Text
                    TOP NEW GPUs TESTED INSIDE

STR ATEGY

AGAINST
THE STORM

THE DARK FANTASY
CITY-BUILDER REVIEWED
ACTION

PACIFIC
DRIVE

SURVIVE HORRORS
ON FOUR WHEELS

NEXT-GEN

GTA VI
HOW THE STUNNING
NEW OPEN-WORLD
COULD RUN ON
YOUR PC

WOR LD EXCLUSIV E ACCESS

THE GREATEST MOBA OF ALL TIME
GETS AN EPIC NEW UPDATE

ESCAPE FROM TARKOV | COCOON | HOUSE FLIPPER 2





WELCOME #393 MARCH 2024 Future Publishing Ltd Quay House, The Ambury, Bath BA1 1UA Tel 01225 442244 | Email letters@pcgamer.com www.pcgamer.com facebook.com /pcgamermagazine youtube.com /pcgamer twitter.com /pcgamer twitch.tv /pcgamer forums.pcgamer.com pcgaming show.com All contents © 2024 Future Publishing Limited or published under licence. All rights reserved. No part of this magazine may be used, stored, transmitted or reproduced in any way without the prior written permission of the publisher. Future Publishing Limited (company number 2008885) is registered in England and Wales. Registered office: Quay House, The Ambury, Bath BA1 1UA. All information contained in this publication is for information only and is, as far as we are aware, correct at the time of going to press. Future cannot accept any responsibility for errors or inaccuracies in such information. You are advised to contact manufacturers and retailers directly with regard to the price of products/ services referred to in this publication. Apps and websites mentioned in this publication are not under our control. We are not responsible for their contents or any other changes or updates to them. This magazine is fully independent and not affiliated in any way with the companies mentioned herein. NEXT ISSUE ON SALE: February 29, 2024 If you submit material to us, you warrant that you own the material and/or have the necessary rights/ permissions to supply the material and you automatically grant Future and its licensees a licence to publish your submission in whole or in part in any/all issues and/or editions of publications, in any format published worldwide and on associated websites, social media channels and associated products. Any material you submit is sent at your own risk and, although every care is taken, neither Future nor its employees, agents, subcontractors or licensees shall be liable for loss or damage. We assume all unsolicited material is for publication unless otherwise stated, and reserve the right to edit, amend, adapt all submissions. Amember of the Audit Bureau of Circulations 12,708 JanuaryDecember 2018 “LEAGUE OF LEGENDS IS ONE OF PC GAMING’S MOST PLAYED GAMES” League of Legends, now celebrating its 15th year, remains to this day one of PC gaming’s most played games. This is a MOBA that had more than 150 million players enjoying it last year at its peak, and which boasts over 160 champions to play as. As you might expect, LoL also has one of the most vibrant communities in PC gaming. ROBERT JONES Twitter @rnicholasj This month Went out drinking with Gragas. Was found by Vi the next day in a ditch singing, “See the little goblin, see his little feet. And his little nosey-wose, isn’t the goblin sweet?” Despite this immense success, though, LoL’s maker Riot Games is just getting started, and with its latest content update is shaking things up like never before. Turn to page 36 for the exclusive inside scoop. Enjoy the issue. SUBSCRIBE TO ROBERT JONES PRINT EDITOR We are committed to only using magazine paper which is derived from responsibly managed, certified forestry and chlorine-free manufacture. The paper in this magazine was sourced and produced from sustainable managed forests, conforming to strict environmental and socioeconomic standards. robert.jones@futurenet.com Check out our latest offer! SEE p44 The PC Gamer team LAUREN MORTON SEAN MARTIN JACOB RIDLEY JOSHUA WOLENS Twitter @ComradeCupcake_ Twitter @RemainsToBeSean Twitter @RidleyJG Twitter @joshuawolens This month Became queen of the cosy games genre. There was a totally chill parade and laid-back acoustic guitar. This month Wrestled Fortnite’s Peely for bragging rights over who was most dench. It ended in a split decision. This month Tested so many GPUs that he started seeing the world as 3DMark benchmark scores. This month Infiltrated the Big Shell offshore facility with Hideo Kojima. Raiden’s skin-tight suit itched. Future plc is a public company quoted Chief executive Jon Steinberg on the London Stock Exchange Non-executive chairman Richard Huntingford (symbol: FUTR) Chief financial and strategy officer Penny Ladkin-Brand PC Gamer (ISSN 1351-3540, USPS 24170), March issue 393, is published monthly with an extra issue in April by Future Publishing, Quay House, The Ambury, Bath, BA1 1UA. UK www.futureplc.com POSTMASTER: Send address changes to PC Gamer, Air Business Ltd, c/o World Container INC 150-15, 183rd St, Jamaica, NY 11413, USA. Tel +44 (0)1225 442 244 Airfreight and mailing in the USA by agent named World Container INC 150-15, 183rd St, Jamaica, NY 11413, USA. Periodicals Postage Paid at Brooklyn, NY 11256. 5
ontents #393 MARCH 2024 SUBSCRIBE TO Check out our latest offer! SEE p44 36 Monitor 08 THE TOP STORY How ‘vibes-based forecasting’ from retailers almost killed the CRPG 10 THE SPY New gaming rumours investigated 12 SPECIAL REPORT The ‘cosmetic uglification’ problem 14 SECRET LEVEL The art of making a videogame demo 16 INCOMING The hottest games to get excited for Previews 18 United 1944 22 Solium Infernum 24 Pacific Drive 28 Railroads & Catacombs 30 Escape from Tarkov: Arena Features 36 League of Legends 46 Grand Theft Auto 56 Total War: Warhammer III 24 36 46 Matt Killeen literally drives to survive in the hotly anticipated new first-person driving survival game. Supernatural dangers, scavenger hunts and burning rubber await. Mike Stubbs speaks to Riot Games about the long-running MOBA’s enduring legacy and new update. Rick Lane digs deep into the bloody and bombastic history of the gamechanging open-world crime series. PACIFIC DRIVE 56 LEAGUE OF LEGENDS THE HISTORY OF GTA ON PC
24 46 Reviews 64 64 Avatar: Frontiers of Pandora 68 Gangs of Sherwood 70 Warhammer 40,000: Rogue Trader 74 Cocoon 76 House Flipper 2 78 Disney Dreamlight Valley 80 Against the Storm 82 A Highland Song 84 Last Train Home FREE GAMES 88 The Roottrees are Dead 89 Tommy Gun Witches 89 The Two Rivers Hypothesis THEY’RE BACK 90 Star Wars Jedi: Fallen Order 91 Tropico 5 91 Wilmot’s Warehouse Hardware 94 GROUP TEST 100 TECH REPORT 102 TECH TALES 104 BUYER’S GUIDE Extra Life 108 NOW PLAYING Lego Fortnite, SIGIL II, WoW Classic Season of Discovery, Ghostrunner 2 124 112 UPDATE How modders are fixing Metal Gear Solid Master Collection Vol. 1 114 MOD SPOTLIGHT Mod’s that make Lethal Company’s horror even more horrifying 116 HOW TO How to survive in Lego Fortnite 94 64 FRONTIERS OF PANDORA Noah Smith adventures with the Na’vi in the visually impressive new Avatar game. Is it a winner? 94 MAINSTREAM GPUS TESTED The PCG hardware labs review six new mainstream graphics cards to see which is the smart buy. 118 DIARY 124 SHADOW OF MORDOR Lauren Morton reinstalls Middleearth: Shadow of Mordor 10 years later. Has it aged like Galadriel? Wise-cracking 24th-century jerk-of-alltrades Jett Johnson blasts off in Starfield. 122 WHY I LOVE Project Wingman’s 11th mission, Cold War, a do or die dogfight doozie. 124 REINSTALL Middle-earth: Shadow of Mordor 128 MUST PLAY Chants of Sennaar, Jusant, Planet of Lana, Palia, Disney Dreamlight Valley, Sky: Children of the Light, Fabledom 7
BAD ROLL RPG devs blame the temporary death of CRPGs on ‘vibes-based forecasting’ from retailers V eteran developers from RPG specialists like Obsidian and BioWare had an interesting Twitter exchange recently, and collectively reckon that the temporary death of the CRPG in the early 2000s was down to retailer meddling. A conversation between Nathaniel Chapman (a designer at Timberline with former credits at Blizzard and Obsidian) and Josh Sawyer (studio design director at Obsidian) discussed the role that retail giants formerly played in the life and death of game genres: and not with approval. 8 “I completely forgot how big a deal it was for Best Buy/Walmart/etc buyers to see your game, which determined your shelf space and thus your sales,” said Chapman, in response to which Sawyer noted Walmart had been “prudish” about content in the past (while hypocritically clearing the shelves for GTA). ACCORDING TO SAWYER, IT WAS A SNAKE-EATING-ITSOWN-TAIL SITUATION Sawyer then offered some specifics. “BioWare made Baldur’s Gate, which sold well, and BG II sold very well. Black Isle made Icewind Dale, which also sold well, but after BioWare announced Neverwinter Nights, retailers decided that 2D iso[metric] games were dead. Temple of Elemental Evil was the last for a long time.” According to Sawyer, it was a snake-eating-its-own-tail situation, “I can’t stress enough how often I’d hear a retail rep declare a genre/ style/look was dead with zero supporting data. Truly vibes-based forecasting, which resulted in self-fulfilling prophecies.”
N E WS AFEELA NERVOUS! POTTER CASH | OPI N ION | DE V E L OPM EN T FULL OF HOLES EV IS A (DUAL) SHOCK MAGIC NUMBERS DON’T FEAR THE REAPERS Sony Honda Mobility president and COO Izumi Kawanishi livened up CES by driving a car onstage with a Sony DualSense controller. The new Afeela concept has all the features you’d expect, but the ads on the front bumper and the smoke-and-mirrors of gamepad control were a bit of a moment. AA It didn’t trouble many GOTY lists, and the launch saw its share of controversy, but Warner Bros Games announced that Hogwarts Legacy sold over 22 million copies. WB exec David Haddad claims it was “the best-selling game of the year in the entire industry”. RS Worried about the AI apocalypse? Don’t be. Dell founder Michael Dell reckons we’ve nothing to fear from AI gaining sentience because humanity’s good at fixing problems like “the ozone and all” before they happen. Climate change wants a word, Michael, but I guess that’s a weight off my mind. JW Highs & Lows HIGHS Mod life Check out Daggerfall Unity, a rebuild of Bethesda’s 1996 RPG. Pre-Portal Portal: Revolution is a free fan-made and Valve-approved seven-hour prequel to the Portal games. Heroes of the mod Blizzard’s Heroes of the Storm has now become a fully featured StarCraft 2 mod. BAD TARGET? It’s easy to dunk on Pagiarulo’s assertions about story, but worth bearing in mind that Bethesda’s games do tend to have straightforward main quests, with all the really good stuff squirrelled-away in sidequests. The idea that isometric RPGs aren’t popular is hogwash, considering how obscenely well Baldur’s Gate III has been doing for Larian Studios. But David Gaider, of Summerfall Games, says the issue can’t be put entirely on one group. “It wasn’t just retailers,” Gaider wrote. “There’s an ‘industry wisdom’ which creeps into dev teams where some things are simply declared dead or too oldfashioned, and there’s no opposing this certainty up until someone else comes along and proves it’s 100% untrue.” Gaider reminds me of an infamous talk by Emil Pagliarulo (lead writer and designer on Starfield) who spoke at a STORY conference about Fallout 4 and Skyrim. This is an old talk, but Pagliarulo makes the assumption that gamers will “tear out the pages” of a game’s story and “make paper airplanes” with it, arguing developers ought to “keep it simple, stupid” – limiting a narrative to one or two core central themes. Big-box retailers are no longer the make-or-break genre setters they once were, thanks to the advent of online stores, but the frustration from developers (and players) lingers on. Because whether it’s vibes-based forecasting or vibes-based dev wisdom, games that play it 100% safe are rarely memorable. Harvey Randall Minecraft Leg-Ends Moang and Blackbird are wrapping up development on Minecraft Legends. Starry eyed Star Citizen’s Legatus bundle offered everything in the game for… $48,000 to you, good citizen. Post-Portal N64 whiz James Lambert got two thirds of the way through the demake Portal 64 before the cease-and-desist landed. LOWS 9
The Spy B U T W H O WAT C H E S T H E S P Y ? n the grim darkness of the far future, there is only war. Well, war and PC Gamer magazine. Well, war, PC Gamer magazine and the Warhammer 40,000: Space Marine 2 game from Saber Interactive. The Spy knows this as The Spy recently took a jaunt to the 42nd millennium in PC Gamer’s own DeLorean time machine, and while working with the magazine’s far future editorial team of AIs, overseen of course by the immortal Emperor of Mankind himself, The Spy read an entry in the ancient history of PC gaming archives that chronicled how Space Marine 2 actually ended up launching on September 9, 2024, almost a year after its original winter 2023 release date. Unfortunately, PC Gamer’s review of Space Marine 2 had been lost during the Horus Heresy. After playing a couple of rounds of Unreal Tournament 2004 with the Emperor, The Spy returned to the present day to find out exactly how on-track the studio is in delivering a great gaming experience on Space Marine 2’s destined release date. KEY LIME HERESY Do you know what they don’t have in the 42nd millennium? Famous Florida foodstuff Key lime pie. And, let me tell you, The Spy did not take that news well. There’s just something about the tart (but not too tart) lime-flavoured filling, crunchy but light graham cracker base, and soft and fluffy egg white meringue topping that makes Key lime pie the ultimate mid-morning or mid-afternoon indulgence. No Key lime pie? Heresy! Needless to say The Spy brought this to the Emperor’s attention before leaving the grim, pie-less darkness of the far future. But it did mean that the first thing The Spy did when infiltrating Saber’s HQ was sneak into the canteen and, disguised as Tim Willits, proceeded to scarf three slices back-to-back. Glutton? Not at all. Crafty spying legend with ideal vantage point to eavesdrop on Saber’s devs? Absolutely! Mid-scarf, The Spy overheard that Saber’s devs have been granted the extra time from publisher Focus Interactive to “properly polish the game and to ensure the best possible experience”, as well as release “a game that is of the highest quality and that exceeds the expectations of the countless fans of the franchise”. After hacking Saber’s central mainframe database, The Spy also went on to confirm that Space Marine 2 has been pre-ordered by over one million gamers to date, and also ate another slice of Key lime pie while watching the game’s yet-to-be-revealed new trailer. There are, however, many questions that remain unanswered about Space Marine 2 right now, and unfortunately none of them are Key lime pie-based. PC Gamer’s preview of Space Marine 2 last year left big reservations about the game’s core gameplay experience, with us coming away cold from the combat specifically, which didn’t feel responsive and left the writer feeling like he was playing as a half-sedate gorilla. PC Gamer’s previewer found the audio for weapons flat and linear and series of horde battles dull. Hardly the bombastic cinematic WH40K experience that many PC gamers are hoping for then. The Spy was going to try to go hands-on with a new build of Space Marine 2, but with The Spy’s Tim Willits mask starting to get very messy, and Saber Interactive’s canteen running out of Key lime pie, exfiltration proceeded. Spy out. The Spy SPACE MARINE 2 HAS BEEN PRE-ORDERED BY OVER ONE MILLION GAMERS TO DATE THE SPY The Spy is on first name terms with the Emperor of Mankind. He’s called Jeff. 10

