PC Gamer
alg_pic_2


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, no, it's not a surreal question asked of an outlaw. It's a look back at American Laser Games - the company that put the 'video' into videogames.

It's video time again, folks. In more ways than one. Saddle up, then lock and load, for a snarky look at the PC versions of the lightgun games that took arcades by storm back in the ancient 90s.

"Show" Notes - Odds, Sods, Errata, Etc.

First up, a quickie about timings. Due to the way these games work, a lot of the footage had to be reassembled to get a proper flow - I've tried to keep it as accurate as possible, but it's not going to be perfect. The DOS and Windows copies react instantly, the DVD versions... not so much. Some of the gunshots are also foleyed in where it was silly not to have any sound at all. Basically, yes, some tweaking and editing has been done, but only in the spirit of reproducing the original experience.

(Aside from one bit, where they're left out for a cheap gag. Ahem.)

Which version of these games should you buy if you're in a nostalgic mood? None of them. The DOS ones are too stodgy, the Windows ones break constantly, and the DVD ones are a nightmare to actually play. The scripting in the latter two is so janky that I'm not even sure it is possible to finish Johnny Rock properly. The DVD version goes so far as to provide a code to bypass the safe puzzle. Mind you, it also claims one of the suspects is called "Pots". Twice. Rather kills the theme-naming, that...

Just want to see the games? In Windows and DOS respectively, here's Mad Dog McCree and Who Shot Johnny Rock? I don't see any Space Pirates longplays, unfortunately. For a more comedic spin, the Retsupurae guys also recently riffed their way through Crime Patrol and Mad Dog McCree.

I'm going from memory about the original arcade machines. My memory may be faulty. Sorry for any errors or omissions, but it has been about fifteen years since I saw one of them. Their charm was always the FMV rather than the mechanics though, especially in Space Pirates' low budget universe.

Who Shot Johnny Rock's weapon led to a bit of a question. In these versions, the weapon is a standard pistol - and indeed, that's the weapon your character shows people and seems to be fitted to the original arcade cabinets. This episode of GamesMaster though, in which Tony Slattery fails miserably at the game, shows that it's actually meant to work like a tommy gun - which is also what Wikipedia and other places claim it uses. In short, never having played the arcade machine, I went with the internet's word on that bit. Sorry if the internet turned out to have untruths upon it. If you know for sure, let me know.

The "Who's The Dummy" song is from the always funny You Don't Know Jack, which is available on Steam in some regions, but apparently not the UK. That seems distinctly unfair. Also weird, even if it does have a few too many questions about US things for those of us on this side of the pond.

"Where we we" - Gah. Yes. I know. Can't change it now, but self-kicking has most assuredly happened. Spent ages checking for typos. Missed the one in GIANT WHITE TEXT on a blank background.

Oh, and the Randy bit? Nothing personal, honest. Just seemed the most appropriate recent case to rib a little, and it's only meant as a poke at A:CM's troubles rather than anything too mean. You'll find the original quote here, in enemy territory but never mind, as part of a collection of other hopes that turned out not to be. Don't worry, Alien fans. One day, your prince will come and will be a facehugger.

"Later, Dude."
PC Gamer
celeb


SimCity is out Tuesday, and we'll be spending all week testing its live servers and multiplayer, where up to 16 cities can interact. We could just play amongst ourselves, but we had a better idea: assemble a mayoral superteam to cooperate and compete in the most absurd region SimCity will ever see.

Next week we'll be building cities alongside Veronica Belmont, Brian Brushwood, Robert Bowling, Ashly Burch, Chris Kluwe, Markus "Notch" Persson, Gary Whitta, Lead Designer Stone Librande, and urban planning expert Jordan Yin, Ph.D. There will be corruption. There will be greed. There will be sewage. We’ll be documenting how everyone interacts in daily posts starting Tuesday.

As for our review, we'll post early SimCity impressions when the embargo lifts on Monday, then a final review on Friday. For now, read on for more about our exceptional multiplayer mayors, including what kind of city they plan to build, and how they'll torment the hapless citizens of their esteemed neighbors' cities.

