PC Gamer
pixelboost-halo-teaser


Twice a month, Pixel Boost guides you through the hacks, tricks, and mods you'll need to run a classic PC game on Windows 7/8. Each guide comes with a free side of 4K screenshots from the LPC celebrating the graphics of PC gaming's past. This week: Halo PC survives the death of Gamespy.
I lost the entire summer of 2004 to Halo on the PC. While my family PC was still an aging Pentium 4, my best friend (who lived a convenient five minutes away) scored a beastly gaming rig powered by a 2.8GHz AMD CPU and a 128MB ATI 9600. It could play anything, and in the summer of 2004, our game of choice was Halo on the PC. We'd take turns playing multiplayer for days straight, honing our pistol skills to get those crucial three-shot kills. Servers hosted CTF matches that lasted for hours. Today, Halo: Custom Edition still has a small but active playerbase thanks to a Bungie patch (11 years after release!) that replaced Gamespy with new master servers. The patch also added support for resolutions up to 4800x3600. You know what that means it's time to Pixel Boost.

Install it
Halo PC isn't available on Steam, or Good Old Games, or any other digital distribution platform. But it is available in classic disc-in-a-box form on Amazon for $20. New! It's Amazon Prime, even!
Halo installs happily from a disc, but before you play, you'll want to download the 1.10 patch from this thread. If you plan to play multiplayer, download the 1.10 patch for Halo: Custom Edition from the same thread, then grab the Halo: CE installer here. Custom Edition supports Custom Maps and is where you'll find the online action.
Install the 1.10 patch for Halo, then install Halo: Custom Edition and its patch. After that, you're ready to play.
Run it in high resolution
Halo PC should run properly on either Windows 7 or Windows 8. Booting the game will probably go off without a hitch for you, but it's possible you'll have trouble launching it. Running a multi-GPU setup on the Large Pixel Collider with Nvidia Surround, I ran into an error: the game wouldn't boot because it had trouble initializing DirectDraw. It suggested hardware acceleration might be disabled. Best I can tell, this is an issue with Surround that I couldn't fix. Even if you're not using Surround, though, you might see the same error.
It's possible (but unlikely) that hardware acceleration is actually disabled on your computer. You can check by running DXDiag and looking under the first Display tab. If acceleration is disabled, grab DXCpl from this thread and use it to re-enable hardware acceleration.
One other fix that may help you if DirectDraw fails: changing your registry settings.
If you don't run into those problems, you should be able to boot Halo and play it at your native resolution (up to 4800x3600!) no problem. I wasn't satisfied with running the game at 2560x1440, so I decided to downsample it. And good news: Halo CE works flawlessly with Durante's downsampling tool GeDoSaTo, which you can download here. With GeDoSaTo installed, add Halo to the application's whitelist (or run it in blacklist mode, which means it will be active for all applications except a few it has listed as off-limits).
In GeDoSaTo's settings menu, you need to set the resolution you want to downsample from and the resolution you want to downsample to (this is your monitor's native resolution). Make sure neither line is commented out. Finally, you need to create a shortcut for Halo.exe and add a line of code to the Target field to make it run at the proper resolution while downsampling is active. Simply append -vidmode 3840,2160,60 or ,,. Here are the settings I used for GeDoSaTo and Halo's shortcut:

Mod it
If you plan to play Halo multiplayer, Halo: Custom Edition is essential. If you want to create your own maps, download the Halo Editing Kit. There are plenty of CE maps to download, but to know which ones are in popular use, you'll have to boot up the game and survey the server browser. There are also Halo mods on ModDB that change the singleplayer campaign.
Halo: Combat Evolved at 2560x1440 on the LPC
These screenshots were captured by running Halo: Combat Evolved on a single 1440p monitor on the Large Pixel Collider. Using Durante's GeDoSaTo tool, I downsampled the game from a resolution of 5120x2880. While the HUD scales poorly to such a high resolution, some of the game's textures and geometry look fantastic for a game released in 2003. For more guides to running classic games on modern Windows and more classic game screenshots, check out Pixel Boost every other week.






























































Team Fortress 2
Team Fortress 2 1


Sorry, Battlefield: Hardline, it's nothing personal. Your cops and robbers CTF battles have the subtlety of a playground pile-on, but I've managed to extract a few moments of fun from the chaos. I like the violent, bass fart of your P-90, as I did in Battlefield 4, and Battlefield 3. And I like the way you use the Frostbite engine to fill the air with floaty bits of burning chaff even though I have no idea where it all comes from. The problem is the competition. There's just so much more laughter and joy to be had in a seven year old free game called Team Fortress 2.

