PC Gamer
Rock Simulator 2014


Update: The developers have reduced the project's funding goal to $500.

We would like to confirm the goal $5k on IndieGoGo was a mistake. It was originally wanted it to be $500. Thanks Again!— Strange Panther (@StrangePanther) June 27, 2014

Original: Rock Simulator 2014, then. That it exists is seemingly joke enough, but now its developers are asking that people help support its development. A new IndieGoGo campaign has appeared, asking crowdfunders for $5,000. Hilarious, right?

As much as I usually love the sillier aspects of our hobby, there's an important point to raise before we continue: coverage is not endorsement. That this is happening strikes me as noteworthy especially as questions are increasingly being asked about the quality of games making it onto popular distribution channels, and the risk and tension that surrounds Kickstarter and Early Access. You are, of course, free to spend your money however you please, but, in this case, I certainly wouldn't advise it. For one thing, I'm yet to see how the joke will extend past this image.

The campaign is using IndieGoGo's Flexible Funding option, meaning any money raised will go to the developers whether they reach the $5,000 total or not. The campaign page says the money will go towards licensing the software, and that all funds will "go directly toward the game", but beyond that, they're not entirely clear about what that entails.

It's all a bit strange, but also hopefully means we're fast approaching the end of this "deliberately bad simulator" joke. There have been some good things to come out of it Surgeon Simulator standing out as a particular high but now we seem locked into a race to rock-bottom. I know; I'm sorry. I had to get that in somewhere.

Beyond the campaign itself, Rock Simulator 2014 will be "free to play". Hopefully, by that, the devs actually mean free unless they've got plans for some pegmatite DLC.
PC Gamer
ac_high


Every Friday the PC Gamer team huddle around a sputtering campfire and quietly reveal their favourite and worst bits. Of the week. What were you thinking?

THE HIGHS

Tom Senior: DLC in surprisingly-not-bad shocker
This week I used the Steam sale to hoover up a bunch of DLC I've largely ignored, because deep in my brain I still carry a faint mistrust for the concept. Will I get enough entertainment out of a four-hour campaign to justify a 7 outlay? Won't it just be four hours of stuff I've already done for 20 hours in the main game? These worries were compounded by the Aveline DLC for Assassin's Creed 4: Black Flag a series of brief platforming sections interspersed with plantation zones I've long since mastered in Black Flag's campaign. Not even the dynamic heroine's tricorne hat and spectacular competence with a machete could save it.

Perhaps I was right about DLC campaigns all along, I thought, until I played Black Flag's other DLC add-on, Freedom Cry. As Edward Kenway's right-hand man and former slave, Ad wal , you liberate slaves in an oppressive French colony. I've only played it for an hour so far, but it's already been an interesting journey through a corner of history I know little about. Between Freedom Cry, Dishonored's superb story DLC (the Brigmore Witches especially) and Bioshock's wild story DLC, there's great DLC out there, if you pick carefully.

Samuel Roberts: Clickbait
The trailer for Gatsby-era point-and-click adventure A Golden Wake is the nicest surprise I ve seen this week it s just over half a minute long, but the stylised-but-probably-authentic art direction is just so appealing to me. I m such a fan of that backdrop, and I ll even defend Baz Luhrmann s $125 million adaptation of a story that s ironically about excess being meaningless. It s a timeframe rarely (if ever) explored in games, and just looks like a lot of fun. If A Golden Wake makes me question the fragile nature of the American Dream in a 20s setting while pumping me with smooth jazz, how can I not be on-board?



Phil Savage: Back on the point, dummkopf
Last week's update was the push I needed to rediscover my love of Team Fortress 2. I'm not even using the new items although I've participated in my fair share of conga lines but after a few hours of Scouting through koth_harvest, rocket-jumping across pl_goldrush and painting ctf_turbine with Jarate, I was comfortably back in Valve's world of cartoonish violence.

Seven years after its release, TF2 is in rude health. Log-in, and you're offered a server list filled with a huge variety of maps, modes and mods, in whatever configuration you prefer. It's a strong example of why giving over your game to a community can only make it stronger. With Titanfall already struggling to populate playlists containing its best modes, it's a lesson other developers desperately need to learn.

Andy Kelly: The vision for VR
Pretty soon, the entire games industry will be working for Oculus. Their latest acquisition is Carbon Design Group, the team who designed, among other things, the Xbox 360 controller. I ve fondled a lot of gamepads in my time, but the X360 one is probably my favourite, so this bodes well for the actual physical design of the Rift and any peripherals they might release for it. If there s an official Rift controller, I can t think of a better team to design it. Comfort is also an issue with all the versions of the headset I ve tried, so they might be able to use their expertise to make it easier to wear for long periods of time.



