Metro 2033
Metro: Last Light


4A's Metro: Last Light escaped being lost forever in the murky tunnels of development limbo after Dead Island publisher Deep Silver picked up the game when THQ's light sputtered out. Its original March release date took a bump into May after the sale, but in an interview with VG247, Deep Silver Global Brand Manager Huw Beynon says the delay is purely because of administrative busywork and not a snag in the game's actual formation.

"Obviously the release date has been pushed back a little bit as the studio re-engages with a new publisher and tries to figure out QA, submissions and all the stuff you have to do behind the scenes," he explains. "But we’ve not lost too much time on the development of the game, and it’s essentially going to be the same product we planned to release in March. We’re just really excited it’s not been too traumatic for the studio, and I am confident that when the game comes out it’s going to be great."

That's a relief to hear, especially when Last Light looks poised to bring more of the bleak, atmospheric scurryings and shootings of a ruined Moscow's surviving populace first seen in Metro 2033. Metro: Last Light launches May 14th in America and May 17th through Europe. We'll have more to share soon—a new demo of the game is being brought by the PC Gamer Tower tomorrow.
Half-Life 2
Dota 2


Valve boss Gabe Newell stepped up to the stage during last week's BAFTA awards to receive the prestigious Academy Fellowship for his contributions to gaming. Presumably momentarily distracted by accepting a trophy modeled after a smirking face, a bewhiskered Newell fielded some interview questions over the normally airtight subject of Valve's business performance that hinted at the monumental scale of the studio's prosperity.

Newell chalked up Valve's successes largely to user-generated content on open platforms such as Steam Workshop before sharing some jaw-dropping numbers. "There's sort of an insatiable demand for gaming right now," Newell said. "I think our business has grown by about 50 percent on the back of opportunities created by having these open platforms.

"And just so people understand how big this sort of scale is getting, we were generating 3.5 terabits per second during the last Dota 2 update," he added. "That's about 2 percent of all the mobile- and land-based Internet activity."

Wait, what? We're not exactly sure what Newell meant when he dropped that bombshell of data info, apart from maybe claiming responsibility for all those times my connection speeds chugged while browsing these past few months. Still, it seems entirely plausible—Dota 2 has a lot of players, and the MOBA recently took the crown for the highest concurrent user amount of any Steam game ever. If any Steam game can feasibly take a bite out of the entire Internet, Dota 2 holds the best chance.
BioShock Infinite
Garry Schyman


Interview by David Valjalo

Garry Schyman's career has spanned film and television but it's his work in and with videogames that has brought him his widest acclaim, delivering complex, rich soundscapes in a body of work as remarkable for its variety as its pedigree. From Front Mission Evolved to Destroy All Humans and, not least, the original BioShock and its sequel, his work is adaptable but unique and always recognisable. I asked Schyman, ahead of BioShock Infinite's release and amidst the hype-fever spreading web-wide, how he's seen his specific corner of the industry mature and why working with Irrational is the best gig in game music.

How was the process working on BioShock Infinite compared to your experience on previous BioShock titles?

"Ken Levine approved every note - he's not a musician but he has incredible musical instincts."
Garry Schyman: It was different. The process was over an extended period of time and the game was evolving as I was writing. So it took longer to find the right approach to the score. Ken Levine was also more involved with the score and approved every note. Ken is not a musician but he has incredible musical instincts. He pushed and inspired me to find a new path for Infinite in a way that only a perfectionist and extraordinary leader can. It is always a great honor and pleasure working with him. Because the approach was so unique I was not able to mock things up using just samples so the approach we took was for me to write and record during the entire process.

Usually a composer writes all of the music and then records the live, often orchestral, elements at the end. Instead I hired and recorded small string ensembles as I wrote. This is really a wonderful way to work and was an inspiration to the process. It worked because we could apportion the budget to these small groups as we went. Because they weren’t terribly expensive sessions, as compared to orchestral sessions, it really worked well.

Schyman conducting at Abbey Road studios for the Dante's Inferno score.

What were your influences and inspirations while working on BioShock Infinite?

Without sounding flippant it was the game itself. The look and feel and characters. The story which is central to the gameplay. It’s so unique and interesting and, just like the first game, it invited a unique approach. The score can almost be deemed an “anti-score” in the sense that it avoids the cliches of most film and game soundtracks.

Of course the fact that the game is set in 1912 in a city that was born from America - though becomes the opposite of America - was very influential but not determinative. I did not wish to imitate the popular music of 1912 which is not particularly emotional to our ears in 2013.

You mention "cliches" in soundtracks. There's a feeling in the game community, particularly amongst fans, that game music is often a me-too imitation of Hollywood film scores, more generic than unique and memorable. What's your view and how do you keep your own work so fresh and outstanding?