Veronica Belmont

Twitter: @Veronica | Web: veronicabelmont.com

Veronica Belmont co-hosts Tekzilla on Revision3 as well as science fiction and fantasy-themed podcast Sword and Laser. She's written for Slate, DoubleX, MaximumPC, and PC Gamer, and was the original host of Qore on the PlayStation Network.
Veronica says: "I prefer to rule with love rather than fear (I'm looking at you, Brushwood). My citizens will be filled with vim and vigor, excited to watch their city grow and change with them. Soylent green is SIMS!"
Brian Brushwood

Twitter: @shwood | Web: shwood.squarespace.com

Brian Brushwood is an award-winning magician, host of Revision3's Scam School, and co-host of TWiT.tv's NSFWShow with Justin Robert Young. He's written several books, including The Professional's Guide to Fire Eating and the Scam School series.
Brian says: "I want my city to be a postmodern eyesore that will annoy all of you with it's very existence. Pro-Tip: Don't build downstream from me."
Robert Bowling

Twitter: @fourzerotwo | Web: fourzerotwo.com

Robert Bowling is President of Robotoki, an independent developer currently producing Human Element. He was formerly Creative Strategist at Infinity Ward, where he became a prominent industry figure.
Robert says: "SimCity? More like SinCity. We will build the Atlantic City of the region. High in good times and crime and low on personal responsibility and education. Robotokians will single handedly leave a blight on our collective region that will be the anchor to our regional prosperity. See you all at the bottom!"


Ashly Burch

Twitter: @heyashwp | Web: ashlyburch.com

Ashly Burch writes, directs, and stars in popular web series Hey Ash Whatcha Playin'? She also voices Tiny Tina in Borderlands 2, and played the lead role in independent film Must Come Down.
Ashly says: "I want my city to serve as a temporally condensed version of the events leading up to Biff gaining control over and destroying Hill Valley in Back to the Future Part II. That probably means lots of casinos and zero police stations. Also, sewage in the city center? We'll see where the mood takes us."
Chris Kluwe

Twitter: @ChrisWarcraft | Web: Tripping Icarus

Chris Kluwe is an NFL punter for the Minnesota Vikings and bassist in Minneapolis band Tripping Icarus. He's also an avid gamer, outspoken equality activist, and supporter of Kick for a Cure and other charities.
Chris says: "SimCity has long been one of my favorite games, and I'm really looking forward to completely ignoring all the cool environmental upgrades and sustainable buildings so I can dump as much pollution on my neighbors as possible. I'm sure my citizens will love living in Poopytown."
Stone Librande

Stone Librande is Lead Designer on SimCity, and teaches game design classes at Cogswell Polytechnical College in Sunnyvale, CA.
Stone says: "I enjoy making quaint low and medium density cities, with an emphasis on aesthetics over a large population and a huge revenue stream. Usually I avoid any industrial zoning in order to keep the pollution level low and the quality of life high. But this time I want to see if I can add some low density, high-tech factories into the mix. I’ll focus on a strong education first, then once that is in place I’ll start to zone for industry in an attempt to skip over the dirty industrial phase."
Markus “Notch” Persson

Twitter: @notch | Web: mojang.com

Markus Persson, known to all of PC gamingkind as Notch, is the creator of Minecraft and founder of Mojang. He's currently developing 0x10c.
Notch says: "The more highly educated nerds I can squeeze into my city, the better. I imagine a city where people invent teleportation in their spare time while reciting sci fi classics and plugging in USB cables the right way around on their first try."
Gary Whitta

Twitter: @garywhitta | Web: about.me/garywhitta

Gary Whitta is an author and screenwriter (The Book of Eli, After Earth), as well as a game writer (Episode 4 of Telltale's The Walking Dead) and consultant. He was also Editor-in-Chief of some magazine called PC Gamer.
Gary says: "As I prepare to get my Mayor on I find myself thinking a lot about specializations. I'm sorely tempted by the option to load up my city with glitzy casinos and create a sin-fueled Utopia, but the high-tech Silicon Valley route also appeals. Ultimately I'll probably go with whatever approach makes me the most filthy rich."
Jordan Yin, Ph.D., AICP