Tim Clark: Druid 4 LYF
Despite the distraction of my imminent move to our US office, my Hearthstone dependency shows no signs of abating. It s got to the point where I recently chose to watch two day s worth of streamed matches from Dreamhack Summer rather than the World Cup. Seeing the level of play as the pros duked it out, plus the prevalence of Druid decks running the double Force Of Nature/Savage Roar combo, inspired me to go back to the constructed ladder, and this week I finally made my goal of making it into single digits. (Rank 8, since you ask, which is small potatoes to those of you who hit Legend every season, but for me it s all about setting achievable goals. Next month I m going to shoot for rank 5 or better, then go for Legend after that. Hopefully the new Naxx cards shake the metagame up so much that it ll be more of a free-for-all.

Chris Thursten: Reviewing the reviews
I m glad that we ve finally got our reviews policy online in a format that is available to everybody. We ve run something similar in the magazine for years, and it s about time that we laid out our principles on the website, too. We ve got pretty strong views about how reviews should be done and it s good to be able to put that forward in a context where we can discuss it with you guys. That s not to say that we ve got a perfect track record, but hopefully publishing the review policy acts as a reminder that PCG is staffed by actual human beings (!) who think a great deal about what they do. Feel free to ask questions or provide feedback: we re all making an effort to involve ourselves a lot more in comments threads.





THE LOWS

Phil Savage: Battlefield's in bad company
"It's scary to go back and try to remake an old fan favorite when actually no-one can really put their finger on what it is people love, said DICE boss Karl-Magnus Troedsson of Battlefield: Bad Company 2. That's a worry. Bad Company 2 remains one of my favourite Battlefield games, so it's disturbing to learn that DICE don't know why.

I'll try and help you out, okay guys? It was a shooter that thanks to its locations felt more open and destructive than anything you've done since. Defending a house from an incoming onslaught was thrilling. Walls were blown out, the cover was increasingly eroded, and sooner or later you'd hear the telltale creak, warning that the whole thing would soon come tumbling down. In Bad Company 2, that destruction meant something. It made you feel something. It was more impactful more properly cinematic than anything Battlefield 4's Levolution has ever achieved.

Samuel Roberts: For those about to Rock Simulator
Behold my LOL cannon, which I load with explosive LOLZ and fire into a crowd of seal-clapping people firing money back at me out of tiny pistols. Honestly, if I was making Dust Simulator 2015 (actual dust physics! Laugh for five minutes and never again!), that s a rough draft of my planned creative process. Oh, I say this because Rock Simulator is now a thing, crowdsourcing for production money and rising up the Greenlight rankings. I don t disagree with its right to exist, but I can honestly say reading about it was not a highlight of my week.



Tom Senior: Valiant Hearts brave effort
I was sad to see that Valiant Hearts fell short this week. But I hope it does well in spite of its flaws. I'd love to see games exploring history from angles that don't involve shooty-man manshoots. Granted, the World Wars are hardly new territory for games, but Valiant Hearts uses its format to work in more information about the period than a high-octane shooter could.

Andy Kelly: Procedural promises
There are very few games I m as excited about as No Man s Sky, but Hello Games reluctance to confirm a PC release is a shame. They obviously have some exclusivity deal with PlayStation, and don t want to diminish the effect of that by saying it ll be playable elsewhere, but if ever a game belonged on PC, it s this. They are a small team, though, and making a game of this scope and scale is no mean feat. But c mon, just tell me it ll be on PC. Please? I want to see multicoloured space dinosaurs on my monitor, not my TV.



Chris Thursten: Fair play for Fnatic
I was really disheartened to see this post on Fnatic's website last night. Short version: Fnatic's Dota 2 squad might be disqualified from The International because they've not been able to arrange a replacement for a player who is suffering from illness. Valve's position is that the five invited players are the ones that can play, and even though Fnatic have been playing successfully with a stand-in Excalibur, who will be joining them for ESL One Frankfurt this weekend it may be that they can't participate in the International at all.

That would be a huge shame. Fnatic are one of the best teams in the world at the moment in terms of entertainment value, and they're a relatively rare example of a stable roster in a sometimes-volatile scene. They've got one of the scene's standout personalities in N0tail. I'd be gutted if they didn't get to play: I want to be in that arena when they pick Meepo. I understand the need for tournament organisers to be diligent about roster changes, but this seems like an example where leniency is warranted. In future, a Dota squad should ideally factor in for replacements - teams should be able to include six or seven players in their roster, not five. Fingers crossed for Fnatic, and I hope Valve are listening

Tim Clark: Pray for 40K
When Tom saw this trailer, he said: I can't let myself hope this'll be good. I feel exactly the same. The footage is fine, in so far as it s completely faithful to the 40K source material, but all CG anyway so who the hell knows. The game may well end up being brilliant, but as long suffering fans of the coolest unending, galaxy-spanning conflict ever, there s always a nagging sense that they won t quite get the vibe right. That the budget won t be there to match the fantasies I had as a teenager of being able to properly play a videogame as a Space Marine. Or that it just won t be dark enough.