In Team Fortress 2, you can play a man with a bow who throws jars of urine at people, and yet I care more about what happens at the end of a round than I do in a game of CoD, Battlefield 4, or Battlefield: Hardline. Perhaps I've been overexposed to the grey modern military aesthetic. Let's face it, Battlefield: Hardline, even though you have sweet uniforms and cop cars that go "wee-woo", I'm still playing a floating pair of arms holding the same weapons I've held in dozens of games in the last five years, opportunistically grabbing points to serve my personal leveling curve.

Team Fortress 2 lets me play as a giant Russian who punches men to death with mutant bread. That makes me laugh, but it's not why I care about Team Fortress 2. If you stripped away that timeless, characterful art and dissolved those levels back into their virgin white-boxed state, I'd still have fun. It's true, Battlefield: Hardline, the Source engine can't do wide open squares or collapsing cranes. I won't see a pale sun mirrored in the glass of a skyscraper in a TF2 map, but I will swear out loud as our team throws itself at the cart in Gold Rush, desperately trying to take that final 90 degree left turn.

I could write all day about that point in Gold Rush, but first Let's talk about snipers, Battlefield: Hardline. They're bastards. I rarely see them before it's too late. They're often perched on the edge of a skyscraper miles above the fight, untouchable. I hurl myself across open spaces and hope for the best. In Gold Rush, they're on a raised balcony some ten, twelve metres away. Even playing as TF2's slow, easily sniped Heavy class, I have the option to wait for a medic to buff me to invulnerability. If I want revenge I can become a Spy, and when that happens the map becomes a different place. Suddenly I'm looking for stealthy routes through the fight, and taking carefully designed flanking routes to get behind those snipers for an instant kill.



The design of Team Fortress 2's maps, and the careful restrictions on each class, pulls competing mobs into tactical arrangements that are easily understood and fun to fight. At close range spies and Pyros fight a private war for supremacy. At mid range Soldiers toss splash damage into condensed zones of conflict, charging forward when an invulnerable Heavy-Medic team rush past. You don't fight for the "100XP" pop-out that accompanies a kill in many shooters, you fight for territory at a range that makes the fight feel personal. Team Fortress 2 battles look insane, but they're beautifully designed.

Don't be sad, Battlefield: Hardline, I still like the bit when you're on the back of a bike driven by a convict loaded with a moulting sack of cash. You can't do that in TF2, it's true. You may well argue that comparing Battlefield and Team Fortress 2 is silly, but once you've peeled back the facade, you're both class-based team shooters in different robes. And consider the fact that players only have so much free time to spend in a game. You will probably be sixty dollars on launch, and looking at Battlefields 3 and 4 there may well be a bunch of post-launch DLC that'll gradually fragment the community until the next Battlefield arrives. Team Fortress 2 is free, and just received the latest in a long series of free updates. It doesn't have a leveling curve that often incentivises selfish action over teamwork, it has a random drop system that rewards everyone with a free thing every hour or so.

Finally, think about how the experience of being a Battlefield: Hardline fan might compare to the experience of being a Team Fortress 2 fan. Your double XP weekends will be fun, I'm sure. If you choose to follow Battlefield 3's battlepack route, players can look forward to being tempted into spending more money on item packs. Thanks to its key-and-crate system, Team Fortress 2 is also guilty of this, but be careful that you don't turn every interaction with your service into raw advertising for the next expansion, the next battlepack deal, the next EA shooter.

There's a vast gulf in public perception that puts EA at the 'faceless corporate entity' end of the spectrum, and Valve on the 'can do no wrong' end. Valve teams are masters at talking to their communities, they have a knack for generating memes, and they're extremely funny. It might seem insane to spend so much time making comics and 15-minute movies, but every interaction with that material makes being part of Valve's world worthwhile. You get to join a big, fun club, complete with in-jokes and entertaining asides. That's what makes me care, not just about TF2, but about their entire ecosystem. Boot up Steam and get it downloaded, everyone. I'll see you on the final turn of Gold Rush.
PC Gamer
Summer Sale


It's Adventure Time! No, not that one. The Steam Summer Sale is upon us, and this year the theme is adventure! Pack you bags, feed your pets, strap on your best hiking boots and... sit in front of your computer, diligently refreshing the store page in order to keep up with the bundles, flash sales and daily deals that will haunt your every waking moment.

ADVENTURE!

Remember, it's an adventure, but it's not your adventure. It's your money's adventure. It will bravely travel in small amounts through the vastness of the internet, and, while you'll never see it again, you will receive a game to forever remind you of its journey.

But what, in practical terms, is the Steam Summer Adventure 2014?

"Everyone is randomly assigned to a team when they click the 'Join a Team' button above or when they craft a badge. Your points count toward your team s daily total.

"Each day the team with the most points wins. 30 members of that team who contributed points that day will win 3 games off their Wishlist."

