PC Gamer

Last week I played Elemental: War of Magic for the first time in months. And I saw something I had never seen before--a defeat screen.

I've spent a few days vetting the phonebook-length list of changes made in last week's 1.1 patch to the game, an experience I've converted into words about what's improved, what still needs work, and most importantly, if Elemental is worth your time yet.

So, right: defeat. I had lost. I never lose this game. In fact, it was almost impossible to lose Elemental in its release state if you were paying attention. But a large Kraxian army had massed on my border on my first campaign on the new 1.1 code. The Kraxian group was looking threatening, so when Capitar offered to join me in a war against this upstart power, I started moving my sovereign's army towards the Kraxian capital.

Then the Kraxian invasion started and my heavily defended border town fell. Raiders swarmed across the border and began pillaging my precious resources--shards, gold mines, lumber mills...all burned to ground by easy to destroy units that I had to chase down. I rushed to find the enemy sovereign and decapitate their kingdom (which I stood to inherit) but he was no idiot. The enemy king was hunkered down in his capital and was protected.



I finally took that border town back, but I could not crack the nut of the Kraxian capital. My sovereign fell in a siege while my empire was bleeding cash and men. Game over.

Though still far from being a great game, the new 1.1 patch for Stardock's fantasy strategy game does manage to make the game more interesting and more challenging. My own failures were due to underestimating how much Elemental could really change, and once I adjusted my expectations, some of the old problems reappeared in a new form even as a lot has improved.

So has this huge patch addressed the numerous issues raised by PC Gamer and other critics?

Issue: Weak strategic AI
Status: Slightly better
In our review, we said “the AI keeps finding sad new ways to lose.” To be fair, a lot of strategy game AI has that problem, but Elemental's was especially weak. The fact that I finally lost should be a signal that things are better. And they are to some extent. Your computer opponents now build armies at a greater rate, will have relatively strong defenses in major cities and if you aren't careful, you can fall behind.

If you are careful, though, your enemies are still woefully unprepared for you. They don't hire enough heroes to compensate for their poor leadership, and will declare war at bad moments, if they do at all. For example, one enemy sovereign was trapped in a no man's land between my cities as their borders expanded. Unable to find his way home peacefully, he declared war and he and his tiny escort was dispatched on the first turn of hostilities.

So the AI will still be suicidal at times and can't quite understand everything it has to do. Does it even know the game that it is playing? Still, there have been some improvements--sovereigns and heroes explore more, cities are placed near resources that can be exploited (though too few of them), AI armies will have advanced units and target your resources better, and if it has a good sized force it will beeline for a weak city. Overall, it is still stupidly obvious about its plans and will rarely take advantage of local superiority in numbers to harass a stronger army to death.

Issue: Cookie-cutter cities
Status: Fixed
Our original gripe on cities: “In theory you can specialize, but in practice almost everything you can build is (a) cheap and (b) a one-per-town deal. So you may as well add one to each settlement, making an efficient but utterly boring empire.” In 1.1 you can build multiple professional structures in a town, so specialization is more attractive. Leverage a city's access to a gold mine by building multiple markets or make a research center with lots of libraries and schools. Then you send the right hero units there and watch the numbers climb as their bonuses contribute to whatever is being gathered. Cities still don't feel especially distinct from one another, but that's OK--you can at least feel you are making a contribution to diversity if only in the math.




Issue: Boring magic
Status: Better
One of my complaints about Elemental was that a game about magic had very little of it. Spells were dull and you could easily win the game by ignoring the magic tech tree altogether. Though you can still win with an army of guys with sticks and axes, research times have been compressed in 1.1, so you can get to the cool spells before your military has plowed through all your enemies. Magic is now fun to watch in action and makes more sense in general.

Once again, however, the AI's weakness undermines this cool factor. I still never saw an enemy sovereign cast a spell, the volcano is such a powerful spell that it would be remiss of a sovereign not to research it and deploy it.

Issue: Unclear user interface
Status: Much better
Though a series of patches right after release did much to fix the ugliness and confusion inherent in the Elemental UI, the 1.1 patch makes some important changes. The population number now only describes people in your cities, not including your armies, making it a more useful metric for how many people you can mobilize if you have to. The equipment trading screen now supports dragging and dropping weapons and armor and only lets you trade with other hero units (regular units can't use equipment that is traded anyway.) If you can't build a building, you will be told why so you can fix the problem quickly.

