PC Gamer

Red 5 have released a new video showing their upcoming free-to-play persistent world shooter Firefall in action. The video shows plenty of the weird alien creatures that inhabit Firefall's alternative vision of Earth, and many different ways in which to blast them. The huge open world locations and massive night time fire fights are looking great. Check out the video below.

It also looks as though the upgradable jetpacks attached to each player's mech suit can also house glowing energy wings, allowing players to fly without the need for a troop transport. Players will be able to upgrade their battlesuits to gain new abilities, from healing fields to close combat skills and other special attacks. The best thing is that the whole thing will be released free as a digital download next year. Red 5 are looking for beta testers right now, so head to the official Firefall site for more details.



PC Gamer

The official site has launched for Dota 2, and it features a long Q&A with IceFrog, the game's main developer and creator of DotA Allstars. Read on for the latest info on Valve's remake of the classic Warcraft 3 mod.

Thankfully for newcomers, It seems that there will will be extensive bot support to allow players to practice before hitting the human leagues. These bots will be customisable to let players practice and improve different aspects of their game. IceFrog says "there are a variety of different settings you can use in order to configure the bots, ranging from selectable difficulty levels to specific behaviors that you want to practice against. For example, if you want to practice your lane control, you could configure the bots to be stronger at denying, last hitting, and harassing. We’ll also have some specially crafted challenge scenarios."

As for the differences between classic DotA and Dota 2, it looks as though most of the new features will concentrate on getting people into the game, rather than altering the game itself. IceFrog says "significant changes would not necessarily make it a better game. There are countless features we are building around the game that will make the experience a much better one. The gameplay itself, though, has always evolved step by step, and it will continue with that methodology. We consider this a long term project, in the same way DotA has always been."



The Q&A also confirms that players will be able to play Dota 2 with each other across different regions. There will also be a replay feature that will let players save and edit replays, and there will even be facilities to let players add their own commentary, a move that will hopefully encourage a community of commentators similar to that surrounding Starcraft 2.

Finally, IceFrog reveals that there will be opportunities in future for players to test the game ahead of release. "There will certainly be an opportunity to get involved with beta testing Dota 2 and help us with your feedback. We’ll release more information about how to sign up in the future."

For the full Q&A and some artwork for the game, check out the official Dota 2 site.

Fallout: New Vegas

Fallout: New Vegas is good. Is it perfect? No. In hardcore mode, the rate at which you die from thirst isn't high enough. I demand to die faster! Luckily, there's a mod for that. In fact, there are lots of mods. There are tweaks that alter the weight of scrap metal, there are difficulty mods that turn you into a wimp and jack up your foes until they hit like a sack of broken glass, there are mods that turn this or that female companion into that girl from Code Geass, and there's even a mod that makes stimpaks weigh more than you could possibly carry.

Most of them suck, though. Here are twenty five that don't.

These mods are the best of the bunch. Some are delightful departures from the New Vegas you know, others will become an essential part of your wasteland wandering, and one or two just make it prettier. You can't use them all together, but you can use most. To install them, download the archives and empty them into your Data folder – find it in Steam\Steamapps\common\fallout new vegas\.



1. Centred third person camera
Why did Bethesda give us the weird over-the-shoulder cam in Fallout 3? Why didn't Obsidian get rid of it for New Vegas? We may never know. Probably because they imagined players actually trying to take aim and fire in third person mode, which is insane. Third person is for screenshots and lightsaber fights - we've known that since Jedi Knight 2! Fortunately, every time a developer does this, one of the lovely modder people undoes it.

This mod also lets you zoom all the way out. How far? All of the far, that's how far.





2. Black Company improved perks
A whole slew of balanced, interesting perks. It comes in two flavours – both are available at any level, but require you to meet certain criteria. In the first version, you need to have high abilities – those are the things you pick at the start and can only occasionally increase. The second version is identical, but requires you to meet skill point thresholds instead. They’re all wonderfully inventive and cover a wide range of interests and specialist player archetypes left out in the cold by Obsidian’s vanilla perks.






3. Better tag skills
This tweak doubles the bonus your character gets at the start of the game for tagging his or her three starter skills. These tag skills are intended as a reflection of your character's past experiences and aptitudes before they ended up left for dead in a shallow grave. If you max out Strength and tag Melee Weapons, you'll get a skill of 50. Not bad at all.




4. Kill the karma sounds
Okay, so I killed a guy, and I've spent the last five minutes picking through his belongings. I'm ashamed of myself. I need help. What I don't need is some annoying string section blaring at me every time I happen to put a kitchen knife into a guy's back and strip his body of clothes and valuables and then start chopping bits off of him for fun. This mod gets rid of the noise and text pop-up that annoys you while you're doing these horrible, unspeakable things.