How do you earn points for your randomly assigned team? Crafting badges, obviously. Collect the 10 Summer Adventure trading cards to craft a special badge, earn a summer themed in-game item for a variety of titles, and earn points towards this arbitrary battle we've been mercilessly plunged into.

Ah, but don't be fooled. These are distractions; a siren song to occupy your mind from the truth, even as your body reaches absently for your wallet... One of the biggest sale events in the PC gaming calendar has begun.

The Steam Summer Sale is here.

The Steam Summer Sale is here.

THE STEAM SUMMER SALE IS HERE.

RUN.

(Also, check back each day for our picks of the best games in each daily deal.)
PC Gamer
pillarsofeternity-preview-teaser


It's like the Infinity Engine hasn't aged a day. If you were a teeanger 15 years ago, when legendary Infinity Engine games such as Baldur's Gate and Planescape Torment were redefining the computer RPG, Obsidian's Pillars of Eternity is probably exactly what you see in your mind's eye. In reality, those old pre-rendered backgrounds are now plasticky and microscopic on high-res monitors. Pillars of Eternity is how you remember those games looking: moodily lit, each isometric scene packed with evocative tiny details. And from the short demo I saw at E3, Obsidian has done exactly what its 73,986 Kickstarter backers want: create a 1999 RPG with a 2014 graphical shine.

Obsidian showed off an introductory area of Pillars of Eternity, which opens with your character traveling through the Eastern Reach with a ragtag caravan. A few minutes in and the caravan is attacked, people die, and you lead a couple surviving companions through some nearby ruins. It was a short presentation, about 20 minutes of gameplay, that assumes some baseline knowledge of past Infinity Engine RPGs. Obsidian didn't spend time explaining the basics of isometric RPGs or digging into stats or classes or even showing off dialogue. Instead, they focused on what's new and different.

There are 11 classes in the game, but Obsidian focused on wizards, which have gotten a nice boost since the days of Baldur's Gate. "In the old Infinity Engine games, once you spent all of your spells, your wizard was kind of useless," said Brandon Adler, lead producer on Pillars of Eternity. "We wanted to avoid that, so one of the things we're doing is rods and wands and they can shoot projectiles out of that and do a lot of damage." Wizards will start with a blast ability that will do AOE damage around the enemies they hit, which Adler said will be good for mopping up mobs.



Classes won't be restricted from using different weapons. A wizard, for example, could wade into battle with a sword, but stats would affect his skill with the weapon. He'd likely end up clumsily missing attacks until a monster gave him a good stabbing.

Obsidian skipped through most of the story in the demo, but I spotted the long blocks of dialogue, descriptive flavor text and multiple dialogue options that defined Infinity Engine RPGs. The big storytelling addition for Pillars are "scripted interactions" that play out like storybook sequences. Instead of animating small plot points in-engine, Obsidian paired illustrations with narrative text to tell short vignettes. The parchment background and flat presentation surprised me, at first, but I immediately liked it it's a great callback to pen-and-paper RPGs more expressive than the engine's pulled-back isometric camera.

"Whenever we want to really emphasize something in the story we do one of these," said Adler. "It's very similar to ." One scripted interaction towards the end of the demo presented the party with a damaged stone wall. It was an ability check: with the right items or party skills, it was possible to break through the wall and take a shortcut.



I saw a few scripted interactions in the short 20 minute demo of Pillars, so I expect they'll be common in the full game. Pivotal story moments will still mostly be presented in-engine.

The last interesting mechanic Obsidian touched on was the disposition system, which works similarly to alignment in Baldur's Gate or Planescape. "You'll see diplomatic, honest, passionate," Adler pointed out at one point. " Depending on how you respond in various conversations, it'll track that throughout the game, and people will respond to you differently based on that. As an example, if I was to choose the cruel option and was a jerk to everyone, that'll get out ot the public at large at some point, and that'll change how people react to me. A priest may not want to deal with me because I'm cruel. Then again, somebody inside the village I'm dealing with will go 'I don't want to mess with that guy, so give him whatever he wants.' "

After the demo I got a few interesting details out of project lead Josh Sawyer. In the intro section I saw, it's possible (even likely) to have your two starter companions die or abandon you based on your decisions. The same goes for the rest of the companions you'll encounter throughout the game they can die or leave your party, and it's theoretically possible (though extremely difficult) to fight through the entire game solo. Sawyer said no one at Obsidian had tried yet. If you do get all your companions killed or decide you don't like them, you'll be able to recruit other generic companions they just won't have the fleshed-out personalities and story arcs of the eight companions Obsidian is focused on.