Twitter: @iPlanCities | Web: ask-a-planner.com

Jordan Yin is the Director of Undergraduate Studies at the Levin College of Urban Affairs, and the author of Urban Planning for Dummies. He may or may not make us all look like dummies as he puts the simulation to the test with actual urban planning expertise.
Jordan says: "As a trained urban planner, I'll be trying out some real-world techniques—like clustering high-density development around transportation hubs and trying to keep the pace of development under enough control to satisfy my NIMBYs. But, I might also have some fun doing stuff that planners never get to do in the real-world, like building car-free neighborhoods or wind-powered casinos. I'm also looking forward to trying out SimCity's new ways to interact with other cities and their mayors (but I still haven't decided whether I'm going to be a burden-sharing hero or trash-dumping villain)."
Dota 2
QuakeCon


This week in eSports: the death knell sounds for IPL6, but an announcement from QuakeCon gives us something different to look forward to. Things have come right down to the wire in The Defense 3 and the GSL, and the next MLG is right around the corner. There may be no better time this year to 6 pool or gank your friends into giving eSports a look. gl hf!

IPL 6 officially canceled
Last week, we reported on how the restructuring at IGN had led to the parent company searching for a buyer for the IGN ProLeague. No further announcements have been made in terms of where it might end up, but we can now confirm that this month's IPL6 event has been canceled. Teams from StarCraft II and ShootMania Storm are having to cancel their plans, and GameSpot reports that the League of Legends Korean Qualifiers have been axed. We haven't heard from Riot or the teams themselves when the Koreans will get another shot, but we'll keep you posted.

QuakeCon 2013 announced
In significantly better news, we have dates for this year's QuakeCon in Dallas: August 1-4. This will be the 18th iteration of one of the world's biggest LAN parties, and an epicenter of competitive gaming since before "eSports" was even a word. The announcement page teases more details to come. We'll update you with the eSports-specific announcements as soon as we get them.

StarCraft II


Symbol. RorO. They may not be the most well-known names in Wings of Liberty outside of Korea, but that doesn't matter anymore. They are the only two players left standing in the GSL Code S. Playing for Azubu and Samsung Khan, respectively, the Zerg Ultra-Grandmasters will throw down in a best of seven a week from tomorrow, for possibly the most prestigious crown a single player can earn in eSports.

Watch it: GomTV

As if next week needed even more StarCraft (What am I saying? You can never have too much StarCraft), the Intel Extreme Masters Season VII World Championships go live on Tuesday in Hanover, Germany. 24 of the best players from South Korean and Europe will compete over four days for $100,000 in prizes, leaving off just in time for you to make a run to the store for a case of energy drinks and catch the GSL finals.

Watch it: Intel Extreme Masters

Make sure you're rested up for the week after, though. We've got the Heart of the Swarm Midnight Launch and the MLG 2013 Winter Championship coming up on the 14th and 15th, respectively. New qualifiers for the Winter Championship through the Winter Showdowns series since last week include Mvp, Seed, MarineKing, MC, TaeJa, Polt, Sen, Feast, and, in an upset over DongRaeGu, the relatively unknown jjakji. IdrA vs Minigun is set for this Sunday, one of the more anticpated matches of the series. Suppy, ViBE, Illusion, and HuK also still have their spots on the line.

Watch it online: Major League Gaming
Watch it in person: Passes are still available for the Winter Championships, but it probably won't stay that way for long. You can grab one for $35.

Other Stuff
 
The Heart of the Swarm midnight launch events are going to feature some high-profile show matches, and a who's who of the pro caster community. Blizzard has officially-sanctioned events going on in nine countries, and outlets like Team Liquid are organizing even more. If you're going to be in the Irvine, CA area on the 14th, you can join Day, Husky, Polt, MC... and myself, as well as several of the senior devs, for the U.S. event.

