Half-Life

Has it really been ten years since we last partnered with bespectacled scientist Gordon Freeman, and his daring sidekick Alyx Vance? It has! Which is why PCG UK 310 has that gorgeous luminous orange lambda scrawled over its cover. 

Inside The Half-Life Issue, Andy chats exclusively to the makers of third-party remake Black Mesa, and we celebrate Half-Life 2 with analysis, stories and jokes in our five-part retrospective. 

Elsewhere, you'll find the second half of our massive history of FPS games feature, and Steven gets to grips with the first MechWarrior campaign in 15 years. Previews this month include the new-to-PC Final Fantasy 15, Biomutant, Anno 1800 and more. And if that's not enough for you, this month's issue comes with free games: Warhammer 40K: Chaos Gate, and a Sudden Strike 4 demo. 

Issue 310 is on shelves now and available on all your digital devices from Google Play, the App Store and Zinio (they may be slow to update—look for that glowing Half-Life logo on the front). You can also order direct from My Favourite Magazines or purchase a subscription to save yourself some cash, receive monthly deliveries and enjoy our exclusive subscriber covers. This month's is an absolute belter:

This month:

  • Andy gets exclusive access to Half-Life remake Black Mesa. 
  • We celebrate Half-Life 2 in our five-part retrospective.
  • Steven plays the first MechWarrior campaign in 15 years.
  • Part two of our colossal history of FPS games feature.
  • Tom recreates the PCG team for his review of XCOM 2's new expansion.
  • XCOM 2: War of the Chosen, Rez Infinite, LawBreakers and more reviewed.
  • Final Fantasy 15, Biomutant, Anno 1800 and more previewed.
  • Our CPU cooler group test.
  • And much more!
Resident Evil 7 Biohazard

A couple of weeks ago, we learned that Resident Evil 7 Biohazard's long-awaited Not a Hero DLC will arrive free-of-charge alongside its End of Zoe counterpart. Now, Capcom has teased a few minutes of some Chris Redfield-starring in-game footage from the former.   

Sporting a high tech helmet that grants him a nifty HUD, Redfield is seen exploring a mine and, latterly, taking on a horde of faceless baddies. Things then get heavy when the ex-STARS member runs out of ammo, before facing up to what looks like a variation of a Fat Molded. Look, see:

Like Andy, I enjoyed Resi 7 when it launched earlier this year, however the above does remind me of how awkward I found its combat. It seems Not a Hero leans into its action, so it'll be interesting to see how it balances situations like this with puzzle work and exploration. 

The Not a Hero DLC will land alongside RE7's Gold Edition, and will be free for owners of "any version" of the game, so says Capcom. Here's the dev on why Chris Redfield is back in action: 

"The free Not a Hero DLC sees the return of Resident Evil fan favourite and veteran BSAA soldier Chris Redfield. Taking place after the horrific events that befell Ethan Winters in Resident Evil 7 biohazard, Not a Hero brings a brand new experience playing as Chris to face new threats not met in the main game. As a member of New Umbrella, Chris and team quickly set up a strategy to counter this latest threat. Will Chris once again solve the mystery of this latest outbreak and make it out of the plantation’s dungeons alive?"

Resident Evil 7 Biohazard's Not a Hero DLC is due December 12, 2017. 

Gone Home

Independent studios generally have more freedom (and more desire) to experiment with the medium, to create the kind of games the blockbuster market considers unthinkable. They may bring back genres the mainstream has forgotten, imagining what they would look like today if they'd carried on being made through the years. And they can invent brand new genres whole cloth, innovating in ways that bigger studios never could.

You'll find both kinds of games in this list of the indie games the PC Gamer team cherishes the most. These are the best indie games to play right now, the ones we recommend today.

Into the Breach

Released: 2018 | Developer: Subset Games

Jody: Turn-based games don't always respect your time—opponents who take forever, entire turns where nothing happens, animations that feel like everyone's wading through stew. Into the Breach does not waste your time, which is apt because it's about time travel.

In the future giant bugs crawl out of the ground and ravage the world, and our only hope are mech pilots from an even more distant future who travel back to save us. As a band of three pilots in vehicles that would make very cool toys, you're humanity's last hope. Fortunately, you can see what the bugs plan one turn ahead and can dodge out of their way so they attack each other, or dodge into their way to protect a building full of civilians they were about to demolish. It's a mech vs. monster dance-off.

And it's conveniently bite-sized. Maps are small, load fast, and only have to be protected for a few turns. Into the Breach feels worthwhile even if you've only got minutes. With hours to spare you can play a full run, save the day, then take your favorite pilot and leap back into a different timeline to do it all again.

Enter the Gungeon

Released: 2016 | Developer: Dodge Roll

Shaun: Enter the Gungeon is an arcade roguelite about shooting bullets with bullets. In other words, the enemies are ammunition. As one of four distinct characters, you'll dodge-roll, kick furniture and, most importantly, destroy bullets with bullets. There are hundreds of distinct weapons, ranging from a bow and arrow through to guns that shoot actual bees.

Enter the Gungeon exists in an absurdly busy genre: each week I write about a new roguelite. But Enter the Gungeon is special because not only does it nail the essentials (shooting, movement, sheer variety of weapons and items), but it also doesn't complicate things too much. Other arcade-centric roguelites like Flinthook and Rogue Legacy have had a good go at mixing compelling action with a simplified approach to the genre, and while each are great they end up feeling repetitive: like a jumble of the same rooms. But it's the weaponry that keeps Enter the Gungeon fresh. It's also really charming, somewhat against the odds.

Austin: I'd also like to add that there's a gun that shoots guns that shoot bullets.  

Frostpunk

Released: 2018 | Developer: 11 Bit Studios

Chris: It feels strange to play a city-builder that's not open-ended and doesn't let you tinker with your city forever. Also strange is that no matter how efficiently you design your city, your residents may kick your ass out of it due to events that take place elsewhere. But that Frostpunk does things differently is one of the things that makes it great.

Frostpunk is both grim and beautiful, a blend of survival and crisis management that leaves you facing tough choices, sometimes unthinkable ones, as you attempt to build a city that will protect your residents from a world gone cold. You're not just trying to keep them warm and fed, but keep them hopeful, and that's no simple matter when the only thing more bleak than the present is the future. In addition to building, gathering resources, and sending expeditions into the frozen world, you have to grapple with passing laws that may save your citizens' lives but at the same time may erode their freedom. There's rarely a moment that's free of tension and worry, and rarely a choice that isn't second-guessed.

Don't Starve / Don't Starve Together

Released: 2013 / 2016 | Developer: Klei

Jody: Klei's 2013 survival game is a playable Edward Gorey book where you'll probably get eaten by dogs or starve during the long winter—a possibility the name does warn you about, to be fair—while learning how the ecosystem of its unusual world works. You discover the importance of the wild beefalo herd, and the value of dealing with the Pig King. 

