PC Gamer
Definitely the English Channel.


Two hundred sixty-two quadrillion, one hundred and forty-four trillion. When was the last time you used that number? It's about 26,000 times the estimated number of stars in the Milky Way galaxy. It's also the total, cubic volume (measured in blocks) of a single Minecraft world. An infographic courtesy of FriskyShotgun on the Minecraft subreddit explains how one comes by this staggering figure, among other things.



So, in essence, Minecraft is a million billion kajillion blocks big. Pull that one out at a party. I bet people will be impressed.
PC Gamer
Is it more disturbing if the hero looks totally undisturbed?
Is it more disturbing when the hero looks totally undisturbed? This Dead Space 3 screen suggests so.

Leaving no vacuum between the game's release and the first DLC plug, EA and Visceral announced today that Dead Space 3 Awakened will release on Origin next month for $10. There are no other details on the DLC except Executive Producer Steve Papoutsis' tease that we'll experience "some of the most disturbing content" we've ever seen in a Dead Space game. As it already sounds like an ESRB descriptor, we'll tentatively define "disturbing content" as Intense Violence, Blood and Gore, Strong Language, and possibly Sudden Decapitation.

Gamers are going to "love it," concludes Papoutsis, whose statement follows overall critical praise for Dead Space 3, which just released today. EA was quick to point that out, too, calling out Game Informer's 9.75, AusGamers' 9.0, and other high scores in its announcement.

Our review of the series' co-op twist is forthcoming. In the meantime, here's what we've heard about its microtransactions and the so-called "straight port" to the PC. The latter may not be as bad as it sounds, as the options menu doesn't look very offensive when peeped through YouTube.
PC Gamer
EuropaUniversalisIV


It's 1444, and King Henry VI is having a very bad day. What came to be known historically as the Hundred Years War is being micromanaged by a Yankee with only a meager grasp of the political and economic situation of the time. A person who typically plays grand strategy games by pausing every 12 seconds to consider his options, but is denied this luxury as the multiplayer clock in Europa Universalis IV ticks on, leaving him at its mercy. Things aren't looking up for merry old England.

Europa IV, which I previewed in a hands-off capacity not long ago, is a completely different animal when you take the reigns. As I clicked furiously through menus and tried to speed-read tooltips, I was watching England veer off the road into a ditch, rolling over, and catching on fire. While monarchs—like poor Henry, whom I pictured with a perma-facepalm about five minutes in—and heirs are represented, and their traits can have an effect on your play, this renaissance excursion isn't focused on characters like Crusader Kings II. You control a nation as some kind of incorporeal regigeist (that's a word now, because I said it is. Such is the power Europa grants you.)



While the others around me met with varying levels of success, I seemed to constantly be dealing with rebels and a broke treasury. The mighty English fleet, dominant as it was, proved surprisingly ineffective when my enemies at home and abroad stuck to the brilliant tactic of killing me without needing to build boats. In the South, I had the French (controlled by none other than frequent PC Gamer writer Rob Zacny) seeking to push me out of my rightful holdings on the mainland. Back home, I had bands of rebels popping up everywhere: Welsh nationalists, angry peasants, heretics of something called Bogolimism (do they worship blogs? Or Boggle? Damned if I know), and probably a significant portion of bandwagon-riders shouting, "I DON'T KNOW WHAT WE'RE REBELLING ABOUT!"

This, as it turned out, was due to my ignorance of Europa IV's Stability mechanic. Stability is a metric that runs from +3 to -3, and has a vast impact on how likely your people are to press an issue with their government. It's an abstraction of the task of keeping your vassals happy in Crusader Kings. You can spend Monarch Power, your main non-money resource, to boost Stability. But if you're always paying MP to maintain order, you won't have that power to use in other, more progressive ways. Stability drops when you do things like declare war for no reason. Unlike Crusader Kings, you can do that, it's just not a very good idea.