"BioShock Infinite's score is almost an 'anti-score' in the sense that it avoids cliches."
I cannot vouch for all game music as I don’t have the time to listen to everything. But I think the me-too instinct is as rampant among film and television composers as it is in game music. So I think the premise is incorrect if it singles out only game music for being too generic. I think there are a lot of mediocre scores out there, in film, TV and games, and a few great ones. That has probably always been true. It reflects what is in one sense a positive thing in as much as it is really hard to write great music. If it were easy it would devalue what we do. Maybe that’s a strange argument but if you think it through it’s true of a lot of things in life from music, art, film, television, tablet computers...

I do my best to be as creative as I possibly can be. I have been fortunate enough to be working on some projects that have permitted me to do some really unusual and creative work. I have also had a lot of experience writing all kinds of music and it has paid off in spades with a lot of technique and creative ideas that may not be available to every composer.

But bear in mind that composers sometimes get hired by a development team that really wants you to sound like Jerry Goldsmith or John Williams or Trent Reznor and in the end you have to give them what they want or convince them you have a better idea. So it is not always the fault of the composer who, after all, is a hired gun to help fulfill the creative design of the developer.



Schyman conducting at Abbey Road studios for the Dante's Inferno score.

Have you seen the understanding, opinions of and respect for game music change over the course of your career?

Yes for sure. I think there are two main developments that have led to the increased respect for game music and composers. One is that the industry itself has become so large, popular and financially successful. That causes the media to take a more serious look at what we’re creating. Second, the standards have been raised. The executives running the development teams are more experienced and realize that they have to raise their game - no pun intended - and keep improving the quality of every aspect of it. This in turn permits bigger budgets and better composers becoming interested in the work. That has certainly been true of myself who was not scoring video games, other than a few back in the mid-‘90s for a friend, until 2005. I have said this before and I say it again - videogames have permitted me to write some of the most interesting music I have ever been asked to write in any medium. Period!

What do you believe is the key to delivering a great game score?

"Infinite stands in polar opposite to Bioshock the original game in that it glows in light and openness."
Well it really helps to have a great game to score. It’s inspiring and brings out the best in a composer. Still, that said, a good composer will deliver a fine score even for mediocre material. Second, you need to have a receptive and very creative developer who truly wants something original and not the more recycled fair we are often asked to write. I would say it helps to have the resources to properly record the music with first class live musicians. And of course it takes an experienced, talented musician to really deliver first rate material. There’s a lot of composers out there but it takes a lot of time and experience to get really good and that assumes you start with a modicum of talent to begin with.

It may seem easy to some but once you get deep into the production process, you realize just what an extraordinarily difficult challenge it is to devise and compose a great score to anything. Finally, it helps to have sufficient time to develop and write great music.

What can you tell us about BioShock Infinite, its soundscape and how it relates to and co-exists with its world? The distinct, anachronistic art design conjures very specific times and places, did that "box you in" in terms of what you could and couldn't do on the soundtrack?

I certainly can’t add much to what Irrational Games has provided publicly. It is a gorgeous, amazing world that they have conjured up. It sort of stands in polar opposite to BioShock the original game in that it glows in light and openness. It is so different and yet it makes sense that it is a “BioShock” game. I did not feel boxed in at all. Every score has to have a point of view and an approach and you’re going to use the project you’re scoring as your source for inspiration. In fact without limitations we cannot begin to compose.

Stravinsky the great 20th century composer once said, “Give me the entire keyboard (referring to the piano) to compose and I am paralyzed by too much choice. But give me two notes and I can start composing immediately”. In other words, we need the restrictions to compose or to create anything for that matter.


Schyman conducting at Abbey Road studios for the Dante's Inferno score.

How do you work around an action game with music; Jack Wall recently told me it can be tricky knowing how to punctuate a game with so much peripheral noise like Call Of Duty, did you find the same issues with Bioshock?

No, that was not an issue on BioShock Infinite. I think a combat game like Call Of Duty may present a more complex set of issues for the composer. That said, a composer needs to always be aware of sound fx and dialogue while composing. That’s just part of what we must do whether we’re scoring a television series or a video game or a film. Infinite did not present any special problems as far as dealing with in-game sound.

What discussions did you have with the team and Ken Levine about the audio direction of the game?

