Sid Meier's Civilization® V
Sid-Meier


Sid Meier is a game design legend. He co-founded MicroProse in 1982 and created Civilization, one of the longest-running and most loved series in gaming. Now the creative director at Firaxis and overseer for both the Civ and XCOM franchises, Meier can be choosy about what he works on. His choice: Ace Patrol: Pacific Skies, a WWI-era turn-based strategy game that's small in price but big on strategy, and even influenced by tabletop games.

PC Gamer spoke to Meier about his interest in smaller game design, and how it let his team take some risks. He also shared his view of the changing strategy game market, and how he thinks all gamers are strategy gamers at heart.

PC Gamer: What drew you to Ace Patrol?

Sid Meier: It was the opportunity to make a game in a shorter time frame, with a smaller team. I guess the last game that I actually finished was Civ Revolutions. We ve done a bunch of big games, Civ and XCOM, and they were awesome. During that time, I got the urge to do a game with a smaller team that we could do in a quicker period of time. With a lower budget you can take more chances and do things that are a little more risky. Doing something on the iPad was an interesting new challenge a new type of interface, a new device. I d had this idea for a World War I flying game, doing it turn-based. Originally I designed it with cards in mind. When we put it on the iPad, we had virtual cards and things like that. It was a game design idea I d had floating around for a while.

There s a prevalent board game influence. What were some of the games you were looking at as you were thinking about mechanics?

There was a game a while back called Wings of War. Basically each player had a book, and you d be on a certain page. Based on what maneuver you chose, you would both go to a different page. That was a fun mechanic. Not one that we borrowed necessarily, but it was a turn-based way of looking at air combat, which I thought was interesting. Board games are just so clear in their representations and in their mechanics. That was what we were going for, a look that you could look at and say, I get it, these plays are flying in that direction, and they re so far off the ground There s a clarity and an accessibility to a board game style of approach that I think we wanted to build upon with Ace Patrol.

That s always our goal, to give you something that you can start to play fairly quickly and easily, but has that depth and that replayability. That s something we always strive for, going back to the original Civilization. A game that s easy to start playing, but has this depth and replayability. I think everyone, at heart, is a strategy game player. They just don t know it yet. We have to get them started playing, and all of sudden they realize that this is interesting, to get these new maneuvers or try these new skills.

The hex map is an accessibility thing, too. It s pretty clear once you see those hexes That kind of regulates the game and makes things very clear, the orientation of the planes and their relative directions and the distance you can move. The hex map, which we embraced with Civ V, has a lot of accessibility features to it, and we take advantage of that as well.



You mentioned that Ace Patrol was developed with a smaller team and a smaller scope. How big was the original team?

We had seven or eight people working on it for a little less than a year. I guess that came out in May, so it s been about five or six months working on Pacific Skies. Compared to Civ or XCOM, that s a very small team.

But it seems like you re definitely experimenting with different pricing models for what s really the same game. You were allowing a little bit of content in the original iOS game and then charging for the extra campaigns. How do you feel like that strategy has worked out so far?

The model that we really were most comfortable with was the classic PC: a free demo, and then basically a game that you pay for. When we did Ace Patrol, the closest thing to that in the iOS market looked like this idea of free-to-play, and then purchasing different parts of the game. That felt to us like, you get to kind of demo it for free, get to a certain point, and then if you like it you buy it and if you don t like it you don t buy it.

What we discovered was that free-to-play brings a lot of baggage with it, because of players previous experience. It really isn t perceived as a demo followed by a purchase. It s perceived almost like a game within a game. How much can I play without paying? What tricks are they going to use to get me to pay? It becomes almost a distraction from the game itself. So with the Steam release of Ace Patrol, we went to just a premium model here s the price of the game, if you want it buy it.

Serious players have had some negative experiences with free-to-play games. Where we are now is, we re looking at this as a premium game, a game that you buy. If you want to figure out what the system is like, you can play the iOS version of Ace Patrol for free and get a feel for the mechanics. If you like it, you might want to buy Pacific Skies or whatever. We feel that the premium model just buying the game fits more with what our players want. They want to buy the game and play it, and not have to worry about if it s all there, or if we re going to ask them for more money.



What are some of the things that you think have worked in recent editions of Civilization and some things that haven t worked?