I managed to get my national stability under control, but not before accepting the demands of several rebel groups, leading to Wales becoming independent, and Bogglemania, or whatever, probably becoming the official religion of England. Rebels in EUIV always have some sort of demand you can agree to, and stop them from killing you. The problem still remained, though, that I was bleeding money like a stuck pig with money instead of blood, and Zacny's Frenchmen were stomping all over me on the Continent. I started abandoning large portions of my fleet to get out of debt, taking about a dozen loans so I could hire mercenaries and try to turn the war around.

That didn't happen. I raised the white flag about six years earlier than the English did in actual history. In my defense, that put the Hundred Years War closer to actually being 100 years long. (In real life, it was actually The 116 Years War.) It was around this time that I discovered why I was now in an amount of debt comparable, in the currency of the time, to the current U.S. deficit: In my frenzy to set up my realm at the very beginning, I had hired a tier three adviser to help out my armies. These function like the councilors in Crusader Kings, but you have three general spots, instead of a handful tied to specific jobs. There are well over a dozen advisor types, that can benefit everything from military to economy.



The problem was, this money-grubbing bureaucrat was an "expensive luxury," in the words of the developers, and had essentially ruined my entire nation single-handedly from the get-go. The other players who had settled for tier one advisers were doing just fine in the treasury department. Personally, I hope there's a giant, flashing "Greedy Bastard" warning on these guys when the game launches. Once Lord Extravagance, Esquire got the sack, I started to slowly repay my loans and plot the reconquest of Wales. Alas, with the limited time we had to play, it was only a dream.

Europa IV is an incredibly deep and dynamic game, where each new menu you open is daunting, while simultaneously filling your head with possibilities. You mean I can play as Denmark, kick off the Protestant Reformation, colonize Canada, foment a rebellion, and play as the new nation that emerges from my former subjects? Why yes, yes I can. And that's only the beginning. Europa IV sets sail later this year, and with the train wreck of 15th Century England behind me, I look forward to discovering the rest. And maybe giving Zacny some payback.
PC Gamer
quadcow


telnet> open pcgamer.com 23
telnet> Connecting to pcgamer.com...
Connected to PCGAMER port 23. It is 12:28 PM in South San Francisco, CA. There are 2300 hosts on the network. Type GABE for news about Gabe Newell, or type ? for a command list.

>?

Command list: calc cmonkey dir finger gabe help hosts login ping quadcow traceroute users

>quadcow

You watch a charming new Quadrilateral Cowboy trailer. For more, type 'help quadcow.'

>help quadcow

Quadrilateral Cowboy is a hack-tical heist game from Blendo Games which will release sometime this year. It calls itself "twentieth-century cyberpunk," and so far it's really hard not to get caught up in its old-tech nostalgia. Please direct your web browser to Quadrilateral Cowboy – Brendon Chung’s latest game takes things back to BASIC for more (56.6k modem recommended).

>cmonkey

:(|)

> exit
Connection to host lost.
Press any key to continue...
Darksiders™
darksidersII


Darksiders developer Vigil Games wasn't sold at last month's auction of THQ's assets. That was the end of Vigil, but not its staff: rather than buying Vigil whole, Crytek left it on the auction block and later hired many of its laid-off employees to form Crytek USA in Austin. Crytek's new ex-Vigil staffed studio, however, won't be making Darksiders III. In an interview with VentureBeat, Crytek CEO Cevat Yerli explained that Crytek wanted the people, but not the product.

"We had chosen Austin as the destination for , and we needed a lean and core team of experts to run the studio. At the same time, we didn't want to continue with Darksiders III, since that doesn't fit with our strategy," said Yerli.

"So when I heard that , I decided on Saturday morning to fly out to meet with them to see if the team would be interested to join our mission, which is significantly different than what this team has done before."

Over the course of a few days, Vigil Games closed and Crytek USA opened, and the 30 to 40 member staff will now be starting fresh.

“It’s not like we set the team on a specific game concept,” said Yerli. “They’re actually going to work on what David and the team identifies as what they want to do. Right now, they just know what the strategy of Crytek is and the framework we need to satisfy, but none of that drives what the game is about.”

