PC Gamer



If you want to know why Planetside 2 is one of our games of 2012, look no further than the half hour of footage that SOE have been showing off at GDC. It's still in alpha, so there's some pop-in and a few glitches, but that ambitious sense of scale is there. Planetside 2's battlegrounds will support hundreds and hundreds of players on land and in the air.

The video demo shows plenty of both worlds. Infantry battles are fast and frantic, with strong overtones of Battlefield. As soldiers jetpack about the base, barrel-rolling planes swoop about overhead, nailing them with fierce rocket volleys. Halfway through the videos, day is turned to night and the battlefield is lit by the glittering lasers and rocketfire of the warring factions. Spectacular stuff. Read on for the demo in full, and 14 new screenshots, which can be clicked upon to be enlarged and admired.

































PC Gamer



At GDC EA finally lifted the lid on SimCity, a reboot of one of the PC’s most loved series. Alongside a pre-rendered trailer, Maxis VP Lucy Bradshaw revealed some details of what the SimCity team are aiming for: letting players co-operate in a region online, creating a tactile and lively visual style, and taking full advantage of the power of modern PCs to create a new simulation engine.

Oh. And it’ll let you draw curvy roads.



During the presentation, Lucy repeatedly emphasised the effort the developers were making to give SimCity a tactile feel. Not only will plopping down buildings feel pleasant, but every change will be reflected in the visuals.

“We know that the buck stops at the simulation,” says Lucy. “We’re building a simulation engine that captures the world as it is today. We want you to be able to affect that individual sim, or that particular car.”

There will be some mechanical changes - you’ll be able to compare and co-operate online. “This generation of gamers is connected all the time,” says Lucy. “Your city will sit side by side with your friends. Be a polluter and you’re ultimately going to affect your friends.”

There’s also the potential of a resource system: Lucy mentioned that regions would have finite resources.

Lastly, there was the hint of a release date: 2013.

We'll have much more on SimCity on pcgamer.com in the coming days. It's also the star of PCGamer US's next cover, which will be arriving with subscribers shortly.
PC Gamer



SimCity is back! Oh, you've heard? Well, if you're excited now, just wait until you get the whole story. We spent a day at Maxis to talk with the developers about SimCity's groundbreaking new engine, design philosophy, and new features (multiplayer! curvy roads!), and you'll find eight pages of concentrated details at the center of PC Gamer US issue #226.



Also in this issue: a huge guide featuring practical tips that'll give you the edge in League of Legends, Battlefield 3, Skyrim, Minecraft, Team Fortress 2, and more; our impressions of Tactical Intervention, the next game from the creator of Counter-Strike; a guide to permanently maxing your stats with The Old Republic's Datacrons; and 14 reviews, including Mass Effect 3, Alan Wake, and Kingdoms of Amalur.

The PC Gamer US May issue is heading to subscribers soon, and will be on newsstands later this month. Check out the full cover image below!

PC Gamer
Kick Starter Thumbnail
In the three years that Kickstarter has existed, it’s had a dramatic effect on how indie games are developed. For indie devs it’s a lifeline: they get to work full-time on producing a game. For players: they get to influence what games get made, and support their favourite developers directly.

What hasn’t been seen is just how successful Kickstarter has been. At GDC, Cindy Au, gave indie devs an insight into how game projects are performing on the site. The takeaway: really, really well.

Games (including video, board and card games) is the category with the fastest growing number of backers: 1239 games have been launched so far, attracting over $8 million in pledges. The growth has been astounding: in the first year of the site, it raised only $60,000. In 2011 it raised $3.8 million. In 2012, already, thanks in part to the Double Fine project, 3.6 million dollars has already been pledged.

The average amounts pledged might be bigger than you’d expect. The average pledge is for $42. The average goal for a Kickstarter project to reach is $5,200, but successful projects tend to finish with near double that amount: $11,200. But it turns out game funders are a picky bunch; only 25% of videogame projects make it to completion.

The only problem for indie devs? Kickstarter is only available to US based projects. But in answering a question from the audience, Cindy revealed that the rest of the world may soon be able to tap into community funding. “We’re hoping to go international. It’s in the works.”

Update: corrected some mistakes in the numbers. How embarrassing.
PC Gamer
PC Gaming Alliance
PC gaming has never felt more alive! According to The PC Gaming Alliance's Horizons Research 2011 report, we spent a record-breaking $18.6 billion on PC games last year. That's 15% more than 2010's figures. We are best.

