BioShock Infinite
goty


PC Gamer editors are prohibited from celebrating Christmas. For the team, the end of the year is marked by an event known as GOTY Sleepover, a time where we somewhat-voluntarily sequester ourselves away from our families and loved ones in the interest of a greater good: selecting the best PC games of the year. We gather in a room with a very heavy door and very little ventilation and stay there until we ve reached a unanimous decision on every award category. It s a lot like the Papal conclave, but with more Cheetos.

So far, this is what we ve got. These are games nominated for awards in general, not just our single Game of the Year. Consider this a short-list of the games our team loved in 2013, one we ll whittle down into proper, named awards in the coming days.


Dota 2
Arma 3
Spelunky
Battlefield 4
Gone Home
Tomb Raider
Rising Storm
Saints Row IV
Papers, Please
BioShock Infinite
Total War: Rome II
The Stanley Parable
XCOM: Enemy Within

Check in each day over the holiday break to see who's victorious. In the meantime, here's our 2012 winners and some lively year-end video conversations about our best PC gaming experiences in 2013.
PC Gamer
League of Legends


The word "gameplay" sits proudly on top of the PC Gamer style sheet's forbidden words list. It was banished from our collective vocabulary for being a lazy replacement for more meaningful, accurate words. That's a problem, because I need to now write about League of Legends' Showdown - the second in Riot's experimental "Featured Gameplay Modes". You see the problem: less than a paragraph in and I've already written "gameplay" three times. We'll soldier on anyway, but please, for the love of all that's Christmas, nobody tell our production editor.



Showdown lets you take part in 1v1 or 2v2 duels on the one-laned Howling Abyss map. Players can win by getting a kill (or two, in 2v2), waveclearing their way to 100 creep score, or destroying your enemy's turret before they do the same to yours.

The purpose of Featured Gamep... er... match types, is to provide small, experimentally varied rulesets to keep things fresh. Think of them like Left 4 Dead 2's mutators, both in terms of how they vary a standard game type, and in their limited availability. Showdown will run until January 2.

Thanks, PCGamesN.
PC Gamer
Steam controller 1


By Chris Kinniburgh.

I was selected as one of the 300 Steam Machine beta participants. A few days ago, I received a 35 pound crate filled with foam and Valve's prototype hardware.

The Steam Machine is modular, and multiple configurations have been released to testers. Some contain i7 CPUs and Titan graphics cards, others have i3s and GTX 660s. My Steam Machine is equipped with a 3.2GHz quad-core i5 CPU, a GTX 780 GPU, and 16GB of RAM. After plugging the box in, and tucking it into my entertainment console, I pressed the large circular button on the front of the case. The machine boots to a GRUB boot loader for less than a second - one of the few reminders that there's a Linux OS under the hood. After a brief loading period with a purple steam logo, the machine boots to a familiar Big Picture Mode view.

Logging in is simple. You enter your login details using the same daisywheel system used to type in Big Picture Mode with a 360 controller. The Steam Controller certainly feels similar to Microsoft's pad. After a few minutes of adjustment I was navigating through the menus with ease.

It looks chunky, but feels quite a lot like an Xbox 360 pad.

The X, Y, A, and B buttons - wedged between the central grid (which will one day be a touchscreen) and the trackpads - are key navigational buttons in the Steam OS user interface. The A and B buttons function as select and back buttons, similar to the A and B buttons on an Xbox controller. These buttons are a reasonable stretch for for my slightly larger hands. On the back of the controller there are two more buttons, which you'll also use a lot to get around big picture mode. These require just a slight squeeze of the controller to activate with a satisfying click, and feel great. However, I'd imagine children and others with smaller hands might have issues stretching to the B button comfortably while keeping their hands in a position to squeeze the back buttons.

The controller on the whole feels light, smooth, and functional. The weight, and the smooth plastic do make the device feel slightly cheap at first touch, but with the planned additions of wireless controls and a touchscreen, the weight and overall build quality will likely increase by the time Valve releases a finished product.