Meanwhile, the rights to Darksiders remain unsold. Read more about the rapid formation of Crytek USA on VentureBeat.
Crusader Kings II
CrusaderKingsII_The_Old_Gods_image_7


Crusader Kings II: The Old Gods has just been announced, and will add playable pagans and Zoroastrians to Paradox's grand medieval strategy sandbox. It's fair to say I was just a tiny bit out of my mind excited. Some notable new features include an extension of the timeline back to 867 A.D., and (sadly unplayable) landless adventurers who set out with their bands of warriors to found new kingdoms in true Viking fashion. I got to raid the brain-villages of Chris King, one of the expansion's designers. Read on to share in the knowledge I plundered.

One tidbit I picked up not included in this interview: 867 will be a stand-alone start date. Unlike the rest of CK2's timeline, you won't be able to advance the clock day by day between 867 and 1066. This, unfortunately, means you won't be able to play as some of the intervening figures such as Brian Boru, the legendary Irish king who founded the house I played as in the first Crusader Kings Chronicle.

PC Gamer: Does The Old Gods make all of the pagans playable? Including, say, the Mongols?

Chris King: Yes.

Will there be different flavor events for the different types of pagans?

At the moment, we've been focusing in on the Norse pagans. So as a Norse pagan, you can now erect a runestone in your honor, we have these little things like that. And you can also go a-viking. So you can set yourself up for a big invasion of somewhere.

And then we're going to try to go through all the other pagans and see what we can do with them. So we've kind of been talking about giving, like, the Baltic pagans maybe defensive bonuses or these kinds of things. But we're going to look at each pagan in turn and say, what can we do to bring them out and make them interesting?

"So, just because you've kicked out the guy who claims your title...doesn't mean he's not a threat."
So, the Norse will be the most fleshed-out.

Yes. Well, Norse is our first one. We've actually changed the cultures. So Scandinavia is now "Norse" culture at game start . There's no Danes, Swedes, and Norwegians. And then they will split up into the three.

Is that an event that happens randomly?

Well, it's an event. I'm not sure how random it is.

Do the playable pagans include the Aztecs from Sunset Invasion?

Yeah, the Aztecs will be playable. So I think you can actually tag into them when the Sunset Invasion arrives if you want to. If you decide you want a cruising mid-late game, you can always take over that invasion.

Have you guys figured out who the Interesting Characters are going to be for 867?

Well, the reason we picked 867 is that there was a moment—it was called the Great Heathen Army. And it arrived in York in 866. So you have this heathen army. They're the sons of Ragnar Lodbrok. So you have Ivar the Boneless, Halfdan, Bjorn Ironside— and these were the sons of Lodbrok. At least one of them will be an Interesting Character. It's also a kind of symmetry thing. Because we started in 1066, you have a pack of Norwegians parked in York. So if you start in 867 you have a pack of, I think they're mainly Danes and Swedes now, parked in York.



Have you thought about, beyond the Norse, which rulers you want to highlight in 867?

Not yet, but I think it's the grandsons or great-grandsons of Charlemagne in Central Europe. So they'll definitely be ones to play around with.

So the landless adventurers you mentioned aren't actually playable?

No, not as far as I know. Basically, the adventurer system is not fully implemented yet. So it's in our progression. But our idea is, landless characters can be a danger to you. So just because you've kicked out the guy who claims your title—he doesn't have any land—doesn't mean he's not a threat. Our goal is to try and tie them in with rebels. So rebels will now rebel for a title claimant.

So, is this something that would maybe be moddable? In terms of making adventurers playable?

The engine doesn't really support that. So I don't think we can make landless characters playable. I mean, we had to to actually create special settlements for the republican families, with the palace thing. Which was their core settlement, so they would always be landed.

"...Money is still power, even in the Viking Era."
The fact sheet mentions that it will actually generate unrest if you don't go to war as a pagan.

Yes. Well, there's two parts to it. If you decide I'm going to call an invasion, and then you get your vikings turning up...if you then refuse to declare war, you've got, like, a two year window to do it, then you will get big penalties.

