PC Gamer

Frontiers, the exploration-based, Daggerfall-inspired RPG, will be released onto Early Access next month. Over a year after its successful Kickstarter, the game is currently undergoing closed beta testing; ahead of its public, albeit unfinished, release.

Why go the Early Access route? Creator Lars Simkins is brutally honest about his reasons: "The game is overly ambitious, over budget and over schedule and Early Access my last hope for getting it finished," he explains in an email. "A bit embarrassing, especially since I've criticized Early Access in the past, but hey it beats quitting."

See also: this update video, in which the pressures of game development are expressed through words and beard length.

Frontiers' Early Access release is set for 31 December. Here's the Steam page. Here's an interview I did with Simkins, back before the game's Kickstarter launched.

PC Gamer

ask pc gamer

Ask PC Gamer is our weekly question and advice column. Have a burning question about the smoke coming out of your PC? Send your problems to letters@pcgamer.com.

Help! My PC keeps rebooting randomly, especially when I'm playing Battlefield 4. It doesn't really do it outside of games, but if it does it's just before I save whatever I'm working on (of course). Do I have a defective motherboard or something, or is it a virus? -Robert M.

Hi Robert,

There could be a few things happening here. A virus could be to blame, sure, so do make sure you've got up-to-date antivirus software, but because it tends to happen while you're playing a game, I'm going to guess it's one of two likely hardware problems: your power supply unit (PSU) isn't supplying enough juice or your CPU is overheating.

First of all, make sure your PSU is up to the task of powering your graphics card. Assuming you have newer GPU, anything less than a 500 watt PSU is probably going to give you trouble. The power requirement will be listed with your graphics card's specs. Depending on your other hardware, you may even need a heftier PSU than the listed requirement.

It's also possible that you have a failing PSU. Do not try to open it. Unless you know what you're doing, even an unplugged PSU can be very dangerous to service, because it stores a charge. You could attempt to diagnose it with a digital multimeter or power supply tester, but if you're not experienced with electronics, I'd recommend seeking an expert's help. If you suspect it's the problem, you'll want to replace it (and it's not too expensive to do so)—but first, check on your temps.

Another reason your PC could be rebooting on its own is overheating. If the CPU gets too toasty, your PC will shut down to save itself. To help diagnose, I recommend downloading HWmonitor or Core Temp. They're both free, but be careful not to blindly hit 'agree' during installation of the latter, or you'll end up removing a gross search bar later.

Both applications are simple tools which read your CPU's thermal sensors, displaying the reading for each core. Now do something processor intensive like running a game (or a stress test) and keep an eye on it. If the temp gets anywhere over 90  Celsius, that's definitely your problem. Most CPUs are comfortable between 30 and 65 , and should never go too much over 70 C. 

In that case, the first thing to do is clean. Make sure all your fans are spinning and clean out any dust in your PC using an air blower or compressed air (find out why I don't recommend vacuuming).

If your PC is clean and all the fans are working, but it continues to overheat, you may need to replace or reseat your CPU cooler. Note that you can't just remove the heatsink to 'check' on it—if you remove it, you've committed yourself to cleaning off the existing thermal paste with a cloth and a tiny bit of 99% isopropyl alcohol (if needed), and applying a new layer. The complete process for installing a CPU cooler is something we'll revisit, but not much has changed since our instructional video from 2012 (above). Again, if you're not experienced with PC building, I recommend consulting with someone who is.

Those are my guesses based on the nature of the problem, but there are other possibilities. You could have defective RAM, for instance. It's not totally uncommon, so if you've ruled out the PSU and CPU, I'd give Memtest a go or run the Windows Memory Diagnostic tool.

PC Gamer

Elite: Dangerous finally launches on December 16, but it won't release with an offline mode. While the functionality was promised during the space sim's initial crowdfunding campaign, David Braben writes in a new development blog that it's not practical due to the studio's efforts to keep the universe consistent for all players.

"Going forwards, being online lets us constantly both curate and evolve the galaxy, with stories unfolding according to the actions of commanders," Braben wrote. "Exploration is also a key factor, too, and it is important that what a single player explores matches what other players explore whether single or multiplayer a complex, coherent world something we have achieved. 