The first game I played on the Steam Machine was Metro: Last Light. The first issue I ran into was the lack of meaningful onscreen prompts for playing with the controller. When the game gives me the prompt to put on my gas mask by pressing G, I have to either press random keys to figure out the key bindings (and hope that there is a button mapped to G ), or pull up the bindings screen by exiting into Steam OS. After playing a few more games, I ve found that I frequently have had to modify the default bindings to make the game functional.

Endearingly wonky USB slots aside, this is a powerful little PC.

With its combination of sensitive trackpads and traditional controller buttons, the Steam controller finds itself stranded between controller and mouse and keyboard layout schemes, which means many games will need some configuring before they'll comfortably work. Binding keys can be as easy as pulling up the game s key bindings in game, but can be as tedious as searching forums for default bindings when you don t have any way of accessing the game s settings. Users can save and share configurations across the network, which works fine in a small 300-user beta. Valve will surely implement a voting system when the Steam Machine is released to wider audiences.

Configuring your controller is a simple process lengthened by the slow speed of inputting text using the daisywheel (though it is nippier than the Xbox/Playstation solution of individually clicking on letters on an on-screen keyboard). Once you ve decided what you d like to map the controller to, you select the button you d like to map, select which button it will be mapped to on a keyboard or mouse, and add a quick description of what the button should do. Finally, you name your key binding layout and enter a description explaining how it's designed to work.

The Steam Machine fails the Start To Crate test pretty hard.

After making my tweaks to the controller's bindings, I studied my new keys and dove into the game. Once the keys are mapped, actually playing things feels intuitive. The trackpad does take some getting used to but is certainly functional. My last brush with trackpad gaming involved a disastrous Counter-Strike session in 2003. Fortunately, the past ten years have been good to trackpad technology. I was able to successfully play Metro for a couple of hours on normal difficulty without any frustration. I was only conscious that I was playing with a steam controller while trying to track fast moving enemies. My inability to accurately target the enemies was caused by a lack of muscle memory, and I expect my abilities will improve as I become more familiar with the system.

Metro: Last Light looks beautiful on the GTX 780, and after a half hour of playing, I forgot that I was playing with a new controller.

I'm excited to continue learning and exploring various games with the Steam Controller. I'm particularly excited to see how it'll work for mouse intensive games I've never been able to play comfortably on the couch. I'll bring you more impressions in future, once I've had more chance to experiment.

What games would you like Chris to try? What questions do you have about the Steam Machine and the controller? Let us know in the comments.
PC Gamer
World of Warplanes giveaway


It's nearly Christmas, what better time to refresh all of your peripherals - 'tis the season! We have another bunch of goodies to give away courtesy of the free-to-play multiplayer dogfighting game, World of Warplanes.

Once again, we're giving away a Logitech G510s gaming keyboard, a G230 headset/mic combo, a G400s optical gaming mouse and some World of Warplanes gear, including a big metal mouse mat, flight goggles and a flying hat why not (an airman's cap, that is, not a hat that is itself capable of sustained flight). There is a question below, if you can answer it in a manner that amuses us, you stand a chance of winning ALL OF THE ABOVE.

To the question, then. Aerial combat has many manoeuvres with their own weird names and patterns. Your mission, should you choose to accept it, is to come up with your own aerial combat manoeuvre. Give it a name and explain what it does in a single sentence. Answer below, or email your answer to tom.senior@futurenet.com with the subject line: World of Warplanes giveaway two. The funniest, punniest answer will win. If you don't make it this time, fret not. We will be doing another Warplanes giveaway shortly. Also note, this one's open to UK readers only. Good luck!
Dota 2
Year of the Horse


While Dota 2 players are currently in the grip of Frostivus Wraith-Night, such necromantic festivities can't last forever. Valve are already planning the next update, and have announced its theme, if very little else about what it will involve. Referred to as "The Year of the Horse", it's due to arrive toward the end of January, to coincide with the Chinese New Year.

Given Dota 2's strong international following, it's a sensible move. Seasonal events in games - at least, in the games popular in the west - have a tendency to overwhelmingly map to western holidays, despite the real worldwide recognition of things like the Chinese New Year. Also, horses are cool, and should be celebrated.