And Prestige is a key thing. So, because these invasions are your biggest way of getting troops over land, I can be the poorest count in Norway. But if I have a high enough Prestige, I can declare invasions for one of my pagan neighbors, in fact, summon Vikings, and basically kick them in. So you have to make sure you have a lot of Prestige so you can counter-invade and things like this.

The other part is, obviously, that if you go looting, you're going to get money. And money still translates into building upgrades and all these kinds of things. It builds up your core demesne, allows you to buy titles...so, money is still power, even in the Viking Era.



And do you actually destroy holdings when you go raiding? Or destroy building improvements?

Well, that's definitely going to be a kind of tweaking/balancing thing. We definitely think it should destroy improvements. You know, but it's going to be a question of balance, how much damage they should do. Should they be able to burn down whole holdings? Or should they set back your improvements in holdings? That's going to be something we'll play around with.

So it's not just a red icon that says "Pillaged" that goes on the province and just gives you a temporary penalty.

No. We're aiming to make sure it actually damages stuff.

"So I rage-quit. I said, 'This needs balancing! It's broken! You need to fix this!'"
You mentioned at one point that you're still messing with the numbers and balancing for pagan invasions.

Yeah, I played the King of Scotland, and the Great Heathen Army was obviously beating up the English. Which was pleasing for me. But then there's one scripted invasion we have, which is the Great Summer Army, which came a year after the Great Heathen Army. And he should pick East Anglia, but he actually has a random chance of picking another county.

So he picked bloody Scotland! And 6000 Vikings arrived on an invasion CB. So if they won, I'm out. So I rage-quit. I said, "This needs balancing! It's broken! You need to fix this!"

We're trying to get that kind of thing where it shouldn't just be a simple steamroll. But also, it should be a threat. So we're trying to find that right balance number.

On the next page: How the expansion will handle the Great Christian Schism, cultural shifts, and nomads.





PC Gamer: One question that has actually come up a lot when I've put out the call on Twitter is: how are you guys going to handle the Catholic schism that happened between 867 and 1066?

Chris King: Yes, that's something we're discussing a lot. Because we're going to basically run with the idea that the schism has as good as happened . If you go back maybe another 200 years prior to that, the Byzantine Emperor was the protector of the Pope in Rome. So even though there were theological differences between the Pope in Rome and the Eastern bishops, this political situation— he was still approved by the Byzantine Emperor. And there were four Eastern Patriarchs versus one Western Patriarch.

By 800, there's two things. One: They've brought in Charlemagne. The Pope has crowned his own Emperor in the West to protect him. And three of the Eastern bishops have fallen to the advance of Islam. So you're already at this point where the Western church is diverging. Even though they haven't done that final, cataclysmic excommunication of the Byzantine Emperor ... the Western and Eastern churches have already strongly diverged.

So we're not going to have as the same religion. But we might have some kind of flavor things going in there.

" got far more development time. At least an extra month, which I think puts it about 25 percent bigger than any of the others."
Will there be an event, possibly, for the big cross-excommuncation? A big "Screw you Byzantines" event?

Possibly. We're definitely going to aim, if we have the time, to put in a bit of flavor around that great moment. Because it is one of those seminal moments in history. It turned what was essentially theological differences of interpretation into a final break that there was no way back from.

Will there be many new cultural change events between 867 and 1066?

Well, there's definitely going to have to be a Norse kind of "fracturing pot." You know, you split into Swedes, Danes, and Norwegians. And that's the kind of thing where we're going to look at it and see, what would be cool with the game, and what do we have time to script?

What about things like the Vikings under Rollo landing in France and becoming Normans?

Yeah, we're going to actually have to make sure we do that. I don't know if Henrik has got that planned. I'll certainly remind him that we're going to have to make sure that's in.

Is this your biggest expansion yet? The price point is more than any of the previous DLCs.

Yes. It's got far more development time. At least an extra month, which I think puts it about 25 percent bigger than any of the others.