It s been interesting that each Civ has been led by a different designer: Soren Johnson with Civ IV and then Jon Shafer with Civ V. They ve each brought a little bit of a different perspective to the game. They re all building on the core mechanics and the core gameplay flow that is fundamental to Civ. Civ V specifically has supported a couple of really good expansions as well. Even though a new Civ only comes out every couple of years, there s still energy and new stuff happening all the time with that franchise. In terms of what didn t work I cannot think of anything.

I think what maybe didn t work on Civ V is that it s a PC-only kind of game. I think that s fine: most of our players are on PC. But the world is moving. In our dreams we d love to have it on more platforms. There s no reason why it couldn t be on iOS and other places. That s really kind of a resource and strategy question. We d like to have it on more platforms. But the PC supports what we re trying to do the best right now, so that s where we start.

Strategy games are going through a renaissance, where a lot of people lay a lot of arguably complex games, such as Crusader Kings II. Do you still see strategy gamers as this small hardcore niche market, or is that growing and becoming a more substantial part of the market?

Well, we d certainly like to believe that it s growing. We re seeing that kind of growth, certainly, in the reception to things like Civ and XCOM. There s certainly a very avid and active strategy game audience out there. They re our bread and butter fans. We get a lot of encouragement and ideas and support from them. I think the growth is modest, but continual.

You have to convince people they like strategy. It seems a little daunting at first, when you hear about Civ. It takes 20 hours to play, and then you want to play again? Not everybody says that s what they re looking for. But once you get them to try it, they see how it works and what kind of fun it is. So I think we re gradually accumulating more and more strategy players. But when you look at the market as a whole, it s not the same kind of hit-driven or fad-driven market that you see with other things. The strategy market is pretty solid and steady. Facebook games kind of grew, and then they didn t grow. Certain styles and genres appear, and they re innovative and new and they catch on, but they might not have the depth that a strategy game has, and so they have a limited amount of appeal. Then they re exhausted.

There s good news and bad news with strategy gaming. It s pretty reliable. The audience is there for the long term. But you don t get these flashes of popularity that some of these other genres might experience.



What s the next big thing for strategy games? Is it something like getting lots of people together playing a strategy game at once? Is it more about accessibility, like getting on other platforms? Is it creating the biggest, most epic grand strategy game in the world?
We actually have a philosophy in terms of Civ that with every new feature we put in, we need to take something else out. We think it s reached the appropriate level of epicness and grandness, and going beyond that is going too far, in terms of complexity or length of play.

Back when I was young, we used to make flight simulators. They kept getting more and more complicated. The cockpit started taking over more and more of the screen, and what you saw outside got less and less. With every generation There were some great games, like the Falcon series. But with every generation, some people said, this is getting to be too much for me, I won t buy it anymore. Eventually it just out-complexified itself.

What we want to do is avoid that with Civ. We think we ve found a good balance of playability, depth and complexity. With Civ, we re actually deliberately keeping the complexity at the current level, because that seems to be what people enjoy. So I don t think the future is a super grand awesomely complex game. That s not something that we think makes sense for our players.

I think your idea of a multiplayer strategy game is really intriguing. If anything has changed over the last couple of years, it s the accessibility and the almost 24/7-ness of connectedness. We take it for granted these days, that our internet access is always there. Translating that into a game concept is probably one of the possible next big steps in gaming. Five years ago we had to go somewhere and sit down and push a button to turn off our normal life and go to a place to game. Today we have the tools to game with us every waking and sleeping moment. You ve got your phone or your tablet or something right there with you. So integrating that into a game idea is maybe something that s around the corner.

I think the other possibility for the future is this migration of casual gamers into more dedicated gamers and eventually into strategy gamers. We re seeing people move in that direction. We ve always seen that over time, but now there s probably a larger audience of casual gamers with iOS and things like that. It may be inevitable that they evolve to become more serious gamers.
PC Gamer
PCG261.feat_top.darkmod


Welcome to the PC Gamer Game of the Year Awards 2013. For an explanation of how the awards were decided, a round-up of all the awards and the list of judges, check here.

Great mods let us get so much more out of our games, the best mods are games unto themselves, as interesting and worthy as any commercial release. This year we celebrate the mod that revived and reinvigorated a PC gaming classic: The Dark Mod.