Look, I get that we re a tough fan base to please. And that the subject matter is probably too niche to justify a Call Of Duty-sized budget. But that s what 40K merits for me. Maybe bigger. My dream would be a blend of Skyrim and Far Cry 3, playing as an Inquisitor hopscotching around the universe at the start of the Horus Heresy. Yeah, Kickstarter probably isn t going to fund this is it?
PC Gamer
release
Have you been patiently hoarding gold in anticipation of the imminent release of Hearthstone s single-player adventure? Or have you been spaffing your coins like a Gadgetzan Auctioneer on shore leave? As someone staring at a balance of 35 gold, I m already resigned to the fact I ll be paying IRL currency for Curse Of Naxxramas. But for the majority of players who seem to prefer grinding the game for free, next week you ll know how much you need to get into the expansion.

According to a post on the Battle.net forums by community manager Aratil, Curse of Naxxramas (which previously only had summer for its release date) is on course to come out in July, and we ll soon know how much it costs

Just wanted to give everyone a head's up that we are currently targeting to release Curse of Naxxramas during the month of July. Unfortunately, we still have a lot of implementing and bug fixing to get through, so please stay tuned! With that said, we are also targeting to reveal pricing details regarding Curse of Naxxramas next week on July 1st, so please keep an eye out for that.

The content in Naxxramas is all based on the World Of Warcraft raid of the same name, and is such is all themed around necromancy, with heavy use of the Deathrattle mechanic included on the 30 new cards set to be added to the pool. In Curse Of Naxxramas you ll battle through five different wings, taking on bespoke boss encounters with your decks and ones pre-built by Blizzard s designers. The first of the wing's will be free, but the subsequent four will require an outlay of in-game gold or actual cash.

A substantial leak earlier this week appeared to reveal several of these encounters, plus some of the new cards. You can check that out here, and read the thoughts of our resident Legendary-ranked player Vincent Sarius on all the new class-specific cards. Personally, I can t wait. I ve been planning to create a midrange Warlock demons deck around the new Voidcaller card since it was announced. I m almost certain it ll be a mess, but for now the free Doomguard dream remains real.
Dota 2
ESLFrankfurtArena


Later this afternoon I'll be heading to Germany to begin a weekend of coverage of ESL One Frankfurt, the last major Dota 2 tournament before The International. It's shaping up to be really exciting. The scene is in good shape, with varied and exciting play coming from a broad range of teams. Eight of those teams Alliance, Na'Vi, mousesports, Fnatic, Cloud 9, Evil Geniuses, Vici Gaming and Invictus Gaming will be competing in Frankfurt for a crowd-boosted prize pool of over $200,000. I sat down with fellow Dota nerd Janusz Urbanski to go over our predictions for the event.

Chris: ESL have made a lot of noise about having all three prior International champions at the tournament Na'Vi and Alliance, who received automatic invitations, and IG who arrived through the Chinese qualifier. I think the story of ESL One will, at least in part, be about which teams go all-out for that prizepool and which hold on to something in advance of TI4.

Alliance are bringing in WinteR as their coach for this tournament, which suggests that their summer campaign is properly under way. They made a confident return to form at DreamLeague and if they can maintain that pace here then I think they have a shot at taking the whole thing they're my pick out of the returning champions. The great thing about competitive Dota at the moment, however, is that it isn't dominated by one or two teams.

Janusz: Alliance had a rough patch earlier in the year, but recently they have started to look like the team that won TI3 so convincingly, a worrying prospect for the other teams. As ever, however, Na Vi can never be counted out. They have played well throughout the year, both online and on LAN, and I m sure we can expect the Frankfurt crowd to get behind them.

Na Vi are up against EG in the first round, though, and this talented EG lineup have proven they can beat any team in ESL. I wouldn t be surprised if they treat this as a dry run for TI4.

Chris: It'll be really interesting to see how EG do. If they keep to the form they've been on recently then the tournament is theirs to lose, as far as I'm concerned their 3-0 victory over Na'Vi in the D2L Western Challenge attests to their dominance, and arguably they've had a greater impact on the metagame than any other team in the last year. On the other hand, I'm pretty sure this is mason's first LAN of this scale he's hardly seemed to be the type to get dragged down by nerves in the past, but it's hardly trivial to find yourself in front of a stadium full of people a few months into your pro career.

What do you make of Cloud 9's chances? Their run of second-place finishes in the last couple of months suggests that they're unlikely to win the whole thing, but they've proven that they can beat anybody on a good day. I wouldn't be surprised to see them finish high.

Janusz: Cloud 9 don t lack for talent, but can t seem to clinch the win when it really matters. Their farming style may have become a bit predictable and could be punished by the top teams. Going up against Alliance so early will be a tough challenge, but if they can win that match they have a solid shot at taking the tournament. I think they want a big win at this point, and getting one will boost their confidence no end.