"Galaxy, story, missions, have to match, and it does mean the single player has to connect to the server from time to time, but this has the added advantage that everyone can participate in the activities that can happen in the galaxy. A fully offline experience would be unacceptably limited and static compared to the dynamic, ever unfolding experience we are delivering."

Braben also confirmed some post-launch plans, including 30 playable ships (five more than previously confirmed) and ongoing efforts to get players "up out of your pilot's seats and out of your starships."

Ahead of the game's full release, check out some 60fps footage over here

PC Gamer

2014 will probably be remembered as The Year of The Novelty Simulator Game. I'm not sure how Grass Simulator will be remembered within this illustrious canon, as it's not really about simulating grass at all. Nope, it's mainly about shooting cows. Cows are a threat to grass. I suppose that's the logic at play here.

Anyway, the game hit Early Access at the weekend and boasts three modes: 'classic mode', 'dubstep cow mode' and 'shooting range'. The first has you roaming grassy fields as protagonist Garry Rambler, shooting any cow that dares graze in your way. The second is the same, just with dubstep, while the third is pretty self-explanatory. There's also a 'Grass Simulation Mode', and this is where the promise of the game's title comes to fruition: you get to simulate being a sole piece of growing grass. 

The game is expected to exit Early Access in about six months time boasting more modes, multiplayer and a Unity 5 engine upgrade. A 10 per cent discount is currently offered for the Early Access version. Check out the trailer below:

PC Gamer

I hereby declare that today is International Cyberpunk Day. *Blows party horn, which unfurls into a miniature trenchcoat and flicks rain everywhere*. Earlier today I mentioned that Satellite Reign was heading to Steam Early Access in December, and now I'm going to go on about something similar you can play in the meantime. Well, I say similar—while it might share a similar aesthetic, Read Only Memories is a cyberpunk adventure game in the Snatcher mould. The above trailer hit all the right notes for me, so I'm very much looking forward to its release in March next year. But wait a minute, didn't I say something about playing it now? Yup: there's a demo, available here.

The demo contains a "final(ish) version of the game s Prologue & Chapter 1", and it's available for Mac and Linux as well as Windows. You might know developers MidBoss as the organisers of GaymerX, and Read Only Memories seems particularly inclusive in that regard. While it's the sort of adventure game that doesn't show the player character, you'll be able to choose from a variety of personal pronouns when you start the game.

Here's Read Only Memories in MidBoss' own words:

"Read Only Memories is a new cyberpunk adventure that takes place in Neo-SF, 2064. Based on 90 s point & click adventure games like Gabriel Knight and Snatcher, Read Only Memories is all about exploration and puzzle solving. The deeper you dive into the mystery of your missing friend and this new unknown ROM, the further you get entangled into the deepest scandal to ever hit Neo San Francisco. In a city packed with danger, and filled with Hybrids, Humans, ROMs and Brain Controlled Androids, the question is: Can you survive in Neo-SF?"

Remember: in the future, every city worth its salt has the word 'Neo' in front of it. Neo Ipswich. Neo Wolverhampton. Neo New York. (Thanks, IndieGames!)

Half-Life 2

November 16th, 2004 was a red letter day on both sides of the screen. The original Half-Life had redefined the FPS as an immersive experience instead of merely a series of missions, and no-one expected its follow-up to do anything less. Few were disappointed. In City 17, Valve created one of the most coherent and ambitious worlds ever seen in gaming—and if it looks a little primitive now, it s because so many since have followed in its footsteps. BioShock Infinite s opening for instance works almost entirely to Half-Life 2 s now dog-eared playbook, offering greater fidelity and a more exciting city, but recognizably the same style.

What Half-Life 2 really brought to the industry wasn t new ideas… though it absolutely had them… but demonstration after demonstration of how things both could and should be. Alyx Vance for instance was an effective sidekick and a fun character, but it was her ability to make a connection with the player through things like eye contact that elevated her above her others—something shared by fellow Source engine game Vampire: The Masquerade: Bloodlines, especially with characters like Jeanette and your pet ghoul Heather. She could shoot a worried look. She could smile, and have the smile go further than her lips. She could go directly from being your wing-woman to interacting with the world, from having conversations to fixing something, all as smoothly as Half-Life managed to never break perspective as you went from random lab geek to savior of two different worlds. She d even climb and vault over things instead of simply walking around the old fashioned way, easier as that would have been to script.