Special Report P C G I N V E S T I G AT E S THE UGLY EPIDEMIC Stuffed full of brands and tie-in skins, shooters are getting harder to look at T here’s an epidemic of ugliness in multiplayer shooters, and its cause goes by many names. Skin. Bundle. Drop. Outfit. Coating. Or the most generic: cosmetic. Unassuming at first and quiet by nature, Cosmetic Uglification is a viral affliction infecting the best shooters of our time. When left unchecked, all semblance of aesthetic cohesion is sacrificed at the altar of individual expression, exclusivity and FOMO. Every shooter I love is becoming visual ooze before my very eyes. Signs of cosmetic uglification are everywhere: in spec ops soldiers trading tactical vests for diamond-laced streetwear, elite operators wearing Lara Croft cosplay, commandos going loud in pyjamas. As seasons rage on, live service games garner years of stylistic baggage unique to our post-Fortnite world. It’s become normal to watch shooters that once flaunted a style of their own be infiltrated by garish outfits and pop culture guest stars. Throw in enough Mortys and Santa outfits and even the strongest art direction becomes mush. The very items that can drive us to play longer can also erode their appeal. I recently had a moment of clarity in Call of Duty while being brutally executed by Diablo IV’s Lilith holding an AK-47: cosmetic uglification never happens all at once, 12 but the cycle always begins at launch, and it can take over before you realise it’s there. THE PATTERN There’s no better time to enjoy a shooter’s style than when it first comes out and a full party of operators actually look like characters in the same world. We really don’t give default outfits enough credit. Yes, they’re basic, but they’re often among the most detailed, iconic and well-crafted forms our heroes can take. That’s no surprise since it’s how the characters were originally conceived – outfits that prevailed through months or years of concepting and discussion. They’re way more special than their ‘common’ rarity tag implies, but it’s hard to resist switching things up when a battle pass comes along or new store items drop that promise you can look different to everyone else. In the early days of a shooter, player fashion is in line with the game’s style even if you splash some cash. Immediately available cosmetics are often charms, gun skins, or simple colour variations on default outfits. But give developers enough time, and the silly skins start to arrive. It’s becoming normal for me to return to a shooter after a year and smack face-first into sensory whiplash as a once visually coherent game has become a clown show. The trend is most noticeable in Call of Duty, where operator bundles sporting glowing jackets, pumpkin heads Blemish The proliferation of cosmetics can have a real impact on gameplay, too. On several occasions, Call of Duty developers have had to modify cosmetics after releasing them because they blended in too well with the environment. One all-black outfit was such great camouflage that it was a legitimate pay-to-win accessory. In response, Modern Warfare 3 is experimenting with enemy outlines.
N E WS | OPI N ION | DE V E L OPM EN T FAR LEFT: Tackiness aside, I can’t deny that this is an impressive rendering of Nicki Minaj. LEFT: There’s a part of me that loves the absurdity of literal Satan with a machine gun. FA S T FA S H I O N The worst kinds of cosmetics we all have to deal with nowadays THE TRYHARD CALL OF DUTY Every shooter has a fancy mask guy who’s trying way too hard to look cool. Just take it off, eejit. THE SOMEHOW $40 VALOR ANT Looks cool. You want it, but immediately lose your appetite once realising it costs more than a dinner for two. and exploding kill effects live alongside $20 packs that let you become actual celebrities like 21 Savage and Nicki Minaj. In December 2022, the final prize on the Modern Warfare 2 season 1 battle pass was a guy with a helmet. In season 6, battle pass skins include a Groot-like tree monster that’s so hard to see that Activision removed it from the game, and comic book character Spawn. The same thing happened throughout 2020 in Warzone as the original tacticool operators were outshined by the arrival of Rambo, John McClane and Godzilla. When I returned to MW2, I couldn’t find anyone using the base operators I enjoyed at launch. It was a sea of Groots, flaming skull heads, weirdo clowns and a robot woman exclusive to the Blackcell battle pass. Everybody looked cool, but nobody looked like they belonged. T H E M E TA H U N T: S H O W D O W N The callsign of a sweatlord. Fashion doesn’t matter here, as long as it grants a slim profile or camouflage. THE BUNDLE HALO INFINITE You want a cool gun skin, but you’re not getting it unless you buy ten other things you don’t like. would become in 2023: squads of elite operators wearing creepy muppet heads, full-body Pickle Rick Sanchez suits and Master Chief armour. With Activision’s decision to carry over microtransactions to Modern Warfare 3 and Ubisoft’s full embracing of crossover skins, Call of Duty and Siege have crossed a point of no return in cosmetic uglification: the Fortnite event horizon. Post-FEH, there’s simply too much crap in everyone’s digital closet for the game to ever be beautiful again. Not every player buys every kitschy skin, but given enough time, enough players will earn or buy skins at some point that aesthetic repugnancy is unavoidable. I’m part of the problem: half of my Siege roster is equipped with battle pass filler I never intended to get, yet inexplicably decided to put on in a moment of “why not”. It’s probably too late for Call of Duty and Siege, but I have hope for the shooters that have managed to dip their toes into unfamiliar territory while respecting their original style. Overwatch 2’s partnered skins with One Punch Man and K-pop group Le Sserfim look fantastic up close without clashing in a crowd. The common denominator, and possibly a key factor in beating cosmetic uglification, is that Blizzard and Respawn’s artists design original outfits true to the crossover brand and the game’s core art style. It’s possible for cosmetics to be fun and complimentary without losing sight of the game we loved at launch, but there’s only one vaccine for this disease: hard work, with a bit of restraint. Morgan Park THERE’S SIMPLY TOO MUCH CRAP IN EVERYONE’S DIGITAL CLOSET TACKY ROYALE Sometimes cosmetic uglification is a slow process. Service games that released in a pre-Fortnite world are taking a longer road. I played Rainbow Six Siege almost daily for years and failed to notice the signs. Longtime players will pinpoint different moments when things started to change, but for me, it was Mozzie’s Pizza Party skin in 2020. It retextured the defender’s tan camo with a smattering of pepperonis and swapped his dirt bike helmet with a comically large, googly-eyed pizza monstrosity. It radiated Fortnite, and was among the first patently absurd cosmetics that’d gradually become the norm in Siege. At the time I thought it was a bit of harmless fun. If only 2020 Morgan knew what Siege 13
Secret Level THE UNSUNG HEROES OF DEVELOPMENT DEMONSTRATION MAN TOBIAS GRAFF, CEO and co-founder of Mooneye Studios, on making a game demo W hile studying computer science with an emphasis on game development, Tobias Graff worked part-time for some of Germany’s biggest mobile gaming companies. Soon after that, he founded Mooneye with some friends from university, entering the industry full time; and later, the company branched out into publishing games from other developers. In 2016, Mooneye launched a Kickstarter for its first game, Lost Ember. It was successful, and so other people came to Graff and the team for advice on building a successful campaign. They were happy to help, but there was only so much they could do. “We were basically working nonstop on the game; we couldn’t really afford to take time off to help other developers,” says Graff. After Lost Ember’s release, which was also a success, Mooneye immediately started putting money into “a publishing pot” until it reached an amount that allowed it to look into game publishing. Long before that however, it had its own debut game to complete and promote. This involved building a demo. The demo was however only released to streamers and YouTubers. “We wanted to minimise the bug reports and support requests and all that, because that’s not really what we were looking for back then,” Graff explains. “We [only] decided to have a demo at all because we were four students with no gaming credit, and we had to convince people, ‘These people can actually make games!’” 14 Building a demo presented significant challenges. For one thing, many aspects of a game are subject to change early in development. For another, many games can’t simply take the first 20 minutes or so and put it out into the world as a demo, because – as with Lost Ember – the start of the game is an intentionally slow build up to something. For this reason, the Lost Ember demo was an amalgamation of sections from the start and middle of the game; a bespoke experience. “Doing that meant working for a couple of months on things we already knew we would throw away and wouldn’t really need for the final game, because we had to change everything again to stretch it out”. TRY ME, I DARE YOU Demos past and present well worth your time PT Difficult to play today, the PS4-exclusive demo remains unique and terrifying. DELTARUNE Stretches the definition of ‘demo’, but currently free, with future instalments to be paid releases. THE STANLE Y PAR ABLE DEMONSTR ATION As hilarious and unpredictable as the main game. THE PLANET CRAFTER: PROLOGUE This is in effect an early yet very lengthy version of the full game. SAMPLE MINDS Lost Ember is a slow and thoughtful game telling an emotional story, something that’s very difficult to convey in a brief demo. Mooneye’s new game currently in development follows a similar path, and so a demo is hoped for but not guaranteed. The plan was to release Lost Ember in 2018, but for various reasons this was delayed to 2019. With approximately three years between the demo and the final game, some things inevitably changed. Graff gives a few examples. “The colour of the main character, the wolf, changed. One of the main reasons was giving a better contrast with the environment; the initial one blended into a lot of things. In the demo, the main featured animal was a parrot, and a huge open area you could play around in; but for the final game, we wanted to save the parrot as a highlight for later.” Haven Park from 2021 was Mooneye’s first experience publishing a game and the debut of Fabien Weibel as a developer. They worked together on the demo. Again, it was a bespoke experience, but this time one that was released to the public… for just a few weeks at a time, on a few different occasions. But why? “We wanted to have these kind of focus groups,” Graff explains. “We only published a new demo when we changed a big feature, or had something new in the game that we wanted feedback on”. A demo can be an effective piece of interactive or passive PR, a beta test, a self-contained experience all its own, or all three. One thing it can never be, it seems, is simple to make. Luke Kemp
N E WS | OPI N ION | DE V E L OPM EN T LOST EMBER IS A SLOW AND THOUGHTFUL GAME TELLING AN EMOTIONAL STORY FAR LEFT: Haven Park lets you chat with adorable widdle campers and fulfil their requests. LEFT: Upcoming indie Farewell North will be published by Mooneye… and has a demo available now. 15
THE BIGGEST GAMES ON T H E WAY 16 1 month 3 months PACIFIC DRIVE STAR WARS OUTLAWS RELEASE Q1, 2024 | DEVELOPER Ironwood Studios RELEASE 2024 | DEVELOPER Massive Entertainment Drive to survive in this run-based driving adventure. Scavenge resources from the anomaly-filled Olympic Exclusion Zone, upgrade your car and complete missions. What’s looking like the biggest Star Wars game of 2024, Outlaws sees you play as rogue scoundrel Kay Vess in an open-world adventure set in the Outer Rim. NIGHTINGALE STALKER 2: HEART OF CHORNOBYL RELEASE February 22, 2024 | DEVELOPER Inflexion Games RELEASE 2024 | DEVELOPER GSC Game World Explore, craft, fight and survive in dangerous Fae Realms either on your own or with friends. You play as a Realmwalker in this visually punchy fantasy world. The long-delayed STALKER 2 slipped into 2024, meaning a longer wait to return to the Zone. We were impressed with it at Gamescom, though, so keep the faith. HOMEWORLD 3 FROSTPUNK 2 RELEASE March, 2024 | DEVELOPER Blackbird Interactive RELEASE 2024 | DEVELOPER 11 bit studios The new game in the classic sci-fi series promises to deliver a stunning space-based RTS that makes the most of three-dimensional movement. Incoming in March. We were intrigued by the sequel to the hit society survival game, Frostpunk, when we saw it last year. Grim, difficult decisions and deep strategy await the player.
N E WS | OPI N ION | 6 months 12 months+ VAMPIRE: THE MASQUERADE - BLOODLINES 2 SENUA’S SAGA: HELLBLADE II RELEASE Autumn 2024 | DEVELOPER Paradox Interactive RELEASE Unknown | DEVELOPER Ninja Theory Bloodlines 2 now rises courtesy of Everybody’s Gone to the Rature dev The Chinese Room. Set in Seattle, you fight as an elder vampire in a huge underworld war. The long-awaited sequel to the award-winning Hellblade, Senua’s Saga sees Senua return in a brutal journey of survival through the myth and torment of Viking Iceland. DE V E L OPM EN T STA R FIELD WARPING IN WARHAMMER 40,000: SPACE MARINE 2 ARK 2 RELEASE September 9, 2024 | DEVELOPER Saber Interactive RELEASE Unknown | DEVELOPER Studio Wildcard After a huge delay out of 2023 into the back-end of 2024, our hopes remain high that Titus’ return against relentless Tyranid hordes will be a triumphant one. The Ark series returns with Vin Diesel-voiced hero Santiago attempting to protect his daughter, Meeka, while surviving in a world dominated by dinosaurs. MECHWARRIOR 5: CLANS BLADE RELEASE 2024 | DEVELOPER Piranha Games Inc RELEASE Unknown | DEVELOPER Arkane Lyon Fight for freedom in 100 tons of death-dealing fury. Pilot a huge stompy mech, customise it as you see fit, and enjoy new narrative-rich missions. From the talented devs who brought PC gamers both Prey and the Dishonored series, Marvel’s daywalker is set for a mature, singleplayer, third-person adventure game. Good news for those still playing Starfield, or indeed for those who have already comprehensively explored everything the Settled Systems has to offer, as Bethesda has confirmed that “all-new gameplay options” and “new survival mechanics” are incoming in 2024. Beginning in February, Starfield will receive updates “roughly every six weeks” with those updates including new features we’ve been teased with like “all new ways of travelling” official mod support, city maps and more. 17
18
PREVIEW United 1944 NEED TO KNOW RELEASE Out Now (Early Access) DEVELOPER Novarama PUBLISHER Novarama LINK united1944.com bases at fixed control points), so the early game is a dash for wood and intel documents, plus gunpowder and metal for weaponry. Escape From Tarkov this ain’t – this is fast and aggressive resource gathering, hoovering up piles of highlighted, glowing assets to fuel your team’s expansion. Each part of the map has different resource nodes, giving some weight to where you expand towards, but it’s never too hard to find what’s needed. It’s a handsome-looking game too. Not technically amazing, but the maps are nited 1944 was bleeding out before my detailed, the accelerated day/night cycle eyes. The first day I played this WWIIgives them interestingly varied lighting, themed squad shooter, there were barely and the weapons and reload animations enough players to fill a single server. aren’t shabby either. Character models Each day, the number has dwindled. The life are a bit bland, however, with limited draining out of a young, promising game, barely cosmetic customisation options, but more days into Early Access. unlocked through extensive play, but very few players had anything but the starting As it stands, United 1944 is two items, in the matches I was able to play. surprisingly different games sharing a set As the match plays out, the teams level of mechanics. One, a 16v16 team shooter up, giving each player the option to define that draws equal inspiration from Day Of their class and role from a tech tree of Defeat, Battlefield, Fortnite and survival perks and crafting options, creating sandboxes. The other, a low-stakes take interesting strategic choices. Building on the extraction shooter formula that skills and more inventory space will help doesn’t feel nearly as well thought you upgrade your bases with metal out as its big-team counterpart. walls, which shrug off most PL AYED Between them, a game with a lot of bullet-based weaponry. Or you can IT potential, at least when there’s focus on demolitions, crafting enough players to fill a match. Molotovs and grenades to break In the primary team-play mode, wooden and metal fortifications Domination, Axis and Allied teams fight to specifically. With good voice comms, oust each other from a ruined battlefield. there’s real room for team and squad-wide Both teams start with almost nothing, just strategies to form, and while I’ve yet to see a crafting hammer and a knife each, and a this working fully in action, I witnessed single shared spawn point. Each player glimpses of it in the few decentlygets to pick a couple of crafting recipes populated matches I was able to find. to start with, including their choice of a makeshift pistol, rifle or shotgun. They’re FUN GUN RUN rubbish, but better than your knife. But the strategy is just the connective tissue, and this is a team shooter. United SCRAPHEAD CHALLENGE 1944’s gunplay is light and not at all With shooting discouraged, both teams realistic, but the familiar WWII weapons scramble for position. The ruins are look and sound satisfying. Thompson jam-packed with respawning resources SMGs rattle messily, and the Garand rifle (used to craft equipment and build makes that oh-so-satisfying ping when structures) and intel (used to create new you’re out of bullets. Weapons have wide accuracy cones unless you aim down the sights, and it takes a few solid hits with most guns to knock someone down, plus some extra bullets to finish them. Fortnite is probably the best point of reference here, minus any kind of shield mechanic. Respawning is quick, putting players back UNITED 1944 WWII squad shooter risks being another unknown soldier U WITH SHOOTING DISCOURAGED, BOTH TEAMS SCRAMBLE FOR POSITION 19
PREVIEW United 1944 at their base with their weapon and ammo intact, but any carried resources are left with their body, spoils for the victor. This leads to knockabout, high-attrition fights once the teams start pushing at each other’s bases. The defending side have the advantage, being able to respawn at the central desk of their base, while the attackers aim to destroy that structure and capture the control point, denying their opponents ground and pushing closer to knocking out their core control point on the far side of the map. Matches continue until one team loses all their territory or is determined by score at the end of 45 minutes, whichever comes first. Despite there being no specific commander role, the base-building and resource gathering gives United 1944 the feel of an Company of Heroes-like RTS played in first-person, with players scattering out in search of specific resources while the team-level thinking is focused on whether to expand, push against enemy defences or fortify what you’ve already got. There’s definitely a good foundation here, but more than anything it needs players. I’ve yet to see a full 32-player match, and with numbers shrinking each day, I don’t think I will. ESCAPE FROM TEDIUM The other half of the game, and the far weaker component, is Survivor mode. A take on the popular extraction shooter format, but with some fundamental design flaws that sucked the life out of the experience for me. This mode thrusts up to 24 players (in non-matchmade teams of up to three) into one of the regular Domination maps with the goal of working your way through the entire tech tree, crafting an extraction beacon (available only at level ten) and leaving the battlefield with whatever blueprints you managed to keep on your person when you extracted. The reward for successful extraction is being able to use just one of those blueprints in your next Survivor match to give yourself a slight tech boost. The penalty for failure is, bizarrely, nothing. While extraction shooters tend to be games of high stakes cat-and-mouse antics, picking off other players and scavenging their gear, death in this mode SURVIVOR MODE WORKS AS A QUICK DEATHMATCH ALTERNATIVE TO DOMINATION 20 has the same penalty as Domination. While you may drop any resources you’ve collected, you keep your gun and ammo. Base building is also enabled here, allowing you to create a stronghold and spawn point, allowing for easier hoarding. With no match time limit, the end result is a bizarrely purgatorial experience. With no time limit, everyone on the map is just trying to leave, and to do so without quitting out and forfeiting any rewards. The fastest way to progress is either to kill other players a whole bunch, or harvest intel from locked safes around the map. To hit level ten can sometimes take over an hour of experience grinding if you’re running solo, often killing the same players over and over in a cycle of retaliation. It’s a pity because the central combat of the game feels nice, but Survivor mode feels like an attempt to reshape the basic Domination format into something resembling the hot new multiplayer trend to chase, and that hasn’t worked out here. There’s no NPCs to fight, and with the only persistent loot being single-use perks for the next match, no long-term reason to play beyond unlocking cosmetics. When there’s enough players to properly function, Survivor mode works as a quick deathmatch alternative to Domination, albeit with a chance of spawning into a server where everyone already has MG42s researched and you’ve only got a rusty bolt-action that holds two bullets. In short, it’s a mode in need of a serious rework. Or dropping entirely in favour of concentrating players into Domination. SERVER DESOLATION And yet all of this praise and criticism feels hollow, even to me, because I’ve only been able to find a single match of the game’s primary mode in the past two days, and it was far from a full server. At most hours there’s too few players to even begin a round, let alone putz around with just five players per team. The extraction shooter mode is similarly desolate, although with just a couple players online, you can at least experience the game’s gunplay, albeit in an awkward, increasingly spiteful cycle of respawns and griefing. Neither is enough to make a game, though, and with no bots or NPCs, it’s impossible to recommend it unless things change. I’m hoping that Novorama can turn things around and bring in more players. But if not, then let this be the game’s memorial: it was sometimes pretty neat. Dominic Tarason Sniping is risky business. Even SMG counter-fire is surprisingly accurate.
PREVIEW United 1944 ABOVE: United 1944’s battlefields are often pretty, detailed and multi-layered. LEFT: A player drives me out of house and home, setting fire to my command desk. 21
PREVIEW Solium Infernum ABOVE: The Blood of Astaroth legion sets out from my stronghold. RIGHT: Diplomacy can turn into a slanging match. 22
PREVIEW Solium Infernum NEED TO KNOW RELEASE Feb 14, 2024 DEVELOPER League of Geeks PUBLISHER League of Geeks SOLIUM INFERNUM Satanic strategy with demonic divisions on hellish hexes ell may be other people, but getting those presumably extremely unmotivated and uncooperative other people to form into a mighty legion and fight for you must be a difficult undertaking. You can make diabolical threats, of course, but they’re already damned and tricky to persuade. Who’d want to rule Hell? H Rituals can affect whole buildings on the map. LINK soliuminfernum.com minimum bid, so it’s possible for an opponent to outbid you without you knowing anything until it’s announced who gets the huge bloodthirsty berserker in their army. Clearly no one else is bidding, as I win this one with the lowest amount of outlay – the money coming from tribute swept up by my marching forces – and welcome Bune (six eyes, horns, two tongues and an unreasonable number of teeth) to my legion. Bune likes to lead from the front, so I wheel my army and lay siege to the Vats of Torment, which seems important as another duke of hell is already firing arrows at it. Each player gets two order slots per turn, and combat plays out in three phases – ranged, melee and infernal – the last of which sees crackling red energies exchanged between the combatants. As the Vats’ defenders have already been weakened, I’m able to claim it fairly easily, and the enemy demon Murmur’s legion leaves feeling very silly. Astaroth would. In Solium Infernum (that’s ‘only hell’ for the non-Latin speakers out there) Satan has disappeared, and the remaining top order HELL TO PAY of demons are left to fight it out for the While all this is going on, an advisor by the throne. Hell is, conveniently, divided up name of Belial is urging me to attack a into hexes, which turns the infernal tree. The Tree of Woe is weak, he tells regions into the perfect place for a me, and easily conquered, and with a PL AYED spot of turn-based strategy, with the I T Praetor I could beat it in a single turn. legions of the damned and their Another piece of advice, coming from champions zooming about one hex somewhere else, informs me that at a time, carving up territory and taking Belial is a pathological liar. Well what did I out their frustrations on the local expect from Hell – reliable narrators? landmarks, which have suitably hellish The other players in this demo version names such as the Unholy Fountain and of the game are AI, but in the final release the Great Wheel of Pain. there will be the opportunity to have real As Astaroth, one of four greater humans take their place. A rotating demons vying for the top spot from their ‘regency’ system sees each player own fortress on the map, I start with a crowned regent for a turn, seeing their legion with an encouraging name: the orders actioned first and getting to play an Blood of Astaroth. After a few moves to Event card that can change the course of carve out some territory – opposing battles. The player with the most prestige, forces can’t enter your hexes without the won by conquering and destroying, is the correct diplomatic status, politeness winner at the end. being so important in Hell – I am able to The plains and swamps of Hell are a upgrade my legion by bidding on the sparse place to battle, but there’s enough services of a Praetor, or champion, at the space to guide your armies and always bazaar. This is a blind auction with a something new to conquer, if you’ve got the right diplomatic status to reach it. The game’s slow-burn plotting and strategising is a good match for its setting, and there are enough background systems whirring away to promise depth beyond the clash of armies. Ian Evenden COMBAT PLAYS OUT IN THREE PHASES – RANGED, MELEE AND INFERNAL 23
PREVIEW Pacific Drive NEED TO KNOW RELEASE February 22, 2024 DEVELOPER Ironwood Studios PUBLISHER Kepler Interactive PACIFIC DRIVE LINK pacificdrivegame.com WOULD YOU KINDLY There’s nothing truly original going on here, and you could name dozens of games with similar themes, characters and mechanics. But the whole package is delivered with sufficient enthusiasm to make it seem fresh, albeit a moody, earthy, rain-soaked fresh. Tara Langella happily chews the scenery as Ophelia ‘Oppy’ Turner, ostensibly the scientist behind the pandemonium, but now a voice on the radio guiding you round her abandoned garage. She bickers over the n the mid-20th century it seemed that air with Francis and Tobias, the requisite new science, from DDT to nuclear conspiracy theorists, who are there to power, would save us all. By the time muddy whatever waters you’re being the ’70s rolled round, the legacy of served. Is she GLaDOS, Atlas or Delilah? ignorance, corporate greed and government Only time will tell. arrogance was clear. So it was, in one beautiful The other voices you hear on the FM corner of the Pacific Northwest. radio along with some very beardy tunes are entertaining enough – “I have your Amongst the redwoods and fir trees, lamas” being a highlight – but I was a research into a potentially limitless little perplexed as to who was talking. energy source – LIM – unleashed a series Were they inside the wall too? Or is the of increasingly deadly anomalies. In the weird leaking out into the lands beyond? end the government evacuated the Again, I suspect all will become clear, population, walled off the whole and I’m here for it. peninsula and left it to descend into The risk/reward game loop, once eldritch chaos. This is the setting for you’re settled into it, is a good one. Pacific Drive, a debut first-person To get out of the zone, you have to PL AYED driving-survival-adventure game by head out and find resources, and IT Seattle-based Ironwood Studios, a try not to consume more than you proudly anti-crunch group with an reap. You are safe in your car for the eclectic track record in the industry. most part, but can’t stay there if you’re A humble delivery driver, you get going to progress. You can run towards sucked into the exclusion zone by an that shack, but you’re prey to radiation escaping red goo vortex, and find and passing anomalies. Drive off-road to yourself sealed inside the Olympic it and your car suffers. Do you wait for Peninsula’s 400ft barrier with no way that floaty machine to pass by or drive out. But help is at hand. There’s an old round it with spinning wheels and skid radiation-proof station wagon, a safe into a log? Can you leave the car there or garage for crafting, upgrades and repairs, will the blue-arcing fungi catch it up? and some helpful, albeit caustic, voices Does that cabin even have anything to guide you through the zone. Gather useful? You know the drill. But one way resources to fix your car, survive the next or another, you’ll need to find stable outing and find a way home. It also anchors – glowing gold balls – to fuel seems that the old station wagon that your car’s ARC Device, a cross between you are driving is a Remnant, an object a GPS and portal-maker, and call up a of some power. Are you the chosen way out of the area. thingamabob, or what? Take a road trip through mankind’s folly I NORTHWEST PASSAGE THE RISK/REWARD GAME LOOP, ONCE YOU’RE SETTLED INTO IT, IS A GOOD ONE 24 Then, once you use the ARC Device to open a Gateway, the zone will become unstable and contract around you. Sometimes the storm comes, ready or not, leaving you with a shopping list of anchors to gather before you can A stable anchor harvested, just in time.
PREVIEW Pacific Drive ABOVE: I’m not saying they move, but these dummies weren’t there a minute ago. LEFT: Devs who worked on Bioshock, unite! 25
PREVIEW Pacific Drive RIGHT: Not rubbish. Just a bit characterful. BELOW: Awkwardly placed ARC machine, in need of charging. 26
PREVIEW Pacific Drive It’s very pretty when the sun shines. escape, leading to some thrilling chases through a universe coming apart at the seams in stunning fashion. However, the position of the ARC Device on the passenger seat is very awkward in 16:9. While realistic in some sense – it’s a big piece of kit and where else would it go? – trying to drive a flimsy car and check the map, while things stalk you all about, is very disorienting. Maybe that’s a feature, not a bug, but I found it all challenging enough already. In the first instance, I was disappointed that there was mandatory fast travel in a game about driving, especially when the promised road trip boasted such atmospheric surroundings. The game is not truly open-world but a series of semi-stable zones that you’re zapped into, and it seems churlish to criticise a game for what it isn’t. However, what it often is, is confusing. DAZED AND CONFUSED Dying, or rather being snatched from death at the last second and returned to your garage, feels unreasonably punitive, as you lose most of your scavenged parts. This feels unfair, as your death probably came following the instructions of the off-stage voices, with no way to know if the anomalies in your way are deadly or benign until you’ve driven into them. This often leaves you less able to conquer the mission you just failed, exacerbated by other poorly explained features. I turned on a LIM-powered vacuum that I assumed was a storage device, and hoovered up all my items, only for them to vanish from the bag when I returned. My manual save had updated with the latest checkpoint so there was no going back unless I wanted to start again. Meanwhile, the crafting is not the most intuitive. Making a bulb, or indeed a ‘light fixing kit’, won’t repair a headlight with a broken bulb and if you’re running short of resources, crafting the wrong item can prove fatal. As I played on, I found many answers to my troubles, but a touch more hand-holding, or a little less snark in the logbook, wouldn’t go amiss in the early stages. I’m usually impatient with games that don’t explain enough, or make the learning KNOWING THE SYSTEMS BETTER, I GOT INTO A SATISFYING GROOVE curve too tough – I’m old and time is at a premium – and this instance made me realise how much we’ve all come to rely on online guides to get us over the bumps in our games. At one point, I was standing in a garage trying to install a new wheel and replacing it with the same flat one over and over again. I eventually scrapped the wheel, causing not insignificant damage to the rest of the car. Had I not had to continue, I might have stopped there. However, there’s a lot you can finagle in the settings once you know they’re there, from making death less annoying to making driving easier, and the comprehensive suite of accessibility tools should be commended. Go, Ironwood. BACK FOR SECONDS By my second run through, knowing the systems better, I got into a satisfying groove. I even left all the impediments in place. Knowing the punishment for failure was so severe gave every action an extra significance, and the initially irritating car-wrangling steps showed their value. Those panicky seconds turning the ignition, not waiting long enough, having to repeat the process, and only then remembering to put the car in gear, all while something dayglo yellow oozed towards me… these moments proved to be a highlight. And the atmosphere is exactly what you want for this kind of game. Graphically it’s pretty without being groundbreaking, just stylised enough to accept the conceit, just realistic enough to give you the odd chill. Sonically there are all the moody vibes and unearthly noises, and the radio can be tuned to different stations, even if they all seem much the same. Given all this, the general cloying and spooky sense of dread comes free. I’d say that if this looks like your thing, it probably is, and the accumulated inconveniences are outshone by the possibilities. It might well become a bit samey, but there’s just enough emergent gameplay potential there given the variety of anomalies loose in the woods. You think you’ve got it sussed then you’re suddenly flying. The preview officially finished after two story missions, and a very nice set-piece finish, yet I still headed out again to see what I could find now I was in my groove. The longer you spend in the Olympic Peninsula, the more sense the senselessness makes. I want answers, I like trees, and, even if it kills me, this car will have five matching doors. Matt Killeen 27
PREVIEW Railroads & Catacombs NEED TO KNOW RELEASE Sep 15, 2023 (Early Access) DEVELOPER Felipe Aulló PUBLISHER IndieArk RAILROADS & CATAC OM B S The roads are rails, but you cannot comb the cat he name may conjure images of a goth railway management game in which you transport skeletons between the ossuaries beneath Paris, but in reality Railroads & Catacombs has far more in common with Darkest Dungeon than Train Sim Underworld. Although that actually sounds like an excellent idea for a game. T LINK railroadsandcatacombs.com used in research, hint at a more complex system behind the pickups. The gothic horror aesthetic and even the 3D cutout art style are reminiscent of Darkest Dungeon, but what sets it apart from that game and Slay the Spire is the importance of 3D positioning during combat. While you can’t move your character around using WASD as you do when exploring a map, cards such as Move Away, Jump and Crush – which moves you a space forward as you attack, forcing the enemy back – are important so you’re not standing in a square that’s going to be filled with something nasty – like the gloriously named Brown Rain – in the next turn. These spaces are easily spotted due to the red hatching applied to them, so being caught in one is always entirely your own fault. ATTACK EFFECTIVELY Instead of a carriage or staircase to Being out of position also makes it harder convey you between areas, here you’re to attack effectively, so getting into and on a train. It’s a rickety locomotive that out of the right place on the grid becomes requires coal, scavenged from your more important than just unloading all victories in the field, and it gradually fills your offensive cards then popping on with characters and extra cars as you some armour when you’re down to one travel and upgrade. New recruits last action. I became fond of my come through a portal to replace train’s engineer, whose Premonition PL AYED those lost in the wilds surrounding cards allow him to attack enemies IT the track, while decks can be fiddled when they attack, and lead to a flurry with or have cards removed by a of ranged counterattacks on the Railmancer, who has his own carriage. enemy turn, so you can deal as much As a roguelite card battler, you damage by laying in wait with a shield up choose your destination depending on as you can by heading into melee. That’s the difficulty you want to encounter, not to say his gigantic wrench isn’t an then send a character (each with effective weapon, but simple attack cards different strengths and available cards, came up much less frequently than they and who can be upgraded via various did when using the soldier character. Warpaths) to explore a series of Battles go by as quickly as you can interconnected squares, which may press the turn-end button. Victory contain enemies to fight, a boss, conditions are often based on doing something valuable or something damage but not necessarily killing the mysterious. The mysterious statues enemies, meaning you’re not left picking hand out new cards and upgrades, while off stragglers. And because you’re always the items of value generally turn out to able to see where the enemies are on the be supplies, used for upgrading the train map, you’re able to avoid them until you’re or aiding your character, though the ready, picking up extra cards and making weird pink lumps labelled ‘tongues’, camp to reduce the Sanity meter that affects whether you get the first turn. As an early access game from a solo dev, we might expect Railroads & Catacombs to lack polish, but it’s currently looking remarkably well crafted and surely chugging toward the end of its EA period. Ian Evenden CHOOSE YOUR DESTINATION DEPENDING ON THE DIFFICULTY YOU WANT TO ENCOUNTER 28 Destinations come with strings attached.
PREVIEW Railroads & Catacombs ABOVE: Your train crew can be very sleepy. LEFT: The number of hitpoints you’re going to lose is helpfully displayed. 29
PREVIEW Escape From Tarkov: Arena NEED TO KNOW RELEASE December 17, 2023 DEVELOPER Battlestate Games PUBLISHER Battlestate Games LINK arena.tarkov.com time each team still has some players standing an objective opens up that a team must capture by standing on it. If after another 45 seconds each team still has players alive and the objective has not been captured, a squad of AI-controlled characters swarm the map to try and kill all the remaining players, effectively forcing the round to end. It’s a slightly inelegant solution to the problem of players just camping until a round ends, but these multi-stage rounds are much more strategic than just a scape From Tarkov has some of the most standard team deathmatch shooter. You’ll satisfying gun fights in any shooter, with need to work together to clear angles, and one well-placed bullet being all you need running with teammates is the most to win a fight and a map design that effective way to make sure you can trade makes positioning key, so it makes sense to make a kills and not give away a freebie to the game that is all about that experience. enemy team. As rounds progress it doesn’t become a fight for where the Escape From Tarkov: Arena is that game. objective will be, it becomes a fight for the Built on the same engine as the regular best vantage point of the objective, as Tarkov and using all the same systems, it capturing will leave you exposed. There’s could be classed as a new mode that is more thought required when it comes to being sold as a separate title. But this is positioning than you find in a similar game. Tarkov as you have never seen it before. Teamfight is the mode I’ve gravitated Without the large maps, the focus on towards the most, which is a 5v5 looting and the fear of losing your best best-of-seven competition that typically gear Arena gives you the chance to lasts around 15 minutes. Shootout is shoot people to your heart’s content, P L A Y E D a 2v2 or 3v3 variation of this formula and it does it incredibly well. that instead of being a match IT The best way to describe Escape between two teams, is a round-robin From Tarkov: Arena is to imagine if tournament with the top two teams Call of Duty’s multiplayer was dropped at the end playing a best-of-three final. into the Tarkov engine and world. Small to Maps are shrunk down and things are medium-sized maps featuring two teams much slower with players holding angles fighting it out to eliminate the other or and waiting for someone to make a move. secure an objective. There are no abilities, The larger team matches are quick no in-match economy and no storyline to enough that you are never stuck in a losing worry about, it’s a barebones shooter by game for too long, but long enough to give today’s standards that is just about you a feeling of achievement if you win a shooting other people in the face. close match. The Shootout tournaments on the other hand can feel long if you are A UNIQUE FORMAT matched against better players, especially In the beta, there are two modes available, as you have to sit out and watch other but both are essentially the same thing rounds when you aren’t in a battle. with different player numbers. Rounds start out with a minute and a half of TIME TO FIGHT combat, where your only objective is to When you are in somewhat evenly eliminate the enemy team, if after that matched fights you get the same rush that the normal Tarkov experience will give you. When you aren’t killed by a single bullet from across the map, which is great fun if you are doing the killing and not so much fun if you are on the receiving end, then fights feel tense and much more than who can just spray the most bullets at the ESCAPE FROM TA RKOV: A REN A A back-to-basics shooter that punishes mistakes E A 5V5 BEST-OF-SEVEN COMPETITION THAT TYPICALLY LASTS AROUND 15 MINUTES 30 For the first time in the Tarkov universe, you can see exactly how someone killed you.
PREVIEW Escape From Tarkov: Arena ABOVE: All it takes is one well-placed bullet to turn a fight in your favour. LEFT: Controlling the best vantage point of an objective is crucial. 31
PREVIEW Escape From Tarkov: Arena RIGHT: You get to watch matches from the stands in the Shootout game mode. BELOW: All the maps feel different despite mostly being of a similar size thanks to unique locations. 32
PREVIEW Escape From Tarkov: Arena target. Peeking and holding angles while you can hear someone moving on the other side gets the heart rate pumping and you’ll have to have quick reactions to hit them in the face before they do. If you can play with a team that has some comms and coordination, Tarkov: Arena really comes into its own, with actual strategy and team positioning making a big difference. In a competitive match where the pace is fairly slow and each kill really matters, I’d go so far as to say this is the most fun experience I’ve had in a shooter in a long time. Combat feels great and it’s very barebones, if you hit your shots you are likely to win and there isn’t much else to it, which is a refreshing change from almost every other shooter that throws in abilities or complex grenades. However, solo play with a team of random players has proven less fun. Running around as a solo trying to take on the world can work and you will for sure see a lot of people trying to be Superman in matchmaking, but more times than not, you’re going to come up against two players in close proximity and your chances of winning that fight are slim at best. So I worry about the longevity Arena has for solo players, especially with many players not using the voice comms. PUZZLING PRESETS Fighting is, for the most part, great, but it is outside of the actual playing of the game where Arena in its current state starts to fall down. Escape From Takrov has a massive arsenal of weapons with some of the deepest customisation options in any game, but Arena has none of that. Instead, you are limited to Presets, a loadout of gear predetermined by the dev team, that has no customisation options. For balance reasons you can see why this choice was made, because with complete freedom to build whatever loadout you wanted, players would quickly figure out the strongest weapons and they would be the only ones used. But having no customisation in the Tarkov universe feels wrong, and surely a system where you have a set amount of money or another limiting factor to build a setup would feel like a more natural fit. HAVING NO CUSTOMISATION IN THE TARKOV UNIVERSE FEELS WRONG Then there’s the process of how you unlock these Presets. You’ll start out with basic ones for each specialist tree, with different ones for close-quarter combat, long-range snipers fast fast-firing SMGs. You’ll need to use a preset to earn XP with it, to then unlock the next preset in the tree, the higher up the tree they are the stronger weapons you get. Each Preset has an MP score dictating how strong it is, and after a lot of backlash at the start of the beta, matchmaking will now take into account the average MP score from your previous few matches and match you with people of similar kits. In theory, this means you shouldn’t come up against people with outright better weapons than you, and when that was the case it was borderline unplayable for anyone who wasn’t grinding all day. But it still presents some problems, most notably that because of the time it takes to unlock the next preset (which can be a lot) you will likely start grinding up one unlock tree. But then if you want to switch to a new one, you are going to have to play some games where people have flat-out better guns because your MP score from previous matches will be high while you are now at the start of a new tree. The simple solution is to have people select their preset before matchmaking, so you never get a situation where there are players who are almost unkillable because they have the strongest armour in the game and you are effectively throwing paperclips at them with an underpowered weapon. POTENTIALLY GREAT You’d hope that these issues will eventually be ironed out before a full launch, but right now the systems that should be there to keep you playing and offer progression are actually the most off-putting unless you love to grind for hours to unlock one new weapon. But if you can get past that Escape From Tarkov: Arena has the potential to be a top shooter that can offer hours of entertainment. The actual fights combined with the interesting rounds make this a fun shooter with a high skill ceiling to reach. It offers tense Tarkov-style combat in a format where it is guaranteed to happen and you don’t have to worry about losing your good loot. Even if you have never played Escape From Takrov before, but are a fan of shooters that keep it simple then this is worth a shot and if Arena follows the same path as the original it will only get better. Mike Stubbs 33


