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8/17/2019 PC Gamer - October 2015 USA
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The
100GREATESTPC GAMES
22-pagespecial
PREVIEWEDSTAR WARS BATTLEFRONT / EITR
ANNO 2205 / DARK SOULS III
MIRROR’S EDGE CATALYST / MORE!
HITMANDID ABSOLUTION
BREAK THE SERIES?
BUYER’S GUIDGET THE RIGHT GAMIN
PC FOR YOUR BUDG
WHY FIRAXIS’ STRATEGY SEQUELS THE PC EXCLUSIVE YOU DESERVEXCOM
GHOST RECOWILDLANDSFIRST LOOK AT THE OPEN
WORLD TACTICAL SHOOTE
ISSUE 270
OCTOBER 2015PRINTED IN THE US
US $8.99
REVIEWEDINFINIFACTORY
FINAL FANTASY XIV:HEAVENSWARD
THE MAGIC CIRCLE
RONINMORE!
N L o o k
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MakeoverNotice anything different? For the firsttime in a couple years, we’ve made acomprehensive redesign of ourmagazine. Almost every corner of the book has been updated, from letters to
hardware. We really like the way thatthe fonts we’ve selected and thetweaked treatments on reviews andpreviews give PC Gamer a more mature,slightly cleaner look—one that suitsdigital readers and print alike.
Let us know at [email protected] you feel about what you’re holding,generally or specifically.
T A L K T OP C G A M E R
Have your say!Tweet us
@PCGamer
E V A N L A H T I
E D I T O R - I N - C H IE Fe v a n . l a h t i @ f u t u r e n e t . c o m
@ e l a h t i
#270 OCTOBER 2015
PC GAMER (ISSN 1080 -4471) is published 13 times a year, monthly plus Holiday issue following December issue by Future US, Inc., 4000 Shoreline Court, Suite 4 00, South San Francisco, CA 94080. Phone: (650) 872-1642. Fax (650) 872-2207. Website: www.futureus.com. Periodicals postage paid in San Bruno, CAand at additional mailing ofces. Newsstand distribution is handled by CurtisCirculation Company. Basic subscription rates (12 issues) US: Digital $23.88; Print $19.95; Canada: Digital $23.88; Print $29.95; Intl: Digital $23.88; Print $39.95. Canadian and foreign orders must be prepaid, US funds only. Canadian priceincludes postage and GST #R128220688. PMA #40612608. Subscriptions do not include newsstand only specials. POSTMASTER: Send changes of address to PC Gamer, PO Box 5852, Harlan, IA 51593-1352. Standard Mail Enclosure in the following edition: None. Ride-Along Enclosure in the following editions: None.Returns: Pitney Bowes, PO Box 25542, London, ON N6C 6B2, Canada. Future US, Inc. also publishes Mac|Life, Maximum PC, and The Ofcial Xbox Magazine. Entire contents copyright 201 5, Future US, Inc. All rights reserved. Reproduction in whole or in part is prohibited. Future US, Inc. is not afliated with the companiesor products covered in PC Gamer. Reproduction on the Internet of the articles and pictures in this magazine is illegal without the prior written consent of PC Gamer. Products named in the pages of PC Gamer are trademarks of their respective companies. PRODUCED IN THE UNITED STATES OF AMERICA. We encourageyou to recycle this magazine, either through your usual household recyclable wastecollection service or at a recycling site.
SUBSCRIBER CUSTOMER SERVICE PC Gamer Customer Care, P.O. Box 5158, Harlan, IA 51593-0658. Online: www.pcgamer.com/customerservice. Phone: 1-800-898-7159. Email PCGcustserv@cdsful llment.com. BACK ISSUES: www.pcgamer.com/shop or by calling 1-800-865-7240. REPRINTS: Future US, Inc.,
4000 Shoreline Court, Suite 40 0, South San Francisco, CA 94 080. Phone: (650) 872-1642. Fax (650) 872-2207. Website: www.futureus.com.
EDITORIAL
Global Editor-in-Chief Tim Clark
Editor-in-Chief Evan Lahti
Executive Editor Tyler Wilde
Hardware Editor Wes Fenlon
Computer Large Pixel Collider
UK Editor Samuel Roberts
UK Production Editor Tony Ellis
Staff Writer Chris Livingston
Assistant Editor Tom Marks
CONTRIBUTORS
Dave James, Chris Thursten, Tom Senior, Andy Kelly,
Phil Savage, Ian Dransfield, Daniella Lucas, Matt Elliott, Dan
Griliopoulos, Ben Griffin
ART
Art Editor John Strike
Freelance Designers Andy McGregor, Matthew Lochrie,
Andrew Cottle
SALES
Vice President, Sales
Stacy Gaines, [email protected]
Vice President, Strategic Partherships
Isaac Ugay, [email protected]
Regional Sales Manager, Northern California
Howard Berman, [email protected]
Regional Sales, Manager Southwest
Brandon Wong, [email protected]
Regional Sales Manager, East Coast
Brandie Rushing, [email protected]
Regional Sales Manager, Midwest/Pacific Northwest
Jessica Reinert, [email protected]
MARKETING
Vice President, Marketing & Sales Development
Rhoda Bueno
Director, Consumer Marketing Lisa Radler
Newsstand Director Bill Shewey
PRODUCTION
Production Manager Mark Constance
Production Controller Fran Twentyman
Project Manager Clare Scott
Production Assistant Emily Wood
Future Us, Inc.
4000 Shoreline Court,
Suite 400, South San Francisco, CA 94080, (650) 872-1642
www.futureus.com
Senior Vice President Charlie Speight
Vice President, Marketing & Operations Rhoda Bueno
Director, Human Resources Eric Buksa
SUBSCRIPTIONS
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BACK ISSUES
To Order: www.pcgamer.com/shop or by calling 1-800-865-7240
Future is an award-winning internationalmedia group and leading digital
business. We reach more than 49million international consumers a monthand create world-class content andadvertising solutions for passionateconsumers online, on tablet &smartphone and in print.
Future plc is a publiccompany quotedon the LondonStock Exchange(symbol: FUTR).www.futureplc.com
Chief executiveZillah Byng-Maddick
Non-executive chairmanPeter Allen
Tel +44 (0)207 042 4000 (London)Tel +44 (0)1225 442 244 (Bath)
Our team of writers
T Y L E R W I L D E
Twitter@tyler_wilde
Currently playingThe Flame in the Flood
This monthTook a ride up a river inthe roguelike survivalgame, got attacked bymany wolves.
W E S F E N L O N
Twitter@wesleyfenlon
Currently playingStar Wars Battlefront
This monthWas not moved bypiloting iconic moviespacecraft while playingthe new Star Wars game.
C H R I S L I V I N G S T O N
Twitter@screencuisine
Currently playingThe Magic Circle
This monthFitted a tractor beam to arat and made zombiesresistant to fire. Readmore on p74.
4 OCTOBER 2015
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09 SENDYour letters on important matters.
Monitor10 THE TOP STORY
Using HoloLens withMinecraft .
12 THE SPYIsDawn of War 3 about to happen?
Previews14 Ghost Recon Wildlands18
Anno 220522 Star Wars Battlefront24
Mirror’s Edge Catalyst
26 Company of Heroes 2: TheBritish Forces32
Dark Souls III34
Eitr
Features38 XCOM 2Firaxis brings procedurally generatedlevels toEnemy Unknown ’sPC-exclusive follow-up.
44 THE TOP 100 GAMESOur annual countdown of the 100greatest PC games you owe it to
yourself to play, in 22 majestic pages.
Reviews66 Infinifactory68
FFXIV: Heavensward70 Ronin72
Rocket League74 The Magic Circle
Extra Life76 NOW PLAYINGWhat we’ve been playing on PC.
80 TOP 10 DOWNLOADSOur round-up of the best free things.
84REINSTALLHitman Absolution revisited.
Hardware88 GROUP TESTHi-res monitors reviewed.
94 BUYER’S GUIDEOur new guide to your next PC.
R E V I E WContents #270O C T O B E R 2 0 1 5
38XCOM 2Samuel talks to Firaxis aboutnew enemies, procedurallygenerated levels, new classesand what else is coming in thenextXCOM .
44THE PC GAMERTOP 100The PCG team assembles tofigure out our yearly list of thebest PC games.
88HARDWAREWe’ve had a clean-up of ourhardware section to make itprettier and more useful toyou, including a buyer’s guidefor your next gaming PC.
100GREATESTPC GAMES
TOP
38
8844
6 OCTOBER 2015
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SEND A free Steam key for the funniest or
most insightful letter every month
U S E R R E V I E W STry to sort a deck
of interesting HerStory narrative-cardinto order whileuncovering tasty plonuggets. Yum.@skooIt took twenty years
for somebody tofigure out how tomake full-motionvideogames work,but we’re glad thatthey did.
Finally finishedHalf-Life 2: Episode 2and my God—talkabout punchinggamers in the gut anthen leaving for eigh years!@darrarkWedon’t talk aboutit anymore, DarrarkStill too painful.
Playing some WoWbecause the newpatch still has some juices to wring out.@darksaiyanisDon’t drink the WoW
juice. You don’t knowhere it comes from
Currently about 16hours into The TalosPrinciple . Definitelymy GotY so far.@alexharman
BattleBlock
Theater : a co-opplatformer with co-oplatforming and asense of humor.10/10—would jump again!@louisross167Great, now we’relistening to BuckleYour Pants again.
Ark . I have a dodoarmy named afterthe characters ofthe hit TV showSupernatural. Theyslow down the serve
immensely. Worth.@kimpulsively Never let taste ormass extinctionslow you down!
Softly does itIt’s very hard to design
around choices in stealth games. If
the rules are: you can stab everyone,
knock ‘em out or avoid them, your
design then becomes about making
levels where all three options are
equally viable. Which, in my
experience, feels less like the
awesome dynamic system they
envisioned and more like something
you can bumble your way through.
A very valid argument could be
made that says giving players choicesdilutes your game design and makes
a blander experience. That said,
I have an enormous boner for stealth
games and will replay them until I’ve
successfully completed a ‘no
touching anyone for any reason’ run.
Which in turn makes it all the more
disappointing when I stealth up to
a part that is obviously intended to
be a combat set piece and break the
game a little.
Mike Patrick
There’s nothing worse than when a
fight gets in the way of your attempt
to not touch anybody and spoils your stealth-boner. Or so we’ve
heard. PCG
Not a patch on consolesGreat. Finally got my rig updated anda slew of AAA games to play. Let’ssee, how about Batman: Arkham
Knight. Hmm. Lots of issues, bad PCport being fixed, patch coming. OK,how about Pillars of Eternity. OhPatch 2.0 with lots of UI changescoming very soon. Think I will wait.
Well, I loved Witcher 1 and 2, and sohere we go—Witcher 3! Oh, patch1.0.7 coming soon. Better wait.Jane Mutter
Patience is a virtue. And also an
unfortunate consequences of doing
your gaming on the PC, sometimes.
This is how it can be. Oh well. PCG
Don’t call it a comebackI know this topic has been talkedabout loads, but I am getting tired ofall the reboots of series that have hadgames released recently! Forexample, Hitman: Absolution wasreleased less than three years ago, yethere we are being told that a rebootof the series is going to be releasedthis year. Another example is Mirror’s
Edge, which came out less than seven years ago. This one is moreacceptable, but I wish they would
just call it a sequel or prequel.Don’t get me wrong, some reboots
turn out great, such as XCOM: EU (one of my favorite games). But someseries have games released toorecently to be rebooted. (Sorry ifI seem very cynical, I’m actuallya nice guy, I pwomise).James-Lachlan McCallum
Calling something a reboot is amarketing ploy. Be pleased that
they’re trying to recapture the spirit
of games you used to love. PCG
DIY gaming As big-budget games move more andmore towards both multi-platformexperiences (see: Batman / TheWitcher ) and controlled multiplayergames ( DOTA 2 et al), I sincerelyhope that the next generation of
videogame players receive theopportunity to tinker with their
games in meaningful ways. I might bedating myself, but for example: Scorched Earth’s (the DOS game)death quotes lack “Beam me up,Scotty!”—the fact that you can fixthat by adding a line to a text file isempowering, and that type of small,personal customization is somethingI hope today’s PC gamers find a wayto experience. Ryan Thompson
It’s happening. Dota 2 is gaining a
powerful custom game creation
toolset. The new Unreal Tournament
is being made by the community.Thanks largely to Minecraft ,
publishers again see the value of
putting the player in control. PCG
S H O O TL I K EC L I C K W A T C H F O L L O W S E N D
steamcommunity.com/groups/pcgamer
facebook.com/pcgamermagazine
pcgamer.com @pcgamerPC Gamer, FutureUS, 4000 ShorelineCt. Suite 400, South San Francisco,CA 94080
youtube.com/user/pcgamer
W I N N E R !
Does too much choice lead to alack of depth in stealth games?
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T H E P C G A M E R V I E W O F T H E W O R L D
O P I N I O N T E C H G A M E S
The HoloLens demo onMicrosoft’s E3 stage blewmy tiny mind, and judging by the internet’s reaction Iwas not the only one. It had
to be smoke and mirrors, surely. A fullyinteractive hologram on the scale of aMinecraft world? No way.
On-stage at the Xbox Conference in June,Microsoft’s Saxs Persson showed how,wearing the HoloLens, you could start byplaying Minecraft on a virtual display on awall and then map it onto a table just bysaying the words “create world”. We saw,from the perspective of the wearer, anentire Minecraft world rise from the table.It was like something from a sci-fi movie.
It was a slightly misleading demo, as itturns out. When a rather clunky prototypeof the HoloLens headset was lowered ontomy head at Minecon in London, I foundthat the headset only lets you view
holograms in a window in the center of
your vision. As a speccy nerd I’m used toseeing the world through a letterbox, butfor some people this will probably be a
bigger disappointment. On the plus side, you can still see the people and objects inthe room around you perfectly well,making it definitively easier to make a cupof tea wearing HoloLens than Oculus Rift.
It’s like looking at the room through darksunglasses, but the holograms themselvesare super-bright and colorful. You can tellHoloLens to display a virtual screen on any
blank wall, or—and this is the magic part—
you can look at a horizontal surface and
make it do the thing where the Minecraft world rises up in front of you.
From this point onwards my HoloLensdemo worked precisely as advertised atE3—it was fully, impressively interactive.Walking around a virtual, tabletopMinecraft model in physical space, you canexamine it in detail and lean over it like agiant to peer inside the buildings. You
control everything by voice and gesture,and it made me feel weirdly powerful.
You can’t actually place blocks, at leastnot in this early demo, but you can playwith the world like a god: changing theweather, placing beacons to guide players,summoning lightning to set things on firefor no good reason. I can also see peopleusing it to keep track of collaborative
builds, or indeed just to admire them.Imagine being able to see all the incrediblethings people have built, without leaving
your own living room. As a long-term Minecraft tourist, it’s an appealing idea.
Keza MacDonald
MINECRAFT FOR REALExploring a MINECRAFT world using the dream-weaving HOLOLENS
10 OCTOBER 2015
I CAN SEE PEOPLE USINGTHIS TO KEEP TRACK OF
COLLABORATIVE BUILDS,OR JUST TO ADMIRE THEM
T H E T O P S T O R Y
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M SSIV POWER SSIV POWER SSIV POWER SSIV POWER SSIV POWER
INSIDE THIS SM LL FORM F CTOR PC.NSIDE THIS SM LL FORM F CTOR PC.NSIDE THIS SM LL FORM F CTOR PC.NSIDE THIS SM LL FORM F CTOR PC.NSIDE THIS SM LL FORM F CTOR PC.