Tricky uninstall alert!
This mod works by overriding the karma noises with empty files. There's no esp file to delete, and instead you'll have to delete the relevant sound files that you've installed. The readme is kind enough to explain which ones. Wouldn't it be nice if they were all zipped up in a bsa file? Wouldn't it just.







5. Bigger barter and dialogue windows
The barter window is an important window. There, you'll discover that you can finally buy a fancy business suit to complete the Agent 47 impression. You'll discover that hollowpoint rounds are so hot right now. You'll discover that you don't have enough caps to buy the bottle of dirty water that'll save you from your imminent death. This mod makes the barter and dialogue windows bigger, so you can spend less time paddling around looking for the stimpaks, and more time despairing because you can only afford two of them.







6. Better Ammo Crafting
There are more realistic ammo overhauls out there, but this one is balanced for fun. It takes a few liberties - for example, you can craft dynamite sticks into gunpowder, which isn’t really how dynamite works in real life. It ends up making life a lot easier for the budding ammo-crafter without stuffing every merchant’s pockets with sacks of lead ingots, though.







7. Improved throwing
Currently, you can throw a spear into the ground and it’ll just embed itself there. You can’t ever get it out, either. Doesn’t matter how strong you are, you’re powerful enough to drive it in, but too weak to pull it out. That’s rubbiiiiiiiiiish. This mod fixes that by removing the embed thing altogether. The downside is that you can’t pin people to walls anymore, but you can keep using the same spear for your entire magical people-skewering journey.

It also adds some handy recipes to the campfire that let you convert your kitchen knives into throwing knives, gather pebbles to bounce futilely off of radscorpion carapaces, and craft your own spears out of pool cues. Thwock! Oh, and it fixes a bug where enemies could target your spears in mid-air, shoot them, and they’d explode like a grenade.





8. Depth of Field
This gorgeous mod comes in two flavours: make everything beautiful, and make everything not-quite-as-beautiful. It blurs up the distance and makes it look like this:



I left this mod on while taking the rest of the screenshots, so you can see it in a few others. Warning: if you don’t like this sort of thing, you won’t like this sort of thing.







9. Plausible starting outfit
“Welcome to New Vegas, stranger! This is a totally different place than the Capital Wasteland. We have cowboy robots, dynamite, and gambling. Watch out for tumbleweeds! Have my old shootin’ iron! Oh, and by the way, here’s a Vault uniform you can wear so you look exactly like you did in the last game.”

No thanks. This changes the starting outfit Doc Mitchell gives you so that he hands over a sort of yokel-flavoured dungaree thing, or a beige dress. That’s more like it. Yee-haw!





10. More Grass
Grass is the coolest. You can crouch down in it. You can walk through it. You can lie in it and watch the clouds. Cows can eat it. Horses eat it. You can eat it too. Without a little grass, cats have difficulty digesting food - it’s their main source of folic acid, after all. Grass is great. Fallout: New Vegas might be set in a horrific future where nearly all life has been exterminated or mutated beyond control, but... very little grass? What?!









11. Goodsprings Shack
This mod adds a shack in Goodsprings that you can call your own. It’s just a fridge, a bed, and some junk, but if you rescue the key from the owner's maggot-ridden corpse, it can be your home for life. Or you could just pile it full of the hi-tech shit you find.





12. Bottle water
No, not bottled water. This lets you bottle the water. You know, at all those handy water sources scattered around the desert. Drinking water will return an empty bottle, and you can fill those at any source you find. If the water is dirty, it’ll replace irradiated water you have on you as well as filling up empty bottles. Find a pure source, and it’ll replace all your dirty water too. The implementation is slick - just sneak up to a water source and activate it.





13. Caps have weight
If you put 17,000 bottle caps in your pocket right now, they’d be heavy. That’s what this does - simply adds a small weight to every bottlecap. When you start getting rich, you should leave some at home, or give a bunch to your pals. NOT FOR KEEPS ED-E.







14. Lethal headshots
Another fantastic mod, this makes headshots deadly. “Headshot” is the medical term for the condition where a bullet breaks open your skull and rattles through your brains, scrambling your grey matter and rocketing out of the other side. So yeah, that should really kill you.

That’s what this mod does, while preserving the shakey-aim of lower Guns skill and thus maintaining game balance. Wear a helmet, people! It also decreases your chance of scoring a headshot in VATS, which is a welcome balance tweak, and the damage buff doesn’t apply to all creatures - Deathclaws are made of sterner stuff, and robots don’t always have brains where you’d expect them to.

I’d also like to give a special mention to the commenter on the Fallout: New Vegas Nexus who suggested that this mod should cause the game to end after the first cinematic (where you get shot in the face).