CHRIS The first version might have come out in 2009, but this year saw the release of The Dark Mod as a complete, standalone package. It s a tremendous achievement a detailed tribute to the Thief series that adds advanced object manipulation to the already broad range of tools at the player s disposal. When I first played Amnesia: The Dark Descent, I wanted a Thief game made with its sense of physicality. The Dark Mod is pretty much that: the way you can reach out and grab objects in the world is a fantastic augmentation of the fantasy of being a thief in a murky, dangerous, candle-lit world.

I love the way the team encourage players to download, share, and build their own missions. That sense of creativity and community is a great match for the enthusiastic stealth game fanbase, and it s something that we d never see from a major publisher. The future of Thief might look uncertain at the moment, but the series spirit has a very good home here.

PHIL Agreed: the community is the heart of The Dark Mod. What I love about it is that, as a Thief-inspired project originally created as a Doom 3 mod, it s different enough from the Looking Glass-era Thief games to give that community a sense of ownership. The lore, setting and systems have been tweaked just enough to provide a framework for its creators imaginations.

As a standalone download, The Dark Mod is just a stealth tutorial and single mission, so imagination is the key to its success. Its download page contains over 70 alternative missions, each of which respects, and in some cases adds to, an expanding crowdsourced universe full of rich detail, richer treasures, and cunning taffers who want to enjoy and steal both.

Unlike other tributes to older games, the mod s makers also weren t precious about reinventing Thief s systems to make them better. Every developer with an interest in creating professional pilferers should look to The Dark Mod s lockpicking system and, well, steal it. It s not tied to a minigame, but it s also not a canned animation you have to endure. Instead, you wait while your master thief does the job, and use sound cues to identify and mark the end of the sequence. The result makes you feel like part of the process, but also keeps you detached enough to listen out for approaching guards. It s a perfect balance of interaction and situational awareness, creating tension and rewarding advanced planning.

The result is an improved and constantly expanding version of a game that s still notable for how enjoyable its stealth is. I don t often agree with the idea that the old ways were better, but the series remains uniquely unmatched in its free-form, open ended thievery. More of that is a fine thing.

CHRIS It makes for an interesting case study of the point where triple-A, indie and modding converge. I like the idea that fangenerated games can act as a kind of practical criticism, a way of broadcasting the desires of hardcore fans to publishers. I ve heard a lot of major game developers claim that they covet the attention of those core audiences, but it s a stance that warrants scepticism. Projects like The Dark Mod are a way for those fans to say if you won t make it, we will to deftly lift what was good and meaningful about the games that inspired us years ago and run away with it.
PC Gamer
Game of the Year awards 2013


Yes, it's that time of year again! We revealed some of our nominations a short time ago, not it's time to take stock and think back to all the great games we've played on PC in 2013. We've seen some top class indie talent, great free-to-play games and big budget games alike. We've seen great narrative games, strategy games, shooters, mods, a couple of open world adventures and the birth of a burgeoning esport. In the coming week we'll post our awards. You'll find the schedule below, but first let's explain the process behind the voting, so you know how we came to our conclusions.
The method
Each writer was asked to vote for five candidates for inclusion in this year's awards, irrespective of genre. Once the candidates were amassed, categories for the awards were decided based on the available selection. This was to ensure that the best games of the year were recognised, not the best required to fulfill the requirements of a preset award titles. Then the real debate began. After lengthy discussion and much drinking of tea, the winners for each category were finalised, and we each took a personal pick to pay homage to some of the other great games of 2013 that we loved individually, but which didn't scoop a gong.
The schedule
Today we'll start with our mod of the year. The rest of the awards will be posted on the following days on the dates below. Come back for links to each one.

26/12 - Mod of the year: The Dark Mod
27/12 - Best Simulation: Arma 3
28/12 - Most Original: Card Hunter
28/12 - Best Narrative: Gone Home
29/12 - Esport of the Year
29/12 - Event of the Year
30/12 - Best Singleplayer
31/12 - Best Multiplayer
1/1/2014 - Game of the Year
2/1/2014 - Our personal Picks

The judges
Andy Kelly, Ben Griffin, Cory Banks, Chris Thursten, Evan Lahti, Phil Savage, Tom Senior, Tony Ellis, Tyler Wilde
PC Gamer
Assassin's Creed IV: Black Flag: The Text Adventure


The holidays are a time for family gatherings, massive dinners, mildly disappointing presents, and visitations by ghosts who show you harrowing visions of what might have been. This year, the Ghost of Video Games Past showed me what the games of 2013 would have been like if graphics cards had never been invented! I have no idea why he did that. The Ghost of Video Games Past is a little weird.

