s been a couple of years since I played Rise of the Tomb Raider, but I quickly fall into old habits—throwing bottles to attract a guard’s attention, or running in to bring down more heavily armoured enemies with the shotgun. But I also discover a new hiding spot. As I quietly pick off an arena full of Trinity soldiers, I run up to a wall covered in vines. Lara merges into them—disappearing entirely. It’s a neat, Predator-esque animation that indicates a more guerilla-inspired fighting style.

While a new type of cover is hardly a transformative experience, Eidos Montreal hints at a more fully-fledged take on the theme. "The combat is way different," assures Bisson, who references Shadow’s CGI trailer, in which Lara uses mud as a form of camouflage. "In this game we’re pushing the stealth further, and we’ve all these tools and features to reinforce that aspect of becoming the jungle."

Liquid Courage

Structurally, Shadow of the Tomb Raider sticks closely to its predecessors, with players embarking on an adventure that will contain aspects of survival, crafting, exploration, platforming, puzzles and combat. "Usually the game gets broken down into something we call a blueprint," says Oehme, when I ask about how these disparate elements are put together. "You take the story and you place it out and ask, 'Okay, each story beat, each story moment—what is the emotional message? What does that need in terms of gameplay? Is this a combat moment? Is this a traversal moment?’ Traversal is also like swimming, for example."

Yes, continuing with the theme of fear, Shadow of the Tomb Raider is bringing back underwater exploration. "We did a post-mortem of Rise and we were looking at what people were reacting to, what they loved," says Bisson. "The underwater was something that people were constantly coming back to. They wanted more of that, even though there’s a challenge to doing underwater." Fans of the original Tomb Raider games (or any ’90s platformer) will remember the terror of navigating an underwater maze, searching for a way up to the surface before you drown. In the demo I play, the underwater sections are little more than a cutscene—atmospheric vignettes where I hold down 'W’ to progress through scripted peril. 

"The underwater works very similar to the other gameplay types in the way that there are experiential sections," explains Oehme, "some of which are linear and revolve around the introduction of a certain experience." The experience being introduced to me here was that of nearly drowning; of just reaching an air pocket at the very last second. Oehme suggests that this tension will be a key part of the more open underwater exploration. "Where do I find my next air bubble? Will there be one? If you squeeze through a tight gap, you don’t know if you’re going to get back, you don’t know what’s going to be on the other side."

As with the previous games, Shadow’s story will utilise a series of hub areas that Lara can return to. "We are going to have a few hubs," says Murray, "including the biggest hub that we’ve had so far. So people will get a more up close and personal look at the culture, not from the perspective of the artefacts necessarily, but meeting people and having to live alongside them."

This 'biggest ever hub’ is something teased but not detailed by every developer I speak to. Monnier, for instance, claims that, "underwater is definitely part" of it, while Oehme hints that this area might change in response to your actions. "The hub has a different aspect to it because of the living world," he says, referring to the jungle setting. "There is much more we can work with, with how the player plays and what the player has achieved during the game."

A big, secretive hub is nice and all, but fortunately Eidos Montreal are more open about one of the most important parts of a Tomb Raider game: the tombs. As in Rise, tombs feature both during the story and in exploration, and each acts almost like a puzzle. Fear again plays an important role. Where Rise featured grand tombs, Shadow is deadlier and more spiky. "Yeah, just thinking about them now, there’s certainly a lot of spikes!" confirms Oehme.

"It’s an ancient and dangerous location," Oehme continues, "perilous and claustrophobic in parts, and this leads to what we call the terrifying vista, which is when you get the first view of the tomb itself. This is very, very important, like you’re seeing your adversary. That’s the character of the space, the character of the puzzle that you’re looking at, and it’s looking back at you. And then you dive into the puzzle itself which is made in a way that has much more deadly content than before. There are many more traps that can kill you inside the puzzles."

Tomb with a view

I play through one such tomb in the demo, and, after making my way through some traps, get a view of its 'terrifying vista’. The room itself is huge and ominous. The camera pulls my attention to the centre, where a shaft of light illuminates the dais on top of an underground pyramid. That’s my goal—an ever-present beacon as I traverse around the edge of the space, enjoying the snappy, streamlined platforming.

The main puzzle of this area—what Oehme calls the "puzzle avatar", as it expresses the personality of that tomb—is a series of carts and pulleys. This is classic Tomb Raider puzzling, complete with a section where I have to use Lara’s bow to tie a rope from a pulley system to one of the carts—using its weight to hold some suspended boxes in place. This is just an early example, though. Many later puzzles will be more deadly in their design. "Some of them are designed to kill you by the Mayans and the people who created those tombs," explains Monnier.