That sense of flow is what really defined Half-Life 2—sequences bleeding into one another to create the feel of an unbroken journey (give or take a loading screen). It was a game of smooth traversal around the maps, of combat bleeding into story, and each major section, most famously zombified Ravenholm, casually experimenting with the formula. Every cool bit offered something new and most left us wanting more, even if the radical shifts did take away much of the original Half-Life s thematic consistency. Every not-so-cool bit, like the dull start of Sandtraps (a vehicle section that paled in comparison to what Valve was able to pull off by Episode 2) was short enough not to be that big a deal, and something else was always on its way. While admittedly the story sequences are interminable by modern standards, the action was all about peaks and troughs that allowed both intensity and time to savor the craft.

On top of that came the details; a hundred things designed to be absorbed rather than directly noticed. The soundscape for instance, with the Combine announcements using medical terminology to describe uprising—Gordon Freeman as a staph infection —or the Combine s logo—an outreached claw almost, but not quite, absorbing a small world. It s a subtle detail, but one of many told through level design rather than audio logs or cutscenes. Others include visiting rusted playgrounds of a world without children, and seeing the empty seas that have left ships high and dry—the terraforming inflicted on the natural world mirroring the shift from old and human to new and alien that you see throughout City 17.

One of the most subtle, though much borrowed since, is the way that Valve tends to show new mechanics off three times—first with no pressure, then some pressure, and then for real to be sure the player has grasped and understood it, before it becomes an assumed skill. The gravity gun for instance. First you just move a solid box into position to meet Alyx. Then her robot Dog throws other boxes at you for you to catch. Then, it s zombie fighting time.

Speaking of fighting zombies, we can t overlook the physics engine—used in Ravenholm to let you hurl sawblades. Half-Life 2 was one of the first FPS games to go big on physics, for two basic uses. The first was, honestly, showing off. They were a novelty then, which came through in a lot of puzzles like pushing barrels under a platform to be able to cross it. Looking back, they re a little eye-rolling. At the time though, they were pretty cool. It s no secret that Half-Life 2 was at least in part a demo of Source, with these bits standing out even at the time as largely the equivalent of early 3D card lens flare effects. Cool, but gimmicky. When it showed them off, or put us in a vehicle, it was at least partly saying Look what we can do!

The big benefit though was creating a world that felt right, in stark contrast to the largely static worlds of the previous generation; of games like Return To Castle Wolfenstein and Medal of Honor. Again, yes, it s a bit showy to have a guard at the start insist you pick up and throw a cup into a trash can just to shout PHYSICS! What mattered though was that from there you both feel the benefit of them in every interaction with the world, big and small, and immediately start bemoaning their absence in any game that doesn t have them. The rolling and floating of flaming barrels in water. Debris flying off as it felt like it should.

It all added, in much the same way that the original Half-Life s responsive skeletal animation system instantly made conventional frame-based animations intolerably stiff. When Valve called its behind-the-scenes book Raising The Bar, it wasn t kidding. Half-Life 2 was an amazing game, but its crucial, lasting influence was less about the new things it did (as important as they ve been) as showing how the familiar deserved to be done.

Unforeseen consequences

Which of course brings us to its shining achievement—Steam. To sum up Steam s unpopularity in 2004 would leave no words left to describe ebola, lawyers, or Piers Morgan. And not without cause. It was buggy, it was ugly, there was no missing that Valve was outright forcing it down our throats out of nowhere, and the much crappier bandwidth of the day made being told to download games of this size almost offensive in its arrogance. It would be a long, long time before Steam even got close to the service that at least most of us know and love today, instead of its name just getting tacked onto the words ing pile of shit.

But. With Half-Life 2, Valve had a game that managed to get the necessary traction to create the service we know today, and while nobody would claim it s perfect, nothing else has done so much to legitimize and make digital distribution work. Much as it took Apple to break the music industry s obsession with DRM on MP3 files, it took Steam to show the whole industry that the game had changed. The idea that you d be able to redownload your games in perpetuity for instance was heresy to companies that at best wanted that to be another service. Being able to download them onto any machine instead of them being locked to a single PC, or maybe three, or five? That just wasn t done. Valve was the first major company to build a digital download service that people actually wanted to use, that made the experience of buying games online better. Without Half-Life 2 though, who would have used it? Without that audience, who would ever have agreed to let a competitor sell their games? Half-Life 2 didn t just give the FPS a shot in the arm, it changed the entire industry.