15. No RPG bullet bending
This has the same goals as the above mod - make the guns work more realistically - but it goes about it in a totally different way. Rather than touch the damage that guns do, this mod makes them super accurate. It’s not for me, personally - I found that with a Guns skill of 20 I could kill anyone from an enormous distance just by waiting for my shot and killing them with a sneak bonus. If you’re not a fan of RPG elements, though, this can help turn Fallout: New Vegas into a pure FPS.









16. Fellout: New Vegas
This gets rid of the orange jam on the lens, adds lovely skies, and injects lots of other pretty into the world. This is the successor to the awesome de-greenification mod for Fallout 3 - the name refers to the assumption that the Fallout from nuclear bombs would have already “fell out”.

It also makes nights a lot darker.





17. Food don’t heal yo’ no mo’
This is probably my favourite mod of the bunch. With this mod in hardcore mode, you can no longer freeze time, open sixteen cans of Pork n’ Beans, guzzle them down, and grow your leg back in half a second. Food doesn’t heal you at all. Not even a little! Now B.J. Blazkowicz is the only man who can wolf down a hot meal in the middle of a fight to close his wounds.

Conflicts: Unfortunately, this mod conflicts with the water bottling mod. So either water heals you and you'll be using it a lot, or water doesn't heal you and you've got some extra in your pack because you aren't chugging it to fight internal haemorrhaging.





18. Companion Sandbox Mode
This mod changes the behaviour of companions told to “wait here.” They chill on chairs, wander around looking at stuff, talk to eachother, fight wandering monsters, and in an early version they’d even raid your fridge for food. Leave tons of followers around your hideout and pretend you’re having an awesome party!





19. ED-E no longer has clumsy, invisible legs
ED-E is a floating robot. It shouldn’t set off mines and bear traps by floating over them. This mod gives your noisy robot chum a perk that prevents that. Hooray!





20a. Timescale adjuster
This does two wonderful things to Fallout: New Vegas. Firstly, it lets you alter the rate at which game time passes in relation to our own time. Currently, a half hour of in-game time passes in about 4 minutes. With this mod, you can change the rate so that it’s much closer to - or even the same as - the passage of time in the real world. You can even have different rates for combat or for interiors, so that time doesn’t march on during a prolonged fight, stays relatively close to real time when you’re indoors, but picks up the pace during long overworld treks.

It also lets you alter the rate at which you get hungry, thirsty, and sleepy, and prevents timing conflicts between these two functions that’d otherwise have your character starving to death in his sleep. The only downside is that it controls this via an item that magically appears in your inventory, and you have to go through some fiddly menus to set it all. I have my interior and combat rates set to 1 and my overworld set to 3.







20b. Harder hardcore rates
If you like the timing just fine and just want more brutal hardcore rates, you don’t need to bother downloading the above mod - just download this easy esp file that doubles your dehydration rates and almost quintuplifies your hunger and tiredness rates. No fiddly menus, just a harder hardcore mode that’ll have you regularly reaching into your pack for a drink in the scorching heat.







21. Automatic skill perks
This mod changes 40 perks to be granted for free when you hit the skill requirements for them. So when you hit 30 Guns skill, you immediately get Rapid Reload. They’ve been taken out of the perk list too. Rather than making the game impossibly harder, this is a mod you can rely on to make things a little easier.

I did notice a bug, though. If you get your skill high enough while in Goodsprings to unlock one of these, and then re-tag your skills as you leave Goodsprings (you have a chance to rebuild your character before you go), you’ll keep the old perks. It’s avoidable if you know about it, but keep an eye on the mod page for a fix.







22. Sandstorms
This adds enormous, screen-filling sandstorms to the Mojave wasteland. Fear them, for they are mighty. Mighty hard to see through, I mean. It’s a nice cosmetic touch.





23. Play after the main quest ends
Didn’t Bethesda eventually put out an official patch for Fallout 3 to let you keep playing after the final cutscene ended? This mod does that too. Come on, developers! Pay attention to your modders!





24. Higher stakes gambling
This greatly increases the maximum bet in casinos, increases the amount of chips you can buy from the cashier, and optionally lets you get rid of the chance a casino will ban you for winning too much. Use this mod if you find yourself amassing great piles of bottle caps in real life, especially if you keep them in a huge room and swim through them regularly.







25. Wasteland Unlocked
This is an esp file packaged with Black Company’s Harder Hardcore pack. It’s a giant set of modular esp files that tweak enormous amounts of entities, so I won’t recommend you just use them all if you’re using some of the mods I’ve recommended so far, for fear of conflicts.

Just use WastelandUnlocked.esp, and if you don’t mind a smarter AI, use SettingsTweaks.esp too. It’ll open up the wasteland like never before, adding monsters and wild animals that you’d normally only find at really high levels, spawning rare high level items (or just trash) in dumpsters, and lowering the level requirements for many recipes that’ll help you cope with the newfound threat. It also removes lots of stimpaks from the world and replaces them with the bits to make new ones.