I ask whether such deadly puzzles will lead to trial and error solutions, but Monnier quickly shoots that down. "We avoid trial and error, where you’d have to die to understand what’s happening," he says. "What we use, from the beginning of this trilogy, is tinkering. This tinkering is really about manipulating, usually the physics object and pulling things and making you go, 'Oh, okay, so if I put that there and do that it’s going to work, but if I do that I’m going to die.’ That’s why players usually don’t feel cheated by the game, because you always have a way to anticipate any kind of danger."

I leave Montreal with a question: has Lara gone far enough? I’m intrigued by what I’ve heard—particularly the hints about a more stealth-based combat system created by a studio that’s renowned for stealth combat. But for all of Eidos Montreal’s hints about what lies deeper in the game, nothing that I’ve played suggests anything markedly different from its predecessors.

Shadow of the Tomb Raider looks bigger and more detailed, and with more atmosphere to its setting, but I’m yet to be convinced that becoming "one with the jungle" is anything more than a tagline hanging off a similar experience. Luckily, I’m not too afraid: at the very least, Shadow of the Tomb Raider should, like the previous two games, be an entertaining adventure romp. If we’re lucky, it will be even more besides. 

Shadow of the Tomb Raider: Definitive Edition

We know big triple-A video games cost a lot to make, but it's rare for a video game developer to put a figure - even a roundabout figure - on it. But that's exactly what Eidos Montreal, maker of the upcoming Shadow of the Tomb Raider, has done.

In an interview with GamesIndustry.biz, Eidos Montreal boss David Anfossi said Shadow of the Tomb Raider cost $75 to $100m to develop, but that's just production. Slap another $35m on top of that for promotion. So, in total, Square Enix is looking at splashing out up to $135m on the new Tomb Raider.

Here's the quote:

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Shadow of the Tomb Raider: Definitive Edition

Square Enix will be hosting a pre-recorded video showcase of upcoming games at this year's E3, on Monday June 11th.

The event, which promises to reveal "this year's exciting news and announcements", will begin at 6pm GMT, or 10am PDT for those that prefer to mark their calendars with American times.

At present, it's not entirely clear what format Square Enix's video will take; the publisher refers to the showcase as both a "presentation" and a "conference" on social media, but its E3 website suggests that "conference" might be a little grand, noting that there will be no physical venue for visitors to attend, and that the stream will be produced in advance.

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Deus Ex: Mankind Divided

It doesn't take a lot of prodding to get the PC Gamer team to share their ongoing gripes with games—there's always a couple of recurring, bothersome things to complain about. Unskippable cutscenes, having to restart a game after changing the graphics settings, being forced to read copious amounts of in-game text just to keep things moving: these things will probably exist in games forever.

In today's PCG Q&A, then: What are games doing in 2018 that you thought they would have stopped by now? This week's first answer is from MOX, a member of the PC Gamer Club who shares this in our Discord channel: "With regret, games are still putting New Game above continue. I can't remember which game it was, but it knows what it did."

Share your thoughts in the comments—we always love reading them. 

Tim Clark: I've got a list

  • Asking you to select a difficulty level and/or character class before you've played anything.
  • Burying reams of information in letters and books that you feel obligated to read but resent every second doing so. 
  • Adding stealth and/or vehicle sections to games that they have no business whatsoever being in. 
  • Releasing items that don't appear to have been playtested
  • Overcharging for hats.
  • Crashing.

Samuel Roberts: Assassin's Creed's platforming and any story bits where you walk slowly while an NPC barks plot at you

Assassin's Creed's self-playing platforming is a bugbear of mine. I haven't played loads of Origins, but I recall it being a similar deal to the previous games—one button to 'parkour', and another button to climb down. I think every jump should require a button press and some directional precision in these games, and I swear that's how it always used to be before Assassin's Creed got big. Imagine Mario had a 'parkour' button and all you had to do was hold it down while he jumped through the entire level himself. Platforming didn't need streamlining. 

I'm also no fan of story sections in games where you're forced to walk rather than run as someone explains some plot to you. I'd much rather this sort of thing was in a cutscene I could skip. 

And finally: missions where you have to follow an NPC without being seen. They're always bad

Chris Livingston: Games needing to restart after I change my settings

I'm always surprised (not to mention annoyed) when I have to restart a game after changing my settings. And because some games let you change anything and everything without requiring a restart, that makes it so much more irritating when a different game needs a restart before the new settings can be applied. How have some games and engines figured this out, and others haven't? (Note: I don't want a real answer, I want to remain mad about it.)Monkeying around with settings is usually about trying to find that compromise where a game looks as good as possible but doesn't completely tank your frame rate, and that can require the careful nudging of sliders followed by close scrutiny of the results. And I hate this process. I don't like dinking around in menus for long minutes and slowly giving up on my hopes of running everything on Ultra. There's no heartbreak like realizing you have to change texture quality from Very High to simply High so a game won't run like claymation. But it's made a million times worse when before-and-after comparisons are delayed because I have to bounce out of the game after each tweak and come back once it's relaunched. It's just adding salt to my wounds.