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DigitalStormLogo and‘World’sMost Advanced PCs’ aretrademarks of DigitalStorm.DigitalStormLogo and‘World’sMost Advanced PCs’ aretrademarks of DigitalStorm.DigitalStormLogo and‘World’sMost Advanced PCs’ aretrademarks of DigitalStorm.DigitalStormLogo and‘World’sMost Advanced PCs’ aretrademarks of DigitalStorm.DigitalStormLogo and‘World’sMost Advanced PCs’ aretrademarks of DigitalStorm.
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TRIVERS OF ORANGEGOOP, CORAL-LIKE
FUNGAL GROWTHS, ANDA YELLOW SUN
W H O W A T C H E S T H E S P Y ?
T
H
E
S
P
Y
O P I N I O N G A M E S T E C H
The Spy hasalways looked likethis. Shut up.
he Spy understands that change isa good thing. A change of trousers;change for the bus; even a spot ofregime change, if it’s a suitablyslow Thursday. Even so, The Spyunderstands that change is alsoscary. Think about the things you’dnever want to change. A defused
bomb. A sleeping grizzly bear. The
games industry as you remember itten years ago. Well, good news!The games industry agrees with
you (the bear’s mind isits own).
Alas, novelty andinnovation will alwayslurk on the periphery ofthis business. Here’ssome comfort: rebootsare coming. Reboots,sequels, prequels,requels and preboots.
Deus Ex! Mirror’s Edge!
Hitman! IoInteractive is, to its credit, tryingsomething new. On December 8this year you’ll be able to buy thegame, become a dour bald man,and creatively murder people.However! The game is not actuallyout until 2016, when all themissions will be in place. Earlyadopters get to play an ‘in-progress’
version, with live events
adding new targets to existingareas and so on. But Io seems morethan a little confused about whatthis method of game developmentis actually called. It’s giving playersan early access option, but Hitman won’t—the studio says—be an Early
Access game. “All of the content werelease live to our players will becomplete and polished.”
An episodic game, then? Hm.“We think the word ‘episodic’ setsup the expectation that we will sellindividual content drops forindividual prices,” Io continues.“That’s not something we’replanning to do. That said, there aresome episodic elements to thestory in the sense that it’s being
delivered in chunks over time.”The Spy is sure that there’s a
word for when something is
delivered in chunks over time, butlet’s move on. “The thing is, thereisn’t really a term to describe whatwe’re doing,” Io writes. “That’swhy we’re calling it a ‘live’experience because it feels likethat’s what it is—something thatlives, grows and evolves.”
How do you pronounce ‘live’ inthat sentence? Is it ‘live’ if playersencounter the same missions at
different times? Does it‘live’ simply by virtue ofthe fact that it changes?
Change and life aren’tthe same thing: just askthat bomb from earlier.
Lost in all of thisconfusion is how muchwill actually be availableto players this December.
As for when it might makesense for reviewers to
offer a verdict on a gamethat is both episodic andnot, early access and notand, in the manner ofcosmic horror both live and
not, well, The Spy leaves
that up to the reviewers. Andpossibly an exorcist.
A single new piece of concept artfor Mass Effect: Andromeda slipped out of San Diego ComicCon showing the surface of analien world and helpfully subtitled‘alien worlds’. Said world has riversof orange goop, coral-like fungalgrowths, and a yellow sun peekingthrough Venusian fog overtowering mesas. It doesn’t givemuch away, but suggests thatFrostbite is capable of generatingfar more natural and detailed openworlds than the ones we tumbledaround in the first game.
A NEW DAWN
Sega has registered a web domainfor Warhammer 40,000: Dawn ofWar III. When Sega acquired the
Games Workshoplicense, a sequel waswhat many fans askedfor—what they got wasCreative Assembly’sexciting-looking,silly-named Total War:Warhammer. Now itlooks like they’re goingto get both.
Relic reinvented
Dawn of War betweenthe first and second game,transitioning from a moretraditional RTS to a squad tacticsgame with RPG elements. It would
be exciting to see another shake-up: perhaps by the time 2016 or2017 rolls around we’ll becontrolling our Space Marines inthird person, or ushering themthrough the mundanity of day-to-day life in a grim future wherethere isn’t war any more becausewe got it all sorted out.
Lastly, The Spy has heard many
reports of embargoed Warcraft movie footage from Comic Con.The orcs are far more sympatheticthan in the original game, thehumans have shiny armor but areprobably assholes. Into this conflict
baby Thrall is born, and shownfloating off downriver just in case
you didn’t pick up on the Moses bit. The Spy is a little torn on thisone: by all accounts it should beterrible, but director Duncan Joneshasn’t made a bad movie yet. Still,that could always change.
The Spy
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DigitalStormLogo and‘World’sMost Advanced PCs’ aretrademarks of DigitalStorm.DigitalStormLogo and‘World’sMost Advanced PCs’ aretrademarks of DigitalStorm.DigitalStormLogo and‘World’sMost Advanced PCs’ aretrademarks of DigitalStorm.DigitalStormLogo and‘World’sMost Advanced PCs’ aretrademarks of DigitalStorm.DigitalStormLogo and‘World’sMost Advanced PCs’ aretrademarks of DigitalStorm.
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In my live demo, the four playersstarted in wildly different parts of
this vast sandbox
P R E V I EW
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This is an open-world game that looks like
a cross between regular tactical team
shooter Ghost Recon , Arma 3, MGSV ’s
freeform action/stealth approach andJust Cause ’s chaos and scale. A
mishmash of game types bolted on to a
series that sort of faded away with 2012’s
Future Soldier . I saw Wildlands in action at
E3 this year, and it’s certainly impressive
to watch four players run around in this
giant world simultaneously, then come
together to tactically figure out the
multipart sandbox missions.
Even so, I wonder if it’s in such an
embryonic a state that we won’t see it
released for another two years or so,
much like The Division debuted in 2013
with possibly unattainable good looks and
a ludicrous tablet drone element. It tooktwo whole E3s to come and go before I
could play The Division and it’s still miles
off release. Will Wildlands still look this
pretty when it gets here?
Ghost Recon Wildlands is set in an
immense Bolivian landmass where a
cartel has a stranglehold on the
government, turning this part of the world
into a drug state. In my live demo, the four
players started in wildly different parts of
this vast sandbox, just to show off the
environmental variety and how far apart
players can be in the same game. One
soldier was driving across white salt flats,
another was in a canyon of red-colored
cliffs, a third was pissing about in the
mountains, and the fourth was in a
tropical green jungle somewhere. Players
are apparently free to do whatever they
want in this shared open world while
coexisting within it. The different starting
locations bode well for a colorful,
interesting environment. This is the
biggest world Ubisoft has ever created
(suck it up, Far Cry 4 ).
The mission today is to kidnap an
informant called Alvarez, who works for a
crime boss called Nina Flores. The teamstarts by saving some hostages, taking
one of their captors out and interrogating
another to get Alvarez’s location. The
action shifts across the map to an
enemy-occupied village, where the cartel
has staged a massacre to show they mea
business. The squad is planning to steal a
helicopter from this little town; every
vehicle in the game is up for grabs, from
buggies to aircraft to boats and vans.
That’s just one of the marked changes
from any Ghost Recon to date.
CONTEMPORARY WARFARE
Drones have been a part of Ghost Recon
long before they were delivering Amazon
packages and taking fingers off with their
tiny rotors, and in Wildlands players can
again use them to hover overhead and
pick enemy targets in advance of an
attack. The village, one of many in the
game, is impressively scaled and
detailed—it looks like a real place from the
air. I’m shown that there’s a concert going
on in the village as well as a market, giving
it some civilian life rather than it just being
an empty combat arena.
The team sneaks through a long field
of dry grass towards a helipad, and firesoff a round to start an inter-faction
gunfight, where enemies take each other
out. The Ubisoft team points out that
there’s also the option to sneak in at night
and that weather conditions have an
effect, too. I ask how that makes a
difference beyond a visual filter change.
E very E3, Ubisoft reveals something big toget people talking. Last year it was Rainbow Six Siege, the year before, The Division, in 2012 it was Watch Dogs, and
this year it’s Ghost Recon Wildlands. As with thosereveals, it’s a little bit pie in the sky at the moment, but this looks a little more colorful and ambitiousthan the usual Clancy fare.
The military shooter series goes big, explosive and airborne
T O M C L A N C Y ’ SG H O S T R E C O N
W I L D L A N D S
PLAYERS ARE APPARENTLY FREE
TO DO WHATEVER THEY WANT
IN THIS SHARED OPEN WORLD
RELEASE
2016DEVELOPER
Ubisoft ParisPUBLISHER
UbisoftLINK
ghost-recon.ubi.com
N E E D T O K N O W
F I R S T
L O O K
OCTOBER 2015 1
P R E V I EW
Ghost Recon Wildland
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“What we have is a living, breathing
world with its own ecosystems,” says lead
game designer Dominic Butler. “With bad
weather conditions we’ve got rain, low
visibility at night—our detection for AI will
be reduced. It’s going to give the Ghosts
lots of opportunities. We’ll have some elite
soldiers who have countermeasures to
this. The Ghosts also have a set of
countermeasures. It’s really up to the
player how they want to approach, what
tools they want to utilize. Sometimes it’s
going to be environment, sometimes it’s
going to be the tools we give them.”
The Ghosts (or army guys) jump in the
helicopter and travel across the world
towards Alvarez’s location. It’s here I really
get a sense of the scale of Ghost Recon
Wildlands that’s hinted at by the trailers.There’s a mountain in the distance,
green fields between big dry stretches of
land, and settlements dotted around. This
looks as big as a Just Cause game, and
based on my hands-on with Just Cause 3
last issue, it’s arguably a bit more detailed.
But then that was an actual game I could
play, which is coming out this year.
Wildlands is in pre-alpha, and while this
demo is being played live, it’s so ambitious
in scale that I want to try it myself before
getting carried away. That’s why I’m trying
not to get too excited about the prospect
of me and three pals dicking about incompletely different parts of a giant open
world simultaneously, then linking up to
knock down missions when we fancy it. It
almost seems too good to be true in a
world this big.
Talking of Just Cause : one of the four
players base-jumps out of the team’s
helicopter and parachutes towards the
ground. I’m beginning to see how
freedom of approach has so much
potential in Wildlands . Missions aren’t
about the choice between two weapons,
it’s entirely about picking your angle,
location and strategy. One player can set
themselves up as a sniper, markingtargets for all to see while the others plan
their own approach to the mission. The
demo conveys a good sense of decision
making and proper teamwork. I can
already tell I’d want to be able to pick my
weapon types according to the strengths
and weaknesses of the rest of the team.
The difficulty is something I wonder
about. For me, Ghost Recon always sat in
the midpoint between a game like Call of
Duty and Arma , having some of the
former’s bombast but enough difficulty
that it was rarely wise to charge in guns
blazing. That seems to be the case here,
too, even with all the parachuting.
“Sometimes you’re going to get
yourself into a situation you didn’t predict
at all, and we don’t necessarily want to
aggressively punish the player for that,”
Butler says. “But definitely, they’re going
to feel the consequence of their actions.
So rather than have a hard block of, ‘you
did it wrong,’ it’s more like, here’s a system
reacting to that, and you’ve got to change
your plan to continue to your goal.”
WEAPONS FREE
I noticed XP racking up in the corner of the
screen, so expect progression to play a big
part in Wildlands . Ubi won’t be drawn into
talking about that yet. “At this stage, all we
can say is that choosing your tools and
leveling up is clearly part of what [our]
special forces do,” says senior producer
Nouredine Abboud. He cites the gunsmith
game mechanic from Ghost Recon Future
Soldier as an example of how they’ve
explored such things in the past.
When the raid kicks off, one of the
ghosts takes Alvarez hostage, throws himinto a trunk and drives off. It’s a pretty
straightforward mission and a really tiny
slice of a game in pre-alpha, but I can
already see the potential in so many
different systems linking up. There’s even
a whiff of The Phantom Pain to it, in
sandboxes where the time of day or
approach dictates how things play out.
With that to consider, along with the
positioning of your character, which
weapons you use and a selection of
vehicles to choose from, it sounds like
Wildlands wants to be a fully freeform
shooter. Like I said earlier, it seems a bit
too good to be true.I’m encouraged by Butler’s explanation
of the approach to mission structure—it’s
exactly what I want Wildlands to be,
maybe more of an open-world game than
a military shooter. “It’s more than it’s an
open approach—what we try to do is give
the player a goal, a singular objective,
that’s clear to them but open to
interpretation as to how they want to
achieve it. So rather than say ‘do A, B, C,
D’, we just say ‘do A’. It’s up to you how you
do it and we give them a wealth of options
on how they do it.”
Samuel Roberts
IT SOUNDS LIKEWILDLANDS
WANTS TO BE A FULLY
FREEFORM SHOOTER
A cactus, the symbol ofa diverse open world.
P R E V I EW
16 OCTOBER 2015
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P R E V I EW
Dams and bridges are often busted whendiscovered—repairing them is a priority.
Space elevators let you elevate space.
Flying cars and drones rampup as your city gets larger.
People in vacuum greenhousesshouldn’t throw stones.
18 OCTOBER 2015
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You’re a corporate leader, managing cities
on both Earth and the Moon. The game is
‘multi-session’: you gradually build cities
all over the Earth and head to the Moon to
build outposts. All resources—Moon- or
Earth-based—can be traded between
your cities, allowing them to specialize, as
the newSimCity once promised. “This isthe most believable game world we
think we’ve created so far,” Dirk
Riegert, creative director, tells me.
It certainly boasts a love of detail.
There’s a rugged extremism to the
seas rolling beneath the sharp-cragged
mountains and the virgin plain, which
comes as a welcome contrast to the
soulless modernity of the steel-and-glass
housing. The equatorial spaceport with its
space elevator, the desalination plants like
sea-surface turbines, and the flying cars,
are all nostalgically Arthur C Clarke.
On the Moon, there’s another visual
language, all realistic and low-g, like the1970s Moon landings. The prefab bunkers
are squat, small and always low. The great
mining engines scraping away at the
regolith for non-Earth minerals like
helium-3, contrast with the glassed-in
hydroponics facilities, where racks of
glossy plants rotate in a misty hothouse.
Amid these structures are field generator
to shield them from meteor impacts.
That last touch is a compromise
between plausibility and playability that
makes the hard-SF fan in me groan, but I
understand. “We try to mix both aspects,
says Riegert, “but if we have to make a
choice, it’s a game so gameplay comes
first.” In a similar vein, road traffic is just
art and has no effect on the economy, an
the studio has split the essentials ofAnno
2070 . Street-based economies on Earth,
influence-area-based on the Moon. “That
was a message from the players after2070 ; they said that this was the
maximum complexity they could take.”
Many factories and utilities are
expensive to build, but modular and chea
to expand—for example, by adding
another robot-pressing line. They can also
be improved by adding logistics support,
robot workforce, or money-saving
techniques—their layout is extremely
flexible. By contrast, very large structures
like bridges or dams, can only be built in
particular locations.