PC Gamer

With a few quick taps of the finger, an employee trapped in a video game-less office just crafted a rifle, placed a bid on an auction for machetes, and sent an message to his entire clan without ever having to launch the MMO and alert the company's IT police. Such are the possibilities that mobile applications like the Fallen Earth Companion App give to gamers who need a quick fix from their favorite MMO while at work.

Contest Update: We're giving lifetime access to the premium features of Fallen Earth's app to ten lucky readers! Details at the bottom of the post.

We've got two new exclusive tutorial videos for the app (the first video can be found here). These latest videos detail how to use the auction house and how to communicate with other players currently playing on the Fallen Earth servers. We review the app in-depth in our January 2011 issue, which will be hitting subscribers in just a few weeks.





The app is available on the iPhone , Android , and Blackberry. To activate the premium version, users must go through the Fallen Earth website and purchase the the $9.99 app while logged in to their account. Learn more about the app here.

Contest: Want access to the premium features of Fallen Earth's app? Tell us in the comments below, if you were only allowed one weapon to take on the horrors of a post-apocalyptic landscape with, what trusty tool you'd take into the wasteland and why. Ten winners will be selected on Tuesday. The contest is open to everyone, but you must have a Fallen Earth account in order to win.
Arma 2: Operation Arrowhead

Good men died on our ArmA 2: Operation Arrowhead server ("The War Walrus," as we like to call it) last night. Brave, strong, 15-year-old men died. But they did it nobly: we were on a morning raid to rescue four members of the press (in our imagination, courageous game writers captured by the enemy). Along the way, we shot down a helicopter with light machine guns. Here's how it went down.

We're having a ball on our 64-person server. If you're not already one of the 34,000 members of our Steam community group, you're missing out on weekly Team Fortress 2 events, ArmA 2 sessions, and free candy.

En route to rescuing hostages on ArmA 2's "Sharpur" industrial map, an enemy Mi-8 appeared overhead. Our response: loot PKM machine guns off our enemies' hides, and let loose enough red and green tracer fire to make Star Wars jealous.



PC Gamer intern Mike Quach had a closer perspective on the flyswatting, which he captured in the video below. Skip to 1:29.




On Saturday, we were the recipient of anti-air fire--my bit of close air support turned into an infantry stand-off after AA clipped the tail rotor of my AH-64 Apache. We ejected directly over the area of operations. Utilizing whatever civilian vehicles they could hijack, enemy reinforcements arrived in a passenger bus.

Bejeweled 2 Deluxe

It's PopCap week here on PCGamer.com, kicking off with the first juicy details of Bejeweled 3. And as a special gift to those signed up to our site, we're giving away 10,000 copies of Bejeweled 2 - usually £14.99. All you have to do is be a registered member of our site at around 5pm tomorrow evening GMT (1pm EDT), and be signed up to receive our newsletter. If you've already signed up but aren't sure if you checked that box, you can find out and change your preference at your user control panel. Otherwise, sign up now - it's free.

You'll get an e-mail to the address you signed up with, containing your code and a link for where to use it. You won't need credit card details, just a name and e-mail address. The giveaway will work on a first come, first served basis, so once 10,000 people have snagged their copies, the offer will expire. Right now there's plenty for everyone, but we can't guarantee whether there will be by tomorrow.
PC Gamer

The Imperial Agent is the latest class to be unveiled for Star Wars: The Old Republic. He can specialise in two disciplines, becoming a sniper to take out long distance enemies and cloak, or he can adopt a more personal style, staying concealed and finishing enemies off up close. There's a trailer below detailing the Rogue's new abilities, including the devastating orbital bombardment.

The Imperial Agent can also specialise in combat medicine, helping out nearby allies with a cocktail of helpful chemicals. Most Imperial Agents are human, but you'll also be able to play as the enigmatic, blue faced Chiss aliens. As the Imperial Agent, you'll also get to befriend a new companion, the small but deadly Kaliyo Djannis. What do you think? Will you be playing an Imperial Agent?



Bejeweled 2 Deluxe

PopCap Games are the creators of Bejeweled, Peggle and Plants vs. Zombies, each of them one of the biggest and most lovable games on PC. When casual and social games are reaching ever larger audiences and their developers are getting a bad reputation for poor design practices, how have PopCap managed to find fans amongst gamers and grannies alike? To find out, I visited the studio and interviewed everyone I could find. We're running those interviews each day this week and calling it PopCap Week.

We begin with John Vechey. As one of PopCap's three co-founders, he's been with the company since the beginning and instrumental in growing the studio from three friends working from home, to a massive operation with hundreds of people. He also played a key role in developing the studios biggest game, Bejeweled. I spoke to him about when PopCap was originally named Sexy Action Cool, what he thinks Activision and EA are screwing up, and about where the idea for Bejeweled came from.