There are dozens of other small UI fixes here and there in this patch, and the result is a game that is rapidly approaching comprehensibility.

Issue: Pointless tactical battles
Status: Slightly better
Well, at least they move more quickly. Animations have been sped up to the point where you don't wait forever for an archer to draw his bowstring. You can now select a target that is not in the range of your attacking unit and it will maneuver to get into range, whether it can attack or not.

The failure of the AI to properly build grouped units (i.e., soldiers that are three or four to a tile instead of one) was supposedly addressed in this patch, but I've yet to see it in action. The computer prefers to build lots of small armies, or maybe a couple with more powerful soldiers. Elemental is still a game that works well with a killer stack or two, and even if there were stronger AI armies, a human that will use magic spells on the battlefield can easily overcome a computer that will not.



Issue: Boring world
Status: Not addressed
The bland factions and failure of the world in translating the back story are the major problem for Elemental. Even if all the mechanics worked perfectly (they still don't), it is hard to care about what happens to Kraxis or Capitar or Alderaan or Narnia or whatever. Despite a wealth of quests to explore and hints tying everything to a larger mythology or backstory, this patch makes no effort to help the player connect to what could be a rich and interesting world to play in.

The computer opponents never really engages you diplomatically unless you count constant reminders that they would like you to consider royal marriages that they never actually agree to. It is not even clear if they engage with each other and make agreements. This makes the world even more boring because there's no sense of things happening in the background, or that this is a world where figures have their own priorities and goals. I may be the center of my universe, but my fellow monarchs should have better self esteem and not keep groveling to me in search of a good deal.

On the next page: a recap and my conclusion on the patch changes.


Where does Elemental stand? If you already own the game, it's not a bad idea to check in and see what progress has been made. Though the two largest problems--the incompetent AI and bland world--still stare you in the face and remind you why Elemental remains the year's biggest disappointment for strategy gamers, the raft of seemingly minor fixes do a lot to assure me that Stardock is on the right track.

Most of the changes are small ones, things that you might not even notice happening unless you had played the previous version for dozens of hours--and seriously, how many people could that have been? But 1.1 makes the game more stable, more intuitive, and a little more fun to watch unfold.

If you do not own Elemental, I recommend holding off until the first expansion. It promises to introduce material that will directly address the problems of world-building as well as other things that will make this fantasy epic more fantastical. Elemental's core issue is that it can't really suck you into its world. If you felt that the AI was doing interesting things that you couldn't see or that it would present a strategic puzzle to crack, then maybe you could forgive the fact that the world of Elemental is neither charming like a fairy tale nor dark and brooding like a modern fantasy novel.

This is a taller order than any patch can fill. What has been fixed makes me cautiously optimistic about what is to come. But I won't be revisiting Elemental much more until the next chapter in the story is written.
PC Gamer

Bioware have released a new Dragon Age 2 developer diary showing two different ways players will be able to approach a fight. There's the hands-on, direct control approach that lets you switch control between different characters and pummel your enemies up close, or there's the pause and plan approach that lets you queue up orders to unleash a devastating barrage of attacks in one go. You'll find the footage below.

There's a few neat abilities on show here as well, like the ranged attack that rains a volley of arrows at a target location, or the mage's meteoric firestorm ability that lays fiery waste to large sections of the battlefield. If you'd like to know more about the game, have a look at our Dragon Age 2 preview. Otherwise, here's Dragon Age 2's scarily lit Lead Designer, Mike Laidlaw, outlining the new combat system from Bioware's darkest development bunker.



PC Gamer

Blizzard have launched a ten day free trial of Cataclysm. If you have World of Warcraft, The Burning Crusade and Wrath of the Lich King then you'll be able to upgrade your account and get a free look at the new content. You'll need a level 78 character to start enjoying the new zones and quests the expansion offers. For more information, have a look at the FAQ site, or just head over to Battle.Net to activate your free trial. For a few reasons why you'll want to check out World of Warcraft's huge expansion, check out our World of Warcraft: Cataclysm review.
PC Gamer

Not long ago the President of Sony Online Entertainment managed to not "technically announce" a sequel to the massively multiplayer FPS, PlanetSide. Now he's revealed that there's going to be a beta after the game's official announcement early next year.

