PC Gamer

Telltale, creators of the recent Sam and Max adventure games and last year's Monkey island episodes, are working on a Back to the Future game. The adventure will span five episodes, and they're releasing Behind the Scenes videos as development goes along. We've embedded the three released thus far below. Pay special attention to the sound-alike voice actor doing Marty McFly - he's kind of incredible.

The co-creator and co-writer of the films, Bob Gale, is collaborating with Telltale on the episodes, which will be released monthly from December. The first episode will will pick up where Back to the Future 3 left off, and will reunite Doc and Marty McFly with their trusty time-travelling Delorean. Christopher Lloyd reprises his role as Doc, providing his voice and likeness for the game. Michael J. Fox lends his likeness, but not his voice, meaning Telltale have had to find someone who can do a kickass impression. If Part 2 is anything to go by, they've found it.







The whole series of episodes can be pre-ordered now from the Telltale site for $24.95. The preorder comes with a free copy of Puzzle Agent and $1 of every pre-order will go to the Michael J. Fox Foundation for Parkinson's Research. There aren't any images of the game itself yet, but it's got the great music! And Christopher Lloyd! I'm going to have to turn my bike into a nuclear powered time travelling device and pedal my way to into December.
PC Gamer

Last week we mentioned that there would be free downloadable content appearing for Civilization V. Now it's out! The update should apply automatically when you boot up Steam, giving you the ability to play as Genghis Khan and run riot over the steppes with armies of super fast horsemen. Firaxis have also released the Babylonian pack, which was originally released as part of Civ V's Digital Delux edition, but now it's available to all on Steam for £2.99, ideal if you're looking for a more refined and well washed leader.
Plants vs. Zombies GOTY Edition

Attention PC gamers! We’ve got a giveaway so momentous that it stands to eclipse epochal moments in history going all the way back to the discovery of fire by an unfortunate troglodyte in a lightning storm about one and a half million years ago. In fact, it’s so spectacularly massive that it may create a singularity unimagined by even Stephen Hawking at his most fanciful after a fifth of bourbon. What could be so huge? How about this: a magical Steam code that will grant you free, permanent access to Valve’s entire catalog—which includes some of the finest PC games ever made—and every game Valve ever will make. That’s right: you can win Portal 2, Dota 2 and even Half-Life 2: Episode 3.* It’s the prize that keeps on giving, year after year!

But wait, that’s not all! Click through to see what else, and how to win it!

Update: Winners have been drawn, and notifications are going out. We'll post the list of winners soon!

Update 2: Winners posted!




We’re also giving away sweet, shrink-wrapped, aromatic Collector’s Editions of StarCraft II: Wings of Liberty, Fallout: New Vegas, Civilization V, Mafia II and Plants vs Zombies. That’s a total of six fabulous, planet-shattering prizes, all up for grabs. Click here to see them all!

But wait, there’s even more! We’ll pick a seventh lucky dawg who’ll receive a copy of Borderlands Game of the Year Edition! The giving just won’t stop!

So how do you get in on the action? Just “like” us on Facebook, then comment on this post on Facebook (not our comment area below) with a list of the three games you’re most looking forward to in 2011 (in order of preference). That’s all! (If you're already a fan, just comment with your list.)

On Monday, November 1 at 10am Pacific time, we’ll draw seven winners from the comments (with the help of everybody’s random friends at Random.org,) and contact them via Facebook. Winner #1 gets first choice. (We suspect they’ll pick the Valve code.) Winner #2 gets to choose between the remaining prizes, then winner #3 gets to pick, and so on.

This contest is open to US residents only. Sorry, rest of the world! We’d let you enter if The Man would let us.

*Provided the sun doesn’t burn out before it’s released.

Our winners are:
Michael Hudak: Magic Valve code
Craig Fender: StarCraft II Collector's Edition
Phillip Front: Fallout: New Vegas Collector's Edition
Jeremy Sanchez: Borderlands: Game of the Year Edition
Darien Sumner: Civilization V Collector's Edition
Justin Anderson: Mafia II Collector's Edition
Zack Jones: Plants vs Zombies Collector's Edition

Thanks to everyone who entered!





PC Gamer

Dogfighter is a crazy multiplayer aerial combat game that has you battling for control of the skies in your trusty biplane. It's a cracker jack combination of Quake like blasting, breakneck turns and dizzying loop the loops, and this evening it will be on sale on Steam for just £1.05.

