PC Gamer
Battlefield 3 - chilling in the chopper
A big 2GB Battlefield 3 patch is set to arrive tomorrow morning, fixing bugs and making some important balance changes. The fixes range from nice additions like an alternative HUD colour scheme if you're colourblind, to important fixes for a few extreme errors that I didn't know existed. Apparently if you run and vault over an obstacle into water, you can instantly die. Time to spend the rest of the day trying to replicate that one on stage one of Operation Metro before tomorrow's update makes it extinct.

The balance updates make some important changes, and they seem sensible. Tactical lights will be nerfed (yaay!) Mortars will take longer to reload and mortar shells will take longer to hit (yaay!) The IRNV scope will now only be effective at short rangs (nooo!). The patch will also tweak all weapons so that they to do less damage on full automatic, DICE say that "burst fire is now preferable at mid to long range." DICE also throw a bone to US forces on Caspian border. They've "moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree."

You can browse the full patch notes below, as taken from Battlelog, where DICE also confirm that the update will land tomorrow morning at 8AM GMT.

Bugfixes

Fixed a problem with spawn timer now showing blue border on startup and lost spawn point
Fixed a problem where player who joined queuing on End of round got spawn screen stuck on screen, but unable to do anything with it untill next round loaded
Fixed a problem where camera would change to 3rd person on killcam when killcam was turned off in server settings
Fixed stat references on several dogtags
Fixed for surveillance ribbon not counting TUGS
Fixed a missing combat area lines on the minimap for Grand Bazaar conquest small
Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
Fixed a problem where placing C4 with the russians soldier was playing US faction VO
Fixed a problem where TV guided missiles could be shot into its own helicopter and destroy it
Fixed a problem when attempting to fire lock on weapons without a target
Tweaked the chat, it should now be a bit easier to read
Fixed several vehicles that did not properly shoot rockets and guns towards their predictive sights
Fixed the G17 Supressed Laser not working properly
Added alternate HUD colors to help colorblinds
Added a network interpolation setting. This allows users with good bandwidth reduce latency, but might increase some stuttering. The user can find what works best for his connection by tweaking the slider.
Increased the Spawn protection radius on TDM
Fixed a problem with smoke on land vehicles, Missiles should now miss more often
Fixed a problem where users could end up with IRNV scope in any vehicle
Fixed a problem where player dies if vaulting over a ledge and into water while sprinting
Fixed several crashes and increased general stability
Fixed a problem where the user was unable to revive two players that have the bodies one over the other
Fixed so you can assign an axis and use as a digital input. This makes it possible for the player (on pc) to assign one of the sticks on a gameped to be used for throttle/brake.
Fixed a problem with the Kill camera acting up when suiciding from parachute
Fixed air radar was showing to much. now lasertagged, heatsignature above threshold, enemy missiles and capture points are only visible on air radar
Fixed a problem where the game would enter a technical hang if the user pressed pause menu and tilde at the same time
Fixed a problem where you could get green flashes on screen
You can now reassign cycle weapons
Fixed so the weapon zooms automatically after bipod deploy is gone when using zoom toggle
Fixed a problem where the parachute would stay stuck in air if the owner was killed

 

Balance Tweaks

Fixed several weapons so they are properly suppressed and hide the player on the minimap when fired.
Tweaked Tactical Light so it is not as blinding over longer ranges.
Tweaked the IRNV scope so it is limited to usage only at close range.
Reduced heat masking effectiveness of Spec Ops Camo.
Fixed a bug where Ammo spec would give additional 40mm grenades instead of Frag spec.
Increased the number of additional 40mm grenades from Frag spec.
Fixed so AT mines only live for 20 seconds after a player dies to prevent infinite mines.
Increased the Time to Live on sniper caliber rounds to allow extreme distance shots.
Fixed several weapon descriptions, calibers, and fire rates. The weapons themselves have not changed.
Fixed so the M9 and MP443 pistol can be equipped by the opposing faction when it is unlocked at 100 kills.
Fixed Laser Guided Missiles missing their targets if the target is moving too fast.
Reduced the effectiveness of Stealth on Air Vehicles.
Reduced the effectiveness of Beam Scanning for Jets.
Reduced the damage done to Armored Vehicles and Infantry from AA guns.
Increased the damage RPGs and Tank shells do to AA vehicles.
Slightly decreased the accuracy for all weapons on fully automatic, burst fire is now preferable at mid to long range.
Increased the effective accuracy of long bursts for LMGs when using a bipod.
Slightly increased the range of the 44magnum bullets.
Increased the close range damage of 4.6x30mm and 5.7x28mm bullets.
Increased the reload time of the Mortar from 3.5sec to 4.8sec and increased the time it takes before a shell hits the ground.
Reduced the aimed accuracy bonus given by a Suppressor for the MP7, P90, PP2000, PP-19, and UMP45.
Increased the range and FOV for designating targets with the SOFLAM and vehicle Laser Designators.
Decreased the effectiveness of 12g FRAG ammo when equipped on semi-automatic and automatic shotguns.
Slightly Increased the power of Fighter Jet Cannons against all vehicle targets, especially Helicopters.
Decreased the power of Miniguns against Jets and Helicopters.
Increased the power of Stingers against Jets.
Flares reload times for Jets and Helicopter Gunners have been increased.
Tweaked the AN94 so its burst fire better conveys the real world advantage offered by this weapon.
Added Single Shot to the AN94 as an available fire mode.
Slightly increased the recoil on the M416 and removed the Burst Fire mode (this weapon incorrectly had burst fire, which was not authentic).
Tweaked the spawns for TDM on Kharg Island, Grand Bazaar, Caspian Border, Seine Crossing, Operation Firestorm, Damavand Peak and Noshahar Canals
Moved a tank spawn in US base on Caspian Border so it would not be destroyed by a falling tree
Tweaked the Gas station Capture area on Conquest on Caspian Border
Tweaked the max vehicle height on Noshahar Canals

 
PC Gamer
Bioware - new studio new game
EA have registered 15 domain names related to Command & Conquer Alliances, as spotted by Fusible. They're made up of almost anything Command & Conquer related with the word "Alliances" attached to it, including Red Alert Alliances, Tiberian Alliances, Generals Alliances. This suggests that EA are publishing a game about allying, perhaps set in the Command and Conquer universe. HMM.