If the report is anything to go by, PC gaming might literally take over the world in the near future. "No geographical market segments tracked showed a decline in 2011 in overall PC game revenue, while China continues to grow at nearly twice the rate of the overall global market for PC games with growth of 27% resulting in record 2011 revenue of $6 billion," states the report. "Additionally, the mature game markets of Korea, Japan, US, UK, and Germany demonstrated significant growth in 2011, together recording increased revenue of 11% in 2011 to $8 billion."

Everyone loves playing games on PC, basically.


The recent boom in free-to-play games has a lot to do with it. Zynga managed to almost double their revenues in 2011 to a staggering $1.1 billion. That's a lot of turnip seeds sold (or whatever).

Tencent's launch of Riot Game's League of Legends in China was also a massive success, raking in over 11 million active players. The figures haven't been counted up yet, but it's expected that Riot are making more money from PC games than anyone else, including Activision Blizzard.

Subscription MMOs such as Rift and The Old Republic, along with a few AAA bombshells like Battlefield 3, Modern Warfare 3 and Skyrim also pulled in a lot of cash.

Matt Ployhar, PCGA president and Intel analyst seemed enthused by the news: “The PC Gaming juggernaut continues unabated, across the industry and geographic boundaries," he says.

"While reports of Gaming sales at Retail show signs of struggle, the impact hasn’t been as great for PC Gaming which had an earlier adoption of newer formats, business-models & delivery with: Digital Distribution, Free to Play, and Subscriptions fueling PC Gaming’s strong global growth."

Take that recession. PC gaming FTW!
PC Gamer
ss_2f811771b089b21706bc8da51155c7020ab20ab2.1024x768
For those of you who invested in Tim Schafer’s adventurous Kickstarter campaign, here’s further proof that your money is in good hands. Seriously, what other developer would you absolutely trust with a game entirely based around Russian matryoshka dolls? Well, have a look for yourself, because Stacking, Double Fine’s ultra-charming take on wooden folk dolls of increasing size, finally hit Steam today. Better still, it’s launching at 33% off! Perhaps that’s to compensate for appearing on PC almost a year to the day after Stacking’s console debut... so what took so long?!



Well, the short answer is unfortunately this: while we have a lot of faith in pretty much whatever Tim Schafer wants to do, risk-averse publishers, who salivate over sequels with mainstream appeal, do not. Luckily, there are guys like Steven Dengler out there, a high-rollin’ philanthropist, entrepreneur, and part-time game publisher. He’s the man responsible for getting games like Psychonauts and Costume Quest ported over to PC before Tim of Legend turned to his crowdsourcing his projects. Logan got to chat with both men semi-recently about the uphill battle of getting games to you.

PC Gamer
kinesis-thumb
On Friday, S2 Games hit a major milestone with its flagship franchise, Heroes of Newerth, by adding the 100th hero to the game's humongous roster. That hero is Kinesis, a slick Intelligence caster who excels at nuking his enemies to death by quickly chaining telekinetic spells. Want to try him out, totally free of charge? We've got 50 unlock codes for Kinesis, and with HoN being free-to-play, anyone can give this landmark hero a go.



Judging from his Hero Spotlight video, Kinesis seems pretty dang beefy for a magic-based mage. Telekinetic Control looks like an awesome way to manipulate the battlefield, letting you obliterate one opponent or isolate multiple targets to give your teammates time to jump in on the fight. If you're the kind of player who wants to take middle lane and dominate the early-to-mid game, Kinesis could be your new favorite hero.

To score a Kinesis code, simply leave a comment below stating which of HoN's 100 heroes is your personal favorite, and why. We'll pick 50 winners this Thursday, and will email the code to the address you used to create your account on PC Gamer. Good luck, and try not to do too much deforestation with your Mass Control ability.
PC Gamer



When indie game designer Brendon Chung isn't making games like Flotilla and Atom Zombie Smasher, he's producing entries in his first-person Citizen Abel series. The last was Gravity Bone, a stylish short story about a spy. It's free, and you should probably play it.

The next game in the series is Thirty Flights of Loving, and you should definitely play it. It's another first-person short story, requires no previous knowledge of the series, and it's about a heist. The trailer is above. Without spoiling any of the story, I'm going to convince you why you should pay money for something you'll finish playing in less time than it took me to write this article.

TFOL is powered by the open source Quake 2 engine, and so runs as a standalone game. It's a first-person shooter where you never fire a gun. It's about a heist, as noted, but what makes it remarkable is how it tells its story.

Yeah, I know. Story. There's nothing more tedious to hear someone wax on about, but stick with me.

Gravity Bone was widely praised, particularly for a moment near its end in which the player tumbles from a building ledge and is presented with flashes of their prior life: a car bombing, a highway chase, an olympic sprint. It gave the game this wonderful sentimental feeling, and montage is a technique not much used in games.