Released back in June, Dogfighter has been receiving a stream of steady free updates. Today it gets its latest patch, which adds a tutorial, a new plane (the Mongoose Interceptor) and a whole new level, complete with giant skulls. To celebrate, prices are being slashed to just £1.05 ($1.50). The sale is set to start some time this evening, though the exact time hasn't been announced.

£1 and five pennies! That's, like, two Mars bars, and Dogfighter is certain to be healthier, last longer and feature more exciting and terrifying nosedives than a chocolatey snack. If you're still not sure whether it's worth the cash, there's a demo available on Steam that you can download and play right now for free. Alternatively, you can check out the trailer below.

Global Agenda: Free Agent

The developers of class-based first-person shooter Global Agenda have confirmed that they are working on a brand new entry in the classic Tribes series, called Tribes Universe. It'll have huge battlefields, vehicle combat and will feature massive scraps involving more than a hundred players. Oh, and jetpacks. It wouldn't be Tribes without jetpacks.

Global Agenda featured an MMO-style metagame in which armies of players could fight for control of territorial hexes by taking each other's bases, but it looks as though Hi-Rez Studios are thinking even bigger for Tribes Universe.

Writing on the Global Agenda forums, Hi-Rez founder and lead designer Erez Goren said that "we can’t transform Global Agenda to a large scale battle format but since we liked this concept a lot, we decided to create a new game based on large scale fighting."

He added that "while working through the design we kept coming back to one old and loved game that represented many of the concepts we where incorporating into the new game (jetpacks, vehicles, large open space, three armor types, futuristic weapons, etc). Many of you will know this game as Tribes, the original on-line multiplayer shooter. As of now, Hi-Rez Studios is the proud new owner of the Tribes franchise."

HiRezErez also posted a list of features that will be included in the game:

Three Tribes (factions)
Full clan (agency) support
First person view (third person for some vehicles)
Full vehicle support (ground and air)
Full persistent world with territory control (no instances)
PvP focused
Huge outdoor maps (about 10x the area of sonoran desert)
Large scale fights (100+ players)
Jetpacks, skiing, lots of weapons, etc.

Tribes Universe will be staging alpha testing early next year. If you're a level 50 Global Agenda player, you'll have first dibs on a spot in the testing program, so it might be a good idea to get levelling now if you want to increase your chances of grabbing a place. This will be the first Tribes game since Tribes: Vengeance in 2004. The idea of a new, bigger Tribes in Unreal Engine 3 makes me go a bit wibbly with excitement. Did you play the old games? Are you excited about the change to man a Shrike in a new Tribes title? Let us know in the comments below.

PC Gamer

Blizzard unveiled the final class for Diablo 3, the Demon Hunter at Blizzcon. They announced her arrival with a kick ass trailer and 20 minutes of brutal in-game footage. All of these videos can be found below, along with more information about Diablo 3's shootiest class.

The Demon Hunter is a mysterious, plate armoured vixen in steel high heels. She dual wields crossbows, flings exploding bolas' at the heads of her enemies and can take out an army of charging demons single handedly. I learned these things from the superb Blizzcon trailer, embedded below.



Too often we see spectacular trailers that show off a load of amazing abilities, only for them never to appear in the game itself. This definitely isn't the case for the Demon Hunter. The exploding bolas, grenades, spread shot, and many more abilities besides can all be seen in the 20 minutes of in-game Diablo 3 footage from Blizzcon.

As well as the attacks we saw in the trailer, we see a huge fire shot ability that ignites the ground, causing burning damage to those standing on it. We also get to see a few of the Demon Hunter's crowd control abilities, including the ability to tie her enemies together with chains of dark energy, and unleash a vicious 360 degree burst of darts that eviscerates demons foolish enough to get up close. Check it out.





Blizzard revealed at Blizzcon's Diablo 3 panel that there will also be a male version of the Demon Hunter, but he hasn't been shown yet. The Demon Hunter can specialise in her crossbows, grenades and traps, and on the surface seems to operate in a similar way to the Assassin class added by Diablo 2's expansion, Lord of Destruction, who was often especially deadly when facing off with more powerful individual foes.