It wasn t a perfect game. It was far more a series of cool things than Half-Life s journey, it was heartbreaking to be taken out of City 17 almost immediately in favor of being consigned to the countryside, the story was primitive and a few of the set-pieces dragged on far too long. It held up pretty well for years, but looking back, yes, it s now a bit long in the tooth. Few games though have had a more lasting impact in so many ways, or can be deservedly held up as both paragon and pioneer. Fewer still have done it so well, they re still being copied a decade later.

Now then, Valve, about that Half-Life 3…

PC Gamer
MOD OF THE WEEK

In Mod of the Week, Chris LIvingston scours the world of user-created adventure for worthy downloads. This week, the mod that makes the outstanding XCOM bigger and tougher.

"More, more, more," says the disco song, then asks: "How do you like it? How do you like it?" When it comes to XCOM: Enemy Unknown, the Long War mod definitely adds more: more weapons, more tech, more options, more challenges, more campaign missions, and even more squad members. How do you like that?

Released last year, Long War was updated this month and its 14th beta adds some new fixes and features to a mod already bursting with new stuff. First and foremost, the mod invites you to struggle through a longer, harsher campaign, but provides you with some new options to endure the prolonged alien assault. Your squads start out with six slots, and it can be increased to eight through Officer Training School, and certain missions allow squads of ten or even twelve members.

Mo' soldiers, mo' problems. While it's great to have extra hands on board, Long War introduces the idea of battle fatigue, meaning soldiers returning from combat missions will need a few days of rest to cope with all the turn-based scuttling, shooting, and shrieking in fear they've endured. You can send fatigued soldiers out on a fresh mission, but that will lead to an even longer (and mandatory) fatigue period when (if) they return. This means you'll need to establish a much bigger pool of soldiers and rotate them in and out of squads, adding a little extra strategy during mission planning. SHIV units don't incur fatigue, proving once again that robots are our betters, though they do require a lengthy repair time if they're damaged on a mission.

There are eight soldier classes and eight MEC classes, not to mention some new guns to arm them with, including SMGs and sawed-off shotguns, along five tiers of weapons. A new feature is the ability of soldiers to "steady" their weapons as an action: this will give them improved aim on their next turn and is a handy alternative to overwatch. Explosives have been tweaked as well: instead of doing a fixed amount of damage, there's damage falloff the further the target is from the center of the blast.

Research has also been overhauled. Essentially, it takes longer to perform and has some additional requirements. For example, you'll need multiple alien bodies to perform autopsies (I guess a control group is handy) and the interrogation of a species requires that you've already autopsied that species (I guess showing your subject what happened to the last guy might loosen a few of his tongues). It adds deeper tech trees as a reward, however: just take a look at this lengthy rundown. You're not the only one doing research, either: in Long War, the aliens are trying to learn some new tricks and techs as well, and slowing their progress is a priority.

Access to psionics comes considerably earlier in the game, and the psionics tree has been expanded with new powers that can be unlocked by dissecting dead aliens or bracing living ones. There's a new system to promote and commission officers that replaces the medals system from Enemy Within, and officers can provide squad buffs during missions. The UFO interception game has been upgraded as well, with several new enemy ships and upgradable interceptors and individual pilots.

There's more, more, more. I'd suggest checking out the wiki to browse the hundreds of changes, large and small, that Long War makes. Again, this is still a beta, so I can only assume there's more to come.

I wish I could give you more of a personal take on some of the new material, but I am utter garbage at XCOM, let alone a longer and more difficult modded XCOM, so I did not make a lot of progress through the game, with the exception of generating an enormous pile of dead soldiers. At least I can tell you that installation-wise it's all very easy: the mod has an auto-installer, though it will overwrite game files and disable multiplayer entirely, so be warned. Stability-wise, I didn't experience any issues: the mod ran perfectly. You can grab the latest beta from Nexus Mods.