PC Gamer: To start at the beginning, how did you get into game development?

John Vechey: Well Brian Fiete and I, one of the co-founders, met in college. So I never had a computer growing up and I remember my friend had got a computer. I went over to his house and it was AOL, the internet. I was like “holy cow”, I had no idea what it was, and my first thought was, “Man, I want to play games”, and this was a time of Tempest, not Tempest. What was that game where you could rotate in any direction? It was like a first person shooter but you had no – it might have been set in space or underwater.

PC Gamer: Was it Descent?

John Vechey: Descent! Yeah, Descent. I was like, “Woah, I want to play against people!” and he said, “It's much harder than you think,” and so then I personally thought “that's a bummer” because what's the point in connecting things unless you can play games? But other than that I had an Atari and Nintendo growing up, I never had a computer, and then at college my dad got me a computer. He actually got me – he cosigned for a loan for me to get one, which was almost like him getting me one! And I met Brian Fiete in class and then we were both programming, he was a good programmer and I was a bad one, and I said, "Let's make a game."

So we made this internet only action game called Ark, and we ended up putting that live on the internet and we had rented a server and everything. Jason, the third co-founder was working for Total Entertainment Network which became Pogo. He saw the game online and was like, "Hey that's a pretty cool game, let's chat.” They ended up licensing the game for us, and then my Aunt's friend's parents were next-door neighbours with Ken and Roberta Williams, the founders of Sierra. Through that connection Ken called us up and was just like, "This is kind of cool what you guys have done, you've made this game, that's sweet, the internet is going to be big for games, let's chat,” and we got hired to go work for their internet division when we finished college, which I thought was cool because I was totally failing out. So it really worked for me, frankly!



PC Gamer: How did you get on at Sierra?

John Vechey: We were in the internet division, WON.net, and it was a really a pretty bad division in that it didn't know what it was trying to do. Was it trying to do games technology and support the next CD ROM titles, or was it trying to make internet games? In fact, Brian Fiete and the programmer of Peggle didn't go to a game developers conference one year and so they spent a week and made this little boardgame called War Dogs. They actually got in trouble for making War Dogs, right? Then the company launched it anyway and it did phenomenally well and they had to backpedal and be like, "Oh no, we're glad you made it now!" But it really didn't know what it was trying to do.

We lasted about 2, 2 and a half years. I worked on some game technologies that let you swap skin and map files for Half Life, Starsiege Tribes and a bunch of games at the time, so I ended up getting a lot of sales experience by talking to these game developers who had a need to put this extra technology into their games to make it easier for users to download and install them, because at the time you had to download the zip file, you had to know the directory structure, it was kind of a pain, and we were trying to make it easy. But after 2 and a half years at Sierra we decided, let's start up a game company making simple games in your internet browser.

PC Gamer: What prompted the decision to leave Sierra?

John Vechey: Brian and I had always talked about starting a company together, but we wanted some more professional experience. We'd kept in touch with Jason and maintained a friendship and I talked with him on a lot of different things. We'd done some prototypes on the side, we had this, like, we called it Junk Tank. It was this first person, or third person shooting tank game that we'd done that Brian and I had worked on.

So we had done a fair amount of little things and were always thinking about eventually starting something and, for us what it came down to was: web browser games are things you can do with three people. We had all the talents needed to make a business out of that. Jason could do the art, the production and a lot of the game design, Brian was a great programmer, I would do the business side and be dead weight for our initial couple of games, and we just decided to make the company.

PC Gamer: Was always the plan to set out on your own?

John Vechey: Yeah, Brian and I often talked about it. When we were working for Sierra we were like, "We could probably make more doing our own thing but hey, it gets us out of Indiana.” I don't know if you've ever been to Indiana?

PC Gamer: No.

John Vechey: It's like a shithole, but shitholes are nicer.



PC Gamer: PopCap's first big success was Bejeweled. How did development on that begin?

John Vechey: I'd seen a game that used some similar rulesets to Bejewelled, but there was no animation, no sound effects, and they were very indifferent rules. We simplified it and changed it and then I sent a link out, then Brian did a version that was just circles and then Jason added the gem graphics. So it was three days of boom, boom, boom, and then we had it.

We knew how to make browser games because Jason was doing that at Pogo and felt that they were spending too much money and weren't making very good games because they were very structure oriented. In fact, Pogo to this day still has, a game designer can do a prototype, but once they get a prototype then they have to write a design doc that has every element and game design choice already made, and then a programmer programs it, and then the artist does the art. Jason was like, it's not the best way to make games. It's expensive and making some okay games, some pretty good games, but nothing spectacular. Our goal was to say, "Hey, we're going to make these simple games and make them really awesome, and spend a lot of time and make a very iterative process."

