PC Gamer



Mythos has been officially released today. That trailer was created to celebrate the occasion. Apparently, you probably shouldn't watch it if you're a noob.

You can download the MMO from the official website or, if you have any issues, via these mirrors. If you're more into your physical media you can purchase a boxed version that comes with £10 of in-game credit for a bargainous £9.97.

Even better, the kind people at Frogster have given us 50 boxed copies to give away. To be in with a chance of winning, post your own PC Gamer myth in the comments. The most legendary myths win the game.



PC Gamer



Mythos has been officially released today. That trailer was created to celebrate the occasion. Apparently, you probably shouldn't watch it if you're a noob.

You can download the MMO from the official website or, if you have any issues, via these mirrors. If you're more into your physical media you can purchase a boxed version that comes with £10 of in-game credit for a bargainous £9.97.

Even better, the kind people at Frogster have given us 50 boxed copies to give away. To be in with a chance of winning, post your own PC Gamer myth in the comments. The most legendary myths win the game.



PC Gamer

Diablo 3's game director has been speaking to The New York Times about the game's upcoming release.

Blizzard's Jay Wilson was optimistic about the progress, saying "We're definitely in the home stretch. We're crunching. This is when the magic happens."

It has been confirmed that a Diablo 3 beta will launch in the near future, though no exact date has been set. We'll keep you updated. Tim predicts that Diablo 3 will be outstanding. Read his preview for more.

PC Gamer
Diablo 3 Thumbnail
Diablo 3's game director has been speaking to The New York Times about the game's upcoming release.

Blizzard's Jay Wilson was optimistic about the progress, saying "We're definitely in the home stretch. We're crunching. This is when the magic happens."

It has been confirmed that a Diablo 3 beta will launch in the near future, though no exact date has been set. We'll keep you updated. Tim predicts that Diablo 3 will be outstanding. Read his preview for more.

PC Gamer

As specified on Notch's blog, Minecraft update 1.6 will mostly be about bug fixes. It will however include a very special addition - mapping. It's going to be fun. Honest. Read on to find out why.



Your crafted maps will centre on the area where you originally create it, and will gradually fill in as you explore your surroundings. Reach the edge of the parchment and the map will stop updating. Even more interesting is the upcoming "cloning" feature. It means that two people can hold the same map and see real-time blinking dots to indicate their position, like an old-school radar thing. Changes to the map won't update in real-time - you'll need to revisit locations to update the topography.



We predict treasure hunts. Lots of treasure hunts. And servers packed with people role-playing pirates (please).

Notch is currently working on the new feature, but specifies that it could lead to all kinds of exciting futuristic things like "books and notes written by players, and possibly even custom paintings/hand drawn signs." Imagine Tom's Minecraft Experiment if we made him craft every page individually from tree pulp. It would be twice as good.
PC Gamer
Minecraft Map Thumbnail
As specified on Notch's blog, Minecraft update 1.6 will mostly be about bug fixes. It will however include a very special addition - mapping. It's going to be fun. Honest. Read on to find out why.



Your crafted maps will centre on the area where you originally create it, and will gradually fill in as you explore your surroundings. Reach the edge of the parchment and the map will stop updating. Even more interesting is the upcoming "cloning" feature. It means that two people can hold the same map and see real-time blinking dots to indicate their position, like an old-school radar thing. Changes to the map won't update in real-time - you'll need to revisit locations to update the topography.



We predict treasure hunts. Lots of treasure hunts. And servers packed with people role-playing pirates (please).

Notch is currently working on the new feature, but specifies that it could lead to all kinds of exciting futuristic things like "books and notes written by players, and possibly even custom paintings/hand drawn signs." Imagine Tom's Minecraft Experiment if we made him craft every page individually from tree pulp. It would be twice as good.
PC Gamer
This patch cannot come too soon, executus!
It's been less than 24 hours since patch 4.1 hit live servers, and Blizzard's already showing off the raid and daily quest content coming in World of Warcraft's next major content patch, 4.2. Read on for both videos (which show all of the bosses located inside the Firelands raid--filled with as much fire, magma, and associated burning things as you'd expect) and everything we know about Molten Front, the new zone being added, and how its progressively-unlocked quest hub in Molten Front will work.



Much like Burning Crusade's popular Isle of Quel'Danas quest hub, players will complete daily quests (which look to be mostly about battling the fire lord's minions, and restoring nature's balance in the area) to progressively take over the Molten Front zone and unlock new content and changed landscapes.

With the Isle of Quel'Danas, players started out with only a few daily quests to launch an invasion on the island. Then after those quests had been completed enough times by players, the server moved to phase 2, where your faction had established a foothold in the region, and you helped cleanse out the rest of the resistance with completely new daily quests. The final phase (which is what exists there today) unlocked a brand new phase that had a full encampment filled with vendors, portals and everything else you'd expect in a warcamp. Most importantly, the dungeon was unlocked for everyone on the server at that point.

