Whether you want to shoot monsters or become one, Steam is hosting a couple of free weekend trials for Killing Floor and Tropico 5. Both games are free to download through Steam right now through to 1pm Sunday Pacific time / 9PM GMT.
Both games are cheap this weekend as well, so if you enjoy your extended demo, you can pick up either game at 75% off. Killing Floor is particularly worthwhile if you convince some friends to pick it up with you. It's a co-op horde survival shooter with some immensely satisfying guns (courtesy of Tripwire, who made the great Red Orchestra games).
Tropico 5 is a more measured and darkly humorous game about running a dictatorship which we rather enjoyed. "Over the course of my extended presidency I've smuggled rum into a prohibition America, sided with Axis powers during both World Wars, systematically stripped away the liberty of my citizens, and assassinated a grandma for opposing my regime," wrote Phil in our review. Sounds like a good time to me.
Techland would like it to be known that Dying Light—that handsome game about killing zombies with electric pipes—is quite popular. 3.2 million people have played in the 45 days since launch, making it Techland's most successful game by that metric. Chris L enjoyed it to the tune of 70 in our review..
To celebrate the news, the folks at Techland have released one of those stat sheets that visualises big numbers in quirky ways, but it unfortunately fails to answer the big question I had, which was "If you used every boxed copy of Dying Light to build a big box, how many Taj Mahals could you fit inside it?" We'll have to make do with these instead.
Techland would like it to be known that Dying Light—that handsome game about killing zombies with electric pipes—is quite popular. 3.2 million people have played in the 45 days since launch, making it Techland's most successful game by that metric. Chris L enjoyed it to the tune of 70 in our review.
To celebrate the news, the folks at Techland have released one of those stat sheets that visualises big numbers in quirky ways, but it unfortunately fails to answer the big question I had, which was "If you used every boxed copy of Dying Light to build a big box, how many Taj Mahals could you fit inside it?" We'll have to make do with these instead.
Valve and HTC's Vive VR headset will not be cheap, according to a representative from the latter company. Speaking to MCV, HTC marketing head Jeff Gattis said the unit will be marketed as a premium experience at launch, though consumer demand and industry competition will likely drive down the price in the future.
"We want to deliver the most premium VR experience the world has seen," Gattis said. "That s not marketing speak, but more about where Vive is positioned in the market. This is at the high end."
Starting with the premium experience, even if it has a slightly higher price point, is the right thing to do from a strategic point of view. The price can always come down as the market grows. We know there is some pent up demand there, so there s not so much price sensitivity early on. But to get the broader consumer adoption we re all hoping for, the industry will have to drive price down to make it more accessible.
No specific figures were mentioned, but it'll be interesting to see how the price compares with numbers estimated by Oculus co-founder Nate Mitchell late last year.
"We want to stay in that $200-$400 price range," Mitchell said at the time regarding the Oculus Rift's consumer launch price. "That could slide in either direction depending on scale, pre-orders, the components we end up using, business negotiations..."
Unlike Oculus Rift, the Vive has a firm release window scheduled for November this year. Wes tried a dev kit at GDC earlier this month, confirming that it's "good enough to support an audience of serious gamers".
Earlier this week, we asked you send us your best tips and tricks for building a PC. We received nearly 200 responses, and there was a lot of great discussion in the comments. Thanks to everybody who shared their tips with us, we've sorted through what you suggested and chosen some of our favorites to highlight here.
We've split the tips into a few categories, and each user's name will link directly to their original comment. Read below to see what the PC Gamer community thinks is important to know when building a PC.
Streetguru: Allocate the budget to your priorities and do tons of research.
Deltree Zero: Build with the future in mind. One of the great things about being a PC owner\user is the ability to upgrade your rig. Looking to pinch a coin to help get that GPU you want? (priority gaming hardware) get an inexpensive motherboard which has the most modern CPU slot and get a budget CPU. Fill 2 slots with quality ram, a quality PSU and GPU and a budget SSD. Later an i7 4790k can fit in there, another 2 slabs of RAM and you can add more SSD drives and set them up in a RAID configuration. You can also get another GPU for SLI\Crossfire (DX12 might make this crazy awesome) later when your rig wont keep up with modern ish.