Bioware. They're owned by EA. They also happen to be on the verge of revealing a new project from a new studio. A recent video teaser showed tanks battling buggies in some dusty streets. Tanks have been known to battle buggies in classic RTS series, Command & Conquer. COULD IT BE?

If Bioware's new studio are making a new Command & Conquer, what could the Alliances tag suggest? We're in the Inception of hypotheticals here, but a Bioware published C&C game is too exciting a prospect not to consider. What would you like to see from a new C&C? Here's the list of domain names to get your imagination churning.

alliances-commandandconquer.com
alliancescommandandconquer.com
candcalliances.com
candctiberiumalliances.com
commandandconquer-alliances.com
commandandconqueralliance.com
commandandconqueralliances.com
commandandconquertiberiumalliances.com
generalsalliance.com
generalsalliances.com
redalertalliance.com
redalertalliances.com
tiberianalliances.com
tiberiumalliance.com
tiberiumalliances.com

 
PC Gamer
Marathon header
Time for a trip back in time with this week's best free PC games. In the days before Halo, Bungie made a different series of FPS games. The Marathon Trilogy has been available for free for a while now, but only this week has this carefully constructed update hit version 1.0. Elsewhere, top-down shooters, action-platformers, and music-rhythm-action-blast-'em-ups. Read on for this week's picks...



Marathon Trilogy

Bungie (plus fans). Download the games (and the required engine) from Marathon Open Source.



Before the Halo games, Bungie made a series called Marathon. Set in the far future, these first-person shooters were obviously closer to Doom than modern AAA giants, but they're still worth a look - if mainly for historical interest.

Helpfully, the three games have been available open-source for a while now. But a huge project to update them all in the AlephOne engine finally reached a milestone this week, the free re-releases reaching version 1.0.

Marathon 2 and Marathon Infinity are supported natively by the engine, and fans have worked hard to remake the first game. These are fast, frantic shooters, and very obviously dated now, but they also play with some interesting ideas. Fighting alongside squadmates who teleport in to battle aliens by your side? That's something that, looking back, seems quite inventive for Marathon 2 - a game released in 1995.

And while the storytelling might be paper-thin compared to many games these days, the intricacy of the Marathon lore was almost unprecedented at the time of their release. While Doom was interested in the biggest guns and the most horrifying monsters, it was the likes of Marathon and System Shock that saw the first-person computer game as an interesting new way of telling stories.

Teleglitch

A dev whose name I cannot seem to locate anywhere. Grab it from the official website.



Before sitting down to write today, I was rather enjoying Teleglitch. It's a top-down 3D shooter with a pleasantly blocky visual style, along with slightly cumbersome aiming system that actually serves to work in the game's favour.

To begin with, it's a fierce challenge, as foes close in with alarming pace and start punching you upside the head. But then you work out how to keep your distance, to take aim from afar, and fell them before they have the chance to get close. It's almost, combat-wise, a little traditional survival horror: the enemies seem to be more agile than you, and this creates a strong sense of tension as you progress.

It's nothing fancier than a classic shooter setup of 'shoot the baddies, find the exit', but with four large levels to blast through and a decent, speedy pace to the whole thing, it's more than worth your time.

Bullet Audyssey

Cellar Door Games. Play it on Newgrounds.



Cellar Door's latest, now available on Newgrounds, is an initially interesting game that quickly becomes all-consuming as you fight to defeat the bad guys and level up - all to the soundtrack of various genres of electronic music.

At the top of each level sits a large boss, and it's up to you to kill it with a steady stream of science-bullets. There's only one problem: your ammunition can only be recharged by getting close to the energy balls emitted by the boss. Let too many of them hit you, and you're a bit dead.

The game becomes a frantic attempt at risk-management. More energy means you can defeat the bosses more quickly. But get too close to the middle of a fierce pack of red balls, and it'll soon be game over for you. Light RPG elements compel you to continue past the first couple of levels, too. It's a truly entertaining little game.

Nitrome Must Die

Nitrome. Play it on the dev's website.



This is quite silly. The idea is that developer Nitrome has been ripping people off with several games for some time now, and it's time to take revenge. So, either on your own or with a friend, you set out for Nitrome headquarters - a couple of weapons in your hands.

What this really equates to is a stylised action-platformer in which some emo kids take on variety of Bad Things across pleasantly monochrome levels. There's a whole heap of these levels, too, meaning this professionally crafted browser game will last you some time. Interestingly, between levels you can choose to safely 'bank' your score, or save it for next time and take a gamble on trying to double it. It's a small but welcome touch that adds yet more character to an already personality-filled platformer.

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Dec 4, 2011
PC Gamer
Planetside 2 preview thumb
PlanetSide 2 has really nice clouds. As they bubble up over the rust red mesas of the Indra continent they occlude the sun, casting undulating shadows in realtime and leaking ghostly, shimmering rays. If you care to hop into an aircraft and point your nose up, you can lose yourself in the fogbank – which may be a hazard or a blessing depending on who’s chasing you.

All this may seem like a minor frill for a game that otherwise sells itself on big gun battles, but it goes to the core of PlanetSide 2’s remit, and spells out its vital difference from other claimants to the MMOFPS title, such as Dust 514. As creative director Matt Higby puts it, “We’re not just building a shooter, we’re building a world.”

This would sound like puff if it weren’t true. Like the original game, PlanetSide 2 is set on an open world of sprawling, diverse continents. This is the planet Auraxis, contested by the game’s three violently opposed factions. And that planet is there for more than just scene-setting – it’s as much a weapon as any sidearm. The terrain may look fresh from Mother Nature’s oven, but it’s been attentively tweaked to break lines of sight, to allow for cover and clever tactics.



“One of our largest development efforts on this project has been hand crafting every single area of those eight-by-eight kilometre continents,” Matt tells me. “To make sure that everywhere you’re playing, from a wilderness area to a really dense facility area, all feel like they’re custom created to support gameplay. And different types of gameplay: if I’m out in that wilderness area, depending on the availability of cover, the type of terrain, then it might be a field day for air vehicles, somewhere air vehicles can shine. But if there’s a lot of cover, a lot of places where infantry can pop out and fire a rocket, then suddenly it becomes a little bit more balanced.”