PC Gamer: How long did you spend making the game before it first launched?

John Vechey: We spent about a month making the game and then we started showing it to companies. We were trying to sell it outright, so we tried to sell it to EA for $60,000 dollars, and they said no, thank goodness! And then we showed it to Microsoft and tried to sell it for $30,000 and they said no. But they said they would do a licensing fee for $1500 dollars a month. We had two games at the time, we had Bejewelled and our second game, Alchemy. So, okay, $1500 a month times two is $3000 a month. If we get about ten of these we're actually okay, right? And our third game we licensed exclusively for ten grand a month, so we ended up not being a great business, but for three guys it was working out okay.

Then Bejewelled experienced disproportionate success to any money we were making. I think it was getting 50/60 thousand peak users during the day. I don't know what that is in monthly users, or daily users, but a lot of people were playing it, yet it took a while for us to find the financial success behind that.

PC Gamer: MSN the first place it appeared?

John Vechey: I think it appeared on Sexy Action Cool, which was our company name at the time. We always thought we were just going to do licensing and didn't think we were actually going to be a consumer brand, so we put the games up, Bejewelled and Alchemy, and were like, "At some point we should get a better name”. So that's how we actually solved it. We had PopCap, and PopCap.com, as more consumer facing brands, instead of Sexy Action Cool.



PC Gamer: How did the company start to grow? You're being licensed, you're making some money, there's three of you. At that point, did you have an office?

John Vechey: We didn't have an office, we were just working from our apartments. That was probably, it was about a year and we were barely getting by. I had to borrow some money from some friends who never thought they were going to get the money back, so I have good friends, and we started making around 15 thousand/17 thousand a month, so it was here and there, a couple of deals.

Then, in 2001 we created a downloadable version . A lot of people at the time were connecting using modems, and people wanted to play it offline so they didn't have to take up their phone line. We created a downloadable version that people could download and play for an hour trial, then if they liked it they could pay $20 for it. Now we're making like, 30/40 grand a month just from that one downloadable version on our website. Brian and I moved to Argentina for a couple of months. I was working there when I got Yahoo to do downloadable games and then...

PC Gamer: Why did you move to Argentina!?



PC Gamer: Why did you move to Argentina!?

John Vechey: We were making money and we wanted to learn Spanish and they had good steak and wine and we could work there, right? It was just the three of us making games. It didn't matter where we were. I stayed a couple of months longer than he did, but then I decided to come back and said, "Hey, let's grow the company. We're actually making a fair amount of money."

PC Gamer: Was there any point when you thought, "This isn't going to work out, I'm going to have to go get a job in another company”?

John Vechey: No. Basically, it was kind of sad because we were doing our own thing and pretty quickly we were making enough money to support our own little lifestyle company. Yeah, you're making 40 grand a year, you're single guys, it's fine. We could do what we wanted, we were having fun, we were making games. We'd spend four days playing Counter-Strike. Well, Brian and I would spend four days playing Counter-Strike and lie to Jason, and tell him what we were working on was really hard. He didn't understand technology at all at the time, and still kind of doesn't, so he would think something would take a long time. As soon as he'd say, "It's probably going to take a while to do this," we could screw around and play Counters-Strike! Don't tell him. We had a pretty good lifestyle company and then, we were trying to find better business models so we could grow the business. It wasn't like we were just hanging out. But we were fine, we weren't really stressed out. Then by the time we actually grew the business, we were making a crap-ton of profit. We were paying ourselves ten grand a month at the time.



PC Gamer: You hired an artist, and that was your fourth employee?

John Vechey: Yep. Hired an artist, and then hired an Office Manager, part time, because I was pretty bad as a bookkeeper. I think we did this sailing trip with a buddy of mine who had just gotten his sailboat license, but we get back and there's an eviction notice on my door because I forgot to pay the bill. And there's a silence from Jason, and he says, "I think we should hire a bookkeeper", because I was in charge of all the corporate documents.

PC Gamer: At what point did you open your first office?

John Vechey: It was in 2002. The first office had Brian and I, Cathy, Alison and then we were looking around for employees so we hired two guys from college. This guy George Fan, who actually was the game designer on Plants vs. Zombies. He had done this game Aquarium, which we had licensed the rights to make a downloadable version of, and he recommended. "Oh, you want to have a look at my buddy Tyson, he's cool." So Tyson ended up being employee number five, I guess, and then he was like, "Oh, my buddy Jeff is moving to Seattle, too,” so we interviewed Jeff, we hired Jeff and he was employee number seven. Sukhbir, the Producer behind Peggle, was like eight.

We just hired some games people, because we didn't want to be anything more than a games company, a game developer. That was really the focus. I'm glad to say that for the first five years, it was trying to be a great game developer exclusively.