Mouz are my 'dark horse' pick, as they ve started to look really dangerous in the last few months, but have yet to prove that they ve got what it takes to win at the highest level. It will be a tough first round matchup against a resurgent IG. Do you think they ll get past the Chinese TI2 champions?

Chris: You can't count Mouz out, but I agree that it's a tough matchup. That said if Mouz do beat the Chinese team then they could do well overall they're fully capable of unseating the best western teams, and playing in front of a home crowd should ensure good performances from FATA and paS. Facing Alliance or C9 in the semis is never going to be easy, mind.

What are your thoughts on Fnatic versus Vici Gaming in the quarterfinals? Fnatic are continuing their run with Excalibur standing in for Era, which has been going fantastically for them. They've got incredible versatility and control and I'd expect them to do well in front of a home crowd. Last night's news about them being potentially unable to compete in TI4 could mean they double down on their efforts here.

Janusz: Fnatic are renowned for their stable roster so I was worried how they would do without Era, but it seems to be going well so far. They re are a great team and deserve a win, but they will need luck on their side if the other big teams play their best. Fnatic will be playing Vici Gaming first though, which is a game they can win. VG are a strong team, but like Cloud 9 they just can t seem to win tournaments.

VG do have Sylar, however, an intimidating carry that has had a few stand out performances recently and could make a big impact. Are there any players you are particularly looking forward to seeing play?

Chris: I like watching Hann1 and I'd like to see Fnatic run him on the offlane again. Otherwise, it's all about the support pairings Zai and PPD for EG, Akke and EGM for Alliance, Puppey and Kuroky for Na'Vi. I love me some rotations.

How do you think Na'Vi will do? EG beat them handily a few days ago despite Na'Vi getting a comfortable set of heroes in the first game Dendi Puck, Puppey Enchantress, XBOCT Lycan and that doesn't bode brilliantly for them in the quarterfinals at ESL. We could see them knocked out very early. On the other hand, they're Na'Vi. Coming back from a disadvantage is what they do. If Puppey's sitting on an EG-beating strat, this is when we'll see it.

Janusz: I m not too worried about Na Vi to be honest. They re one of the best LAN teams and have so much experience playing in high pressure matches. It s true that they haven t looked their best in the last few tournaments, and EG will go into the matchup with a lot of confidence, but Na Vi are bound to put up a good fight. As you say, Na Vi are known for coming back from behind and somehow finding a way to win, which should make for a thrilling match. It s a wide open tournament and Na Vi can beat all the teams playing, so I look forward to seeing them take to the stage.

Check back tomorrow for more coverage from ESL One.
PC Gamer
Golden Wake


Oh sure, the '20s may sound like a time of glamour and romanticism, but there were drawbacks. The great hats and sharp suits hide a nightmare world of internet-less boredom. Why, you couldn't even pass the hours with a cosy point-'n-click adventure game. An adventure like A Golden Wake, for instance, which will be the next game published by the Blackwell series' creators Wadjet Eye Games.



"A Golden Wake is a nostalgic adventure that spans two dramatic decades in American history," explains the press release. "Set in the era of Gatsby with a plot that includes real people, locations, and events, A Golden Wake has story- and puzzle-driven gameplay, retro-styled pixel art, and a point-and-click interface reminiscent of classics like King's Quest and Monkey Island."

Persuasion will also play a role in proceedings. The plot follows Alfie Banks's attempts to strike it rich, and in doing so, he'll need to analyse other characters' attitudes, and act accordingly. This is how people had to fill their time before they could access endlessly scrolling micro-opinions in a magic pocket-sized rectangle.

A Golden Wake is being developed by Grundislav Games, and is due out this Autumn.
PC Gamer
BRIX Gaming


Gigabyte have announced yet another version of their increasingly impressive BRIX range of mini PCs: the BRIX Gaming. Contrary to the way mini PCs have traditionally been configured, Gigabyte s latest actually stands a chance of delivering playable frame rates without sacrificing texture quality or post-processing.

Where mini PCs have traditionally simply been laptop components squeezed into a screen-less box, the new BRIX Gaming is using some desktop components to give it the edge. And, importantly, one of those desktop components is a graphics card.

The BRIX Gaming has got a specifically-designed version of Nvidia s GTX 760, to fit under the tiny motherboard, and that s a GPU which is more than capable of delivering great 1080p gaming performance.

Unfortunately the images Gigabyte have released so far don t show the discrete graphics card, so we don t really know how it looks or how it s attached. This small form factor version is likely to have lower clocks to keep the thermals within reason, but it should still have an advantage over other mini PCs.

That wide vent on the rear is all about keeping the GPU cool...but hopefully not too loud...