Pillars of Eternity is feature locked at this point and heading towards a beta phase, where quests and systems will be tweaked, art will be polished and bugs will be squashed. Backers will get their hands on a beta build of the game in the next few months before the final release in winter 2014.



Obsidian is intentionally keeping a shroud pulled over the story of Pillars of Eternity out of respect for backers who don't want to be spoiled. And everything rides on that story. Right now, Pillars of Eternity looks like the successor to some of the most legendary RPGs ever made. It just has to sound like one, too.

For much more on Pillars of Eternity, read our recent interview with Josh Sawyer covering classes, real-time combat, difficulty modes, and more.
Watch_Dogs™
In flagrant disregard for reality, Ubisoft listed this picture as a "screenshot".
Flagrantly disregarding reality, Ubisoft list this picture as a "screenshot".

Watch Dogs... something, something... hacking... er... patching into the mainframe? Nope, that's all I've got. I tried to work out a joke that would tie Watch Dogs' upcoming update into the game's overall theme, but the end result was a mere shade of its initially promised glory. Ah well, at least it will serve as a reminder of how damaging it can be to raise people's expectations.

Wait, what were we talking about? Oh yes, Watch Dogs has a patch on the way. It'll fix several bugs and crashes, and is promising to bring "several performance improvements" to PC.

"For PC, the patch will be available in the coming days," writes Ubisoft's forum manager in a thread posted last night. As yet, the patch isn't live. Expect it to arrive... soon? Yes, soon.

One thing the update doesn't target are the game's graphics settings. Visual effects like bloom and depth-of-field were discovered hidden in the Watch Dogs' files, and can be enabled through the use of a mod. For whatever reason, Ubisoft are currently choosing to keep them disabled by default. I say "for whatever reason," because, so far, Ubisoft haven't responded to our requests for more information about the situation.

Find the full patch notes below...

MAJOR GAME FIXES


Automatically reconstructed corrupted save files which prevented loading to go further than 90%. Some collectibles may remain unrecoverable.
Fixed the issue preventing players from using hacks in game.


GAMEPLAY FIXES


Fixed several mission-breaking bugs.
Fixed minor mission and item-related issues.
Fixed the issue that caused the empty weapon-wheel.


MULTIPLAYER FIXES


Fixed several minor respawn issues.
Fixed some connection and session joining issues.


PC SPECIFIC FIXES


Fixed graphical glitches on Low & Medium settings.
Fixed some crashes on SLI configurations.
Implemented several performance improvements.
Implemented a few control improvements.
Fixed issues causing infinite messaging and timing-out when trying to access the Online Shop from the Extras Menu while Uplay is set to Offline mode.
Fixed issues connecting to a Multiplayer game.
Implemented several mouse modifications.
Fixed Drinking Game control issue where wrong information was displayed when played with a gamepad.
Fixed Chess Game control issue.
Fixed bug where the invasion setting was never saved.
Fixed graphical issues during cut scenes and cinematics.
Fixed several graphical and texture bugs.
Removed Vista OS check to prevent false positives.
Added game version in main menu.
Team Fortress 2
Image credit: ToastPlusScience, Reddit.
Image credit: The Toastening, by ToastPlusScience.

After kneading the community into a yeasty mush of excitement, Valve have finally pulled their update out of the oven. Love and War is available now, bringing a selection of new taunts and weapons. In addition, they've slightly tweaked their long-standing secret recipe. By which I mean they've seriously altered the balance of the Demoman's Sticky Launcher.

The primary themes of Love and War are, in no particular order, guns, bread and dancing. The new taunts can work across the team divide, and as such, the game is currently filling with impromptu conga breaks.

The new weapons have somehow caused everyone in our office to reinstall the game, despite it already being packed with weapons. Chiefly, I suspect, it's because we want to try out the Soldier's new parachute. Although, I'm just as interested in the Scout's new back-critting shotgun. (I hold the unpopular opinion that Scout is the best stealth class. Other people would say Spy, but he can literally turn invisible. That's cheating.)

But here's a thing: a couple of balance changes will cause dramatic shifts to long-standing loadouts. For one thing, there's the Sticky Launcher with this update, its bombs now have a damage ramp-up. It's a big nerf to air-sticky attacks, as it'll take two seconds from shooting for a bomb to do full damage. It's an attempt to shift the weapon to its original trap-setting purpose. It's just weird that it's taken this long to happen.

Also changed: the Pyro's Axtinguisher. That will now only do mini-crits on burning targets if attacked from the front. It makes me a sad Pyro.

See the full patch notes below.