UNINCORPORATED
Other sections hinted at wider
specialization: your company
levels-up as your population
increases, facing off against other
companies and enabling you to
progress up a tech tree—which was a
blank slate in the version I played. There
were also two types of grayed-out maps
visible on Earth that I wasn’t allowed to
play. I’m guessing that these are either a
different biome, quest-oriented maps wit
events, or reintroduce the combat
currently conspicuous by its absence.
My only concern is the speed with
which I completed the main city-buildingcontent. I had a single hands-on session
lasting barely an hour, with an alpha build
and a pile of resources. Within that, I
managed to build cities on the Earth and
the Moon at the highest level. Quests,
limited resources and varied landscapes
will extend the lifespan, as they did for
Banished, as will your own quest for
perfection, but it’s a little worrying.
TheAnno model was rather archaic
before it made 2070 ’s brave leap into the
future. 2205 ’s timeline jump isn’t as big,
but its new mechanics are promising.
Dan Griliopoulos
P R E V I EW
Anno 220
Anno 2205 follows directly on from theprevious Anno game, 2070—a futuristiccity-builder damned by its appallinguPlay implementation. The setting is
again the future, but after another leap forward,with the Moon once again within mankind’s grasp.
When medieval town-buildingturns into moon-mining
A N N O 2 2 0 5
“THIS IS THE MOST BELIEVABLE
GAME WORLD WE THINK WE’VE
CREATED SO FAR”
RELEASE
November 5DEVELOPER
Ubisoft Blue BytePUBLISHER
UbisoftLINK
www.bit.ly/Anno2205Ubi
N E E D T O K N O W
P L A Y E D
I T
Modular factories makeexpansion simple.
The Moon reallyneeds a dust.
OCTOBER 2015 1
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Icompleted Mirror’s Edge four times, so Iknow the game stupidly well—andCatalyst feels almost exactly like the
Mirror’s Edge of 2008. The platformingseems identical, and my muscle memory and senseof timing from the first game served me wellduring my first hands-on at E3.
RELEASE
Spring 2016
PUBLISHER
EA
DEVELOPER
DICE
LINK
www.mirrorsedge.com
N E E D T O K N O W
P L A Y E D
I T
M I R R O R ’ S E D G EC A T A L Y S T
It’s not quite a sequel, not quitea prequel—so what is it?
I guess I won’t be needing those‘Faith no more’ puns any more.
My demo took place in a tiny snippet of
what is apparently a seamless open world.
It consisted of a series of rooftops and
three tasks to perform: a speed run, a
chain of combat encounters, and a
challenge to climb to a high point. The run
was standard Mirror’s Edge and the climb
encouraged me to be more methodical,
but what this boxed-off 13-minute demo
couldn’t do was outline how open-worldplay will work. The whole thing honestly
felt like it could have been a level from the
first game.
The combat was a little too simple for
my tastes, but might suit players who
found the original too challenging. Attacks
are now mapped to the X button on an
Xbox controller, rather than the trigger,
and as long as you press it at vaguely the
right time, Faith will quickly take an enemy
out, sometimes with a lovely third-person
finishing animation. There are no guns this
time around.
Despite my reservations, it’s a treat to
know there’s a Mirror’s Edge coming in2016 where all the best things about the
original are intact. For all its faults, that
first game’s ideas were well worth a
second visit.
Samuel Roberts
24 OCTOBER 2015
P R E V I EW
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The details of the latest Company of Heroes 2 expansion pack are all beginning to sound more than a littlefamiliar. New commanders, new units,
new strategies, eight new maps. Everything you’dexpect from an expansion. So what does The BritishForces bring that’s different? Regional accents?
Lots of mention of Winston Churchill? It has thosethings. But it also amounts to more Company ofHeroes 2, and that’s good news.
of damage was very welcome. I forgot,
however, about dealing damage. My team
lost all three matches.
Even so, I’ve already found a lot to like
about The British Forces . A new selection
of commanders opens up more tactical
approaches (including strengthening your
ground troops, which I probably should
have done). And there’s the undeniable joy
of unlocking your best tank and watching
it roll onto the battlefield, unaware of just
how quickly it’s going to explode because
you forgot to cover your flanks and oh god
it’s another Tiger on the horizon.It’s testament to my—admittedly
brief—time with the game that I came
away from The British Forces wanting
more. I’m already a fan of Company of
Heroes 2 , which helps, and more of that
good RTS stuff is always welcome. Even if
your forces are getting pounded, the
enemy commander has called in a victory
flourish of artillery and your lone sniper
died because you didn’t pay attention to
where he was going, I still came away
wanting more. It’s just so damn exciting.
STAND ALONE
The British Forces will be another
standalone, multiplayer-only expansion to
Company of Heroes 2 , meaning you won’t
have to have bought anything else from
the game to play it. You’ll also be welcometo battle online against players using
other, existing factions and armies on
maps you don’t actually own—though you
won’t be able to specifically choose them.
Frankly, I wish Relic would just hurry up
and make the whole thing a modular
free-to-play ‘service’, because that’s the
way it’s oh-so-slowly heading. The
framework is solid, it’s just waiting for
someone to pull the trigger. For now,
though, we’ll get by with what’s shaping up
to be another great expansion for an RTS
of ever-increasing appeal.
Ian Dransfield
UNLOCK YOUR BEST
TANK AND WATCH IT
ROLL ONTO THE
BATTLEFIELD
RELEASE
September 3DEVELOPER
Relic EntertainmentPUBLISHER
SegaLINK
www.companyofheroes.com
N E E D T O K N O W
P L A Y E D
I T
And yes, it does include the Scots,Welsh and Northern Irish
C O M P A N Y O FH E R O E S 2 : T H E
B R I T I S H F O R C E S
German tanks and Britishtanks just don’t get on.
26 OCTOBER 2015
P R E V I EW
Company of Heroes 2: The British Forces
I played three hour-long, four-on-four
multiplayer matches pitting the Brits
against the Axis forces. It was more than
enough to get a handle on what makes the
new forces stand out—namely how damn
resilient the troops are when they’re in
cover. While the Germans were relying on
their array of tanks and other such
high-impact war machines, I was happy to
keep things simpler, smaller, and nimbler.
Being able to soak up a surprising amount
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Praise the sun.
I got to see half an hour of Dark Souls
III in a small demo room at E3, with
Miyazaki himself walking us through it.The world I saw, featuring a towering
gothic castle reminiscent of Anor
Londo, captured the same majestic,
eerie ambiance of the first two
games. The difference is scale. The
castle is huge and clearly rendered in 3D,
despite its distance.
The general scale of the environment
feels grander and more imposing, and
there’s a noticeable chunkiness to the
graphics. Dark Souls has always created a
feeling of isolation and vulnerability as you
traverse it alone, and I think that sensation
will be heightened by taller structures and
more geometry in Dark Souls III . From thebits and pieces I’ve seen of Bloodborne on
the PS4, the size of the environments here
will feel similar, but with Dark Souls ’ art
style intact. One genuinely breathtaking
moment came near the very end, when
the player finally drew close to the castle,
and it absolutely towered above him,
ethereal light cascading into the courtyard
where he stood. A couple of people in the
audience ooohed softly.
HERE BE DRAGONS
Dark Souls III will have deeper ties to its
predecessors than just its art style. The
story, what little bits Miyazaki would
disclose, concerns the Lords of Cinder.
There are dragons, and Miyazaki hinted
that Dark Souls III may take place before
the first games. Series mainstays such as
Estus flasks, bonfires, imposing knight
enemies, jump attacks, greatswords anddual-wielding weapons are all returning.
Miyazaki talked about refining
movement and combat for the sequel.
Movement will be “more intuitive,” and it’s
definitely faster overall, if not as fast as
Bloodborne . Miyazaki showed this off with
a revamped shortbow, which could be
fired while strafing around an enemy. It
looked fast and fun to wield, and I can see
bows being a much bigger deal for Dex
players in Dark Souls III .
Weapons will have unique two-handed
abilities called Weapon Arts. The
longsword, for example, has a ‘ready’position where the shield is put away
and two special attacks can be
triggered that break blocking
stances. Greatswords have an
upward strike that can launch
enemies into the air. Dual wielded
scimitars have a whirlwind attack that can
hit multiple enemies. Miyazaki’s goal of
deepening the game also includes
expanding the roleplaying experience with
a wider variety of viable character builds.
The character models were definitely
more detailed, with the same twisted,
creative monster design we’ve come to
expect. The boss at the end of the area,called Dancer of the Frigid Valley, was
everything I expected from a Dark Souls
boss. It was large, dwarfing the player
character, but thin, all hunched over and
gangly limbs, a twisted death bride with a
flowing translucent veil whisking along
behind. And very large swords.
From what I saw, Dark Souls III has no
intention of reinventing the series, but with
Miyazaki calling the big shots, it seems to
be in good hands, expanding in scale and
refining the combat and movement. I
think that’s all most fans would ask for.
Wes Fenlon
Dark Souls 3 gave me emotional whiplashat this year’s E3. First, anticipation: itsexistence was leaked, and I wondered ifit could be real, so soon after Dark Souls
2. Then, celebration: it was real, and coming to PC!Then, apprehension: Dark Souls 2 was great, butlacked that certain something director HidetakaMiyazaki brought to the first game. At last,Miyazaki stated that he was co-directing the game,with a hand in worldbuilding and level design.
Miyazaki returns for Dark Souls’grand finale
D A R K S O U L S I I I
A TWISTED DEATH BRIDE WITH A
FLOWING TRANSLUCENT VEIL
WHISKING ALONG BEHIND
RELEASE
2016
DEVELOPER
FromSoftware
PUBLISHER
Bandai Namco
LINK
www.darksouls3.com
N E E D T O K N O W
F I R S T
L O O K
MoreSouls lore forfanatics to dig into.
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A fire, a sad dude in armor– looks pretty Dark Souls .
In case you worried itwas looking too normal.
The return of a series that peoplewill obsess over for lifetimes.
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This is pretty much the 2D Dark
Souls you’ve always wanted
A
t E3 I stepped into a caravan and triedout Eitr, a very cool-looking 2D dungeon
crawler inspired by Dark Souls and adisparate range of sources such as Zelda,
Golden Axe, Diablo and the excellent console-only brawler Fight Night Round 4. Like Dark Souls , youcarry a flask that replenishes your health, and between tricky fights with enemies in dankenvironments you sit at fires, but it’s much morethan an indie copycat—I loved my first hands-onsession and can’t wait to play more.Samuel Roberts
RELEASE
2016
PUBLISHER
Devolver Digital
DEVELOPER
Eneme Entertainment
LINK
www.eitrthegame.com
N E E D T O K N O W
P L A Y E D
I T
E I T RN I N E R E A L M S
Each of the nine levels isinspired by a different realm
from Norse mythology,conveniently granting the
developers access to fire and iceworlds, as well as giants fromJotunheim. Even dank worlds
look gorgeous with thishigh-end pixel art.
T H ES H I E L D M A I D E N
Eitr ’s redheaded heroinewas, according to the team at
Eneme Entertainment, inspiredby the shieldmaiden Lagertha
Lothbrok from the TV show Vikings.She carries a range of weapons,such as bows, swords and axes,
which grant her randomlygenerated new skills when
she finds them.
34 OCTOBER 2015
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BACKO F F !
As in Dark Souls , defendingwith your shield and dodging is
key to survival againstopponents—you take damage even
when defending. This particularbaddy was the boss of my demo,and memorizing his animations
was the key to defeatinghim.
AR E AA T T A C K S
This particular beastactivates a succession of
area attacks that you have tododge at specific moments, or
risk taking heavy damage.When I figured this out, I
battered his ass todeath.
OCTOBER 2015 3
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EITR
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F E A T U R E
XCOM 2
C O V E R F E A T U R E
XCOM 2
By Samuel Roberts
XCOM 2 envisions a dystopia where humanity lost the war.
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C O V E R F E A T U R
XCOM 2
OCTOBER 2015 3
n Enemy Unknown,the alien invaderswere on your turf.In XCOM 2, you’reon theirs. Thatsignificantly changesthe pace and dynamicof the game. In thedemo Firaxis showsme, I see civilianscrowded behind
barriers, futuristic police cars right out of theTotal Recall remake, armored fascist twats knownas Advent and floating holographic billboards. Thealiens control everything. In XCOM 2’s world, youlost the war against the extraterrestrial invadersof Enemy Unknown, and this is not your planet anymore. You must take it back.
“We began the process of defining XCOM 2 by
looking at how players responded to XCOM: EnemyU nknown,” creative director Jake Solomon tells me.“By asking: what did they enjoy? What didn’t theylike and how can we make it better? What was ourcommunity requesting? How do we renew andrefresh that sense of struggle and triumph?”
Solomon and the team took inspiration for XCOM 2’s bleak premise from the way people actually played Enemy Unknown the first time through: badly,which I can empathize with. “We realized thatmost players lost their initial playthrough of
Enemy Unknown, and we realized there was aninteresting and unique opportunity to have XCOM 2
begin with XCOM losing the invasion.”I think XCOM 2 is the Enemy Unknown sequel
fans want. It’s been developed to expand yourstrategic arsenal and to mitigate the repetition of levedesign of the original, the latter being one of my fewmajor issues with Firaxis’ first attempt at the series.
After a while in EU , no matter where you were goingin the world to fight the alien horde, you knew thelayout. One of the biggest changes to XCOM 2 is thatlevels are now procedurally generated—but don’tconfuse this with the levels being randomized. Firaxitried that and it didn’t quite work. Instead, levels areprocedurally generated in a way that is designedto feel somewhat handcrafted to the player.
MAP HAPPY
“We had to figure out a lot of new systems to makethe procedural maps work,” senior producer Garth
DeAngelis says. “It was actually a very differentpipeline and system than we had in Enemy Unknown
because it was completely handcrafted. So we found best practices for how you make the number of buildings work relative to open spaces, relative to thenumber of height-based parcels we want to work on(parcels being an element of the procedural mapsystem). So all of that we sort of had to build from the
ground up. We could take elements from what welearned from Enemy Unknown because we
didn’t want it to be completely procedural, because random turned out to be not too
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XCOM 2
C O V E R F E A T U R E
40 SEPTEMBER 2015
fun. So we still had hand-placed moments—it’s agreat-looking map, but you get the value of: ‘I haven’tseen this before’, which is really, really powerful.Unlike EU , where we had a lot of maps but we startedhearing feedback of ‘it’s the museum map again. I’vedone this before’. You’re not going to have that feelingon XCOM 2.”
Solomon sheds some light on how it works. “Whenyou head into a mission, the game rolls the dice andplaces the appropriate modules on the parcel. Youmight be able to recognize something like an Adventcheckpoint, but that won’t give you any insight intowhat lies beyond that.”
LEVEL UNKNOWN
Most of the decisions made from the outset forXCOM 2 were intended to support a more replayablegame—levels that are impossible to predict certainlyencourage replays, and inspiration for that came fromanother part of the Firaxis office. “We wanted torefine that fundamental experience of Enemy
Unknown, and give it the replayability of a game likeCivilization,” Solomon explains. “Players told us theywanted more maps, and we wanted to provide aprocedural map system this time around. We wantedhigher-fidelity characters. We wanted better-lookingdestruction. And we really wanted to have bettermodding support for the game from the outset.”
Concealment is probably the biggest change—itputs the start of the fight in the player’s hands, lettingyou stealthily line up your squad’s positions at thebeginning of each mission before pulling the trigger.You can quietly line up your characters in overwatch,so when the enemy prepares to retaliate, your wholeteam can open fire on any enemies in range.