As far as the old school pagan mechanics, are those getting replaced now that you're fleshing them out? Thinking specifically of Warrior Cults and all these little things that were meant to help them survive a bit longer.

Well, at the moment they're still there. And we're just going to see how we should adapt them as the game unfolds. We're already looking at, "What do we do to stop the Holy Roman Empire just trashing the Norse in 867?" So a lot of it is going to be how the game actually plays itself, how we're going to handle these things.

How many nations are pagan in 867? I think I heard Hungary might be?

Well, the Hungarians are pagan, but they're not actually in Hungary. They're out in the steppes at the moment. Poland is still pagan. All the way East is. You know, the Slavic tribes are there. You've got Rurik, the Norse Viking in Novgorod, who's also pagan. All of Scandinavia is pagan as well.

Is Poland lumped in with the Baltic/Romuva group?

No, we've added a new flavor of pagans: Slavonic pagans. Which covers, like, Poles and Russians. They are fractured into several sub-tribes. There is no Poland at the moment.



How do you model that in the game? Obviously, and I've seen this on the forums when we were just speculating about the expansion— a lot of these tribes didn't have anything close to CK2's feudal system.

What we have is just, essentially, lower-tier titles. So that one of these tribes can come together and unite as Poland.

What we're currently playing around with is a kind of pagan fracturing sort of idea. Because you don't have these tight bonds to the feudal structure, at what point do you just allow people to leave your little constructed realm? I've built myself up as, you know, a king in Sweden. But then, it's not feudal. You don't have those tight contracts. We're looking at evolving that kind of system.

"We call it 'The Hungarian Question.'"
Are they represented as counts? Or dukes?

There are some dukes, some counties. One of our is apparently well up on Slavic tribes, so he's given us a set-up with different power blocs in different places.

Are there any changes being made to model the nomadic people who were around at that time? There was a lot of migration going on, a lot of tribes that just up and left where they were between 867 and 1066. It wasn't just an issue of conquering more stuff, they left the old lands behind.

That's something, obviously. We call it "The Hungarian Question." Which is, "How do we get the Hungarians from their home right now, in Western Ukraine, into Hungary?" So it's something that we know about, and we're probably going to do a bit of iteration, and trial and error, on that one. We definitely want nomads to move.

Now, let's say you're a pagan jarl, and you're being invaded by the Holy Roman Emperor. Could you put out a call for, like, a defensive invasion?

That's one of the things we're looking at to help pagans defend is, perhaps, these bands that spawn for invasions will spawn to protect and defend them as well. It's one of these things that would make sure we don't have a Holy Roman steamroll through Scandinavia in 867. And so we're open to these kind of ideas, and we're going to pick the ones that give us the right effect.



Were there any more religions added beyond the Slavonic pagans?

No. I mean, you've got the Khazars out on the steppes, which I've read were actually Jews, essentially. But we decided not to add another religion again, because then we get sucked into giving them cool mechanics. And we felt, we'll just make them pagan—Tengri pagan. And then just develop the mechanics for that. We felt that if we started adding, you know, many more religions, we would start spreading ourselves too thin on this expansion.

"I mean, they were dualistic fire-worshipers. So it’s not really like Christianity."
The Zoroastrians are also getting some love, though?

They'll be playable.

But they're not getting any specific, new mechanics.

Well, we'll see about that. There's not many Zoroastrian rulers kicking about. So it's down on our list. But we know our fans like the Zoroastrians. So we'll see what we can do for them.

Will they be modeled more closely to the pagans, in terms of mechanics and interface and things like that?

Yes. I mean, they were dualistic fire-worshipers. So it's not really like Christianity.

Can they call invasions?

We'll see. It's something where we'll just see what's fun and interesting. The Norse definitely get the invasions. We'll see who else does.

So invasions aren't necessarily everyone within the Pagan religious group.

Not necessarily. We'll just be playing around a lot with them. If it ends up with, like, the Finns invading Spain all the time, we'll have to say, "Look, Finns, you're not getting the invasion CB." So we'll be looking at what feels historical and what's fun with all of the pagan religions.