Deskorange: Always read reviews about components from multiple sites, and always read the bad reviews first, even if a component is rated 80% 5 stars by hundreds of people. The bad reviews can contain problems related to specific problems which you may encounter.
Ross: Don't spend too much money, even if you can afford it. Get a GOOD monitor, not necessarily the biggest.
democedes: Don't neglect your PSU. A good PSU can protect your components from line surges and in some cases prevent crashes (particulary when over-clocking). Always get at least a 80+ certified power source.
Going overboard on your PSU max wattage rating is a huge waste of electricity (and money). Use this tool to determine what max wattage you really need.
KamiCrit: Getting big ugly heavy cases out of the box.
1) Open up the flaps on one side of the box. 2) Flip the box over so that the open side is on the floor. 3) Lift the box up while the weight of the case stays on the floor.
And done you've now gotten the case out of the box with out looking like a fool and wasting time.
Will: I take my socks off when I do a build to help prevent any static electricity. I will also wear an anti static strap but I take socks off too. Every little helps!
Glenn G: For the love of god, assemble your build on a table or the floor, never a carpet. Even if you have a grounding bracelet.
Brandon Sutter: I think it is good practice to assemble all of your components outside of the case first and send power to them to check for problems, for example DOA [dead-on-arrival] hardware. By placing the motherboard on top of the box it came in, installing cpu/heatsink/fan/ram/ssd/hdd/gpu and powering them all up you are able to check lights/fans to ensure functionality. [...] This just gives you a good opportunity to check everything out before you install in your case spending hours making everything pretty and then finding out your going to have to disassemble to troubleshoot a hardware component.
Shadstaru: For people struggling with cable management, the best advice I can give is plan your cables BEFORE putting stuff into the case. Think about if you will need extensions, buy them just in case (hah). Depending on the type of case you have, you may need to cable manage at different times - it's not just to make your system look pretty, it can help make your case more "spacious" if you think about getting as much of the cables behind the back panel. [...]
No matter what you do inside your system PLAN AHEAD is the best advice anyone will give you. Budget builds are all well and good but think about what you want so that you can spend less in the long run even if it means waiting till next paycheck to upgrade in the first place. Having the patience for that is quite hard, from personal experience, but it's worth the wait!
BIGJohnMP: Watch your fingers when handling IO shields. Those things are razor sharp. I've lost plenty of blood to them, and also heatsink fins, in the past...
Andrew Richardson: If you're using thermal paste that isn't pre-applied to the cooler:
- less is more (a pea sized blob in the middle of the CPU is plenty) - don't spread it (the cooler will do the for you) - if the thermal paste is on the pins, you're doing it wrong
Kyzahh_: If you're just opening the thermal paste, push out the first blob onto a scrap piece of paper so you don't blow a huge load all over the cpu.
Ibadat Naeem: Pre-applied thermal paste is normally not all that bad, performance-wise, but people normally prefer pastes with better coefficients e.g. Arctic Silver. It's only a matter of preference, and it IS a slightly messy process, but normally worth it only if your CPU is overheating, or is in the higher ranges of its safe operating temperature, and you want to bring temps down a few degrees. Application method and amount of paste used also affects the quality of the heat transferred away from the CPU.
Brian Demodulated: When installing a single GPU into an SLI/Crossfire board, or when installing fewer RAM chips than your motherboard has slots, look in the motherboard manual to verify which slots you should populate first.