“Combat’s still turn based, move-and-action stylelike the Enemy Unknown,” says Solomon. “But now
that the levels are built procedurally, you can’t predictwhere the enemies will appear. There are going to be
patrols, and they’re going try and figure out the level, just like you are. But now we have concealment,which means until you enter into enemy visualrange, or attack, the enemies aren’t going to know
you’re there. This gives the player control over howthe fight’s going to start.”
“As soon as you load into that map, you see yourguys are completely concealed,” says DeAngelis.“They’re speaking in hushed tones, there’s this reallycool ambient music, and it allows the playermechanically to set up an ambush how they want to
before they engage completely. Once you fire a shot it becomes classic XCOM combat.”
You have two new classes at your disposal: the
ranger, an extension of the assault class from EnemyUnknown, and the specialist, both of which the demo
T H E N E W G E N E R A T I O N Inspired by XCOM (or X-Com)
X E N O N A U T S
Inspired by the earlier X-Com games, and well worth your time.
D E A D S T A T EThis zombie survival RPG’s
combat has shades of XCOM .
T H E B A N N E R S A G A
A turn-based RPG fromex-BioWare veterans.
I N V I S I B L E , I N C .Klei’s turn-based strategy game
is immaculately designed.
T H E B U R E A U : X C O M D E C L A S S I F I E DThis weak spin-off turned XCOM into a trite shooter.
Berserkers lose theirSaturday morning cartoon
villain look and get real ugly.
T U R R E THacking these automatedturrets lets you shut themdown or even use them to
attack XCOM’s foes.
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C O V E R F E A T U R
XCOM 2
does a good job of showing off. The former carries a blade that can be used to easily cut down the vipers, XCOM 2’s deadly snake-like alien enemies who canpull your guys out of cover with their tongues beforeconstricting them to death. The specialist, meanwhile,has a drone-like device called the Gremlin that can beused to remotely hack turrets. Every soldier can hack,
but the specialist is the only class that can improvetheir hacking ability. Inthe demo, there are
three hacking optionsfor the turret: disable,control and improvedcontrol, the latter twoof which will make thegun open fire on nearbyenemies. The Gremlinhas its own ability tree, and while it’s treated as aseparate flying unit, movement with it still uses up thespecialist’s turn. “Those two classes are very innatewith the resistance theme as well,” DeAngelis says.
But don’t expect any of your MECs from EnemyWithin to carry across, either. In XCOM 2’s canon,that expansion simply didn’t happen, according toDeAngelis. “You lost within the first third of [ Enemy
Unknown ]. So MECs, gene mods, all that stuff—wewanted a clean slate with that.”
SNAKE MILK
The aliens have certainly stepped up the threat levelsince EU . The viper is a giant python with seeminglyhuman breasts—an image that, to be honest, I washappy to live my life without. Returning foes are
nastier. XCOM’ s meleeheavies the berserkers
are much closer toscary sci-fi trolls thanthe slightly PowerRangers-ish look theyhad in the first game. Ifthey get close enough,
you’re done for. I seethe berserker in this demo smash a squad memberout of the way and into a vehicle. “Super deadly, thedeadliest melee move in the game—you want tostay away from them,” DeAngelis says.
It’s escorted by two tall white mechs that looksimilar to the geth in Mass Effect. “The berserker wasaccompanied by Advent MECs, which are also heavyfirepower—they don’t need to take cover, they have
It’s an image that, to behonest, I was happy to
live my life without
In the open air, facingberserker. It doesn
look good for this gu
The variety of locations in XCOM 2 will exceed the limited amount players saw in Enemy Unknown . Here’s what you can expect.
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F E A T U R E
XCOM 2
more you can do, there’s so many more knobs you can
turn now that feed into the resistance theme,” saysDeAngelis. “You can change their gender now if youwant, set their nationality—all of that stuff that youcouldn’t do in Enemy Unknown gives even moreagency to the player.” When you pick a nationality, thegame will autoselect a matching voice, but you canstill change it if you want. That personalization wasfundamental to Enemy Unknown and remains so here.
Your best friends, family members and pets will stilldie, only now they canperish with an accent of
your choosing.“The most important
aspect of XCOM is thatit’s about playing
catch-up, that it’s not apower fantasy, and that
you’re always just aheadof disaster,” Solomon says. “ XCOM ’s a game aboutloss and managing that loss. So any story you buildinto XCOM has to have this as its basis. Given the arcof an XCOM game, it made perfect sense to have
XCOM 2 have XCOM as a resistance movement.” At the time of writing, Firaxis isn’t talking base
management, which has XCOM on the run in a giantaircraft called the Avenger. I fear the studio is going tospend most of the next few months making it clearthat this enormous airship is a reference to the trooptransport from UFO: Enemy Unknown, as opposed to
a ship in the sky where Nick Fury lives.
In theory, Firaxis ismaking a game we can
play forever
Living on a skybase is anexcellent excuse to wearcool sunglasses.
42 OCTOBER 2015
C O V E R F E A T U R E
XCOM 2
a micromissile ability where they can take out any
units that are clumped together in an area of effect.”Sectoids, XCOM ’s greys, return in a more advancedform, too. “We wanted the aliens to feel deadly in
XCOM 2—they’ve evolved in the 20 years and haveput the Advent in place as cannon fodder, becausethey’re doing a lot of nefarious things behind thescenes. So when you come across them it’s very hard,and you need to use group tactics to take them down.”
More variety in enemy attacks makes combat lesspredictable, whichforces you to react onthe spot at a greaterfrequency than you didin EU . Presentation isgenerally more
ambitious. The goal inthe demo is to have oneof your guys blow up agold statue of an alien and human holding hands—apiece of Advent propaganda. When the explosive isdetonated by your crew, a mini cutscene playsin-game where it crumbles dramatically beforethe action resumes. It feels a lot more consideredthan Enemy Unknown.
This effect is heightened by the back-and-forthdialogue between your player-created characters,where they now seem to chat during every move. Inthe demo it almost feels like traditionally scripteddialogue, but you can pick the nationalities and even
the accents from a whole range. “There’s so much
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C O V E R F E A T U R
XCOM 2
This change from EU ’s underground base brings
up a few questions. As PCG’s Tom Senior points outto me, it’s not like a skybase has hidden thermal ventsor decks you didn’t know were there—so expect somechanges to the way base management works, or atleast in the way it’s presented. “You can imagine, withthe resistance theme, is that we want you to feel like
you’re on the run,” says DeAngelis. “We really want you to feel like you’re sparking a resistance, so designhas been hard at work thinking of ways to get themechanics to support that.”
WE ARE THE MODS
I think the PC exclusivity of XCOM 2 was necessaryfor this entry. In announcing it, Firaxis led with apro-modding sentiment, while underlining the fact
that it has always been synonymous with PC. I askSolomon about why they went PC-only after EU arrived on consoles and even tablets in a respectableform. “PC gaming is in a golden age. It’s the tip of thespear in terms of innovation, in types of gameplay
being explored, in relationships between developersand their audience, and for Firaxis, it’s our home. It’swhere we want to be.”
The modding potential of XCOM 2 is as rich asanyone could ask for. Again, Civ provided a point ofinspiration to Solomon and his team. “We’re luckythat our studio has had a wonderful and long-standing mod community for Civilization, and even
EU , which had limited modding support, got fantastic
work from very dedicated guys like the Long War
team. Modding is one of those elements that brings
people together in the community through their owncreative expression of the franchise, and this andhelps our game live on over time.”
DeAngelis goes in depth on the tools that will beavailable to players. “I can tell you a lot of effort hasgone in, across the engineering front, [to make sure]that everything can be modded. Obviously we haveUnreal Engine 3. We have a modified version ofthat—so the editor is going to be released. You caneither do total conversions, or partial gameplay editswith our gameplay source that we’re going to beproviding as well. So if you just want to edit units andstats that’s going to be easy to do if you have theknowledge to do so in the scripts. It’s one of our corepillars in XCOM 2 that we felt like we were short on
in Enemy Unknown—that we want to get right.”It’s not like EU had a ton of room for
improvement. My reaction, as DeAngelis explainshow procedurally generated levels eliminaterepetition, how mods can expand the life of XCOM 2indefinitely, and how exciting the new tactical optionare, is that Firaxis is making the XCOM sequel thatfulfills every fan’s wishlist. I can’t think of anythingelse I’d ask for. In theory, Firaxis is making an XCOMgame that we can play forever. “Between theprocedural maps, between the procedural objectives,the way more enemies and abilities that you’re gonnasee, I think that’s right,” DeAngelis agrees. “That’sultimately what we want to accomplish. We want fan
to play much, much longer.”
M E C M A R K 2Taller than your units,XCOM 2 ’s robotic enemies
are fearsome creations.
3A D V E N T C L O W N SHuman puppet forces for the aliens and your
basic cannon fodder. Sinister and annoying it’strue, but not too much trouble for you.
W H A C K I N G D A Y What’s going on in this XCOM 2 battle?
4C A R O F T H E F U T U R EThe future! Forget contemporary suburbia,
XCOM 2 ’s backdrop is a stylish futuristic sci-fiworld. Can’t wait to see more of it.
1T H E V I P E R P I TThis snake asshole killed one of your team,
and can use a turn to drag another out of cover,exposing them to gunfire and her crush attack.
2R A N G E R D A N G E RThis is your ranger, one of XCOM 2 ’s new
classes, and she just sliced that blade throughthe viper to avenge your fallen comrade.
24
3
1
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100GREATEST
GAMESThehighlights of
three decades ofgaming on the
PC.
M E E T T H E T E A M
Jordan Erica Webber Freelancer
TimClarkGlobal editor-in-chief
Chris LivingstonStaff writer
Tom MarksAssistant editor
DanGriliopoulosFreelancer
Tony EllisProduction editor
JohnStrikeArt editor
Evan LahtiEditor-in-chief
TylerWildeExecutive editor
Wes FenlonHardware editor
Samuel RobertsEditor
ChrisThurstenDeputy editor
Andy Kelly Section editor
TomSenior Web editor
PhilSavageNews editor
TOP
The
AND: Shaun Prescott, AU Editor
Richard Cobbett, Freelancer Jody Macgregor, Freelancer Ian Birnbaum, Freelancer Omri Petitte, Freelancer
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Chris T: In almost all of the great competitive shooters, movement is just as essential as
aim. This is why Tribes II remains such an important game to me: it combined exciting
spinfusor rocket-duels with an unequalled sense of momentum. It’s hard to go back to
plodding around Call of Duty after skiing down a sci-fi mountain at 250km/h. The series
persistent commercial failure is almost a badge of honor. Tribes was only ever going to
play to a small, dedicated crowd, but that’s pretty much what ‘special’ means.100
TRIBES IIRELEASED March 2001 | LAST POSITION Re-entry
MIRROR’S EDGE
RELEASED November 2008 | LAST POSITION 33
Samuel: A unique, arty first-person
platformer from a studio renowned for
shootymen series, Mirror’s Edge makes
parkour traversal and jumping feel
convincing in a gorgeously stark dystopia.
It’s a divisive game, sure, and the combat
is particularly contentious—but a game
this original with these production values
is well worth celebrating.
97
THE STANLEY PARABLE
RELEASED October 2013 | LAST POSITION New entry
Phil: A game about games; a story about
stories. That sounds unbearable, but The
Stanley Parable is a wonderfully funny
exploration of choice and consequence.
As you walk through the halls of a
deserted office building, a narrator
vocalizes your next steps. Do you follow,
or rebel against the story? Whatever you
choose, hilarity follows.
96
SPIDER AND WEB
RELEASED February 1998 | LAST POSITION New entry
Tony: Every time you screw up your
infiltration mission in this deceptive textadventure, you wake up back in the chair.
“No,” the Interrogator says, “that’s not
how we caught you. Try again.” And you’re
whirled away into another flashback. In
spinning the story of your capture and
downfall, can you somehow turn it into a
story where you win?
99
SAM & MAX: HIT THE ROAD
RELEASED November 1993 | LAST POSITION Re-entr
Chris L: Ridiculous puzzles, oddball
characters, and a disturbingly accurateportrayal of roadside America feature in
this 2D LucasArts adventure. Two
freelance cops, one a wry dog in a suit an
the other a violent, naked rabbity thing,
investigate the mystery of a missing
bigfoot. Includes country music and the
destruction of the west coast.
98
very year, theinternational PC Gamerteam puts its headstogether to hash out alist of the hundred PCgames you need to play.This year, we’re
stressing ‘play’. With ahandful of exceptions,every game on the list isone that you can accessand enjoy today. Wherethat’s not the case, it’s because that game isspecial and we feel youshould know about itanyway. The hope isthat you’ll read throughthis list and discover aclassic that you’d neverotherwise have played.
Our selection process
is democratic andsubjective. Everymember of the jury putforward their personaltop 15 games of all time,and those lists werecombined to produce ourlonglist. Finally, oneperson each from the UKand US teams entered aroom (well, a Skype call),went through the entirething, and emerged witha final list that we’re
proud of.Enjoy.
F E A T U R
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P E R S O N A L P I C K SSENSIBLE SOCCER
RELEASED July 1992 | LAST POSITION New entry
Tim: Whatever new whizzbangery EA’s trillion-strong FIFA
team comes up with, for sheer ‘GET IN YOU BASTARD!’
thrills they will never surpass scoring from halfway with
an aftertouch-enabled shot that looked more like a
parabolic curve than anything an actual soccer ball might
do. Such is/was the joy of Sensible Soccer , the top-down,
bobble-headed masterpiece that ate lives in the mid-’90s.
It’s considered an Amiga and ST icon, but I came to it on
PC, where I wasted months trying to build the dynastic
success on Tyneside that cruelly eluded Kevin Keegan.
88
TERRARIA
RELEASED May 2011 | LAST POSITION New entry
Tom M: A crafting/mining game similar to
a 2D version of Minecraft , Terraria puts an
extra emphasis on combat with magical
weapons, hundreds of different types of
enemies, and dozens of large bosses. You
could put hundreds of hours into it, and
still find something new to do the nexttime you play. It’s also been updated a
huge amount: even if Re-Logic never
patched Terraria again, it would have still
added more to its game than most
developers offer through DLC packs and
season passes.
Shaun: A lot of people write it off as
Minecraft 2D , but in practice it’s a very
different beast—especially if you harbor a
lifelong preference for sidescrolling
platformers. Spend a couple of hours and
it’s nothing but a rote, grindy 2D survival
game, but persevere and it becomes an
obsession. If I had this game as a kid I’dhave never learnt to read and write, but I
bet I could dig a pretty mean hole.
Tom S: Every dawn there’s a chance a
goblin army will invade the surface world.
Deep underground, chests hide items that
let you summon huge flying eyeballs, or
the feared Wall of Flesh. Terraria is
secretly a horror game, and even better
enjoyed with friends.
FAR CRY 4
RELEASED November 2014 | LAST POSITION New entry
Tony: You tool around a massive open world, shooting
bad guys and liberating armed camps singlehanded. But
it’s the fabulous, faux-Kashmir setting that nails it: not just
one of the most beautiful game worlds we’ve ever seen,
but one of the most vivid , so richly detailed you canalmost smell the incense at the roadside shrines.
Andy: For my money, the best Far Cry setting. The sheer
verticality of Kyrat, and the ability to buzz through its
mountain passes and across its rivers in a gyrocopter,
makes it one of the most exciting playgrounds on PC. It’s
still stuffed with too much open-world filler, mind.