And then you do it again, with friends.

The survival games that followed Don't Starve filled their servers with desperate lummoxes all flailing at trees and rocks and each other. Don't Starve Together made multiplayer survival into something that's not as easy to make memes of, but a lot more fun. Sure, you can play it competitively but it's best as a co-operative village simulator where you start by pooling your rocks to make a firepit and eventually you're taking down bosses then crafting statues to commemorate your victory in the town square.

Celeste

Released: 2018 | Developer: Matt Makes Games

Shaun: Celeste is a tough 2D platformer with a 16-bit retro aesthetic. If I had a pixel for every time I’ve written about a game with those descriptors, I’d maybe have enough to render Crysis. So what makes Celeste special? The reasons are many and varied: firstly, it carries itself differently to other deliberately hard platformers like Super Meat Boy and N++. Studio Matt Makes Games wants everyone to finish this game, not just Kaizo Mario World speedrunners, so its pacing is careful and its attitude encouraging. While protagonist Madeline doesn’t have the most novel moveset in a platformer (she can grab certain walls and dash through the air), the action is precise, smooth, and unusually, you’ll actually care about her journey. 

Perhaps the variety is what really elevates Celeste: this is a game with set pieces that aren’t just saved for the boss battles, and while it is fundamentally a series of platform challenge rooms, it does feel like you’re navigating a world (in this case, the mountain Celeste). Not since Shovel Knight have we had a game that manages to cater for players who might not enjoy the irreverent, punishing veneer of most modern twitch platformers.

Rain World

Released: 2017 | Developer: Videocult

Shaun: You're going to hate Rain World if you approach it with the wrong attitude. Firstly, it looks like a platformer, but it's not: it's a punishing survival game. The first hour or so spent in the game also lacks promise: the controls are slightly fiddly because (by necessity—this is a survival game) they aren't as intuitive as most 2D games. You have to learn them (Rain World is all about learning, but you'll still sometimes get unlucky).

Once you surmount these prickly beginnings, Rain World is remarkable. You play as a slugcat one tier above the bottom of the food chain, and you must negotiate a labyrinthine and hideously broken open world in order to survive. Rain World is cryptic, uncompromising, and once given the chance one of the tensest and most atmospheric 2D games I've ever played. If you must make it easier, there have since been options added to the game to allow that. But I wouldn't if I were you. Rain World is determined to wrest empowerment from the player, determined to eschew any shred of the power fantasy so dominant in its medium. And yet it is logical, it's not "unfair", it’s not "poorly designed". It just doesn’t care about you.

Divinity: Original Sin 2

Released: 2017 | Developer: Larian Studios

Jody: My party includes a skeleton who has mastered poison magic, a dwarf pirate, and a fire-breathing lizard prince. By the end of the game, one of them will be a god. 

Plenty of developers have resurrected the bones of the isometric RPG and added modern skin to it, but only a couple of those games really work as both reminders of the old days and great RPGs worth recommending to people who don't have nostalgia goggles near at hand. 

Divinity: Original Sin 2 takes the traditional map-hopping fantasy quest structure and adds a mindbending array of abilities to fill multiple hotbars, sidequests that feel like tonal breaks from the storyline but also seem like they matter on their own, and a degree of characterization we expect from big-budget RPGs. Every party member has their own thing going on, their own plot to follow and life to live, and can replace your character if they die. They can even be selected to take the lead in conversations, although saying hi to people as the skeleton without a disguise on will raise some eyebrows.

Wes: Original Sin 2 has great writing, clever and creative quests, and strong characters with arcs that span a near-hundred hour quest, all substantial improvements over the first game, which was already a hell of an RPG. What I really love about Original Sin 2 is that anytime you ask yourself the question "Can I do this?" you probably can. Savescum to your heart's content to see what happens when you kill an NPC, or sneak somewhere you aren't supposed to be, or figure out how to jump over a wall instead of solving a puzzle. Larian built an insanely open-ended RPG that encourages you to play however the hell you want, and then had the audacity to put a great story and combat system in it, too. 

Devil Daggers

Released: 2016 | Developer: Sorath 

Jody: A one-level first-person shooter where the level is a hellish arena, and the enemies are skulls and flying snakes and other escapees from heavy metal album art. Devil Daggers takes the speed and circle-strafing of Quake and distills it into one perfect minute, or longer if you're better at it than I am. It almost takes longer to describe than it does to play—almost. 

Steamworld Dig 2

Released: 2017 | Developer: Image & Form 

Austin: SteamWorld Dig 2 is a 2D Metroidvania-style platformer about digging tunnels in a fully destructible world. You collect resources, haul them up to the surface, upgrade your gear, and dive back down. As you rack up upgrades, from your pickaxe to gadgets like the grappling hook, jackhammer and steam-powered grenade launcher, you unlock new areas to explore and new ways to explore them. 

It's this magical mix of Metroidvania exploration and the resource collecting that makes survival games so cathartic, and it works because it lets you go at your own pace. You don't just go a little deeper each time you upgrade your stuff; you get a little more adventurous. You start to experiment with different gadgets and use them in new ways, and this changes the way you dig tunnels, which act like scaffolding for getting around levels. And no matter what you do, you're always making progress. Everything feeds into everything else, so you're constantly motivated to dive deeper and discover new temples to ransack. 

Subnautica

Released: 2018 | Developer: Unknown Worlds

Jody: Depending how you feel about diving, Subnautica can be either a wonderful opportunity to explore an alien aquarium or a straight-up horrorshow. Even with the survival stuff turned off so you don't have to regularly grab fish and eat them as you swim past, its depths contain claustrophobic tunnels and beasts big enough to swallow you whole. The thing is, Subnautica works as both a tense survival game about making it day by day in a hostile alien ocean and a way to drift around meeting strange sea creatures (and eating them).

The list continues on page two.

Gone Home

Released: 2013 | Developer: Fullbright

Shaun: Video games aren’t always about mowing down aliens and nazis and trolls in fantasy/sci-fi/post-apocalyptic settings. But most of the time they are. Gone Home wasn’t the first meditative, narrative-driven game, but it arrived at a time when people were more receptive to their possibilities than ever before. Crucial to Gone Home’s success is that, rather than resting on the delivery tactics of film, Fullbright uses the more tactile nature of the videogame medium. Sure, it’s interactive in the sense that you’re wandering through a home and discovering its inhabitants’ stories, but it also asks of the player that they mull over the lives that they’re eavesdropping on. While there are plenty of “walking simulators” nowadays, Gone Home endures because the story it tells is enduringly affecting and important.