With a full day-night cycle, new strategies emerge: as the Terran Republic mass to deliver a 200-man hammerblow to a Vanu Sovereignty facility, they might scale an escarpment under cover of dark, flashlights off to give as little sign of their presence as possible. Then, as the rosy fingers of dawn stretch over the hillside to their backs, the soldiers follow the light washing down upon dazzled Vanu guards. Nor is this some canned Call of Duty skirmish, exactingly recycled with every victory – the target has been selected as part of a global strategy, hundreds upon hundreds of players self-organising to determine the time and angle of attack. Squad leaders pinpoint immediate objectives, focusing fire on a troublesome turret or rushing the barrier shield generator to allow aerial bombardment, while dedicated tank guilds roll in to breach the Vanu strongpoint’s courtyard. A spec’d up Galaxy dropship acts as a mobile spawn point, spewing out reinforcements as allied Mosquitoes zip and weave in the skies, dogfighting with the defenders’ Scythes.

The Vanu commanders will be hurriedly reacting to the assault, too, highlighting the battlezone as a high priority mission for all of their factionmates to see, manoeuvring and plotting, interpreting the repercussions of their loss or victory in the context of an ever-changing frontline. Since capture-time on an objective is based on the amount of peripheral real-estate that is claimed by your faction, real battlefield strategy emerges: pincer movements and encirclements become important ways to shore up a major assault and deny the enemy an easy recapture. The choice of targets may be influenced by the resources they contain. A plentiful supply of metal, nanites, or auraxium enables factions to deploy upgrades, their function varying for each of the three empires.



Denial is as important as acquisition, Matt tells me. “If the Vanu is attacking you and they have railguns on their mag riders, and they are fucking you up, then you know you need to capture auraxium and deplete their reserves.”

But as a mere grunt, that high-level strategy is another’s concern – on the ground you are one gun among hundreds, crashing against the walls of a vast facility whose three courtyards are themselves each the size of a Modern Warfare multiplayer level. Energy beams lance out from the defenders and rocketry spirals after targets through the still-dark sky, leaving a trail of smoke that sears bright in the HDR glow of the rising sun.

PlanetSide 2 does big and it does beautiful. To some extent it has to in order to overcome the dual stigma of being both an MMO and a free-to-play game, neither of which are famed for their glitzy production qualities.

“For me it’s all about seeing the game as an FPS – and that’s it,” says senior art director Tramell ‘T.Ray’ Isaac. “When we were working on The Agency, one of the comments we got a lot was, ‘It looks pretty good for an MMO.’ And that ‘for an MMO’ should not even be in the equation for me. People should look at it and see that it’s got the same level of quality as every other FPS on the market.”

PlanetSide 2 succeeds on that account, and then some – but does it play like an FPS, too? The old PlanetSide’s combat was muddied by unseen dice-rolls, not to mention creaking on 2003’s hardware specs and squeaking awkwardly through the internet’s tiny, tiny pipes. Not so now, says Matt. Not only has technology caught up with the original game’s forward-thinking vision, but the devs have a keener idea of what makes a satisfying run-and-gun experience. Bullets go pretty much where you fire them and the guns are not only lethal but feel it, too.





“The impact of weapons needs to be felt not just by the guy getting shot but also by the guy who’s doing the firing,” Matt says. “I think that gets missed a lot. There’s a lot that goes into it – audio, animation, ambient effects on the screen. In MMOs you don’t usually spend a lot of time trying to think about what it feels to cast a spell in first-person – you look at the effect of the spell on the person who’s getting hit. But we’re an FPS first, and we’re always striving to be the best possible FPS we can be.”

There’s another hurdle: the game has to feel fair, despite the MMO-style character advancement and the customisation system for its six classes, along with their many weapons and vehicles. Not to mention the distinct tactical and strategic difference enforced by your choice of faction. It’s one hell of a balancing act, but Matt’s keen that new or non-paying players never feel they are outclassed in battle by the equipment of their veteran foes. You don’t pay for power in PlanetSide 2. Mictrotransaction upgrades simply re-specialise your class, or unlock different combat options, all of which are available through playing the game and queuing up skills to be trained passively over time: much as players already do in EVE Online.

“You can really spec out in different ways,” Matt says. “You can spec out the Infiltrator class to be a really sneaky gadgety, sabotage-focused guy, and bring a bunch of C4 and motion detectors and sneak behind enemy lines, stab people and blow up their tanks. Or you could spec him to be a dedicated wilderness sniper character.



“We have six different infantry classes,” Matt continues, as he uses a debug command to unlock the camera, swooping in on character models to show the astonishing, and quite possibly needless, level of detail.

“Light assault is basically the ‘glass cannon’ character. He can do the most damage the quickest. He’s very agile, but it’s also very vulnerable. Because he can get to places very quickly, he can overextend himself very easily and if he doesn’t have support backing him up he can get crushed.” Matt moves the camera along. “This is our engineer. He can place barriers and gun turrets, and repair vehicles. But he can do a lot of offensive stuff on top of that. Our gun turrets aren’t automated, they require a player to actually man them. And then the engineer can go throw mines down and destroy vehicles

“Our heavy assault character again has a dualistic role: he can either be very much an anti-infantry character or very much an anti-vehicle character. You can go play a medic and not really focus on being a combatant, but medics can be very much an in-your-face infantry fighter, too. MAX are definitely making a comeback. Unlike PlanetSide 1 where there was a specific MAX for each role, our MAX is configurable, so that you can put an anti-infantry weapon on one arm and an anti-vehicle weapon on another arm. Like everything else we’re allowing for a really wide range of customisation with each one of these classes.”

You’re never class-locked in PlanetSide 2, either. Equipment terminals let you leap instantly into another class’s skin, and then there are the vehicles too, which the devs essentially treat as extra classes. They’re just as customisable: a Mosquito can be loaded-out for aerial combat, or air-to-ground as the situation demands.



Some of this customisation comes from the equipment and weaponry – guns are modular and nearly every bit can be swapped out and replaced, altering the weapon’s range, rate of fire, sound, scope, capacity, or even the shape of its muzzle flash, while rebalancing other variables to ensure no all-round advantage. But a lot of a player’s abilities also come from skills they can train or buy – certificates to use vehicles and aircraft are an obvious one, but there are also more subtle boons: an ability to allow players to spawn on you as squad leader, or inside your dropship. Every compartment of the game has its own skill-tree, it seems, from pilots to squad leaders, commanders and the factions themselves.