Last year, Assassin's Creed III taught us something important about the story of the Assassins vs. the Templars: sailing around and ignoring that story is way better than that story. Let's set sail for a bounty of words with Assassin's Creed IV: Black Flag: The Text Adventure!

















PC Gamer
Battlestations


One week ago we asked you to send us pictures and descriptions of your gaming setup, so that we might separate a few of the most enviable battlestations from others, and enshrine them in a little round-up. This has come to pass! We've parsed through your excellent submissions, and found a few of the prettiest, oddest and most innovative desktops we've seen so far. Read on to see what made the cut.
Mikhail's gorgeous attic battlestation


I love it. From the clean lines and airy feel to the copious number of monitors an that huge, towering PC to the right. It's also a bit of a monster inside. Here are the specs Mikhail included with his post.

Motherboard: Asus Rampage IV Extreme
CPU: Intel i7 3930K C2
GPU: 3x Titans
RAM: 8GB GMTGX8(going to change it to 32GB or 64GB)
PSU: EVGA 1500W
SSD: OCZ Vertex 4 "512Gb Version" + Samsung 830 "256Gb Version"
HDD: 8x Seagate Barracuda 3TB
Soundcard: Asus Xonar Phoebus
Fans: 22x Corsair Air Series SP120 Quiet Edition
Screens: 3x Asus VG278H + 1 x BenQ XL2720T
Headset: Razer Tiamat 7.1
Keyboard: Steelseries 7G
Mouse: Steelseries Sensei
Extra Gamepad: Logitech G13

The interior of that huge PC is beautiful too. Take a look.


Jake's custom-built gaming chair


19 year old Jake built his own marvellous futuristic gaming cockpit as part of a year 12 HSC project. "I made and designed everything. Rolled the arches. Found the red leather seat at the local autowreckers." The three 40-inch Samsung screens run with Eyefinity for super-wide gaming and the roll-cage holds the surround-sound setup in place.
Stephanie's driving and flight sim battlestation


This one It like it could drive off right through the the wall if you turn it on. Stephanie says that she mostly uses her rig for racing simulators, "but I do switch out the racing gear for HOTAS when I have the itch to dogfight." As well as a Thrustmaster HOTAS Warthog and CH Pro Pedals (not pictured), the rig includes the following hardware: "TIR5 | Fanatec CSW w/Formula rim & CSPv2 | TH8RS | Obutto R3Volution | DSD CSW Panel & The Black Max | Spek Pro Tachometer & Oil / Water Temperature Gauges | Sym Projects Rev Burner & Pro-Gauge | M-SPEC Shift Light | Simvibe | 5 Aura Bass Shakers 40" | Sharp LCD | iPad 2 & 3"

The PC powering it all is a custom built setup that looks like this.
CPU: i7 CPU 950
Motherboard: GA-X58A-UD3R
RAM: 24GB Patriot DDR3
GPU: 2x EVGA GTX 460 1GBs in SLI
SSD: SanDisk 120GB
HDD: VelociRaptor 600GB
OS: Windows 7 64 bit
Chris' glorious green gaming cave


There's an easy rule you can apply to assess the quality of a battlestation. "Does it look like something NASA would use to launch a spaceship?" In Chris' case, yes, thanks largely to that looming HDTV. The LED lighting adds a certain hacker ambience, too. I can imagine having a great game of Battlefield 4 on the monitors, with the map writ large above the set-up. It looks like Chris has a PS3 hooked up to that TV as well, because when you have that number of screens in one place, why not share the love?
Mike's treadmill PC


Mike offers a new take on "run and gun" with his battlestation. He's used a spare table to create a custom mount for his Alienware gaming laptop and assorted peripherals. Mike admits that "the laptop is currently dead because the GPU lit on fire from extreme overclocking". Unlucky, but I can't help but think there must be a way to harness the running motion to power the PC to cool it, or feed it more power. Here are the specs for Mike's (slightly fried) PC.