President of Sony Online, John Smedley announced the planned beta on his blog, writing "early next year we will have announcements about Planetside Next followed by a beta. I can say this - it's coming along awesome. I can also say that the first beta testers are going to be current Planetside subscribers. I've gotten a lot of email from current players offering to help test the game and we're going to take them up on it."

That's good news for current PlanetSide subscribers. Hopefully the beta will widen its doors as development progresses. Did you play PlanetSide? Got any war stories from the front lines?
PC Gamer

A new Crysis 2 trailer has been released showing off your character's Nanosuit abilities. In fact, the Nanosuit is the only thing that's similar to the first game. Everything else is new, from the ruined New York environments to the free-running abilities. Best of all, we get a proper look at the new aliens. The irritating space octopi of the first game are gone, and have been replaced a race of sleek armoured humanoids. You'll find the new footage below.

For more information on the changes that will be coming to Crysis 2, check out our preview of the revamped multiplayer mode. For more information check out the official Crysis 2 site. Digital and boxed editions of the game are available to pre-order now. The game's due out on 22nd March 2011 in Europe and the 25th in the US.



Battlefield: Bad Company™ 2

Battlefield: Bad Company 2 Vietnam is out now. It was released on Saturday on Steam and the EA Store, and is due to hit shelves next week. The expansion takes Battlefield: Bad Company 2's class combat and experience based weapon unlocks to the jungles of 'Nam with new maps, weapons, vehicles and '60s tunes. You'll find plenty of jungle violence and flaming helicopter death in the launch trailer, embedded below.

Our best operatives are battling it out in the undergrowth right now. We'll have a review of the expansion up soon. The game's available now on Steam and the EA store for £9.99 / $14.99. Here's the new launch trailer.

Team Fortress 2

The Team Fortress 2 Christmas event launched this weekend giving everyone a chance to celebrate Christmas in true Team Fortress style. The update adds a new medieval, melee-only map and a series of mysterious festive crates that can be unlocked to reveal new items, which are also available to buy now in the Mann Co store. It's all in the spirit of Australian Christmas. What the hell is Australian Christmas? Read on for details, and an overview of the new items.


It's all explained on the official Team Fortress 2 blog. Australian Christmas seems to be an excuse for everyone to meet up in a castle and bash each other. The new arena is a control point map is set in the ramparts of a medieval fortress. The catch is that everyone playing has to use melee weapons. The frenzied scenes of players running in small circles trying to decapitate each other are only improved by the the addition of lordly language to everyone's text chat. Verily, 'tis hilarious.



The update adds three new item sets for the Heavy, the Medic and the Demoman. You'll find the stats of each item listed below. All the Christmas items are for sale in one £19.99 bundle, or you can pay £29.99 and get the Christmas items bundled in with the Polycount Pack. Below you'll find an overview of the new items along with descriptions of their special abilities.
Medic
Amputator

A medieval bonesaw
On taunt, applies a healing effect to all nearby allies

Crusader's Crossbow

A medigun mounted onto a crossbow stock
Fires bolts that heal team mates and deal damage based on the distance to the target

Berliner's bucket helm

Medieval helm

Item set bonus

Medic wearing all items will regenerate 1 health every second

Heavy
The Brass Beast

Gleaming brass minigun
+20% damage done
50% slower spin up time
-60% slower speed while deployed

The Buffalo Steak Sandwich

A great big hunk of steak
When consumed, temporarily increases movement speed.
All damage dealt and taken will be minicrits
Can only use melee weapons

The Warrior's Spirit

Hand mounted bear claws
+30% damage done
-20max health on wearer

The Big Chief

Native American Headdress

Item Set bonus

+5% critical hit damage resistance on wearer

Demoman
The Loch-n-Load

Double barrelled grenade launcher
+10% damage done
+25% projectile speed
-60% clip size
Launched bombs shatter on surfaces
+25% damage to self

The Ullapool Caber

A stick bomb that is also a melee weapon "a sober person would throw it"
No random critical hits

Scotch Bonnet

Riot gear helmet

Item Set Bonus

+10% fire damage resistance on wearer

A series of festive crates will also be dropping from now until new year. To open these crates you'll need to buy a festive key from the Mann Co store for £1.99. The crates will contain a random surprise, so far people have reported receiving rakes, candy canes and occasionally, one of the new Christmas weapons. The festive crates will disappear on December 31st. All festive keys will revert to ordinary keys come new year's day.