Proteus

Released: 2013 | Developer: David Kanaga

Jody: I like walking simulators, and I use the term affectionately, but sometimes I find it hard to get caught up in their stories. They can feel anticlimactic. Proteus doesn't because its story is one I tell myself. It dumps me on a procedurally generated island and lets me explore, climbing hills and chasing frogs. There is another story in it though, in the sense that there's a sequence of events that you can experience, but it's a subtle one. (I'll give you a hint: it involves the standing stones.) If you want it there's a build-up and climax there, but even without that the relaxing strolls over its islands gave me all the satisfaction I needed.

Papers, Please

Released: 2013 | Developer: Lucas Pope

Jody: Games are amazing at letting you experience someone else's life. To pick an extreme example, just like the wriggly controls of Snake Pass give you an insight into what it would be like to be a snake, the rubber stamps and bureaucracy of Papers, Please make you feel like a border guard under a totalitarian regime.Morality's a thing games don't often do well, but by letting you master increasingly complex regulations—Papers, Please has a great difficulty curve, which indie games sometimes struggle with—it gives you power over the hapless citizens who line up to present their documentation. It motivates you to judge them harshly because if you don't, the pay you need to support your family will be docked, but also because the detective work of uncovering fraud is shockingly fun. You discover a contradiction in someone's papers and feel great, then realize what that will mean for the human on the other side of the counter trying to get home and feel awful. Yeah, it's a game about paperwork, but it's so intense that when I was rewarded for my paper-pushing by being given the key to the gun cabinet I wanted to hand it back. I wanted to tell a video game I wasn't interested in its gun.

Austin: I still remember one of the many would-be citizens I turned away in Papers, Please—the old man who repeatedly submits ridiculously inaccurate papers. Sometimes his ID shows the wrong gender or expiration date, sometimes he even has a photo of someone else on ‘his’ passport. His errors get more and more obvious and egregious, but his cheery attitude never changes. Every time I turned him away, he’d just smile and say he’d be back, like I was a server at his favorite local restaurant. Papers, Please is a game about hard choices, but nothing in it made me feel guiltier than denying that old man so many times. 

N++

Released: 2016 | Developer: Metanet Software

Shaun: During my first ecstatic weeks spent with N++, I thought it might be the last platformer I’d ever need to play. The slippery, floaty physics are so expertly tuned, and the level design so varied (despite having upwards of 5,000) that I thought it could keep me busy forever. And while I’ve played probably dozens of different platformers since, N++ is the only one I feel compelled to regularly return to.

Even when you’re not winning, N++ just feels good, and its focus on precision and reflexes isn’t as potentially frustrating as it can be in, for example, Super Meat Boy. The whole game has a zen-like quality, from its austere minimalistic art style through to the experimental electronic soundtrack (one of the few, in a platformer, that I’ve never turned the volume down on). This is simply the best pure platformer you can get on PC, a museum-worthy distillation of the genre’s strengths.

West of Loathing

Released: 2017 | Developer: Asymmetric Publications

Chris: West of Loathing is just so wonderfully jam-packed with humor, clever writing, and charming characters that it's hard to stop playing even when you've finished the main story, solved all of the (sometimes quite devious) puzzles, and collected every hat (there are more than 50) in the game. Everywhere you turn there's some little bit of descriptive text that will make you smile, chuckle, or laugh, even the the settings menu. It's one of the only games that drove me to explore not for loot or experience, but for words.

Crypt of the Necrodancer

Released: 2015 | Developer: Brace Yourself Games

Bo: Crypt of the Necrodancer is a rhythm-based roguelike—a DDR-dungeon crawler, if you will. A head-scratching combination, to be sure, but that's exactly what it is. Dance your way through pixelated depths to the beat of an awesome, rhythmically complex soundtrack. Stay on beat to slay the dungeon's dancing denizens, and don't forget to spend some time with the opera-singing shopkeeper. 

Evan: Definitely give the metal version of the soundtrack by YouTuber FamilyJules (composed by Danny Baranowsky) a listen. It's right up there with the Doom 2016 soundtrack. 

Bastion

Released: 2011 | Developer: Supergiant Games

Jody: There's no game I've had better luck recommending to people than Bastion. Everybody loves its narration and its music, which would be cool independently but become truly outstanding because of how they're integrated. You think you're hearing a beautiful soundtrack and then you discover the musician in the level you're exploring. You think the narrator is a guy with a deep voice telling a story and then he reacts to how you play.

Bastion is an action RPG about a ruined sky-city that rebuilds itself under your feet, nothing beyond the screen existing until you walk toward it. Instead of playing inventory Tetris you choose two weapons from a growing catalogue, and are rewarded for choosing strange pairings with narration snippets and radically altered play. And if you don't like the combat then go into the options and pick a different control scheme. I'm not normally the kind of critic to sing the praises of an options menu but you can turn Bastion into Diablo if you want. Come on, that's awesome.

Her Story

Released: 2015 | Developer: Sam Barlow

Jody: I used to watch an English cop show called The Bill. Back when it was good they'd sometimes dedicate half an episode to an interrogation, a guest star stamping their mark on the show. That's Her Story, only instead of cops it's you, years after the recorded interview, searching through video clips by entering keywords. Her Story plays out in those videos and that search bar, but it's also played on note paper you inevitably fill with conspiracy scribbles like Charlie from It's Always Sunny in Philadelphia. I didn't bother making notes during Fez (I probably should have), but for Her Story I scrawled pages. 

It spread even further after that, into an argument with friends about what really happened which I remain convinced I'm right about. Maybe I got obsessed? It's one of a handful of games I 100-percented on Steam and I don't regret it.

Wes: In tech, skeuomorphic design—making your music player in the form of a cassette tape, for example—is now quaint and frowned upon. But it's a rarely used concept in games, and Her Story uses it to great effect. I'd go so far to say that its dusty CRT computer interface is the best marriage of aesthetic and game design in anything I've ever played. It's immersive in a subtle, well-earned way that makes Her Story enrapturing from its first few moments.

Dungeons of Dredmor

Released: 2011 | Developer: Gaslamp Games

Chris: I'm not typically one for turn-based games, and roguelike RPGs often break my heart when I'm forced to start over from scratch, but Dungeons of Dredmor immediately drew me in with its style and comedy. I've never won a game, never beat or even met Lord Dredmor, never even gotten more than a few levels deep. It's still a joy to play for its writing, humor and surprisingly deep and amusing lore.

Evan: The absurdity goes so far to soften the blows of its difficulty. You can build a Vampire Communist who wields Egyptian Magic, Fungal Arts, or Emomancy to fight hordes of weird robots, carrots, genies, and whatever the hell diggles are.

Austin: I keep coming back to Dungeons of Dredmor because it’s a gamble I don’t mind losing. I’ve never beaten Dredmor either, but generating a random character and pushing the usefulness of absurd skills like Fleshsmithing, Killer Vegan and Paranormal Investigator is always a thrill, even when I die on the first or second floor. It’s a system that rewards inventiveness. You can manually select your skills, but rolling the die and making the best of random skills is far more satisfying, and like the optional but actually totally necessary permadeath, makes every round feel genuinely different.