GPUs: QX9300 Core 2 Quad Extreme, AMD 5870M
RAM: 8GB DDR3 1333MHz ram
SSD: Crucial M4 256GB SSD
HDD: 1.5TB HDD
Screen: 1440x900 screen
Jeff's simulator setup


Jeff's wide and well-equipped battlestation is perfect for flight and driving sims. He mentions that it it "also runs Plex media server in the background and encodes video while idle." I like the idea of powerful home PCs taking on secondary tasks while idle. If we turned the idle power of these collected battlestations into a single aim, think of what we could do.

CPU: i7 2700k @ 5.2ghz 1.320v
RAM: 16gb Team Xtreme LV 2133 CL9
Motherboard: MSI Mpower Z77
GPUs: Crossfire HD7850 @ 1150mhz core, 1229mhz memory
HDDs: 2tb Western Digital Black media drive, 500gb Western Digital RE4 software drive
SSD: 64gb Patriot Torqx boot drive
PSU: 850watt Silverstone Stryder Plus
Cooling: Dual H100 radiators keeping the processor under 50C under full load.
Case: NZXT Phantom 410 black/black case
Sim biz: Logitech extreme 3D Pro joystick/ Saitek Pro Flight yoke, pedals, and throttle quadrant for flight. Logitech G27 for driving.
Eric's total surround gaming battlestation


Eric's is one of the few battlestations we received that incorporated a projector. They're expensive, and if a bulb goes the price only goes up, but a good projector can give you a good HD image, and are perfect for a bit of gaming when slouched on a couch. It also means that one whole wall of his gaming space is devoted to games - that's commitment. In addition, he's wired up four further screens and an Oculus Rift. From virtual reality to mini-cinema-sized gaming, this is a mighty fine assortment of technology.

Those are some of our favourite picks so far. Got a rig that you'd like to show off? Don't worry, we'll be doing more of these round-ups, so feel free to post pics and details of your own battlestation in the comments below, or email them to me at tom.senior@futurenet.com with the subject line "Battlestations!". All that remains is to dish out a few honourable mentions, firstly to this attempt - literally a basket case - which gives me hope that PC gamers will still find a way to play when the apocalypse has come and gone, and we're all living on tinned tomato soup and reminiscing about alien concepts like warmth and sunlight. I approve, too, of this poster's cooling solution of "if in doubt, put more fans on it", which sadly pales to Vasko's classic cooling method. Well done, everyone.
DayZ
DayZ 3


Last week DayZ players on Reddit proposed a Christmas ceasefire to promote harmony and good will in this cheerful season of giving and eating until you explode. How's that going, then? I dipped into DayZ for an hour to see if the festive spirit has softened the relentlessly brutal survivalist nightmare of DayZ. Will I have a super happy rainbow fun time with a mob of new friends, or get horribly axe murdered by a stranger? I think we all probably already know the answer to that one.



I seem to have spawned into a Windows desktop background, but I have a spade. A spade that I refuse to raise against my fellow man on this, the day of DayZ Christmas ceasefire.

There's a whole lot of grass and zombies inland, so I plan to stick to the coastline and investigate some settlements. If I'm lucky, I'll find an airport or a military base that's populated by players not shooting each other.



There's no military base, but a petrol station will do nicely. It'll have an attached convenience store that might have a few bandages, or some food. There's also blatantly a zombie standing right outside - a great opportunity to find out what the undead population thinks about the Christmas ceasefire.



Things deteriorate rapidly when the zombie starts clawing at my torso instead of answering my questions. Don't they know it's Christmas? I resort to interviewing my subject repeatedly with my spade instead. He keels over and stops moving, but I'm set upon by two more walkers attracted by the commotion. I give them both the gift of Christmas spade and limp towards the petrol station, badly wounded.



I move into the back room of the petrol station and freeze. A human! We both do the DayZ stand-off, when strangers stand completely still for a moment, examining the others' equipment to see what level of threat they pose. He has an axe; I have a spade. We'd be evenly matched were it not for the gouts of blood spewing continuously from my chest. We both know I'm at his mercy. Will the Christmas spirit prevail?



The stranger kneels down in front of me. This is awkward and a little weird until I realise that he's bandaging me up. Yes! The Christmas spirit is strong with this one. I'm so grateful I mash the keys looking for a chat button and go prone instead. Embarrassed, I stand up again slowly and back out of the building. He watches quietly, and doesn't follow.



Wounded but inspired, I set off towards the next settlement, hoping to find supplies and more friendly humans. The town seems empty, so I duck into the nearest building, only to hear the tell-tale squawk of the undead nearby. Are they outside? Have they heard me?