EURO TRUCK SIMULATOR 2
RELEASED October 2012 | LAST POSITION New entry
Phil: You’re a truck driver. Your job is to take multiple
tonnes of wood shavings, or other utilitarian goods, to
some grim industrial city somewhere in Europe. It’s agame of endless motorways, fuel management and
speeding fines. It’s also the most compelling simulator it’s
possible to play. ETS2 is plain, functional and yet
strangely charming.
Andy: It’s unironically brilliant, but you won’t realize this
until you play it. I installed it mainly just to laugh at it, but
40 hours later I count it among my favorite games of all
time. It’s a bizarrely peaceful experience.
BATTLEFIELD 3RELEASED October 2011 | LAST POSITION New entry
Tom S: CoD is famous for its set-pieces,
but Battlefield 3 generates those war
movie moments in unscripted multiplayer
warzones. It was competitive enough to
inspire our John Strike to run a clan for
years, but forgiving enough to let irregular
players enjoy the spectacle. I spent hours
breaking down choke points in Rush,
gasping at the outstanding sound design.
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Samuel Roberts
SPEC OP STHE LI NE
This adaptation of Heart oDarkness is a shooter thadares to make murder inta rote, exhausting activityto underline a wider pointabout the effect of war on
soldiers. It is half-
successful in doing that.The choice of Dubai as an
escalating warzone and thunsettling sense of moraambiguity made Spec Opmemorably bleak, and alsrendered the likes of CoD
worthless to me bycomparison.
TimClark
H E R S T O R Y
Having grown up on policeprocedurals like PrimeSuspect and Inspector
Morse, the genre’s almostotal absence in games halong been frustrating. He
Story ’s trawl throughchopped up interviews wita single suspect scratchethat itch in a particularly
British way. It’s more than just a didshedoit—by thetime you’re done with the
files, it feels less about thcrime and more about how you feel about this personThere’s nothing else quite
like Her Story .
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DON’T STARVE
RELEASED April 2013 | LAST POSITION 77
Tim: Wake up in the wilderness. Scratch together enough
rocks and twigs to build a rudimentary camp. Forage for
veg and trap rabbits. Get eaten by dogs. Start again. Build
a bigger camp. Freeze to death. Miscalculate firewood
and die to an unseen monster in the night. Don’t Starve is
Tim Burton does Walkabout. It is repetitious, adorable,
maddening, funny and—unlike so many of the current
survival games—a joy to be in at all times. Eventually you
gain a sense of control over what once seemed an
impossibly punishing world, which is when complacency
kicks in and a dumb mistake kills you anyway.
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PSYCHONAUTS
RELEASED April 2005 | LAST POSITION New entry
Tom M: A fantastically weird platformer
with sharp writing and a sharper sense of
humor. Everyone who’s played
Psychonauts has their favorite level. It
may be hard to choose just one when the
quality of them all is so high, but there will
be that one that sticks with you. Each levelrepresents the personality of whichever
character’s mind they take place in, and
your favorite can say just as much about
you as it does them. Stylized graphics
have let Double Fine’s game age well, and
the downright absurd amount of
collectables can keep you playing for a
very long time.
Tom S: I still have nightmares about that
rubbish meat circus level, but when every
level in a platformer adopts a different
dreamlike context, you’re always going to
get the occasional duff idea. Fortunately,
the rest of Psychonauts ’ settings aresuperb. The fluorescent Spanish streets
of Black Velvetopia still look beautiful, and
the warped paranoid suburbs of the
Milkman Conspiracy are as funny and
unnerving as ever. Even though the
platforming is straightforward,
Psychonauts ’ vivid, imaginative world has
rightly left fans clamoring for a follow-up
game all these years later.
SAINTS ROW IV
RELEASED August 2013 | LAST POSITION 57
Tom S: A parody of videogames in all their glorious
stupidity, this completes the series’ remarkable transition
from dull gray GTA clone to hilarious nonsense power trip.
Look out for the great rocket sequence set to Aerosmith’sI Don’t Want To Miss A Thing. Also you have superpowers.
And you’re the president of the United States. Just play it.
Shaun: I sometimes boot up Saints Row IV just to jump
around collecting things for an hour. Sometimes I spend
long stretches of time burning down city avenues
crushing every vehicle in my way. It also features the best
use of ‘What Is Love’ by Haddaway in a videogame, ever.
CAVE STORY+
RELEASED November 2011 | LAST POSITION 54
Wes: The original version of Cave Story , released for free
in 2004, was a one-man labor of love by Japanesedeveloper Daisuke ‘Pixel Amaya’. It was also an indie
masterpiece that predated the indie scene in the west
(and is still finding its feet in Japan), combining the
exploration and secrets of Metroid with faster-paced
action and a mysterious setting. The feel of the combat
and movement is up there with the likes of Super Metroid
and Castlevania: Symphony of the Night . Cave Story+
added remixed music, updated graphics and a new level,
but is otherwise the same precisely tuned platformery.
DIABLO IIIRELEASED May 2015 | LAST POSITION 26
Tom S: Monsters in Diablo III explode with
a unique, screen-shaking crunch that
remains satisfying after hundreds of
hours. The skill system, which lets you
swap abilities in and out of your taskbar at
will, is merely an enabling device that gives
you exciting new ways to generate that
crunch. Whirlwind axe crunch. Leap
attack crunch. Meteor strike crunch.
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Chris Livingston
F U L L T H R O T T L E
I’m still not sure howLucasArts made a huge,gruff, imposing biker anendearing and bumbling
underdog, but they pulled itoff in this 1995 2D
adventure. Ben, framed formurder, must solve
puzzles, deal with rivalgangs, and prevent amotorcycle company being
turned into a minivanmanufacturer. It’s got great
characters and voiceacting, and even some
driving and combat. Mostimportantly, it lets you tryto use wind-up bunnies to
stop a speeding truck.
Andy Kelly
L . A . N O I R E
It’s not as clever as thinks itis, but this detective
adventure from Rockstar is
a lavish, atmosphericperiod piece that recreates
1940s Los Angeles instunning detail. The cases
are more linear than thegame would have you
believe, but cracking themis still fun. From his lowlybeginnings at the trafficdesk, to chasing a serial
killer as a homicidedetective, Phelps’ journeythrough the LAPD is full ofgorgeous world-building,
interesting characters, andgrisly crime scenes.
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NO ONE LIVES FOREVER 2
RELEASED September 2002 | LAST POSITION 79
Chris T: Imagine Deus Ex , set in the ’60s,
with a brilliant sense of humor and
powerful female lead. Imagine comedy
spy gadgets that were also great fun to
use. Then consider that there are two of
these games, that the last one was
released thirteen years ago, and there’s no
sign that they’re coming back. Then
bellow at the sky, helplessly.
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HEROES OF MIGHT AND MAGIC III
RELEASED February 1999 | LAST POSITION New entry
Tom M: A classic strategy game that still
stands tall 16 years later—in no small part
thanks to modders, who’ve helped the
original outshine even a recent HD
remake. Heroes of Might and Magic III
sports a heady mix of RPG and strategy,
putting you in charge of both leveling-up
powerful heroes and managing their
fantasy armies.
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THE SIMS 3
RELEASED June 2009 | LAST POSITION Re-entry
Chris T: Arguably no game has done more
to expand the audience for PC gamingthan The Sims , and the third iteration,
which cut down on the previous
micromanagement, is still the best. A mix
of creative architecture, social
manipulation and plate-spinning that
manages to be just as time-absorbing as
the best traditional management games.
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ANACHRONOX
RELEASED June 2001 | LAST POSITION Re-entry
Tony: Your dead secretary lives inside
your mousepointer. One of your partymembers is a planet, and guns are
powered with radioactive rodents
(‘glodents’). Ion Storm’s wildly inventive
JRPG was crammed with minigames,
comedy and fun ideas. It also had some of
the earliest in-engine cutscenes, adding a
layer of cinematic sizzle and class.
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Chris L: Its detractors are quick to list the oft-respawning enemies, the irritating malaria,
the crummy guns that explode in your hands—and I completely agree. That doesn’t stop
this open-world FPS from being one of the boldest ever. I love the immersiveness (your
character has to physically hold the map and look down at it), the harsh and beautiful
world, and the story that slowly reveals you’re just as terrible as everyone else. Most of
all, I revel in the hilariously unpredictable bushfire and combat systems.
FAR CRY 2RELEASED October 2008 | LAST POSITION New entry
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DOOM II
RELEASED May 1994 | LAST POSITION Re-entry
Phil: Yes, Doom II is another great id
shooter that builds on the design lessons
ofDoom to provide more labyrinthine
levels filled with demons and secrets.
What makes Doom II special isn’t so muc
what id did at the time, but what the
community is still doing to this day. Doom
II ’s mod community is an enduring
phenomenon, and has, over the past
ten-and-a-bit years, produced a variety of
experiences—everything from the
violence-enhancing tweaks of Brutal
Doom , to the total conversions of Pirate
Doom orThe Adventures of Square .
Shaun: I spent countless days building
wads for Doom II back in the ’90s. I don’t
think I ever beat the game itself, becausefor me, Doom II was a series of tools for
bringing imaginative worlds to life.
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ELITE: DANGEROUS
RELEASED Dec 2014 | LAST POSITION New entry
Chris T: Space trading, combat and
exploration made special by an
extraordinary commitment to making yo
feel like you’re really there, in the cockpit.
This is one of the best virtual realitygames around for that reason, but the
effect is powerful regardless.
Andy: Elite ’s galaxy is a scale replica of ou
own Milky Way, which means that in the
course of playing the game you’ll only see
a tiny fraction of it. But what a fraction.
Even if you don’t indulge in combat,
trading, or any of the other ways to spend
your time in this space sandbox, there’s
fun to be had just exploring, staring
slack-jawed at the stunning cosmic
scenery. It’s a game you play your own
way, at your own pace.
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MONKEY ISLAND 2:LECHUCK’S REVENGE
RELEASED December 1991 | LAST POSITION 55
Andy: This island-hopping piratical
adventure is the best Monkey Island. The
writing is at its peak and hopeless hero
Guybrush Threepwood is even more
lovable than before. This time the
wannabe pirate finds himself on the trail of
the treasure of Big Whoop.
Really, though, the story is just an
excuse for genuinely funny jokes, colorful
characters, and absurd puzzles. In this
age of internet walkthroughs, you can play
it without repeatedly getting stuck and
just enjoy the world, characters andhumor. And who could forget insult
swordfighting. I am rubber, you are glue!
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GRIM FANDANGO
RELEASED October 1998 | LAST POSITION 21
Tom S: A game about lost souls traveling
through the afterlife could have so easily
been mawkish, but this post-mortem
drama was created by LucasArts
developers at the height of their powers.Manny Calavera manages to play the
charming underdog while wearing the
suavest suits you’ll see in a videogame.
Glottis is still one of PC gaming’s cuddliest
sidekicks. Together they’re the perfect
team to take on Grim Fandango ’s
scenery-chewing villains. Hardboiled
detective fiction, Casablanca and beatniks
all receive an affectionate roasting from a
script overflowing with gags. The
remastered version was released earlier
this year, preserving this late-’90s treat, so
new audiences can discover how much
fun it is in the afterlife.
THE ELDER SCROLLS IV: OBLIVION
RELEASED March 2006 | LAST POSITION 72
Chris L: Bethesda’s sprawling fantasy
RPG set a new standard for other games
to match, offering hundreds of hours of
adventure, including a world-saving main
quest and loads of engaging side-
missions. Best of all, guild quests are
tailored for different playstyles, whether
you’re a slippery thief, a powerful mage, a
deadly assassin, or all of the above.
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TOTAL WAR: SHOGUN 2
RELEASED March 2011 | LAST POSITION New entry
Tom S: Total War ’s most beautiful armies
do battle in Total War ’s most focused
game. The reduction in scale to feudal
Japan means less empire management
and more war. The fractured state of the
nation during the Ashikaga Shogunate
guarantees boisterous campaigns
punctuated by shaky alliances and
top-notch siege battles.
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RETURN TO CASTLE WOLFENSTEIN
RELEASED November 2001 | LAST POSITION 55
Chris T: I loved the silly, violent, gothic
singleplayer campaign as a teen, butmultiplayer is where it still stands out. This
is a fine example of the attack/defend
team shooter template that also finds
expression in Enemy Territory, Brink , and,
nowadays, Dirty Bomb . Return to Castle
Wolfenstein has the Mauser rifle, though,
so it wins.
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UNREAL TOURNAMENT 2004
RELEASED March 2004 | LAST POSITION 60
Wes: When a shooter still has an online
population 11 years later, it probably didsomething right. Or, in the case of Unreal
Tournament 2004 , pretty much
everything right, from the blistering
movement speed to the tuned weapon
spread to the overwhelming array of maps
and modes. Or, as Stan Lee would put it:
InstaGib. ‘Nuff said.
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John: Do you remember Max Payne for its John Woo-inspired bullet-time, or those
beautifully written noir-esque illustrated sequences that punctuate the story so well?
Max tells of ‘The Beretta stirring nervously under my coat’ which is a particular favorite
of mine, moments before he’s ambushed on the station platform. It was a pioneering
game, particularly in how it represented bad drug trips and nightmares. The level where
you run in slow motion along a trail of blood is particularly chilling.69
MAX PAYNERELEASED July 2001 | LAST POSITION New entry
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VAMPIRE THE MASQUERADE: BLOODLINES
RELEASED November 2004 | LAST POSITION 86
Chris T: Bloodlines is an open-world first-person RPG and
was one of the first games to use the Source engine. The
new tech meant it wasn’t particularly stable when it
launched, and even now you’ll need community patches
to get it working at its best. If anything, however, the tech
problems compounded the sense that this game was
destined to be a cult classic. Its depiction of vampire-
haunted LA is atmospheric and frequently scary despite
the well-trodden subject matter, and the story responds
organically to how you play and what type of vampire you
are. Some of the very best side-stories in the genre, too.
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PLANETSIDE 2
RELEASED November 2012 | LAST POSITION 93
Andy: Battlefield has been doing big-scale
battles for years, but PlanetSide 2 blows it
out of the water. Using a variety of land
and air vehicles, and several infantry
classes, it’s your job to wrestle control of
territory from other factions. It’s a pretty
basic take on BF ’s Conquest mode, butit’s the scale that makes it. Organized
assaults on bases are exhilarating, with
ground troops clashing, tanks exchanging
fire across valleys, and aircraft dueling in
the sky. Cresting a hill and seeing a battle
unfold is a dazzling, strangely beautiful
sight—at least until you charge into the
thick of it, then it’s just sheer chaos.
To get the most out of it, however, you
need to work with other players. Solo, it’s
a lonely and aimless experience. It’s only
when you’re charging a base with a group
of likeminded players, preferably with a
commander organizing things, thatPlanetSide 2 becomes one of the best
multiplayer first-person shooters on PC.
There’s something for everyone, whether
you want to be a gunship pilot, a transport
driver, a spy, an anti-tank trooper, or any
number of roles. It’s free-to-play, but
uncommonly generous with it. You can
enjoy it, and advance your character,
without spending a cent.
BASTION
RELEASED July 2011 | LAST POSITION 75
Phil: “He gets up,” the narrator says as you press the
button to get up. Thus, in three words, this action-RPG
expresses the clever relationship between the on-screen
events and the way the narrator folds them into his story.Bastion ’s art and soundtrack are oft-praised, and rightly
so, but it makes this list because those elements are
backed up by satisfying combat.