League of Legends


Dignitas has overtaken Curse in the North American LCS, with a 9-2 record over Curse's 8-2. Dignitas has an opportunity to tie that up tonight at 5 PST if they can topple TSM Snapdragon. A loss would tie them up with TSM (Currently 7-3) for the second place spot. CLG is hanging on in fourth with 6-4. compLexity and GGU still can't seem to catch a break, each with only one win so far.

Watch it: League Championship Series North America

Over on the European side of things, Fnatic holds the lead at 7-1, with Gambit BenQ close behind at 6-2. They face off tomorrow at 19:00 CET (Noon PST), in a match that could close the gap to almost nothing if Gambit pulls out a win (depending on what happens in Fnatic vs Copenhagen Wolves).

Watch it: League Championship Series Europe

Other Stuff
 
The League of Legends Mac client has gone into open beta, heralding the potential for even more explosive growth for Riot's rising star. You can download the beta and give it a shot for yourself right now.



Patch 3.03 is bringing some changes for Amumu (which is almost as hard to spell as banana), Taric, and Kale. You can check out all the details in the video above.

Dota 2


From the brutal fray, four teams are left standing in The Defense 3. North America's Dignitas and Russia's Virtus.Pro are set to reignite the Cold War in the upper bracket. Both dominated their Round 3 opponents 2-0, and have lost only one game each in the playoffs so far. In the lower bracket, the winner of Evil Geniuses vs Team Liquid (both of North America) will have a chance to face the loser of the upper bracket final for a spot in the championship match. Dignitas vs VP is scheduled for 11 a.m. PST tomorrow, with EG vs Liquid to immediately follow.

Watch it: The Defense

Other Stuff
 
The Dota 2 client has been updated to include the first part of the new player experience, unlocking a set of single-player tutorials with a loose story that are reminiscent of the old WarCraft 3 scenarios. According to the official blog post, "Dota’s a deep game, and there’s a lot of things to learn, but we felt it was important that the learning was entertaining in itself, so we’ve tried to avoid building a dry tutorial."

A lot of things can be said about Dota, but few would dispute the reality of its reputation for being punishing on newbies. If you're relatively fresh to the game and have had a minute to try the new tutorials out, we're curious to hear your thoughts.

That's it for this week, eSports faithful. Let us know in the comments what you think of this week's stories, if there's anything we missed, and what eSports events you're most looking forward to in the coming weeks.

gg!
Team Fortress 2
Dead Space 3


The ongoing debate over the ethicality of microtransactions is hot enough to make the sun look like an ice cube, but it's difficult to overlook the financial benefits of prolonging a game beyond its launch content—just ask EA, which recently stated it's seeking to add purchaseable items in all of its games. Consumer concern is natural, but former Epic designer Cliff Bleszinski thinks wallets are a stronger measure of approval than complaints. In a lengthy blog article, he specifically brings up the business practices of EA and Valve, stating he's "tired" of the former taking the brunt of ire surrounding the subject.

"I’m going to come right out and say it: I’m tired of EA being seen as 'the bad guy,'" he writes. "I think it’s b******* that EA has the 'scumbag EA' memes on Reddit and that Good Guy Valve can do no wrong.

"It blows my mind that somehow gamers don’t seem to get that Valve is a business, just like any other, and when Valve charges $100 for an engagement ring in Team Fortress 2, it’s somehow 'cool,'" he continues. "Yet when EA wants to sell something similar, it’s seen as 'evil.'

"Yes, guys, I hate to break it to you, but as awesome as Valve is, they’re also a company that seeks to make as much money as possible. They’re just way better at their image control."

Are we all just hungry for hats?

Bleszinski goes on to claim "making money and running a business is not inherently evil" and compares Origin's currently unfavored reputation with Steam's reception during its shaky first years.