PC Gamer

Cyberpunk fans have never had it so good. Earlier this year there was a cyberpunk game jam, while the likes of Dex, Shadowrun Returns, VA-11 HALL-A and, yes, Satellite Reign are keeping the dystopian dream alive elsewhere. That last one should be the most noteworthy to fans of Syndicate, as it's been pitched as the "spiritual successor" to its sequel Syndicate Wars. Which of course means technology, trenchcoats, strategy and lashings of rain, just like cybermama used to cybermake. If you've been longing for such a game to play this December, you're in luck, as devs 5 Lives have announced that Satellite Reign will be coming to Steam Early Access on December 5th. There was of course a new trailer released to celebrate this news; you'll find it above.

If you're itching for more rainy satellite news in the meantime, our interview with the game's lead, Mike Diskett, should suffice. Meanwhile, the following playthrough of the pre-alpha version offers a good overview of how the game will play.

PC Gamer

Where can you go after 1001 spikes? 100...2? No, silly, you make a game about making uppercuts, as Samu Wosada did with the lovely Goody Baddy Heroes. Minimalist horror, monochrome catharsis, absurdist expeditions and wizardwizards are also in store this week. Enjoy!

Goody Baddy Heroes by Samu Wosada

Samu Wosada made 1000 Spikes, before adding one more sharp thing for its much-expanded, still-rock-hard sequel. The brilliantly named Goody Baddy Heroes isn't quite as mean, but it is almost as interesting, mixing the sidescrolling bashing of something like Alex Kidd with a main character who can only communicate via uppercuts. Uppercut goons, uppercut bins, and eventually uppercut tough bosses in this wonderfully strange little platforming action game. (Via Tim W.)

The Illogical Journey of the Zambonis by Noyb

The Zambonis are trucks with joke shop faces on, and they've set out on a long and perilous journey towards the promised land of Zamboniville in this absurdly funny sorta puzzle game. It's an expanded version of the 2011 game of the same name, adding more encounters and (most importantly) more of the beautiful, Werner Herzog-ish narration that glues everything together. Your contribution is to click and drag on various things to appease the Zambonis' many barriers, trying to lose as few of the sentient truck-things as truckishly possible along the way.

WizardWizard by Crateboy

Well it's a game about a wizard...sorry, a wizardwizard, which is one better than a regular magician type. More accurately it's a game about jumping around small levels, picking up keys and avoiding saws as you leap towards each devilishly placed exit gate. I'm not sure why you play as a wizardwizard—he doesn't do much wizardwizarding—but the pixel art is lovely, the physics are strong (even if I hate using W/Up to jump in platformers), and there's a decent level of challenge once the game gets started in earnest.

Louder than Thunder by Michelle Osborne

Louder than Thunder is a dark, cathartic game set in an eerie fantasy land. After making an avatar, you're free to explore a frozen, looping monochrome world home to frighteningly still figures and strange structures, with the ultimate goal of acquiring some black mushroomy things. You can't talk or run or jump; your only means of interaction is to attack, and the various denizens here will instantly crumple and bleed to death in response. This is a sad and violent game, and I'd recommend reading up on it a bit before you decide whether or not to give it a go.

Minimalist Horror Story by Minion Studios

The name tells you most of what you need to know about Minion Studios' minimalist horror game, but I'll add that it has an effective lighting engine, and a few well-orchestrated jumps—I'm less keen on the untextured, very orange art style, but the house environment is just sketched out enough to feel like an authentic place. Your only friend here is a candle, as you search a seemingly empty house for the tools necessary to assist your escape.

PC Gamer

The best thing about Dead Island is its co-op, so I'm a little curious about why it's getting a single-player spinoff in the form of Escape Dead Island. It's a third-person action/stealth game set in the Dead Island universe, and it's coming to PC (and last-gen consoles), blimey, next week. The above trailer offers a glimpse of what we're in for, which as it turns out is a cel-shaded game about mystery and battering zombie brains in, with psychological am-I-going-crazy bits thrown in too.

Publishers Deep Silver are calling the game "a survival mystery, where you follow the story of Cliff Calo as he attempts to uncover the truth about the zombie virus". You're a journalist, see, and uncovering the truth about a zombie virus sounds like something a journalist might want to do. Escape Dead Island is being developed by War of the Roses/Lead and Gold developers Fatshark, rather than series creators Techland.

In addition to that launch trailer, a few new screenshots have been uploaded, ahead of the game's release next Tuesday. I've stashed them below.

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