Joe Donnelly: Invincibility frames

I can't stand invincibility frames, and nothing breaks my concentration more than inexplicable invincibility in battle. I love Dark Souls' combat, but the joy of landing a well-timed parry, riposte or backstab on a baddie is, for me, undone when another foe is unable to deal damage in my state of invulnerability. In a game that almost always punishes missteps, these instances make my triumphs feel cheap—so much so, that I'd rather be killed and not let off. It's my fault if I decide to parry and riposte my way through the Deacons of the Deep boss fight and get swarmed every bloody time. Don't forgive my ill-informed tactics. 

Invincibility frames just about make sense post-respawn, but I don't care for them in the heat of the moment.  

Tom Senior: The new Tomb Raider is doing many of them

Unskippable cutscenes. Insta-fail trial and error platforming sections. Slow walk-and-talks. Basically a lot of the go-to storytelling devices that are still driving games like Shadow of the Tomb Raider in 2018. I hate it when games stop and try to be a film for a while, because films are much better at being films than games are. It was novel being stuck in a cage and ranted at by Vaas in Far Cry 3 in 2012, but in almost all cases it's extremely tedious and I wish games would move on. 

I can't believe we're still seeing games interrupt themselves mid-fun to knock your character down with a rifle butt and sit you down in front of some bad guys (hello Far Cry 5). These sequences are so hackneyed at this point I don't know how they make it to production.

Austin Wood: Cutscenes that use the default character model and don't incorporate my awesome shoes

More and more games show your character's actual equipment during cutscenes, which is great, but that also means there are still games that don't and instead use your default character model, which is definitely not great. Nothing ruins immersion like an instantaneous off-screen outfit change, and quite frankly, if I take the time to pick out my best pair of Quick Shoes of More Healthness, I want to strut those puppies wherever I go. It's even worse with weapons. What happened to my mighty greatsword, huh? Is it in my other pants, which you also took away?

Imagine spending 30-plus minutes painstakingly sculpting every last feature of your next RPG character only to hit accept and load in looking like a random extra from Grand Theft Auto. That's how I feel every time my carefully coordinated outfit gets camera shy and magically disappears. I don't remember asking for a stunt double, and I don't want or need one, thank you very much. 

Jarred Walton: Unskippable intro screens

I have always hated the unskippable videos and screens that load before you get to the game. Go ahead and make me watch them the first time if you must, but please quit with the delayed gratification on the hundredth time I run Deus Ex: Mankind Divided. "Oh, I didn't realize AMD helped with this game, that it's published by Square Enix, developed by Eidos Montreal, ported to PC by Nixxes, uses the Dawn Engine, and is part of the Deus Ex Universe. Also, I'm glad to see the warning about the autosave feature, again, because I might have forgotten!" Total time to launch the game and reach the main menu, on a high-end PC: 48 seconds.

What's interesting is that the community put together a 'hack' that replaces the unskippable videos with empty vids. Except for the autosave warning, which we still need to see. With the hack in place, the game loads to the main menu in 18 seconds. Considering DXMD also makes you restart when you change texture quality, and I've run benchmarks for the game hundreds of times since its release, the hack has saved me 2.5 hours of repeatedly sitting through the same intro videos.

DXMD is definitely not the only game to do this, it's simply one of the worst offenders that I regularly have to deal with. I would love it if games put all the promotional videos under a menu option and only showed them on the first launch. Sadly, I doubt that's going to happen.

Cities: Skylines

The PC Gamer team return for a freewheelin’ discussion about (mostly) PC gaming. Pip is annoyed by a fish, Phil is confused by a jungle, and Sam is nauseated by a corpse. Also, a mysterious signal; a transmission from a far off land. But who is its sender, and why are they surrounded by cardboard?

Download:  Episode 64: Undeadinburgh. You can also subscribe on iTunes or keep up with new releases using our RSS feed.  

Discussed: Tiny Bubbles, Shadow of the Tomb Raider, Cities: Skylines, BattleTech, Disco Elysium.

Starring: Samuel Roberts, Phil Savage, Philippa Warr, Andy Kelly

The PC Gamer UK Podcast is a weekly podcast about PC gaming. Thoughts? Feedback? Requests? Tweet us @PCGamerPod, or email letters@pcgamer.com. This week’s music is from Tomb Raider 3.

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