The scale of the world, and the battles in it, is breathtaking enough. But the challenge of balancing the complex weave of variables, and fitting it all into a robust MMO social framework, is as colossal a task as you are likely to see in game development. This could be why there aren’t that many open-world MMOFPS knocking about. The reason that SOE have done it, and no one else, comes down to the gradual accumulation of tech and expertise over the eight years since PlanetSide 1. During that time they’ve developed and iterated upon Forge Light – a suite of backend magic that not only spits out PlanetSide 2’s dizzying landscapes and player numbers, but also holds together the servers and communication infrastructure of the game.

Despite this technology on hand, PlanetSide 2 remains a huge undertaking, but one that SOE hope will be pay off over many years – after all, PlanetSide 1’s servers still ring to the sound of gunfire today, nearly a decade after release. The developers have a huge number of features they plan to add to the game, post-release, from the ability for players to drop and construct their own bases, to the addition of AI wildlife, or possibly an AI faction. All of which will be decided with a good deal of consultation with the players themselves. For all its stunning draw distances and vast landscapes swarming with legion after legion of soldiers, PlanetSide 2 isn’t just about a being a big game, it’s all about the long game too.
PC Gamer
Sword of the Stars 2 review thumb
Sword of the Stars 2 adds a couple of extra Xs to the traditional 4X grand strategy formula. The familiar explore, expand, exploit and exterminate are joined by their ugly siblings excruciating and extended-periods-of -crashing, making for a misjudged and painful sojourn in this poorly served genre.

With no tutorials and only the most basic tooltip screens, you’re thrown into a star system to do battle with a fragmented and bemusing interface, and if you’re lucky, accidentally conquer a few alien races along the way. You have a handful of planets in the corner of the system, and use each turn to scout and colonise new worlds, fill your empire’s coffers and fund your next wave of battleships. As your influence spreads, you can do business with the other races, befriending them with diplomacy or obliterating them with lasers and orbital bombardments.



The 3D system maps are lovely. I was itching to spread my race of space lizards to every corner of each floating nebula, but found it took ages to order the simplest tasks. The act of moving a fleet from one star to another should be a matter of selecting that fleet and selecting a destination. In Sword of the Stars 2 I had to create an abstract mission, then work my way through a series of screens and dropdown menus to assign a fleet to that mission and finally give the order.

Buying vessels means compiling a poorly explained collection of ship designs into invoices that must be labelled and submitted. Precise information on different components, weapon systems and technologies was nowhere to be found, and I often found myself angry and lost in completely superfluous empty menu screens and system views.

Building an empire is a game of guesswork, as epitomised by the dreadful randomised tech tree. The items on each branch are decided by dice rolls, so that deadly X-ray laser tech you were shooting for simply might never appear if the behindthe- scenes number crunching goes the wrong way.



It’s all made worse by the fact that there’s an interesting strategy game buried somewhere under the halfbaked menu screens. When two armies meet you’re thrown into a five minute real-time skirmish: that’s when the new Mars 2 engine shines. But while the space battles are pretty enough, they never offer a strategic challenge. They mostly involve keeping your ships’ weak points away from enemy lasers.

It’s a dangerously unstable game, too. I reviewed it after a couple of patches, but still had hours of progress erased by a crash on the way to the saving screen. Even when the bugs are exorcised, you’ll have to wrestle with that terrible interface. Better to consider this one lost in space. Try the Sword of the Stars Complete Edition instead.
PC Gamer
Jurassic Park The Game review thumb
Rent a copy of the original Jurassic Park on DVD, pick up your controller of choice, and press play. Now, just play along! When you see the characters run, mash the buttons for all you’re worth. When they dodge to the left, press left with them. Ooops! Got the timing wrong? Then you die! Jump back to the start of the scene and try again. And again. And again, if needs be. Repeat until ‘you’ save the day.

It’s about the same experience as playing this game, only £19 cheaper. Maybe more!


PRESS X TO KEEP READING.

Yes, Jurassic Park: The Game is an unwelcome trip back to the interactive movies of the ’90s, somehow surviving their extermination like one final smallpox virus hiding in a dung beetle’s arse. It’s 3D instead of FMV, but you’re still stuck doing little but hitting keys as they flash on screen and trying to convince yourself you’re in control. Between those bits? Equally bland adventure screens, offering little but the chance to choose the order in which you click the handful of hotspots and dialogue options masquerading as puzzles, with an interface that feels like an iPad port. Natural selection? Bah!



PRESS X TO KEEP READING.

If you’ve played Heavy Rain on the PlayStation 3, you’ll recognise exactly what Telltale are copying, and what they’re trying to do to keep the action flowing. In theory, that’s fine. What’s missing though are the reasons Heavy Rain got away with its simplistic action in the first place – the plot branching, emotional situations, and above all, the (admittedly often illusory) feel that your decisions actually mattered.

Here, forget all that. You’re not the star of this Jurassic Park adventure. You’re the projectionist, your only real job being to keep the film running smoothly until the end credits finally roll.

PRESS X TO KEEP READING

To give it some credit, your film is at least decent – assuming you don’t expect the Spielberg touch, can tolerate Telltale’s ‘scary’ new dinosaur owing more to Alien than it does to palaeontology, and somehow don’t notice that the plot would end halfway through if not for the entire cast suddenly becoming denser than osmium when they should be watching Isla Nublar disappear in their rear view mirror.



The main plot is a hammy but watchable sequel to the first movie, focusing on a father and daughter lost in the park, and the hunt for Dennis Nedry’s lost can of embryos, played out under endless button prompts and punctuated with much goofier death scenes. Like the new dinosaur, it's hard not to think of Aliens as much as Jurassic Park, but it's excellent machinima - and even at its worst, still better than The Lost World. Mind you, so is being locked in a jeep with a flu-ridden dilophosaurus...

PRESS X TO KEEP READING.