And so we set our sails for the fertile lands of Q2 2013, when our longships will arrive and our heathen armies can reign over Europe at last. Thanks again to Chris for sharing his wisdom with us. You can get caught up about the expansion and check out the trailer if you're gnawing at your shield for more.
Feb 5, 2013
Primordia
PCG250.rev_pri.pic1


Review by Ben Griffin

Humans are a distant memory. Rugged robot Horatio Nullbuilt (Bastion’s narrator Logan Cunningham) passes the days studying the Book of Man and trading quips with his sassy droid Crispin, or traversing the desert on the lookout for scraps to maintain his beaten-up spaceship, the Unniic. But then their peacefully nomadic existence is shattered by the rogue robot Scraper – who steals the Unniic’s energy core – and they’re launched on a quest to retrieve it.

Primordia takes cues from its mentors, point-and-click maestros like Revolution Studios and LucasArts, and this is most keenly felt in a slick, concise interface: there’s an inventory used to combine items, a datapad storing lore, a cursor highlighting clickable objects, and a map that fast-travels you between environments. Controls are elegant too, using left-clicks to interact with hotspots and right-clicks for descriptive passages on them. The undemanding interactivity makes Primordia the gaming equivalent of curling up with a good book.

Unfortunately, such a debt to tradition means that the game is deliberately old-school, so while the art is at least cohesive – presenting a world intentionally drab and ruined – it’s more pixellated than a face on Crimewatch. This is a corroded and claustrophobic world that I simply don’t want to inhabit, and for a point-and-click game where each screen is to be pored over, that’s a problem.



Elsewhere are bugbears familiar to the genre. Early on, you’re tasked with repairing your ship, collecting bits and bobs from a desert scrap yard and combining them in your inventory. It turns out you can use putty on a conduit but not conduit on a putty. This leads to the age-old fallback – clicking on everything you have in the vain hope that something will slot together.

Puzzles suffer from inconsistency. Crispin can fetch you metal rods despite having no arms, but can’t knock a halogen lamp from a perch. When puzzles do work as expected, they often lack pizzazz or the thrill of ingenuity. There’s nothing exciting about figuring out how to bypass a password to open a door.

The animation is also decrepit, with the lack of frames leading to characters that look like they’ve lurched straight out of Habbo Hotel. This is more than just a visual thing. In a genre where mechanics are so often rote, good world-building is a crucial element. One of the ways you help your audience connect with a world is through animation.



Once you hit the heaving city of Metropol, Horatio’s musings on metaphysics provide a philosophical spark but the visuals remain underwhelming and the puzzles even more so.

Primordia is thus a mixed bag, succeeding in the basics but failing when it comes to the finer detail. There’s something promising here, but it’s doomed like humanity to be a distant memory.

◆ Expect to pay: $11 / £7
◆ Release: Out now
◆ Developer: Wormwood Studios
◆ Publisher: Wadjet Eye Games
◆ Multiplayer: None
◆ Link: www.wadjeteyegames.com

Magicka
Gettysburg Armoured Warfare review thumb


In an interview with GameSpy, Paradox's CEO Frederik Wester has revealed that the publisher cancelled four games in the past year, in an attempt to ensure that consumers weren't paying for buggy or unfinished titles.

Wester's comments were in response to questioning about the much maligned alternate history Civil War RTS Gettysburg: Armoured Warfare. Wester said, "That was terrible. We did not do our homework. It was a one-man team with some backup... we learned a lot from that release. We've had many bad releases before that, as well, and we learned something every time."

"In 2012, we also closed four game projects. This happened after Gettysburg. We looked at them and said, 'These games are not up to the standards we're currently looking for at Paradox, so we're going to close these projects.' We're not going to have any more games that are unplayable at release."