Love & War Update


Added 5 new weapons, 15 new taunts, and 43 cosmetic items for the Love & War update
Partner Taunts can now be performed with the opposing team
Added a new Taunt Loadout with 8 slots so multiple taunts can be equipped at the same time
Taunts are no longer equipped in the Action Slot
Pressing the Taunt key in game now brings up the new Taunt Selection menu
Pressing the taunt key while the Taunt Selection menu is open performs a weapon taunt, or joins a partner taunt


Mann Co. Store


Added 15 new taunts and a taunt bundle
Added 5 new weapons and a weapon bundle
Added 44 new cosmetics and a cosmetic bundle
Added "Taunt" category into the store
Added Mann Co. Stockpile Crate Key
The "Hats" and "Misc" categories have been merged into "Cosmetics"


Items


Added the Mann Co. Stockpile Crate to the droplist
Each Mann Co. Stockpile Crate can be repeatedly shuffled to contain a set of 4 possible items
Added the Mann Co. Audition Reel. Contains taunts and a rare chance at an unusual taunt
Updated Mann Co. Crates to display which Unusual Series they can potentially output
Added Bread Box Special Crafting Recipe. This recipe will no longer be available after July 9th, 2014. Items from the Bread box have a chance to be strange.
Added crafting recipes for newly added weapons
Added Killstreak Kits to MvM for newly added weapons
Added OzFortress Season 11 tournament medals


Weapon changes and updates


With The Hitman's Heatmaker, pressing reload now activates focus when it is full
The Axtinguisher now does mini-crit damage from the front and full crit damage from behind to burning targets
The Bushwacka can no longer randomly crit
All mini-guns now have damage and accuracy ramp up after they start firing. Full accuracy and damage is reached 1 second after firing.
All Demoman stickybombs now have damage ramp up. Full damage is reached 2 seconds after firing.
Updated Loch-n-Load reload animation
Sentry bullets are now affected by damage falloff outside of sentry scan range
Sentry bullet damage has been changed so it calculates damage based on the sentry's position, not the Engineer's


Misc Changes


Updated the Halloween holiday to automatically be enabled when the server runs an _event map
Added a check to prevent achievement announcement spam
Converted several weapon models to use the c_models system
Updated the localization files
Bug Fixes
Fixed an exploit where charging Demoman could turn more than allowed
Fixed a bug where Halloween spellbooks were overriding PDAs and Disguise Kits
Fixed The Director's Vision taunt not playing both variations for the Pyro
Fixed the Pyro's spell audio not sounding like the rest of the Pyro's audio
Fixed a bug that would sometimes cause items to unequip themselves
Fixed a dedicated server crash related to using 'mp_forcecamera 0' with one player on the server
Fixed a regression with the trigger_gravity entity not correctly applying its settings
Fixed another exploit where Engineer buildings could build up a large amount of health
Fixed a server performance issue related to the item_teamflag entity
Fixed the itemtest command
- Fixed cosmetics shared between multiple classes not rendering correctly
- Updated the cosmetic item list to sort by name


Map Fixes


Updated cp_granary
- Removed collision from lights and small props protruding from walls
- Fixed collision on fences
- Fixed the tire props near Blu's forward spawn so players may no longer jump up to the spawn door platform
- Fixed players shooting through gaps around forward spawn doors
- Fixed door protruding through roof on Red's forward spawn
- Fixed a collision bug that gave players access to the roof above Red's spawn door
- Prevented players from building inside spawn room doors
- Adjusted area portals to improve rendering and performance
Updated koth_harvest_final
- Added metal panel prop to Blu building, which now mirrors the jump up on the Red side
- Small performance increase through prop fade adjustments
- Players can no longer build inside spawn doors
Updated pl_upward
- Fixed physics debris triggering the payload cart s finale explosion


Image credit: The Toastening, by ToastPlusScience.
PC Gamer
dreamhack


Greetings Hearthstonians, Vincent Sarius here again, and today we're going to discuss the best moments from the biggest Hearthstone tournament held so far. Dreamhack Summer took took place this weekend in Sweden, and aside from a $25,000 total prize pool of which, $10,000 went to the winner the top three finishers all received spots in Blizzard's upcoming qualifier tournament for a chance to play at Blizzcon for an immense $100,000 prize. That'll buy you a lot of packs.

The event was handled very well overall in my opinion, even if I do wonder what compelled the organizers to opt for iPads instead of laptops or desktop PCs for the games. On numerous times throughout the tournament the players seemed to have difficulty using the touchscreen interface, likely due to unfamiliarity.

In the end, an otherwise hugely exciting tournament ended in anticlimax with a 3-0 sweep by the relatively unknown RDU over fan favorite Amaz, who's Hearthstone famous for single-handedly making the underpowered Priest class seem useable on his stream. Unfortunately, the aftermath of the match has been mired in controversy, with RDU accused of receiving a number of messages during play from people on his friends list, at least one of which contained information about his opponent's cards.