It’s not, however, much of a game. Which is a problem for anything that has ‘The Game’ hanging from it with all the sincerity of a pair of plastic comedy breasts. If you want a barely interactive movie that asks nothing of you but the most basic of motor functions, maybe you'll love it. Beyond that? No.
PC Gamer
Dead Island - Bloodbath Arena
You there! Do you enjoy slaying the undead? Of course you do, so why not enter our latest competition and win the chance to kill more zombies than ever before? We're giving away five copies of Dead Island's new Bloodbath Arena DLC, which adds a new survival mode. Better yet, as these prizes are digital, anyone can enter! What are you waiting for?

Check inside for details of how to win.

Bloodbath Arena puts you under siege by infinite waves of zombies, by lasting as long as you can you'll level up and get loot that you can then use in Dead Island's single player campaign. It also adds the new 'brain wave bomb' which exactly as deadly as it sounds.

Right lads, here's how it is. We at PC Gamer are totally prepared for a zombie apocalypse, we'll just use Owen as a decoy while we beat them to death with left over competition entries, but we're concerned about you guys. So we want you to:

Tell us your personal plan for surviving a zombie apocalypse.

The five most practical, least practical, cleverest, stupidest and honestly-just-whichever-ones-I-like-the-look-of will win a copy of Bloodbath Arena.

Important Note: If you pre-ordered Dead Island, you should already have this for free, so let someone else enter.

Now here's the fine print: If you win, you'll get a private message and your name will appear in this week's winners, once you let us know you're still alive we'll send you your code. If you don't respond after three weeks we'll give your code to someone else.
PC Gamer
Biing
Every week, Richard Cobbett rolls the dice to bring you an obscure slice of gaming history, from lost gems to weapons grade atrocities. This week, sex may sell... but can it cure appendicitis? And can it ever hope to take over from Google as your search engine of choice?

Biing's intro begins in the year 2156, with mankind facing extinction at the hands of an intergalactic evil in a time of dread. As civilians scream and run in terror, a fleet of battlecraft called X37-2-in-1 Strike Ships close in on their goal... EARTH. The evil Athros, Ruler of the Universe appears in all his cloaked majesty, kicking off an apocalyptic attack, and more importantly, kidnapping the beautiful anime-style Princess Pinkcheeks. But! The last remaining Earth hero steps forth, fighting back in a 2D battle that looks at least a little like the old NES shooter Lifeforce. Will he be able to defeat his foe?

No. No, he won't. Because Biing is an erotic hospital management sim.

Things get considerably stranger from there.





Saying that the German gaming industry leans towards incredibly anal, micromanagement heavy strategy games and deeply surreal porn is, obviously, a gross simplification of an entire nation's output. Sometimes they make incredibly boring adventure games too! It's a stereotype that Biing: Sex, Intrigue and Scalpels is happy to live down to though, and about as far from the sleek professionalism of other medical games like Theme Hospital and Life and Death as Cleethorpes is from Alpha Centauri.

(Oh, and that sci-fi intro? Supposedly the developers were just messing around and trying to come up with ideas, and decided to stick it on this game because they thought it was cool. It ends with a clip of John Cleese saying "And now for something completely different..." and as far as I can tell, is never mentioned again. Unless you want to count the intro to Biing 2, which is- oh, who cares?)

Before you're allowed to play for the first time, you have to sit through an incredibly long, mandatory text-scroller where the developers point out that the nurses in their game have 'voluptuous figures', the docs are 'complete idiots' and 'the rest of the plot makes fun of everything else'. The women in the game, it sternly points out, in no way reflect reality. "Or do you think that women are just there to look good and are utterly brainless babies? If this is the case, then you've got a big problem."

True. Though at least you're unlikely to piously point out that (supposedly) the nurse in your tutorial video actually is one, and thus a qualified expert. Before asking her to strip down to her bra and pants.



Endless tutorial out of the way, you at least know what you're meant to do: Everything. Except the nurses, who have doctors to handle that for them. You're the one sane person in the whole place, responsible for everything from hiring new staff and deciding whether or not to buy or rent a new Ward to... no kidding... buying individual pencils and making sure they get to the right office. About the only thing you don't get your hands dirty with are the actual medical procedures themselves.

Everything begins simply enough. You have to rent huge tracts of land, hire nurses with huge tracts of land, and sort out the first handful of required buildings while your new doctors get an eyeful of something else. Both doctors and nurses vary dramatically in quality and education, though the most relevant stats in Biing's world are the nurses' minimum breast size, and the doctors' golf handicaps.

You place adverts in the local paper with your requirements, then sit back and hope like hell you get good applicants who'll perform well enough to keep you as afloat as they'd stay if you threw them into a swimming pool/help you stay out of the rough when your cashflow ends up far from the green. Much later, you need other employees too, including baseball bat wielding Hoodlums to sabotage rivals, but you practically lose the game just by thinking about hiring them at this stage.

This is probably a good point to mention that the game's currency is the 'dong'. As in "This job pays 6 dongs." Risky. That market's always up and down, and makes a real mess when it fluctuates.



Most of your starting cash resources are spent almost immediately, building up massive cash soaks. Just for starters, you need a reception, a waiting room, a treatment room, a storage room and a dental surgery, along with all their required staff members. Throw in a little money to pay a guy to walk around with a placard you can only afford to have say, more or less, "We Don't Entirely Suck", and you're already on the edge of bankruptcy. About this, Biing is merciless. Run out of cash and you're instantly out on a rather less shapely ass than the ones you were once in charge of hiring.

Oh, and the clock is always ticking. Tick, tick, tick, tick...

Your main job early on is funnelling patients from A to B, and trying to work out when you can afford to expand. It's not easy because it seems entirely random how many patients you actually get, and the early ones don't spend much. They arrive at the Reception desk, and you have to decide whether to take their case. From there, they head to a Waiting Room, while you go into the relevant treatment room to have the nurse summon them. You then leave them to their job until they have a diagnosis, at which point you can approve or change it, then leave them to get it done. Finally, you can bill them, kick them out, and move onto the next victim. What you really want is to be able to bounce patients around to multiple departments to build up a massive bill, though early on you're only set up to take care of abrasions, toothaches and other low-paying injuries barely worth your attention.



As more patients arrive and fill up valuable space in the waiting room, the pressure quickly builds. Nurses can be ordered to entertain the crowd by stripping, which presumably works just as well regardless of whether the onlookers are male, female, young, old or the Wolfman. You on the other hand spend more and more of your time dealing with much less attractive figures - the tables and ledgers showing how much debt you're in - and the chronic micromanagement they demand from you.