Thirty Flights of Loving expands that use of montage to its entire story. You never actually see the heist you and your team are carrying out. Instead, TFOL is about the days leading up to it, the people you're carrying it out with, and the terrible aftermath. Events happen out of order, the clock leaps around hours at a time, and you piece together the story as you play.



We're normally so quick to condemn games that take the language of cinema and cram them in to a medium that's meant to be interactive, but Thirty Flights of Loving uses its borrowed techniques so well that it makes its traditional narrative feel more gamey, not less. It's a first-person game as Scott Pilgrim director Edgar Wright might make them.

It uses montage to tell an incredible amount of story in its short 13 minutes. It uses it to fill in character backstory with stylish, funny jumpcuts. It uses it to tell a linear story while still letting players navigate its levels in ways that they choose, without ramming them in to a dead-end.

There are plenty of other reasons to play the game, including the great blockheaded art style, the Latin American-inspired music, the playfulness of its environments, and that the story is exciting and fun even aside from how its told. But the sense I get when playing it is that it's made by someone who has spent a long, long time thinking about how to tell linear first-person stories, and who has found a new way to do it better than anyone else.

Right now the only way to get the game is to back the Idle Thumbs podcast on Kickstarter for $30. If you're not already a fan of Idle Thumbs, you probably won't want to pay that amount just for Thirty Flights of Loving. I think it's worth all the money in the world, but I accept that you probably want to save some of yours for food and shelter.

If you are a fan of Idle Thumbs though (I've never listened to it) and are going to back it anyway, then go for at least the $30 reward tier. For everyone else, Thirty Flights will be released sometime later, for a presumably much smaller price. Sooner or later, make sure you play this game.
Magicka
Dungeonland thumbnail
Paradox seems to be cornering the cutesy fantasy market; first Magicka, then A Game of Dwarves, now Dungeonland. Dungeonland's premise is simple; an evil lord, tired of heroes rampaging through his dungeon, takes a loan from the Evil Overlord Foundation and creates a kingdom especially for heroes to destroy, chockful of powerful monsters and magic tat.



Developed by Brazil-based Critical Studio, Dungeon Land is half Left4Dead, half Diablo, half Overlord and totally not about maths. A team of three intrepid adventurers (that's you!) take the archetypes of rogue, wizard and warrior and fight their way through an long open level, battling varieties of minions. Each character has access to a limited variety of weapons, which change their abilities and function. For example, the warrior's sword and shield allows him to block attacks and knock back enemies, but can be swapped for a two-handed hammer.

The level we attempted was about an hour long and was a soft parody of Dungeons & Dragons and Disneyland, complete with endless gift shops and costumed characters to battle. Combat is simple, and works best with gamepads; we ran around frantically bashing enemies, looting crap, and fending off the massed hordes.



Each player had three potions, which enabled a super-attack, and a limited number of friend-resurrections before permadeath kicked in. The feel was very close to Torchlight, with enemies dying very quickly, and abilities more being used for crowd control and survival in a giant melee.

Intriguingly, the Dungeon Lord himself can be either a fourth player or controlled by the AI. With the AI, he behaves like Left4Dead's director, spawning enemies, treasure and minibosses at critical moments. It's not clear how the fourth player will handle it, but we do know they'll have direct control of any bosses.



Like the Elder Dragon (an old dragon wearing a hat and glasses) and Mind Flayer (a giant illithid, D&D fans) we encountered, bosses are huge and normally surrounded by minions. Like all bosses after World of Warcraft, they're big, cartoony and signal their attacks waaay in advance.

There are just three levels planned at the moment, giving the game about three hours linear playtime; it remains to be seen if the Dungeon Master AI will give it greater replay value. Dungeonland is due for release in 2012. You can watch the most recent Dungonland trailer here.
PC Gamer
Medal of Honor Warfighter trailer thumbnail
EA have just released a trailer for the previously announced Medal of Honor: Warfighter. The upcoming shooter is being developed by Danger Close and will use the Frostbite 2 engine. It's getting a worldwide release on October 23rd.

I've embedded the debut trailer below. It features whispers, ACOGs, helicopters, boats, bullets, feet and hats; all within a few seconds of each other. You'll also hear distorted drones that remind me of another EA franchise. Funny that.



From the look of the trailer, anyone who pre-orders will get a Limited Edition version of the game. How limited? Guess that depends how many people pre-order. We'll have more on Medal of Honor: Warfighter soon. Until then, why not check out the "visual inspiration and representation" of the game on the official site?
...