But rather than focus any further on that issue, let's look at six of the coolest plays and deck builds from the tournament, and ponder how they might effect the metagame you're running into on the ladder. You can also check out all of group stage players' complete deck lists here.
Group A Loser's Match: Savjz vs. Reynad
Who let the...is that a Snapjaw?

This was the first match that I watched, having overslept and missed the first couple of games. After I got past my surprise at seeing two of the more respected players, and arguably favorites for the tournament, in the loser's bracket of their group, I noticed something even more odd in the the choice of decks. Both Ramp Druid and Token Druid aren't exceptionally common on Ladder Token due to its inconsistency, Ramp due to its weakness to Miracle Rogue (as Savjz demonstrated in game 2). However, game 1 and game 2 had nothing on game 3. Reynad brought out a new incarnation of Midrange Hunter against Savjz's Miracle Rogue. This new list included some unconventional cards, namely two copies of Oasis Snapjaw and two copies of Stranglethorn Tiger. Both cards that I've never seen used outside of Arena. Reynad ended up winning the game and taking the series 2-1.

What's surprising is how, in hindsight, they make so much sense. The high health of the Snapjaw means it takes significant resources from the Rogue to kill, while Stranglethorn Tiger is a guaranteed source of 5 damage. Often the problem with beating Miracle Rogue is simply getting something to 'stick' on the board, and boy do these two stick. While I don't think Hunter is going to be as popular as it was before the Unleash The Hounds nerf, this new build could see a resurgence, especially given Hunter's good match-up against those pesky Freeze Mages.


Group D Winner's Final: Gaara vs. Amaz
Amaz burns down the forest

For me this was the best series of the group stage, and in some ways felt like the final. In particular I want to focus on the Druid vs. Priest game. By now everybody knows about the Priest's blind spot in terms of being able to remove minions with 4 attack, and who better exploits this vulnerability than Druid, which runs an abundance of 4 attack creatures? Well, Amaz showed how a Priest can always get back into the game with an insanely good board clear.

Unable to draw his Auchenai Soulpriest for a large sweep with the reversed Circle of Healing, Amaz instead pulled off some shenanigans with a Wild Pyromancer. He started by using the Wild Pyromancer with a Circle of Healing, followed that up with Holy Nova, and ended with a Mind Blast. In doing so he managed to toast Gaara's entire board, which was by no means flooded with chumps, but instead had relatively beefy minions like Sylvanas and an Ancient of Lore. While individually Priest cards are pretty weak, the class has a great potential for synergistic combos which can shine, even against its natural predator.

The other thing to note from this game was the presence of an Emperor Cobra in Gaara's deck a highly unorthodox inclusion but which again makes a startling amount of sense in the context of the Druid class, which has a severe lack of solid removal. In a deck like Gaara's which is designed to ramp up using Wild Growth, Harvest Golem is not integral as you're likely to be skipping 3 mana and ramping directly into 4. In that sense, Emperor Cobra is a potential 3-drop which can work very well in the late-game by presenting far more of a threat than it's stats would suggest. In the end, Amaz took the series from the reigning Dreamhack Bucharest Champ by 2-1.


Quarter Finals Amaz vs. Gnimsh
Yeti sets the tempo

Turn 1 Yeti. Arguably the most infamous opener in Hearthstone. What's even better than a turn 1 Yeti? A turn 1 Yeti into a turn 2 Mark of the Wild for a 6/7 on turn 2. While it's a very heavy investment into a single creature, you set your opponent on a short clock and have immense subsequent tempo. It's one of those openings that you aren't surprised when your opponent instantly concedes on Ladder. So the question is, how do you deal with it?

Well, Gnimsh opted to Sap the pumped Yeti back into Amaz's hand. The other option was to kill it with his SI:7 Agent and Dagger. Often in Hearthstone we discuss how health is a resource, and in this case Gnimsh opted to conserve his health and instead use up a card that can be potentially be crucial in the Druid vs. Rogue match-up.

This is one of those advanced lessons to learn: Health in different match-ups should be valued very differently. For example, being at 12 health on turn 4 against a Priest is not actually that problematic provided you have some sort of heal in your deck. Their potential damage range from hand is a very fixed 10. Druid, meanwhile, is one of the hardest classes to do estimates against due to the nature of their Ramp. It's turn 5 and you're at 14 health, the Druid has 5 cards. Next thing you know, he double Innervates out the Savage Roar-Force of Nature combo. Around trees, you can never relax.