Lovely Planet

Released: 2014 | Developer: QuickTequila

Shaun: You don’t need blood and exploding heads in a first-person shooter. Case in point: Lovely Planet, a first-person shooter where you run increasingly complex gauntlets while shooting cute pastel shapes in a floating pastel land. But how, you ask. How can a game about shooting cute pastel shapes (that don’t bleed!) be fun? Because this is basically a platformer—a more-ish precision-oriented runner combining the fluidity of a Quake speedrun with the one-more-try quick respawn loop of Super Meat Boy. 

DEFCON

Released: 2006 | Developer: Introversion Software

Tyler: DEFCON is one of those games I could play forever. It's a simple, morbid real-time strategy game in which global nuclear war is inevitable and 'winning' means losing fewer people than everyone else. In the early stages it's about placing missile silos (which double as missile defense systems), airfields, radar stations, and fleets of submarines, battleships, and aircraft carriers. As the war turns hot, the only option is to manage losses and inflict your own genocide, to make paranoid alliances and break them with bombs—ignoring that the fallout will kill everyone anyway. The brutality is rendered with War Games-style vectors, turning cities to dots and people to casualty numbers, emulating the calculated viciousness of modern drone wars.

Oikospiel

Released: 2017 | Developer: David Kanaga

James: Oikospiel is a dog opera game about dogs making an opera game. I think. Here’s the plot synopsis according to developer, composer, everything-er David Kanaga: “The Oikospielen Opera is developing an epic global-gaming festival called THE GEOSPIEL, scheduled for the year 2100. The opera's employees, organized by the Union of Animal Workers, are trying to integrate the game dev dogs of Koch Games into their group, but these loyal pups love their jobs and boss Donkey Koch too much! Will there be Unity, or will Multiplicity prevail?” 

It’s as strange as it sounds, and it sounds strange—literally—too. With a soundtrack that mimics its frenzied landscapes, Oikospiel is a touching, psychedelic trip through videogame history with a meaningful message about labor.

The Stanley Parable

Released: 2011 / 2013 | Developer: Galactic Cafe, William Pugh, Davey Wreden

Shaun: Are you playing the game, or is the game playing you? So much of our agency in modern games is illusory, or, more gratingly, reductive and binary. Are you going to go the nice path or the bad-arse path? The Stanley Parable is a meta-critique of gaming as a medium, but it’s also a trojan horse existential crisis (and we all love having those). When we don’t take the critical path, the one prescribed to us, what could possibly go wrong? And given the actual opportunity to do so—given the opportunity to deliberately stray from what a game (or The Stanley Parable’s narrator) is telling us to do, is there any point in playing the game at all? Hmmm. Makes you think.

Jody: First time I played The Stanley Parable I did everything I was told to. Knowing it would be meta-commentary, I rebelled by not rebelling. That’s a dumb way to experience The Stanley Parable for the first time. Don’t do that. Sabotage it, go the wrong way, hide in a closet and refuse to leave. It’s a better game if you break the rules other games have taught you rather than the first rule of The Stanley Parable, which is: don’t do what you’re told.

SOMA

Released: 2015 | Developer: Frictional Games

Shaun: Survival horror too often devolves into repetitive efforts to fend off undead with unwieldy weaponry, but Soma is different. There’s no combat on this underwater research facility, and enemy encounters are few and far between. Most of the time you’re just looking at stuff, but that’s ok in the hands of studio Frictional. They manage to wring an overwhelming sense of dread and despair from a mere dark corridor, not to mention the sprawling sub-aquatic outdoor areas peppered throughout. And the ending of Soma—even if you’re usually ambivalent towards low action horror—is worth the trip alone. It may be more contemplative and less jump scare-oriented than Amnesia, but it’s all the better for it.

James: I’d even recommend those typically averse to horror give SOMA a try. Install the teasingly named “Wuss Mode” mod from the Steam Workshop to make the monsters harmless without losing much horror in the process. Sure, you won’t have to hide, but that doesn’t make their appearance and origins any less terrifying. 

Thumper

Released: 2016 | Developer: Drool

Shaun: Thumper is like an ugly, loathsome, despair-inducing industrial techno song come to life. And that's a very good thing. In our Top 100 Evan described it as "a documentary about the path you take to heaven or hell when you die" which is just about the most alluring description for a video game I've ever read. Yes, it's a tough, precision-oriented rhythm game, but it's a precision-oriented rhythm game that feels like a collaboration between Gaspar Noe and Laibach.

The list concludes over the page.

Nidhogg 2

Released: 2017 | Developer: Messhof Games

Bo: I'm a sucker for local multiplayer games, and Nidhogg is one of the best. Somewhat of a cross between fencing and tug-of-war, Nidhogg's 1v1 matches play out over the course of many brief but violent clashes, resulting in a tense back-and-forth that's every bit a battle of wits as it is one of skill. And like all good local multiplayer games, it's easy to pick up and play but has a well of strategic depth that makes it difficult to master.

The recently-released Nidhogg 2 builds on its predecessor with a new grotesque claymation art style as well as a handful of new weapon types that mix combat up just enough to make things exciting without hampering the original's simplistic greatness. The result is a fantastic fighter we keep coming back to—especially if an office bet needs to be settled. 

Fez

Released: 2012 | Developer: Polytron Corp 

Shaun: Fez accumulates more poignancy with age. It’s a puzzle platformer tightly stuck between two dimensions, and harried by each of them. The protagonist is tasked with investigating and hopefully fixing the scourge of a newly arrived third dimension in a happily two-dimensional world, and this could read, from a fairly one-dimensional point of view, as an indictment on progress, a kind of luddite’s journey. 

But as time passes—as the world becomes more overtly hostile—Fez’s innocent take on the loss of innocence rings true. As time passes, each of us will realise that certain uncomfortable truths have always lingered just out of our sight, waiting to pounce. And others will persevere, dig deeper (whether wisely or otherwise), for conspiracies and better buried secrets (and boy does Fez have secrets). Fez is a game about the hidden regions of our world that are always there, always mysterious, usually forbidding. It’s a beautiful and serene and sad game, but also, as an aside, really fun to play too. Fez is timeless in the way it can convey a wealth of emotion and contemplation through its systems alone.

Wes: After its fairly simple introductory hours, every discovery and deduction I made in Fez felt like a hard earned victory, or the unraveling of an impossibly complex puzzle. I love the sensation of "this can't possibly be the solution" in a videogame, only to discover that my crazy hypothesis was correct. That's what Fez is all about. And I love how clearly you can feel the immense amount of thought and polish that went into it; it feels every bit the intricate, perfectly tuned puzzle someone spent half a decade slotting together, piece by piece, until everything was just so.