C O V E R F E AT U R E Updating LEAGUE OF LEGENDS is a mammoth task, but this year Riot Games has taken more risks than usual By Mike Stubbs YA SU O 36
C O V E R F E AT U R E League of Legends 37
C O V E R F E AT U R E League of Legends MEET THE NEW BARONS With three new Barons to take down you need to know who you are up against fter almost 15 years, League of Legends remains one of the most popular PC games in the world, boasting over 100 million players every month. But keeping a game fresh and exciting for that long is no easy task, especially with so many people to please, so Riot Games has taken some risks with the new 2024 season. Updating League of Legends is not simple at the best of times. With millions of players to keep happy ,each patch has to improve things in some way but not break everything that players love. Throughout most of the year the risks are minimal for a new patch, with one arriving every two weeks Riot tends to keep them relatively small, making balance changes and introducing one or two new things at once, be it a new champion, game mode or a change to a system. It is, usually, only once a year when a lot of big changes are made all at once, and that is with the launch of a new season. Andrei ‘Meddler’ van Roon joined Riot Games in 2011 as a champion designer, before the idea of seasons was even in place and the focus was just on adding more and more content to the game. But after a while, he and the dev team started to realise that just adding more and more content all the time wasn’t a sustainable option, and that they would need to change strategy a little. “Over time we gradually refined [the update system] and realised, this works well for players if we turn off [ranked matchmaking] right at the end of the year, we make a bunch of changes, then we turn it back on once the game is a bit more stabilised,” explains van Roon, who has risen through the ranks and is now head of League Studio, overseeing all of the games built internally at Riot in the League of Legends universe. 38 HUNTING BARON The Hunting Baron keeps the pit you know, but will punish enemies that group together too closely. TERRITORIAL BARON Opens his pit up to have two entrances but will deal a lot of damage, so you need to be quick to get out of the way. ALL-SEEING BARON The All-Seeing Baron makes his pit a long corridor with big walls, making it harder to escape if you need to run. This was the format for a new League of Legends season for years. Around November time the previous season would end and ranked matchmaking would be turned off, which for some players would mean it was time to take a break. Van Roon says this was “a pretty healthy cycle” for players, but for many, it meant that, when all the fun new features dropped, there was little competitive reward to try them out. At the same time, the new preseason patch would launch, which included all the major changes coming for the new season, but with the caveat that this was more of a test period than a full launch. This gave the team almost two months to figure out what needed to be changed, before properly launching the new season in January, which often just amounted to turning ranked play back on. It’s a system that worked for a while, but in the current age of live service games, it started to feel dated. “I think there’s still some benefit to the more yearly cycle in some ways,” says van Roon. “But having the big changes once a year and some extended quieter periods through the year is not necessarily what players are looking for. And if we’re going through that disruptive [pre-season] period anyway, should we just bundle everything together and really prioritise rapid follow-up? So that’s what we’re trying this year.” COMPARED TO OTHER YEARS THERE WAS A LOT MORE HYPE WITHIN THE COMMUNITY FOR THE NEW SEASON TOP: The map may have changed, but you’ll still find enemies farming the same places. LEFT: A lot of changes have been made to make top laners more impactful and make the lane a true 1v1.
Having learnt from the likes of Valorant, Wild Rift and Teamfight Tactics, and the hype those games generate by dropping a lot of new content all at once, the League of Legends team took a risk with Season 2024. Pre-season was totally removed and, instead, the first time players got to experience all the new additions was when it launched on January 10, complete with ranked matchmaking. Compared to other years there was a lot more hype within the community for the new season. Not only had they had to wait longer to try it out, but they could also play the full LoL experience complete with ranked matches from day one, leading to some chaotic games as everyone tried to figure out the best ways to play. Even for those with more on the line than just rank, the change has been well received. “[Our preparation] has been very different since solo queue did not have the map we will play on,” says Rasmus ‘Caps’ Winther, a professional player for G2 Esports, the most successful European LoL team ever. “I have been playing only in-houses with other [pro] players instead of solo queue, which has been longer but a lot of fun since we have voice comms and we were all trying out the new items and map. For sure, we are not as prepared as usual, but neither is our opponent and it will be crazy to see everyone’s read on the meta the first few weeks if not months.” VI DIFFICULT DECISIONS When it comes to figuring out just what those big changes each season will be, the team is always thinking up new ideas, but the real work typically starts around February. The first phase of development is collating all the ideas members of the team have, which happens on a massive whiteboard where everything, good or bad, is added. 39
JINX 40 From there the team leads consider all the options, before choosing which ones to progress to the next stage, which is discovery. While a new season will have a handful of key changes each year, for 2024 there are three main areas targeted, at the discovery stage this will be considerably more as many will not work out, or just prove not to be a priority as the development progresses. For example, back in February 2023, the team tested out changes to make split pushing more viable and updating teleport, but neither made it out of the discovery stage and have been banked as possible items to return to in the future. “We’re building this backlog of problems and opportunities to solve,” says Matthew ‘Riot Phroxzon’ Leung-Harrison, lead gameplay designer on LoL who ultimately has the final say on what is included in a new season. “There’s a lot of stuff that we evaluate, there are always these types of things that we will throw into discovery, see if it works out. If it doesn’t, then we’ll just cut our losses and move to something else. By the end of this period, we’re like OK what are the opportunities that we feel have the potential to go the distance?” At this stage, the team can’t talk publicly about what they will be changing with a new season, so they have to rely on their knowledge and others within the studio to make sure these changes fit what they are looking to achieve. While there’s a massive group of testers at Riot, and almost every member of staff plays League in some way, it’s still a relatively small sample size of the League player base. Sometimes that means ideas the team thinks are great turn out to not be loved by the community at large. “Sometimes we’re gonna fuck up,” says van Roon. “We’re a live game, we’re gonna make rapid changes. If we get something substantially wrong, we’ll follow up on that pretty quickly. I think it’s one of the blessings and curses of being able to patch every two weeks. We can
C O V E R F E AT U R E League of Legends 20% of the champions that just feel really bad,” says Leung-Harrison. “The only champions that were An old favourite gets some big changes this season perceived as good, were champions that had mythic items that worked WARD BRUSH for them. That’s when we started 2 This new brush is the perfect place for wards as it to realise, oh, maybe we’ve dug always gives vision of the red 1 ourselves a bit of a hole here.” side tri-brush above. The first attempt to dig TRI BRUSH themselves out of the hole was The red side now resembles trying to introduce more mythic the blue side to make things items that would plug the gaps the more even and give junglers a original system had, but this was better gank route. just “stemming the bleeding” THE CLASSIC according to Leung-Harrison. It 3 This is still the bot lane you was also making League, a know and love, but minor changes notoriously difficult game to learn, above make it a riskier place to play. even harder to understand with all the new items. This eventually led to the point where the team knew afford to take more risks, but sometimes that means we’re mythic items needed an overhaul, which arrived with gonna have to rapidly address or revert things.” the 2024 season. The result is a brand-new item system One example both van Roon and Leung-Harrison where the old mythic items have been removed, or pointed to was the release of the Chemtech Drake in the adjusted to be less powerful options. Over 100 items 2022 season. Initially launching as part of the pre-season patch in November 2021, the dragon type was removed by have been changed, added or removed as part of the patch, making it one of the biggest item overhauls ever. the end of January, with players finding it frustrating The early signs are good, and some forgotten rather than fun. It didn’t return until the following champions are already starting to come back into the pre-season patch in November. meta, but this is a system with so many changes that it is going to take weeks if not months to balance everything to FIXING MISTAKES a reasonable standard. With the lessons learnt from that experience, Riot chose Season 2024 as the time to address another system that CHANGING THE PLAYING FIELD has missed the mark: mythic items. While the item changes were all about fixing an old Initially introduced in 2021, mythic system, the other two core areas of the 2024 season were items were the most powerful items you more about adding new content to LoL and making could get in League of Legends, each matches feel fresh. The most noticeable change for with a unique ability that was designed everyone is the new look Summoner’s Rift, which has to suit a small handful of champions to been given some small but impactful tweaks, hopefully really allow them to hit their peak. making the map more even for each side. “I was part of the crew that was The changes may not seem significant, this is still the doing mythic items that year and at Summoner’s Rift you know, just with new walls being the time there were a lot of pros that added to make the red top lane mirror the blue side, the we saw,” says Leung-Harrison. “It was an brushes in the mid lane being moved back and the red bot understandable choice for players and we thought that side getting a new entrance into the river to match what the tier of item above legendary was something that the blue side has. But all of these changes serve some very players would find exciting.” important adjustments to how the game is played. Unlike the Chemtech Drake, the backlash to mythic items wasn’t immediate. As a cool new feature, everyone wanted to try out these new powerful items and more times than not they would feel great to use, adding even more power and cool abilities to League of Legends. But over time it started to become clear that they didn’t work for all the champions in the game, and a knock-on of that was that new champions had to be designed to fit one of these powerful items, limiting some creativity for that team. “60 to 70% of champions felt good with the mythic item system, maybe even like 80%, but there were DISCOVER THE NEW BOT LANE 1 2 3 THE CHANGES MAY NOT SEEM SIGNIFICANT, THIS IS STILL THE SUMMONER’S RIFT YOU KNOW RIGHT: Baron fights require more focus with all the skills he now has. 41
C O V E R F E AT U R E League of Legends In the top lane, the goal, along with some other changes, was to make top laners feel more impactful in every game and reduce how much ganks can mess with them. In mid, moving the brushes back is an attempt to make more champions viable in the lane, specifically those who suffer from being ganked and have low mobility. The bot lane is more of a response to the top lane changes, giving blue-side junglers somewhere to gank now the top is harder to reach. It’s also an area that takes a lot more work than you might think. Reworking an entire item system or adding brand-new monsters obviously brings a lot of work, but moving some walls and brushes around seems like something that would take less time and resources. In reality, these changes take massive resources, even going down to figuring out the best single pixel to place a new object. “We placed the specifics of the bot lane river brush so that wards in it will always see the entrance to the red side brush from the river, no matter where you place it in the brush,” says Ezra ‘Phlox’ Lynn, game designer on LoL. “This took a lot of fine tweaking.” MORE PURPLE MONSTERS! The map changes combine with some key adjustments and new additions to the monsters you will find on Summoner’s Rift to make the environment you play on feel very different to last season. Many of the monsters on the Rift have been given new void-themed makeovers, basically making them a bit stronger and more purple, and the fan favourite new addition is the Voidgrubs that are now found in the Baron pit during the early stages of the game. These cute little guys are again an attempt to make top laners have a better time, giving them an objective to take early and on their own, and an early concept had them as cultist cats. But for the team, there was one feature they were determined to make work; being able to ride the Rift Herald. With the addition of the Voidgrubs taking its place in the very early game, there were some ideas thrown around on how to make the Herald more impactful given it will now appear less often. The one that started things out, was being able to jump in and control the Herald and all its abilities. “We threw it in the test and we were like, this is really fun,” says Leung-Harrison. “It was sitting in the test [build] for maybe a month or a month and a half, and 42 people were playing it, but then we were like, oh, man, this is kind of getting old.” In the initial version, if you were jumped by enemies you could suddenly become this giant creature with a massive health pool and can run away relatively quickly, which is just annoying for anyone playing against it. But instead of scrapping the feature, as many testers wanted, the people behind it and its supporters, one of which was Leung-Harrison, thought it could work in some format, so went back to the drawing board. Around a month later they came back with the version of the feature that shipped. Instead of becoming the herald, now you can jump on its back, choose a direction for it to charge in and loosely control it as it runs. It’s no longer the instant safety net that it was in its first iteration, but it does add a fun new option of how to use the Herald. “That ended up testing a lot better,” says LeungHarrison. “Like it kept the essence of what we were trying to do with the thing while narrowing down what types of abusive stuff it could do.” The final big change when it comes to the monsters is to Baron, the big purple worm who is the most powerful creature on the Rift. For almost ten years Baron has remained largely the same, a powerful monster that takes an entire team to kill but offers a massive buff to your minions when slain. All that is still true, but now three potential variations of Baron can spawn, and they all have a unique skill set. The new Barons are a change designed to offer a little more randomness to League. It’s never going to be game-deciding, but certain lineups might have a better time taking one type or another or at least have advantages in one of the new pits compared to others. It makes taking down Baron something you need to think about more. LOOKING AHEAD NOW THREE POTENTIAL VARIATIONS OF BARON CAN SPAWN, AND THEY ALL HAVE A UNIQUE SKILL SET The initial reaction to the launch of the 2024 season has been mostly positive, and there is no doubt that the new system of launching everything at once and doing away with pre-season has worked out for fans. This has been one of the most anticipated new seasons in years and fans seem to be generally happy with all the big changes, which these days is a rarity. For the team at Riot, the next few weeks are all about refining the changes they have just made and looking more generally at how they impact the game. What they discover will likely lead to some of the changes we will see this time next year, but already there are some ideas the team are discussing. Teleport and split pushing are back on the menu as areas to look at, the success of the Baron changes has raised the question of whether Dragon fights can be made more dynamic, and some even want to change how the bases look. Next year we could see all, or even none, of these released, but there’s a long way to go before that arrives. TOP: There’s no feeling quite like destroying the Nexus in LoL. LEFT: Riding the Rift Herald is the most fun addition this season.
W H AT C O U L D 2 0 2 5 B R I N G ? Despite the new season just launching, the team already has ideas for 2025 TELEPORT CHANGES Teleport “leads to some stagnation in pro play” according to the devs, so it’s on the list of things to explore further. NEW BASES After years of looking the same, 2025 could be the year we get a visual overhaul of the bases and how they are set up. SPLIT PUSHING Split pushing was on the agenda for 2024 but was cut early on, so 2025 could be the year it gets an overhaul to make it viable. DRAGONS After the success of Baron changes this year, the team wants to see if they can do the same for Dragons next year. TRYDAMERE
AND ENJOY GREAT SAVINGS! SAVE 50 % Why subscribe Brilliant value – save money on the cover price You’ll never miss an issue Delivered direct to your door 44
Choose your package Our simple 6 Month Best Offer breaks up the annual subscription into two easily manageable payments over the course of the year PRINT EDITION DIGITAL EDITION EXCLUSIVE SUBSCRIBER COVERS £22 .71 £18 .17 EVERY SIX MONTHS EVERY SIX MONTHS 13 issues of PC Gamer in print over 12 months 13 issues of PC Gamer in digital over 12 months SAVE 50% SAVE 50% How to subscribe Visit www.magazinesdirect.com/PCG/C82X Or call 0330 333 1113 and quote ‘C82X’ TERMS & CONDITIONS: Offer closes 29/02/2024. Offer open to new UK subscribers only. Pricing is guaranteed for the first 12 months and we will notify you in advance of any price changes. Please allow up to six weeks for delivery of your first subscription issue (up to eight weeks overseas). The full subscription rate is for 12 months (13 issues) and includes postage and packaging. If the magazine ordered changes frequency per annum, we will honour the number of issues paid for, not the term of the subscription. For full terms and conditions, visit www.magazinesdirect.com/terms. For enquiries please Telephone: +44(0)330 333 1113 (open Monday-Friday, 8:30am - 7pm, and Saturday, 10am - 3pm UK time, or e-mail: help@magazinesdirect.com. Calls to 0330 numbers will be charged at no more than a national landline call, and may be included in your phone provider’s call bundle. 45
With GRAND THEFT AUTO VI finally, officially revealed. PC Gamer charts the rise, rise, and rise of one of gaming’s biggest series By Rick Lane
F E AT U R E 1999 Grand Theft Auto: London He’s nicked my motor! n 1998, DMA Design’s parent company BMG Interactive was acquired by Take Two Interactive, and a new publishing label named Rockstar Games was established under former BMG executive producer Sam Houser. Rockstar’s first project was GTA: London 1969, a period mission pack for Grand Theft Auto developed by Rockstar Canada. I Hello doctor? Tiny cars are driving on the bathroom wall again! 1997 Grand Theft Auto Essentially the same game with a ’60s skin, GTA London received the same criticisms as the original, although it was praised for its soundtrack which captured the vibe of ’60s London. GTA: London also sees Dan Houser’s debut as the series’ chief writer, becoming a much more significant role as the series progressed. The expansion was followed in short order by GTA: London 1961. Set eight years earlier and featuring the same protagonist, 1961 was a PC exclusive release available for free by download only. Where it all began he project that became Grand Theft Auto began life as an isometric fighting simulator similar to Syndicate Wars. Too similar, in fact. When Bullfrog made its sci-fi sequel public, GTA’s developer DMA Design changed trajectory, coming up with a plan for a top-down vehicle game called Race ‘n’ Chase. T Race ‘n’ Chase’s design document describes it as “a fun, addictive and fast multiplayer car racing and crashing game”. But the defining lines in the document have little to do with racing. “It will also be possible for players to get out of their car and steal another one,” the document reads. “This will mean controlling a vulnerable pedestrian for a short time. Trying to steal a car may result in an alarm being set off which will, of course, attract the police.” Grand Theft Auto’s top-down blend of 2D sprites and 3D buildings was cutting edge when development started in 1995. But by the time it released in November 1997, the game was visually outdated. Combined with awkward controls, reviews of the game were decidedly mixed. Even DMA’s own developers thought the project was unlikely to succeed, with former DMA dev Colin MacDonald admitting there “wasn’t a lot of confidence” in the game. But Grand Theft Auto had something that precious few games did in 1997 – a sense of freedom. Yes, you could progress through the game’s linear sequence of missions. But you could also make money by stealing cars and selling them at the local docks, run over pedestrians just for the hell of it, and lead the police on a merry chase. This freedom shone through the game’s rough visuals and controls, propelling Grand Theft Auto to commercial success. 47
1999 Grand Theft Auto 2 Back to the future rand Theft Auto 2’s futuristic setting makes the game a curious outlier in retrospect. But the choice of setting made more sense at the time. The series had just spawned two expansions set in the past, so why not place the sequel in the distant year of 2013? G Set in the imaginatively named Anywhere City, GTA 2 is a fascinating artefact, straddling the line between DMA’s original concept and how the series would be envisioned by the Housers. While it uses the same ramshackle engine of the first game, new elements like comedic radio stations and a live-action intro exhibit a flashiness that would become central to later Grand Theft Auto games. The sequel also features a fascinating Respect system that divides the city into different factions, with the player’s actions in the world affecting their reputation with those organisations. GTA’s shift into 3D was transformative. 2001 Grand Theft Auto III Hitting the big time t had always been DMA’s ideal to make Grand Theft Auto a fully 3D game. But back in 1995, the technical demands had been too prohibitive to render a 3D city of any meaningful size. With the sequel, the studio had experimented with full 3D prototypes, but had ultimately chosen to stick with the top-down perspective. With the advent of the PlayStation 2, however, Rockstar and DMA felt the hardware was now capable of meeting their ambitions. T The goal of GTA III was simply to convert the freeform anarchy of previous games into 3D. This was exciting enough in and of itself. But the third game still finds space to add several new features, like bespoke minigames for taxis and police cars, drivable boats and even an (extremely hard to control) plane. But beyond the move to 3D, the most 48 significant additions GTA III makes are tonal rather than mechanical. It’s here that the series begins to develop its cinematic aspirations, introducing a more involved story inspired by gangster fiction like Scorsese movies and The Sopranos, told through mo-capped animated cutscenes. It’s also here where the acerbic social satire is brought to the fore of the series, most notably in ChatterboxFM’s hourlong loop of radio chat show, hosted by real-life radio talk-show host Lazlow Jones. Cowritten by Jones and Dan Houser, ChatterboxFM took roughly five months to create, and would come to be one of the most fondly remembered aspects of the third game. GTA III would go on to be a huge success, selling 14.5 million copies. And this time, the critical reception backed those sales up, with game receiving glowing reviews. The series may have been around for several years at this point, but GTA as we know it today was born here.
F E AT U R E 2002 Grand Theft Auto: Vice City A Ray of sunshine lthough GTA III was a huge leap forward for the series, there were still areas where the newly renamed Rockstar North could clearly improve. While technically impressive, Liberty City lacked definition as an urban space, having only been based on New York midway through development. Silent protagonist Claude wasn’t much of a character either, an empty vessel with no personality. A CLAUDE WAS REPLACED BY TOMMY VERCETTI, A WISECRACKING MOBSTER These were the issues Rockstar sought to address with Vice City, and it did so in spectacular fashion. Vice City swapped the grey skyscrapers of Liberty City for the sun-soaked beaches and neon-lit nightclubs of an alt-history 1980s Miami. Meanwhile, the voiceless Claude was replaced by Tommy Vercetti, a wisecracking mobster sporting a Hawaiian shirt and a vocal performance by none other than Ray Liotta. Combined with improved storytelling, mission design and possibly the best selection of music in the whole series, Vice City remains one of Rockstar’s finest hours. GTA got better looking, but was it ever really this stylish again? 49
F E AT U R E 2004 Grand Theft Auto: San Andreas San Andreas took players to three cities rather than one. A new State of affairs rand Theft Auto had always aspired to create, in the words of former Rockstar North president Leslie Benzies, a “living, breathing 3D world”. San Andreas was the first entry to commit to the ‘living’ part. Expanding the scope to an entire fictional US state rather than a single city, San Andreas casts players as CJ Johnson, who becomes embroiled in the state’s gang life following the murder of his mother. G Alongside its massive map, what separates San Andreas from previous GTAs are its in-depth role-playing systems, letting you go to the gym, eat in restaurants, play basketball and pool, mod cars and rob houses at night. GTA 2’s respect system returns to govern character relationships with CJ, while you can also take over sections of the city through its Gang Wars system. San Andreas was by far the most mechanically ambitious GTA had ever been, and in terms of letting you live a specific life, Rockstar arguably hasn’t bettered it. NIKO BELLIC, THE CLOSEST GTA HAS COME TO A TRULY EMPATHETIC ANTI-HERO 50
2008 Grand Theft Auto IV GTA gets real fter San Andreas, Rockstar struggled to find a way forward with Grand Theft Auto, with Sam Houser calling San Andreas a “nightmare” to follow up. But with HD-era consoles bringing a huge leap in visual fidelity, Rockstar eventually settled on realism as the defining characteristic of Grand Theft Auto IV. A The setting would once again be Liberty City, yet unlike GTA III, it wouldn’t be a generic American metropolis vaguely themed after New York. It would be exhaustive pastiche, built from thousands of photos and hours of footage of the city where Rockstar was based. This would be built in a new graphics engine, RAGE, complemented by a revolutionary new physics system that not only gave cars realistic weight and inertia, but also powered how the player walked and ran around the city, and how NPCs staggered and crumpled when shot. Rockstar also overhauled the combat system, previously a weak point, bringing it in line with modern cover-shooters like Gears of War. Most dramatically of all, Rockstar eschewed the cinematic parodies of previous games, instead attempting a more a serious, bespoke story about an eastern-European immigrant struggling to escape his violent past and striving to realise the American Dream. The result was Niko Bellic, the closest GTA has come to a truly empathetic anti-hero. There were trade-offs for Rockstar’s fixation on realism. The world was slightly smaller than that of San Andreas, and Rockstar also dropped the innovative roleplaying systems. Nonetheless, the unprecedented attention to detail in GTA IV not only resulted in huge commercial success and near universal critical acclaim, it also transformed Grand Theft Auto from one of the biggest names in gaming into a global cultural phenomenon. And you think YOUR morning commute is hell. 51
2009 GTA IV: The Lost and Damned Guns of Anarchy ockstar followed GTA IV with the series’ first expansion in a decade. Yet unlike the GTA: London add-ons, which switched up the base game’s location and historical period, The Lost and Damned was set in the same Liberty City as GTA IV, but introduced a new story and playable character – Johnny Klebitz, vice president of The Lost motorcycle club. R The mission to bomb the Rockefeller Christmas Tree was an unusual segue. 2009 GTA IV: The Ballad of Gay Tony With friends like these... ix months after The Lost and Damned, Rockstar released a second expansion for GTA IV. Swapping the player’s perspective once more, The Ballad of Gay Tony revolved around Luis Fernando-Lopez, a former drug dealer who becomes the bodyguard and best friend of nightclub owner ‘Gay’ Tony Prince. S Like The Lost and Damned, The Ballad of Gay Tony adds numerous new features, swapping the former’s Gang Wars system for the similarly 52 structured Drug Wars, and introducing player scores for individual missions. As with that first expansion, however, the main draw was the story, which featured some of the most outrageous GTA characters to date, alongside the usual serving of gang conflicts and snowballing chaos. Together, the two expansions arguably represent the series’ narrative high-point, taking the lessons learned writing GTA IV and creating even sharper stories with a more interesting mix of characters. The Lost and Damned introduced several new features to the experience, such as mid-mission checkpoints, new minigames like arm wrestling and air hockey, NPC bikers who could accompany Johnny on missions, and a Gang Wars system partly inspired by San Andreas. The real draw, though was its fantastic, Sons of Anarchyinspired story, which saw Johnny juggling conflicts with other motorcycle gangs, political tensions in his own club, and the attention of the police and the New York mafia.
F E AT U R E OFFERS ONE OF THE MOST REMARKABLE SANDBOXES EVER CONSTRUCTED “I’m telling you, I had right of way!” 2013 Grand Theft Auto V A living, breathing world here Grand Theft Auto IV had brought a technical overhaul to the series, Grand Theft Auto V sought to expand upon that foundation. Hence, as IV had looked to Liberty City for inspiration, V looked to San Andreas. Not only did V borrow a chunk of San Andreas’ map to form its setting, it also picked up an idea discarded by Rockstar during that game’s development – the ability to switch between three different playable characters. W On the subject of character, Grand Theft Auto V returned to the sillier tone and cinema-inspired plot of the early 3D games. Its tale of retired bank robbers returning to their dubious trade drew heavily from classic heist movies, particularly Michael Mann’s Heat. The writing is more comic and absurdist, with larger-than-life characters and missions that more frequently throw players into ridiculous situations. This came at the cost of some narrative depth. The game’s three protagonists are harder to like than Grand Theft Auto IV’s Niko. Moreover, while the campaign features some fantastic missions, especially its signature heists, many of its smaller missions are intensely railroaded, giving the player little room to express themselves. Outside of missions, however, GTA V offers one of the most remarkable sandboxes ever constructed. Los Santos and its surrounding county is a triumph of environment design, from the golden shores of Vespucci beach to the forested wilderness surrounding Mount Chiliad. Moreover, GTA V’s simulation of a modern society in motion is second to none. The way pedestrians react when you bump into them, the overheard phone calls and conversations the way the world so naturally moulds itself around your input. A decade on from release, simply wandering around Los Santos remains a mesmerising experience. 53
INSPIRED BY THE REAL-LIFE ESCAPADES OF BONNIE & CLYDE 2013 Grand Theft Online Hey buddy, wanna buy some multiplayer? rand Theft Auto’s multiplayer history is sporadic to say the least. The original game and San Andreas had limited multiplayer modes, but the majority were purely singleplayer. It isn’t until Grand Theft Auto IV that the series gets proper multiplayer functionality, which allowed up to 32 players to fight, race and cause general chaos across Liberty City. G GTA Online swings the other way, as if Rockstar was trying to make up for those lost multiplayer years all at once. Essentially a separate game that uses GTA V’s map, GTA Online allowed players to create their own criminal miscreant and attempt to make it big in a world crawling with other players. Straddling the line between standard multiplayer experience and MMO, it let players fight each other or work together in the world itself, while also partaking in more specific activities like racing, deathmatches and more bespoke Contract Missions. Initially hindered by server issues and a repetitive grind, GTA Online found its feet over time. The game adapted easily to emerging live-service models, truly coming into its own with the Heists update in 2015. This introduced five large-scale cooperative missions to the game similar to the singleplayer’s signature set pieces. Since then, more Heists have been added, alongside other new features like stunt races, nightclub businesses and, more controversially, the Diamond Casino. Though flawed, GTA Online has been instrumental in maintaining the series’ relevance during the long wait for a sequel to GTA V. It’s also been enormously lucrative for Rockstar, having generated in the region of $8 billion for the company since 2013. Consequently, it’s hard to imagine that a follow-up of some sorts isn’t in the works alongside the upcoming, singleplayer sequel. 54
F E AT U R E 2025 Grand Theft Auto VI Back in the game ockstar’s reveal of Grand Theft Auto VI got off to a bumpy start. Not only was in-development footage of the game leaked online last year, but the trailer itself spilled onto the internet slightly before the planned reveal. Nonetheless, the upshot is the same. Grand Theft Auto VI is coming in 2025, and Rockstar has provided the first details of what players can expect from the sequel. R Grand Theft Auto VI is set in the fictional US State of Leonida – GTA’s fictional equivalent of Florida. Players will be returning to Vice City, which, as you’d expect from the studio that most recently released Red Dead Redemption 2, looks eye-poppingly realistic. The trailer shows a Miami-like beach thronged with a diverse range of NPCs, glittering downtown areas with towering skyscrapers and lavish resort districts lined with expensive cars. But as with Grand Theft Auto V, it appears the action won’t be limited to Vice City itself. The trailer shows numerous rural locations, such as a highway strung across an archipelago of islands, and an airboat barrelling through Evergladelike marshlands. The story, meanwhile, centres around two protagonists, Lucia, the series’ first female lead in over two decades, and a second, male character whose name is not yet confirmed. In 2022, a report by Bloomberg claimed the game’s plot will be inspired by the real-life escapades of Bonnie & Clyde, and the reveal trailer supports that claim. It includes a scene of Lucia and her partner holding up a convenience store, while another scene shows Lucia sat on her partner’s lap on a bed, uttering the phrase, “The only way we’re gonna get through this is by sticking together.” WAFFLE HOUSE As present, there’s no information on how VI will play. We can safely assume that mechanics will involve a mixture of driving, shooting and open-world shenanigans. But specific mechanics and new features are still under wraps. Footage that leaked prior to the game’s reveal showed Lucia and her partner holding up a waffle house. But there’s no guarantee this location or mechanic will feature in the final game. That said, the trailer does provide some sense of the sequel’s tone. Lucia and her partner seem more grounded as characters than GTA V’s Michael and Trevor. Then again, the trailer is also full of social media clips of weird events, like an elderly lady wielding two hammers in the street. But these clips are based on real videos of events that occurred in Florida, suggesting that Rockstar isn’t going to have to stretch to fill its game with weird stuff while also telling a story with rounded, believable characters. Two other points worth noting. This is the first GTA in over 20 years to launch without Dan Houser and Leslie Benzies on the team (Sam Houser remains president of Rockstar). It’ll be interesting to see how that affects the general direction of the game, although Dan Houser only left Rockstar fairly recently, so his DNA may still be present in the game. Finally, Rockstar is yet to directly confirm the game is coming to PC. For the moment, only PS5 and Xbox One have been announced as platforms. But this has been the case with Grand Theft Auto since 2001, and all the games have found their way to PC eventually. Grand Theft Auto VI will be no different. We’ll just have to be a little extra patient. 55