Gettysburg wasn't the only Paradox title in recent history to launch in an unfinished state. Both Magicka and Sword of the Stars 2 were released with significant problems. Wester admits that previously, Paradox couldn't risk the financial hit of cancelling projects. "We needed to release the best product we could release at the time in order to get at least some of the cash we invested back."

The success of Magicka and Crusader Kings 2 has put Paradox in a position were they can afford to be more diligent. "An internal quality assurance team has been built over the past year," Wester says. "Previously, we didn't have an internal QA team. Now we have a team of eight dedicated people in-house. We have a dedicated QA team for the Paradox development studio, specifically for the Crusader and Europa games, and we also now work with a number of external QA studios to stress test our multiplayer games, compatibility testing so it runs on different hardware, etc."

Wester closes by saying, "That's what you'll see from Paradox – fewer and better titles. The quality improvement is the most important thing we're working on right now."

Thanks, VG247.
PC Gamer
New God Vulcan - handy around the house
New God Vulcan - handy around the houseLast week, we set you the challenge of snapping pictures of your mad, powerful, custom PC rigs with the aim of winning a brand new Alienware TactX keyboard and mouse. It was all to celebrate the release of new God Vulcan (no, nothing to do with Star Trek) in MOBA game Smite.

"By adding Vulcan to our roster, we wanted to highlight his skill as a craftsman in his design," says Smite Lead Designer Travis Brown. "By assembling Thumper XVI turrets and Inferno Cannon's to do his dirty work, he brings a new and unique playstyle to Smite. In balancing the durability of his structures versus the damage potential of them, we decided to allow the player to tweak themselves how much of a tank versus damage role that they would like to play. The more protections and health items that players buy, the more durable the structures. Very similar to this contest where PC Gamer fans are customizing their PCs, Vulcan can customize the durability of his structures through gameplay!"

Thanks, Travis. Well, the competition has now closed and the PC Gamer team has picked one ultimate winner, and four worthy runners up. Massive thanks to everyone who entered - we had hundreds of entries, we looked at every single one, and deciding the winners was a Herculean task. The ultimate - frankly astonishing - winner is on the last page. Each PC owner who has their rig featured in this story wins an Ultimate God Pack for Smite, which includes all 29 deities, and the overall winner gets the keyboard and mouse. We, er, hope he left space in his custom case to plug them in. Click through - you'll see what we mean...


5. Donny Cryer
It's all out in the open...
Specs:
- Lenovo Thinkpad T61
- Intel Core2Duo T9300 @ 2.5Ghz processor
- 4 GB RAM
- Intel 160GB SSD
- ExpressCard to PCI Express Adapter
- ASUS ENGTX570 DCII/2DIS/1280MD5 GeForce GTX 570
- SeaSonic X-SERIES X-1050 1050W power supply for video card
- Saitek Eclipse keyboard
- Logitech G5 mouse
- Samsung SyncMaster 940BX monitor

PC Gamer says: "Nice deconstructed set-up from Donny, although we wonder if it's strictly necessary to have such a focus on fans when most of the kit is outside the box... Also: water hazard. Best move that bottle."

4. Omar Lashko
Nice yellow trim, Omar
Specs:
- i7 3770k processor running @stock (for now)
- MSI Mpower Z77
- MSI HD 7950 graphics card
- Corsair AX750 with custom individually sleeved cables (done with pain and suffering)
- Avexir 1600, 4x4GB RAM
- Vector 128GB SSD (velcro'd in the back of the motherboard tray)
- NZXT Switch 810 Black (spray painted some of the mesh yellow & di-noc'd the front with carbon fiber(planning on doing roof too))
- 27inch ASUS VE278Q 1080p monitor

PC Gamer says: "Omar, we like the cut of your jib. Although your hardware is still work in progress, we admire what you're doing with those custom cables. Call us budding Gok Wan-gers, but that yellow is really working with the black case."