There is one major difference with the upcoming Molten Front, however: the developers have said that they want this progression to unlock per player, instead of for the entire realm, as it did with the Isle of Quel'Danas. The videos below shows massive trees finding their place amongst the lava-scarred landscape, which seems to indicate that the new reputation group will be a druid or shaman-based faction, who's focused on restoring the balance of nature in the area.

What do you think? Are you excited for another changing daily quest hub like the Isle of Quel'Danas?



PC Gamer
This patch cannot come too soon, executus!
It's been less than 24 hours since patch 4.1 hit live servers, and Blizzard's already showing off the raid and daily quest content coming in World of Warcraft's next major content patch, 4.2. Read on for both videos (which show all of the bosses located inside the Firelands raid--filled with as much fire, magma, and associated burning things as you'd expect) and everything we know about Molten Front, the new zone being added, and how its progressively-unlocked quest hub in Molten Front will work.



Much like Burning Crusade's popular Isle of Quel'Danas quest hub, players will complete daily quests (which look to be mostly about battling the fire lord's minions, and restoring nature's balance in the area) to progressively take over the Molten Front zone and unlock new content and changed landscapes.

With the Isle of Quel'Danas, players started out with only a few daily quests to launch an invasion on the island. Then after those quests had been completed enough times by players, the server moved to phase 2, where your faction had established a foothold in the region, and you helped cleanse out the rest of the resistance with completely new daily quests. The final phase (which is what exists there today) unlocked a brand new phase that had a full encampment filled with vendors, portals and everything else you'd expect in a warcamp. Most importantly, the dungeon was unlocked for everyone on the server at that point.

There is one major difference with the upcoming Molten Front, however: the developers have said that they want this progression to unlock per player, instead of for the entire realm, as it did with the Isle of Quel'Danas. The videos below shows massive trees finding their place amongst the lava-scarred landscape, which seems to indicate that the new reputation group will be a druid or shaman-based faction, who's focused on restoring the balance of nature in the area.

What do you think? Are you excited for another changing daily quest hub like the Isle of Quel'Danas?



Dungeon Siege III
Has anyone else noticed that chest has two meanings?
Legend speaks of an ancient blender far beyond the reach of mere mortals, and in it are blended the most fiendish of concoctions imaginable. It was in this blender that on a fabled and woebegone night a Blendtec wizard sought to create a dungeon crawler the likes of which Diablo and Torchlight had already seen, but with the dialog wheel and decision making of Dragon Age, the fisticuffs of an arcade beat-‘em-up and just a few drops of blood from the master sequel crafters at Obsidian Entertainment. Into the wicked blender the ingredients went, and after the froth and bubbles and not a few screams, the wizard dispensed a mean little package and christened it Dungeon Siege III.



Despite its borrowed trappings and engrossing decisions that are sure to make you stop and think, at its heart, DS3 is a co-op loot fest of old, and in that regard, it excels brilliantly. Rather than have you select a class, you select characters who each reflect familiar RPG qualities, such as DPS or healer, but who also come with back stories and allegiances that will flavor your path, and possibly color some of your decisions as you make your way through the land of Ehb. I choose Reinhart Manx, an older mage who specializes in magically assisted hand-to-hand combat and maniacal clockwork traps, and my partner selects Anjali, an archon capable of switching between a spear wielding human form, and a fire slinging elemental form.



My favorite scenario is set deep in a shadowy forest, beyond the Lescanzi occupied town of Raven’s Rill, where we must rid a haunted mansion of spectral terrors and deal with the trapped soul of a little girl that has been ensnared by an ancient artifact. Although there’s quite a bit of narrative backdrop going on, DS3 doesn’t allow that to get in the way of the fast-paced, narrative disinterested nature of co-op play. Cutscenes are skippable and almost every dialog sequence has an easy-out option. When we enter the mansion, my partner and I are almost instantly engaged by hordes of skeleton warriors complemented by undead archers and spell casting wraiths—it’s here that DS3 really shines.



In human form, Anjali corrals melee units into tight clusters while I engage the ranged units with hard-hitting electrical blasts from across the room. Once my partner has gathered-up enough victims, I dart to the center and generate a circular clockwork trap on the floor. Its magical gears tick-tock away the last few seconds of our enemies’ lives before all within the trap’s radius are engulfed by yellow and green magical discharge. At the same time, my partner summons a fire jackal to harass a new band of enemies that have appeared behind us while I drop a huge glyph beneath them that causes damage over time. Our combined assault provides a much needed distraction that allows us to cast healing spells and mop-up the ranged units on an overlooking balcony with close-combat. My partner gets the coup de grace by detonating Anjali’s fire jackal like some sick Nazi war tactic. With the battle done, we get to the real fun—loot.



The arena is littered with bits of armor and health and mana orbs (there are no health potions in DS3), and we quickly dart around the room to snap it all up. We then spend several minutes each checking out our new gear and min/maxing with DS3’s convenient equipment system. Categories with something new are marked as such, and highlighting a new piece automatically pulls up a comparison window with red and green arrows indicating the traits of the new piece compared to what you already have equipped. In most circumstances, you’re safe just going with the most green arrows and moving on, which is a huge boon when your co-op buddy is waiting to get back to the action.