The Demon Hunter is also the last class to be revealed for Diablo 3. She'll be fighting alongside the master of the elements, the Wizard, the poisonous, minion summoning Witch Doctor, the burly "me smash, you watch" Barbarian and the acrobatic martial arts master, the Monk. You can check out all of the classes in more detail on the characters page of the official Diablo 3 site.

I honestly can't decide which one is the best. Which class is your favourite?
PC Gamer

Blizzard have announced that pre-orders will soon be available for World of Warcraft: Cataclysm, letting you download the game ahead of its release on December 7th.

Speaking at Blizzcon, Blizzard's President, Michael Morhaime announced that "For the first time, you will be able to pre-order the expansion directly from Blizzard," saying that "all of the content on the game DVD can be downloaded in advance and you can start playing the moment we turn the servers on, which will be at midnight Pacific Standard Time on December 7th."

World of Warcraft's expansions have been downloadable before, but this is the first time one's been available to pre-order. It's sure to be the fastest way to get hold of Cataclysm, and is bound to save many people a cold night of queueing at launch.

Morhaime said that pre-orders will be available soon from the Blizzard Store. We'll let you know as soon as it goes live.

PC Gamer

It's winter, which at PC Gamer means free overtime from our inking orphans because it's too cold for them to go back to their cells at night. So we're passing these human rights violations - or 'savings' - on to you: it's now just £10.69 quarterly to subscribe by Direct Debit, or £46.49 for a year if you prefer to pay by card. The PC Gamer Maths Prawn tells us that's £3.28 and £3.58 an issue respectively - good job, Maths Prawn! Back in your tank!

For the most ridiculous saving of all, subscribe for two years for £77.99. Your loyalty lets us plan for the future by abducting a whole new orphan, safe in the knowledge that after twelve months, the cadmium poisoning from the ink will have rendered it almost numb to the papercuts. And since we work four-week long Journalism Months to avoid light stabbings from our overlords, we do 13 issues in a year. That's less than £3 an issue, says the calculator we replaced the Maths Prawn with after the tank fiasco. Compassionate and smart.

Subscribers also get their issues with the clean, gorgeous, clutter-free covers you see above. As well as looking sexy on a coffee table, the time the orphans save from the lack of cover lines means we can send each issue out to you sooner than the shops.
Oct 24, 2010
PC Gamer

Richard Cobbett steps back for time in this special Before They Were Infamous edition of Crap Shoot, returning to the dark days when nobody really took the PC seriously as a gaming platform.

Looking back, it's almost impossible to comprehend just how fast PC games moved in the early 90s. The original Duke Nukem came out in 1991. Duke Nukem 3D came out in 1996. That's five years to go from a simple 2D side-scroller to full, multilevel 3D worlds that at least took a crack at recreating the real world. It's five years in which Duke went from a generic platform game character who almost got renamed over fears that he might be mistaken for a Captain Planet villain into the poster-boy for adolescent power fantasies. It's safe to say that when the first game came out, nobody would have predicted the world would still be on tenterhooks, waiting for his next adventure. After all, when's the last time you heard anyone talk about the far more popular Commander Keen, or other contemporary characters like Johnny Dash, Major Stryker, Snake Logan or Mylo Steamwitz? Come on, you know Mylo! From Crystal Caves?

The original Duke Nukem definitely isn't an obscure game as such. Most people are at least dimly aware that the series didn't start with Duke Nukem 3D, and that game originally shipped with both the original and its sequel (the unsurprisingly named Duke Nukem II) on the CD. However, chances are most people haven't played it. This week then, we're going back to before anyone knew to bet on Duke.





Pink shirt. Fuzzy hair. Just wanted to get home and watch Oprah. Ladies and gentlemen, welcome to Duke's very own Dork Age. We may know him as a beer-swigging, chick banging force of pure testosterone... or a complete dick, delete as appropriate... but back at the start, he was nothing but a slight parody. Original Duke Nukem had no interest in being mature or pushing any taste boundaries. Duke shot at robots, he drank Coke and ate turkey, and when he died, he exploded into a bit of confetti. It wasn't really until Duke Nukem II that he became the character we know now, packing heat, delivering proper quips, and appearing on local chatshows to plug his autobiography "Why I'm So Great".