Night in the Woods

Released: 2017 | Developer: Infinite Fall

Shaun: Some of the most noteworthy indies from the last decade have been adventure games, but it took until 2017 for one of the highlights, Night in the Woods, to emerge. As endearing feline Mae Borowski, you’re returning to the sleepy rural town of your childhood after an unsuccessful college stint. The town is on the decline, and so too, it seems, is Mae’s future. Things haven’t quite turned out the way she (or her family) had hoped, and much of Night in the Woods is about dealing with this mild disappointment. Exploring the township of Possum Springs is a joy in itself, but it’s the way Night in the Woods weaves a universal coming of age tale around an otherwise straightforward puzzle-laden adventure game that is remarkable. 

Kentucky Route Zero

Released: 2013-ongoing | Developer: Cardboard Computer

Jody: I wanted to wait. I wanted all five episodes of Kentucky Route Zero to be complete before I climbed into it and drove off. That's how I played The Walking Dead, and rumbling through that in one week contributed to its effect. I caved in and played Kentucky Route Zero though because a poet recommended it to me, and that's not something that happens every day. It’s obvious why she thought I had to try it, unfinished as it was (and still is). Kentucky Route Zero’s writing is gorgeous, ornamental but also able to get right at the meat of a thing. It's there when someone calls an office bureaucracy "the paperclip labyrinth" or describes topology as "the science of continuous space".

Kentucky Route Zero is an adventure game of the modern kind, where decisions and dialogue rather than puzzles pace your progress. It's about finding a lost highway, but it quickly buries you in a kind of American mythology where mystery roads are the least strange thing. I'd hate to spoil what you'll find, but if you get in an elevator, see a button that says "third floor (bears)" and aren't tempted to press it, then I don't even know you.

Though it feels like being in a novel, Kentucky Route Zero pays homage to games. That explanation of topology takes place in "a twisty maze of passages", a reference to the classic text game Colossal Cave Adventure. So is the fact that the first item you pick up is a lamp. Some of the earliest PC games were about manipulating words because that was all they had. Kentucky Route Zero is about manipulating words because that's a fascinating thing to do. It's hard to explain why encountering its word-hoard has such a potent effect, but I'm just a journalist. They should have sent a poet.

Stardew Valley

Released: 2016 | Developer: Eric Barone

Bo: There are few games that delight me in the way that Stardew Valley does. I grew up loving the Harvest Moon series, and Stardew takes that formula and applies it to the PC space. Stardew strips away many of Nintendo's puritanical hangups—same-sex marriage and sexual innuendo aren't taboo inclusions, for example—but maintains the charm of tilling fields, planting seeds, and growing crops. There's also a vibrant town to get to know, mines to explore, and tons and tons of fish to fish. I've spent more than 80 hours in Stardew Valley, and I'm looking forward to my next trip to the country. 

James: Do you see me now, dad? You didn’t think my mayonnaise dreams would get me anywhere and look at me now.

Jody: Thank goodness I am not the only person making bank off mayonnaise. The quality eggs provided by my hens, Chickity and Nug, are the secret of my success.

Undertale

Released: 2015 | Developer: Toby Fox

Wes: A friend and I played Undertale in a single sitting. It first inspires curiosity at its quirkiness, then determination to solve its challenging combat without taking the easy way out, then admiration for the delivery of its jokes and the tight meshing of themes and RPG mechanics twisted sideways. Comparisons to Super Nintendo RPG Earthbound, while apt, don't do Undertale justice: it's incredibly smart in how it thinks about the way we play videogames and challenges and surprises with new ideas at every step.

It's a game I genuinely think everyone should play. You'll either appreciate the humor, or the challenge, or the freedom to play through in many different ways, or the painstaking one-off moments, or the ways creator Toby Fox bent engine Game Maker to his will, or the prospect of a "true" ending to earn. It looks simple, but there's so much under the surface.

Kerbal Space Program

Released: 2015 | Developer: Squad

Chris: Whether you're seriously into the science and simulation, or just looking for some fun sending adorable astronauts into space (or watching their rockets explode before they get there), Kerbal is a near-perfect physics sandbox. One of the reasons it's such a joy to play is that there's immense satisfaction in the successes, like the first time you reach orbit, or land on the Mun, or safely bring your astronauts home from a mission, but there's also pleasure to be had (as well as lessons to be learned) from your failures.

KSP is both easy and immensely challenging: rockets can be snapped together quickly, and tweaked or rebuilt in mere moments, but conquering the solar system requires precision and know-how. Its charming looks and its detailed physics simulation make it a game for just about anyone, from casual rocket tinkerers to passionate rocket scientists.

Hollow Knight

Released: 2017 | Developer: Team Cherry

Wes: The best Metroidvania in years, perhaps because developers Team Cherry didn't explicitly set out to make a game in the image of Metroid. They were making a 2D action game, sure, set in a gorgeous hand-drawn decaying bug civilization, but they were mainly concerned with building out an intricate and interesting world, and the rest followed. "The rest," in this case, is a game that feels fantastic to play, with a character who moves exactly as you want and a weapon that hits with a fast and brutal crack. Combat and traversal stay rooted in the basics of jump, dodge, hit, never scaling too far beyond the capabilities you have from the very beginning. It always favors skill over power-ups.

Hollow Knight rarely tells you where to go or what to do, making palpable the satisfaction and wonder of discovering new parts of the world and new abilities. And it just keeps going. The world is huge, more detailed than you ever expect it to be, and suddenly you're two dozen hours deep and wondering how much you still have to find. The Super Nintendo had Super Metroid; PlayStation had Castlevania: Symphony of the Night. Hollow Knight may not be spoken of in the same breath, just yet, but before long I think its place in that lineage will be clear: the PC had Hollow Knight.

Darkest Dungeon

Released: 2016 | Developer: Red Hook Studios

Shaun: Ah, dread. It’s what you generally try to avoid in an RPG rogue-like: you want to try to mitigate dread, manage it out of existence. But dread is Darkest Dungeon’s default state. In vague terms it’s a dungeon crawler, but the dungeons aren’t miraculously swept chasms with the odd cobweb and exhumed grave—they’re dank and gross. Add to that, the need to manage your entourage’s sanity (not easy in a game that takes some small inspiration from Lovecraft) and you have an RPG that rarely offers respite. That could sound punishing, but Darkest Dungeon’s mood, and the way that you can invest your emotions in its variables, rather than just your brain and its ability to parse bigger and better numbers, makes for a gripping and bleak RPG.