One of the most irritating things is that you can't simply hire a doctor and nurse, plonk them in a room and expect them to work 24-hours a day for your greater glory. Of all the universes to have unions! Biing is far more bothered about see-through tops than transparency though, so you'll always see a full complement of manic medics and their fanservice floozies when you visit their screen. Only when you try to do something, like call in the next patient, will your snarky assistant point out that they've gone home and you need to hire or assign someone else to take over the room.

Similarly, the room where you check how much money you have is in a different room to the one where you buy land, with a third given over to personnel. This is not exactly having information at your fingertips, especially under time pressure, but is a clear demonstration of how things can go wrong when a game is designed around squeezing in as much cheesecake as possible, not being played.

(Honestly, for all Biing's skin and sluttiness, what it really ends up fetishising is good old Microsoft Excel. Not in a weird way or anything, you understand. I'm just saying that so far, nobody's gone out and registered girlswithspreadsheets.com and it suddenly seems a big gap in the smut market. Private Functions, a sexy Ribbon, maybe even a quick spin on a Pivot Table... it's a winning Formula.)



Your reward for success (by which point you're completely inured to seeing the same uncomfortable looking cartoons every five seconds regardless of what the patient looked like on their chart/in the waiting room) is being allowed to spread yourself thinner than the last Pirates of the Caribbean movie. This mostly means adding the other rooms to your hospital, including a blood bank where you can trade both organs and armfuls of the good stuff on the black market, a torture chamber, a bar for your doctors to hang out in, and best of all, the Golf Room for them to practice another kind of swinging.

Why is this the best room? Because when you click on the flag in the middle of it, the game quits and loads up a complete mini-golf game called Hole In One, and time spent playing that is time in your short life that you don't have to spend playing Biing. Talk about a massage, warm bath, and bag of Mars Planets all rolled into one. It's not a great game of golf, but nor is it a relentless slurry of naughty postcards accompanied by the screams, bloops, snorts, ploinks and cheery shouts of "Biing!" that pass for the 'real' game's soundtrack. The last especially is infuriating after the Monty Python bit in the intro. Hospitals want the machine that goes 'Ping!', you fools! Did John Cleese teach us nothing?



So, what did we learn? Firstly, this vision of private medical treatment is enough to make you fall on your knees and join an eight month queue to bless the NHS. Second, much like the real world, too much cheesecake in too short a period of time really will make you feel queasy. Third, Germans are weird, though still trail far behind the French and Japanese as far as PC games go. Fourth, the square root of 364 is a very unusual looking potato indeed. Fifth, there is no fifth. Or is there?

Any or none of these things may be true. If you find yourself using Biing as an educational tool though, consult a neurologist. For best results, find one whose assistant isn't falling out of an undersized bra, who doesn't have a Grim Reaper poster on the wall, and - most importantly - who exists.
Dec 3, 2011
PC Gamer
Onlive Logo
(This hands-on review first appeared in PC Gamer issue 234)

The post PC-era is upon us. Sometime soon, you won’t need to actually own any computing hardware: instead, a single browser window that opens from your tablet into the cloud will offer on-demand processing power beyond the dreams of Intel’s Core series or AMD’s Bulldozer. Everything from phone calls to videogames will be virtualised. You will want for naught. Or at least, that’s the theory.

Thanks to the UK launch of OnLive, the world’s first streaming games service, we’ve finally got a better idea of whether that future is imminent or still jetpack-commuting-distant.

OnLive comes as either a desktop program for your PC or a cigarette box-sized set-top box that plugs into the TV and plays games off the internet. It connects you to the company’s servers, and from then on everything you see on screen is being generated on their machines.



So instead of firing up Deus Ex: Human Revolution from your hard drive and loading the shaders into your GPU, for example, you simply start up the OnLive client and a virtual machine is created somewhere in their datacentre, which fires up a copy of the game.

The video feed from that instance is then divided up into 16 segments, which are individually compressed using an H.264 codec, and streamed to you via the internet. On your PC (or set-top box), the video and audio get decoded and stitched back together again. Your mouse, keyboard or game controller input signals, meanwhile, are sent the other way over the net back to their servers.

That is, clearly, an enormous amount of computing work to be done in real-time, and involves a massive physical distance to be travelled for every pixel drawn and every trigger fired – especially when, as technology stands at the moment, it’s almost impossible to throw the video output of a game across your lounge wirelessly without introducing so much lag that it becomes practically unplayable.



And yet streaming from the net via OnLive is remarkably playable. Obviously it feels a bit sluggish compared with playing on your own native hardware, but for many games, especially those designed with laggy console controllers in mind, including the likes of Arkham Asylum and Human Revolution, it’s far from unpleasant. Funnily enough, it’s some of the older games, like the “OnLive comes as either a desktop program for your PC or a fag box-sized set-top box for the TV” original Deus Ex, which are unplayable thanks to input lag.

There’s no trickery involved either. The client software is truly tiny, and takes up less than 10MB of hard drive space. I’ve tried to locate a secret local game file cache in the hidden recesses of the darkest administration folders Windows has to offer, but it’s just not there. When gaming, less than 10% of two CPU cores are utilised – roughly what you’d expect for HD video decodes, and not a complex 3D game.

But unlike other streaming services, like Spotify or iPlayer, I don’t think OnLive quite hits the right balance of loss of quality against convenience. What they’ve achieved is remarkable, but it’s hard to recommend paying for it, at least on the PC, just yet. The video isn’t just highly compressed and full of artefacts, it’s low-res in the first place too. That means details are lost and even a 2D shoot-’em-up looks fuzzy. I can’t imagine playing LA Noire or a point-and-click adventure that relies on being able to see small objects to solve puzzles over OnLive.



And that’s when it’s working well. Nothing breaks a game’s sense of immersion more than tearing video, vocoder-like sound errors and a flashing “Network quality too low” button at the top of the screen. Which does happen.

From a technical point of view, it uses over 2GB an hour bandwidth too: that’s bad news for anyone on a capped service or whose fair use policy will throttle their connection for ‘heavy use’. BT currently excludes OnLive traffic from its cap, but it’s not worth switching ISP for.