Tom M: During a fight, every well-timed button press is
rewarded, just as every mistake is punished. Bastion lets
you choose the way you fight, and all of its weapons and
abilities can be effective—if you know how to use them.
THIEF GOLD
RELEASED November 1998 | LAST POSITION New entry
Chris T: The original Thief doesn’t hold up as well as its
successors, but it earns inclusion on this list for beingsuch an important part of FPS history. This was the game
that established that you didn’t need to run at 60km/h
and carry a shotgun all the time. It opened the door to
slower, more methodical approaches to play, leading not
only to the stealth genre but also horror and, many years
later, the ‘walking simulator’. Without Thief there’s no
Deus Ex , no BioShock , no Gone Home . If you’re interested
at all in the history of game design on the PC, you need to
have played it.
MORROWINDRELEASED May 2002 | LAST POSITION New entry
Chris T: This remains unique among
Bethesda’s open worlds, a genuinely alien
fantasy landscape populated by people,
creatures and factions that take time to
truly understand. It offers the experience
of being a stranger in a strange land, and
over time the modding community has
fixed almost everything that you might
take issue with.
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Wes Fenlon
ODDWORLD:STRA NGER’S
W R A T H
This endlessly creativeshooter has smart designdecisions at every step.Live animal ammunitionlike the puke-inducing
Skunkz replaces ordinarybullets, and the level desigalways offers a shortcutback to town. Capturingbounties alive instead ofkilling them requires a
great mixture of planningquick thinking and jumpinfrom stealth to shooting t
melee combat on the fly.
Shaun Prescott
S U P E R M E A T B O
People get so hung up onlegacies, and who
pioneered what, and wher
stuff fits on the continuumof any given genre. I do toosometimes, but I still thinSuper Meat Boy is the bestwitch-oriented platformeof all time. It’s better thanany bloody Mario game.
can’t imagine anotherplatformer ever feeling th
good, and I can’t imagineany other game making m
so red hot furious whilesimultaneously sating
every game-oriented urgeI’ve ever had.
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BRAID
RELEASED April 2009 | LAST POSITION 64
Wes: Braid led the charge of the modern independent
game movement, and you can feel its influence in every
puzzle platformer with lush 2D art released since. We
often think of platformers as reflex games, but Braid
revels in its braininess, slowly layering new challenges into
its time control conceit. Later puzzles are unrivalled in
their ability to foster determined experimentation
followed by utter despair (surely this is impossible)
followed, at last, by the euphoria of success. At the end of
Braid , you don’t feel like you’ve simply completed its
many puzzles. You feel like you’ve outsmarted them.
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ULTIMA UNDERWORLD
RELEASED March 1992 | LAST POSITION New entry
Tony: Before Doom , before even
Wolfenstein 3D , this was the game that
took players out of two dimensions into
immersive, texture-mapped, first-person
reality. And where id’s games would be
mere shooters when they arrived, this was
a sophisticated fantasy RPG, where youcould swim, talk to people, pick things up,
develop skills and cast magic. You could
even look up. And incredibly, we got it all at
once, all in one game.
Ultima Underworld was a leap forward
in gaming technology that has yet to be
equalled. In the narrative of videogame
evolution, this is the bit where one monkey
smashes another monkey’s brains in
because he was told to by a monolith.
Chris T: I’m always banging on about how
Thief invented the meditative FPS, and
that’s true if you stick to shooters. Ultima
Underworld is a vital part of the samechain, however, developing the idea of
first-person fantasy in a way that The
Elder Scrolls would, decades later, run
with. This was an RPG developed with the
goal of immersing yourself in a world that
was entirely yours to explore and
manipulate: a fantasy that developers still
chase, that players still flock to Kickstarter
to support.
DARK SOULS
RELEASED August 2012 | LAST POSITION 10
Tom S: On the surface Dark Souls is merely an incredible
action-RPG, famous for its difficulty and multiplayer that
let players invade each other’s worlds. Dig deeper and you
discover a masterpiece of interactive storytelling. Ruinedstatues, item descriptions and seemingly innocuous NPC
lines are all fragments of a dark mythology that must be
gradually assembled. Soon it becomes apparent that the
soul-gathering systems you exploit to grow in power are a
fundamental part of a story full of tragic dilemmas. The
world is choking on its final breath, but is it better to
embrace the dark or recklessly rekindle the flame?
PAPERS, PLEASE
RELEASED August 2013 | LAST POSITION 29
Tom S: This is an exceptional example of game design as
an empathic tool, and a careful examination of themechanics of corruption. As a border official in a fictional
state, you’re required to enforce the increasingly
draconian rules of your superiors while supporting your
family on meager earnings. It’s a game about politics,
immigration, and an unresolvable friction between
individual morality and systemic socio-economic
pressure. As you stamp visitors’ passports, interrogate
them and subject them to body scans, critical choices
arise. It’s a harrowing and unforgettable piece of work.
QUAKE IIIRELEASED December 1999 | LAST POSITION 88
Chris T: Quake -style deathmatch is in the
middle of a resurgence and there’s every
reason to revisit the moment when it
peaked. There’s something about landing
a rocket kill here that no other shooter can
match: a combination of ballistics and
instinct. It’s almost cerebral, but then a
rocket smashes into a spaceman who
explodes into chunky pieces.
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PhilSavage
U P L I N K
This is a game about thetype of hacking you see in
films and on TV. It’s notrealistic, but it is tense,
dramatic and laced throughwith absurd cyberpunk.
More than that, Uplink is adeft open-world game set
entirely on the internet. Itfeatures varied locations,
open-ended objectives andthe chance to break off and
do things outside of thebasic campaign structure.Through a simple interfaceand handful of tools, you’regiven immense power over
this world.
TomSenior
DA WN OF WA R 2:R E T R I B U T I O N
Frankly I’m disappointed atthe lack of orbital strikes inthis list. Time to fix this with
a nod to the Space Marines’incredible giant laser attack
in marvellous, meaty RTSDawn of War 2: Retribution .As well as six campaigns—
which can all be playedcooperatively—it also
features the excellent LastStand horde mode that sets you and a couple of friends
against hundreds of foes.Go Imperial Guard
Commander and shout“Ogryyyyns” every time
you drop them into battle.Hours of fun.
P E R S O N A L P I C K S
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TOWERFALL: ASCENSION
RELEASED March 2014 | LAST POSITION New entry
Tom M: A couch co-op brawler, Towerfall:
Ascension is a fast-paced 2D archery
game that embodies everything great
about the local-multiplayer renaissance
we are currently enjoying. We gave it the
‘Best Multiplayer Award’ in our 2014 game
of the year awards, and it has since got
even better with the release of its Dark
World expansion.
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BATMAN: ARKHAM ASYLUM
RELEASED August 2009 | LAST POSITION New entry
Chris L: Never before had a superhero
game truly made us feel like a superhero.
Arkham Asylum changed that by
combining Batman’s slippery stealth
abilities with an exciting and dynamic
combat system, not to mention gadgets
galore, fantastic visuals, and an enjoyable
story. PC gamers could finally and
confidently state: “I’m Batman.”
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RESIDENT EVIL 4 HD
RELEASED February 2014 | LAST POSITION New entry
Samuel: The strongest entry of Capcom’s
super-refined survival horror classicseries, Resident Evil 4 is probably the
best-paced action game ever made. The
boss battles, ingenuity and variety of
combat encounters and puzzles are
marks of a game with no filler or dull
moments—it’s now better on PC than
anywhere else.
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DAYZ
RELEASED December 2013 | LAST POSITION 12
Andy: A brutal online zombie survival
game, but where other players are oftenmore dangerous than the undead. If you’re
not being eaten by zombies you’re
starving to death, falling off stuff and
breaking your legs, or being force-fed
poison fruit by bandits. An amazing
anecdote generator set in a vast, beautiful
Eastern European landscape.
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Tim: Blood Money was remarkable for its amazing crowd scenes, which arguably remain
an unfulfilled promise in game design. The standout was stalking a dude in a giant crow
suit through a packed Mardi Gras, but even without the NPC overload gimmick Blood
Money felt like a confident ‘best of’ for the series. Part of that was thanks to the evocative
locations—abandoned amusement parks, white picket fence suburbia, even a visit from
Santa—which made it a true American nightmare.
HITMAN: BLOOD MONEYRELEASED May 2006 | LAST POSITION Re-entry
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MASS EFFECT
RELEASED Nov 2007 | LAST POSITION New entry
Chris: There was a time when people wer
disappointed that BioWare was making a
sci-fi shooter instead of another Star War
game. Those people turned out to be
wrong. Beautiful and brilliantly written, M
tells a story that still holds together as a
standalone piece. It has BioWare’s best
ending sequence, too.
Tony: Mass Effect ’s good idea was makin
you the captain in a ’90s sci-fi TV series,
complete with a cool spaceship, a quirky
crew and sexy aliens with lumpy heads. It
genius was its rich, adult characterisation
that had me rushing through missions so
could get back on the ship and continue
that conversation.
Samuel: The original feels far removed
from its successors. The Mako, nixed inlater outings, embodied a raw sense of
exploration still unique to this first game.
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PILLARS OF ETERNITY
RELEASED March 2015 | LAST POSITION New entry
Tony: This was an unashamed attempt to
recreate the fondly remembered, low-tec
RPGs of old, and it succeeds wonderfully.
You’re not some lone, moody superman
here, you’re part of a colorful, ragbag teamof bickering friends, who go on exciting
adventures by day and heal up at night in
village inns with more floorspace than an
Amazon warehouse.
Andy: More than just an homage to
games like Baldur’s Gate and Icewind
Dale, Pillars is an RPG that feels both
old-school and contemporary. The dense
well-written dialogue brings you deep
inside its hard-edged fantasy world, while
the smart, tactical combat makes every
enemy encounter a delight. Multiple skills
powers, and spells are yours to combine i
interesting ways, rewarding creativity.
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GUILD WARS 2
RELEASED August 2012 | LAST POSITION 39
Chris T: Why has nobody ever aped Guild
Wars 2 ’s business model? This is a
massive, exciting fantasy MMO with no
subscription fee, offering a huge amount
of stuff to do for the price of the box alone.
That’s not even the whole draw: the
painterly environment design is, to my
eyes, peerless, and the class system does
more to break free of the healer-damage-
tank trinity than other RPGs dare.
Phil: After launch, ArenaNet went on to
offer one of the most generous update
programs I’ve see, over more than two
years. The coming expansion represents aroadmap for the next half-a-decade and
more of the game’s continued life.
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DAY OF THE TENTACLE
RELEASED June 1993 | LAST POSITION 45
Andy: Of all the wonderful adventure
games released by LucasArts, this might
be the funniest—and the most absurd.
Starring a trio of time-traveling teenagers,
it’s a comedy puzzler that takes you fromcolonial times to the far-flung future, and
yet it’s all set around one shabby hotel.
The puzzles are absurd to the point of
farce, such as shrinking a jumper in a
dryer for thousands of years to thaw out a
frozen hamster, but that’s all part of the
game’s weird charm. The surreal,
Saturday-morning-cartoon art style,
top-notch voice acting, and historical
humor make Day of the Tentacle one of
the highlights of Ron Gilbert and Tim
Schafer’s illustrious careers in adventure
game design.
SYSTEM SHOCK 2
RELEASED August 1999 | LAST POSITION 22
Chris T: This was the moment where the
shooter and the RPG genres converged,
scared the shit out of you, and convinced
you that maybe it was OK to fancy an AI
just a little bit. System Shock 2 is special
for all of these reasons and many more,
but not least for being a game both
terrifying and substantially about
inventory management.
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THE WITCHER 3
RELEASED May 2015 | LAST POSITION New entry
Andy: Blending a mature, well-written
story with a stunningly beautiful open
world and some fantastic monster
designs,The Witcher 3 is one of the best
modern RPGs on PC. Lavish production
values, likeable characters, and some
genuinely brilliant quests (especially
‘Family Ties’) make this the best game in
the series to date.
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FALLOUT
RELEASED September 1997 | LAST POSITION 38
Chris T: Post-apocalyptic Fallout isn’t just
notable for kicking off one of the mostbeloved RPG series of all time. It’s special
because it allowed you to be an utter
monster, expanding the bottom half of the
moral spectrum to include ‘helping
corrupt crime bosses take over entire
towns’ and ‘arranging the death of
everybody you know’.
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HALF-LIFE
RELEASED Nov 1998 | LAST POSITION Re-entry
Chris L: One of the best and most
influential FPS games ever. Favoringscripted events over cutscenes and
chapters over levels, Valve showed us
shooters could provide more than just
gunplay. The platforming feels a bit
tiresome today, but it’s still an exciting
experience with an inventive narrative that
many have aped but few have matched.
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Evan: Plenty of FPS games reproduce fragments of the backyard wars most of us
waged as kids. But none paint the whole picture: loading your gear piece by piece into a
backpack, piling into a vehicle with your buddies, rolling in the grass, screaming for a
medic, barking abbreviated words at each other over a radio. Arma ’s ludicrous fidelity is
all in service of this childlike experience of dramatized war. Another year of mods, maps,
and new official content and Arma 3 will have supplanted its predecessor.45
ARMA 3RELEASED September 2013 | LAST POSITION 41
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FALLOUT 3
RELEASED October 2008 | LAST POSITION 28
Samuel: Rebooted Fallout is strongly about 3D world
design—and there’s no comparison with the layout, detail
and variety of the Capital Wasteland. I still think this is the
best game Bethesda has made, with thoughtful
sidequests and memorable characters. I’d take this over
Skyrim every time.
Tyler: When I first stepped out of the vault, I was in awe of
Fallout 3 ’s scope. It lacked some of the charm of Fallout
and Fallout 2 , and I understand its critics, but to me it
makes up for all that in scale, freedom, and the ability to
slip live grenades into people’s pockets.
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CITIES: SKYLINES
RELEASED March 2015 | LAST POSITION New entry
Chris L: 2013’s SimCity didn’t just leave
fans disappointed and angry, it also left a
huge city-building void just waiting to be
filled. Cities: Skylines arrived not just at
the perfect time but in the best possible
way: despite a small development team,
Colossal Order produced a fun, engaging,and extremely attractive city builder.
Priced at half what most games go for and
featuring a slick UI, easy to understand
controls, charming visuals, and a
surprisingly complex traffic simulation,
Skylines instantly became both a critical
hit and a hot seller. What’s more, it
avoided EA’s missteps by providing a fully
offline experience yet still allowing the
game to become a communal treasure
due to mod support.
Shaun: Cities: Skylines is my favorite kind
of game because it’s heaps of fun not to
play. Witnessing the mod scene, thebafflingly dystopian road networks and
eerie social experiments has been as
thrilling as actually playing the game.
Colossal Order had a huge task
resuscitating the city building genre, but
they managed to do so in a way that
makes it difficult to imagine Skylines ever
being usurped—especially with post-
launch support as good as this.
BIOSHOCK INFINITE
RELEASED March 2013 | LAST POSITION 13
Samuel: Every 30 minutes there’s a skyline of gorgeously
detailed floating buildings that makes me stop and say,
“Jesus, humans created this!” Infinite feels to me like the
last of a dying breed—the supposedly auteur-drivenmasterwork with an absolute ton of money behind it. I
love so much of what’s here: the escalating oddness of
the story, the strange dream-like atmosphere of the rich
setting and the carefully lean interactions between
Booker and Elizabeth. Burial at Sea , too, while clearly
drunk on fan service, is a farewell to Levine’s BioShock
that’s well worth indulging in.