The mobile GTX 760M is based on the lower-caste GK106 GPU. The desktop version comes with the GK104 graphics processor, which comes with an additional 384 CUDA cores to give it a chunky 1,152 CUDA cores in the final reckoning.

To go alongside the discrete graphics card the BRIX Gaming is offering an i5-4200H CPU (with i7s in the offing come August). That s a dual core i5 with HyperThreading, running at a stock 2.8GHz with a 3.4GHz Turbo clock.

The barebones BRIX Gaming also comes with a WiFi card, but to make it into a full PC you ll need to get some DDR3 laptop RAM, an operating system, and some storage. On that front you can either go for a standard 2.5-inch drive or take advantage of the mSATA port sat on top of the mini PCIe WiFi card.

With the engineering effort that s likely gone into putting together a discrete graphics card on this scale you can bet the BRIX Gaming is going to be anything but cheap, but in terms of the form factor I reckon you ll struggle to find anything close that will perform anything like as well so long as the GPU can cope with the wee machine s thermal envelope anyway.
PC Gamer
SniperElite3 2014-06-25 22-02-04-46


We received an early review copy of Sniper Elite 3, but I hit a couple technical issues on the way to reviewing it. According to developer Rebellion, a patch released Wednesday dug out some bugs, and now I have the final build which will be released Friday (the one I want to review anyway). As far as I can tell, it's smooth sniping now, but I've also had a hard time getting into populated multiplayer matches not because it doesn't work, but because there are too few players before launch.

All this is to say: I can't write a final review and score Sniper Elite 3 until I've completed the campaign (I have some progress to recover) and played co-op and competitive multiplayer in a live setting. I can tell you how I feel so far, though, and so far, I like Sniper Elite 3.

I'll leave the elegant table-setting for the final review and just toss the dishes in a pile: Sniper Elite 3 is a third-person shooter with first-person sniping (of course), set during WWII in the North African theater. There's a single-player campaign, co-op, survival challenges, and 12-player competitive multiplayer. The latter allows for custom player-hosted matches and dedicated servers. Thumbs up for that.

How did a Surgeon Simulator screenshot get in here?

In single-player, you can save at any time. Another thumbs up earned. There's weirdly no windowed option or FOV slider, but lots of advanced graphics options otherwise. On max settings, the environment textures are mostly crisp and detailed, though I once climbed over some rocks so blurry I was worried I'd sink into quicksand. The character's faces are a bit plastic-looking, and that's sometimes exacerbated by action-figure-like animations during in-engine cutscenes. The complex, starkly-lit yellow rock formations and cool caves, however, are attractive and sell the setting. Also, sometimes you see people's skulls explode.

Oh, and it's about sniping. That's what I really want to talk about.

The part where I talk about sniping
 
I started the campaign by setting custom difficulty options. I began with mid-grade enemy intelligence, full ballistics difficulty (bullet drop, wind interference), and partial tactical assistance from the UI. I wasn't too concerned with enemies and on-screen help yet, but I knew that my bullets had to act like bullets. The easiest ballistics mode just puts bullets in the center of the crosshair, no matter how far away you are, and that's dumb. It's not sniping if you remove all the things that make sharpshooting hard, and I was glad I could set that straight right away.

Leaving UI help partially enabled did turn out to be a problem, though. When looking through a scope, Sniper Elite has a steadying function many sniping games have: an 'empty lungs' key. Actually, most games call it 'hold breath,' which is also dumb: WWII snipers probably would have been taught to fire during the respiratory pause after exhaling, and no sniper would take a gulp of air like you hear in some games. So I appreciate that, Sniper Elite. And I digress.

The red box is where I'll hit.

The problem with Sniper Elite's 'empty lungs' function is that on top of steadying your rifle, it puts a red marker where your bullet will go, taking into account distance and wind. It has a fast cooldown, so I can use it for almost every shot, and that essentially brings me back to just putting a crosshair over someone's head. Fully disabling tactical assistance gets rid of it, but after growing used to it, I feared distance shots might then become absurdly hard. There's no basic training to aquatint me with SE3's ballistics, which certainly won't be the same as Battlefield 4's or Rising Storm's or Arma 3's, so how am I to know my bullet velocity and weight?

The red marker exists because I'm not really a sniper in North Africa: this isn't my gun and I can't actually feel the wind on my face or judge distance like I could in reality. Without my helper, I have to interpret a wind indicator without any practical knowledge of its effect on trajectory and hope that what looks like 200 meters is really 200 meters. Most problematic is that the recoil on my M1 Garand makes it hard to spot the piddly-little particle effect puffs my missed bullets kick up. If I can't see where failed shots landed, I can't correct them and learn.

For the third mission (the second real mission after the tutorial), I said to hell with it and turned off all tactical assistance. Aside from losing the aim help, that meant I could no longer see how alerted enemies were to my presence (musical indicators do the trick anyway) or tag them with my binoculars. It turns out I was wrong to clutch onto the UI: everything got better.