PC Gamer: How did you transition from that point, of being a small company just developing some games to what is now a huge company with half a dozen floors in this building?

John Vechey: I got really drunk one night and blacked out, and woke up and this was here, I'll be honest. It was bad! You know, slowly I guess is how we grew. Again, we've never tried to grow for growth's sake. We've never set revenue targets like, "We've got to hit this number”, we've never set employee targets. We're kind of like, we'll just do our own thing. Every decision came at different points, right?

You sort of see a stair step with growth. It's not this linear thing. You stair step in emotional relationship to the growth, you know. You go through different phases. So we were fourteen or fifteen people for a couple of years. All game developers, really no-one doing business development. We had an offer to buy the company for 60 million dollars, which was amazing. We were like "Holy cow”, and we didn't . We weren't really happy with it. We weren't really happy with the company that was potentially going to acquire us. We felt like they were kind of missing the big picture, and we felt like we were more valuable than that, and it's not like we wanted a bunch of money. We didn't start PopCap to make millions, but we really did feel like they had undervalued what we had created so far.

But then we knew, if we stay independent... there's all these areas that we could see the world changing, right? We could tell that downloadable games were going to get pushed and challenged. Other platforms were going to become more important. We were going to have to look at the business side of our business and, not that we didn't take the business seriously but we never took the deals side, you know, the sales and marketing, we never did anything like that. We took the business seriously. We always wanted to make more money and we were being conservative, but we were never just like, "Let's grow the business side." It was just, "We're a game developer, we make games."

And so we decided to hire a CEO, because we might have a vision for where we need to go, we might know where we need to be but... We had some consultants at one point, who were like "You guys are doing a good job. You've got some problems, here's what you need to do.” They were here to give us a proposal. Their proposal was, "Give us three percent of the company and founder shares and we'll be the co-COOs and we'll make all the decisions.” And we knew that was wrong, right? But we're searching for something that might have been right, a real answer to how to grow the company. So we looked around for a CEO and found Dave Roberts.



PC Gamer: How do you maintain the original goal of trying to make really good games, and the company culture of fun?

John Vechey: You know, I don't think there's one answer to that. That way we're approaching our company culture and growth, it's very similar to our approach to game design, right? We're always iterating our game design. Working on games design is all about iteration. It's doing something, “Hey that's going to be good enough for now and we can go back to it,” and then going back to it. We do go back to it. So I think, growing a company culture, a lot of it goes back to iteration. Sometimes it's from the organisation structure, sometimes it's people. We've had to get rid of a lot of people; some people who love PopCap very much and who we loved. Some of my best friends haven't been happy here, and haven't worked out here, and so it's tough. Realising that we always need to be committed to working with both really competent people and good people. We need both to have a great company. I think that's one.

Two is, if there's one thing I think we do that when I look at EA and Activision I just think they're fucking up, right. Now, we're very different companies, EA, Activision and us, obviously, but I do think when I look at Blizzard or Valve, or PopCap I think, okay, there's something there that's a better business. Not just because we make games and I like game developers. But I think it's that Blizzard, because they're a force of nature and have been since Warcraft 1, they just do the things they do, right? And the people on the business and marketing side, they're basically like, "Don't touch our studio." And though they've been owned by a couple of different companies, they've always had that.

When Dave came round, we said, "Don't touch the studio, we know how to make games, we're going to keep making games." But what happened is, Dave started to see what balance we had between sales and marketing and the studio. And Dennis Ryan who's in charge of sales and marketing for the company is amazing. We do monthly revenue forecasts, we always know where the business is going to be, every six months he'll be doing planning. He's really involved in the long term product roadmap like, “Hey, social's becoming more important” and “Hey, cross platform is becoming-”. He influences like that, but never, ever does he or anyone in his team try to make their numbers by saying, "We have this product date, we need to hit it.” It's always the studio that chooses: this isn't ready enough.

There's this trust that's frustrating for those guys because when products slip a year or six months, they have to scramble. They are trying to hit revenue numbers. They are trying to keep the growth up, but they never say, “No, that's the wrong choice”. They never say, "No no no, we need to ship it anyway”. They don't have that power, but they don't want that power. They're not trying to make it work like that. We have this culture that says there's a balance between these two things, and the product team is dedicated to doing the products, and making good games, and I think that's probably one of the key things. By maintaining that, it's allowing other things to be difficult or challenging, and it's been okay because that core of making great games has allowed us to keep going with that. That was a really rambling answer, I apologise!

PC Gamer: How does someone like Bobby Kotick then strike you?

John Vechey: I haven't met him, so I don't know, I definitely hear a lot of things. I know a lot of people who like him that I respect and some people that don't like him that I respect so it's kind of like, eh, it's always hard to say. I was a little sceptical. I do think some of his quotes are taken a little bit extreme.