For more Team Fortress 2 Christmas happenings check out the Killing Floor goodies that were recently added. Have you played the new map? Let us know what you think.
PC Gamer

It’s big. Oh god, it’s big.

World of Warcraft is the world’s most successful subscription MMO. Orcs and humans, fighting dragons. It’s four games welded into one vast whole: a multiplayer cooperative RPG in which you quest. A competitive fantasy team battleground game. A three-versus-three arena competitive ladder. And a 10- or 25-man dragon bashing cooperative raiding thing.

Together, those elements make for a deep and terrifyingly compulsive mix. The trouble was that to get anywhere in the latter three games, you had to go through the former.

80 levels of questing in WoW translates to around a month of fairly solid play. And pre-Cataclysm, that was a month of trawling through some of PC gaming’s most mindnumbingly boring tasks. Ferrying packages across continents. Crawling through shit to find excreted seeds. Massacring leopards en route to killing more leopards.



Yes, Cataclysm is an extension of that. Five new levels taking the cap to 85, a bunch of new dungeons, extra professions, new races, blah blah. But it’s also a rescue package. The story of Cataclysm – that of an angry dragon bursting out of the ground – is an excuse. An excuse to rebuild the world.

There were flashes of what WoW could be back in 2004: defending a robot monkey in the jungle. Tracking down crims in the back alleys of Stormwind. Getting a party together to kill a giant yeti. But it was mired in grind. WoW has an incredible sense of place, and you want to explore it. Its fantasy combat mechanics – a mix of spellcasting, avoiding damage and healing, while holding an enemy’s attention with an armoured warrior/magic paladin/ angry bear – are fundamentally fun. Assassinating gnome mages in player versus player combat is hilarious. Defeating ancient guardians in abandoned temples in teams of 10 or 25 is brilliant. It’s just a shame you had to play for a month to get there.

That’s the point of Cataclysm: to deliver entertainment where there was filler between levels 1-60. Designers often talk about game interaction in terms of sentences. Actions are verbs, nouns are items. In old WoW, the only two verbs the engine could cope with were ‘kill’ or ‘collect’. With the previous expansion pack, Wrath of the Lich King, WoW got a new verb: ‘use’. It turns out, you can do a lot with that verb. Use ‘explosives’ on ‘mammoth’ to collect ‘meat’. Use ‘hot poker’ on ‘captive alliance prisoner’ to get ‘information’. Use ‘robot suit’ on ‘harpy infested forest’ to collect ‘essential goblin supplies’. Use ‘fireextinguisher’ on ‘burning forest’ to ‘save the orchard’.
Quests on speed
Quests introduced in Cataclysm are brisk, fun, and over in the blink of an eye. Quest hubs have five, maybe ten quests max, and can be burned through in ten minutes. Giant arrows on your map show you where to go. Any objects you need to collect are marked with a twinkle. Any monsters that need to die are highlighted with red text. Hover your cursor over them, and the game will tell you how many need to die, and why. The flow never stops moving you around, never lets up. And if the game ever does resort to asking you to kill ten of something – it’s fine. Because it’ll pair that objective with something to do along the way. Burn bales of hay, or rescue peons, or activate machines, or douse fires, or .



At the back of your mind will be a nagging thought. “I’ll just find this thing then go to bed,” or “let me finish this questline, and I’ll do some work.” I’ve got some bad news. So expertly are you breadcrumbed around the world, teased with new objectives, that you’re not going anywhere. Not for a month, at least.