3. Sherlock Dy
Sherlock's rig is afoot, Watson
Specs:
- Intel Core i5 2500K (OC at 4.8GHz)
- Asrock Z68 Extreme4 B3
- 2x 4GB RAM
- Seasonic M12II 850W Modular power supply
- MSI R7850 Power Edition 2GB GDDR5 video card
- Cooler Master HAF X case
- Asus Xonar Essence STX soundcard
- SSD is a OCZ Vertex 4 256GB
- 3x HDD (150GB, 1TB, 500GB)

PC Gamer says: "Power meets beauty (well, lovely glowing neon) in Sherlock's rig. Not the most outlandish design, but it's well put together and handsome to look at."


2. David Rebbetts
A true desktop PC
Specs:
- It's made from an old table and bits of a wardrobe I had laying around, plus some 3mm aluminium using hand tools only.
- The monitor mount is integrated. I intend to put a window in the top but need to buy a router to accomplish it.
- The hardware is fairly ancient with a few new bits.
- The new bits are an Asus directcu Nvidia 560ti gpu and an Antec true power new 550w psu.
- The rest was used by Brunel to produce the SS Great Britain CAD drawings: n8sli deluxe mobo, amd64 4200+ processor, 4gb generic ram and a couple of 250GB HDD's (one's a caviar black).

PC Gamer says: "At first glance, we thought David had simply nipped down to PC World and IKEA, put it all together, and sent us a photo. It's only when you look closer, then see the work-in-progress shots, that his achievement becomes clear. It's a custom PC inside a custom desk. We tip our collective hat to you, sir."

Here's a work-in-progress snap of David's in-desk PC


1. Eric Randall - Winner
This custom rig blows our tiny minds
Specs:
- Intel Q9550 CPU
- Gigabyte P45 UD3P mobo
- 4GB Kingston PC6400 / 4GB Mushkin PC6400 RAM
- Crossfire HIS Radeon 4890s graphics
- Corsair HX620 power supply
- EK full covers for the GPUs / Cooler master Gemini 2 for the CPU
- Mountain Mods Twice 7
- WD Caviar Blue 500GB SATA HD / 60GB OCZ Vertex 2

PC Gamer says: "We'll be honest Eric, your rig scares us a little. It's massive and mad, but gloriously so. The custom paint jobs show off your artistic talent, but we appreciate the fact that you know how to put together a respectable PC too. This PC set-up would be better placed in a gallery than an office or bedroom. Good work - you're a deserving winner."

More shots of Eric's terrifying rig
PC Gamer
Tera Rising thumb


Tera, the combat-centric fantasy MMO, has relaunched as the free-to-play Tera: Rising - suggesting the game's various worldwide publishers are hoping for a phoenix-like rebirth of the Korean made RPG. Working in this new version's favour is the generous amount of content being offered to free players, as well as the new dungeon and arena being released with the 2.0 update.

A post on the EU Tera blog explains the new dungeon, called the Crucible of Flame. "In this special dungeon you’ll compete with other players for new high scores. A special ranking list will show the best groups and players who reach a high rank can look forward to some exceptional rewards. This dungeon will also feature diverse difficulty levels, so everyone will be able to enjoy this new experience." The Crucible will be joined by a 3 vs. 3 PvP arena for level 60 players.

Tera combines a fluid and enjoyable direct combat system with some fairly questionable and uninspired mission design. I reviewed the subscription version back in June, although the chance to now experience its gorgeous worlds for free does make the game a much more enticing prospect.

If you're tempted by the free-to-play switch, here are some of my top tips for playing Tera:

DON'T play as an archer. If Tera has a strength, it's the direct combat of its melee classes. Archers just stand flinging a constant stream of arrows at their target. Boring.
DON'T play as the Elin. They're supposedly the "divine children" of the goddess Elinu. As if that's a good excuse for having a scantily-clad child-like avatar with vague animal features.
DO bring a DVD box set. Or queue something up on Netflix. Anything to distract you from the tedium of the first few hours of levelling. Your aim is to trick your body into churning through the mission chaff while your brain isn't paying attention.
DO complain about how creepy the Elin are in the game's chat. Seriously, those first 20 levels are really quite boring, so any distraction is welcome. And Elin fans can be hilariously defensive.

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