F E AT U R E Total War: Warhammer III A thousand years of wrongs put right in TOTAL WAR: WARHAMMER III By Matt Elliott 56
F E AT U R E Total War: Warhammer III 57
F E AT U R E Total War: Warhammer III ne of the wonderful, tragic things about Warhammer dwarfs is their terminal decline. A realm that once spanned the Old World has been shattered by the incursion of orcs, goblins and vile ratmen. Most attempts to rebuild their empire end in disaster. It’s an endless cycle of failure, loss and shame, and they’re extremely grumpy about it. O That’s about to change. The Age of Reckoning is upon us. The Immortal Empires mode in Total War: Warhammer III offers the most complete and detailed map of the Old World that exists. It stretches far east, to the lands of Grand Cathay, and back west to the New World of Lustria and Naggarond. But the conquest that follows isn’t about scale. It’s about detail. In this feature, we’re going to concern ourselves with the heart of what was once the Karaz Ankor, or Everlasting Realm; a mighty domain that once included multiple mountain ranges and hill settlements. The map in Warhammer III is pockmarked with sacred dwarf holds that have fallen into the foetid clutches of greenskins and skaven-kind. For a race that venerates tradition and ancestry, this is the gravest insult, the deepest shame. The Great Book of Grudges, the Dammaz Kron, demands a reckoning. The holds must be reclaimed. 58 It’s not as easy as sweeping through the map and colonising every suitable settlement, though. The inspiration for this article comes from the expanded universe of Warhammer Fantasy. Read enough books about the Dawi – which, apparently, I have – and you’ll learn just how much they’ve lost. The Doom of Dragonback by Gav Thorpe is the primary inspiration for this. It details the fall of a hold called Ekrund. It’s not the biggest or most important location in the Old World, by any means, but the detail and colour in the book made me immediately want to fire up the game and fix things. Much like preventing the fall of Constantinople in Medieval II, the beauty of Total War is that I get to change history. The dwarfs of Games Workshop’s Black Library might have failed, but we won’t. Of course, Ekrund isn’t the only location that needs reclaiming. There’s Mount Silverspear, Karak Varn, Black Crag, and more. The Warhammer novels are full of places that you wouldn’t even know were dwarf holds without their tragic backstories. But Total War gives us the power to not only liberate these holds, but give them back their proper titles. And it’s with this vengeful thought in mind that we muster the throngs and begin a new age for the Karaz Ankor. It’s natural to assume that the dwarf in charge of the reclamation should be the High King himself, Thorgrim Grudgebearer. He’s the custodian of the Dammaz Kron, and the man in charge of righting (and BELOW: Peak Belachad Ironhammer: shrugging off goblin artillery like it’s soggy tissue. writing) the most heinous crimes in dwarf history. But choosing him feels cheesy. He’s an incredibly powerful character who starts out in a strong position. The grim beauty of dwarf lore is that the quest for lost glory is probably doomed. There is, therefore, only one dwarf for the job: Belegar Ironhammer of Clan Angrund, a man so shamed by the loss of his ancestral hold that he’s haunted by the literal ghosts of failure. He’s the poster boy for Dawi decline; a frothing, furious, clenched jaw of a hero. He will lead us to victory and, if not, at least he can’t be any angrier or ashamed than he currently is. There’s another reason for picking Clan Angrund, too. In The Doom of Dragonback, the few dwarfs who survive the fall of Ekrund move east and establish new mining colonies in The Vaults: the same region in which Belegar lives in exile. It’s possible to imagine that some of the warriors who accompany Ironhammer on his quest are descendants of those who fled Ekrund, or died defending it.
WORSE STILL, I’M IN A RACE TO GET THERE AGAINST A CUNNING AND BRUTAL ENEMY: SKARSNIK KARAK EIGHT PEAKS TOME TO KILL The Black Library bangers that inspired this quest THE DOOM OF DRAGONBACK BY GAV THORPE Unique among Warhammer Fantasy stories in that it features a teenage (in dwarf years) female protagonist, this is basically a disaster movie in a Dawi hold. Everything goes wrong and it’ll make you sad, in a good way. GRUDGE BEARER BY GAVIN THORPE An epic tale that basically sums up why there’s no dwarf word for ‘forgiveness’. Like the Dammaz Kron in-game, it’s a collection of wrongs that must be set right, and what that actually means for the dwarfs involved. SKARSNIK BY GUY HALEY If you fancy seeing the everlasting war between greenskins and dwarfs told from another perspective, this is for you. Although if anything, it’ll make you even more afraid of the brutal cunning (or cunning brutality) of Skarsnik. HONOURKEEPER BY NICK KYME Read this if you want a reason to start a war with a faction other than greenskins or skaven, or if you’ve ever wondered why dwarfs are so suspicious of those capricious, capering and pointy-eared elves. ABOVE: Turn around, lads! There’s a feral chav dragon about to feast on you. Sadly, Belegar has a problem. He is a king in exile; the rightful ruler of Karak Eight Peaks, a hold once second only to the dwarf capital, Karaz-a-Karak, in terms of wealth and prestige, that now lies in the clutches of the enemy. Building any kind of army or momentum with Belegar is almost impossible until you reclaim the most famous lost dwarf hold of them all. Until then, you suffer massive maintenance costs for your armies, so before I can even contemplate heading to Ekrund or Black Crag, I have to recapture a huge, heavily-fortified, fully garrisoned city. Worse still, I’m in a race to get there against a cunning and brutal enemy: Skarsnik. As detailed in Guy Haley’s eponymous novel, once Skarsnik takes root in Eight Peaks, it’s incredibly difficult to get rid of him. He’s like mould in a student flat. I need to build an army that can survive the trip east from The Vaults to Karak Eight Peaks, and do so quickly. Once that’s done, Belegar’s forces will range north to 59
CROSSBOWS WILL BE FINE FOR THINNING OUT MY LIGHTLY ARMOURED GREENSKIN ENEMIES liberate the lost holds of Black Water, and back west to Ekrund, the inspiration for this feature. The likelihood is that all of these locations will be held by different factions, but this is no time for caution. We’ll fight a war on multiple fronts if necessary. It’s a difficult start. Like going on holiday with children or elderly parents, there’s always some last minute rigmarole that prevents you from setting off. But instead of misplaced comfort blankets or beta blockers, the problem here is skaven incursions and the unwanted and inexplicable attention of undead pirates. Eventually I’m able to give the vampires enough of a pasting that they sue for peace, but the ratmen represent a persistent problem. I don’t have the time or resources to crush them, so instead I focus on buildings that will improve my defences. It means my starting area will be less productive, but it’s hardly an everlasting realm if I abandon the settlements I began with. I don’t have time to upgrade my settlements and unlock top-tier units, 60 R E V E N G E I N C A R N AT E How Belegar spent his time restoring the Karaz Ankor 37% MURDERING GROBI SCUM 24% PEST CONTROL Skaven are everywhere in the Old World. Including, apparently, beneath the holds Belegar already owns. An inconvenient distraction. The good things about goblins is that there are lots of them, and killing them feels amazing. It does take rather a lot of time, though. 8% GRUMBLING The beer was too flat. The enemies too soft. The elves too nearby. 12% RETAKING Actually retaking the dwarf holds we set out to liberate. 19% FLOUNDERING Faffing around trying to save our floundering High King. so I focus on preserving the decent ones Belegar starts with: hammerers, a tier-four unit that specialises in damage output, and rangers, a missile unit that can snipe and outflank enemies. Aside from that, I pack my army with dwarf warriors and quarrelers. Even the most basic dwarf units are doughty, immovable objects, and crossbows will be fine for thinning out my lightly armoured greenskin enemies. It’s not an overpowered army, by any means. Too many fights on the way there and I won’t have the muscle to retake Eight Peaks, and the whole exercise will be doomed. One reassuring thought, however, is that at least my northern borders will be safe. As I mentioned earlier, High King Thorgrim Grudgebearer starts with a crushing grip on key dwarf locations. There’s a chance he might even make it to Ekrund and the Black Mountains before me, and I’ll have to use diplomacy to reclaim them. Either way, at least they’ll be back under Dawi control. It’s also useful knowing that the greenskins and skaven have
F E AT U R E Total War: Warhammer III another faction to bother, which might help me move east. Belegar’s forces finally reach Karak Eight Peaks, expecting to see Skarsnik sitting upon the cold throne. But… he’s not. In his place is a faction called the Crooked Moon Mutinous Gits, who apparently took over the hold while Skarsnik was out hunting. This is good news in many respects, since they’re a weaker faction. But it also means that Skarsnik is still out there, plotting. My forces are slightly diminished, but still strong enough to besiege Karak Eight Peaks. It eventually falls. The first legendary hold is back in dwarf hands. Belegar’s shame is lessened. But his work is only beginning. BELOW: Losing the Dwarf capital is so humiliating that I’m ashamed to even caption this. fate of Karaz-a-Karak. Somehow, the most powerful dwarf faction of all seems to have been displaced by a band of minor greenskins. Instead of providing an immovable bulwark behind which I can reclaim the lost glories of the Dawi, they’ve become a broken, fragmented mess. Allying with them is like trying to hang a duffel coat on a sugar sculpture. Part of me wants to ignore them and carry on to Ekrund or Black Water. But then I think about what brought me here. So many of the holds fall because dwarfs from different lands fail to work together. And, more than that, this is about honour and history. What’s the point of reclaiming an empire if we don’t have a king? It’s like building the world’s best kennel for a dog you accidentally buried while laying the foundations. And so, in a third act plot twist any Black Library author would be proud of, I decide to save High King Thorgrim and ensure he retakes his seat in Karaz-a-Karak (he actually takes his seat with him wherever he goes, because he’s like that, but I’m sure you understand the analogy). It’s a precarious task. His faction is so depleted I have to keep gifting them settlements so they don’t go extinct, like an anxious zookeeper encouraging pandas to shag. Worse still, he keeps losing the settlements I give him to raiding orc forces. Eventually, I nurture him back to a state of health where I can turn around for two minutes without him accidentally tripping over a snotling and shattering his kneecaps, but he’s in no state to besiege the greatest dwarf city of them all. Instead, I have to do it for him, leading a powerful force of grizzled Dawi the gates of Karaz-a-karak before ejecting the capering goblin filth that’s taken up residence there. It’s an easy fight, but it does make me feel better immediately gifting a vital settlement to a faction that has nothing to offer in return. It’s so un-dwarf-like that it does feel like the finale to a Warhammer novel; a dwarf king hellbent on reclaiming land, who nevertheless gives up the greatest city in the Karaz Ankor because it’s the right and proper thing to do. After that, reclaiming the lost holds proves easy. My forces colonise the neighbouring province of Black Water, and, in doing so, reclaim the fabled Bugmans Brewery for dwarfkind. The Bloody Hands faction, who control Ekrund, have concentrated so much effort on destroying Thorgrim that I can easily swoop in and colonise the smaller settlements that surround the province capital. Then, just when it feels like it can’t get any more literary, Gotrek and Felix, themselves the subject of 17 Black Library novels, turn up. It’s a sign. We march on Ekrund, retake it, and chase the greenskin filth from the land. It’s tempting fate, but this looks like a renewed dwarf empire. Ekrund is reclaimed. The Black Water is under our control. And even Mount Silverspear has been wrested from the grasping hands of the chaos dwarfs. No Warhammer novel about dwarfs would ever end this well. Let’s enjoy it before Skarsnik arrives… WILD RUSH The wild rush to Eight Peaks was disorientating, so I’ve missed the state of the map. It’s… odd. There are elves living next door to me, like we’re in a cheerful high-fantasy sitcom. Lizardmen have ventured north, yet seem quite content to ignore me. But strangest of all is the 61
HOW WE REVIEW We review each game on its own merits, and try to match it to a reviewer who’s a passionate expert in the field. The main aim of reviews is to help you make buying decisions. To this end, we’re selective about what we review, and try to focus on the notable, interesting, exciting or surprising. DOWNLOADABLE CONTENT DLC might be new missions for a game, or it might be a single new item. If we think you want to know about it, we’ll review it. EARLY ACCESS Any released alpha, beta, or otherwise unfinished game that you can currently pay for. For these games, we won’t assign a score, but we will tell you whether they’re worth your time. THEY’RE BACK Whenever there’s a bargain or re-release of a significant game, our expert will revisit it and tell you whether it holds up today. With jokes. OUR SCORING SYSTEM EXPLAINED 00%-09% Broken or offensively bad; absolutely no value. Example Leisure Suit Larry: Magna Cum Laude 10%-19% We might be able to find one nice thing to say about it, but still not worth anyone’s time or money. Example Gettysburg: Armored Warfare 20%-29% Completely falls short of its goals. Very few redeeming qualities. Examples Family Guy: Back to the Multiverse 30%-39% An entirely clumsy or derivative effort. There’s little reason to play this game over a similar, better one. Examples Trials of the Blood Dragon 40%-49% Flawed and disappointing. Examples Aliens: Colonial Marines 50%-59% Mediocre. Other games probably do it better, or its unique qualities aren’t executed well. Examples Primordia, Homefront: The Revolution 60%-69% There’s something to like here, but it can only be recommended with major caveats. Examples No Man’s Sky, Ghost Recon: Wildlands 70%-79% A good game that’s worth playing. We like it. Examples Prey, NieR: Automata Crysis point The cinematic FPS adventure game Crysis, released back in November 2007, quickly become known as a technical showcase for the nextgeneration of PC gaming graphics. To run Crysis at anywhere near its maximum settings on release required a monster of a PC gaming rig, loaded with state-of-the-art components. The result was that most PC gamers didn’t experience Crysis as its developer, Crytek, intended. Fast forward to today, and Avatar: Frontiers of Pandora seems to be actively pursuing its own Crysis point. If you can run the game on its maximum ‘Unobtanium’ settings, then you’re in for a spectacular, nextgen visual treat. However, like our review this issue reveals, right now many PC gamers won’t get that experience or, even a stable one. 80%-89% A great game with exceptional moments or features, and touches of brilliance. We love it. Examples Overwatch, Night in the Woods 90%-94% A compelling recommendation for most PC gamers. Important to PC gaming, and likely ahead of its time. Examples Bayonetta, Dishonored 2 95%-96% Far and away one of the best games we’ve ever played. We recommend it to the entire world. Examples Half-Life 2, Kerbal Space Program ROBERT JONES PRINT EDITOR robert.jones@futurenet.com 97%-100% Advances the human species. Boosts the immune systems of nearby children and small animals. The Editor’s Choice award is granted in addition to the score, at the discretion of the PC Gamer staff. It represents exceptional quality or innovation. Find out more www.bit.ly/pcgreviews 62 LET US KNOW WHAT YOU THINK Email us via letters@ pcgamer.com with your reactions, or simply tweet us your thoughts @PCGamer
70 64 Contents 64 68 70 74 76 78 80 82 Avatar: Frontiers of Pandora Gangs of Sherwood Warhammer 40,000: Rogue Trader Cocoon House Flipper 2 Disney Dreamlight Valley Against the Storm A Highland Song 78 84 Last Train Home FREE GAMES 88 The Roottrees are Dead 89 Tommy Gun Witches 89 The Two Rivers Hypothesis THEY’RE BACK 90 Star Wars Jedi: Fallen Order 91 Tropico 5 91 Wilmot’s Warehouse This month’s flipping mad reviewers… NOAH SMITH RICK LANE JODY MACGREGOR DANIELLA LUCAS MAT T ELLIOT T Specialist in Painting himself blue Specialist in Merry men Specialist in Hunting heretics Specialist in Scrooge McDuck quotes Specialist in Totalitarianism Currently playing Avatar: Frontiers of Pandora Currently playing Gangs of Sherwood Currently playing Warhammer 40,000: Rogue Trader Currently playing Disney Dreamlight Valley Currently playing Tropico 5 This month Had his presence announced by a flying robot skull in a wig. This month Released a rap album with Scrooge McDuck called ‘Money Bin Mad’. This month Learned the Na’vi language. Used it to say naughty words. This month Wore green tights and disappeared into the woods after dark. Wouldn’t say why. This month Demanded everyone in the PC Gamer Towers bar salute while hailing him as ‘El Presidente’. 82 63
REVIEW Avatar: Frontiers of Pandora THE FRONTIER IS CLOSED A Pandora’s box of technical issues in AVATAR: FRONTIERS OF PANDORA By Noah Smith A vatar: Frontiers of Pandora transcends its progenitor series Far Cry with awe-inspiring presentation, a captivating world and tense combat, but at present it’s buried under a mountain of technical trouble and it could take months to unearth a genuinely great game with patches and driver support. NEED TO KNOW WHAT IS IT? A Far Cry-like set in the world of James Cameron’s Avatar EXPECT TO PAY game-breaking bugs and When it’s working, navigating £50 performance issues: we’re talking Pandora is a total joy: sprinting at DEVELOPER full-on system crashes, consistently mach five across the forest floor and Massive Entertainment, poor performance, and bizarre parkouring across the serpentine Ubisoft Shanghai, progress-erasing interface bugs tree roots that connect dense jungle Dusseldorf (namely a perpetually greyed-out brush to rock formations suspended PUBLISHER ‘continue’ button that in zero gravity. Avatar’s Ubisoft only works again after psychedelic Ecco the REVIEWED ON Avatar’s the game is deleted Dolphin’s colour palette AMD Ryzen 7 7700x, and subsequently meets Starship 32GB RAM, AMD psychedelic Radeon RX 6600 reinstalled). For these Troopers’ industrial scisci-fi look is reasons, getting fi look is translated MULTIPLAYER translated sufficiently immersed beautifully from film to Yes in Frontiers of Pandora game, and the skyboxes beautifully LINK is extremely difficult. especially are some of ubisoft.com/en-gb/ It’s been my the best I’ve ever seen. game/avatar/ frontiers-of-pandora experience that post-launch, these The sheer density and variety of issues have gotten worse, not better, reactive flora and fauna is stunning. even when using some of the flagship The whole thing is jaw-dropping. AMD hardware advertised in The audio is also a standout, with a score that dynamically shifts from ambient strings that accent the natural sounds of Pandora to pulsating drums and droning synths during combat. It’s a soundscape that Pandora’s most dangerous occupants I expect will see a lot of success outside the game as probably one of the most diverse and interesting ASMR sound palettes I’ve ever heard. YOU’RE NOT IN K ANSAS ANYMORE FAILURE TO LAUNCH For me, the gorgeous presentation has been undercut by the usual suite of technical issues that accompany big multi-platform releases – frequent hitching, fps drops (AMD Adrenaline says I’m getting 90, but it looks a feels a lot more like 45), and blurry FSR3 scaling, which Ubisoft originally attributed to a lack of a day one driver update. That driver update has come, though, and the issues haven’t subsided. My time with the game has been consistently impeded by a frustratingly common suite of 64 HAMMERHEAD IKRAN AMP SUITS RDA AIR FORCE Titanic, aggressively territorial grazers, Hammerheads will pulverise you if given the chance. Hastily converted loaders used by the RDA to patrol Pandora. No life-support systems. Tameable pterodactyl-dragon hybrids, a bond with one marks a Na’vi as an adult. Military surplus from the Third World War exported en masse to Pandora. Vulnerable to archery. partnership with Frontiers of Pandora. Bad FSR3 implementation seems to be the culprit behind most crashes, but even with that disabled, walking into a Na’vi hometree or stepping into an area with dense foliage (which scholars will note is 75% of the game) would almost always prompt the same result. For this review, I wasn’t even able to spend any time above Pandora’s jungles on the back of an Ikran, because getting to one required me to climb a tree that 20 times out of 20 crashed me to the desktop on different hardware, driver, and settings configurations. HUNTING AND GATHERING My wings (and adulthood!) denied to me, I spent most of my time in Frontiers of Pandora stalking across the lush jungle floor. Resource gathering by means of foraging and hunting is the primary means by which you source special ammunition and crafting materials for new gear, but Frontiers of Pandora puts an environmentally conscious twist on what would otherwise be a purely extractive (colonial, even) approach to harvesting. Killing a deer quickly or gently removing the fruit from a tree will yield higher quality resources, which can be donated to the communal baskets at the various Na’vi clan hometrees in exchange for rare materials and unique rewards. I did roll my eyes when I took down a Sturmbeast (imagine a six-legged dinosaur buffalo) for the first time and my Na’vi said a short prayer to Eywa, thanking her for sharing her gifts – I get what it’s going for, but attaching these traditional Indigenous harvesting practices to the borderline ecocidal Far Cry hunting system comes off as ridiculous, especially when you say a solemn prayer after punching a dog in the back of the head eight times. I can’t overstate just how much the minimalist user interface and emphasis on exploration is a
Pandora’s bioluminescent flora and fauna is never not eye-catching. LEFT: Frontier’s jungle floor is the most dense forest I’ve seen in a game BELOW: The artisan Aranhe Clan rewards you with dyes and cosmetic materials. 65
RIGHT: RDA facilities are dangerous killzones that require thoughtful, considered stealth to overthrow. FAR RIGHT: The Human resistance feels really out of place – don’t expect to see it appear in the movies. 66
REVIEW Avatar: Frontiers of Pandora a neoconservative Judge Holden, welcome departure from Ubisoft’s have had all their edges sanded off. traditional approach to open world Their unflinching brutality is only design. Objective markers only show ever alluded to with Na’vi up when you engage Na’vi senses occasionally mentioning they’ve (detective vision), which has made gotten word of “village massacres”, my time on Pandora a mostly peaceful one, occasionally punctuated a shallow parallel to the Mai Lai massacre that’s at odds with the by intense combat with enemy setting. In Frontiers of Pandora, the patrols. There’s still a bevy of side RDA is so bereft of missions and objectives its characteristic and collectibles and all Your arsenal imperialist brain rot the usual open world that it’s easy to forget junk here, but not is a blend of that it got kicked off having a constant Na’vi and Pandora after a failed reminder of just how human shock and awe military much bullshit there is operation designed to to still do makes weaponry “blast a hole in the Frontiers of Pandora Na’vi racial memory”. feel a lot more chill. It’s satisfying to see these guys get Your arsenal is a blend of Na’vi murdered by tie-dye coloured and human weaponry: longbows and dragons precisely because they are bigger, heavier longbows, lacrosse gang members with MBAs. Without sticks that lob grenades and poison the confidence to draw meaningful traps, as well as assault rifles and parallels between the RDA and both shotguns. It’s a melting pot of modern and historical imperialism, weapons that each fill an enjoyable some of sci-fi’s best villains have been niche in Frontiers of Pandora’s reduced to security guards. combat sandbox. Archery in general It’s not just the weak antagonists: just feels fantastic, impaling some Frontiers of Pandora’s is shackled to a company footsoldier with an arrow jarring, awkwardly written and that feels like it was shot out of a tone-deaf narrative. At the first railgun did not get old. human resistance base, your Na’vi It’s a bit trite to say, “It makes you character will be subjected to endless feel like a Na’vi!”, but Frontiers of inane babbling – there’s constant Pandora consistently emphasises just how different Na’vi physiology is, and gawking and cracks about the differences between human and the abilities it adds to the Ubisoft Far Na’vi physiology, and without the Cry formula are great, the best being option to push back, it comes off as a a charge and double jump. thoughtless backing track of nonstop microaggressions that will likely be THOUGHTLESS BEAUTY uncomfortably familiar to any Remember the mech suits from the first movie? Those are most of what you’ll be fighting across Pandora, though they’ll occasionally be supported by light infantry and air support. They’re total pushovers if you can isolate one, but having to deal with even two at once was Breakdown of time spent in enough to get me to start thinking Frontiers of Pandora about combat strategically. There was a great moment early on where I had to face down five mech suits that had me switching between weapons a la Doom Eternal – lobbing grenades to knock them off balance, cracking their dumb truck windscreens with arrows, and then spraying down the pilot with a quick burst from my gun. While fun to pincushion with arrows, I can’t help but feel that the invading Resources Development Administration, who in the films is a modern day mining company run by HUNTING AND G AT H E R I N G 10% Hunting, gathering resources, and crafting. 10% Doing sidequests for clan rewards. 15% Harassing RDA patrols and destroying RDA facilities. 20% Indigenous person. Worst of all is a nuclear-weapon level title drop which identifies the Na’vi ambassador program that your character is raised in as a “Residential School”. That label totally misapplied, and Frontiers of Pandora doesn’t capture the extreme range of abuse present at these ‘schools’ with its depiction. It’s a tasteless and irresponsible comparison, made all the more jarring in a series that succeeds in honest portrayals of imperialism and colonialism. The issue of cultural appropriation and impropriety in the context of Avatar is needly – for what’s it worth, I’m Indigenous and have been ride or die for these movies since the first one came out in 2009. Ultimately, Frontiers of Pandora’s eye roll inducing dialogue is way out of step with both films, and the need to undercut everything with a smarmy joke consistently fails to portray some of the most interesting aspects of both human and Na’vi culture. A point from the first film that I’ve always appreciated is how the Na’vi see industrial society as a type of mass insanity, an idea that Frontiers of Pandora has left unexplored. The game hasn’t added anything to Cameron’s world, and I’ve even noticed a few things that conflict with the film: remember the big ‘Dragon’ gunship? There’s a few of those in Frontiers of Pandora despite that being a one-off military vehicle. Though the narrative that Ubisoft has crafted to stand alongside Cameron’s is at best baffling and at worst offensive, the immersive environment feels like a step forward. That world, impressive as it is, is undercut by inexcusable performance and atrocious stability. Your experience may differ: one person at PC Gamer who’s using a GeForce RTX 2080 Super says that the game has run fine for him. I’m not the only one experiencing frequent crashes, though: other players have reported the same issue on different hardware configs. I hope that these issues will be rectified, but for now, Avatar: Frontiers of Pandora just isn’t worth the headaches. Exploring Pandora’s lush jungles. 45% Fighting with game-breaking technical issues. VERDICT Avatar: Frontiers of Pandora’s stunning presentation and world design are failed by atrocious tech issues. 50 67
REVIEW Gangs of Sherwood STAID MARIAN GANGS OF SHERWOOD’s four-player fighting is all too frivolous and all too fleeting L By Rick Lane ike its babbling crew of outlaws, Gangs of Sherwood tries to compensate for its fundamental shortcomings with a brash persona and propulsive energy. It’s a fast-paced, four-player shooter-slash-brawler with a vividly drawn alt-fantasy world, a knockabout comedy tone, and lively combat. Unfortunately, these colourful distractions fade away all too quickly, revealing Robin Hood rummaging through your purse as he tries to lift £35 out of it. and incongruent text fonts that Oddly, what I like most about Gangs constantly obscures the action. It of Sherwood is the thing I was least makes Gangs of Sherwood look like convinced by before playing – the one of those dodgy fake game adverts setting. Gangs of Sherwood takes the that appear before a YouTube video. familiar Robin Hood tale and plonks This isn’t the only area where it in an alternate, sci-fi history. Gangs of Sherwood undermines Generally I’m not a fan of gaming’s quality foundations. fixation with The game adopts a alternative takes on The humour distinctly British Robin Hood. But Gangs comedic tone, shooting of Sherwood quickly runs out between won me over with its of ideas after somewhere Fable and the games of vivid combination of a couple Planet Moon Studios. It steampunk and made me laugh several medievalism. For what of hours times early on. I’m is clearly a budget title, particularly fond of Gangs of Sherwood the puppet-show briefings that take chews through some impressive scenery, with dramatic backdrops and place before missions. These are charmingly goofy and more elaborate some monumental combat arenas. than they need to be. Sadly, the script Unfortunately, the environmental provides diminishing comic returns. artistry is spoiled by some of the Since the characters never stop worst UI design I’ve ever seen. It’s a talking, the humour runs out of ideas horrifying mess of clashing colours NEED TO KNOW WHAT IS IT? Third-person cooperative battler with middling comedy and combat EXPECT TO PAY £35 DEVELOPER Appeal Studios PUBLISHER Nacon REVIEWED ON AMD Ryzen 5 3600, 32GB RAM, Nvidia GeForce RTX 2080 Super MULTIPLAYER Yes LINK gangsofsherwood.com after a couple of hours, and the jokes become increasingly recycled. Likewise, combat shows initial potential. Whichever character you play as, battles are about combining light and heavy attack combos to deal massive damage to enemies. For example, Robin’s baseline moveset involves using close-range melee attacks to generate magical ‘star’ arrows that hover in the air around the battlefield. By hitting an enemy with a charged shot from your bow, you can unleash these purple arrows at enemies all at once. The game quickly bolsters these basic abilities with several other abilities, like a ‘drill’ arrow that deals damage over time, and an explosive arrow that throws enemies into the air. It’s a sprightly and satisfying system, letting you pull off some tasty manoeuvres after a few missions. So what’s the problem? First, Gangs of Sherwood is far too easy. Your characters don’t just level up across the game. There’s a separate, in-mission levelling system that gradually bolsters your health as you progress through the map. This means missions are always hardest at the start, whereas dying requires ABOVE: I didn’t expect the depiction of Nottingham to be THIS realistic. 68 Who’s been doodling on my computer monitor?!
The game’s visual design is pretty creative. TOP: Robin’s Star Arrow ability is a little confusing at first, but can be supremely powerful. ABOVE: While playable solo, the game is definitely better with other people. active effort beyond the halfway point. Moreover, combat is so formatted around arena-based encounters that it becomes deeply repetitive, and while characters initially have pleasing skill progression, later abilities tend to be less useful or less interesting. OCCASIONAL SIDEQUESTS The deeper you reach into Gangs of Sherwood, the more perfunctory its systems feel. The game has loot, but it’s very basic, either just gold to buy skills and the odd outfit, or relics that afford minor stat or effect boosts. The main missions are enjoyable enough to fly through, but little of the story has any lasting impact. And at just five hours long, the game wraps up so fast that you won’t have unlocked all your character’s abilities by the time the credits roll. Even at the cut-down price of £35, Gangs of Sherwood’s flawed, frivolous co-operative battling makes it is a tough sell in a year so stacked with fantastic games. It isn’t entirely devoid of merit. At half that price, you’d just about get your money’s worth provided you can wrangle a full complement of players. VERDICT Shows initial promise, but both the script and the systems run out of steam before the end of its brief running time. 50 THE GANG’S ALL HERE These guys are in the game ROBIN OF LOCKSLEY Can stack star arrows for bonus hits. MAID MARIAN Specialises in bladed weapons. Light attacks can throw daggers. FRIAR TUCK Specialises in a massive club. Doubles as a healer. Gives amazing hugs. LITTLE JOHN Specialises in punching. Can go berserk. Drinks cortados. 69
REVIEW Warhammer 40,000: Rogue Trader MARKET DOWN WARHAMMER 40,000: ROGUE TRADER gets the tone right, but combat’s a drag By Jody Macgregor W e’ve just defeated a cult, foiled a plot, saved a world. A bureaucrat says the triumphant parade has already been organised. We’ll get to ride a battle tank, and halfway it’ll stop and a small crowd will mob us. It’s all stage-managed. The mob has been carefully vetted, as the bureaucrat explains, “Members of the military. Young people, attractive and physically fit. A few healthy children.” immediately being burned at the In moments like this, Rogue Trader stake. Instead, consequences manifest nails the dystopian satire of in a three-track morality system Warhammer 40,000. When I want where the three values increase people to know how important I am, independently. You earn Iconoclast I have a robot skull in a barrister’s points for compassion, wig that flies around for pushing back announcing my They’d against the Imperium’s presence and title. One of the entertainments probably insist disregard for Dabbling at a coronation is just on burning the individuality. in Chaos in return for ‘shooting prisoners’. babies just to power earns Heretical points, and embodying SUBTLETY’S FOR be sure Imperial values earns COWARDS Dogmatic points. Rogue Traders are an This is perfect for Owlcat. In the ideal part of Warhammer 40,000 Pathfinder games, which had D&D’s to make a videogame about. A alignment system, Owlcat tended to merchant/privateer/explorer in charge of a ship the size of a city with interpret Lawful alignments in a “we should kill goblin babies because thousands of crew I’ll never meet, they’ll grow up evil” way, which and who live and die based on my made playing a paladin a jarring decisions, a Rogue Trader is allowed experience. In Rogue Trader, that’s to talk to aliens and skirt the edge of the kind of thing a Dogmatic person heresy in ways the average citizen would say, only they’d probably insist isn’t. You’re free to navigate a deeply on burning the babies just to be sure. messed-up society without A T Y P I C A L C H A O S C U LT I S T L A I R Dedicated to Slaanesh, god of excess Too sensual for the 41st millennium. 2 DEBAUCHEES 1 2 1 STATUARY 3 Having an unsanctioned amount of fun. 3 HUMAN HARP Music? God-Emperor save us, someone might dance. 4 70 4 HANDCUFFS No sex please, we’re Imperial. NEED TO KNOW WHAT IS IT? Mass Effect but isometric, dystopian, turn-based and not that much like Mass Effect EXPECT TO PAY £43 DEVELOPER Owlcat PUBLISHER Owlcat REVIEWED ON AMD Ryzen 9 5900X, 32GB RAM, Nvidia GeForce RTX 3080 MULTIPLAYER Yes LINK roguetrader.owlcat. games The Pathfinder games also had a management tier that put you in charge of a kingdom or a crusade, making world-shaping decisions. I always get invested in these systems in spite of their clunkiness, and Rogue Trader has the best yet. Building a network of colony worlds means working up a tree of projects for each of them, like researching Ergonomics for the overcrowded mining planet, which means that the convicts who work there will, between shifts, be tranquillised and put in pods. Rewards for these projects include boosts to my Profit Factor and the occasional item, but aren’t so game-changing you’ll feel obliged to micromanage. It’s OK to engage with them superficially if you don’t want the hundred-hour playtime to balloon even further. There’s also space combat, which treats void cruisers like sailing ships that fire broadsides at each other while turning in arcs on a flat 2D plane, as in the tabletop game Battlefleet Gothic. It’s great, and assigning companions to the stations of my ship gives me access to a manageable number of special abilities on cooldown, like making a short-range warp jump to hop ahead five spaces or choosing one of my ship’s shields to reinforce each turn. It does get unwieldy once the number of enemies goes up, with a fight against six light cruisers who each fart out a cloud of bombers at regular intervals really dragging on. It doesn’t help that space battles don’t end immediately when the cruisers are taken out, and instead I have to mop up every last fighter and torpedo, or wait for them to detonate. But for the most part spaceship combat is a nice change of pace. STRANGER THINGS Exploration is the other layer of the management cake, framed as remapping the Koronus Expanse after warp storms alter jump routes through the system. Since