Valve don't reveal what the event will involve, instead using the teaser post to kick the community into a Workshop submission frenzy. "We are looking for submissions that draw on visual themes from the Chinese New Year, Chinese history, and springtime. Be sure to mark your submissions using the Spring2014 tag when placing your items on the Workshop. For everyone else, the best way to help is to visit the Workshop often and vote for which items you d like to see in Dota."

You can view the seasonal Workshop submissions here. At least, you will be able to when there are some.
PC Gamer
War Thunder


As numbers go, 1.37 is pretty unassuming. In terms of game updates, it's the sort of number that would herald a percentage decrease in assault rifle bullet drop, the removal of Herobrine, or the fixing of a rare bug that caused all enemies to be jam. But major game changing features? Surely you'd save that for a proper tenth decimal place.

Not if you're War Thunder, apparently. Their 1.37 patch is a significant update, bringing fancier visual flair through DirectX 11 support, as well as new planes, a new custom missions system, and completely redesigned unlock progression. A developer video rounds up the changes of this numerically surprising patch.



While the fancier graphics and speedier optimisation are a nice touch, it's the progression system that will have the largest impact on the game. "We planned the new system from the very beginning of development," write Gaijin, "but we are introducing it now, as the number of available aircraft in the research tree is close to the original planned release tree."

To unlock a new plane you'll now need to research the previous one in its national branch. Planes have also been reorganised into five ranks, with various conditions needing to be reached before a player is able to unlock the next rank. Gaijin Entertainment say that the new system will allow players to better focus on their chosen branch, and that it will also level the playing field to an extent - ensuring experienced players won't have too much of an advantage come the release of the Ground Forces update.

For more details on the progressions system, see this official post, and head here for the full 1.37 patch notes.
PC Gamer
Asus Poseidon holes


Asus are planning to expand their Republic of Gamers line-up with two new high-end Nvidia cards - The Poseidon GTX 780 and the GTX 780 Ti DirectCU II. The Poseidon will add a hybrid cooling solution to the GK 110 GPU at the core of the standard GTX 780.

The DirectCU H2O cooling array can work as either a standard active air cooler or a full-blown liquid chilling water block. There s a custom-designed vapour chamber in contact with the GPU, with a bunch of fat copper pipes pulling the heat from the core. On its own that air-cooling portion of the setup can keep the GTX 780 some 7 C cooler than the reference chiller.

The air-cooler's pretty effective, but water's where it's at

The idea of the Poseidon is to give you the option to plumb the card into a proper water-cooling system. The standard fittings on the water block are designed so that they can fit most standard setups allowing you to just plug and play. Well, once you ve drained the system and checked for leaks, anyway.

With this water cooling Asus reckons you ll be able to get some 24 C cooler than the reference design. By my reckoning that would have it running around 56 C with a fully loaded GPU. That s mighty cool.

But it s not the top-tier Nvidia card that s getting this treatment - though arguably sticking it on the molten R9 290X would be a better shout - Asus are going with the standard DirectCU II active air cooler for its overclocked GTX 780 Ti.

Super-duper 2,880 CUDA core monster

That s the top GK110 card, rocking the full compliment of fifteen SMX modules and 2,880 CUDA cores. The GPU is factory-overclocked out of the box. Running at 1,020MHz, it s a good deal quicker than the reference design. My reference design card runs at 1,019MHz as standard once with GPU Boost 2.0 active. The Asus version then should go pretty significantly past that right from the off.

But obviously neither of these cards are going to be cheap. The Poseidon GTX 780 is going to be retailing for around 500 and the GTX 780 Ti DirectCU II is likely to be around 620.
FTL: Faster Than Light
FTL Advanced


For all its infinite wonder, space is kind of a jerk. It would be bad enough if FTL was about navigating its various deadly pitfalls, but the game goes one further - pitting you against a selection of deadly alien races and their many weapons. Despite all this, and as good as the space roguelike was, I always felt that it could use more variety and options to support the need for repeat playthroughs. Step forward FTL: Advanced Edition, which will be made available as a free upgrade to the base game next year. Along with the already detailed ships, weapons and events, its developers have now announced another race of murderous foe. It looks like space is being upgraded to an ultrajerk.