You might think that WoW is for hardcore lore nerds, a kind of cartoon Lord of the Rings thing. Serious.Po-faced. It’s really not. Blizzard aren’t working with heavily controlled intellectual property like Warhammer, Star Trek, or Batman. They don’t have to get their game and ideas approved. They’re also pop-culture magpies. If they want to have spacefaring alien goats, they can. If they want to introduce vampires and werewolves, they can. What matters is the entertainment. Zones aren’t places to explore: they’re stories. Uldum is an Egyptian Indiana Jones movie with giant cat people. Gilneas is a Victorian era Twilight. Kezan is GTA: Goblin City. Westfall is CSI: Azeroth. Duskwood is a vampire story. Ashenvale is orcs versus elves in the woods.

In WoW today, entertainment trumps everything.



Redridge Mountains is a relatively low level zone. It’s a valley surrounded by Orc camps, with one tiny Alliance village under constant threat in the far west. The story says the people of Redridge can’t expect help from the vast Alliance armies of Stormwind. They’re on their own. They need adventurers, stat.

But you’re not good enough. What you really need to do is convince the local cage-fighter to help. He used to be in the special forces. He’s in the backroom, fighting for kicks and cash. All his old mates have been captured or tortured. He’s a ball of rage, with no outlet. He’s Rambo.

Stage one: infiltrate the orc camps, put the fighter’s team of five back together. Some are in cages. Others are strung up, hanging from cave walls. Stage two: gather the forces, and stake out a new camp. The mage turns himself into an rocket motor, and we zip across the shark infested lake. Stage three: we infiltrate. We cover ourselves in horse dung and plant satchel charges. Stage four: assassination – the leaders of the Orc camp are quietly released. Any further prisoners of war are set free. Stage five: detonation and escape: a gnome heli-drops a tank into the zone. Rambo jumps onto the gun, and proceeds to gib about a billion orcs. Stage six: the final showdown and heroic last stand with a very, very big, and very, very bad, boss.
Patchy
Cataclysm does have some dead patches. Often, the size of the old zones isn’t compatible with WoW’s new designs. New WoW puts the questgivers and monsters right next to each other. Old WoW would spread them about. New WoW favours tight, compact zones. Old WoW rambles. There’s still too much flat open space in zones such as Durotar (Orc starting area) and the Barrens (the clue is in the name). And something has been lost with the new quest approach: one of the thrills of old WoW was exploring, discovering the world at your own pace. New WoW is a conveyor belt in which you input time, and output a level 85 Goblin mage.



But it’s captivating. New players will think this is what all MMOs are like. The old players, once they’ve recovered from exploring the new, very top tier zones, will be thrilled with the changes.

Let’s look at that top tier in detail.

The new zones are, mostly, very good. Uldum, mentioned earlier, is the standout: a comedy interpretation of Egyptian legend that plays out brilliantly. Deepholm is a vast underground cavern that seems to stretch on forever, and despite the claustrophobia, it’s remarkably fun. Vash’jir, once you get over the fact you’re underwater the entire time, is smart, although it seems to drag on. Being given a seahorse to swim around on helps. Twilight Highlands, the very last zone you enter, is ferociously story focused; it isn’t as heavily themed as the other zones, but it does introduce you to a new Orc clan, and provide background to the baddie of the expansion: the dragon Deathwing.



Which leaves Mount Hyjal, which is a disappointment. The idea is that you’re defending, and eventually repairing, a giant tree, on the site of the culminating battle of Warcraft III. It doesn’t work, partly, I think, because you never get a sense of the location – you hop between caverns, portals, and points of interest too quickly to really stop and look around. Partly, the zone feels upside-down. The quest flow directs you down the mountain. Ascending for a final battle would make more narrative sense. Finally, the story isn’t focused enough: it’s got a giant turtle, a passable interpretation of the arcade game Joust, elementals, Twilight Council, this and that. Everything is thrown at you to hold interest, but nothing sticks, nor is there a memorable character. Compare that with the excellent questline in Twilight Highlands, which covers some of the same story beats, but does it with a funky new Orc War Lady-person.