Evan: I love how martial, not magical, most of the character archetypes are. Apart from the Vestal, there aren't true spellcasters—Darkest Dungeon is acted out in blood, iron, poison, bones, and crossbow bolts. That grounds the game as a whole and adds to its grittiness. The fights that play out, with the help of great 2D camera effects and sound design, feel physical and jarring as a result. It also creates good contrast with DD's monsters, a gang of blood-sucking, spore-sneezing, tentacle-having, spinal column-collecting abominations.

Spelunky

Released: 2008, 2013 | Developer: Mossmouth

Shaun: The first time I played Spelunky I deleted it off my hard drive within ten minutes. Then, later, at the behest of then-PC Gamer scribe Graham Smith’s review, I begrudgingly reinstalled it. I can still remember what hooked me this second time: I picked up a gold mask, a rumble filled the air, and then a massive boulder collapsed through the ceiling and crushed a nearby vendor to death. I laughed, it was funny, I woke my partner up. That’s when I became addicted to Spelunky. 

A lot has been written about the beauty of Spelunky’s interlocking systems, its propensity for creating stories, and its tough-but-fair difficulty. That’s all been said and written a hundred times before, and while Spelunky is still a relatively new game in the wide scheme of things, it feels like a classic. I often boot it up just to be inside of it, just to soak up its mood. It’s weird to seek the comfort of familiarity in a game that’s always throwing curveballs, but aside from the glory of its systems and stories, Spelunky is a really beautiful, heartwarming game. It also was the first to demonstrate to me, personally, that a small game that originated as freeware could contain so much: so many stories, so many events, so many countless, frankly embarrassing, hours.

Evan: I'm gonna use this opportunity to share this great cover of the Mines theme.

Wes: Even years later, Spelunky's spot on this list is well deserved. The way its hero and items and traps and enemies and random generation interact with one another is still peerless. Just as brilliant, though, is Spelunky's daily challenge, the perfect combination of old school arcade leaderboard and infinitely replayable randomized roguelike. The daily challenge added structure and permanence to a genre that prided itself on not having any, and it works; it's become a must-have feature in any similar roguelike ever since.

Battlerite

Battlerite, the indie competitive brawler described by Chris Thursten as "the best teamfight you've ever had", is leaving Early Access on November 8. That milestone will coincide with it transforming to a free-to-play title (which has always been the plan—only the Early Access period has a price tag). 

But if you're keen to play the game free before its official launch, there will be a free week starting September 25, and ending October 1, and the game will sell for $10 during that time.

It's an awkward incentive: why pay for a game imminently going free? Well... I don't know. I don't think you wisely would, to be honest. But it's reportedly a very good game, with quite the flourishing community, so there may be those among us keen to gain a competitive advantage.

Correction: A previous version of this article stated that Battlerite would be $10 until launch day, but the discount is only available during the free week.

Fugl

Sometimes we PC gamers need a break from the usual fare of guns, explosions, death, destruction, and maniacal villains. That's when we turn off the news and play a game. I'll give you a moment to recover from that perfectly executed joke, then point out that games, too, are often filled with violence, weapons, and stress, which is why it's nice to play a game that lets you relax a bit.

Fugl, now in Early Access on Steam, is meant just for that. Billed as 'a meditative bird flying game', there are no goals, no guns, no ticking clock, and nothing to kill or to be killed by. Just fly though a lovely and expansive voxel world as a multicolored bird.

There is a bit more to it, though, as you can see above and below. As you soar, you'll see other creatures in the world, like flocks of birds. Glide over and investigate, and if you pass close enough to them, you'll acquire their attributes. 

As I flew through a flock of flamingos, my legs lengthened, my wings darkened, and I took on their color and appearance. Pretty cool. The effect is temporary, and soon you shift back into your original self, but there's something enjoyable about morphing into a different creatures, and it immediately encourages you to drift close to any other creatures you spot.

This doesn't only work with other birds. As you can see above, I brushed past what I assume was a butterfly or moth, and took on its form. I had to pump my new tiny wings a bit harder and I grew some antennae to boot.

There are creatures in Fugl that don't have wings, too. I spotted a collection of screeching, hopping monkeys on a beach below, and flew down to investigate. I crashed like a huge dork, but when I pulled myself out of the voxel shrubbery, I had indeed taken on the properties of the little primates. I could still fly, however.

Fugl is relaxing to explore and glide around in. I wouldn't call it meditative, really, at least not yet. As it's in Early Access, the controls (on keyboard and mouse, at least) are a still a little clunky and it sometimes feels as if you're fighting them. The camera, too, could use a little work, especially while you're on the ground or bobbing in the water (I spied some large fish, and was attempting to morph into them).

It's definitely relaxing and serene, though, an enjoyable getaway from the blood, bullets and brutality of many other games. You'll find Fugl on Steam Early Access for ten bucks, and a current 10% off for the next 24 hours.

Warframe

Warframe has itself a look. It's all slimy, fleshy edges and organic industrial complexes—like if H.R. Giger designed Alien's Nostromo instead of the dripping xenomorph that stalked its bulkheads. I love it, personally, and few of the high-speed looter shooter's character classes, the titular warframes, embody that meat and metal design like Hydroid.

Hydroid was first released in 2014, with abilities that let him crowd control enemies and move around quickly as a surge of water. The slippery devil recently got a series of ability tweaks, coinciding with the release of a juiced-up variant called Hydroid Prime. Prime hunting—running missions to earn the loot needed to construct the more powerful version of each frame—is a key part of Warframe's endgame, so it's usually an exciting excuse to revisit old, favorite classes. Until a total rebirth in an August patch, that wasn't the case for Hydroid.

Prior to his rework, Hydroid was very few people's favorite anything. Which is a crying shame: the bedraggled, tentacle-faced mech who summons swarms of liquid tendrils from tears in reality has always dripped with visual flair and personality. Hyrdoid's personality simply never applied to the way most people play him. That basically amounted to strapping on a loot drop-enhancing mod and spamming the aforementioned swarm ability to farm crafting materials.

Hydroid, who looks like a chubby robot Cthulhu and melts into puddles, always deserved a gameplay identity as interesting as his aesthetic one. Thankfully, last month's rework offered just that, and I've been having a blast with it.

Chief among the changes is a charge system on half of his abilities. Hydroid is the first frame that can wind up techno-spells, at the cost of extra mana, for increased damage and duration. That's critical for his liquid airstrike skill, Tempest Barrage, since it can also be modified to reduce the armor of every enemy standing in it (a tremendous boon in Warframe's high-end PVE). The skill's damage output was previously a joke compared to the game's myriad offense-focused frames. Now it's a more useful support skill that sets up kills on beefier targets.

Meanwhile, developer Digital Extreme's has leaned into the character's "terror from the deep" vibe even further. When Hydroid becomes a living lake, using the skill Undertow, he can launch individual tentacles from a distance to drag foes into his mass, rather than just wait for them to walk into the trap. Trapped enemies are slowly drowned with ever-multiplying damage. Undertow can also be exited and re-entered at any time using Tidal Surge, which transforms the hero into a rushing tidal wave that drags enemies along.