The new race is The Lanius: metallic scavengers who absorb materials to survive. If that sounds like bad news, their other quirk is their relationship to oxygen. They don't require life support to survive, and, more than that, will actually drain the oxygen of any room they're in. Oh dear.

In the Lanius's announcement post, the game's makers also round up some of the other upgrades planned for the update:


"Lanius Ship: New player ship with its own achievements and alternate layout.
"Type C Ship Layouts: 8 of the original ships will have a third layout that capitalizes on the new content. With the Lanius ship, that makes for a total of ten new starting ship designs.
"Backup Battery Subsystem: Subsystem that can provide temporary reactor power in a pinch.
"New Drones: Expanded drone options includes: the Shield Drone that generates a green super shield for your ship, the Anti-Combat Drone that shoots down enemy combat drones, and the Ion Intruder that blasts into the enemy ship and randomly ionizes systems while stunning and distracting crew.
"Gameplay Refinements: Doors and Sensors can be manned to increase effectiveness; you can now rename crew mid-game; each race has a small variety of colors which allows for easier visual recognition;
"And more to come: We re still balancing and polishing the features that are being added. Be sure to keep an eye out for additional content announcements!"


Subset have also announced that players will be able to toggle the Advanced Edition's bigger changes, for those who want to re-experience the classic brutality of the current version's violent men, rocks and mantises.

PC Gamer
The Division


At this point, it seems to be a given that PCs - at least those created for gaming over the last couple of years - can easily keep pace with, and in many cases beat, what's currently being done on the next-gen consoles. That's not to say the future is a certainty, especially when a game's performance is often less about the inherent power of your system, and more about the developer's specific efforts to optimise and support a platform.

So what of Ubisoft's Massive Entertainment's Tom Clancy's The Division? It's certainly the prettiest post-apocalyptic wasteland around, but will its dynamic lighting and uber-particles look quite as spiffy on our PCs. According to a community Q&A session with the developers, yes.

"As you know," write the former World in Conflict makers, "Massive has its roots in PC development. We are working hard and we want to make sure that we have a very high quality experience on PC. You can be sure that our PC version won t be a port, but a full-fledged, optimized version! We want to create the best game possible regardless of what platform you play on."

Head over to the full Q&A for more details about the Snowdrop engine, and a description of the destruction engine that incorporates the word "visceral".

Thanks, MP1st.
PC Gamer
Sniper Elite 3


It's not people that are the casualties of the small slice of war depicted in this trailer, but places. Specifically, it's the Libyan city Tobruk, which gets roundly shelled, shattered and exploded, all to demonstrate Sniper Elite 3's new fancier tech. At least, that's the case for the first minute of the trailer. After that, people are definitely the casualties. One person, to be precise, in a particularly gruesome way.



For the most part, the trailer seems to suggest an openness that was sorely lacking in Sniper Elite V2. But as promising as this teaser may be, my thoughts are largely centred around the final few seconds.

Sniper Elite V2's killcam bothered me for a number of reasons. It's partly because I enjoy sniping in video games. It's a technical challenge that's one of the more interesting interactions you can have with a game's gun. But the pleasure I get from that challenge is completely removed from the effect: the digital rendition of a person's face being disintegrated into dust and jelly.

Part of me thinks that - because of those reservations - the system could have been an affecting, if somewhat trite reflection on The Horror of War. Except, V2 just didn't function like that. It's constant slo-mo shots lingered on its lavish representation of collapsing organs in a manner that felt almost fetishistic. At the very least, it seemed like a cynical attempt to encourage viral videos of skilled or notable gore. There was an assumption that we, as gaming enthusiasts, must like this sort of thing. I didn't.

All of which doesn't take into account the main problem: it was so frequent it became tedious. Every couple of minutes, the game was interrupting itself to show off what its engine could do. It was like Burnout's impressive but frustrating crash animations, only instead of the twisting and scraping of inanimate metal, it's the perforation of a lung and the shattering of a spine.

That said, I don't know how Sniper Elite 3 will implement its version of the killcam. Maybe it'll be done in a way that's more tasteful. I suspect not, given that this trailer seems to be doing the same thing with more graphics. We'll find out for sure when it's released next year.
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