FAR LEFT: The wall art’s all classic 40K illustrations. BELOW: Nothing heretical going on here, officer. Looks great, but combat is often not that exciting. 71
FAR RIGHT: Show me your army list, this doesn’t seem legit. BELOW: Priests who worship electricity aren’t big on health and safety. 72
REVIEW Warhammer 40,000: Rogue Trader bonuses to allies and penalties to intersystem travel in 40K means allies who stand in them. On stepping into a universe where subsequent turns he can shift those howling daemons devour souls and zones around or change what they strong currents of emotion manifest do, in addition to managing all the as demigods, that’s an interesting time. Once I recruit a Navigator I can stuff with exploits because he’s an operative, as well as activating spend the occasional point, earned various tech-priest abilities with his by making discoveries, to upgrade cybernetics. It’s a lot. the safety of a route, but most of them remain risky and result in spooky HUFF AND BUFF It’s just that narrative events. In the Pathfinder These pick-a-path there’s a lot of games, prebuffing was interludes have a for the harder combat, and vital dream-like vibe, with fights. You had to faff most of it’s consequences including about before big battles random body-swaps casting spells to make boring and unexplained sure you had the right phenomena. A few too resistances and stat many events just result in a fight with boosts. There’s none of that in Rogue daemons and zombified or rebellious Trader, and at first I thought that was crew, but when they’re creepy a blessing. It turns out the prebuffing paragraphs that end with several has been replaced by ‘mid-buffing’, hundred crew lost or another section stacking abilities throughout the of the ship being sealed off forever course of each fight to insure you’ve and us just continuing on because we got enough momentum to activate must, they remind me of Sunless Sea your heroic abilities and boosting in the best way. everyone’s damage to deal with Rogue Trader is loosely based on a increasingly spongy enemies. tabletop RPG that Fantasy Flight There are things about the combat Games published, but where Owlcat’s I like. There’s artful slow-mo that Pathfinder games tried to recreate adds emphasis to the Sister of Battle’s their tabletop inspiration with bursts of bolt-pistol fire or the relative faith, here the dev has almost Psyker’s lightning arcing from target completely rewritten the rules. to target. And using psychic powers Spaceship combat is better, but the results in veil degradation, which squad-level combat where you and five companions have turn-based tactical battles with rebels, daemons and aliens not so much. Everyone has action points that Some of the early companions you’ll meet let them activate abilities, only one of which per turn can be an attack (except if you’ve got an ability that lets you break that rule, of which there are several). Many are buffs and debuffs or designed to be used in combination with other abilities. Operatives get an ability that lets YRLIET CASSIA HEINRIX them analyse targets to pile One of the alien A three-eyed mutant An Interrogator who ‘exploits’ on them, then other Aeldari who regards Navigator who pilots works for the abilities that either strip those you as little better your ship through Inquisition and exploits away to reduce armour and than an animal. the warp. keeps you in line. gain a bonus to hit, or give allies the power to strip exploits when they attack and gain bonus damage. A handful of abilities like this can be flavourful and make for interesting decisions, but in Rogue Trader everyone has a laundry list of them providing percentile bonuses. I’ve PASQUAL ARGENTA ABELARD The tech-priest who A nun with a gun, no Your Seneschal, and specialised my tech-priest into a keeps your ship patience for the obligatory grand strategist who designates three running with prayer heretics, and a boring first zones of the battlefield at the start of and sacred oil. mysterious past. companion man. every fight, each giving different MOTLEY CREW adds whispering voices, shadow tentacles and other visual effects as well as random Perils of the Warp like a blastback of psychic damage or straight-up summoning a daemon. It’s just that there’s a lot of combat, and most of it’s boring. There’s never one interesting tactical battle when there could be three samey ones to grind down your resources. The proliferation of abilities and passive bonuses to those abilities makes character progression a chore. Everyone levels up constantly, and making decisions for the six party members plus the three left behind who need to rotate in for their personal quests is absolute tedium. The other thing that sapped my goodwill is bugs. I had to restart after a quest-blocking bug 18 hours in, and had characters insist I help them with problems I already solved or offer their services after being recruited. One enemy ran back to the beginning of the map on the first turn and hid there, meaning after dealing with his friends I had to trek back in turn-based mode to finish the fight. Allies sometimes don’t act on their turns, and distant enemies sometimes take a full minute to decide what they’re doing. The camera doesn’t always move where it’s supposed to when dialogue pops up during battles, meaning I have to read it in the log after. The log reverts to Russian when describing Perils of the Warp, and explains why I have to reroll successes by saying “%Reason%”. Two of my combat abilities stopped working for a while, and the tech-priest’s utility mechadendrites, which are supposed to give him a +10 bonus to Demolition and Tech-Use, instead give him a +1,020 bonus. If you played Owlcat’s previous RPGs at launch, you’ll be familiar with the feeling you’re playing the worst version of the game. Months down the road there will be expansions and a fleet of bug fixes. Given that Kingmaker had a new combat system patched in, it’s not impossible that Rogue Trader could get a significant overhaul. Until then, keep the parade on hold. VERDICT Warhammer 40,000: Rogue Trader gets 40K’s atmosphere right, but it’s buggy and the rules are a mess. 59 73
ABOVE: Secret paths lead to creatures known as moon ancestors. FAR RIGHT: Green switches are the most basic means of making things move. You often find yourself being transported on strange vehicles. 74
REVIEW Cocoon OUT OF THIS WORLD COCOON is a beautiful, tactile, ingenious puzzle adventure By Jon Bailes A fter a short stint wandering the orange canyons of Cocoon’s opening area, you come across a curved groove in the ground. At one edge sits a large metallic ball, which you grab and yank until it reluctantly leaves its rectangular base, yet remains connected by a chewing gum string. Once the gum’s elasticity approaches its limit, the base starts to move too, gliding across the mouth as if you’re opening a zip. NEED TO KNOW WHAT IS IT? A puzzle adventure game directed by Jeppe Carlsen, former lead designer at Playdead EXPECT TO PAY world you were in a moment ago As a puzzle adventure, the joy of £20 exists here only as a large orange Cocoon is in figuring out how to DEVELOPER marble, which functions as a kind of overcome obstacles and progress, Geometric Interactive power cell in your new surroundings. but it’s also in the execution. Taking PUBLISHER You hoik it onto your back then hold of the ball in this instance is Annapurna Interactive deposit it on small an obvious course of REVIEWED ON plinths to make bony action given that the Intel Core i7-10750H, Certain plinths bridges appear, or beetle-winged 16GB RAM, Nvidia summon smooth humanoid you guide GeForce RTX 2070 enable you plasticky platforms. around can only MULTIPLAYER to return to Certain plinths enable manipulate the world No the original you to return to the via a single action LINK original planet. With button. You drag the planet cocoongame.com some warping back and zipper along the groove forth you might find and that activates a ways to shift an obstacle in one world platform. Job done. But this is a far with a mechanism in the other. more pleasing exercise than pulling a Soon you acquire two orbs, three, lever. The tinfoil tint of the ball, the four, each also a world of its own. In pliability of the gum, the pink flesh that ripples as the zipper makes its journey. It’s all so very tactile. In this way, Cocoon makes incredible meals of its puzzles within vibrant worlds that could have Each colour contains its own world adorned prog rock album covers. When you’re pressing switches and activating bridges here, you’re not simply pressing switches and activating bridges. Even the platform that responds to the zipper is actually an enormous flat robot bug that rears up and embeds its front claws in the ORANGE GREEN canyon wall. In these and many other Carrying the desert aura, you’ll Inside is a swamp land where use orange to cross invisible you’ll get your feet wet. Carry moments, Cocoon is properly, bridges that light up. green to ascend and descend. delightfully surreal. WONDER BALL SMALL WORLD Once you get further into the game, the puzzles become more substantial as well. Mainly that’s down to Cocoon’s star feature, which introduces itself when you reach a kind of round rubber platform, and watch as your beetle person flies up and out of the world itself. Now you’re in a grey environment, and the some sequences, you remain inside a single biome for a while, forging forward without worrying about its position in the greater scheme of things. Some other sequences focus on one of your orb’s unique powers, like the way orange solidifies otherwise invisible walkways within its aura, creating new paths, but only when you’re carrying it. Ultimately, though, frequent world hopping becomes a necessity and Cocoon pushes the concept to marvellous conclusions. What if you need to carry the orange orb, for example, but that takes you to a place where you need the green orb? Well, how about stashing green inside the orange world first, then retrieving it once you reach your destination? Cocoon builds on the ramifications of such concepts iteratively, and won’t let you wander far off track. Its puzzles are clever but not complicated, endlessly strange yet logical. At times, it asks you to think a little wider, backtracking slightly to find what you need, but it never overwhelms or allows you to get lost. Nor does Cocoon ever relax its audiovisual design, which provides the perfect environment for puzzles, making no sense then perfect sense as soon as you toy with it. Its architecture blends natural vistas into cellular structures, always with a seasoning of the ordinary that you can grasp in an instant. Pillars jut from the ground spaced narrowly enough for you to pass but not an orb, ensuring you can enter but a trolley can’t. Fields of lollipop plants wobble like mushrooms as you push through. A transport vessel resembles a giant jam sandwich biscuit. Cocoon is a game about the texture of puzzles, and rarely have they felt this good. VERDICT PURPLE Its world feels like being trapped inside a giant body. The purple orb can travel through growths. WHITE This orb containing an industrialised world enables you to shoot lasers at various target. Cocoon is a puzzle adventure of rare ingenuity that thrives on its tactility as much as its design. 90 75
REVIEW House Flipper 2 FLIP SERVICE Live the property fantasy, debt-free, in HOUSE FLIPPER 2 By Tom Sykes Y ou can see why the original House Flipper was such a hit. Its cosy fantasy of home ownership and fulfilling work was a soothing balm after a miserable day at the office, and that fantasy is only strengthened in this sequel. The basics remain the same: jobs appear in your email, from cleaning tasks to full-on home renovation, and you can use the profits to buy properties from the auction house, ready to be glowed up and flipped for a profit. NEED TO KNOW WHAT IS IT? A casual building sim about restoring houses and selling them for profit EXPECT TO PAY extremely annoying. But, overall, the Accept a job and you’ll appear £32.50 graft is rewarding. It’s not so detailed outside the house with your bag of DEVELOPER a renovation sim that it feels tools. Bin bags to collect the rubbish, Frozen District, exhausting or overwhelming, nor so one measly cloth to wipe down the Empyrean casual that you barely need to be surfaces, a roller for painting, and so PUBLISHER there. Renovating feels on. I haven’t played the Frozen District, cosy, an element previous game, but the PlayWay SA One of the expanded for House interface for managing REVIEWED ON these tools seems Intel Core i7-10750H, most satisfying Flipper 2. 16GB RAM, Nvidia neater and easier to things I’ve GeForce RTX 2060 grasp here. It’s no TOWN AND OUT done in a game There’s now a longer mimicking an MULTIPLAYER No in-game tablet, so wholesome story all year menu icons are free to campaign tying all your LINK be a little more gamey: freelance jobs together, houseflipper2.com larger and more colourful, easier to as you tackle projects across the town identify at a glance. of Pinnacove. You’ll gradually expand Straddling simulation and more your operation, from Crayfish Coast casual play – which is really the to Suburban Pinnacove and whole ethos behind House Flipper ultimately Coralroot Forest, taking on – these actions mimic real life, to an extent. When building a brick wall, you watch a lovely animation play, but all you’re doing is holding the mouse button down, as your Restoring and building houses isn’t enough character plucks bricks and mortar from thin air. Mostly, I’m happy with this middle ground – smashing walls 1 down with the sledgehammer feels particularly satisfying – but I’d feel 3 more connected to the work if I also had to clean up the rubble. Generally, the acts of cleaning and tidying, building and buying are slick and easy to pick up, but the game does struggle with its 3D space 2 sometimes. Occasionally I had to balance on furniture and agonisingly adjust the mouse cursor to position MIND PALACE TIME TO TICK TOCK From the menu, Mind the time, KILL ornaments on high shelves. There’s you can tackle however, as your Take on challenges no real way to delete things either, so Assembly missions score will reduce if to build items, like you either have to sell or replace in your workshop. As you take too long. this clock. The it’s not part of your Cleared Assembly errant items. Having to find and buy process is in-depth, house, it seems to missions reward you with mechanics you the original flooring in the online exist outside of time with store discounts won’t find in the shop, when all you’ve done is put one and space. for related items. main game. floorboard in the wrong place, is S O M E A S S E M B LY R E Q U I R E D 1 76 2 3 bigger jobs and earning more money in the process. You’ll want to earn three stars (the best possible score) on jobs, and only partly because it earns more money and it feels more satisfying to properly finish the job. You’ll also want to please your clients, who are a more overt presence this time around, thanks to the phone calls that pop up as you work. As I restored a bedroom for a grandmother who was eagerly awaiting her grandson’s arrival, I was touched to open a box and discover his train set. Delicately assembling it on his desk – because I wanted to, not as a marked objective – is one of the most satisfying things I’ve done in a game all year. On the flip side, there’s the new Sandbox mode featuring no clients at all. Design a house from scratch without having to worry about money, and with a more comprehensive range of tools that let you speedily set down walls and even sculpt the surrounding environment. But building houses is only part of the Sandbox experience – the integrated modding tools let you share them with other players. Right now, there are only a handful online, but I downloaded a couple to test them out and was quickly exploring player-made houses. The most interesting thing about Sandbox houses is that you can turn them into jobs. That is, run-down properties in need of renovation. Slather them in mud, smash up the floorboards and sprinkle junk all over the worktops, then upload them for other players to fix. It’s sure to be the defining feature of this quietly confident sequel, which doesn’t make many big changes – it just opens up its homes to the community. VERDICT House Flipper 2 is more of a touch-up than a full-on renovation, but Sandbox mode is exciting. 81
I’m sure the Toblerone headquarters is smaller than it used to be. FAR LEFT: You have a gun that turns unwanted items into profit. LEFT: Hit Q to highlight objects that need to be dealt with. BELOW: No need to worry about patterns. Just point and tile. 77
REVIEW Disney Dreamlight Valley DISNEY CROSSING DISNEY DREAMLIGHT VALLEY scratches that Animal Crossing itch, but at a price O By Daniella Lucas ver the pandemic everyone seemed to find comfort in the gentle virtual maintenance of their Animal Crossing islands. Pootling about, talking to villagers, and designing things just so. Nothing else has come close to replicating that weird state of zen that comes with pulling weeds and paying debts. Until now. NEED TO KNOW WHAT IS IT? Casual life sim EXPECT TO PAY Expect to pay: £33.50 for base game, £58.50 for base game and DLC agenda for you. A lot of areas and Disney Dreamlight Valley is very crafting opportunities are locked off much like Animal Crossing in that DEVELOPER until you hit an appropriate point in you start on a barebones island, Gameloft the main story and gather enough hunt down some tools, help out a PUBLISHER resources to do so. Though a little money-hungry animal (this time it’s Gameloft confining, it gives the game a Scrooge McDuck rather than Tom REVIEWED ON welcome sense of Nook) and gradually Intel Core i5-8250U, direction. There’s still a shape things to your 8GB RAM, Intel Theming and lot of freedom in what liking. The valley starts HD Graphics 620 order you tackle things off in a right old state, customisation MULTIPLAYER in, too, so those having been overcome No are where roadblocks never really by The Forgetting, a LINK the game feel like they get in the curse leading to disneydream way, instead just giving boarded-up buildings really shines lightvalley.com you a focus as you and an infestation of work towards giant thorns. Slowly, unlocking your favourite characters. you start to clean up, and things go Things do get a bit grindy after a from derelict chic to homely hamlet. while though. During the first dozen As you invite more villagers to join hours, things unlock at a brisk pace, you and unlock more options to beautify your town. Dreamlight uses a simple gathering and crafting system for the vast majority of its gameplay. You mine rocks with your pickaxe to get How long it takes for your island to look good stone, forage for colourful flowers, farm and fish to make food, and pick I am a up wood from trees to turn into Disney town-planning gorgeous furniture pieces at your Dreamland genius. crafting table. There are lots of basic pieces to mess about with, from benches to cupboards, but you’ll also Things are find items inspired by specific Disney clearing properties, such as the tea set from up, houses popping up. Beauty and The Beast, or Mickey Mouse ears to wear. This theming Shabby and customisation are where the chic Better get game really shines – you can really those make your own little Disney paradise. gardening Leaving it so There are seasonal events too where gloves on. long it’s you can earn even more stuff, overgrown including exclusive character outfits, again. Wait, that ice rinks and even a Ferris wheel. train set costs Unlike Animal Crossing, which HOW much?! Thorny sees you roaming around your wreck island freely to set your own goals, Dreamlight Valley has a more fixed ISLAND STYLE 78 and new options are regularly opened up to you; but after that, things noticeably slow down, and suddenly you need to spend a lot more time gathering to get the materials you need to progress. No matter how many signs of The Forgetting you might clear away, you’ll never be able to be rid of the true curse of Dreamlight Valley: its currencies. Despite being a game with an upfront cost, it features a free-to-play style microtransaction currency called Moonstones, needed for all the coolest items and even some quests. They can be earned in play, but it’s a very slow process, and there’s no way you’ll be able to keep up with what’s available. SPENDING CHOICES As an adult, I can happily justify to myself any irresponsible spending choices I make, but when you consider that a big portion of this game’s audience will be children keen to play with their favourite Disney heroes, it takes on a sinister tone. The game was originally intended to be free-to-play, and it shows despite now having a significant upfront price tag. Perhaps the developer has taken a few too many lessons from Uncle Scrooge. Underneath all the muck of pricing problems the Disney magic still shines. Befriending the likes of Mickey, Elsa and Stitch while watching your island transform into a paradise is satisfying. It has filled the Animal Crossing-shaped hole in my life, so it’s disappointing that I can’t in good conscience recommend it for the full price it is now. You’re better off waiting for a sale and committing yourself to being choosy about spending those Moonstones. VERDICT Steep costs and microtransactions taint Disney Dreamlight Valley’s otherwise dreamy life sim. 68
Mickey’s homestead is ruined by prickly thorns – a bit like the game itself. FAR LEFT: You can also do a spot of farming for cooking ingredients. LEFT: There’s loads to craft, but gathering materials takes a lot of time. Dreamlight castle is where you can unlock other worlds and recruit new characters. 79
REVIEW Against the Storm LEAVE IT TO BEAVERS Building doomed cities and loving it in AGAINST THE STORM T By Len Hafer he basic idea baked into a city builder is that I’m creating something to last. So when Against the Storm presented me with the premise that each of my handmade habitats would be wiped away by a terrible tempest as part of an unavoidable, cataclysmic cycle, I wasn’t sure how to feel about it. But it is one of the most clever, engaging, and endearing strategy games I’ve played in years. and negative modifiers, which could In the world of Against the Storm, be anything from a ghostly presence some kind of horrifying, magical that randomly kills unhoused disaster has turned the once-idyllic villagers to a creepy species of tree fantasy countryside into a rainthat also gives you meat, in addition soaked, ruin-strewn morass in which to wood. I’m sure it’s fine. While everything outside of the magicallykeeping the central hearth fire lit shielded capital, The Smoldering at all costs, you City, is annihilated by send your intrepid hurricane-force gales You’re humans, beavers, every year. As the queen’s viceroy, your completely out lizards and other job is to set out during of luck in the anthropomorphised animals out to chop the brief windows baked goods through the woods and during which the land is traversable to found department discover new glades while collecting productive settlements resources to build that will take you closer houses, workshops and decorations. to a set of mysterious seals. By While the strong silhouettes and completing these seals, you will low polygon count of its models, permanently lengthen the storm buildings and trees can evoke a cycle and draw closer to bright, fairytale wonderland, the understanding what happened. dangers that lurk between the Each new settlement site comes branches are more like the original with a varied set of possible positive ABOVE: A bright fairytale kingdom of wonder, but one that hides lurking danger. 80 NEED TO KNOW WHAT IS IT? A roguelike city builder about making the best of a doomed world EXPECT TO PAY £30 DEVELOPER Eremite Games PUBLISHER Hooded Horse REVIEWED ON AMD Ryzen 7 3700X, 32GB RAM, Nvidia GeForce RTX 3080 MULTIPLAYER No LINK eremitegames.com Brothers Grimm stories. Central to everything are two meters measuring the queen’s grace and her impatience. Filling the grace meter first signals that you have won the map, and can set out from this foothold to reach further into the gloom and start another. But maxing out her impatience means the expedition is deemed a failure and recalled, and the time you’ve spent there won’t get you any closer to a seal. Impatience simply rises over time, but grace can only be earned by completing semi-randomised missions and keeping your villagers happy. Everyone needs food and a house. But each of Against the Storm’s races also has specific desires as you move up the hierarchy. This doesn’t only create an interesting balancing act, but also adds a bit of personality to each race. Fulfilling these needs becomes an engaging resource puzzle, especially since the blueprints you receive for workshops and industrial buildings are also semi-randomised. Everyone loves pie and biscuits, but if you simply don’t have a mill to make flour this run, you’re completely out of luck in the baked goods department.
Everyone needs food and a house to stay happy. TOP: You desperately need wood to survive, but each tree felled causes forest hostility to increase. ABOVE: Yep, defo nothing to be concerned about here. CUTTING DEEPER At the same time, cutting deeper into the woods increases the hostility of the forest. This looming air of wilderness menace, which freaks everyone out a bit, also goes up passively the longer you spend in one place, which makes it harder to keep everyone safe and satisfied. It seems like all of these layered considerations would become overwhelming, but in motion they fit together beautifully and prompt you to make meaningful decisions. Even when I’m not able to land on my feet, I’m rewarded for my time in some small way. The Smoldering City offers a progression tree in which you use resources gained from each expedition to unlock benefits from increases to stats, to new blueprints that can change how you set up an economy. This small amount of incremental progress, assuring me that my next expedition will always be just a bit better equipped than my last, has been a great motivation to keep going even if I hit a bit of a slump. I’m thrilled every time to pull on my boots and get out into it again. This isn’t just a great city builder. It’s really something special. VERDICT Eremite Games’ Against the Storm is a welldesigned, charming, enthralling roguelike city builder. 91 STORMING TO VICTORY How not to get washed away 1 FF OO RR TA HG I N G Humans, beavers, lizards and more must venture into the wilderness. 2 IGMRPAACTEI E N T Complete missions to fill the Queen’s grace bar and win the area. 3 BF IURRENSI N G A settlement’s hearthfire must always be supplied with wood to burn. 81
REVIEW A Highland Song WILD ADVENTURES A HIGHLAND SONG is a mix of genres grafted onto a beautifully presented story E By Alexander Chatziioannou xperimental, genre-bending approaches to interactive storytelling have always been inkle’s stock-in-trade, from the increasingly ambitious multi-part adaptation of Steve Jackson’s Sorcery! to the high-seas intrigue of Overboard!. And A Highland Song is arguably inkle’s most multi-faceted work yet. NEED TO KNOW WHAT IS IT? A platformer, a rhythm game, a branching story – in other words, another inkle narrative experiment where a moderately unusual rock will Moira McKinnon has never been to be named something dramatic like the sea. She does not get along with EXPECT TO PAY £15 her mother who insists she cannot go Woe’s Wedding or Devil’s Tail. to school because she wouldn’t fit in. DEVELOPER Her father has been absent for all her STROLLING, JUMPING, inkle Ltd life and her little brother is a bore. So Of course, aimless wandering and PUBLISHER when Uncle Hamish, a gawking at the local inkle Ltd kooky lighthousesights are just the REVIEWED ON The Scottish simplest modes of keeper who regularly Intel Core i5-9600K, mails her postcards engaging with A 16GB RAM, AMD scenery is Radeon 5700 XT with fanciful stories Highland Song. vividly painted about heartbroken Platforming is the base MULTIPLAYER in browns and component in the selkies and furious No giantesses, asks her to luscious greens game’s generic DNA, LINK visit in time for Beltane even if Moira’s shorturl.at/jlCU9 – the Gaelic May Day preternatural – she does what any restless teenage athleticism eliminated any challenge girl would do in her place. She from the equation as I leapt across hurriedly packs a knapsack, hurls a chasms, rode a landslide, or sprang farewell insult to her mother, and sets from crag to crag with the off across a horizon of hillcrests. A Highland Song makes for a breathtaking first acquaintance. The Scottish scenery is vividly painted in the earthen browns and luscious An intrepid adventurer in the spotlight greens of pine forests, and later, when the peaks get higher and the temperatures lower, with the harsh BACKGROUND Moira doesn’t whites of a sudden blizzard. get on with her Gallivanting through these idyllic mother, while her environments is a joy in itself and, father has been initially at least, the game does a great sadly absent all her life. job of conveying the exhilaration of Moira’s newfound freedom via MISSION myriad little visual touches: the pep Moira is on a oozing from every frame of her jump quest to visit her animation; the carefree bobbing of Uncle Hamish, who has invited her to her ponytail as she gallops up the visit his lighthouse. gentlest of slopes; the ability to zoom out for a heart-stopping panoramic EQUIPMENT view (which doubles as the best On her mission option for orienting yourself ). Moira relies on her trusty knapsack, A meticulously crafted headtorch and soundscape of cawing magpies, sturdy hiking boots. murmuring brooks, and Moira’s own panting breath completes the illusion of this enchanting place – a world MEET MOIRA MCKINNON 1 2 3 82 assuredness of a mountain goat. On the contrary, climbing up a sheer precipice to reach the higher peaks and catch a glimpse of the Atlantic played more like a spatial puzzle. Yet another mode of traversal involves the much-hyped rhythm runs, predetermined stretches of (mostly) flat land where our heroine picks up the pace and jauntily skips to the tune of rousing Scottish folk songs performed by Talisk and Fourth Moon – respected bands of that scene. I appreciated them as uplifting musical interludes but, otherwise, these sections felt both half-baked as minigames, and somewhat disconnected from the overall experience. In fact, while both rhythm runs and the game as a whole seemed to constantly propel me forward, I found that learning to slow down was key to my enjoyment. But if adjusting the pace to my liking was within my control other, less malleable, aspects of the game still pointed to that familiar incongruity. While the absence of a map is perfectly reasonable in the context of a game about getting lost, the intricate level design coupled with awkwardly implemented controls comprised an excessive punishment for my wanderlust. Every time I got disoriented, the fear of running in circles around the same cluster of hills or getting stuck at the bottom of a ravine funnelled me hastily back to the nearest landmark. As a result, reaching the lighthouse for Beltane (on the second attempt), prompted two, similarly incompatible reactions: a certain moisture in the eyes at a not-so-shocking, but nevertheless movingly orchestrated, revelation; and a sigh of relief. VERDICT A Highland Song is a mismatched mix of genres grafted onto a moving, beautifully presented story. 71
Got to say, that looks well dangerous. Exploration is a key part of the game. LEFT: Yeah, Lynx Africa will have that effect. BELOW: The game’s landscapes are consistently gorgeous. 83
REVIEW Last Train Home BULLETS TRAIN Survival RTS LAST TRAIN HOME delves into historical tale-telling I By Jonathan Bolding n Last Train Home, a military management game and tactical RTS, you’re in charge of the Czechoslovak Legion as the Russian civil war breaks out. Unable to return home by going west, you make a desperate plan: capture an armoured train and traverse Siberia. Your management of the journey is both on the train, assigning jobs and doling out supplies, and on the battlefield, controlling units of ten soldiers in pausable, tactical RTS battles. outstrip what anyone expects from Last Train Home is not so much a game at this level of budget. concerned with historicity as with Much of the historical fervour in giving you a glimpse into the Last Train Home is underwritten by desperate mood of a time and place. the narrator: Captain František The Czech legionaries don’t want to Langer, a historical figure whose fight on either side of the Russian presence feels authentically Czech. Civil War. They really just want to The real-life Langer go home, but nobody was a doctor, poet and wants a large band of Conveys a time playwright who fought unaligned armed with the Legion across soldiers meandering and place It gives the about – least of all the with fidelity Siberia. writers leeway to Red revolutionaries, in emotion ensure his lines are not who quickly become just fitting, but poetic your primary enemies. and detail – both his narration, It’s historical fiction in-scene lines and FMV that reduces the events performance are written (in English) of tens of thousands of people over and delivered (in Czech) with soul years down to dozens over months, but it’s well-done fiction that conveys befitting one of the great literary countries of the 20th century. a time and place with fidelity in I’ll illustrate by quoting the emotion and detail rather than in-game Langer, saying that amid the precision of events. It’s also richly presented, with music and art that far violence of the civil war the sheer ABOVE: Soldiers have traits. Antonin is an avaricious, religious, handy, sickly, herbalist. 84 NEED TO KNOW WHAT IS IT? Survival management and pausable RTS EXPECT TO PAY £35 DEVELOPER Ashborne Games PUBLISHER THQ Nordic REVIEWED ON AMD Ryzen 9 5900, 32GB RAM, AMD Radeon RX 6800 XT MULTIPLAYER No LINK lasttrainhome. thqnordic.com human misery simply never ended, “as did the fighting which went on and on without relent, a restless storm upon a human sea”. BULLETS TRAIN Managing to survive that storm is your real job. Your soldiers have to become multi-skilled people: riflemen and boiler-stokers and machine gunners and engineers and doctors and scouts and cooks all at once, jobs you have to blend for them in an almost subversively open-ended system of RPG-esque character classes. Managing personnel is a welldesigned delight where you need to balance running lean with the idea that your best engineer could get blown up by a stray shell on any given mission. People wear out faster than equipment does. At the same time you’ve got to keep them fighting, fed and warm by collecting supplies and managing your train, but every mile walked and battle fought eats into reserves of energy and health that’ll have to be recovered lest their bodies and morale collapse. You send them out to defend from enemies, sure, but also on optional side missions – a Red
Some cutscenes include superb FMV sections. Every soldier assigned to a car is represented in-game. TOP: ABOVE: Loading screens are accompanied by excellent paintings. militia is looting civilian farms, or a convoy is moving supplies. The weakest bit of Last Train Home is the RTS combat. The core design of it is perhaps too micromanagement-intensive, over-reliant on your ability to pause the game and redirect your troops mid-combat. That’s forgivable enough, as it’s fun to set up ambushes with overlapping fields of fire, pausing to optimally throw a grenade or snipe a machine gunner. The real problem is that you don’t really want to shoot: since literally every bullet is desperately scrounged for, getting into a big firefight is the worst. You end up preferring stealth, but the controls just aren’t there for a robust experience playing it as a stealth strategy game. There’s no dedicated button to differentiate between melee and ranged attacks. In other years that might have been forgivable, but in a tome that saw a best-in-genre stealth strategy release in Shadow Gambit, anything but a very competent stealth strategy experience just feels bad. Still, don’t come for the RTS specifically – come to this one for the human history and you won’t be disappointed. VERDICT Last Train Home is a rich, interesting, and honest experiment in history-as-game: if you’re interested, play it. 79 CLEVER CLASS COMBOS Some classes synergise in obvious ways, others are creative + + + + MEDIC + MG GRENADIER + SCOUT RIFLEMAN + WORKER DOCTOR + ENGINEER Both medics and machine gunners tend to hold back during stealth segments, so drop expensive abilities like suppressive fire and carry a medical satchel instead of taking an extra soldier. Gun ’em down, patch ’em up. You might think that giving the scout very loud grenades is bad, but using their scout ability to peek over a wall and then throw grenades from a stealthy position is the height of tactics. Plus, the grenadier’s sprint is handy too. Riflemen use fitness to be ultra-tough, and their willpower passive lets them add it to combat effectiveness. Where does worker come in? Guess what stats they pump doing all the upgrades you need? Both of these benefit from intelligence, but you won’t use this engineer to run the train. Instead, this soldier works on the wounded when someone’s hurt, and swaps to the armoury car making ammo otherwise. 85