Semi Finals- Reynad vs. RDU
An aggressive blast from the past

I don't think anyone was ready for what was coming in this match. Reynad brought back Aggro Warrior, a deck which hasn't seen much play for months. Aggro Warrior originally came to prominence prior to the flood of Beatdown Hunter in mid-March. It's an incredibly aggressive deck which can absolutely crush decks which do not have strong starts. Classes like Rogue, Shaman, and even Handlock all sacrifice early turns in favor of building up a strong presence on turns 3/4 onwards. Aggro Warrior, can nearly kill you by turn 5 and has enough damage past taunts that it's very hard to stop if the player gets a fast start.

However, Aggro Warrior also runs out of steam very fast. If it can't get the damage going in quick enough order, you'll run out of cards and simply die. In the end, this is what happened in the second game of the series, with RDU pulling out Miracle Rogue, a deck which is generally regarded as badly matched against hyper-aggressive decks. However, between an early Fan of Knives and his Earthen Ring Farseers, RDU managed to stabilize and take the game.

The main lesson here is how to play Combo decks against Aggro. Rather than conserve spells for your Gadgetzan spamming, it's better to just use whatever you have to in order to survive. Inevitability is a concept in CCGs that defines which deck in a match-up will eventually win on a long enough timeline. A great example of a deck which often presents inevitability is Freeze Mage. It's important to recognise which deck has 'inevitability' in a given match-up, and adjust your decisions accordingly.


Semi Finals- Realz vs. Amaz
Handpriest makes an appearance

"This is downright the most disgusting RNG I've ever witnessed" is something I often find myself saying when watching Amaz's stream. If the guy wasn't so damn likeable, it would be infuriating to see him get so lucky. However, nothing comes close to what happened in this series. Amaz was down 0-1 to Realz who was playing his Handlock deck. Realz is well-known as one of the best Handlock players on the NA servers, and a very accomplished tournament player. So what does Amaz do? He pulls out Priest.

To me this was the most insane deck choice I've ever seen. If there's one deck that can demolish Priest even more thoroughly than Druid, it's Handlock. It's resistant to Auchenai-Circle of Healing, Holy Fire just scratches the Giants, and how does Priest deal with a turn 4, 4/9 Twilight Drake. It actually can't unless it runs Silences, which most opt not to. It turns out though, that with just the right amount (read: metric tons) of luck, the Priest doesn't have to be able to counter Handlock's turn 4 plays. He can make them himself.

Amaz managed to Thoughtsteal two Mountain Giants and a Twilight Drake over the course of the game, the most devastating being his turn 3 Thoughtsteal into playing a huge creature on turn 4. Handlock is relatively well-equipped to deal with it's own threats, as it has two hard removal options as well as two Silences. Toss in the variable nature of Shadowflame, and it can definitely keep up with any other 'play huge shit' deck. Unfortunately, the particular build of Handlock that Realz brought to the Round of 8 though didn't include Big Game Hunter. As an avid Handlock player myself, I can say that in a mirror match, if one of you runs BGH and the other doesn't, the one who doesn't is going to lose at least 80% of the time.

What ended up happening was Amaz pulled off the miracle on LAN and beat Handlock with it's own tricks, tying up the series, and eventually triumphing 2-1 for a spot in the final. Is Priest viable? In the current metagame, I still don't think so but what it does show is that sometimes even a suboptimal class can be played at an exceptional enough level to beat even the most established decks.


Grand Finals- Amaz vs. RDU
What killed the Dinosaurs? The Ice Mage!

As I mentioned in the intro, after so many great matches the final was a bit disappointing. Instead of some of the down-to-the-wire play from earlier in the tournament, RDU bust out the Freeze Mage as his opening deck and rode its wizardly coattails all the way to a 3-0 sweep. His blazing display will likely have some pretty serious metagame implications. Generally when someone wins a huge, high profile tournament in anything, whatever they used becomes popular among non-pro players, whether it's in Dota 2, League of Legends, or Hearthstone.

So what will the effect of an increase in Freeze Mages be? Well, first off, it actually slows the pace of the game down significantly. Secondly, it may decrease the presence of Miracle Rogue. As an example of a deck that is seriously effected, let's take Handlock. Nowadays it's quite common to run double Faceless Manipulators in Handlock builds, eschewing high-end Legendaries like Alexstrasza or Jaraxxus for a more reliable finish with the 20-damage Leeroy Jenkins combo. However, a double Faceless build of Handlock cannot beat Freeze Mage reliably. By reliably, I mean that if they draw two Ice Blocks, can you survive long enough to pop both of them and then kill the Mage? Probably not.

With the inclusion of Alexstrasza, the match-up changes from Inevitibility in favor of the Mage, to Inevitibility in favor of the Handlock since, if properly timed, the Siphon Souls, Earthen Ring Farseers, and Alexstrasza give the Handlock more total health than the Mage has damage, barring unusual circumstances. I can see other decks likewise shifting back to their older builds as, single-handedly, Freeze Mage completely screws over other burst-oriented decks with their Ice Block.