Push the GPU and RAM chips firmly into the slots and make sure the retainer clips have snapped shut. On my last PC build I didn't push the RAM all the way down which caused me the horrible embarrassment of the machine not working on the very first boot. :(
Also! If your computer won't boot and it beeps at you, look in the motherboard manual for beep codes (series of long and short beeps). Beep codes may be different for every chipset manufacturer so double check them in the manual and make no assumptions.
jsoftcheck: The most important thing I learned is that even if you do everything properly, sometimes gremlins gum up the works. I once did a build for my folks that wouldn't POST. Spent all night taking everything apart, reseated everything, put it all back together and boom, started right up. Two years later that build would survive a flood (yes, plugged in and running at the time!) Other builds I've had to send parts back multiple times, and still couldn't get a stable boot. Never plan your budget so tight that you can't finish a build. You can always upgrade later.
snuggler: Keep the packaging - if you need to RMA anything its best to send it back in the box it came in. Check and check again before RMA - like me, you may need a bios update to get your system to post. Old hardware is not always supported by new systems - my old SSD was not recognized by my new mobo and no firmware update to fix. had to contact manufacturer to get a replacement.
skusmc: For dusting out your PC, buy an actual air compressor instead of shelling out 8 bucks a can for air duster. You can get one at a pawn shop or big box store for pretty cheap, and then you can air up a tire or run a nail or paint gun to boot when you need to.
Be mindful of electro-static discharge (don't touch exposed circuitry).
Dork: When doing quick simple work on your PC, LEAVE IT PLUGGED IN, but make sure to SWITCH OFF THE POWER SUPPLY WITH THE HARD SWITCH AT THE BACK.
By doing so, the ground wire going to your receptacle is STILL CONNECTED to the PC case/everything else that's ground. So, if you make sure to touch your hand to a metal part of your case, you ground yourself out, eliminating the possibility of a spark forming once you touch a board.
Junior: If you have an old computer laying around do not throw it away. Gut the inside and reuse the case. Or if you get a new graphics card do not toss the old one. Just save your old parts because they can come in handy for another build or reference point.
A few people went above and beyond what we expected and posted a whole list of tips of their own! Click the names to read all the awesome tips these users had to share:
Sam: When you get your new PC up and running, don't be a troll.
Francisco Jos Vel squez: ProTip: have fun! :)
With strong sales, positive reviews (ours is here), and thousands of player-made assets and mods, Cities: Skylines has quickly become one of 2015's hits. I spoke to Mariina Hallikainen, CEO of developer Colossal Order, over Skype on Wednesday, and asked her about the origins of Skylines, 2013's SimCity, mods and modders, and plans for the future.
PC Gamer: Considering that you set a Paradox sales record at launch, you've sold a half-million copies of Skylines, and that both the reviews and the reaction from players has been almost entirely positive, can I assume your offices now actually resemble the massive Colossal Order skyscraper that's in the game?
Mariina Hallikainen: [Laughs] We're still in the same office, we moved over here just last January so there's no need for anything too different from that. We're of course very happy. We're very pleased.
It's pretty common in discussions about Skylines to see 2013's SimCity being brought up. While it sold well, it's clear a lot of people were disappointed with some of the choices Maxis and EA made. When Skylines was being developed, was SimCity something that was discussed often at Colossal Order, and was there an effort to deliberately avoid some of the same choices they made?
Yeah, that's a tricky question, because of course, we always have thought of SimCity 4 as the benchmark. This is due to the fact that we actually did plan this game when we started the company back in 2009. We started to think about... Colossal Order wanted to make a city builder some time in the future. We knew we couldn't do it right from the start because we were five people. I started the company with no experience on the PC platform. The guys had been working on mobile before Colossal Order. It was really something that ideas kind of came from, really, the classic city builders.
But of course we were extremely afraid that people will just think of us as a cheap knock-off or something, that we have been just trying to copy what they did in SimCity. So it was a little bit of a daunting task for us. But of course there are things that are very similar and I guess it's kind of unavoidable in a sense that the city building genre, I think, it's based on the great SimCity. So it's something that we knew we would be compared.
Was Skylines already actively in development when the 2013 SimCity came out?
It was not actively in development at that time. When they announced [SimCity 2013] I was pretty sure there was no way we would ever be able to convince Paradox that we should make this game. [Laughs] But, yeah, they gave us the green light after they saw what happened with SimCity.