"Understanding what was going on underneath the surface of Columbia was critical to how my music supported the story."
Most of my interactions with Irrational were with Jim Bonney, the music director. At one point I traveled to Boston to meet with the team and I had a few private meetings with Ken. He helped me understand what was going on underneath the surface of Columbia that was critical to understanding how my music needed to support the visual images and story. That, and meeting with various parts of the entire development team was very helpful to giving me the direction I needed to find the right style and temperament for the score. Once I established that I dealt day-to-day with Jim Bonney. He would relay what music was needed next and how it worked in the game. I would mock it up for him and once I found the direction I would record a grouping of cues with the small string ensembles that we used for the score. This music was then played for Ken for his final approval.

Every now and again Ken and I would speak on the phone about style or some upcoming music requirement. Working on a project like BioShock Infinite with designers like Ken are rare experiences, and I cherished this one as much as our previous work together on the original BioShock. Really the peak of creativity for a game composer.
PC Gamer
Call of Juarez Gunslinger


After last week's sombre reflection on the nature of shooting some folks, today we get to see Call of Juarez: Gunslinger's Silas Greaves philosophising while shooting some folks. You just don't get that combination of high-minded rhetorical questioning and quick-draw action outside of the Wild West. Although maybe Greaves would find an answer to his ponderings on "what freedom means" if he'd only stop shooting people long enough to hear their reply.

From the highfalutin press notes, we learn that Greaves encountered many of the era's most enduring legends. He's like Forrest Gump crossed with Clint Eastwood. "Silas Greaves has some incredible stories to tell, and players will live them while he is narrating. During his life he was a part of many historical events and an actor in as many legendary gunfights. He lets players face off with some of the West’s most notorious names, such as Pat Garrett, Jesse James, Butch Cassidy, and many more."

More screenshots below.







PC Gamer
Sniper Elite V2


Adjusting their scope, accounting for wind, and holding their breath to steady their aim, 505 Games fired a series of bullets, each engraved with the message: "Hello, Sniper Elite 3 exists and we are publishing it." Those bullets travelled whole kilometres, eventually piercing the soft casings of PS3, Xbox 360 and the next-generation upgrades of both. The PC looked on aghast, thinking "Hang on! Why am I not in your crosshair?"

Just then, it too was hit square in the hard-drive, this time with a bullet direct from the Rebellion rifle. This one had the message: "Hello, yes Sniper Elite 3 is coming to PC too. It's just we're self-publishing it. Like we did with all the other Sniper Elite games." It was a much larger bullet.

"Sniper Elite V2 was just the beginning of what we want to do with the franchise, there are things we didn’t have time to do before that we can really look at featuring this time," says Rebellion CEO Jason Kingsley, presumably sans rifle. "We want to focus on making this latest incarnation of Sniper Elite more of a sandbox game but also build on the awesome X-Ray Kill Cam and the atmospheric World War 2 setting."

Given that its a multiplatform release targeting next-gen consoles too, just imagine what Rebellion could do with their gruesome slow-mo gore-cam? Maybe this time we'll get to see what each dispatched Nazi had for lunch as their organs are graphically mutilated by your well aimed bullets. Hopefully not though. That would be horrible.

My distaste at the X-Ray gimmick aside, a more sandbox oriented battlefield is exactly the direction I'd love to see Sniper Elite take. V2 had some marvellous sniping physics, but hobbled them with a mostly linear campaign that too often devolved into corridors of pop-up shooting. A larger, more open set of levels sounds like the perfect antidote.

Sniper Elite is planned for a 2014 release, meaning there's plenty more time for questionable sniper analogies.

Thanks, IGN and DSOGaming.
PC Gamer
HD 7770


Before Nvidia launched the GTX Titan wündercard, AMD held a bullish press briefing to bang the Radeon drum, claiming “performance leadership at every pricepoint”. Not only that, but they were also promising additional silicon in the first half of this year with a new range of products coming around by the end of 2013.

We’re now hearing rumours from various sources about what exactly that new silicon is going to be, and it’s apparently called the Bonnaire XT and will be our first taste of AMD’s Graphics Core Next (GCN) 2.0 architecture.

The first card with the Bonnaire GPU inside will be the Radeon HD 7790, and is designed to bridge the small gap between the HD 7770 and HD 7850 cards. Some early benchmarks have pegged general gaming performance to be around 10% lower than the HD 7850, and considering there really isn’t much of a price gap between the HD 7770 and the two HD 7850 1GB and 2GB models it almost feels like a bit of an unnecessary new market point.

Then there's the touted GCN 2.0 architecture. I'd hesitate before getting too excited about it just yet - as far as I’ve been led to believe the GCN 2.0 moniker (first given to the HD 8000M series mobile chips) doesn’t necessarily allude to a real change in architecture. Instead it (confusingly) just denotes the second range of GPUs using the first iteration of Graphics Core Next tech.