I hit him, if you're wondering.

Long shots were hard, as expected, but I started to improve at spotting my hits and correcting going prone lessens the recoil. Near the middle of the mission, I had a fairly good sense of what 100, 200, and 300 meters looked like, though it's a shame Sniper Elite expects use of the auto ballistics calculator instead of teaching players how to use the reticle properly and offering a way to zero it to different ranges. I prefer to be trained in a world's fidelity than given UI crutches. Falling back on the overlay might be tempting for a frustrated sniper, but a perfect shot only really feels good to me when I earn it through reasoning and intuition. It's worth it to fly blind.

A good shooter mission
 
Enough on ballistics: The thing about Sniper Elite 3 that makes me really happy is the mission design. So far, and excluding the introductory mission, they are big, open, and free. They have a logical linear course, but I'm never forcefully pushed in one direction. There are targets marked on my map, hints all over the place, and cliche 'this is a game mechanic' detritus like explosive red barrels everywhere but I'm never told explicitly how to solve a problem. No one has said, "You take the one on the right."

You don't just pop spleens truck guts can be sniped, too.

It reminds me in a very specific way that doesn't suggest it's as good of Medal of Honor: Allied Assault. The best MoHAA missions went: "Here's your objective. Here's a gun. There are a bunch of Nazis between you and your objective. Now, go." That's essentially what Sniper Elite does. In the first real mission, I have to sneak around Nazi camps assassinating officers and searching their bodies for documents. I can shoot them from long-range entirely undetected, then sneak in and retrieve my prize, or I can sneak in first and slit their throats from behind. Or I can make a ton of noise and spend a lot of time running around hoping I don't die before I've shot everyone else.

Before the mission ends, it tells me a general is escaping, and to kill him before he does. Well, crap, I'm kind of in the middle of a firefight when I get the notice, and his armored vehicle rolls right past me. I fail, reload, and try to snipe him, but I think I only hit the driver. I fail, reload, and remember I picked up some landmines earlier. Well, there you go problem solved, and I didn't need to be told how to solve it.

An efficient way to go undetected.

There are lots of tools in Sniper Elite 3. You have your rifle, of course, a silenced pistol, and an automatic weapon for when your cover's blown. You have med packs and bandages, flint to start fires and distract enemies, rocks to toss, dynamite (detonate by sniping), land mines, grenades, and other traps I'm sure I haven't unlocked just yet. Admittedly, so far I'm mostly sticking to my rifle and pistol, but I love having all these tools with no one is telling me I have to use one or another.

Stealth design is tough
 
My biggest criticism of Sniper Elite 3 so far is that it's easy to establish a rote attack and run procedure. It saves itself from becoming a shooting gallery the most boring representation of sniping by making your shots loud, as they should be. One rifle shot alerts every nearby enemy to your location, but while they take cover you have ample time to bolt 30 meters away, crouch behind a rock, and wait for them to forget you ever existed. Silly it is, but SE3 would cease to be a sniping game if they spent the rest of the two-hour mission hunting you down, never letting you find a new nest. What a difficult problem.

In the third mission, where things got a little harder with most of the UI disabled, I had a slightly harder time staying out of firefights. Though at one point I did just crouch-walk up to a ledge, take a shot, run through a cave to hide for a minute, couch-walk back to the ledge, and take another shot. And then all that again, so you can see how exploiting the stealth system can lead to routine tedium.

This image perfectly describes the AI's detective skills.

There are some mechanics in place to break it up. For one thing, a lot of my kills are close range. A headshot with my Welrod suppressed pistol does a guard in without alerting anyone, and is often preferable to making a racket at close range. Ammo conservation is important, too I constantly run out of Welrod ammo, forcing me to improvise with other tools.

Another big feature: sound masking can let you take carefully-timed rifle shots without giving away your position. Remember how I said SE3 is full of Game Mechanic Objects like red barrels? This one is sillier: sometimes the useful sound is artillery, but in sniper's nests you'll always find a generator. Break it, and it'll make popping noises every few seconds. Never mind that the popping noises are coming from the place you are, they mask the sound of your shots. Having to track your target while you wait for audio cover adds a great bit of tension.

Don't let those damn Nazis shoot missiles at our storm clouds.

And though I'm pointing out how stealth can be exploited, that's not to say I'm never careless. I've had to pull out my MP40 a few times, spray down some Nazis, and retreat to cover. Often I'm detected because I just don't see a guy near me. Baddies can be tough to locate for a couple reasons. One, anytime you can hear them talking it sounds like they're right next to you, even if they're nowhere near you it's confusing. And two, the third-person camera is cantankerous. It pivots either too fast or too slow depending on my mouse sensitivity, rolling around a point that feels like it's above my head, and the FOV feels low and isn't adjustable (motion sick gamers take note). My dude also steers like a boat, so it's a good thing the most important parts of SE3 involve slow movement and looking through a scope.