FREE GAMES REVIEWS COOL TITLES FOR NO CASH by Tom Sykes The family tree, or a tiny section. This is from very early in the game. A FAMILY AFFAIR T Solving a family size mystery in THE ROOTTREES ARE DEAD he Roottrees are Dead stands on the shoulders of Tim Sheinman’s Family, a similarly browser-based detective game that had you investigating a music scene and filling in a family tree of linked musicians. In Jeremy Johnston’s Roottrees, it’s a literal family tree, as you’ve been hired by a mysterious client to decipher the complicated genealogy of the Roottree family, and determine who will inherit the family fortune, after a terrible plane crash. (deliberately limited) internet Sitting down in front of this big browser, scour a library database for flowchart late at night, mug in hand, relevant books, and hunt through soft jazz music piping out of the periodicals for any mention of the browser tab, it really makes you feel Roottree family, who are one of the like a detective. Sheinman fans will immediately be at home as they fill in more notable dynasties in the USA. But you have to figure names on the family out the right search tree, with the game Determine who terms to locate each confirming your right answers and adding will inherit the cleverly buried clue, as reveal who beget more documents to the family fortune you who, and match faces evidence folder in dribs after a terrible to names, to advance and drabs. You spend plane crash the story. the whole game It’s difficult and looking at this family time-consuming, tree – which is so big but extremely satisfying, with an you’ll need scroll and zoom in and interface that lessens the drudgery by out – but also at your (essential) letting you pin your notebook to one in-game notebook, collected half of the screen. You pepper names documents and the ’90s internet. across the family tree and are If 90% of detective work is sitting intermittently rewarded with a in front of a computer, then this is sudden fade to black: a cue that one of the more authentic detective games. You’ll type search terms into a you’ve just set down three correct 88 NEED TO KNOW WHAT IS IT? A detective game in which you have to piece together a complex family tree EXPECT TO PAY Free DEVELOPER Jeremy Johnston PUBLISHER Jeremy Johnston REVIEWED ON Intel Core i7-10750H, 16GB RAM, Nvidia GeForce RTX 2060 MULTIPLAYER No LINK bit.ly/Roottrees identities. Now, you can get on with solving the rest. ROOT POINT In general, you’re left alone to simply get on with your sleuthing, but there are interruptions at specific milestones where the larger plot is moved along a little. It’s a riveting story, because the Roottree family is so interesting. You’ll come to know these characters intimately, thanks to their detailed histories but also the fictional photos that are sent to the documents folder. These were made using AI tool Midjourney, so the algorithm only knows which existing artwork they’ve been cobbled from, but they do help to breath a sense of life into the Roottree family. If you can forgive the AI artwork, this is an exceptional detective game that will likely consume your existence for several days. VERDICT You’ve always wanted to stare at a murder board, moving bits of string around, and this is the next best thing. 86
FREE GAMES REVIEWS BELOW: The best character by far is your beer-chugging, egg-scoffing boss. EVERY WITCH WAY Bubble, bubble, recoil and trouble in TOMMY GUN WITCHES I ’m not sure that I’ve seen lore used as a punchline before, but it’s a beautiful running gag in this urban fantasy where witches are real, and they wield submachine guns. Every titbit about the setting is delivered so matter-of-factly by the noir-style narration that it only highlights its inherent absurdity. NEED TO KNOW EXPECT TO PAY Free DEVELOPER Cosmic Void LINK bit.ly/TommyGunWitches Here we have witches that dress like Payday robbers, hiding the green skin of the witch from The Wizard of Oz. And they use Tommy guns because, well, I suspect because it makes for a catchy title. The urban fantasy of The Dresden Files has been mashed down into one half-hour game: a gorgeous, first-person adventure game where you interview suspects and solve simple puzzles across a modern city. You play as a sentinel, investigating the murder of a man in a hotel room. Which witch did the deed, and why did she leave her sacred mask and Tommy gun behind? The pixel art is sumptuous and suggestive of a whole city, while the dialogue plays it straight and manages to find the humanity in a setting that borders on parody. There are a few puzzles to solve, generally by combining inventory items and discovering where to use them, and for me they found the sweet spot where I was stumped a couple of times, but not long enough for me to resort to a walkthrough. My only complaint is that conversation feels a bit too streamlined, with no dialogue options to make and no variation in the ending, which resolves the story quite abruptly and with little player input. Still, this is a creative slice of urban fantasy from a developer adventure fans need to watch. 80 BELOW: There’s a believable sense of weight to the submersible. CRAFT WORK Driving a submersible in THE TWO RIVERS HYPOTHESIS T he Two Rivers Hypothesis is pure aesthetic and atmosphere, with little beneath that – but what aesthetic and atmosphere. It’s a game where you pilot a submersible around a dark and flooded facility, exploring tunnels until you discover the ending. But it’s not a simple case of pressing WASD and waggling the mouse around. No, it’s all mouse-driven, with on-screen buttons for moving the craft in the cardinal directions, going up and down and turning, as well as moving the camera. Controlling the craft is an exercise in mild frustration, then, that feels appropriate for the bulky thing you’re steering. It should feel cumbersome to explore this place, inciting fear as you blindly turn a corner and drive it down another pitch-black corridor. As you find your bearings, you’re assailed by emails that tell of the facility crew and their ultimate fates. Are you one of them? Are you trying to escape? Two Rivers is reluctant to reveal too many details. But the atmosphere as you explore the place – the mounting dread and sense of anticipation – is almost too much to bear, building to a crescendo before it abruptly cuts out. Assisting in that atmosphere is the flickery VHS filter, which is overused in the indie space but feels relatively fresh here. The effect adds a layer of authenticity that makes the dark, ponderous exploration all the scarier. Of course, in retrospect I realised that a lot of it was just in my imagination. It wouldn’t work a second time, because I know what’s here. Still, as an aid to feeling spooked, this is worth a look. 72 NEED TO KNOW EXPECT TO PAY Free DEVELOPER Grubwall LINK bit.ly/RiversHypothesis 89
THEY’RE BACK OLD GAMES REVISITED by Matthew Elliott BD-1 doing an impression of the gobby kid who insults you then calls his big cousin. FORCE FEEDBACK S STAR WARS JEDI: FALLEN ORDER is a stellar experience ometimes, it’s a single mechanic that makes you vibe with a game. The whomp of a crowbar in Half-Life. Grayson Hunt’s gigantic boot in Bulletstorm. In the case of Star Wars Jedi: Fallen Order, for me, it’s the simple act of illuminating dark places with your lightsaber. Forget using your phone; this is an elegant torch for a more civilised age. moments, like when it tells me to It’s one of many vague, ephemeral ‘Press [F] to use The Force’. feelings that Fallen Order gets right. One of the problems with Star Wars – and being a Star Wars fan – is that SITH DOWN it’s hard to quantify what makes a I even learn to love Cal, who’s piece of expanded universe media perhaps the least engaging Star Wars enjoyable. Rey exploring a crashed protagonist since Ezra Bridger at his Star Destroyer: cool as most insufferable. He’s shit. Rose and Finn so smooth he looks like He’s so riding cosmic a non-stick pan with donkeydogs: Force powers. Even in smooth he excruciatingly lame. I the sequel, Star Wars looks like a don’t know why. It Jedi: Survivor, you can non-stick just is. But so much tell there’s a featureless pan here captures the face lurking under the distant, unquantifiable beard, in the same way feeling of being Star you know when the foil Warsy. Show me a mangled, milk bottle lid is going to tear. Some Venator-class Star Destroyers and of the locations, too, fail to provide somehow I’m back in that same, the sort of crystallised mental images hopeful place I was seeing A New of Hoth and Dagobah. Take Bogano, Hope for the first time, or, more for example: a place that sounds relevantly, uncovering revelations in like the Star Wars equivalent of a Knights of the Old Republic. I can plus-size men’s fashion outlet. It’s a even forgive the game’s clumsier drab, strangely horizonless location; 90 NEED TO KNOW WHAT IS IT? Those Bits From Star Wars You Love But Can’t Quite Articulate: The Game EXPECT TO PAY £35 DEVELOPER Respawn Entertainment PUBLISHER EA REVIEWED ON Intel Core i7-7700, 16GB RAM, Nvidia GeForce GTX 1070 MULTIPLAYER No LINK store.steampowered. com/app/1172380/ STAR_WARS_Jedi_ Fallen_Order like someone set a game in postapocalyptic Norfolk. But as a first step into a larger world, it’s a tolerable way of preparing you for what comes next. And, if nothing else, you’ll be very glad to leave. These grumbles would drag Fallen Order into the murky underplaces of the trash compactor if the combat didn’t feel great. But thankfully, it sings. The beauty of lightsaber combat is recreated wonderfully, each thrum and spark designed to make me feel like I’m seven years old again. And, for a game about flashing around the most dangerous weapon in the galaxy, it’s surprisingly stern, at times echoing Sekiro’s kinetic, rhythmic challenge. There’s still plenty of space to menace hapless bucketheads – and shooting their own blaster bolts back at them never gets old – but you certainly get the sense Cal is a chipper padawan rather than seasoned master. VERDICT A planet-spanning adventure that’s only slightly hampered by Cal who resembles a magnolia wall. 77
THEY’RE BACK BELOW: It looks nice until you realise they’re smuggling rum . HAVANA LAUGH T Bananas and brutality in TROPICO 5 he Tropico games occupy a strange space in the strategy world. They’re bright, wry, and irreverent. They seem frivolous at first glance, like cookie clicker mobile games featuring banana republic dictators. But they’re underpinned by a deep knowledge of political systems and a bleak appraisal of human behaviour. NEED TO KNOW EXPECT TO PAY £17 DEVELOPER Haemimont Games PUBLISHER Kalypso Media Digital Tropico 5 is no different. At times it feels like it should be depressing, but it’s somehow not. You might start off with noble goals, but as soon as your premiership is threatened, your outlook changes. Because who’s going to bring peace, fairness, and prosperity to the people if you’re not in charge? You might want to use your power for good, you’ll eventually end up assassinating old ladies so they don’t threaten your progressive reforms. Power always corrupts. 75 BELOW: Ahh, stock take. A chance to kick back, relax, and… take stock. STOCK AND LOAD O The tone of the game is expertly summed up by little factoids that appear on the loading screens. Burmese dictator Ne Win, for example, apparently bathed in dolphin blood to restore his youth. The wink-and-smile approach to totalitarianism hides any real human cost, and that’s exactly the point. From your elevated position as El Presidente, you don’t see people, you see subjects. And the decisions you make become increasingly terrible, because you’re operating from a position of relative weakness against international muscle. Why not side with the Axis powers if it means casting off the yoke of colonialism? It serves Britain right for being a pompous, supercilious bully. It’s a simpler game than many of its prisoners, but the decisions you make remain deliciously complex. Order out of chaos in WILMOT’S WAREHOUSE ur final tenuous link to order is Wilmot’s Warehouse, a game that looks, at first glance, like playing a corrupted cartridge from a 1990s console. A migraine pretending to be a videogame. But it’s also so compelling it’ll make you want to organise not only your own underwear drawer, but your partner’s, too. At its simplest, it’s a game about a cheerful square, Wilmot, who gets deliveries of brightly coloured icons and has to arrange them in a warehouse with some semblance of order. But it’s also not that. At times it’s like a therapist is opening up your head and explaining, in great detail, why you never get anything done. As soon as you start batching items by type, you begin to understand which bits of your brain are broken. Of course the martinis go with the trumpets! Just like the magnets go with the soup. Before long you’re whispering long lines of unrelated words to yourself, like activation codes for a parochial British Winter Soldier. “Tambourine. Banana. Squiggly doodad. Umbrella. Smiley bear.” This feeling is amplified if you play Wilmot’s Warehouse with a friend. Not only do you have to work together to organise everything, but you soon see how differently you see the world. One man’s sleigh bell is another man’s brass knuckles. Trying to unify your collective approach in the face of ever more complicated deliveries is a compelling challenge. Yet despite the potential for chaos and arguments, Wilmot’s Warehouse is therapeutic. Perhaps it’s because it’s a fleeting opportunity to bring clarity to an chaotic world. 86 NEED TO KNOW EXPECT TO PAY £12.80 DEVELOPER Hollow Ponds PUBLISHER Finji 91