SID MEIER’S CIVILIZATION V
RELEASED September 2010 | LAST POSITION 25
Tyler: The latest game (I don’t feel like including Beyond
Earth ) in the vital turn-based 4X series in which you directa civilization from early agriculture to the space race,
winning through expansion, war, and diplomacy. I was
tempted to put Civilization IV down, as I am every year,
but with the expansions and the many, many mods on
Steam Workshop, Civilization V is the best choice for
newcomers to the series.
Tom M: It had a rocky launch and saw many fans return
toCiv IV. But after many expansions and updates, it has
become the polished pinnacle of the series.
EVE ONLINERELEASED May 2003 | LAST POSITION 65
Andy: EVE Online is the best story
generator on PC. Its completely player-
generated tales of political intrigue,
corporate espionage, and massive stellar
wars have made the headlines of major
news organizations. If MMORPGs are
about living another life, then EVE Online
is perhaps the purest expression of that
concept on PC.
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Tony Ellis
DA RK C ORNERSO F T H E E A R T H
This horror game succeedbetter than any at weavin
the horror into an actual game , as opposed to anover-extended series of
jump scares. A sense ofdread suffuses the town
where you begin yourinvestigations. The Gilma
Hotel is a nightmare ofmusty rooms, pursuit, anfrantically blocking doors
with furniture. Next, stealt your way across windy,nighttime streets with awhole town of croakinginbreds out to kill you.
JohnStrike
SOLDIER OFF O R T U N E
In a dazzlingly unfair turn oevents, this hasn’t made i
into the top 100 this yearIts ultra-violence,knife-throwing and
dismemberment were amassive deal at the time
putting it on a similarnaughty step as GTA andCarmageddon . Sadly, the
noughties are where itstayed. Dismemberment
did not become animportant contribution to
the games we play today. was a fantastic shooter,and everyone loved John
Mullins’ ridiculousmoustache. Well, I did.
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F E A T U R E
THE WALKING DEAD: SEASON 1
RELEASED April 2012 | LAST POSITION 20
Wes: Telltale blazed a new corpse-ridden trail in narrative
gaming here, abandoning much of the puzzle solving and
item collection of point-and-click adventures in favor of
conversation and gut-wrenching choices. Strong writing
and characters give those decisions real weight.
Tony: This is—brilliantly—a survival game where the
character you most want to survive isn’t you. Eleven-year-
old Clementine is totally dependent on you for her
continued existence, and that knowledge freights every
decision you make. In most games you play a jerk. In this
one you play a dad, and it’s absolutely heartbreaking.
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LEAGUE OF LEGENDS
RELEASED October 2009 | LAST POSITION 66
Tom M: What started out as a clone of the
Defense of the Ancients mod for Warcraft
III has become the largest esport in the
world. Played by millions worldwide—and
watched by even more—League of
Legends pushed competitive videogames
into the public eye. LoL is pretty much theMOBA that made MOBAs cool,
simplifying the most complex systems
while still maintaining enough depth to
foster an enormous competitive scene.
But its popularity didn’t reach this level
immediately; it took League of Legends a
year or two before it truly found its footing.
Riot has given the game constant
updates, revamping champions, graphics,
and items on a regular basis, and it’s
allowed League of Legends to grow bigger
than any other game to date. For example,
the Season 4 World Championship Finals
filled an entire Olympic soccer stadium inSeoul, South Korea.
Through iteration, League of Legends
has found its own style and voice, no
longer trying to replicate the success of
Defense of the Ancients . After five years, it
still stands as a shining example of what a
MOBA can be, holding up against
countless competitors now trying to
replicate it.
STALKER: SHADOW OF CHERNOBYL
RELEASED March 2007 | LAST POSITION 70
Andy: It’s an appropriate name, because Stalker ’s
wasteland is always in the shadow of the blown-out
Chernobyl reactor. It’s where your trek through The Zone
inevitably leads, and the journey is eerie and desolate.Whether it’s monsters, radioactive anomalies, or bandits,
there’s always something terrible to worry about.
Evan: And so few of those threats are named, explained,
or formally introduced before you bump up against them.
Stalker trusts you to fumble your way through its nuked
zoo without a brochure. I also love the weapon handling,
an unusual split between simulation and arcade.
WORLD OF WARCRAFTRELEASED November 2004 | LAST POSITION 34
Andy: Although it’s showing its age, WoW
is responsible for the online RPG as we
know it today. It’s a game that broke away
from the confines of PC gaming and
became a worldwide phenomenon.
Celebrities on talk shows revealed that
they played it. South Park did an episode
on it. Now there’s a film coming. Blizzard
defined the language of the MMORPG.
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ChrisThursten
I N V I S I B L E , I N C .
This is a dazzlinglywell-designed turn based
stealth sim. It’s aboutplanning and executingknife-edge cyberpunk
heists against mountingodds, but despite the stiff
difficulty it is completelyfair. It gets my personal nodfor teaching me an
important lesson aboutdesign: games don’t needto be random or opaque to
offer a meaningfulchallenge. Invisible, Inc.’selegant systems allow youto experience triumph anddisaster and never feel likethe game screwed you over.
Evan Lahti
G A N G B E A S T S
Everyone is made ofPlay-Doh in this game that,
appropriately enough,
softens and rounds-off thehard edges of conventional
wrestling games,particularly their emphasis
on button mashing andcombos. Failing
miserably—being liftedover the antlers of a bluereindeer, then hurled into
the blades of an enormous,fan—is fun because it
creates physical comedyfor the rest of the group.
The focus isn’t on hotcompetition, but on playful,
ragdolled calamity.
DEUS EX: HUMAN REVOLUTION
RELEASED August 2011 | LAST POSITION 17
Tim: It’s hard to think of many series that survived a new
developer coming in and creating a sequel. Fallout: NewVegas and Max Payne 3 , maybe, but the high watermark
for cuckoo development is DX: Human Revolution . Here’s
a game that captured the spirit of the original, while
updating the systems for modern tastes and managing to
tell its own interesting story. A feat so impressive that I
could even forgive those parlous boss battles.
Samuel: Its extraordinary black and gold environments,
gruff-yet-compelling lead and up-to-date combat make
this the DX game I’d recommend above all others in 2015.
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XCOM: ENEMY UNKNOWN
RELEASED October 2012 | LAST POSITION 6
Evan: Three years later, I’m realizing how crucial Enemy
Unknown ’s art is to its appeal. It is soft and serious, a
Saturday morning cartoon hurled against its will into an
alien invasion. It’s toylike and gritty—your operatives
stand stoic in the barracks, unsmiling, as you dress them
up in bright red armor and slap a mohawk on them.
Record stores, gas stations, and abandoned bars are
perfect dioramas: it’s inherently fun to blast and break
familiar spaces with combat.
Samuel: As good as turn-based strategy gets (until
XCOM 2 comes out), this is empowering and great fun.
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PLANESCAPE: TORMENT
RELEASED December 1999 | LAST POSITION 35
Tony: Imagine a fantasy RPG set not in
another formulaic medieval Bavaria, but a
world where grotesque metal buildings
bake under an alien sun, and the tavern
regulars include demons and wanderers
from every plane in the AD&D Monster
Manual. Now imagine that when yourespawn, the world doesn’t. That your
previous actions and bad choices have left
a trail of corpses and devastated former
companions behind you. Now imagine
that you’ve been doing that for a very long
time . Congratulations. You’re in Torment .
Andy: I’ve never been taken anywhere by
a videogame that’s quite as weird,
fascinating, or surreal as Torment ’s world.
It’s built on the foundations of the Infinity
engine, with a similar interface and feel to
games such as Baldur’s Gate , but it
couldn’t be more different. It’s famous for
its walls of vivid, evocative text, and rightlyso. It’s a game brimming with amazing
writing, painting its bizarre world in rich,
minute detail. I also like how in almost
every case, it’s possible to avoid conflict
through dialogue or other means.
Planescape: Torment is one of the
smartest, darkest RPGs ever made, and
there’s been nothing else like it on PC, or
any format, since.
PORTAL 2
RELEASED April 2011 | LAST POSITION 19
Tyler: It’s not as compact and essential as Portal , but it’s
an excellent companion and a much grander realization
of its humor and brilliant puzzle design. The gels are a
great addition, but leaping through portals, making trickshots and dunking your own body, is still the star.
Tom S: Portal 2 ’s co-op mode understands players so
well. There are puzzles clearly designed to let your
partner screw you over with the press of a button, but you
can hug and make up with co-op emotes afterwards.
GLaDOS’s attempts to turn you against one another play
into the little soap opera perfectly.
CRUSADER KINGS II
RELEASED February 2012 | LAST POSITION 37
Phil: You’re a feudal lord, or maybe even a king.
Congratulations, you are now consigned to a life beset byplotting, backstabbing and assassination. Your only
defense? Plot, backstab and assassinate right back. Get
past the dry delivery and you’ll find a gripping strategy
about the twisted relationships of powerful people.
Chris L: What I love is how personal the game becomes,
rare for a grand strategy game. Instead of a faceless
leader, you’re a person, an individual, and your life is
tangled up with friends, enemies, and family. It makes the
smallest struggles feel just as important as the largest.
MASS EFFECT 3RELEASED March 2012 | LAST POSITION 8
Chris T: ME3 is a love letter to the series’
fans. It’s a game about endings, about
seeing characters you’ve spent dozens of
hours with get their moment in the
spotlight. Coupled with its DLC, it’s a
staggering achievement in interactive
cinematic storytelling. Also the multiplayer
is very good, which nobody expected. You
can play as a tubby little Volus. Incredible.
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TylerWilde
ZORK: GRANDI N Q U I S I T O R
The last Zork game is myfavorite point-and-clickadventure. It’s compact,
but dense with humor andself-parody, and fun,sometimes tricky but
non-frustrating puzzles.Erick Avari is fantastic asthe titular Inquisitor—thefarcical FMV use actuallyholds up—and I still quote
his lines today. (“Shuneverything, and then shunshunning.”) Plus, you hav
a spell that turns purplethings invisible and Hadehas a phone line. All that
for $6!
Tom Marks
FE ZThere are moments when
some ofFez
’s puzzles feetoo obscure to solve; butincredibly, everything in th
game can be decoded bycryptic clues, hidden in
plain sight. Virtually everysecret can be figured outand understood withouthaving to exit the game—though keeping a piece of
paper handy will help.These complex butachievable puzzles,coupled with Fez ’s
phenomenal art and soundgive it a comfortable seat
on my personal list.
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PORTAL
RELEASED October 2007 | LAST POSITION 9
Tom M: “Now you’re thinking with
portals,” isn’t just a cute line from a trailer;
it’s a genuine accomplishment. The
original Portal essentially asked you to
rewire your brain and change how you
think about moving through 3D space.
Chris L: To my mind, the perfect game.
Hilarious writing, challenges that escalate
at just the right pace, and a boss fight that
lets you put everything you’ve learned to
use. Its short running time definitely left
players wanting more, but also meant it
never had the chance to grow stale.
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FALLOUT: NEW VEGAS
RELEASED October 2010 | LAST POSITION 59
Samuel: Last year I tried to break Fallout:
New Vegas by declaring war on everyone. I
shot my way out of Mr House’s casino and
I insulted Caesar to his face and killed
most of his mates. Even so, the main storyof this strong successor to both Fallout 3
and the original Black Isle games still
offered ways to continue the story. On
that level, New Vegas offers a more
interesting main quest than Fallout 3 with
greater scope for player expression. The
world, too, showed us a seedier side of the
post-apocalypse.
10
Chris T: I’ll always value Thief for the sense it gives you that you’re breaking into real,
lived-in places—not game levels. This is what has always made the series special. Garrett
is a reluctant hero: most of the time, your objective is to simply get into someone else’s
building, steal their stuff, and get out without being spotted. This is a lot simpler than
Deus Ex, No One Lives Forever orDishonored , but somehow more compelling—and the
sense of vulnerability you feel when you know you’re about to be caught is unparalleled.
Thief II ’s approach to combat is bleakly realistic: if you choose to stand and fight an
armed guard in this game, he will kill you.
11
THIEF IIRELEASED March 2000 | LAST POSITION 31
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DEUS EX
RELEASED June 2000 | LAST POSITION 4
Tony: Deus Ex is all about freedom of
action, and none of the sequels made me
feel as free as the original. Its maps were
huge , with none of the constraining
stealth-loading and subdivision we’re
lumbered with today. You could walk all
around the Statue of Liberty before
choosing your own way in. And that
freedom—Liberty, if you will—to find your
own way through a problem was part of
the aesthetic at every level.
Phil: Deus Ex is an ugly game with poor
combat, laughable voice acting and
appalling AI. And yet, despite those
incontrovertible facts, it’s once again near
the top of this list. That’s how good it is. It’s
2015 now—we have amazing graphics and
giant, complex open worlds—and Deus Ex
isstill one of the best games of all time. Itwill remain so until someone can
genuinely improve on its wonderfully
intricate level design.
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GRAND THEFT AUTO V
RELEASED April 2015 | LAST POSITION New entry
Tony: It’s the best open world bar none.
Incredibly detailed when you get up close,
incredibly varied when you pull back.
Mountains! Windfarms! Vineyards!Lumber mills! Half the time, it’s enough
simply to drive around this incredible
world-in-a-bottle and stare. When I do feel
like tackling a mission, the freedom to at
least choose which Hauser movie-
stereotype I play goes a long way to fixing
the one-note characterization that dogged
the previous games.
Samuel: There is no greater pleasure to
be had in videogames than quickly
stealing a military jet from Fort Zancudo
and evading all the anti-aircraft missiles on
the way out. A generous masterpiece, GTA
V looks stupidly beautiful on PC.
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Chris T: The do-it-your-own way
stealth FPS is a genre close to my
heart and important to PC gaming as a
whole, and the first half of Dishonored is
one of the best examples of the form ever
made. Each of these assassination
missions is a network of social
interactions, security protocols and
inventive architecture that amount to a
delicate machine. Your job is to break that
machine using versatile gadgets and
magic powers, and doing so conveys a
powerful sense of creativity and control.
You really do own your ideas in
Dishonored , and although the morality
system is a little underbaked, the feeling
that you did it ‘your way’ remains. Years
after the game’s release, the very best
players are still finding new ways to kill
people in it.
Chris L: The quality of Dishonored ’s level
design really becomes apparent on
subsequent playthroughs. No matter
what combination of powers you’re using,
and how you choose to tackle each target
each level still feels custom tailored just
for your style.
Samuel: Lady Boyle’s Last Party is
everything Dishonored is good at in one
level: confident art direction, stories withi
stories and multi-layered level design that
necessitates several playthroughs. One
thing in particular the game gets right ove
some other immersive sims is that it
makes every form of interaction feel fun,
whether you choose to play in a stealthy
way or more aggressively. While the
morality system offers narrative
consequences to your actions, there’s no
fun-penalty if I decide to shoot a guy in th
head. And I like doing that as a player.
Never being caught might be the default
win state, but it’s still great to put a swordthrough a guy. And if you do lean more
towards ‘ghosting’ a level, enemies who
turn to dust when you slit their throats,
crossbow darts and spring razors all mak
your hard work worthwhile.