I'll have more to say and more precise criticism when I've recovered some campaign progress, unlocked more weapons, and the multiplayer servers fill up. I can tell you this already, though: it's better than Sniper Elite V2. Oh, and those x-ray kills everyone makes a big deal about: yeah, they're alright. I'm much more interested in ballistics porn than gore porn, and after the 50th skull-splosion I'd had enough. I turned them off.

I don't really feel good about this.

For details on how we review games, read our reviews policy.
PlanetSide 2
Planetside 2 swamps

Two years in development, the Hossin continent is now accessible in PlanetSide 2 thanks to a major update available now. Originally scheduled for an April 2013 launch, Hossin is a swampy, infantry-oriented map which should please fans of mud and shades of brown. It also boasts an Interlink Facility and 80 new bases in a brand new biome.
That s not all the new update introduces: the long demanded Continent Locking feature has been switched on, allowing empires to conquer whole swathes of the game world. There are several caveats to this: only two Continents can be locked down at a once, so when a third is locked the first will open again. Continent Benefits have changed too, with early rewards of +25 XP offered to encourage play on Hossin. Meanwhile, outfit recruitment has been beefed up, with the freedom to customise outfit uniforms should you wish to look fancier than others. Your decal will also display on any captured base.

There's a catch though: the Continent isn't quite finished. PlanetSide 2 creative director Matt Higby explains that it's in working order, but that finetuning would have taken an additional three months. Higby justifies the 'Early Expedition' approach as a way to complete the maps with the input of the playerbase, which makes sense considering the iterative approach SOE has taken to the other continents.

"There isn't any other way to say it except to say that Hossin is not finished," he said. "If we wanted to 'finish' Hossin without sacrificing the quality level we've established, it would probably be three months before it was ready to go live - we don't want to wait that long, and we don't think you want to either."

You can read Higby's full statement here. There s also a loong list of bug fixes, which you can read among the full patch notes on the official PlanetSide 2 forum.
PC Gamer
PCG Reviews Policy


Reviews are at the heart of PC Gamer. We ve been publishing PC game reviews since 1993 (when we had to walk uphill both ways to review a game) and we have a continuing responsibility to deliver honest and excellent criticism without compromise. We hold ourselves to high standards, and we want you to hold us to them too, which is why we re publishing our reviews policy here for your reference.

We take great care in ensuring the accuracy and quality of our reviews, but that doesn t mean we re infallible, and if we make a mistake, we ll hold our hands up and correct it as soon as possible.

We re also constantly thinking about how we can deliver the best buying advice and criticism, and your ideas are encouraged: talk to us in the comments here or email us at letters@pcgamer.com. In the coming months, you ll see these policies shape our reviews, changes to our format, a renewed commitment to critiquing unfinished-but-for-sale games on Steam Early Access and elsewhere, and a new approach to reviewing episodic games.

Our approach
 
We take reviews seriously, but we don t think that means they need to be dry or academic. Our reviewers write in the first person, conversationally, and are encouraged to share personal anecdotes to support their opinions.

We always aim to assign reviews to players who are familiar with the genre or franchise, and we expect them to become authorities on the game they re reviewing. A PC Gamer review should assess the whole experience as well as deconstruct and critique its components with specific examples analysis of good controls, for instance, might cover keymapping, sensitivity, latency, animation, and physics. Clich d generalities such as the controls are solid are our mortal enemies.

Ultimately, we strive to publish the most insightful and precise critical thought on games, to give trusted buying advice, and to treat the artistry of game development with the appreciation it deserves. And probably make a few atrocious puns along the way.

What we review
 
Scored reviews: We review and assign scored verdicts to games and DLC available for sale or monetized through in-game purchases; released as complete or marketed without significant caveats (e.g. a major, monetized free-to-play open beta); as well as unreleased games for which we ve been provided an early review copy that s representative of the final release.

After a review, we continue to cover notable free updates, but scores are final . Updated re-releases (e.g. Resident Evil 4 HD), however, may be reviewed.

Early Access, alpha, and beta reviews: It s our job to tell you whether a game is worth your money, and a game s state of completion shouldn t preclude us from praising or criticizing it. We also understand that Steam Early Access games and other alphas are subject to major changes as they develop, so we don t include final scores in alpha reviews.

We may follow up an alpha review with a scored review when the game is released, or at our discretion. Note that caveats like beta and promised updates do not necessarily disqualify a game from receiving a scored review. For instance, Hearthstone was monetized and marketed to a large audience in beta, and we felt it was complete enough to warrant a score.

Episodic games: When a game is released in installments which can be purchased individually, each installment may be reviewed separately.