PC Gamer: They were taken a little bit out of context.

John Vechey: Yeah, but he's hardly a gamer.

PC Gamer: Activision put out that release saying he doesn't have time to play games these days, but he loves games, he's played games in the past. I don't know.

John Vechey: It's a bad sign, though, when you have to do a press release to say, "No, he really plays games!" You can nail in a conversation whether someone plays games.

PC Gamer: Where do you want to take PopCap and where do you see it in five years time?

John Vechey: In five years, I think we'll be touching more people. We're always trying to get to more audience. I think that's where Zynga have done a great job with Farmville, in that there's a bunch of people playing games who didn't know they could play games before. It's really positive, right? I mean, everyone can slag FarmVille all they want, but when you look at it, there's a hundred million people playing that per month. A lot of those people haven't played games before. That's cool in my book. So really for us it's really trying to get out to more people. Where are they playing: whether it's region, geographies, platforms, game design styles, I don't care. I want to be out there more and more to people. I think we're going to be bigger.

We're really dedicated to franchises. We've got five or six major franchises and we can't do near as much for Zuma as our audience would like us to do for Zuma, or even Bejewelled, right? It was over five years before we had the sequel to Zuma. That's too long. People wanted something way sooner than that. So we have a whole lot of growth we can do in really getting more versions of our games out there, and not just to sell more units.

I don't know if you've ever played Diner Dash, but they basically whored out that franchise. They had a new one every three months, and it didn't do the franchise or the customers a service, so I don't want to do that. But we can get more out there, and keep iterating on new game designs. I hope we have new Plants vs. Zombies style games every year. We've got this thing where it's like, "Holy crap, it's a completely new twist on a game design genre." New design, like Peggle, it's just really fun, and just continue to make great games. I hope we never lose that particular thing. I hope we're always making great, high quality games.
PC Gamer

The slimy platformer that's been delighting and infuriating console owners in equal measure for the last few weeks is going to be bringing it's crazy and incredibly hard levels to the PC later this month.

The indie devs Team Meat made the announcement on Twitter, saying "Steam (Pc) version is coming out last week of nov." There will be a non-Steam version of the game coming out afterwards, though that version won't come with the Steam achievements.

Super Meat Boy is ... weird. You play as Meat Boy, a living, slippery cube of meat, on a quest to rescue his girlfriend Bandage Girl from the clutches of Evil Dr. Fetus. It contains eight worlds, with plans for a level editor to be released later on PC. For a taste of the full release, the original Flash version of the game is still available to play on Newgrounds. Meanwhile, check out the completely deranged release trailer below. It will melt your face.

Plants vs. Zombies GOTY Edition

PopCap have just announced Bejeweled 3, the first proper sequel to the gem-swapping match-three juggernaut since 2004. It has new gems! Also, some kind of "Quest" mode, a "Zen" mode where you can customise the game with "ambient sounds and binaural beats" to help you relax and, if the trailer is anything to go by, a ton of other weird looking stuff. If you're somebody's mum, you are probably so excited right now. In fact, sod it - I'm excited too. It has explosions, and it's due out on December 7th.

This also marks the start of PopCap week here at PCGamer.com. Check below for more details of Bejeweled 3 - including the first trailer and screens - and what we've got in store for the rest of the week.

For the rest of the week, we'll be posting interviews with the founders and designers of PopCap, beginning today with co-founder John Vechey about the making of Bejeweled and the meteoric success of the company. We'll also be giving away free copies of Bejeweled 2 to PCGamer.com registered users who are subscribed to our newsletter, so sign up now and look out for that tomorrow.



According to the release, new and expanded features in Bejeweled 3 will include:

Classic: Play the most popular puzzle game of the century, with powerful new
gems and new ultra-smooth gameplay

Quest: Journey through 40 magical puzzles in this multifaceted Bejeweled
challenge!

Zen: Personalize your experience with ambient sounds and binaural beats — a
revolutionary new way to relax!

Lightning: Charge up with a heart-pounding, beat-the-clock bout of gem-blasting
fun!

Secret Games: Unlock 4 all-new games including Butterflies and Ice Storm

Badges: Earn up to 65 badges to prove your skills

High-definition graphics and high-fidelity audio: Bejeweled is now more dazzling than ever before!

Ultra-smooth gameplay: Make multiple matches while new gems fall into place.


The Zen mode seems especially interesting. When I was at Casual Connect earlier this year, I attended a "live focus group," where five mothers of different ages answered audience questions about their gameplaying habits. Some played World of WarCraft, some played on King.com, some playing on Pogo.com, and some via Facebook, but the one constant was that they all played games to relax, and they all played Bejeweled.

Now check out the screens. They have gems in! And some sort of poker mode?










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