The new dungeons are excellent. Dungeons have always been the place that first tests your class as you level, and the place to get the best loot. The new 80-85 dungeons, and their matching heroic (hard) modes are universally the best Blizzard have made. They’re funny: it’s hard not to laugh as you fight a squid that bounces from head to head, turning each player into an infected waterspewing tyrant. They’re challenging: every class needs to use the full range of control abilities and interrupts – not just burn down the target as quickly as possible. And they’re entertaining: nothing can quite match the thrill of riding into battle with a giant skeletal demon on the back of a camel.
Health and efficiency
The new dungeons also introduce WoW’s new combat model – and it’s a shock. The core concepts of WoW are relatively simple. Players do damage to monsters, and they fall over. Monsters do damage to players, and that damage must be avoided, or it must be healed. Over the last expansion packs to WoW, the damage output on all sides has rapidly increased, but the health pools of players haven’t. That’s sped the game up – and reduced the complexity. Healers play whack-amole with health bars, using their fastest spell to bring a target up to full health, while damage-dealing classes and tanks saw little reason to use their crowd control abilities to minimise the damage coming in. It was a heal or die, zero sum, game. You use flash heal, or your class’s equivalent, or everyone died.



Now, health pools of players are vast. Consider a newly minted tank a level 80 (Wrath of the Lich King’s level cap reached around 25,000/ 30,000 health points). That’s following the health pool inflation of two expansion packs, and five years of patches and new gear. In Cataclysm, newly minted level 85 players have health pools of around 100,000 points. Damage is slower to occur, but the power of a healer’s spells hasn’t risen by the same factor of three, nor have their mana pools expanded to cope with more spells cast. The healing game now isn’t whack-a-mole: it’s triage. Healers are expected to pick their targets, and the spells they use, according to priority. Low cost heal-over-time spells for those who just need topping off. Big heals landing at the point of impact for tanks taking mega-hits. Flash heals for DPS classes that stand in fire or take unexpected damage. Group heals for panic stations. To help, all classes need to reduce the damage coming in – by being aware of their situation, interrupting abilities where possible, and by crowd controlling dangerous enemies in packs.

Smart groups of friends, playing over voice chat or with their guild, will be, and appear to be, fine. But for the random groups I’ve played in since Cataclysm launched, this new combat reality is taking time to sink in, and tempers are flaring. It’s a better, more fun game for the change. But it’s also a far harder game, and there’s no easy ride. A dungeon-finder tool, introduced late in the Wrath of the Lich King expansion, makes finding a group easier, from a pool of players countrywide. But it doesn’t automatically make players better, or better able to cope with the change from easy-mode care-bear questing to hard-mode face-palming.
Getting personal
Where the new combat model definitely improves WoW is in the player versus player modes, battlegrounds and arenas. Stretching combat out, rather than letting players gib each other in an instant, makes face-offs more interesting and more dynamic. There’s more chance to save each other, more chance to fire off a cooldown or improvise an escape. The two new battlegrounds are very, very good: they’re remixes of traditional capture the flag and capture-and-hold favourites, but the change of scenery is welcome. What doesn’t work is the new open world combat zone: Tol Barad, a prison that can be captured by horde or alliance, for a chance to raid the bosses held within. Right now, it vastly favours the defenders, and rarely flips. It’s a shame – open world PvP is when WoW feels most at war.



But it’s still good. Good, and vast.

It was always obvious that I was going to enjoy Cataclysm: it’s an extension of what I really like. What surprised me was just how much I enjoyed the new old world – perhaps more than levelling through the new stuff, and gearing for the raids to follow. Before, I used to warn people off them. Too much grind. Too boring. No one to play with. Now I recommend to my friends that they pick up WoW and try levelling a Goblin, or a Worgen (the two new races), just because it’s such fun. Deathwing’s ascent hasn’t destroyed Azeroth: it’s saved it from decline. In wreaking so much destruction, he’s sowed the seeds of WoW’s dominance of PC gaming for another six years.
PC Gamer

Thanks to a small snafu yesterday, you're getting two competitions today. So welcome to day six and-a-half of the PC Gamer Christmas giveaway bonanza. We've given away five stonking prizes already, but we're just getting started. Today we're giving away the most glamorous prize yet. Imagine a world where you never have to leave the comfort of your own home, a place where the world's finest PC news, reviews and features are delivered directly to your door every month. Today we're offering a year's subscription to PC Gamer UK for five lucky winners. Read on for your chance to win.