Beginning later this year, games released as a series of episodes sold in one package (e.g. The Walking Dead, Kentucky Route Zero) will be reviewed differently. Individual episodes will be reviewed without numerical scores. When all episodes are released, the entire season will receive a scored review. Why give a game that s sold as a single package five different scores? We feel this method will be more useful to you: those reading reviews of individual episodes have likely already purchased the series, and those waiting for the season to conclude want to know if the whole package is worth playing.

Online games and review events
 
Online games: Games which require a constant internet connection (e.g. MMOs, SimCity) will not be scored until after public release. Likewise, major online modes (e.g. Call of Duty multiplayer) must be assessed in a live environment before assigning a score, not at publisher-run events. We may post a review-in-progress while playing an online game, documenting our initial criticism before scoring it.

Review events: Though not preferable, PC Gamer reviewers may attend publisher-run review events as long as the they can play the game on PC without interference. The online portions of games will not be assessed exclusively at events. These are rare, and if we attend one, we ll note it in the review.

Scoring system
 
PC Gamer uses a 100-point scoring system, expressed as a percentage. The descriptions and examples here are meant to clarify what those scores most often mean to us. Scores are a convenient summation of the reviewer's opinion, but it s worth underlining that they're not the review itself.


00%-10% Absolutely no value and/or actively offensive. Are you playing one of these games? Take 3d6 emotional damage. e.g. Big Brother
11%-39% Yikes. Technically broken, or so fundamentally flawed that it s ultimately not worth any time or money. Bad. e.g. The War Z
40%-49% Functional, but majorly flawed and disappointing. e.g. Aliens: Colonial Marines, Star Trek
50%-59% Mediocre. If it has any interesting ideas, they don t work well. Might suffer from bugs or technical issues. e.g. Primordia, Painkiller: Hell & Damnation
60%-69% An interesting idea that s been poorly expressed, or a derivative idea that s executed averagely. There s something here to like, but it can only be recommended with caveats. e.g. SimCity, The Bureau: XCOM Declassified
70%-79% Good, but not a classic. A recommendation, but not a glowing one. e.g. Assassin's Creed 3, Shadowrun Returns
80%-89% A great game with exceptional moments or features and touches of brilliance. e.g. Arma 3, Gone Home, Titanfall
90%-94% A compelling recommendation for most PC gamers. Ahead of its time and important to PC gaming as a whole. Making out with greatness. e.g. Dota 2, Europa Universalis IV, Borderlands 2
95%-98% Absolutely brilliant. This is far and away one of the best games we ve ever played, and we recommend it to the world. e.g. Half-Life 2, Minecraft, Spelunky
99%-100% Advances the human species. Life-changing. A masterpiece and more. Actively boosts the immune systems of nearby children and small animals.


The Editor s Choice Award is awarded in addition to the score at the discretion of the PC Gamer staff and represents exceptional quality or innovation.

Changing a score after a review has been published is impractical and problematic. Scores are disseminated so widely online that the first score we grant is likely to be the one that sticks, and altering it will cause confusion. Given that many of our readers will learn about our verdict through aggregation services and other sites, we weigh on the side of consistency rather than selectively re-scoring the vast number of games that are updated.

We always value accuracy over timeliness when it comes to issuing a score in some cases, we may wait longer to review games or post review-in-progress articles to make sure we get it right. That said, a review has to act as a snapshot of a game's worth at the point of release: it'd be impossible to maintain an accurate living document of the value of every game on the PC. Where problems arise after the launch of a game that warrant a second look, we'll let you know about them through subsequent articles. A score cannot be predictive, but we can react to new developments through post-release coverage.
PC Gamer
Titanfall 1


Bad news for anyone hoping for a single-player campaign in Titanfall: Respawn Entertainment founder Vince Zampella and Titanfall Director Steve Fukuda both made it clear in a new interview that they have very little interest in making it happen.

Titanfall seems like an ideal setting for a single-player campaign, if only because "giant fighting robots in space" has the kind of flexibility that lets scriptwriters get away with just about anything. But that's not the direction Respawn Entertainment wants to take the game.

"A single-player campaign? I don't know. I think we want to hit whatever part of the brain it is that triggers that feeling of a single-player campaign," Zampella said in an interview with CVG.

"To me it would almost be a step backwards," Fukuda added. "Doing straight up single-player just feels a little bit to me like going back to what you know."

There was some effort put into the creation of a single-player campaign early in the process, but Fukuda said there was a "big brain shift amongst the team" as the development went on. "At first there was a lot of resistance to going multiplayer only, but once they saw the game they were like, 'Wow'," he said.

"There's nothing wrong with a single-player experience. They should exist and they do exist and I would work on one," Zampella added. "But doing one with this feels almost like taking a step backwards."

It's an interesting assessment, if one I don't necessarily agree with. I might feel differently if Titanfall was priced comparably to, say, Team Fortress 2, but as long as it's carrying that $60 triple-A price tag, I'm going to have to insist on a little bit more.
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