"People love to beat up on Origin, but they forget that, for a good amount of time, Steam sucked," he writes. "No one took it seriously for the first while. When Gabe pitched it at GDC to my former co-workers years ago, they came back with eye-rolls. Who’s laughing now? All of Valve.

"It took Valve years to bang their service into the stellar shape that it is in these days. Yet somehow, everyone online forgets this, and they give EA crap about trying to create their own online services. Heaven forbid they see our digital roadmap for the future and try to get on board the 'games as services' movement."

He finishes with a simple piece of advice: "If you don’t like EA, don’t buy their games. If you don’t like their microtransactions, don’t spend money on them. EA has many smart people working for them, and they wouldn’t attempt these things if they didn’t work. Turns out, they do. I assure you there are teams of analysts studying the numbers behind consumer behavior over there that are studying how you, the gamer, spends his hard earned cash."

Response was swift. A NeoGAF thread ballooned with various comments ranging between hostile, sympathetic, and fearful.

"It's one thing to say you'll start putting microtransactions in every $60 game you'll make and another thing to have microtransactions on a-free to-play game, where a big percentage of that microtransaction money actually goes to the players, who themselves make items to sell," writes one poster.

"Overall, if I see DLC that I don't like, I just ignore it," writes another. "If a game has too much DLC to the point in which the main game is really lacking in content then I just won't buy the game. Simple. Don't get why some are acting like they are being forced into doing something."
PC Gamer
Age_Of_Empires_2


The dataminers at steamdb.info have made a potentially exciting discovery for classic RTS fans: the unreleased entity currently known only as "ValveTestApp221380" is probably Age of Empires II.

This came to light when the app was updated just yesterday with a boatload of new achievements, which refer to many of the factions from AoE2 and its expansion. You can read the full list on Reddit. There is no indication of a release date, but the influx of achievements suggests that it might not be too far off.

It's been 14 years since AoE2, but it's still considered the pinnacle of the series by many fans (I'm partial to Age of Mythology, myself, but it's a very close second). You can still see the complete edition on the bargain shelves at quite a few retailers here in the U.S., so it isn't like it's been unavailable for a significant period of time. As with all older games, however, there are inevitable compatibility issues on operating systems a decade or more removed from the original release. A Steam version could address some of these issues.

PC Gamer
Facing Worlds


Sure, Evan's adoration of Counter-Strike's cs_office is an excellent examination, but I noticed a distinct lack of giant Earth backdrops and soothing ambient techno. No longer: in this week's video, I'm here to explain why Unreal Tournament's beloved Facing Worlds map is one of the best multiplayer maps.
Assassin's Creed™: Director's Cut Edition
Assassin's Creed 4 Black Flag


After revealing the sequel's gun-strapped hero on the box art of Assassin's Creed 4: Black Flag, Ubisoft wasted no time in preparing a debut trailer to leap from its towering marketing mast. A countdown ticks away the trailer's launch in three days, but DarkZero switched on its Eagle Vision and found a now-deleted hidden URL displaying a banner proclaiming an October 29 release date for the radically piratical fourth-quel.

Simply adding a "v" to the end of the trailer announcement's web address sent you to the banner, a crazily minute addition that makes me wonder if DarkZero's spot borders on sorcery. Both banner and address no longer exist, of course, having been stabbed in the face by Ubisoft's swift assassin response team.

The October release window lines up with previous autumn launches of an Assassin's Creed game, though PC versions tended to trail behind by a few months because of lingering bugs and...well, just because. Perhaps we'll enjoy this Creed sans delays this time around. In the meantime, check back right here on Monday for our full preview.
Crusader Kings II



Who is this new, rather unsubtle assassin in the reveal images for Assassin's Creed 4: Black Flag? Evan, T.J., and Omri discuss. SimCity and the Arma 3 alpha are both out next Tuesday, and we're actually allowed to talk about at least one of them. Plus, some of the best listener questions we've had in a long time. Keep 'em coming!

All hands on deck for PC Gamer Podcast 346: Some Kinda Pirate

Have a question, comment, complaint, or observation? Send an MP3 to pcgamerpodcast@gmail.com.