There's a year's subscription up for grabs. That's 13 issues packed full of everything you ever need to know about what's going on in PC gaming. That's more than one and a half thousand pages of the best scoops, previews, in-depth features and top reviews. Of course every issue also comes with a disc, each one bursting with the latest must play demos, indie games and mods.

Not only will you get every issue delivered to your door, you'll get it before the issue hits store shelves. Your special subscriber editions will also come in special super caress-able clutter free covers, shown above.

Of course, winning today's competition isn't the only way to get hold of a subscription. There's a special Christmas offer on, so if you subscribe now for twelve months you'll get each issue half price, and a 26 issue subscription is available for just £77.99, which works out at less than £3 an issue.

Right now snow is falling outside at PC Gamer towers. We feel a bit sorry for Santa, forced to fly around in below freezing temperatures in a rickety open topped sleigh. Your task is to come up with an alternative vehicle for Santa this Christmas. Tell us what it is and give it a name. The funniest and most festive entries will win the prize. Remember, you have to live in the UK to win. The lucky winners will be announced at midday tomorrow.

In fact, the spirit of Christmas (and bourbon) is so strong that we'll be running two competitions today, so stay tuned for a chance to win more fantastic prizes. We'll be giving more stuff away every day from now until Christmas day, including Razer headphones, a 64GB USB drive, and a 240GB Corsair solid state drive worth £375.

Winners!
Colej_uk
reecpj
Cyclocius
Archernick
Wolfinton
PC Gamer

When I first started playing Minecraft a few months ago, I played with a rule: if I die, I have to delete the entire world. Then, I decided to go to hell and back. This is the sixteenth entry in the diary I kept of that experiment - the first is here.

Minecraft is about to go up in price, so today is your last chance to buy it for €10. Obviously I recommend it. When it officially reaches beta today, the main niggles with the mutliplayer will be gone and the price will be €15.


< Day 15


Day 17 >

 
World 10, deaths 9

I've found four blocks of diamond, and you only need three for a pickaxe. The only thing I know how to make with a single diamond is a diamond spade, so I make a diamond spade. It would have been sensible to hang on to it until I find more, for a second pick, but I just really like the functional opulence of a diamond spade.

Despite kicking myself yesterday, the mistake I made with the portal didn't cost me much. It meant I needed this diamond pick to correct it, but I would have needed it anyway: my plan is to go through a portal to hell, then dismantle that portal on the other side and rebuild it miles away to get back home.

After an eternity of chipping away at it, the erroneous block pops, and I can get on with the satisfying business of casting the rest of the portal frame. It's done before mid day - all I'd need to do is set it alight with some flint and steel, and the portal to hell would spark into life.



But I'm not ready.

I need ham. It's the best way to restore health, and I'm likely to lose a lot of it over there. I have to kill a dozen pigs, two dozen, and roast their delicious meat to maximise its restorative taste.

So I do. But I'm not ready.

Night has fallen, and the beacon is bothering me. I improved the tower that marks my home by pouring a few buckets of water off it, but it's not quite right. I'm going to arrive back in the real world miles and miles from home, I want to be able to see it when I make it back. I want a star-shaped wooden platform, with torches behind the waterfall.



So I do it. But I'm not ready.

I need redstone. I'll have to build a compass to find my way back here when I return to the real world, and I've heard it takes redstone. I've found some, but it's in my storage locker. I should grab that first.

So I do. But I'm still not ready.

Wood! What about wood? There's no wood in hell. I should stock up on wood.

I stock up on wood. I stock up on stone. I stock up on metal. I even take some sand. Then I fret that the sand and wood is taking too much potential ham-space, and ditch it. Then I stock up on water. Then I wonder if I should go looking for more diamond to make armour with. Then I wonder if my beacon is tall enough. Then I wonder if I have enough pickaxes.

Then I stop being such a dithering prick and set light to the portal.



It bwoops into life, swirling purple and glowing softly in the night air.

I'm almost ready. The only thing wrong with this scene is that it doesn't feel very dramatic. I'm going to hell, there should be some spectacle here.

I turn around and look at the closest tree for a while, then set fire to it. It starts a forest fire that rages across the hill behind me, enclosing the portal between a crescent of fire and the water of the bay.



OK, I'm ready.

On Wednesday:

...