Damn.





My second life starts near a build-up zone. I miss my spade, but find a wrench in a shed and continue toward town. I never make it. I'm shocked out of the exploration of a residence on the outskirts by the sound of a voice calling me.



"Hey. Come out!" says the voice. "You! At the window! I won't hurt you. I have no weapon. Come down." It's a human player talking using DayZ's local voice chat. There's something chilling about the slow delivery of his requests that makes me instantly distrust him. My instincts tell me to find a back door and run, but what cause do I have to run on this, the day of DayZ Christmas Ceasefire?



I leave the house and walk out to meet him. I notice that his chest holster is empty before I see the hideous clown mask. I mentally dub him Clownface, and only then notice the axe on his back. Not so unarmed after all. "I'm sick. I need charcoal," Clownface says. "Do you have any charcoal?" I don't. I shake my avatar's head with a waggle of the mouse. "I need to go and find some. Will you help me on my mission?"

Still worried, I nod my head with the mouse and he sets off down the road. As I follow I start to wonder why we're running away from the town, where we're more likely to find supplies.

After a few moments, Clownface stops. "One thing I will say. Don't take my stuff. That would be a bad idea, to take my stuff." I freeze for a moment, and then nod, wishing my mic was plugged in. I want to explain. I want to tell him about the man in the petrol station, and how he helped me, and how I was going to write an article about DayZ and the Christmas spirit and how people can form truces in the most fragile situations, even when there's no rule of law to enforce the peace. We stand completely still, staring at each other across the road. Suddenly, he draws his axe and charges.



I take a moment to react, startled by the attack. I draw the wrench under repeated blows from his weapon. Blood starts flying out of me, but I get in a few good shots. He goes down, unconscious. He mentioned that he was ill. He must have been weak. Why did he start the fight?



Panicked, I keep hitting his corpse, over and over again. 'What did I do?' I wonder. Perhaps he thought I planned to murder him. Perhaps it was always his plan to kill me. He may get his wish. I'm bleeding profusely, my vision is blurred. I try to loot his corpse for bandages, but his body is slowly sliding away. Eerily, it won't stop moving, which means I can't snatch any bandages he might possess. Clownface's corpse glides into the sea, and I feel a pang of despair. DayZ is still very much in alpha. This particular bug has doomed me.

I wander down the beach, knowing I'll never have time to find supplies and staunch my wounds. I'm done for. All I can do is walk and admire the waves for a few moments before my character keels over and the screen goes dark.

Left 4 Dead 2
Left 4 Dead 2


Not killed enough undead monstrosities this Christmas? Let Valve fix that for you. Left 4 Dead 2 is now free on Steam. In case you've missed it thus far, Left 4 Dead is blooming brilliant. You and up to three human buddies fight through 90 minute missions set in different zombie-infested locales across America. The zombie throngs are managed by an AI director, which measures your health and stress levels and doles out varying degrees of punishment to match your perceived mood. Watch out, also, for the special infected - hideous supermutants with unique ways of punching/eating/melting your face.

The Left 4 Dead 1 maps have all been ported into the sequel, making Left 4 Dead 2 the definitive entry in the series. There are also plenty of fan-made campaigns and mods on the Steam workshop, including a Helm's Deep Lord of the Rings map and a mod that turns your party of survivors into Velociraptors.

According to a Left 4 Dead 2 Steam announcement, the game will be free until 10AM PST 26/12/2013. Go, go, go.
PC Gamer
No Man's Sky


In sad news, an attack of severe British sogginess has afflicted Hello Games, creators of tricksy puzzle racer, Joe Danger, and more recently the exciting interplanetary exploration game, No Man's Sky. "Oh god. Water moves really quick." read a tweet yesterday from the Hello Games Twitter account. "Everything in the office has pretty much been lost." In spite of the damage, the team have met the news with typical good cheer.

Oh god. Water moves really quick. Hello Games has been totally flooded. Everything in the office has pretty much been lost :(— Hello Games (@hellogames) December 24, 2013

Moments later...

A lifesize cardboard cut out of Joe Danger went floating past face down. Poor Joe. He's taking this the worst.— Hello Games (@hellogames) December 24, 2013


Sympathetic Twitter responders have been sending messages of support. "Man fuck water" says one. "I can't believe Joe Danger is fucking dead," said another. "Got any pics of the devastation?" asks one concerned party. "Oh no :( Hope you haven't lost anything too valuable," says another.