Compared to Torchlight, there are some big differences in combat. While Torchlight is action bar focused, DS3’s combat is much more immediate—hit the punch key, and your wizard plants a lighting punch right in a zombie’s face. But as I ventured around in co-op, I couldn’t help but feel “this is so what Torchlight should have been.” Playing a narrative-optional, loot heavy game is way more fun with friends, Diablo made that clear years ago. That said, if I’m going to tolerate this game at all with a mouse and keyboard, Obsidian has got to get their controls wrangled in. PC controls on the build I played weren’t final, but with a June release fast approaching, they still need a ton of work. Sometimes more so than monsters, I found the camera to be my greatest enemy, the controls of which are shared by the mouse pointer, middle mouse button, scroll wheel and the “A” and “D” keys—WTF! My preview left me really wanting more, so I’ve got my fingers crossed that Obsidian is able to patch the control issue up before launch, especially now that the genre is finally starting to see fresh signs of life.
Dungeon Siege III
Has anyone else noticed that chest has two meanings?
Legend speaks of an ancient blender far beyond the reach of mere mortals, and in it are blended the most fiendish of concoctions imaginable. It was in this blender that on a fabled and woebegone night a Blendtec wizard sought to create a dungeon crawler the likes of which Diablo and Torchlight had already seen, but with the dialog wheel and decision making of Dragon Age, the fisticuffs of an arcade beat-‘em-up and just a few drops of blood from the master sequel crafters at Obsidian Entertainment. Into the wicked blender the ingredients went, and after the froth and bubbles and not a few screams, the wizard dispensed a mean little package and christened it Dungeon Siege III.



Despite its borrowed trappings and engrossing decisions that are sure to make you stop and think, at its heart, DS3 is a co-op loot fest of old, and in that regard, it excels brilliantly. Rather than have you select a class, you select characters who each reflect familiar RPG qualities, such as DPS or healer, but who also come with back stories and allegiances that will flavor your path, and possibly color some of your decisions as you make your way through the land of Ehb. I choose Reinhart Manx, an older mage who specializes in magically assisted hand-to-hand combat and maniacal clockwork traps, and my partner selects Anjali, an archon capable of switching between a spear wielding human form, and a fire slinging elemental form.



My favorite scenario is set deep in a shadowy forest, beyond the Lescanzi occupied town of Raven’s Rill, where we must rid a haunted mansion of spectral terrors and deal with the trapped soul of a little girl that has been ensnared by an ancient artifact. Although there’s quite a bit of narrative backdrop going on, DS3 doesn’t allow that to get in the way of the fast-paced, narrative disinterested nature of co-op play. Cutscenes are skippable and almost every dialog sequence has an easy-out option. When we enter the mansion, my partner and I are almost instantly engaged by hordes of skeleton warriors complemented by undead archers and spell casting wraiths—it’s here that DS3 really shines.



In human form, Anjali corrals melee units into tight clusters while I engage the ranged units with hard-hitting electrical blasts from across the room. Once my partner has gathered-up enough victims, I dart to the center and generate a circular clockwork trap on the floor. Its magical gears tick-tock away the last few seconds of our enemies’ lives before all within the trap’s radius are engulfed by yellow and green magical discharge. At the same time, my partner summons a fire jackal to harass a new band of enemies that have appeared behind us while I drop a huge glyph beneath them that causes damage over time. Our combined assault provides a much needed distraction that allows us to cast healing spells and mop-up the ranged units on an overlooking balcony with close-combat. My partner gets the coup de grace by detonating Anjali’s fire jackal like some sick Nazi war tactic. With the battle done, we get to the real fun—loot.



The arena is littered with bits of armor and health and mana orbs (there are no health potions in DS3), and we quickly dart around the room to snap it all up. We then spend several minutes each checking out our new gear and min/maxing with DS3’s convenient equipment system. Categories with something new are marked as such, and highlighting a new piece automatically pulls up a comparison window with red and green arrows indicating the traits of the new piece compared to what you already have equipped. In most circumstances, you’re safe just going with the most green arrows and moving on, which is a huge boon when your co-op buddy is waiting to get back to the action.

Compared to Torchlight, there are some big differences in combat. While Torchlight is action bar focused, DS3’s combat is much more immediate—hit the punch key, and your wizard plants a lighting punch right in a zombie’s face. But as I ventured around in co-op, I couldn’t help but feel “this is so what Torchlight should have been.” Playing a narrative-optional, loot heavy game is way more fun with friends, Diablo made that clear years ago. That said, if I’m going to tolerate this game at all with a mouse and keyboard, Obsidian has got to get their controls wrangled in. PC controls on the build I played weren’t final, but with a June release fast approaching, they still need a ton of work. Sometimes more so than monsters, I found the camera to be my greatest enemy, the controls of which are shared by the mouse pointer, middle mouse button, scroll wheel and the “A” and “D” keys—WTF! My preview left me really wanting more, so I’ve got my fingers crossed that Obsidian is able to patch the control issue up before launch, especially now that the genre is finally starting to see fresh signs of life.
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