One conclusion, then, might be that OnLive is a great proof of concept, but we should really wait until it gets better – except that it is up against the limitations of the internet, not its own hardware. I’m not sure they can reduce latency further, at least over the existing public IP infrastructure. The technical hurdles of the future – improving quality and reliability – may actually be a bigger challenge than all of those the company has already overcome.

Even in its current state, though, I could see the service as a great supplement for gaming on a tablet or getting rid of consoles. What I’d love to see is a partnership between OnLive and, say, Steam – so if I’m at my PC I can play a high-quality local client, and if I’m out and about I’ll settle for second-best and stream from the same save points.



The problem is that there’s no business model there for either company; the convenience just wouldn’t be worth the premium they’d need to charge.

Even now, price is not OnLive’s friend. You can pay £6.99 a month for free access to a library of over 100 games, which would be great – except that new releases are excluded from that archive.

You can compare this directly with Spotify, the music streaming service that offers unlimited access to millions of tracks at exceptionally high quality on any device for just £3 more a month.

I really admire what OnLive has achieved: I genuinely didn’t think it was possible to get the service to be as good as it is. But with the gaming capabilities of even budget laptops so good these days, it’s hard to see it as an alternative for PC gaming.
PC Gamer
Exploiting Miners thumb
This article first appeared in PC Gamer UK issue 233. Written by Matt Lees.

What are you doing, Matt?” asked my friend. It was March 2002 and he had spotted me through the window of our college computer room. Why wasn’t I in the pub with the rest of our friends? I explained that I was playing a free fantasy MMO called Runescape. Technically, that was true. It was certainly true enough to suffice as an answer for now.

“Oh. Right.” He was clearly unimpressed by the low-resolution 3D blobs trundling around the screen. “Is it to do with killing dragons and goblins?” “Yes,” I lied. “It’s just a bit of fun.” I wasn’t happy that my new friends at college thought I was spending all my free time killing waves of magical monsters, but it was better than the truth. The truth was that, driven by impatience and greed, I had found myself running a coal mining business fuelled by child labour.

In my defence, I didn’t intend for it to end up this way. I don’t think anyone living in rural Cheshire ever really intends to get into child exploitation. I never really planned to start buying Rage Against the Machine albums, and I wouldn’t recommend that either.

None of what I achieved back then could be carried out today, anyway. In 2007, Runescape’s developers introduced the Grand Exchange, a marketplace in which players are able to easily buy and sell their goods for fair and reasonable prices. Back in 2002, though, Runescape was a wild new world. Outside of the game’s NPC shops, buying and selling items usually relied on players simply standing on the streets for hours at a time, shouting their best offers at anyone who’d listen. It was a world ripe with opportunity for deceit.



I wasn’t always a manipulative git. My earliest obsession with Runescape was driven by a confused fascination. My younger brother had started playing shortly after the game first went online in 2001, and initially I was happy to watch over his shoulder as he mindlessly pottered around this strange and muddy world of unappealing shapes and colours.

Most of his exploration revolved around an area known as ‘the Wilderness’, an anything-goes PvP zone that was especially deadly for low-level players unaware of the dangers. My brother explained that if you were quick, you could nip across the border and grab bits of unwanted loot from the corpse of the winner’s victim. The trinkets were cheap, but he seemed to enjoy playing the part of a professional vulture.

Mostly though, he’d be in the windmill. “I’m making pies,” he said, picking up two freshly spawned tins from the kitchen floor.

“You collect grain from outside, then grind it in the mill to make flour,” he explained. “Then you get clay to make a jug, and fill it with water to turn the flour into pastry. You put that into the tin with some berries or meat, then it goes in the oven and you sometimes get a good pie.” This specific distinction explained the abandoned black discs that covered the kitchen floor, and why none of the other players seemed interested in scavenging them.



Part of me knew I should stay away, but there was something strangely compelling about an MMO that wouldn’t give you the ability to make a pie until you’d burnt about 15 of the bastards. In February of 2002, my character Magicpants was born.

At first, Magicpants just wanted to be a warrior. After hours of constant battle, he learned the true cost of warfare: fruity pies. Healing up naturally took ages, so it was always best to stock up on tasty cakes before dashing into the field. Pies were expensive to buy though, so most of the world’s bravest warriors would run out in to the Wilderness, fight for a while, and then retire to the kitchen to master the art of pastry. It was odd. The elves in The Lord of the Rings might have had a penchant for magical chunks of bread, but you can hardly imagine Legolas nipping off to make a cheeky Bakewell tart. After seeing the carbon-coated carpet of the windmill’s kitchen, I decided I’d be better off risking death.

Unfortunately, this meant that I often found myself biting off more than I could chew. Fights were tough, and weren’t made any easier by a zoomed-in interface that made it almost impossible to move and talk at the same time. To compensate, players would boil down messages to impenetrable acronyms that, even now, make very little sense. Sporadic bursts of movement paired with exclamations of “HH” usually translated as: “Oh God, help me! I’m being killed by a goblin!” Few players ever worked out these cries, causing me to fall again and again to depressingly avoidable deaths.

After one too many, I realised why so few people in the game seemed capable of social interaction.

Go to page two for the rise of the Magicpants empire.




Runescape was slow, ugly, and idiosyncratic. On the other hand, it was free to play, and would run on almost any computer without an installation. These two points alone made it the perfect choice for anyone who lacked money, power, or admin access to their computer. Runescape was a game designed for children. In many regards, it still is.

This was the point at which I should have logged off. I didn’t. I couldn’t resist the opportunity. All good MMOs tease the potential for grand social status, but this golden goose was too juicy to neglect. Given time, dedication and careful planning, I could easily become a Runescape master. I had an intellectual edge, my social skills were better, and I didn’t have to be in bed by nine. I was going to be rich.

My ambitions had an endgame to begin with: I wanted a suit of mithril armour. But that didn’t take long, and it didn’t end there. In just over a month, I was the 63rd best Runescape miner in the world.

Mining appealed to me initially because it was so simple: wait till the ore reappears within a rock, then use your pickaxe to collect the goodies. Filling your inventory with 27 lumps of ore was easy enough, but the overwhelming demand would tend to slow things down. With more than one person trying to farm the same rock, mining could quickly become utterly infuriating.