I've taken to dragging enemies into place with Tidal Surge, dividing them with Undertow, then hammering their armor off with Tempest Barrage. The slick, crowd controlling combo makes Hydroid unique among his peers. While most classes in Warframe have some crowd control, few focus on it entirely. 

Hydroid, who looks like a chubby robot Cthulhu and melts into puddles, always deserved a gameplay identity as interesting as his aesthetic one.

Hydroid now fits that manipulative niche. He gives fellow players in the co-op heavy game more breathing room: room to slide, wall-run, double-jump, and glide their way into clones and monsters just begging to be slapped to death by weird, electrified nunchaku. Or... what have you.

It's fun to do, too. As Hydroid I can endlessly flow from one skill to the next. It makes carving up the battlefield feel seamless in a way that certainly wasn't possible when the class was nothing but a glorified tentacle turret. 

That's good for a game that could sorely use a more diverse supporting cast. Warframe's sole "true" support class, Trinity, currently dominates demand. The recruitment channel is always slammed with people urging Trinity players to come restore their health and mana for free. Those that don't support probably play one of Warframe's many one-android armies, like Nidus or Inaros. These popular archetypes eat damage and spew back more of the same.

Digital Extremes loves to pile on more and more things for players to do within Warframe—such as the rapidly approaching Plains of Eidolon update, which promises "open zones," surface-to-jetpack combat, and spindly kaiju battles. But Digital Extremes isn't always as good at implementing new methods to play that content, which is what makes Hydroid such a great rework for Warframe as a whole.

Hydroid's reworked abilities make him more fun as both offense and support.

With loot as their prime motivator, Warframe players naturally gravitate toward what gets them the best stuff most efficiently. So, plenty of Trinity players are happy to grease strangers' wheels. It gets them what they want, too. It also makes Warframe's sprawling selection of mission types feel awfully similar over time.

The improved Hydroid offers a new angle of attack. You can use skills much more efficiently when enemies are hung up on cosmic tendrils, drowning in robo-juice, or bunched up for grenade fire. Nothing gets my mental gears turning like the possibility of new weapon and skill combos that feed into that same thirst for efficiency as optimizing the loot grind.

At the same time, nobody is sacrificing Hydroid's original selling points. He's still good at farming drops and materials. In fact, crowd control is put to best use on the endless, wave-based missions where farming in Warframe is most popular.

Hydroid Prime: more robot, less fish man.

He still looks good, too. I personally prefer the giant arthropod look of his original design, but Hydroid Prime's more piratical bent isn't too shabby. Just as long as I can still equip him with the helmet that gives him a cute little anglerfish dangly, I'm happy. More importantly, he looks cohesive with his new kit. All those wiggly tentacles and blubbery protrusions communicate his lurking, scheming nature before you've even taken him for a spin.

It all works in concert to make a warframe that feels different to inhabit than any other—one that will hopefully open up new cracks in the Warframe formula. The biggest reason I've been able to devote more than 800 hours to the shooter is precisely because it can feel so different from login to login. Warframe will likely never stop bolting flashy new systems onto its existing skeleton. However, if Hydroid is any indication, it seems the game can just as deftly improve the subtler, more common ways I shake things up between sessions.

City of Brass

With a sword in your right hand and a whip in your left, City of Brass sends you into procedurally generated districts in a city inspired by Arabian Nights. Spike traps, bottomless pits and explosive braziers are scattered everywhere, ready to punish the slightest misstep as you battle increasingly resourceful skeleton warriors in search for the exit, and passage to the next zone. There are twelve zones in total, but in the manner of modern roguelikes, expect to die and repeat stages often as you learn enemy patterns and trap systems.

The fundamentals of City of Brass are already in place, which can't be said for a lot of new games on Early Access. Level generation produces a believable mix of environments that flow from wide outdoor courtyards to tight indoor spaces crammed full of smashable pots and yet more traps. Enemies are vulnerable to environmental hazards, so goading enemies into a wall-mounted shard spitter or a glowing explosive pot is a perfectly good tactic. Combat is simple otherwise. Left-clicks swings your sword left and right; right-clicks crack the whip at your cursor.

This is where things get interesting. You can whip different enemy body parts with the whip to trip them, smack a weapon out of their hand or stun them with a blow to the head—the latter attack causes them to clutch their faces and writhe, proving that skeletons in this world do feel pain. Some skellies wear cages on their heads and like to charge headfirst into you, which seemed unavoidable until I learned to take their legs out mid-charge so I could slash them in the back when they collapsed forward. I wish there was more to swordplay than relentless clicking. These moments are crying out for an execution move.

Aside from tormenting your enemies, the whip has environmental uses. You can whip glittering gold to snatch it into your purse; you can whip explosive urns to blow them up; you can whip select elevated bits of scenery and swing past danger. All of these actions are performed with a satisfying, resounding snap. Games have fallen in love with bows in recent years; thanks to City of Brass I now want multi-purpose whips in all games now. Let's get some whips in Tomb Raider, Far Cry and all outdoorsy combat games pronto.

In spite of this excellent weapon the repetition in City of Brass grates after about an hour at this stage, largely because the upgrades I have managed to purchase so far haven't changed the game in interesting ways. Between fights you're encouraged to scoop up glittering golden loot that you exchange for weapons and armour at genie shops. If you're lucky you will find a genie selling a glowing companion who runs around bashing things until they get a bit lost navigating the terrain. 

I've also bought some porcelain armour, which negates one hit before smashing, and a glowing club that does no damage to enemies but sends them flying back. It was occasionally fun to send skeletons sailing into traps with the club, but after a couple of stages enemies start flying at you in large groups that the weapon can't manage. Likewise an upgrade that added damage to my shove move, (bound to F, and also useful for sending enemies into hazards) proved largely useless, as did a long stabbing blade that took half a dozen stabs to dispatch a basic enemy.

The only helpful item I found was a bigger sword that increased my attack range and dealt damage in slower, more decisive strikes. Even this didn't help much against the first boss, who you find running around the third stage with an enormous weapon/shield combo.

The game's opening messages indicate that there is plenty more tuning to be done, as you would expect from a game that's destined to spend a good time cooking in Early Access. In its current state there's about an hour of fun in it, but that stands to expand as more inventive items are added and the game balance is refined so that the reaction to a restart is 'just one more go' rather than 'oh no not again'. City of Brass reminds me that items and special powers are so important in parmadeath roguelikes with no persistence. They have the power to keep things new even as you fight the same enemies in the same sandy city blocks. I look forward to seeing how the game has moved forward in a few month's time.