On top of this slower meta, if Freeze Mage proves significantly popular (and bear in mind it may not, as it can be a tricky deck to pilot) then Midrange Hunter and Beatdown Hunter will both be making a comeback in their new, Faerie Dragon-brandishing, Snapjaw-playing, Secret-destroying glory.



I hope you enjoyed reading my musings on some of these matches and maybe you've seen some of these meta shifts I've discussed already. Finally, I also hope that by the time Blizzcon rolls around, the company has introduced a Do Not Disturb mode into the Hearthstone chat client so that in the future we can concentrate on the games, and leave the drama in high school.
PC Gamer
Fallout


If you've been taken by the desire to purchase Fallout, Fallout 2 or Fallout Tactics: Brotherhood this year, then you know what disappointment is. The games disappeared from Steam and GOG in January following a protracted legal stoush between former series owner Interplay and current owner Bethesda. The battle eventually resulted in a $2 million settlement which saw the transferal of the Fallout MMO rights to Bethesda, as well as all other related IP.

This somehow resulted in the removal from sale of all the Fallout games listed above. Never fear though, because they're all back on Steam as of now. As Bethesda clarified in January, the games won't return to GOG in the foreseeable future as the company is not a publisher with that retailer, but they're on Steam now for $10 a pop or $20 for the whole lot.

Each game features Steam Cloud save compatability. Fallout 1 and 2 will work on Windows 8 but Tactics won't. Go forth and rediscover the wastelands, because it doesn't look like we'll be getting a Fallout 4 any time soon.

 
Escape Goat 2
Goat Simulator

Ask the person nearest to you how they feel about goats. It is unlikely they will say they dislike goats, because humankind tends to look fondly on goatkind (if they did dislike goats, would they admit it?). Sometimes it feels like there are too few goats though, and that s where video games and charity come into the equation: by donating to goat-themed charity Heifer International, you will not only contribute a real life goat to farmers in need, but you will also receive two goat-themed computer games for your efforts.
Heifer is a charity which provides animals and training so that poor farmers around the world can make better lives for themselves their children and their communities. Not all the animals they deal in are necessarily goats, but for a limited time users can donate a minimum of $20 in order to receive Steam codes for Goat Simulator and Escape Goat 2.
You can donate and get your goat games by selecting one of twelve goats, all with their own price tier, on the Heifer website.

While our response to Goat Simulator was lukewarm, we did make the effort to ask an actual goat farmer what they thought of the game. As far as Escape Goat 2 is concerned, well, we've got our own PC Gamer level. I guess that's an endorsement.
Team Fortress 2
Team Fortress 2

This week s mysterious Team Fortress 2 Love & War campaign has so far spawned a fifteen minute movie and a handful of new emotes, but Valve has gone further today with the announcement of a huge drop of new weapons and items. Among the lucre is a new level 1 Scattergun called The Back Scatter, a level 1 Shield dubbed The Tide Turner and a new parachute called The B.A.S.E. Jumper which slows your descent when falling.
Most important though, is the arrival of a handful of new bread-themed buffs and attacks, obviously inspired by yesterday s hilarious and, let s face it, very moving Expiration Date short film. The only condition is that these are limited edition items: you ll need to craft the all important Bread Box before it expires on July 9.
Once you ve done this you can use the Bread Box to craft a host of advantages including The Self-Aware Beauty Mark which punishes coated enemies with mini-crits. The Snack Attack is a sapper, while The Bread Bite rewards the player with 30 per cent faster move speed when worn. Watch out though: you ll incur 25 per cent more damage. Finally, the Mutated Milk rewards 60 per cent of the damage done to an enemy covered with milk . Full details are listed on the Team Fortress 2 site.
Here are all the new, non-bread weapon and item details for your pleasure. There's a bunch of new achievements as well. We're expecting two more announcements this week so be sure to check back.
The Back Scatter (Level 1 Scattergun)
Minicrits targets when fired at their back and at close range
-34% clip size
No random critical hits
20% less accurate
The Tide Turner (Level 1 Shield)
25% fire damage resistance on wearer
25% explosive damage resistance on wearer
Full turning control while charging
Kills while charging refill 100% of your charge meter
The B.A.S.E. Jumper (Level 1 Parachute)
Press 'JUMP' key in the air to deploy.
Deployed Parachutes slow your descent.
The Classic (Level 1 Sniper Rifle)
Charge and fire shots independent of zoom
No headshots when not fully charged
-10% damage on body shot
The Air Strike (Level 1 Rocket Launcher)
Increased attack speed while blast jumping
Clip size increased on kill
-25% damage penalty
-25% clip size
-15% explosion radius
...