In the early days of mining bronze and iron, I would happily wait until the person in front of me had finished, but my patience quickly faded once I realised the money I could make by spending more time creating items at the furnace. Before my smithing skill hit level 30, I had been able to easily crank out iron bars at a regular rate. Now that I had stepped up to smelting steel, however, there was an additional ingredient required: two lumps of coal. I could personally collect the iron ore needed, but if I was going to maintain my previous momentum I’d need help with the rest.

“Hello JomboJames. Would you be interested in selling me some coal?” JomboJames stopped mining, and slowly walked towards me.

There were a few seconds of silence as he typed out his first response: “WUT”. Persisting, I explained that I was interested in buying his coal. These days you’ll be lucky to get a piece of coal for less than 250 gold, but my offer back then was a meagre 50g for 10 lumps. After another few moments of weighing the deal up, he came to his final decision: “OLK BRB DINNER IS READ."

Once Jombo’s dinner was no longer read, he met me by the bank. Over the days that followed, he proved to be an invaluable employee – delivering around 20 pieces of coal a day when he wasn’t busy doing his homework or being sent to bed early.



At this rate though, progress was still slow. Smelting ore was practically automatic – you simply found a furnace then chose how many metal bars you wanted to make. Consequently, I had lots of extra time on my hands. I decided it was time to expand my operation.

It had turned out that Jombo had a couple of friends who were also looking to earn some shiny fictional coins, and who would all meet me at the bank south of Varrock once a day to turn in their goods.

In retrospect, there was clearly a strange kind of reverence involved. All three would travel together, and approach me one at time – with JomboJames always the first to complete his part of the transaction. I expect this might have had something to do with the fact that I’d once told Jombo I was 17 years old – a revelation that could cause anyone under the age of 10 to find themselves suddenly lost in a fog of awe.

I don’t think I ever asked how old they all were, but none of them seemed to have been alive for long enough to master words or numbers – given that each was being ripped off on a daily basis by a man in pink trousers who really should know better. “THANSK”, they might say – departing once again to begin another pickaxe-pilgrimage. It was basically a lot like the Nativity, except that the three wise men weren’t wise, or men, and delivered only triple coal.

Jombo’s crew were reliable, but they weren’t my only suppliers. In under a week my influence had spread to three separate mining communities, with more than 20 different children contacting me on a daily basis to try to sell me the coal they’d been hoarding. I had suddenly become a coal baron, exploiting my workers with low prices, making trinkets and selling them on at enormous profit. Like most war criminals, I don’t remember the names and faces, only the time, the location and the profits.

Go to page three for the beginning of the end.




Despite his weeks of loyalty, JomboJames was soon left behind by the swarm of children willing to bring my coal straight to the furnace at Al Kharid – an under-used smelting location which had now become my second home. After just three days at maximum capacity, my smithing skill hit level 40 and it was time to begin working with gold. I’d been preparing for this for a while – I had plenty of precious ore in the bank ready to be forged into gold necklaces, one of Runescape’s best money-making trinkets.

Aside from the remarkably high profit margins, the best thing about working with gold was the simplicity. No additional ores or reagents were required to make a gold bar – a refreshing contrast to the logistical nightmares I’d had when mass-smelting steel. I wouldn’t need coal again until mithril opened up at smithing level 50 – but I’d planned ahead for this by keeping at least 100 chunks squirrelled away in the bank.

For the time being, I’d have to close the sweatshop down. Messaging as many suppliers as I could remember, my brief memo informed them that I didn’t need any more coal, and that they should stop constantly mining it unless they wanted it for themselves. Some understood, but most didn’t. Many had already mined a large quantity before I’d had a chance to tell them, which I bought out of a growing sense of guilt.

Many of these people again didn’t understand that this was a one-off final gesture, and took it as a sign that their long-term contract had been renewed. One child in particular flew off on a remarkable tangent when I told him that I didn’t want his 20 pieces of coal, returning four days later with 200 pieces instead, as if that might somehow be more appealing.



I didn’t realise I had a serious problem on my hands until my item bank ran out of storage space, filled to the brim with coal mined by children who should have been doing their homework, but instead thought they were making a profit from the friendly man called Magicpants, who traded them gold on street corners like it was sweeties.

Enough was enough, and the money wasn’t worth it. Travelling back to the mining patch where I had first started mining coal myself, I hoped to find solace from the ghost of nostalgia. Instead, I was greeted with an impromptu company meeting.

One by one the miners dropped their tools and came over to seek their fortunes. “COLAMAN” “COAL” “MAGICPANS!!” I wanted to apologise. I wanted to explain that they’d been stupid, and that I’d been unfairly manipulative of that for personal gain. I didn’t say anything. They’d understood so little of what I had said so far that I decided actions might speak louder than words. Surrounded by the heartbreaking reality of the pixel-poverty I’d built an empire on, I slowly removed every piece of my mithril armour – dropping them to the ground as a token apology for the collective wrongs of my evil regime. For a moment, I felt like Bob Geldof – which was obviously quite distressing. Logging off from the Runescape server, I left the college computer room and decided to join my friends at the pub.

Returning today, ten years later, I’m surprised I still remember my password. The first place to find atonement is likely my friends list, but it doesn’t look like anyone I know has been online for a very long time. A lot can happen in a decade, and it’s frighteningly likely that some of these children now have a couple of their own.



Travelling through the centre of Varrock, I’m overwhelmed by just how much the game has changed since I left it in 2001. My turquoise beard is now a dull brown goatee, and my pink trousers have ceased to exist – and not even in a sexy way.

Amazingly, one of my previous contacts is still playing – a man called Grak who used to be a boy called ||Joseph||. I think he used to know my brother. I ask if I’d paid him to mine coal for me ten years ago, but he doesn’t remember.

I’d like to give something back to the community I once abused, but it’s unclear what I can do to help. Ten years of change have evolved Runescape into what looks like a proper MMO, and I don’t really understand what’s going on. My attempts to buy a clear conscience are met with the shrug of an eroded economy. Illegal currency sellers offer millions of gold for the price of a fancy sandwich, and my enquiries as to whether or not my fortune of 55K is “a lot of money” are met with a simple answer: “No.”

I used to be a Runescape mogul, but now I don’t know what to do. JomboJames probably won’t log on ever again, so the only option at this point would be to convince Jagex to give me his personal account details so that I could track him down and apologise in person. Maybe I could pop over to his house and give his kids a bag of coal.
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