PC Gamer

Moving from PES to FIFA is like switching from an iPhone to an Android phone, or from an Xbox controller to a PlayStation one. The experience isn’t necessarily better or worse, but it is different in a hundred tiny ways. Long passes are more accurate, slide tackles are riskier, crosses are deadlier and keepers parry the ball just a little more often. It’s been a couple of years since I last tried Konami’s interpretation of the beautiful game, and my FIFA-ised muscle memory meant I spent the first couple of hours continually dropping passes too short and belting free kicks into the stands.

These differences aren’t just idiosyncrasies, though. When added together, they dictate how you play. In last year’s FIFA I favoured short, quick, possession passes, but the longer I spent with PES, the more ambitious my passing became. PES 2018 really nails the joy of an expertly lofted long pass, and that feeling inevitably influenced my decisions. Soon my game became more and more reliant on the risky killer ball or the whipped in cross, less Champions League and more FA Cup.

On the defensive side things were almost the opposite. The aforementioned slide tackles are very difficult to pull off, and likely to result in a card. So I adopted a more conservative style, gently jockeying the player on the ball rather than stepping in to take it away. It’s a perfectly good system, but I can’t help but miss the satisfaction of a well timed tackle.

But let’s talk about the elephant in the room: the PC port. While it’s safe to say that PES still regards the personal computing machine as a strange and alien concept (I had to go into the game folder and hunt for a separate settings executable just to change my resolution) this is no longer a ‘last gen port’. Unlike last year, PES 2018 looks every bit as good on PC as it does on the PS4 and Xbox, possibly even better on the highest settings. For those that want to capture the perfect screenshot, it also includes Nvidia's Ansel technology. There was a time when FIFA was noticeably the better-looking of the duelling football games, but that isn’t true any more, with only PES’s telltale licensing restrictions (Man Blue vs West Midlands Village, anyone?) making the difference apparent.

Any football game in this day and age comes with a bewildering amount of ways to play, more than I could possibly cover in detail. Among the best remains PES’s signature Master Team mode. It’s been jazzed up this year with new cinematics which don’t really add anything to the experience, but the formula of building a team of nobodies up from the bottom will never not be fun. There’s also the surprise delight that is Random Selection mode returning from over a decade of absence. The premise is simple: both players get a randomly selected pool of footballers, then there are a series of trading rounds where they attempt to poach each other’s stars while protecting their own. It’s absolutely perfect for playing head to head matches with a friend, offering a roughly level playing field while also giving you the opportunity to screw each other over by swiping Luis Suarez at the last minute.

On the other end of the scale there’s PES’s Become a Legend mode, in which you play as a single footballer and attempt to grow their career. Already saddled with an odd control scheme (double tap right bumper to call for the ball, really?) it now seems woefully dated next to the surprise success of FIFA’s story-driven equivalent.

Online, unfortunately, is another weak spot. Every time I tried to get an online match I was kept waiting for several minutes as the game desperately searched for someone to play with. Often I was kept waiting so long I would have quit out and played against the computer if I wasn’t writing a review. Yet when I did finally find an opponent, I found them surprisingly well matched to my meagre skill level, experiencing close 2-1 thrillers instead of the 5-0 drubbings one would expect in a game with a small, dedicated group of online players. Nevertheless, if PvP is your preference, you’re probably going to be better off with FIFA’s wider pool of talent.

I’ve mentioned FIFA a lot during this review, the two games seem doomed to chase one another forever after all, and most of us will choose one or the other each year. In a sense, this means that this review isn’t going to be complete until I get my hands on PES’s nemesis later this month. But one thing I can say for certain is that this is the best PES has ever been on PC and, so long as you’re not here just for online play, you should consider it a serious contender for your cash.

PUBG: BATTLEGROUNDS

Brendan Greene, the man responsible for PlayerUnknown's Battlegrounds, hosted a Reddit AMA earlier today. Within, he discussed the possibility of a single player campaign, new vehicles for the game's new and incoming map, and a tribute to '90s comedy show Father Ted.

With comments running into the thousands, Greene was inundated with questions but did manage to hit a number of interesting issues—not least adding solo play to the battle royale murder simulator. 

"I would love to add a single player campaign to the game," says Greene when asked of the features he'd love to see added to the game. "I think the island we have could be a great location for an interesting story, but unfortunately we just don't have the time or the resources for this at the moment!"

What Greene and his Bluehole team does appear to have time for, however, is introducing new vehicles to the game's next map. Despite remaining tight-lipped on what they might be, he said: "We have new vehicles planned for the new map," says Greene. "As to what they are, you'll just have to wait and see."

Another feature heading to PUBG is a division and/or placement system, akin to the likes of CS:GO, League of Legends, and the similarly structured H1Z1. "We do have plans to add systems like this," explains Greene. "We also want to add a character leveling system and weapon skill systems (that doesn't affect game-play) and other progression systems. We'll have more info on these once we get a chance to fully plan them out."

Elsewhere, Greene said he and his team have "no plans" to introduce text chat any time soon, and that he's still getting used "every word [he says] publicly" being reported on, which in many ways underscores PUBG's meteoric success.  

And from the sublime to the ridiculous: an homage to '90s comedy show Father Ted might be on the cards. 

When asked if any subtle Irish references are planned down the line, Father Ted, for example, Greene said: "I don't think anyone at home knew that the game-mode was created by an Irishman, and as a result I was never contacted by any local companies. I also didn't have the experience to set up a studio myself so never really considered it. A little nod to Ted? I already have a plan for this, so stay tuned."

Cue Craggy Island as PUBG's third map. Check out Greene's Reddit AMA in full over here

Update: Greene reaffirmed on Twitter that while he may "love" the idea, as he stated, there are no present plans to add a single-player campaign.

Call of Duty® (2003)

Announced last month, CODumentary—Devolver Digital's unofficial behind-the-scenes look at Activision's enduring war shooter series—is out now. 

Driven by the off-beat publisher's Films division, CODumentary charts the shooter's "incredible" rise to fame—exploring its place in the early 2000's FPS landscape, through to its juggernaut status today.

If you missed it last month, here's another look at its reveal trailer:

"CODumentary is an independent documentary which tells an incredible story of how the video game Call Of Duty grew into becoming one of the biggest global entertainment blockbuster franchises of all time," reads the film's Steam page blurb. "The film travels back through time and looks at how a single video game gained millions of fans around the world, broke numerous records and battled through the years to establish itself as one of the greatest video games of all time."

"The film looks at how government officials raised their concern over in-game content and what happened when two studio bosses were sensationally fired by their parent company following a long spell of success. The documentary drills down into all areas of Call Of Duty esports—the teams, coaches, professional players, and broadcasters, and looks at what it takes to be become the best in the world.

"CODumentary is told by developers, fans, professional players and numerous experts who describe in rich detail what makes the game so special and why it's been so successful from launch to the present day."

Fancy that? CODumentary is out now on Amazon and Steam.

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