This doesn't matter though, because the simple fact that we saw Duke Nukem II shows you how well the original sold. Apogee didn't typically go in for sequels in that way, preferring to release old ideas with a new look and title. Pharaoh's Tomb for instance became Arctic Adventure, while Crystal Caves was given a quick spy revamp to become Secret Agent. With Duke, not only did Apogee release a direct sequel, it made a big deal out of it, starting out with a big explosive intro for Duke to announce "I'm back!". There were many popular shareware games out there, but not many had both the ability and the guts to make a big deal out of it. That was the real start of Duke's attitude, saving the world be damned.



Duke Nukem wasn't a desperately advanced game, even for the time. It had no background music, only bleepy PC speaker sounds, and the enemies were little more than minor obstacles. It was a bog standard maze platformer, like many shareware games at the time, with the main goal being to collect the scattered coloured keys that would let you at the exit door. Duke was an action character and he always had a gun, but again, it wasn't until Duke 2 that the series really became about shooting.

Simple or not, there were a few interesting touches, mostly related to environmental interaction. They weren't necessarily showstoppers, but they showed more care and attention than most similar games. For instance, you could pick up turkey legs for health, but if you shot one, it would cook into a better health power-up. You could shoot cans of coke to send them flying, and grab them for more points. Levels had alternate backgrounds depending on where you were. Rockets would blow up parts of the level when you shot them, and booby-trapped crates covered platforms with spreading fire. Finally, as you picked up items like the claw and shoe, Duke developed some fun skills, like being able to flip over big gaps, grip ceilings, and clamber up onto high surfaces he couldn't reach with a regular jump.

While hardly amazing, the point was that these were things other shareware games weren't doing. It wasn't a question of technology, much as there was nothing stopping any 3D game from having interactive toilets before Duke Nukem 3D made a joke out of aliens on the potty, so much as taking the time to add interesting details. More than any other, this was the era when that could impress, and it was still in evidence. People may talk about Duke's strippers and one-liners, but really it was the detail in that world, the push for interactivity in the world, and all the things you could do that really made the difference, even if 'realism' has come on leaps and bounds with every big release since.



Of course, at the time, none of us knew any of that, and realistically, the only thing that makes Duke Nukem a genuinely important PC game is that without it, we wouldn't have seen Duke Nukem 3D and 3D Realms would probably have spent the last decade working on Cosmo's Cosmic Adventure Forever instead. 1991 would see id and Apogee bring us the far superior Commander Keen: Goodbye Galaxy, with Duke Nukem II showing up in 1993 - the same year as Doom. Not long afterwards, even shareware games had largely given up on maze platformers in favour of more exciting releases, with the companies setting down on the path that would lead Epic to the Unreal engine, Apogee to an office with 3D Realms on the door, and id to leaving us all Quaking. As gamers, we didn't mind. We had our frustrated memories of pretending to actually like Rick Dangerous, and games that just kept getting better by the minute.

Duke of course would refuse to die, appearing not only in Duke Nukem 3D and many, many Forever screenshots, but the 2D side-scroller Manhattan Project, and several console games like Time To Kill and Land of the Babes. What other shareware hero could claim such such success? Definitely not Skunny! Hail to the hero too dumb to remember his own name when picking a catchphrase.
PC Gamer

Episode 5 presents an oddly sombre finale to the season as a whole. It’s funny, a comedy first and foremost, and a wonderfully imaginative finale – but one that packs several stings in the tale, and more than a couple of dead bodies. It feels like an epilogue as much as an episode, not just to this specific story, but potentially to Telltale’s stint as Sam and Max’s storytellers.

Right from the start, this episode has a different feel – a new title sequence, bigger set-pieces, and most notably, no Max as Sam’s partner. He’s still a major player, but as a snarky enemy, appearing mostly as an army of flaming heads using the now familiar psychic powers to sabotage your progress.



He’s not desperately effective at this though. The limited number of rooms and objects makes this the easiest episode of the series by far, but that’s fine – it keeps the story bubbling along admirably. The superb Narrator remains the unquestionable highlight, and even if a couple of the big story reveals do fall oddly flat after all the build-up, his Twilight Zone style commentary papers over the cracks with great style. Such a shame he probably won’t be back now that his chosen story is told.

As for the series as a whole, ignoring a few wobbly moments here and there, especially in Episodes 2 and 4, it’s been an excellent year for the Freelance Police. The Devil’s Playhouse hasn’t been a deep story, but it’s been a fun one, letting Telltale stretch their creative fingers and try some much needed new twists on its formula. It would be a shame for the series to end here, but a fitting send-off if it does.
...