Some sources suggest the Bonnaire XT chip is running at over 1GHz with 768 Radeon Cores and 2GB GDDR5. Fudzilla meanwhile has the core count at 896, which would make it much more competitive with the 1024 count of the HD 7850. These rumoured specs put it very much in between the Cape Verde and Pitcairn GPUs of the HD 7770 and HD 7850 respectively.

It’s going to be interesting to see just how competitive this Radeon HD 7790 is going to be compared with the higher GPU spec, but lower framebuffer count, of the HD 7850 1GB - the card that, for my money, is going to be its main rival.
PC Gamer
naked farmer


Call your game Naked Farmer and... you have my attention. You also have my time and my trigger finger, because it turns out this title about a "naked and confused farmer with a gun" offers an inspired combination of Smash TV-style omni-directional shmupping, base defence and, well, farm management. Unlike in Harvest Moon (but just like in Emmerdale), you're a farmer that has to contend with waves upon waves of monsters and evil rivals, all while planting seeds, raising animals and constructing defences to keep your farm safe. There's also that whole naked thing to contend with, which must cause problems when operating heavy machinery.

There's no sound or music yet, but the heart of the game - satisfyingly hectic shooting, construction and base defence - shines through. Be warned, however, that you're going to need a mouse with a wheel, as you don't seem to be able to select the other construction options without one. Be additionally warned that you probably shouldn't do a google search for "Naked Farmer", particularly if you're currently at work.

Here's a video showing how that naked farming works.

PAYDAY™ The Heist
Payday 2 610x347


Idea for preventing all future crimes: install trackers in those creepy plastic masks that are only ever used by budding criminals. They're a clear giveaway that a heist is about to go down. That's a lesson still to be learned by the guard in this teaser for Overkill's Payday 2. He's far too nonchalant for someone being approached by a guy equipping a sneering stars and stripes face mask and wearing surgical gloves.

Unless he's assuming it's a particularly theatrical GP.

The original Payday was an enjoyable, if shonky, co-op experience. For the sequel, Overkill seem keen to really nail the atmosphere of a tense crime caper. The new Crimenet acts as a dynamic mission database, with players progressing from convenience store burglaries through to full bank raids. It also offers four professions - Mastermind, Enforcer, Ghost and Technician - with new skill trees offering a variety of upgrade paths. Although how a Mastermind contestant is going to help you commit a robbery remains to be seen.

Payday 2 is due out this Summer. You can see more footage below, courtesy of CVG.

PC Gamer
pcg251_image


Spring seems reluctant to arrive this year. Is it because of the increasingly erratic meteorological conditions resulting from climate change? Or is it because of FROST GIANTS?!?! We know what we think, and no vast body of evidence and scientific consensus is going to convince us otherwise - particularly not now that we've gone and featured such a mythic beast as the cover star of issue 251 of PC Gamer UK. He's one of the many gruesome gribblies you might encounter in The Witcher 3: The Wild Hunt, to which we've dedicated a massive preview. There's lots more besides: we get on board with Assassin's Creed 4: Black Flag, voyage to the edge of known space in Wildstar and screech through the skies in Divinity: Dragon Commander.

All that AND the mag comes with £8 worth of PlanetSide 2 items!

Issue 251 should be on shelves today, but you can nab it from the App Store, Google Play and Zinio too. Of course, you could always subscribe and get each issue delivered to your door! Hit the jump to see the exclusive subs cover to fully appreciate the majesty of our new ice-dwelling overlord. Then discover what other treats await: news, previews, reviews, retrospectives, tech tests and much more!



This month we...

brave the beasts of CD Projekt's dark fantasy sequel - The Witcher 3
cruise through a warzone as a jetpack-powered lizard in Divinity: Dragon Commander
swab AssFlag's poop deck
plunge into previews of Wildstar, Wargame: Airland Battle, East Vs. West, Command & Conquer, Splinter Cell: Blacklist and more
reinvigorate our back catalogue of games with a spot of spring cleaning and extensive modding
judge the likes of Dead Space 3, Proteus, Crysis 3, Aliens: Colonial Marines, Skyrim: Dragonborn, Dungeonland and many more
score the market's finest SSDs
return to past glories in Imperialism 2
kill a man with poo in our new diary featuring the Game of Thrones mod for Crusader Kings 2.
and loads more!
BioShock Infinite
Bioshock infinite


Lessons Booker DeWitt learns in the latest Bioshock Infinite trailer.

1. Don't drink unlabeled bottles you find lying around.

2. Switch your skyhook off before scratching your nose.

3. Seriously, man, don't drink that it could be shampoo or bleach, or a tonic that sears the flesh from your hands - put it down, Booker. No! BAD action hero. What are you THREE YEARS OLD?

...