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@ELahti (Evan Lahti)
@AsaTJ (T.J. Hafer)
@omripettite (Omri Petitte)
@belsaas (Erik Belsaas, podcast producer)
PC Gamer
SimCity


We've already examined the effects of SimCity's city size limitation after Maxis stressed the necessity of the restriction for a gain in performance. City sizes will remain fixed when the game launches next Tuesday, but in the words of Gandalf (who'd make a pretty great mayor), "Hope remains." Speaking to IncGamers, Creative Director Ocean Quigley says SimCity's team "could certainly make the city sizes larger" as a reaction to more powerful hardware setups.

"We need to keep in mind that SimCity is a mainstream game," Quigley clarifies. "It’s not a game that's only going to run on high-end gaming PCs. It has to run in your dad’s PC as well. We’ll eventually get around to expanding the city size, but I can’t make any promises as to when.”

Yeah, well, my dad just installed his second Titan, so there. In any case, the prospect of seeing my populace spread across the map in a wave of prosperity and garbage trucks feels exciting indeed. That is, of course, if Maxis' plans involves a substantial grid increase and not a fractional bump—I'd like to see the amazing GlassBox Engine roar with its newfound freedom, not mumble.
Arma 2
Arma 3 - main targets tree


Authentic ballistics modeling continues to be a distinguishing aspect of Arma. But even though I've dumped hundreds of hours into the game, I realized I couldn't identify all the things that the system simulates. To alleviate me (and you) of this ignorance, I asked two of Bohemia's leads to break down what variables go to work when you pull the trigger in Arma 3.

PCG: Some amount of what's being simulated in Arma 3 is invisible to the player. Can you walk us through--chronologically--what happens when the player fires a rifle? From a technical standpoint, what is the game taking into account?

Jay Crowe, co-Creative Director: Actually, we can start even before the shot's been taken. With the Real Virtuality engine, it's often not just a story about the shot itself, but your journey up to pulling that trigger. How much you've been running around and the load you're carrying contributes to a fatigue value. This—together with your stance, breathing, and state of health—affects your weapon sway and, thereby, accuracy. Then, there's the distance to target to take into account—zeroing your weapon or adjusting to compensate for the ballistic curve—plus, leading your target so the projectile ends up where you wanted it to.

Joris-Jan van ‘t Land, Project Lead: And once you do actually pull the trigger, there's a long list of steps in the simulation before hitting the intended target and seeing it ragdoll to the ground. I've actually had to ask programming guru Vojtěch Hladík for the details:

Check whether the weapon can be used at all (most weapons don't function underwater).
Apply zeroing to the direction of the muzzle.
Launch a projectile based on the ammunition type: bullets, shells, missiles, mines, sub-munitions, flares or countermeasures.

All behave differently: some have a powered rocket engine, some emit light, some are explosive, etc.


Add dispersion factors.
Emit the correct sounds and muzzle flash, based on the weapon and accessories.
Heat up the weapon (for Thermal Imaging).
Compute firing visibility and audibility for other entities in the world, based on the weapon and accessories.
Simulate the flight of the projectile given:

detected collisions with the terrain, water or objects
environmental factors: air and water friction and gravity
correct trajectory and energy computations involving penetration and deflection


Your target sees the flash from step #5: it's already too late.

Crowe: So, there's a lot of simulation at work behind the scenes and I suppose it might seem pretty complex just to shoot. What we're trying to do with A3 is make it feel more natural—at least, as natural as discharging a firearm might be for any given player—and, through that, find simplicity. Not "taking away" any simulation, but making the experience more fluid or comprehensible. Taking these various simple, little bits of simulation and combining them effectively in a way that's logical and, ultimately, satisfying to master.



Arma 3 will be pre-orderable beginning next Tuesday, a transaction that will grant instant access to the alpha. We'll have a ton of coverage hitting on the 5th, and look for our entire interview with Jay and Joris (who should probably consider forming a quaint folk-rock duo) over the weekend.
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