So that was actually... seeing SimCity 2013 kind of stumble, that's when Paradox said, hey, maybe we should go ahead with this since people aren't really happy with the last SimCity?
Yeah, I think it must have helped a lot.
Now, when I was playing Skylines pre-release, some people knew I was playing it, and one of the questions that most of them asked was, is there a multiplayer mode? Did you consider any kind of multiplayer for Skylines at any point?
No. Basically, we are of course with very limited resources and with the small budget we have, it was completely out of the question. Even if we think about... we have a certain philosophy behind the game, and it is definitely so that it is really a singleplayer game. It's you creating your own city, your own world. You don't want anybody to kind of come and mess that up. The experiences we've had previously, we decided that we will go singleplayer only, at least for now.
Yeah, I'm not even really sure how multiplayer would work. I think there's a collaborative potential, its fun to sit with someone at the same computer and build a city together, and our guy Tom was streaming the game a few times last week and he had fun with the people watching, taking suggestions and things, but I don't really know how a multiplayer city builder would work with two people messing with the same city at the same time.
Yeah, that's exactly the problem, I think, and especially because there's the simulation running, there's so many things that can go wrong, I think it's something that you really have to put a lot of effort and a lot of people to work on that, to make it really work and be right, and so we definitely didn't feel that it was important to do at this time. And, I don't see it as a high priority feature at any time in the future, because there's still so many things we want to add to the game. We have quite a lot of plans, those things we couldn't implement before the release, like tunnels and European buildings that we are working on now. I think there's a lot of things we want to add to the game before we can even discuss multiplayer.
So you do have plans for future updates, or is it a DLC type thing?
So, basically we have discussed it with Paradox and it's going to be a similar model to what they have for Crusader Kings 2 and Europa Universalis 4, so it's a bigger expansion with some smaller DLC and also free content. The tunnels and the European buildings we already discussed that these would be free updates, because I very strongly feel that the tunnels, for example, should have—I feel it's a part of the game. It's an integral part of the game and it needs to be there. So, we agreed that we, of course, having only 13 people working at Colossal couldn't make it in the original scope, we really just want to add that later on, and I think it belongs to all the players.
You compared the future expansions to what Paradox does with CK2 and EU4. Those are, a lot of times, different parts of the world or different time periods. Is that something that Skylines is going to have?
No, it's more to the scope. Basically, how we did it earlier with Cities in Motion, for example, we had smaller DLC and we were working on those, but here we want to kind of focus on one bigger feature. I can't say what those are exactly at this time, but we are planning on something that really brings something new, hours of gameplay to the game. So, massive expansion.
I can't say more about the pricing but it's something similar to what they have done with CK2 and EU4. Simultaneously with this we add free features and free content to the players who already own the game. So, the players who don't want to put any money to extra content, they still get something out of the version. This is what we're planning, there's always like this bigger expansion that will bring a lot to the game, then the free updates as well probably [smaller] DLC. But it will be so that it comes with a full package that has all of this, the paid and the free update for the player. Which I think is really nice, because we get to focus on something more major and then also there will be the free update, because I think it is important that the players who have bought the game now and for some reason don't want to, for example, put any money to a certain expansion, they can kind of pick and choose what they want but still get something, something like updates to the game so you don't have to pay for absolutely everything. I think that's very cool.
Are there any plans for a terrain editor you can use while you're actually working on a city?
We have discussed that. There is no news about that yet. So, basically—terraforming has been actually discussed quite a lot. It is a little bit of a tricky feature so we need to think about it a lot to see if it would be possible or not. We have some ideas. We'll keep you guys updated on that
Given the successful sales of the game, do you think that's changed the scope of future expansions? Do you feel like you have a little bit more room to grow because the game has sold well?
Well, [Paradox] is very happy. [Laughs] It is something that we have discussed that now we have a chance to add more to the game both in the scope of the planned expansions and for the free content as well. One of the major differences now after these really massive sales—it's still a little bit overwhelming for us over here—is support for the modding. So, we're basically discussing that we really want to emphasize that, we want to bring more to it, so we definitely got more support, also from Paradox to work on that, which is absolutely fantastic.