104 BUYER’S GUIDE Build a great gaming PC no matter your budget. 94 GROUP TEST Six new mainstream graphics cards reviewed and rated. 100 TECH REPORT Why have PC gaming graphics stopped improving quickly? 102 TECH TALES Misadventures in UnrealEd, 1998’s game dev gateway drug. 93
GROUP TEST MAINSTREAM GRAPHICS CARDS These entry-level and mid-range graphics cards are where the bulk of PC gamers spend their cash, but which are worth the money? By Jacob Ridley 94
HARDWARE Group Test T he most popular graphics card of a generation is rarely the best-performing. Instead it’s the one the most people can reasonably afford. The most popular cards, according to Steam’s monthly hardware survey, are the RTX 3060, GTX 1650, and GTX 1060. Unsurprising, but what’s somewhat more shocking is you have to look pretty far down the list to find any high-end GPUs noted at all. Nvidia and AMD sell higher volumes across the lower rungs of the GPU market. The so-called ‘mainstream’ cards. What constitutes a mainstream graphics card is a constantly shifting definition and not easily defined by price alone. In the early days of PC gaming, £399 was kingly money to spend on an add-in card, whereas nowadays that’s barely more than budget. Blame inflation, and try not to think about it too much. There are heaps of options available to the budding PC gamer with a reasonable amount to spend. At every conceivable budget between £250 and £600, there are multiple cards competing for your attention. That’s why I’ve grabbed one of each arguably mainstream card today – some more entry-level, some more mid-range – to help you decide on the best value for your rig. THERE ARE HEAPS OF OPTIONS AVAILABLE TO THE BUDDING PC GAMER 95
HARDWARE Group Test 1 2 3 Radeon RX 7800 XT GeForce RTX 4070 AMD £479 NVIDIA £579 Bang for your buck Power-savvy pick Look through the latest graphics card releases and you’ll find few really stand out for value for money. The RX 7800 XT is one of the good ones, however. It delivers frame rates loosely level with the RX 6800 XT and RTX 3080 for significantly less cash. The RX 7800 XT is a modern Radeon card in a couple of ways. For starters it’s constructed of chiplets, 5nm and 6nm chips, and is one of the first few graphics cards to ever do so. It also is built with AMD’s latest RDNA 3 architecture for top shader performance, and comes with 16GB of memory to ensure 1 you’re unlikely to run out while gaming. This card truly delivers excellent frame rates versus the RTX 4070 it’s ostensibly quite a lot cheaper than. For purely rasterised performance, this is the card to go for, especially now that AMD offers a suite of upscaling and frame generation technologies. AMD’s card does fall flat, however, once ray tracing is enabled, and there’s no denying Nvidia has the better software tech right now. VERDICT Beefy VRAM Often matches RTX 4070 Poor ray tracing performance Delivering a tantalising mix of RTX 3080-grade performance and high efficiency, the RTX 4070 is one of the more well-balanced GPUs of its generation. Even in the face of AMD’s cheaper option, the RTX 4070 is an attractive proposition, though that’s in some part thanks to the RTX 40-series’ secret sauce. The 4nm GPU humming away at the centre of the RTX 4070 maintains solid frame rates for 1440p. You can push it to 4K and expect decent results at times, too, which is surprising from a card that demands 200W. Though it loses points for only having 12GB of 2 GDDR6X memory – we’d like more for the money. The RTX 4070 does score bonus points for DLSS and frame generation support, courtesy of the Ada Lovelace architecture. These features can help take the edge off rendering a game like Alan Wake 2, which is one of the finer examples of what Nvidia’s 40-series generation can do. The RTX 4070 also trumps AMD’s alternative when it comes to ray tracing. VERDICT Excellent efficiency RTX 40-series features Not quite cheap enough SPECS ARCHITECTURE: RDNA 3 / TRANSISTORS: 28.1B / VRAM: 16GB GDDR6 / MEMORY SPEED: 19.5 GBPS / SPECS ARCHITECTURE: ADA LOVELACE / TRANSISTORS: 35.8B / VRAM: 12GB GDDR6X / MEMORY SPEED: 21 GBPS / MEMORY BUS: 256-BIT / TBP: 263W MEMORY BUS: 192-BIT / TBP: 200W 96
4 COMPACT, LOW-POWER, AND GENERALLY QUICKER THAN AN RTX 3060 GROUP TEST GeForce RTX 4060 Ti GeForce RTX 4060 NVIDIA £389 NVIDIA £289 Surface level In disguise Considering how the RTX 3060 Ti was my favourite graphics card of the RTX 30-series generation, you’d expect me to be similarly pumped for its replacement. Alas, the RTX 4060 Ti isn’t quite the diamond in the rough the RTX 3060 Ti once was. The RTX 4060 Ti actually offers fewer CUDA cores than an RTX 3060 Ti. Moreover, it has fewer RT cores, Tensor cores, and ROPs. It even has half the memory bus width. For those reductions, it is surprisingly the faster card in our benchmarks. But how is that possible? That’s achieved through a larger L2 3 cache, at 32MB to 4MB, and running the GPU nearly 1GHz faster. From framerates alone you can make the case for the RTX 4060 Ti as a mid-range GPU worth sticking inside a gaming PC. It’s far from sluggish. My issue is that it doesn’t look like much of a generational improvement over the RTX 30-series, and the more you pry into its silicon the more apparent that becomes. At least it’s the same price – a small silver lining? VERDICT Faster than a 3060 Ti Just don’t look at the specs 160W TGP Aimed squarely at the 1080p gaming crowd, the RTX 4060 is the cheapest way to score an RTX 40-series graphics card on desktop. It’s also the cheapest way to score frame generation and DLSS 3. This card is compact, low-power, and generally quicker than an RTX 3060. At 115W, it’s massively more efficient than the 170W card it ostensibly replaces, too. So it’s a major upgrade? Not so fast. The RTX 4060 comes with just 8GB of GDDR6 memory, a reduction on the maximum 12GB configuration on the RTX 3060. Also a smaller memory 4 bus, and fewer CUDA cores, RT cores, and Tensor cores. It does partially make up for those deficiencies with a healthy cache and clock boost, but nevertheless feels like less card. The RTX 4060 benefits from a lower price tag than the RTX 3060 at launch, which helps to partially mitigate the reductions seen across key specs. Though there’s no shaking the feeling it looks more like an RTX 4050 in ways rather than an RTX 4060. VERDICT Faster than a 3060 Barely over 100W Unimpressive silicon SPECS ARCHITECTURE: ADA LOVELACE / TRANSISTORS: 22.9B / VRAM: 8GB GDDR6 / MEMORY SPEED: 18 GBPS / SPECS ARCHITECTURE: ADA LOVELACE / TRANSISTORS: 22.9B / VRAM: 8GB GDDR6 / MEMORY SPEED: 17 GBPS / MEMORY BUS: 128-BIT / TBP: 160W MEMORY BUS: 128-BIT / TBP: 115W 97
HARDWARE Group Test 6 3 THIS INTEL CARD REPRESENTS THE HIGH-END OF THE ALCHEMIST ARC LINEUP 98
HARDWARE Group Test 5 BENCHMARKS 3DMark Time Spy Extreme performance graph (‘GPU Index score’ values) RX 7800 XT 8,953 RTX 4070 8,573 RTX 4060 Ti 6,296 RTX 4060 4,930 RX 7600 4,993 Arc A770 6,484* *Intel Arc GPUs tend to skew higher in 3DMark synthetic benchmarks compared to in-game performance. Radeon RX 7600 Arc A770 AMD £260 INTEL £340 Affordable, unexciting Still truckin’ There’s not a great deal of competition at the very budget end of the graphics card market. At the tail-end of the last generation, you had AMD, Nvidia, and Intel all battling it out with fairly reasonably priced cards, but nowadays it’s only really AMD offering anything new under the £299 mark. It’s a good thing AMD does offer the RX 7600 at this sort of budget-friendly price tag, otherwise we’d be in a really sticky situation. The bad news is that AMD’s RX 7600 isn’t an entirely exciting GPU. It’s a resolutely 1080p graphics card with 8GB of GDDR6 memory, 5 and it doesn’t make waves in benchmarking. Perhaps I’m being too mean about this little card. It’s compact, runs modern games just fine, and offers a modern architecture at a price where Nvidia doesn’t bother to tread. For that, it’s certainly got its place in the market. Though it’d have been great to see something really set the budget GPU world on fire – the RX 7600 doesn’t do that, at least not at the price it’s selling for today. VERDICT Reliable performance Relatively high power Quite boring Intel is still around in the budget graphics card game with the same first-generation product it released back in late 2022. There’s no sign of Battlemage, the second-generation Arc GPUs, though we’re expecting some movement early next year. This Intel card represents the high-end of the Alchemist Arc lineup. As such, it’s practically beefy in some regards next to the other cheaper cards in this test. The 16GB of memory is matched only by the RX 7800 XT, and the 256-bit memory bus and 225W TBP both speak to a high performing card. Unfortunately, 6 that’s not always the case, as driver issues are still a common enough occurrence on Arc despite Intel pumping out improvements. The good news is that Intel hasn’t been afraid to drop the price of the A770 in light of fresh competition. Often under MSRP, this card should only be considered with a discount. Though word of warning: if you want to play older games or you can’t enable resizable BAR, look elsewhere. VERDICT Overkill, in ways Regular driver updates Regular driver issues SPECS ARCHITECTURE: RDNA 3 / TRANSISTORS: 13.3B / VRAM: 8GB GDDR6 / MEMORY SPEED: 18 GBPS / MEMORY SPECS ARCHITECTURE: ALCHEMIST / TRANSISTORS: 21.7B / VRAM: 16GB GDDR6 / MEMORY SPEED: 16 GBPS / BUS: 128-BIT / TBP: 165W MEMORY BUS: 256-BIT / TBP: 225W 99
T EC H REP O RT Lumen and Nanite-powered titles like Robocop: Rogue City offer a glimpse at what’s to come for PC visuals. YOU’VE BEEN FRAMED R Graphics have stopped improving. Why? ecently our heads have been gently vibrating with the tremendous possibilities of DLSS 3 and path tracing. We’ve been imagining the impossibly vivid worlds we’ll soon be prancing about in, rubbing our eyes in theatrical disbelief at what we’re seeing. What a time to be a PC gamer, and an owner of a GPU that costs north of a grand. Thing is: games have looked pretty much the same for the last four years. The last big innovation in PC graphics was ray tracing, an advanced light-behaviour simulation that promised us movie-grade CG visuals in real-time graphics engines. What we got in reality were some cool puddles and car bonnets that utterly tanked our frame rate. But that’s OK now, because we’ve got DLSS. It supersamples frames using deep learning AI data, interpreted by the Turing cores on your Nvidia GPU, leading to sharper images at lower than native resolutions. It even generates frames since DLSS hit version 3. Now, snarkiness aside, that is actually great. The AI-powered tech might have looked like somebody smeared your monitor with Vaseline when it was first implemented, but it’s much more useful now. Downsampled images look a bit closer to native resolutions, and who doesn’t like extra frames? Snooker commentators, probably. And only them. 100 But as nice as those new technologies are, they don’t actually make games look better. Specifically, they don’t raise the ceiling of visual fidelity in the same way that tessellation did when DirectX 11 brought it in. They just make it a bit easier for us to run games at close to their max graphics presets. As a result, we’re not seeing the same heart-thumping leaps forwards in 3D graphics. Ray tracing and its slightly more highfalutin cousin path tracing have worked wonders to remaster older titles like Quake II and Portal, but they’re also really resource-hungry. So if you’re making a multiplatform game, it doesn’t make much sense to burn through tons of budget to push ray tracing implementation on the PC version alone, for a subset of your audience who can actually afford to enable those effects. Unreal Engine 5 gives us a glimmer of what the future might look like, and developers have released tech demos that do look years ahead of mainstream graphics. But it’s a similar story with UE5 and ray tracing, both offering a higher fidelity ceiling that only a small portion of the end users can enjoy. All of which is to say, PC graphics don’t seem to be getting observably much better. Cyberpunk 2077 released four calendar years ago. If a new game released tomorrow with the exact same visual fidelity, we’d be proclaiming its beauty. That tells us something about the pace things are moving along at. That sensation’s amplified when you take a longer view of PC gaming. The ’90s and ’00s were a famously iterative Duke’s demise The best illustration of how quickly fidelity once moved in PC gaming is Duke Nukem Forever. It wasn’t that 3D Realms just kept forgetting to finish it. When development began in 1997, Forever was going to be a Build Engine shooter akin to Duke Nukem 3D. But by Christmas ’98 when it was scheduled to launch, Unreal and Half-Life had changed the landscape. Their polygonal 3D visuals made Duke look outdated by comparison. Thus began decades of starting again in a new game engine.
HARDWARE Tech Report FAR LEFT: At least you can count on Remedy to go hard on visuals every game. Take a bow, Alan Wake 2. LEFT: Exhibit B: Half Life 2 from 2004, royally showing up 2001’s best graphics. I M M O R TA L P I X E L S CRYSIS Crytek purposely integrated techniques that 2007’s cards couldn’t handle, but later generations could. Four games that keep looking better every year CYBERPUNK 2077 It mainly looks better now because it’s running faster than flip-book speed, but DLSS 3 has helped Night City out. period that saw videogame graphics motored along by constant tech breakthroughs and an ever-growing audience to fund it all. Return to Castle Wolfenstein and Half-Life 2, two games revered for their scarcely believable visuals in their respective eras, released within three years of each other. Think about that: in a shorter period than Cyberpunk’s release to the present day, we went from marvelling at bullet decals in the Quake III engine’s finest castle wall textures to exploring City 17. Our eye for detail has definitely refined in recent years to compensate for the slowdown, though. We appreciate the difference between shadow techniques and antialiasing methods, native and upscaled rendering resolutions, and we’re trained to scan every reflective surface in a scene and appraise the ray tracing happening within them. That’s a beneficial evolution for PC gamers, too – we can actually see the differences between graphics presets and appreciate some of the hard work and ingenuity developers have used to make scenes look gorgeous while using as few resources as possible. But nobody needed to tell us what Half-Life 2 was doing differently to Return to Castle Wolfenstein. Nobody needed to zoom in or slow down the gameplay footage to notice the differences. How did we get here? Two reasons: console wars and Moore’s law. Even before PC gaming hit mainstream popularity, console manufacturers fought each other for market share using better graphics as their primary weapon. And that made all the sense in the world when the pace of tech innovation meant that Nintendo could release the NES, SNES and N64 within just over a decade. You looked at a GTA V Rockstar’s cunning art direction has let Los Santos age better than Rob Lowe. Still looks spectacular after eight years. THE WITCHER 3 Another 2015 alumnus that never seems to date. Super-high texture resolutions for the time have kept it looking sharp. 16-bit game versus your 8-bit trash and you knew you had to buy the new thing. INTERNALISED MINDSET The game industry internalised that mindset decades ago and hasn’t truly left it behind – even after Moore’s law broke and it stopped making sense to try. Manufacturers have been struggling to make transistors any more dense for around a decade now. Computing power isn’t doubling every two years any more and developers don’t have increased power to work with in order to achieve better graphics. To make games like Alan Wake 2 look as sumptuous as they do, they need to find workarounds, efficiencies, optimisations. And that takes time and money. A lot of it. We still expect games to keep looking better, because better visuals has been the killer feature we’ve been sold games and systems on for decades past. But we no longer have the same rate of increase in computer speeds to power it. So developers have to do their best, sometimes at the cost of focusing on gameplay depth or innovation. Looping back to 2024’s exciting buzzwords, then, a technology like DLSS takes on newfound significance. It’s not making games look better per se, but it is offering a solution to the computing speed slowdown. In a way, it’s circumnavigating Moore’s law. In a PC gaming landscape where the majority of players own DLSS 3-capable GPUs, developers finally find that extra juice to work with, a breakthrough that empowers them to push graphics further in the knowledge that their audience can enjoy the results. HOW DID WE GET HERE? TWO REASONS: CONSOLE WARS AND MOORE’S LAW Phil Iwaniuk 101
HARDWARE Tech Tales T E C H TA L E S ANOTHER LEVEL R Misadventures in UNREALED, 1998’s game dev gateway drug ecruitment into game development is a many-tentacled thing in 2023. You might decide to study a degree in one of its specific disciplines, or enrol in the university of YouTube and have a crack at some amateur projects with a view to building up your portfolio. There are masterclasses with legendary industry figures. There are internships and game jams. In 1998, there was UnrealEd. Bundled in with Epic Megagames’ scandalously pretty first-person shooter were all the creation tools Cliff and the gang used to make the game. Just there on the disc. For free. For many of us at the time, that was an offer we couldn’t refuse. For many of us who were also 12 years old and idiots, UnrealEd proved an utterly baffling foray into a scary world we hadn’t previously considered. Spend an hour looking into that white box of a new project, trying to make wireframes, textures, anything appear, and you very gain an appreciation for the people who put games together. It’s incredible to think that many of today’s experienced game developers started in this same place, because in ’98 there was absolutely no hand-holding. Indeed, after the first time I loaded Unreal Editor and tried to make sense of it was a catastrophe. I opened a new project, expecting to find an interactive tutorial and all manner of exciting tools to play with. Instead I found four empty panels. I clicked on one of them. Nothing happened. I clicked again. Nothing happened. An hour passed in similar fashion. I closed the program. It was PC Gamer magazine that coaxed me back. A few months after Unreal came out it ran a step-by-step guide to making your first level in these hallowed pages, designed to be as buffoon-proof as possible. In the absence of an internet connection, that feature was my alpha and omega of information. If it wasn’t written down in the slightly dog-eared pages of that magazine, that was the end of the line. I’d either have to intuit a solution using my innate computing brilliance, or give up and go and eat a packet of Golden Wonder. Thanks to that guide, I at least started to understand the panels and menus I was looking at. UnrealEd is arranged into several ‘viewports’ – a 3D first-person view, a wireframe of the level from above, front and side. You click and drag the mouse to navigate around, then use the menus to populate your level with geometry, textures and actors. Twelve-yearold Phil was captivated by the idea of using actors in a level editor, and subsequently less enthused to learn that ‘actors’ in Unreal Editor really means ‘objects of any kind’. WE UNDERSTOOD THAT GAMES HAD A PERFORMANCE CEILING KEEPING IT UNREAL UNREAL TOURNAMENT 1999 Well this one makes sense. An innovative online-focused take on first-person shooter with surprisingly good netcode for ’99. 102 A SIMPLE PROJECT The level that the guide was instructing me to build wouldn’t have given Warren Spector any sleepless nights. It was a corridor leading to a room with a light in it, a simple project that taught the basics so that we might go forth and use those basics to craft wondrous new experiences culling the Skaarj. Some young enthusiasts no doubt did exactly that, finding their place in the world as creators of virtual experiences. Most of us didn’t do that. We realised we were better at playing the games than making them, but even the most rudimentary attempt at making them had changed the way we looked at the medium. Permanently. For the first time, we understood that games had a performance ceiling, imposed by the hardware of the time. There were limits to the geometry, the texture resolution and the number of actors, because we had limited hardware resources to spend on it all and we could see those resources depleting as we added more. Huh. So this game development stuff is actually about being smart and efficient, not just dreaming up cool gameplay passages. The biggest revelation about it all was that I didn’t need any specialised hardware to make a game. Here was the Four games built in the original Unreal Engine DEUS EX 2000 Warren Spector’s Ion Storm found incredible gameplay versatility within an engine designed for straightforward shooters. CLIVE BARKER’S UNDYING 2001 EA’s horror game had loads of presentational tricks to deliver the scary. XCOM ENFORCER 2001 A shooter set in the XCOM universe that proved you can throw a good licence and engine at a game and still make something forgettable. PHIL IWANIUK Phil Iwaniuk is excited to share more news on Room With a Light: Remastered as we get closer to its 2041 release window. Insiders say it’s likely to be delayed.
creation kit that Epic had used to make Unreal, running on my Pentium II and Voodoo 2. The barrier for entry into game development was the exact same as the barrier for playing the game. Regardless of how we Unreal Editor inductees fared individually, we all internalised that much. Game development was right there at our fingertips, sometimes even bundled in with the games we bought. All we had to do was figure out how to build something worth playing. Half-Life followed suit several months later in winter ’98, bundling the Worldcraft creation toolkit on the disc with the game. If anything it was even more impenetrable, but nonetheless it spawned a huge variety a mods. Important, industry-changing mods like Counter-Strike, Team Fortress Classic, and They Hunger. So as most of us who bought Unreal and Half-Life at the time look back and consider those bundled toolkits irrelevant extras, we should remember that in fact, they were every bit as seismic as the games they shared a disc with. BELOW: Not a lot about this made sense if you weren’t already a game developer. Phil Iwaniuk 103
YOUR NEXT PC BUYER’S GUIDE Build the best PC for your budget BUDGET ADVANCED MID-RANGE KEY Budget build Mid-range build Advanced build PC gaming is for everyone. Pick these parts if you want to build a new, well-rounded PC for a good price. You want to run every new game at 1080p 60fps. This recommended build will see you through. You’re looking for the best PC on the market and superior components. But you still want to spend smart. 104
HARDWARE MOTHERBOARD PROCESSOR MEMORY T-Force Vulkan Z 16GB POWER SUPPLY Pure Power 12 M 550W SSD WD Black SN770 500GB HDD WD Blue 1TB 7200rpm CASE EN NEW TR Y COOLER Laminar RM1 (included with CPU) Zauron DISPLAY Nvidia £290 One of the cheaper ways to score Nvidia’s latest gaming architecture and DLSS 3 support. Mobiuz EX240 KEYBOARD T O TA L £1,050 GeForce RTX 4060 KM250 RGB MOUSE Enjoy 1080p gaming without breaking the bank Core i5 13400F Intel £199 Intel’s added four more cores to its entry-level Core i5 and it’s become even more fantastic value. ASRock £112 This is as cheap as we want to go while still offering room for expansion and upgrades down the line. G203 HEADSET BUDGET BUILD B660M Pro RS GRAPHICS CARD Buyer’s Guide HS55 Stereo Intel Free There’s room for an upgrade here, but on a budget the included CPU cooler will work just fine. Teamgroup £40 Goodbye 8GB, hello 16GB of speedy DDR4-3200. Be Quiet! £91 We have to run a 550W PSU for the RTX 4060, as per Nvidia’s recommendations. Western Digital £41 It’s finally time to ditch SATA and go for an NVMe drive even in a budget machine such as this. Western Digital £38 (not in budget) You don’t need a HDD, so feel free to cut this to save cash (we don’t budget it), but one sure helps if you’re a virtual hoarder. Aerocool £32 This Aerocool will let your components breathe and has space for further expansion and cooling. BenQ £132 You can get an excellent gaming monitor for not a huge sum of cash nowadays, and this BenQ is our favourite on a budget. G.Skill £49 It’s actually mind blowing what you can pick up for this little cash: A hot-swappable mechanical board that looks lovely. Logitech £24 A classic shape delivered in a sleek shell, this mouse fits all hand sizes and grips. Corsair £40 CorsaIr’s budget cans are comfy and have a surprisingly excellent microphone for the money. 105
HARDWARE 106 MOTHERBOARD GRAPHICS CARD RX 7700 XT COOLER Laminar RM1 (included with CPU) MEMORY Vengeance LPX 16GB DDR4-3200 POWER SUPPLY Pure Power 12 M 650W SSD WD Black SN770 1TB HDD WD Blue 1TB 7200rpm CASE H7 DISPLAY S2722DGM KEYBOARD T O TA L £1,553 Intel £199 Yes, this is the same CPU as the budget build. It’s simply too good value to miss and perfect for high fps gaming. KM250 RGB MOUSE Our recommended build for playing the latest games Core i5 13400F MSI £177 This MSI board delivers everything we need in a compact package and allows us to use much cheaper DDR4 memory. DeathAdder V2 HEADSET MID-RANGE BUILD B660M Mortar WiFi PROCESSOR Buyer’s Guide Blackshark V2 AMD £430 If you can spare the extra cash, the RX 7800 XT is a tantalising upgrade. Nevertheless, we’ll opt for AMD’s cheaper card. Intel Free Intel bundles a redesigned CPU cooler with some 13th Gen processors. This little chip chiller will serve us well for a while Corsair £36 With plenty of capacity at 16GB, this unembellished memory has everything you need for gaming and more. Be Quiet! £107 This larger Be Quiet! PSU offers a stable platform with modern PCIe 5.0 connectivity. Western Digital £63 There are faster PCIe 4.0 drives, but this is the best value for money SSD around. Western Digital £38 (not in budget) Just like in the budget build, this HDD isn’t strictly necessary or in the costing, but it’s nice to have plenty of extra space. NZXT £100 It’s very clever of NZXT to design such an easy PC case to build into, and make it look so gorgeous too. Dell £260 With a snappy 165Hz refresh rate and a 1440p resolution, this Dell is an enviable blend of monitor performance. G0.Skill £49 You could spend more for a full-size gaming keyboard, but this G.Skill will certainly suffice for most gamers. Razer £47 Tried and tested, this Razer mouse is a superb companion for competitive gaming without breaking the bank. Razer £85 The Blackshark V2 offers up some killer audio quality to rival the greats. And at a reasonable price too.
HARDWARE MOTHERBOARD PROCESSOR GRAPHICS CARD COOLER Kraken X63 MEMORY Trident Z5 RGB (2x16GB) POWER SUPPLY Prime TX-1000 BOOT DRIVE WD Black SN850X 2TB DATA DRIVE NM790 4TB CASE 5000D DISPLAY T O TA L £5,393 GeForce RTX 4090 34 QD-OLED (AW3423DWF) KEYBOARD Go above and beyond with a PC powerful enough to end worlds Ryzen 9 7950X3D ROG Azoth MOUSE ADVANCED BUILD MEG X670E Ace G502 Lightspeed HEADSET Buyer’s Guide Arctis 7 Wireless MSI £715 There are cheaper X670 boards than this, but we’re going extreme and this is one of the most fully featured around. AMD £669 AMD’s 3D stacked chips are awesome for gaming, thanks to heaps of cache. This Ryzen 9 is the best of the bunch Nvidia £1,500 The RTX 4090 is immense, in every way. The performance it offers is unmatched by any GPU out there. NZXT £155 One of the most stunning AIO coolers rebuilt with an updated pump, though you’ll have to request an AM5 bracket for AMD compatibility. G.Skill £118 This is a new memory standard for a new era of memory speed. DDR5 is blisteringly and fantastically quick. Seasonic £340 An ATX 3.0 PSU would also be good here, but we’ve tested this Seasonic and know it’s worthy of such a build. Western Digital £110 You could drop in a PCIe 5.0 SSD into this build, but it’s even too overkill for us right now. The SN850X is a superb PCIe 4.0 drive. Lexar £189 With 4TB of storage, it’s going to take one seriously big Steam library to get anywhere close to filling this drive up. Corsair £140 We swear this stylish mid-tower is bigger on the inside. It’s the PC equivalent of the TARDIS. Alienware £929 You could be much more sensible on your screen than this. For this build, however, we only want the best. Asus £250 This keyboard’s secret? Lubed switches. Don’t knock it until you’ve tried it. It’s also wireless and very well made. Logitech £120 With a lengthy battery life and a phenomenal sensor to keep you gaming at your best, the G502 is undoubtedly one of the finest. SteelSeries £158 If you’ve settled on a wireless keyboard and mouse, the last thing you want is a pesky cable to your headset. 107
CONTINUED ADVENTURES IN GAMING “Two wolves ran out of some trees and killed me almost instantly” My harrowing first nights in the surprisingly cruel world of LEGO FORTNITE ith its cheerful, kid-friendly looks and the trend of survival games being a bit more forgiving these days, I figured Fortnite’s new Lego survival mode would be a fun crafting sandbox where you bonk monsters on the head with swords and grab their loot. W I was wrong. Lego Fortnite does not pull its punches. You know how your first full in-game day of Minecraft can wind up being a harrowing survival experience? It’s almost the same here. I spawned alone, though into a shared world – a nice feature of Lego Fortnite is once someone has given you their world key, you can play in their world even if they’re not online. Morgan and Tyler W had played a bit already, but were both working (like suckers) when I started. I could see 108 CHRISTOPHER LIVINGSTON THIS MONTH Was saved from the Lego afterlife by a wandering catgirl. ALSO PLAYED Icarus, GTA Online, Balatro demo on the map where they’d built a little settlement, but the game wasn’t kind enough to spawn me there, where a tutorial-giving NPC had instructed them on crafting basics. Instead, it dropped me on almost entirely the opposite side of the map. I started running toward the village, gathering sticks, stones and berries along the way. Then I died. Two wolves ran out of some trees and killed me almost instantly. I also learned that when you die, you lose all of your stuff and have to travel to your dropped backpack to get it. TOP: The promised land: a few sloppily-built shacks. Losing 100% of your stuff upon dying? What is this, DayZ? After I’d gotten my stuff back, an angry boulder popped out of the ground and ran me over, and while I was fleeing from it a couple of spiders jumped on my face. Dead again, so I had to make another run to get my tiny collection of junk. This time a little gang of Lego men ran from some castle ruins and beat me to death. What the hell, Lego game? By the time I’d built a workbench and a shelter to keep the rain off it – I have no earthly idea why, but you can’t use workbenches in the rain – night had fallen, which meant that DEAD AGAIN, SO I HAD TO MAKE ANOTHER RUN TO GET MY TINY COLLECTION OF JUNK
N O W P L AY I N G THE GAMES WE LOVE RIGHT NOW SIGIL II is hard-asnails tough. My hero! “Its soundtrack by Thorr is incredible” Ripping and tearing in SIGIL II ROBERT JONES THIS MONTH Chainsawed a Cyberdemon. Died horribly. ALSO PLAYED Crysis, Max Payne 3 skeletons began popping out of the ground literally everywhere. Dead again, and this time I respawned even further from the town. A SAVIOUR APPEARS I set off one more time, prepared to face death yet again, but just before night fell I finally happened upon a tiny bit of luck: I met an NPC catgirl named Tabby. As we chatted, I was delighted to see that Tabby had a sword and not just a wooden pickaxe. She quickly thrashed an incoming skellie, so I invited her to explore with me, which meant that for the rest of the night I ran around in circles while she fought off skeletons, spiders and wolves, protecting me all the way to Morgan and Tyler’s village. I’ve now built a little house for me and Tabby, crafted a proper sword of my own, and I’m protected by several friendly NPC villagers who swarm over any skeletons stupid enough to try invading. But, yeah, I had a surprisingly tough beginner experience with Lego Fortnite! That’s not a bad thing: It’s always satisfying to overcome the early challenges of a survival game, I just wasn’t expecting there to be quite so many of them in a Lego game. deliver chainsaw death to the demon horde, all the while dodging incessant gunfire, balls of fire and flying, shrieking, flaming skulls. Oh, and did I mention I’m doing this in hell, with lava and poisonfilled pits all around? This is John Romero’s SIGIL II, the hard-asnails unofficial sixth episode for Doom, and it’s simply awesome. I As someone who played the OG Doom when it released, I played and loved Romero’s first return to making full episodes for the game that made him, John Carmack, and the rest of the id Software team development legends back in the 1990s, with the original SIGIL released back in 2019 dramatically rekindling the original Doom fires. And there was no better fire stoker than Romero, who always brought an extra level of Doom Guy inferno to the legendary FPS. SIGIL II builds on SIGIL by taking everything up to an even more metal, insane level. If you thought you needed to rip and tear to the maximum in SIGIL then think again, as this episode really is the most devious, hellishly hard and brutally satisfying episode of Doom ever made. And its soundtrack by Thorr is just incredible. ICON OF SIN SIGIL II’s levels are something to behold, a hybrid of the human and hell worlds, and vary dramatically in size and complexity. Romero clearly loves to surprise gamers and keep them on their toes, as there is a subversion here, a twisted, warpedness to how levels flow and how enemies appear and attack that is fresh and adrenaline inducing. It’s clear that, despite Romero very carefully building SIGIL II as an extension to the original Doom, the master level designer has elevated his craft to a new plane, all the while maintaining that made-in-the-1990s feel. A good example of this is how Romero introduces extra levels of verticality within these levels, or shootable Baphomet eyes that allow progress or unlock secrets. But it’s the synergy of the whole experience that reminds just how groundbreaking the original Doom was. In SIGIL II, with heavy metal blazing in your ears, a shotgun in your hands, the armies of hell encircling you, FPS nirvana is attained. 109
N O W P L AY I N G THE GAMES WE LOVE RIGHT NOW “Rogues can be tanks. Mages can be healers. Nothing’s off the table” SEASON OF DISCOVERY’s been just weird enough to hook me played World of Warcraft vanilla back in the day – before any expansions came out – and I was bad at it. I was a human rogue with ‘leet’ in his name, and I somehow levelled into my mid-40s without even touching poisons. In my defence, I was 12 years old at the time. I Ultimately, I was too much of a noob to really get it. Before WoW Classic happened I dipped my toes into private servers, and I didn’t really get it as an adult either. WoW Classic – as Folding Ideas’ Dan Olson puts it – isn’t actually that hard, at least, not in the classical sense. It’s a game where patience and foreknowledge trump mechanical skill. The appeal for try-hard guilds lies in going back to the game armed with a ton of knowledge and cleaning house. It’s like using a time machine to travel to the past, then defeating a renowned swordsman because you know how to make a gun. As an adult, I enjoy games that challenge my muscle memory – learning bosses in Sekiro or perfecting a challenging rotation in HARVEY RANDALL THIS MONTH Broke a lobster man out of ice jail with three strangers. ALSO PLAYED Lords of the Fallen, Remnant 2 FFXIV. Vanilla WoW doesn’t push those same buttons, so it was a fun nostalgia trip, nothing more. One thing I did miss, though, was this sense of going on an adventure. ADVENTURE, QUEST WoW and its modern contemporaries aren’t designed around patience anymore, which means an emergent adventure isn’t really in the cards. This sense of exploration was dented by WoW Classic, too – it’s a “solved game”. In vanilla WoW, it took 156 days for a guild to take down Ragnaros. In WoW Classic, it took six. MY SHAMAN HAD TO TEAM UP WITH THREE OTHER BUDS TO FLAME-SHOCK A MAKURA Enter Season of Discovery, WoW Classic’s weirdest experiment. It manages to shake off the shackles of knowledge by saying, “No changes? We’re going to make all the changes.” The max level cap for this season is 25, and all classes have new ‘runes’ which shake up the meta. Rogues and Shamans can be tanks. Mages can be healers. Nothing’s off the table. What’s more, these runes have to be gathered by going on quests – not those ‘kill five boars’ quests you’re used to, but actual, genuine quests, most of which don’t appear in your quest log. They’re weird and demanding in a way modern MMOs can’t be any more. For example, to unlock an AoE fire spell that let me tank, my Shaman had to team up with three other buds to flame-shock a Makura out of a block of ice. Some were your more typical questlines, sure, but you mostly just get to go on adventures. Now, everyone has something in common with my 12-year-old self: nobody has any idea what they’re doing. There are mods to help, but the player base is figuring this stuff out together. And you know what? It actually rules. FAR LEFT: While getting this screenshot, I helped four other Shamans get their rune. Pay it forward. BELOW: Waitin’ at the crossroads. 110
EXTRA LIFE NOW PLAYING I UPDATE I MOD SPOTLIGHT I HOW TO I DIARY I WHY I LOVE I REINSTALL I MUST PLAY Ignore the signs, nothing is safe. “Pushes me to beat every level without taking a scratch” Is there anything cooler than a Ghostrunner? Yes, it’s GHOSTRUNNER 2 he Ghostrunner series of games are as cool as they come. The futuristic cyberpunk megastructures. The slick first-person combat. The dynamite synthwave beats that fuel every jump, slide and/or wall run. The cyber-assassin protagonist who wields a katana. Even the name itself, Ghostrunner, is ridiculously cool. It immediately offers intrigue. T Developed by Polish studio One More Level, the original debuted in 2020 and did reasonably well in terms of sales at 2.5 million units sold globally. While it was great to see a Best Action Game nomination for Ghostrunner 2 at The Game Awards 2023, in a way I still think it’s quite overlooked by general audiences. It’s essentially Blade Runner meets Mirror’s Edge for anyone looking in from afar, something that you would think would be able to grab the general consumer in an age where Cyberpunk 2077 is mainstream. Having spent over half a dozen M AT T P OSK IT T THIS MONTH Parkouring my way through a futuristic dystopian cit. ALSO PLAYED Fortnite, Starfield hours in the sequel, I’m impressed by its extensive combat improvements, new additions – like a flashy Kawasaki-inspired motorbike – and refined gameplay. For one, the controls have seen an overhaul – a risky move when precision is key to its overall flow. It took me a bit of time to get used to the new layout, first baulking at the change within the opening minutes. It was only when my arsenal expanded it became clear this was a smart move. AHRIMAN LEAPS BACK ONLY TO THROW RED WAVES TO TEAR ME APART INCH BY INCH PERFECTION With its one-hit, one-kill, do-or-die structure, every move needs to be pulled off to perfection to proceed. Sure, checkpoints exist. And trust me, I’m glad they do considering the death count racked up. But where’s the fun in that? Ghostunner pushes me to beat every level without taking a scratch. The feeling of defeating Ahriman the Destroyer, the first boss fight encountered, in one sweet, smooth run is up there with the same satisfaction as a Souls-like boss. Starting on a free-standing platform, Ahriman leaps back only to throw red blistering waves ready to tear me apart inch by inch, before then trying to circle behind for a fatal blow. I’m having none of this, slashing away his health meter until a good quarter is removed. I’m then kicked back into the darkness – is this the end? No! I’m saved just in the nick of time by a mysterious soldier who provides a grapple opportunity, catapulting me back to the battle. A few minutes on, I’ve been able to whittle away Ahriman’s health and finish the fight for good. Victory! 111
U P D AT E WHAT’S NEW IN THE BIGGEST GAMES METAL GEAR SOLID MASTER COLLECTION VOLUME 1 Modders are fixing Konami’s underbaked, underloved MGS ports. By Joshua Wolens h, Metal Gear. For years, this series felt like the missing jewel in PC gaming’s crown, an absent masterpiece that had me pondering a PS3 purchase once every five months or so. Now most of it is finally here, but in such a subpar state that, frankly, I’m still eyeing that PS3. O Between audio issues, speed issues, controls seemingly designed by people who have only ever had the concept of a keyboard loosely described to them, and internal resolutions that range from 240p (for MGS 1) and 720p (for the “HD” versions of MGS 2 and 3), the Metal Gear Solid Master Collection leaves a lot to be desired. Credit where it’s due, Konami has been patching the games since they hit Steam in late October, but will they ever be what they should be? Probably not. Or at least, not because of Konami. But the studio has been doing some work, not least of which was fixing the absolutely haywire DLC system the games shipped with. The original, laudable vision for the Master Collection was to allow players to download basically every extant version of each game in the set: you would be able to download both the Japanese and English versions of MGS 2 and 3, as well as the different regional versions of MGS 1, via a Download section in each game’s launcher. That was the plan. In reality, trying to download that stuff on PC just meant the game in question tried to fire up a nonexistent Steam page, leaving players with no actual way to download those extra editions. Worse, it meant that many players only had access to the PAL versions of MGS 1, which were tuned to run on old-fashioned 50Hz screens and ran at 25fps. 112 NEED TO KNOW RELEASE October 24, 2023 DEVELOPER Konami PUBLISHER Konami LINK konami.com That, at least, has been repaired. Konami moved relatively quickly to integrate the alternate MGS versions into Steam’s perfectly functional DLC management system, and the most recent patch has erased the Download section from each game’s launcher entirely. Other issues are being tweaked too, including some that were actually introduced in the original Bluepoint remasters. That means that L3 is no longer assigned to a dizzying number of different actions in MGS 3, which previously guaranteed your interrogations would end with you either accidentally executing your GEAR MODS Essential mods for the Master Collection MGSHDFIX MGSM2FIX MGS3 CROUCH WALK M G S A LT-TA B PAT C H Adds ultrawide support, custom resolutions, and even an HD UI to MGS 2 and 3 plus MG 1 and 2. There should be a middle ground between standing tall and crawling around on your belly. Not quite as all-encompassing as the HD mod for MGS 2 and 3, but getting better every day. On Nexus Mods. Sometimes you have other stuff you need to do, or you’re playing at work… quarry or else holstering your gun. It also means some of the audio bugs in the collection have been just about ironed out. The company has even listed which bugs it’ll fix next: texture glitches in MGS 2 and 3 and hitching cutscenes in MGS 1. PRETTY GOOD Modders descended on the Master Collection almost as soon as it came out. In fact, the very first fan patch to run MGS 2 and 3 at internal resolutions north of 720p came out THE SCENE HAS ONLY GONE FROM STRENGTH TO STRENGTH less than ten hours after the games released. Since then, the scene has only gone from strength to strength. For MGS 2 and 3 hardworking modders have already managed ultrawide support, hi-res UI scaling, borderless mode, corrected cutscene aspect ratios and adjustable mouse sensitivity for those of us doomed to play these games with Konami’s lacklustre KBAM support. MGS 1 is a little different. Being an emulated version of the PS1 game, it’s harder to mess about with, but modders are still putting in a valiant effort. One in particular, a hero named nuggslet, has managed to crowbar pixel-perfect scaling into whatever emulation wrapper is running the game. It’s not the faultless 16:9 you can find if you load up the game in something like PlayStation emulator Duckstation, but it’s a start, and it’s probably more than Konami will ever see fit to do. Give modders enough time, and these games will finally get the remasters they deserve.