We've lost most things - PCs, monitors, furniture, a door, a wall. You'd think the massive water cooled mega PC would be ok? It was not :(— Hello Games (@hellogames) December 25, 2013


Lots of personal stuff lost (my console collection! my super rare neo geo pocket!) - that line between home and office is a little blurry— Hello Games (@hellogames) December 25, 2013


Having visited the Hello Games offices, I also fear that their pretty sweet bean bags may also have been lost to the floods. Water continues to be a total dick across the country as Hello Games rebuilds. We wish them all the best.
PC Gamer
Heroes of the Strorm


Blizzard's Dustin Browder teams up with shoutcaster, Husky, to bring us two entire games of Heroes of the Storm, played by the game's developers. Blizz's lane pusher, formerly Blizzard All-Stars, re-emerged at Blizzcon this year with new visuals and some ideas that should set it apart from Dota 2 and its ilk. There's no last-hitting, no denies, no items, and HotS will feature many different maps with their own rules. That's demonstrated nicely in the videos below, which show players gathering coins to pay off a ghost pirate, and gathering mystical symbols to curse the enemy team.

Also, there are huge flesh golems that will join you if you beat them in combat. And you get to see Pudge Stitches ride a tiny horse. Also the StarCraft 2 Seige Tank is a hero. I think I'd quite like to play this videogame.





It looks like there's plenty of room for comebacks, but it's tricky to assess on a couple of games. The lack of items, economy (beyond magic pirate coins) and the shorter game length should make it a little friendlier to newcomers than its competitors, but you're still facing five heroes with five abilities that all look and behave completely differently, an upfront wall of complexity that's typical of the genre.

Heartheroes of the Swarmstorm is currently in alpha, but you can sign up for the upcoming beta on the official site.
PC Gamer
PCG261.rev_deadlypremonition.gen7


Listen up, fans of intriguing storytelling, because I have a great game for you. Oh hang on, I should have been more specific. I m looking for fans of intriguing storytelling who also enjoy cars that drive like shopping trolleys with a stick jammed in one wheel, intermittent game crashing, an excess of QTEs and some frankly tedious game mechanics.

This is Deadly Premonition: The Director s Cut a PC port of the cult console game. You play as Special Agent Francis York Morgan who arrives in Greenvale a oncethriving lumber town with the task of solving the murder of a young girl.

At the beginning the Twin Peaks references threaten to overwhelm the game. It feels like pastiche gone wrong: you laugh at things you aren t meant to while character dialogue frequently misses the mark or comes across as cringingly self-conscious.



But the game soon finds its own personality part survival horror, part horror comedy. Not the easiest of bedfellows as genres go, and so it tends to alternate between the two.

The main plot fuses laughs with multiple homicide well. But peppered through this are survival horror sections that take a repetitive selection of enemies and make you kill them in the same boring way over and over again.

Additional run-ins with the mysterious Raincoat Killer (who kills people not raincoats) make use of some mindnumbing QTEs, and one stage of a final boss sequence I played was dogged by clipping issues. This meant that in addition to the QTE buttons I was repeatedly hitting Esc to rescue my character from inside the scenery.

Deadly Premonition oscillates wildly between brilliant, tedious, frustrating and broken. Oscillating wildly also applies to the music, which often ends up inappropriate to the scene. You ll go from a menacing and tense theme to a jaunty tune that wouldn t be out of place in Animal Crossing, or sometimes the sound will intensify despite nothing happening on screen to justify the shift.



The game is at its best when you re interacting with its oddball cast of characters, whether completing the various side missions or following the story sections of the main quest.

It s at its weakest when you re moving from A to B navigating Greenvale is not an enjoyable experience. Driving the car quickly becomes dull, scenes where you have to follow another character can be wilfully convoluted, and escaping danger revolves around QTEs.

Technical issues (it crashed numerous times, virtually all while driving) combine with the game s quirks and flaws and make it awkward to recommend. Tonally and in terms of quality Deadly Premonition is all over the place, but there s also an intriguing story and some great writing. If none of the shortcomings mentioned here are dealbreakers, you might well fall in love with it.

Expect to pay 20 / $25
Release Out now
Developer Rising Star Games
Publisher In-house
Multiplayer None
Link www.deadlypremonitionthegame.com
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