I checked this morning, and there's over 13,000 player-made assets and mods in the Steam Workshop at the moment. Have as anyone at Colossal Order been trying them or playing with them or seeing what people have been up to?
Yeah, I mean, we've been checking what's happening there and it's really, really great to see, because last time I checked it was 12,000. [Laughs] So, the number keeps going up. It's absolutely fantastic. I think this is exactly what city builders are all about. It's about the creativity, getting the people to join the development of the game, and I think this is absolutely wonderful to see, so many people actually joining the modding community, and yeah, we've been checking. There's actually really, really cool stuff. We have been checking out the different kind of mods, too. Because there are so many things that we kind of planned to do later and the modders basically already did them. So, we have to say a little bit... are we needed anymore? [Laughs]
Right! Yeah, there seems to be a few things in there that you could possibly officially add in a future patch. People have been... one of the first things they did was unlock so you could build on all 25 tiles. And then a few other things that look like they could be possibly incorporated into an official patch at some point.
Yeah, absolutely, there's so many things to choose from, but I think most interesting ones are kind of those that... like the GTA V map, there's the Mars project. So much creativity, and you know, things that we couldn't kind of think when we entered this project, that people would come up with these kind of ideas and I think that's exactly the great part about this. Because we're only 13 people here, but there are so many ideas out there, so many capable people that can really contribute to this game.
I even saw there's a former Maxis artist who's making mods for the game, have you seen that yet?
Yeah, I saw the article on that, yeah. I think it was on PC Gamer, actually. Yeah, yeah, um. [Laughs] I mean, it's really, really great to see people starting to create content for the game and we of course welcome... [Laughs] welcome really capable environment artists to do that as well. So, it's really interesting to see.
Dirty Bomb has been in closed beta for a while now, but availability has been restricted to specific, limited times—most recently, the weekend of March 6-9. But developer Splash Damage has revealed that the beta will become [ominous voice] fully operational next week, and that everyone who has a key will be able to play whenever they want.
"Thursday, March 26th is D-Day. At 9AM PDT/16:00 GMT Dirty Bomb will be back up for good," the studio announced in the Dirty Bomb forums. "Yes, the game is still in closed beta and everyone who has gotten a key will be able to play. What s more is there will be no more planned wipes."
It's unfortunate that the beta remains closed, although on the upside Splash Damage doesn't seem too stingy about handing out keys. And with the Dirty Bomb Steam page still indicating a June 2015 launch, and the announcement promising more "cool info" to be revealed next week, a move to open beta could be coming soon.
We spent some time with Dirty Bomb last October, and came away, if not entirely sold, then at least reasonably optimistic about its chances. We'll be checking out the game again soon, but for now you can read what we made of it last time here.
According to Wikipedia, 2K Games came into being in January 2005, when publisher Take-Two Interactive acquired Visual Concepts and Kush Games from Sega for $24 million. The new name came from Visual Concepts' lineup of 2K-branded sports games, although 2K now publishes a wide variety of games including Evolve, Borderlands, XCOM, and BioShock. All of which can mean only one thing: Steam sale time!
The 2K 10th Anniversary Publisher Sale includes games both new and old, although the deepest discounts are obviously on the stuff that's been around for awhile. Still, it's a good way to catch up on things you might have missed: The XCOM: Enemy Unknown Complete Pack is down to $10, Spec Ops: The Line is $5, Sid Meier's Pirates! is $2, and Duke Nukem Forever is $6—which is probably still too much. Evolve is down to $50, and because it all started with sports, I'll also make note of NBA 2K15, now going for $20.
Finally, for 2K fans who don't want to horse around, there's the 10th Anniversary Bundle, which isn't actually all of the 2K things, but is still quite a lot of them and can be had for $50. The 2K 10th Anniversary Sale is live now and runs until March 23.