FAR LEFT: On the plus side, at least Metal Gear 1 and 2 run fine. Even Big Boss’s youthful good looks can’t make up for MGS3’s muddiness. 113
MOD SPOTLIGHT MAJOR MODS, ANALYSED LETHAL COMPANY Make the horror more horrifying. By Christopher Livingston here’s nothing more fun than jumping into a game with a bunch of friends, and that fun only increases when some of that jumping is due to jump scares. Low-fi indie game Lethal Company is the current co-op horror hotness, casting you and your friends as employees of a corporation that’s sent you to salvage scrap from abandoned moon stations. As you scamper around in sci-fi facilities looking to meet your salvage quotas, you quickly discover why these bases were abandoned, and as always the answer is: horrifying monsters. Calamity and hilarity ensues as you watch your teammates die horribly just to bring back a coffee mug, two pickle jars and a drinks can. T Another great thing about Lethal Company is that it’s proving to be an 114 NEED TO KNOW RELEASE October 23, 2023 DEVELOPER Zeekerss PUBLISHER Zeekerss LINK shorturl.at/izX24 extremely flexible game when it comes to modding. Despite only being out for a few months, the co-op horror adventure has lots of mods that make it possible to wear new accessories, change the rules, and add even more horrific monsters to the already terrifying game. Plus, if you want to play with more than four players, there are mods for that too. Let’s start right there: the More Company mod will let you bring more friends along for the ride. Instead of just four friends you can now play with eight, and that suggests you’ll have twice as much fun. If that’s not already enough, the mod also includes a bunch of new LEFT: Mods let you customise your entire game on the fly. BELOW: Is that your friend? Or an imposter?
EXTRA LIFE NOW PLAYING I UPDATE I MOD SPOTLIGHT I HOW TO I DIARY I WHY I LOVE which lets you add players even after a mission has begun, so they don’t have to wait for the session to end before they can join. S C A R E TA C T I C S FRIGHT NIGHT Other great co-op horror games PHASMOPHOBIA You and your fellow ghost hunters document different spectres in a haunted house. SONS OF THE FOREST An open-world base builder doesn’t seem like it would be scary… but there’s evil afoot. OUTLAST TRIALS Survive a “therapy” session in a research facility filled with murderous lunatics. DE AD BY DAYLIGHT One player is a killer like Freddy Kruger or Michael Myers, the rest are teens trying to stay alive. cosmetics for you and your friends to wear including sunglasses, hats, cat ears, and more. If going from four to eight players isn’t enough, there’s another mod called Bigger Lobby that lets you play with… let me just double check my notes on this… yes, up to 40 players! That’s absurd, but if you have 39 friends and you can’t bear to leave even a single one out of your game night, I’d give it a try. You might also enjoy the mod called Late Company, BELOW: Turn it into a real party by doubling the player count. Now that you’ve got more friends playing, you may want some new ways to communicate with them. Giving them the finger, perhaps? The More Emotes mod not only lets you flip the bird to your buddies, but also adds a few other emotes like clapping and performing the touchdown dance The Griddy. Now when several of your friends get torn apart by monsters just so you can bring back a tea kettle and a dustpan to scrap, you can celebrate appropriately. Speaking of monsters, Lethal Company’s abandoned space bases are already full of horrors, with everything from giant spiders to massive worms to flying monkeys. And there’s not just sci-fi critters but supernatural ones, like a horrifying ghost girl and even a mask that if picked up can possess a player and turn them against their friends. But if things weren’t already bad enough, there are mods that add to the scares. The Skinwalkers mod is especially spooky, as it’ll record clips of your voice chat while you’re playing, then repeat them back to you, making it sound like your friends are talking when they aren’t. As if it’s not spooky enough hearing the disembodied voices of your friends from the darkness, it can really cause problems during the game. If you hear a friend say something like, “Where are you?” and you open your mic to answer I REINSTALL I MUST PLAY them, your voice may be overheard by one of the monsters. Another mod, Mimics, has a different way of tricking you into dying. In Dungeons & Dragons, Mimics classically disguise themselves as treasure chests to lure gold-hungry adventurers into touching them, so what’s the spooky space base equivalent? How about an exit door? There’s no sight more welcoming than the way out of the cursed facility you’re stuck inside, but occasionally that door is just a trap and anyone who opens it will be eaten by… well, by something that has a mouth the size of a door. SCREAM MACHINE If you’re looking to make your experience more challenging than it already is, there’s a mod called Brutal Company Plus that increases monster THERE ARE MODS THAT ADD TO THE SCARES spawns, makes every creature available no matter what moon you’re on, and adds new randomised events that will keep you on your toes. It’s customisable, too, letting you tweak your starting cash and loot drops to give you a fighting chance. Another great way to customise your Lethal Company experience is a mod called GameMaster, which lets the host decide just how much carnage and chaos they want to inflict. It comes with a built in-menu to spawn monsters at will, adjust deadlines and credits, and buy items for players. The really nice thing about this mod is that only the host needs to install it rather than everyone. Finally, there are a couple of mods that make some sensible additions to the game. The FOV Adjust mod lets every PC gamer do what they always instantly want to do in games: change their FOV setting. And the Minimap mod adds a nice little map to the top right of your screen which will show teammates, loot, and other features, plus it can be toggled on and off and resized while you’re playing. To find these mods (and many more) check out the Nexus Mods page or mod depository Thunderstore. 115
HOW TO GET MORE FROM YOUR GAMES SURVIVE IN LEGO FORTNITE Build your village and weather the wilderness. By Sean Martin NEED TO KNOW DIFFICULTY Easy TIME A couple of hours VITAL LINKS How to get knotroot pcgamer.com/ lego-fortnite-knotrootlocation Where to find marble pcgamer.com/ lego-fortnite-marble PLAY AROUND GOOD EATS DODGE ROLL Before you start, consider what 1 sort of game you want to play. While the Survival mode is a fun challenge, you may just want to build stuff, in which case Sandbox might be better. This mode lets you tweak and customise your world, removing enemies and villagers. The first and most important part 2 of surviving is eating lots and often. Luckily, grub is rather plentiful, and you can find raspberries, pumpkins and corn growing all over. You can even eat the raw meat you get from killing animals, though don’t try this at home. When you find yourself facing down wolves, roller crabs, or spooky skeletons, remember that you can dodge roll in combat. Simply press CTRL and you get a short period of invulnerability, letting you get behind your fearsome foe to whack them with a weapon. 3 CAVE IN If you’re puzzled about where to find resources, you should check underground. Entrances to this network are marked with cave symbols on your map and are easy to recognise since they’re just big rocky outcrops with shadowy entrances. 5 VILLAGE PEOPLE Once you build a Village Square, you’ll be able to recruit new villagers every time you upgrade your settlement. These blocky buddies carry out specific jobs, and you can even take them with you on an adventure if you want a little backup in combat. 4 WORKBENCH UPGRADES The most important crafting station is your workbench, letting you create the tools you need to harvest new resources. You can also improve your existing workbench via the upgrade tab, allowing you to craft new tools. 6 116 EXPLORE NEW BIOMES Exploring new biomes is one of the best ways to find materials. Areas like the desert might seem a bit threatening with their hard-hitting enemies, but you can always run away and dodge attacks if you find yourself in a tight spot. 7
EXTRA LIFE NOW PLAYING I I T TA K E S A V I L L A G E UPDATE I MOD SPOTLIGHT I HOW TO I DIARY I I WHY I LOVE REINSTALL I MUST PLAY Nurture your newly founded settlement 1 VILLAGERS Your village’s inhabitants are the most valuable resources, carrying out whatever job you assign them, and even fending off enemies who get too close. 3 2 BUILDINGS FARMS Whether it’s a humble log cabin or a medieval grand manor, you can construct all sorts of buildings provided you have the materials. Though food isn’t exactly scarce, you can grow your own provided you grab some fertiliser and craft the shovel to get some soil. HOT AND COLD ANIMAL WHISPERER CRAFTING STATIONS The deadliest part of venturing into 8 new biomes like the sandy desert or snowy mountains is actually the temperature difference. If left too long, this starts reducing your health, so be sure to grab spicy peppers and snowberries to mitigate these effects. Interacting with animals is a great 9 way to get resources, whether you’re petting sheep for wool, cows for milk, or feeding animals for fertiliser. Giving animals a tasty snack will also let you lure them into pens so you can start your very own herd. Though perhaps obvious to any survival game fan, it’s important to build new crafting stations to process materials and unlock new upgrades. When you harvest a material like rough amber, for example, you’ll unlock the Gem Cutter crafting station. 10 SLEEPY HEAD Night is a dangerous time, with skeletons spawning from underground to attack anyone that comes near. Sadly, since the game is online, you can’t sleep through this ordeal. In fact, sleep is entirely pointless since it doesn’t affect respawning. 12 STORAGE SPACE While Lego Fortnite’s inventory is quite roomy, you’ll soon find it packed with resources, especially if you hoard lots of food. Building a chest in your village will give you a place to store spare materials rather than lugging them with you across the map. 11 117
DIARY PERSONAL ADVENTURES IN GAMES TRYING TO GET RICH QUICK IN STARFIELD PA R T 1 From one side of the galaxy to the next with the one and only Jett Johnson. By Mat Poskitt 118
EXTRA LIFE NOW PLAYING I UPDATE I MOD SPOTLIGHT I HOW TO eet Jett Johnson. A wise-cracking 24th-century jerk-of-all-trades who at one time made the Kessel Run in 11 parsecs, or so he tells people. Jett’s been doing these odd jobs for a while now; once a pro, now he’s gotten sloppy. The end goal is to earn enough credits to retire somewhere desolate and peaceful at the edge of the galaxy, where he can live away his days drinking cocktails with teeny tiny umbrellas that wouldn’t look out of place in the hands of Del Boy. Another few years should do it. M THE RULES 1. Take no prisoners: always opt for the ‘Attack’ option when offered. 2. Sarcasm at its finest: choose the most sarcastic or rudest dialogue at all times. 3. Avoid Constellation missions and instead help out anyone who needs it… for a price. Anyone who has jumped into Bethesda’s new space epic will be well aware that Starfield begins in a mining outpost, the last place my plucky protagonist wants to be. I’ve decided that Jett isn’t a fan of caves… or mining… or his supervisor Lin. Even if she clearly fancies the socks of him. “I wish she’d stop staring,” Jett thinks, as they head down an elevator. In reality, Jett’s more interested in his co-worker, Heller, but a mysterious Artifact located on the second moon of Aneslon, Vectera is why he’s primarily here. It could be worth a pretty penny. Having successfully infiltrated a mining operation that is being funded by some jumped-up do-gooders called Constellation, Jett somehow convinces Lin to leave retrieval of the Artifact to him and him alone. A foolish move. He grabs it, only to receive a vision of time, space and a bleak future where alcohol is banned from the Settled Sytems. Instead of inspiring Jett, it terrifies him. I DIARY I WHY I LOVE I REINSTALL I MUST PLAY was once in prime condition, now has a bit of a belly, yet can still react like a cat when needed. Multiple lines fall under his eyes, conveying that he’s been from one side of the galaxy to the other. The name Jett is often associated with aviation along with meaning adventurous and bold, a fitting title for our man in the sky. As a superhero fan I enjoy alliteration, so Johnson comes naturally. A quick Google search yields results that Jett Johnson is an Australian Supercar racer, something I could imagine my Jett doing in another life, so it sticks. Throw in a dash of Captain Jack Harkness’ bravado from Doctor Who and a likeable uselessness AS A SUPERHERO FAN, I ENJOY ALLITERATION SO JOHNSON COMES NATURALLY similar to that of Peter Quill from Guardians of the Galaxy, and we have our leading man. Will Jett end up a hero? Or will he continue sinning in this godforsaken cosmos? I’m not even sure at this point. BYE BYE, BARRETT Leaving the mining outpost, Constellation member Barrett arrives to pick up the Artifact with a band of pirates shortly following. Not interested in getting involved with local politics, Jett tries to sneak off to commandeer the former’s ship. Locked. Reluctantly SPACE SCOUNDREL returning to the firefight, he quickly dispenses the rogues Awoken by the beaming face of Heller and the in the hope of being compensated in some way. Instead, uncomfortable glare of Lin, it’s time to put the finishing Barrett lectures him about being part of ‘something touches to our space scoundrel. Like every character bigger’ and a lot of yada yada about joining Constellation. creator, I spend far too long poring over the minute He even loans his spaceship and robot in goodwill as he details. Naturally, the ears of Jett Johnson have always stays behind to clear up the mess he made. See ya sucker! been one of his defining features, I’m just not certain in a Unable to veer off into the outer reaches of space yet, universe where you wear a space helmet for large parts this bloody robot (who Jett is half-tempted to kick out of whether it will make or break any relationships. Who the airlock) is making me stick to my promise by first knows. Lin seemed to like them, after all. heading to the planet Kreet to fend off some more pirates. Going for more of a 24th-century Han Solo, I’ve It’s here, face-to-face with one of the pirate captains of the inadvertently made Kurt Russell as Jack Burton from Big Crimson Fleet, where I expect to enforce my first rule of Trouble in Little China. Just with a bit more timber. He always engaging in combat whenever offered in dialogue. That doesn’t Heller (left) and Lin (right) happen. An unfortunate bug means mesmerised by Jett the conversation fails to start, leaving Johnson’s good looks. this bewildered pirate shouting vague threatening remarks from afar until I decide to do the only decent thing remaining – and put him out of his time-loop misery. We make it to Constellation headquarters on New Atlantis. Walter Stroud, some benefactor bloke, is surprised I brought the ship back. “If we hadn’t insisted on installing those emergency protocols, I guarantee you this rock breaker here would be halfway to Neon,” he tells the other members of Constellation. They talk some mumbo jumbo about finding answers to the universe while Jett pockets a shiny compass off one of their desks. Eventually, an 119
DIARY PERSONAL ADVENTURES IN GAMES invitation to join their crusade is offered. Jett’s not interested, especially after experiencing that psychedelic trip caused by the Artifact. “Good luck!” I imagine him half-heatedly saying, slamming the door on the way out. “Now, where to get a drink.” SAVED BY THE BELL BELOW: Asteroids or bumper cars? 120 A good dozen or so hours later, I’ve made my way across several star systems, earned some credits through a few bounty missions and traded up Barrett’s spaceship (I wonder if he’s still waiting for me on Vectera to return it) for a new deluxe model found in a secret outpost on the Denebola I-b moon. Dubbed the Razorleaf, it’s faster, stronger and has plenty of fuel to get that little bit closer to the edge of the galaxy. It’s just the name that doesn’t suit, sounding more like a Pokémon attack than a place for Jett to call home. After much careful consideration, I dub this flying machine The Kapowski after my ’90s crush, Kelly Kapowski from Saved by the Bell. Oh, how his enemies will run in fear. Heading to the tropical resort outpost of Paradiso on Porrima II for a much-needed break, I notice a large unidentifiable ship drifting in space above the planet. Hailing the vehicle, it appears that its communications are down. Usually, Jett wouldn’t have a problem zooming off to the nearby sandy beaches, however, a strange feeling compels him to dock. Most likely the thought of extra credits to tip the bar staff when he keeps them up four hours after they should have closed. “Here we go again,” he announces to the emptiness of the Kapowski. A trio of humans – dressed somewhat like the virtual ABBA reunion – led by Captain Diana Brackenridge welcome Jett aboard the ECS Constant. The irony of the situation amuses him. Having now completed its near-200-year journey from Earth, the coloniser’s new planet is already inhabited. And with communications failing, Jett is asked to play diplomat between the two parties. It’s a big ask, one that may result in the closure of Paradiso. That’s a sacrifice he’s not willing to make. From seemingly nowhere, he explains that “diplomacy may require compromise”, briefly peeling back the curtain on the man he used to be via that nugget of advice. HERO, ANTI-HERO OR SOMETHING E L S E E N T I R E LY ? 1 Jett Johnson has seen better days 1 2 HAIR Long luscious hair that blows in the wind. Needs washing four times a day to obtain this look. 2 DAD BOD The ultimate ‘dad bod’ – somewhere in-between Tony Soprano and Jax Teller. 3 CLOTHES 3 A fashion sense that briefly came back into style, and then quickly left again. Landing a few hundred yards in front of Paradiso, the beauty of its surroundings slaps Jett in the face like his second wife after catching him in bed with their maid of honour, the priest and half the band on their wedding night. If it’s not the auburn palm trees drenched by a blazing sun, it’s the American-style diners scattered across the rocky terrains that lead to a blue lake that’s begging for a swim. What takes away from this tranquil setting is the corporate marines and general abundance of people blanketing every corner. If there was ever any peace and quiet here, it’s now long gone. Coming back to his senses, Jett heads for negotiations. Oliver Campbell is the man in charge, a self-serving bureaucrat who has no intention of giving away handouts to a group of cosmic freeloaders who just showed up on his doorstep. I can tell talking with this guy is futile, awaiting the opportunity from a dialogue prompt to attack. It’s a prompt that never arrives. Three options are presented. The first is to convince the ECS crew to settle on the planet under the jurisdiction of the Paradiso Group until they pay off their debts, basically selling them into slavery. The second is to purchase a Grav Drive from Jett’s own credits (unthinkable) that the Paradiso group will then help to install free of charge, so the ECS can find a new suitable planet. And the third is to make the ship ‘go away’ no questions asked. None of these are particularly enticing while the greedy smirk from the CEO burns into Jett’s eyes, offering a fourth option: kill Oliver Campbell. I’d love to say that this is when Campbell is blasted into a million pieces, the Paradiso Group falls into disrepute, the ECS takes over creating a better mankind and in their gratitude, Jett gets a piece of land on a tropical remote island, the end. Starfield has other ideas. You see,
EXTRA LIFE NOW PLAYING I UPDATE I MOD SPOTLIGHT IF THERE WAS EVER ANY PEACE AND QUIET HERE, IT’S NOW LONG GONE even though Campbell has taken more bullets than Rambo in a Quentin Tarantino flick, it seems his destiny is to live due to being a non-killable NPC. With this disappointing revelation, alongside keeping to my set of three rules, regretfully it’s time for the ECS to disappear. A quick reset to the moment before Jett tried to make Swiss cheese of Oliver, and with a deep sigh, we launch into the atmosphere. TOUGH CHOICES As the ship gets closer I ponder whether Jett would do this. Sure, he’s made some mistakes, insulted more people than Ricky Gervais at the Golden Globes and killed countless people for money but never an entire survival I HOW TO I DIARY I WHY I LOVE I REINSTALL crew. How many Mai Tais would he need to drink to forget this nightmare? It’s all becoming a bit much. Serendipitously, a thought crosses my mind seconds before firing at the stationed ship. The phrasing of the second option: “Hypothetically, what could make a ship like that go away?” Where’s the word ‘Attack’? There isn’t any. It’s typically always there when combat is expected. It isn’t though. Not this time. It’s a technicality! A small, convenient technicality, mind – but that’s good enough for me and that’s good enough for Jett. Landing back at Paradiso, miraculously the option to purchase a Grav Drive is still available. It’s a sign! Or maybe just a costly venture that will put Jett’s dreams back a couple more years. Whatever the reasoning, it’s a way out. I’m sent to HopeTech on the planet Polvo to meet engineer Bennu St James, who offers me the Grav Drive for an extortionate 40,000 credits! Jett’s powers of persuasion manage to knock the price down to 25,000. “That seems very reasonable. Thank you!” says Jett, behind gritted teeth. Well, if it avoids a bloodbath, it’s something. Paradise can wait. I MUST PLAY ABOVE: Jett’s seen a lot of strange stuff… and he knows when to make an exit. Take me down to the Paradiso City… 121
WHY I LOVE WHAT MAKES GAMES SPECIAL PROJECT WINGMAN’S 11 MISSION, COLD WAR TH A do or die, winner takes all dogfight over the Bering Strait. By Noah Smith LEFT: Cold War’s international scale gives it a truly larger-than-life atmosphere. 122
EXTRA LIFE NOW PLAYING I UPDATE roject Wingman’s 11th mission, Cold War, has a million-dollar premise. A rapidly escalating military crisis over the Bering Strait has snowballed into the largest air battle in history, pulling fighter squadrons the world over into a furball orders of magnitude beyond what any military expected. You’re at the centre of a history-defining air battle, a front-row bucket seat for the moment that the revolt you’ve sold your skills to transforms into a world war, and I love every part of it. P The mission briefing starts with sirens and klaxons shrieking in the background, your commanding officer warning you that the second this presentation is over, he better see you run to your plane, because this is it. The sky is so dense with competing planes that tilting your plane’s nose in any direction will elicit a chirping lock tone. Project Wingman’s weighty, deliberate flight model feels best here; the constant back and forth between high speed pursuits and desperate, please-don’tstall-out-the-engine high-G turns are exhilarating. It’s made better by a sound effect palette that conveys how hard you’re pushing this machine, your airframe groaning painfully as you lean into a turn that’d tear lesser jets apart, your purring engine steadily building up to a ferocious roar as you hammer the throttle open. I always play in first person, where there’s a touch of screen shake that sells the fantasy of being trapped inside a subsonic aluminium coffin completely. I MOD SPOTLIGHT EXPECT TO PAY £19.50 LINK humblegames.com OUR REVIEW 78 HOW TO I DIARY I WHY I LOVE FIGHTER PILOT JARGON Need to know top gun terminology 3 2 1 I REINSTALL I MUST PLAY subculture. The music is further complemented by this constant shrill beeping your plane makes as missiles swarm all angles. Still, in the hundreds of times I’ve replayed this mission, I’ve started to substitute the soundtrack with music of my own choosing – Death Grips’ Bottomless Pit, Black Midi’s Sugar/Tzu, and Thee Oh Sees’ The Dream were my playlist, and it totally elevated the frantic experience. BIG NAME HUNTING 1 “BANDIT” Callout for a plane confirmed as hostile. 2 “SPIKED” Callout for an incoming infrared missile launch. 3 “VAPES” Callout for condensation trails. Not disposable. Project Wingman’s gorgeous cloud and moisture rendering makes this fevered dogfight all the better: a blanket of turbulent thunderstorms and blizzards just above sea level bump and jostle your craft as you burn through, while the lighter cloud cover at higher altitudes provides brief moments of reprieve from an endless barrage of incoming missiles and fighters rapidly gaining on you. The accompanying thumping THEY’RE THE STRONGEST INDEPENDENT FIGHTER SQUADRON IN THE WORLD bassline, orchestral strings, and, in a page ripped from Ace Combat Zero, a Spanish guitar, recontextualises combat as dance. I love how much this sound captures the romantic essence of the ace pilot fantasy, where the self-aggrandising mythologies of the old British and German flying aces formed the genesis of modern-day fighter pilot NEED TO KNOW RELEASE December 2020 I The theming here is A+: The Federation, a globe-spanning ultra-liberal hegemony that’s superseded the United Nations in the wake of global cataclysm, has fully committed to eliminating the majority of rival air power, even going as far to deploy the Peacekeepers in full at the mid-mission mark. You get a brief taste of this elite squadron in an earlier mission. They’re the strongest independent fighter squadron in the world, tasked with ending wars before they start, and now you have to face them down, at full strength, one versus eight. It’s a great fight, with the Peacekeeper planes having some fancy vector thrust manoeuvres that let them suddenly change direction and escape your lock. Downing even one is a battle of endurance – your only chance is staying loose, bailing on tails you can’t keep up with and merging onto others, waiting for just the right moment, and then punching the throttle, closing on the exhausted ace like a viper. It’s intoxicating snuffing out these living legends one by one, and when you have five racked up on the scoreboard, the remnants go running. Cold War is the mission where Project Wingman cements itself as one of the all-time greats in the niche genre of arcade air combat. Cold War’s perilous 20 minutes have been an escape for me for years now, and I don’t think that will ever change. LEFT: Keep up with the Peacekeepers’ acrobatics and punish them when they take time to breathe. 123
R E I N S TA L L I got the itch to return to one of the previous decade’s golden children 124
EXTRA LIFE NOW PLAYING I UPDATE I MOD SPOTLIGHT I HOW TO I DIARY I WHY I LOVE I REINSTALL I MUST PLAY Shadow of Mordor’s photo mode takes better glory shots of my kills than I’d remembered. SHADOW OF MORDOR Revisiting Middle-earth’s nemesis system. By Lauren Morton here are few gaming accomplishments more satisfying than the thrill of pulling off kills in stealth action games. The sweetest of feats can be achievements or timed runs or trick shots but there’s something extra special about a grudge kill. Shadow of Mordor, the Warner Bros. action game of 2014, was a factory for satisfying kills with its nemesis system that became the centre of any conversation about the game. T After recently working my way through other stealth romps like Styx: Master of Shadows and Hitman 3, I got the itch to return to one of the previous decade’s golden children to see if it’s everything thought. The way I remember Shadow of Mordor was as an understudy to Assassin’s Creed. It has tons of climbing, opportunities for silent kills, kills from above and all the other stabby stealth skills of classic Creed. Coming back to it, I was anticipating plenty of verticality, clutch kills using the environment, and some good melee combat when everything goes wrong. I was partially right. I don’t think Shadow of Mordor’s world design and structures are all that much to write home about, unless I’m retroactively giving old Assassin’s Creed games more credit than they’re due too. Shadow of Mordor’s crumbling Middle-earth infrastructure is largely repetitive and none too intricate. Climbing up ruins and creeping stealthily across ropes connecting them feels serviceable now, but pretty basic. There’s not too much puzzle or exploration in spidering up the side of the same broken stone arches all over the map. It’s a wide but not high map, structures and strongholds of a couple of stories evenly spaced out across the barren crags in the corner of Middle-earth. SHADOW OF ITSELF The world itself felt grander at the time but doesn’t really inspire awe in this decade – like returning to a childhood playground and realising that I can reach up and touch the monkey bars that once seemed quite intimidating. Even though it doesn’t have the towering structures I’d remembered them as, the climbing and creeping across structures is still enjoyable. There’s some suspension of disbelief required in how easy it is for me to lose the attention of a horde of orcs just by scaling the opposite side of a stone wall, but it sure does make me feel stealthy to do it. Sprinting across the rock landscapes and hauling up towers, jumping across gaps between buildings with ease and prancing along ropes connecting them is the kind of NEED TO KNOW RELEASE September 30, 2014 DEVELOPER Monolith Productions PUBLISHER Warner Bros LINK warnerbrosgames.com 125
R E I N S TA L L OLD GAMES, NEW PERSPECTIVES Crossing swords with my quarry never gets stale. versatile traversal I was hoping for and that I got in spades. FIGHT OR FLIGHT Even though the Middle-earth ruins city planning feels just passable, there’s still a lot of satisfaction in combat. The basics are initially repetitive – one button to swing Talion’s sword and another to aim his bow – but quickly get compounded as I unlock parries, vaulting over orcs’ heads, executions and finishing moves. It all weaves together about as well as I remember with only a little clunkiness to Talion’s general movement. As I stalk towards the general location of an orc captain on my kill list, I’ll often begin by crouching in a patch of bushes, using a skill attached to my bow to lure away nearby uruks to pick them off. Inevitably I’ll miss one, and being spotted by one orc turns into fighting five or more of his cohort as they rush me simultaneously. Those are the weaker moments of standard combat in Shadow of HUNTER’S HUBRIS The emotional journey of orc slaying ORCS KILLED First stealth kill, I am the orc slayer. I am the agent of downsizing in Sauron’s army. First death and first nemesis acquired. Height of hubris, taking on a mob of orcs. 126 SELF CONFIDENCE Mordor, getting surrounded and mobbed by a gaggle of stock baddies. There’s initially a little glee in whacking the orc in front of me, quickly parrying the one swinging at my back, and vaulting over another to continue the attack. But after about ten seconds it becomes clear that I can’t pull a finishing move on the orc I’ve downed because I’m constantly parrying another, which interrupts that kill. I’m surrounded by nearlydead orcs managing to just cover for one another all while arrows rain down from the one archer I didn’t pick off. In a fight between Talion and ten orc toddlers, the strength in numbers does eventually win out. Those dogpiles become untenable, leaving me only one recourse: turning tail and running. Since those packs of gathered orcs don’t really disperse in a natural fashion, those failures to manage the crowd force me off to pick at some other fortress, hoping that the enemy AI will reset and settle while I’m away. The times when I can keep a brawl with stock orcs to a headcount of three or four though – firing off a quick bow shot at the one running to raise the alarm, killing the one I’ve downed, and then snagging the final assailant in Talion’s ghostly grip to
EXTRA LIFE NOW PLAYING I UPDATE I MOD SPOTLIGHT I HOW TO I DIARY I WHY I LOVE I REINSTALL I MUST PLAY Every infiltration begins with a couple of kills. ABOVE: Higher rank captains have a range of resistances and few weaknesses. RIGHT: Ghostly interrogation is a staple of my captain-hunting strategy. interrogate him for information about his captain – that’s the glory of Shadow of Mordor’s basic combat. KILLTACULAR The part of Shadow of Mordor that’s barely aged is its nemesis system. Its method of creating and preying upon grudges became its defining feature when it launched and for good reason. The nemesis system still kills. I hopped into a fresh save file of Shadow of Mordor and decided that my personal goal would be to kill as many orc captains in Sauron’s army as possible without ever letting them re-hire new talent. What main quest? Sauron’s army has three tiers of orc captains who I can either stumble upon in the wild or pick off lesser orcs to learn their general location and eventually their strengths and weaknesses. If I ever die by their hand, those orcs get promoted up a tier and can gain additional strengths too. So I just won’t die. That’s the challenge I set myself. I started my killing spree with the middle management of Sauron’s army, whichever orcs were hanging out nearby on the bottom rung of the ladder. The first three kills are easy enough – orc captains with small entourages milling about in THE PART OF SHADOW OF MORDOR THAT’S BARELY AGED IS ITS NEMESIS SYSTEM crumbling ruins. I pick off their guards quickly and then take out each captain with a short sword fight and execution move. The next captain throws a wrench in my plans. He’s got the Summoner trait, which lets him call for help when in danger. Thus my complaints about unwieldy mobs of orcs. After that, an orc captain I definitely killed seems to have come back from the dead, ambushing me as I’m stalking one of his higher-rank brethren saying that I gave him a scar, and sure enough his face has large pink sword marks. Each successive fight takes more work as I find captains clustered together at the same outpost, requiring much more finesse from my plans. Others have traits that make them fearful of certain attack types, forcing them to retreat and me on a chase to run them down. This is where the stealth action of Mordor shines: the five minutes I spend casing a fortress for an orc captain who’s vulnerable to takedowns. I perch atop crumbling arches watching his entourage come and go, never leaving him fully open to my death-from-above leap. Eventually I had to decide whether I should flush him out by blowing up a nearby campfire and risk him running away, or dive right in the centre of his posse for that takedown I want so badly. I spend several hours at my task of orc captain eliminator without realising it. So I’d say that the nemesis system holds up well. PATENT TRENDING The success of the nemesis system naturally begs for other games using it as inspiration. And yet they haven’t. In 2021, after a few years of trying to get it approved, Warner Bros acquired a patent for “Nemesis characters, nemesis forts, social vendettas and followers in computer games,” the nemesis system as we know it. We’ve yet to see it legally enforced in any public fashion, but it did have a chilling effect. Patented or not, I hope we’ll see takes on the nemesis system from outside Warner Bros. Even by another name, there’s excitement around evolving enemies. Until someone else takes the bait, Shadow of Mordor is worth returning to. 127
EXTRA LIFE NOW PLAYING LAUREN MORTON In 2023 I fully respecced into cosy games, so here’s my shortlist of chill farming, puzzling, and life sim-ing of recent months that you shouldn’t miss. I UPDATE I MOD SPOTLIGHT I HOW TO DIARY I WHY I LOVE I REINSTALL I MUST PLAY LANGUAGE IMMERSION CLIMB TIME CREEPY COSY CHANTS OF SENNAAR JUSANT PLANET OF LANA rundisc.io/chants-of-sennaar dont-nod.com/en/games/jusant planetoflana.com In this beautiful adventure game, you have to solve puzzles in order to learn languages. Gather the clues around you and take notes on their translations to reconnect the five societies of the tower. This is the game I thought about most this year even while not playing it. I can’t believe the studio behind Life is Strange made a puzzle platformer and it’s great. The back and forth motion of pulling gamepad triggers to grip each handhold just makes perfect sense. The world and puzzles stay fresh throughout and I couldn’t rest until I’d hit the peak. From the puzzle platforming school of children in deadly situations, Lana manages to be beautiful and creepy in equal measure. This one had my heart with its opening sequence of soundtrack and gleeful jumping, punctuated by the arrival of the robots. LIFE ONLINE PALIA palia.com Proving that not all MMOs need to be RPGs, Palia’s farm and life sim world is answering my need for online games to push their boundaries. It’s still in early access, but it can already keep me choring all evening. I’ve got faith it’s paving the way for more cosy MMOs. 128 I MUST P L AY A PERSONAL LIST OF THE BEST GAMES YOU CAN PLAY RIGHT NOW by Lauren Morton VILLAGE PEOPLE DISNEY DREAMLIGHT VALLEY disneydreamlightvalley.com Dreamlight Valley hit full 1.0 release in December 2023 and it just keeps growing. I’m still enamoured with how customisable the entire island is and its cooking system that encourages experimentation. The Disney character storylines are all cute too, playing off one another. JOURNEY ONLINE STARDEW-EST COSY CITIES SKY: CHILDREN OF THE LIGHT ROOTS OF PACHA FABLEDOM thatskygame.com rootsofpacha.com grenaagames.com The social MMO from Journey’s developers still isn’t officially on PC, but as of writing it’s had a demo available on Steam for several months. Yet another example that online games need not be RPGs, this puzzle platforming game makes sure to throw the occasional challenge in. If you don’t know better, it’s easy to assume Roots of Pacha is the next game by Stardew Valley’s developer. Soda Den’s prehistoric farm sim is so satisfyingly similar while still bringing new ideas on crop discovery and animal taming, plus there’s no combat, which I prefer. City builders don’t have a reputation for being cute but this fairytale management game is. I lost a weekend to the Early Access version, building out my perfect growing city, defeating enemies and zooming in to watch all its adorable citizens go about their days.
Future Publishing Ltd Quay House, The Ambury, Bath BA1 1UA | Tel: 01225 442244 | Email: letters@pcgamer.com | www.pcgamer.com Brand Director Tim Clark Global Editor-in-Chief Evan Lahti PC GAMER UK Editor-in-Chief, UK Print Editor Online Editor, UK Senior Editor Senior Editor News Writer Guides Writer Guides Writer Features Producer Staff Writer Art Editor Production Editor Hardware Lead Senior Hardware Editor Hardware Writer Hardware Writer Video Producer Editorial Executive Social Media Editor PC GAMER US Executive Editor Senior Editor Features Producer AU/Weekend Editor AU Editor News Lead Hardware Writer Staff Writer Associate Editor Associate Editor Associate Editor Phil Savage Robert Jones Fraser Brown Robin Valentine Rich Stanton Joshua Wolens Sarah James Sean Martin Mollie Taylor Harvey Randall John Strike Tim Empey Dave James Jacob Ridley Nick Evanson Andy Edser Josh Lloyd Andy Jones Natanael Albuquerque Tyler Wilde Wes Fenlon Chris Livingston Jody Macgregor Sean Prescott Andy Chalk Jorge Jimenez Morgan Park Lauren Morton Tyler Colp Ted Litchfield CONTRIBUTORS Matt Elliott, Rick Lane, Phil Iwaniuk, Luke Kemp, Jon Bailes, Mike Stubbs, Dominic Tarason, Noah Smith, Matt Poskitt, Tom Sykes, Jonathan Bolding, Ian Evenden, Lincoln Carpenter, Len Hafer, Daniella Lucas, Alexander Chatziioannou PHOTOGRAPHY & ILLUSTRATION Photographer Spy Illustrations Olly Curtis David Lyttleton DIGITAL PRODUCTION Group Production Editor Editorial Operations Assistant Steve Wright Nick Lee PRODUCTION Head of Production US & UK Production Project Manager Advertising Production Manager Digital Editions Controller Production Manager ADVERTISING Commercial Director Advertising Director Account Director Account Manager Mark Constance Clare Scott Joanne Crosby Jason Hudson Fran Twentyman SUBSCRIPTIONS & CIRCULATION INTERNATIONAL LICENSING Head of Print Licensing Clare Dove Tom Parkinson Jeff Jones Kevin Stoddart Head of subscriptions Circulation Manager Rachel Shaw Sharon Todd Matthew de Lima SENIOR MANAGEMENT Managing Director, Games and Entertainment Director of Group Finance Global Head of Design Group Art Director, Games Design Director Matt Pierce Oli Foster Rodney Dive Warren Brown Brett Lewis SUBSCRIPTIONS Email: contact@myfavouritemagazines.co.uk | UK orderline: 0344 848 2852 | International orderline: +44 (0)344 848 2852 | www.magazinesdirect.com DISTRIBUTED BY Marketforce, 5 Churchill Place, Canary Wharf, London, E14 5HU | Tel: 0203 787 9001 | www.marketforce.co.uk LICENSING Email: licensing@futurenet.com ISSN: 1351-3540 All contents © 2024 Future Publishing Limited or published under licence. All rights reserved. No part of this magazine may be used, stored, transmitted or reproduced in any way without the prior written permission of the publisher. Future Publishing Limited (company number 2008885) is registered in England and Wales. Registered office: Quay House, The Ambury, Bath BA1 1UA. All information contained in this publication is for information only and is, as far as we are aware, correct at the time of going to press. Future cannot accept any responsibility for errors or inaccuracies in such information. You are advised to contact manufacturers and retailers directly with regard to the price of products/services referred to in this publication. Apps and websites mentioned in this publication are not under our control. We are not responsible for their contents or any other changes or updates to them. This magazine is fully independent and not affiliated in any way with the companies mentioned herein.
IT’S ALL OVER... MYSTIC BOB “Crystal ball hear what I say, what shall be the ideal gaming PC specs for the sixth GTA?” ...UNTIL 130 FEB 29

9000 9001