Tony: Dishonored has all Thief ’s
transgressive thrill of sneaking around
someone else’s mansion, learning its little
secrets, but it delivers a whole lot more
besides. Because here you are powerful.
Scary . If you’re caught by a guard, it’s bad
news for the guard, not for you. Mainly
because he’s dying screaming as he’s
devoured alive by magic rats.
RELEASED October 2012 | DEVELOPER Arkane Studios | PUBLISHER Bethesda | LAST POSITION 32
DISHONORED
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THE ELDER SCROLLS V: SKYRIM
Tyler: Skyrim is a playground. I
never really cared for the story, and
maybe it’s not the best Elder Scrolls on its
own, but it is a massive, moddable fantasy
world in which I can embrace vampirism,stick buckets on shopkeepers heads, and
fight dragons. That’s irresistible to me,
and modders have done a huge amount of
work adding items, cities, dungeons, and
islands, earning Skyrim a position near the
pinnacle of Steam’s top concurrent player
list for four years.
Chris T: I spent hundreds of hours
completely lost in the world Bethesda
built, forbidding myself from installing
mods so that I could see the campaign
through ‘properly’. Then I retired that
particular Dragonborn and lost another
few hundred hours to breaking the game
RELEASED November 2011 | DEVELOPER Bethesda | PUBLISHER In-house | LAST POSITION 25with mods in exciting and complicated
ways. A peerless sandbox.
Tim: I spent maybe an actual month
crafting an axe that could one-shot any
creature in the game. After that I didn’tknow what to do with myself. It was the
best of times.
Phil: Skyrim is a brilliant adventure
toolbox. Bethesda’s systems-based
design lets you do as much or as little as
you want. Maybe you’ll take residence in a
town, and never leave that town, and
murder everybody in that town. Or maybe
you’ll visit every corner of the map and
become the head of every major
institution in the land—even the evil ones.
Tony: Endless adventures are hidden
away in this game, like hoards of buried
gold. Also there are actual hoards of gold.
Skyrim is not only huge: itlooks spectacular too.
Too late, he remembered thatWilkins was frightened of swords.
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Tom M: This is a game with
incredible staying power, which has
received hundreds of patches over the
years.TF2 ’s lasting appeal comes from
the well-balanced counterplay that exists
between its nine classes, who Valve has
given funny and lovable personalities to
through events outside the game.
Chris T: I can’t get over how brilliant the
comics are. The game itself is one of the
best knockabout shooters ever made:
you’d never see it in a professional
tournament, but it’s a reliable source of
gun-centric silliness. Its lasting popularity
is a lesson to other first-person shooter
developers: make it fun, make it free,
something something hats.
Chris L: The cartoony art style was a
brilliant idea: the game will never look
outdated. And, embracing community
contributions means there’s always new
items to gawk at. This game’s got legs.
Hats, and legs.Phil: It’s got faces too: wonderfully
expressive faces that imbue each
character with a distinct personality. I
have no idea what aBattlefield medic
thinks about the horrors of war, but I know
exactly whatTF2 ’s Medic thinks about the
fact you’re not on that point, dummkopf.
Evan: Like you’re all saying, what
separatesTF2 is the way lore is worked
into every scrap of it. What other game
made the announcement of a Mac port
into a bespoke event with its own comic,
trailer, and in-game item (that became its
own currency withinTF2
’s market)?
RELEASED October 2007 | DEVELOPER Valve | PUBLISHER In-house | LAST POSITION 7TEAM FORTRESS 2
BIOSHOCK
Wes: BioShock ’s impeccable writing
and immensely detailed world-
building are so good that its combat tends
to be unfairly maligned in comparison.
Sure, the weapon feedback isn’t up therewith the best shooters, and Vita
Chambers can rob combat of some
valuable tension. But I still delighted in
exploring the environment, picking out the
perfect place for an ambush, and
unloading on a Big Daddy the moment it
walked into my bolt traps. I loved the
frantic dance of juggling between
armor-piercing pistol rounds and explosive
shotgun shells, and how BioShock ’s other
systems came into play: hacking turrets
and sentry bots, and luring splicers and
Big Daddies into fighting each other. The
freedom to approach combat however I
RELEASED August 2007 | DEVELOPER Irrational Games | PUBLISHER 2K Games | LAST POSITION 5
4
wanted cemented just how alive the world
of Rapture felt.
Chris T: BioShock was such a huge
success, and so massively influential, that
it’s hard to imagine it represented a risk atthe time. It really did, however: 2K took a
gamble on a cerebral horror-shooter that
didn’t look like any other game out there
and tried to do more with the FPS than any
other game would dare. From its peerless
environmental storytelling to its most
famous twist, it’s still the best game in the
series. There’s a reason Irrational was so
keen to return to Rapture: it was in Andrew
Ryan’s undersea nightmare that the team
made their strongest statement. This is a
world in the process of collapse, a dream
gone wrong, a slice of history, ideology and
horror waiting to be peeled apart.
3
BioShock has a visualaesthetic like no other game.
Still going strong.
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MASS EFFECT 2
2 Tim: The Godfather Part 2 or Empire Strikes
Back of the series, in the sense that the
characters felt more vivid and the darkness
threatening them that much deeper. The third game
ultimately wound up with too much resolution to workthrough, whereas ME2 still felt pregnant with so much
possibility. And mysteries are, or course, always more
exciting than their resolutions.
Chris L: Typically I’m the guy who impatiently speeds
through the talky parts of games to get back to the
action. Here, the opposite is true. I’ve never, ever enjoyed
just talking to characters as much as I do in this series,
particularly in ME2 . Only when I’ve squeezed every last
possible word out of everyone do I finally pick up a gun,
and when the battle is over I’m excitedly running back
through the ship, hungry for more chit-chat. The
characters and dialogue are simply unmatched.
Chris T: It’s been five and a half years and I’m still angry
that they made me go and work for Cerberus.
Samuel: This had the Mass Effect plot I wanted: the
moral ambiguity, the characters who weren’t necessarily
allies and—sorry, I’m boring—my Shepard’s ultimate love
interest, Miranda. The shooting was much improved, and
all the individual character sidequests are outstanding.BioWare ensures that you’re given a reason to care abou
all of these people by delving into each of their
backgrounds—even Jacob, so often written off as the
boring guy on the Normandy, has a difficult relationship
with his father that tells you a lot about that character’s
motivation. The crew is BioWare’s best: new members lik
Thane, Legion, Samara and Kasumi join the most-liked
from the previous game, such as Garrus and Tali. I think
what keeps Mass Effect 2 high in this list is that most of u
consider it the tightest RPG BioWare has ever made—it
doesn’t have the divisive, more traditional type of comba
the first game had, and the story is thrilling throughout,
with nothing that proved as contentious as Mass Effect
3 ’s finale. It’s the perfect BioWare game.
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HALF-LIFE 2 Chris L: Expectations for the
sequel to Half-Life were high,
perhaps even impossibly high,
but Valve somehow managed
to exceed them. Gordon Freeman returns
to find a world destroyed by the events of
the first game, and Half-Life 2 sticks with
the same excellent environmentalstorytelling and scripted sequences that
made the original so engrossing and
immersive. There’s a great blend of
combat, vehicle-based action sequences,
horror, and of course the game-changing
gravity gun that can be used as a weapon,
a tool for puzzle-solving, or just for playing
catch with a huge, friendly robot.
Chris T: It’s very rare that a modern
shooter comes close to matching Half-Life
2 ’s sense of pace or variety. This is a
masterfully-constructed campaign that
effortlessly moves between moods and
modes of engagement. Over a decade
later, I can’t think of a singleplayer FPSthat has bettered it in terms of all-round
excellence. That, I think, is the real reason
the lack of a sequel is such a tragedy: as
much as I want to see how Gordon
Freeman’s story ends, what I really want is
for somebody—anybody—to make a
game that is better than this.
Phil: One minute you’re being hunted
through the streets and waterways of adystopian city. Another, you’re using
physics to survive a zombie-infested
nightmare town. Half-Life 2 is a road trip, a
sci-fi adventure, a rebel uprising, and
much more besides. It’s a decade old, and
yet it’s still impossible to find a singleplayer
FPS that is this effortlessly varied and
confidentially brilliant.
That variety extends beyond the game
itself to a mod scene that has benefitted
from the Source engine’s flexibility. Mods
like Dear Esther and The Stanley Parable
grew from weird experiments into full,
commercial products. Half-Life 2 was the
genesis of Valve’s role as an enabler ofcommunity-based development. Its
RELEASED November 2004 | DEVELOPER Valve | PUBLISHER In-house | LAST POSITION 3
existence has made PC gaming richer an
more surprising.
Samuel: Half-Life 2 ’s appeal to me, too, is
its variety—it tackles every variant on the
first-person shooter set-piece and sets th
standard every time. Ridiculously tight.
Tom S: Games are still catching up with
Half-Life 2 . It doesn’t need to scrawl
tutorial hints on the walls. It doesn’t give
you objective markers. It doesn’t give you
a button prompt to remind you to watch a
scripted event you might not be looking a
It uses lighting, level geometry and
psychological tricks to guide you without
you even noticing. Valve knows what
you’re most likely to do in a given room
with a given tool, and uses this to gradual
introduce the Antlion bugbait, the
sawblades of Ravenholm and of course
the gravity gun—still one of the greatesttoys in FPS history.
Andy: I played this recently, and doing a
no-guns run of Ravenholm was the most
fun I’ve had in an FPS for ages. You’re
madly scouring the environment for
things to pluck out and ping at pursuing
headcrab zombies. I’d play a whole game
of it, in fact, but the great thing about
Half-Life 2 is that it’s always giving you
something new to do. Valve’s subtle use o
lighting and smart level design to guide
you to the end of the map is still
impressive, and I’m not sure why more
developers don’t copy their tricks.I love when the gravity gun becomes
temporarily super-powered and Freeman
runs wild in the Citadel. A cathartic
moment, especially when Breen is trying
to taunt you through his many monitors
and you yank them off the wall and throw
them down a pit.
Tony: Open-world games are more
popular now than they’ve ever been, yet
here at the PCG top spot is a game that is
brilliant precisely because it is linear. From
its intense battles to its oddly lonely bugg
rides, it’s perfectly paced. Half-Life 2 is
what happens when a bunch of extremely
talented people sit down and say “howcan we tell one story, really well?”
Still one of gaming’smost iconic images.
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It’s a puzzlegame that
makes you feellike a talenteddesigner, too
66 OCTOBER 2015
R E V I E W
S P I R I T O F I N V E N T I O N
T E L E P O R T E RMoves blocks from Ato B. One a time, andsevering any joins in
the process—so you’ll need a plan for
reassembly.
I N V E R T E DC O N V E Y O R
It’s a conveyor, butupside down. Gravitystill applies, so you’llneed lifters to keepsomething up there.
L A S E RDestroys blocks at adistance. Far moreversatile than the
eviscerator as it canbe connected to
sensors.
P A I N T E RChanges the color of
the block thatpasses in front of it.
Used to facilitatesome of the new
puzzles.
C O U N T E RA smart sensor!
Thank you! If youneed to separate outa certain percentageof your blocks, thishelps enormously.
Let’s recap. Infinifactory is a creativepuzzle game where you turn block-based factory components into
complex machines. Each level has adifferent layout, a different schematicto match, and a different set of inputsthat dispense various componentsand building materials at a fixed rate.It’s your job to negotiate all of thesedifferent factors, a taskthat is 50% industrialdesign and 50%trainset construction.
You are doing this inorder to please youralien captors, giving thegame a comic streak
that treads the linebetween black comedyand outright slapstick. The sci-fisetting justifies both the freeformnature of the environments you buildin (you’ll spend a bunch of timeconstructing factories on asteroids)and also allows Infinifactory to showoff a surprisingly pretty side,particularly in its later missions. It’snot all conveyor belts and starscapes:there are dazzling nebulae,cyberpunk skylines, and alien forests.
When I wrote our review of the alpha version of Infinifactory back in February, I felt like I should giveit a score. That version of the game was anaccomplished puzzle game, my favorite in years, with acampaign you could see from start to finish. It felt
done. Playing the finished version of Infinifactory today feels like playingthe game and its first expansion pack. It’s more done.
You zip around by way of analways-on jetpack and manipulate
blocks in much the same manner as
Minecraft’s creative mode. Every toolavailable to you behaves according toconsistent, heavily simplified physics.Complexity arrives in the form oflogic devices: sensors, blocks withdifferent toggle states, and so on.
These are introducedto you slowly, withpuzzles dedicated toexplaining each. Soon,the potential forcreative combinationskyrockets.
Since its early access
launch, Infinifactory has gained threemini-campaigns that follow the mainstory. Each is built around a set ofnew blocks that change the way you
build in variously subtle and drasticways. The laser is a variant on the
block-destroying eviscerator withmuch longer range and, crucially, theability to be toggled on and off. Thecounter is a sensor that activates aftera user-specified number of blockshave passed it. My favorite is the
teleporter, which acts as anenvironmental modifier. Teleportersmove one block at a time (or theplayer) between separate areas of theworld. Their usefulness is offset bythe need to reassemble whatever it isthat you tried to teleport on the otherside: building devices to sensibly feedconstructions in and out ofteleporters is a gratifying challenge.
CREATIVE ASSEMBLYThe genius of Infinifactory is not thatit’s a very well-designed puzzle game:it’s that it makes you feel like atalented designer too. There’s atremendous satisfaction to watchinga machine you’ve slaved overdiligently follow your orders. It’s the
videogame equivalent of thoseincredibly compulsive looping gifs offactory processes, but you madeit—and the pride you experience incoming up with a solution feels‘earned’ in a way it does in few other
games. It’s appropriate, then, that Infinifactory allows you to output agif of your creations at the touch of a
button (these have been upgraded ina recent patch, too) and that, forthose who want to take thingsfurther, there’s the option to createand share user-generated puzzles viathe Steam Workshop.
It’s nice to be able to finally givethis the outright recommendation itwarranted earlier in the year. This isthe most generous game Zachtronicshas made, opening up SpaceChem’slofty problem-solving to anybody
who can place blocks but withoutsacrificing too much intellectualheadroom in the process. The bestsolutions blow my mind, but I’mhappy with my own ones too. It’s thataccessibility that makes Infinifactory special: not only is it clever, but itshares its cleverness with you.
93The pleasure of creativeblock-building meets thesatisfaction of puzzle-solving. One of the year’s
best games.
V E R D I C T
N E E D T O K N O W
WHAT IS IT?
A block-based puzzlegame about factory
construction.
EXPECT TO PAY
$25
DEVELOPER
Zachtronics Industries
PUBLISHER
In-house
REVIEWED ON
Intel i5-2500K, 16GBRAM, GeForce GTX 970
MULTIPLAYER
Leaderboards only
LINK
www.zachtronics.com/infinifactory
GIANTS OF INDUSTRYBlock-based puzzler INFINIFACTORY rolls off the production
line as an instant classic. By Chris Thursten
The new blocks added since launch
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It’s fun to simply watch your creations work.
New blocks make timingdevices like this easier.
The timeless eleganceof an industrial laser.
Not the most elegantsolution, honestly.
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FLIGHT OF FANTASYFINAL FANTASY XIV’s first expansion balances
tradition with adventure in HEAVENSWARD. By Daniella Lucas
Flying makeseven the mostmundane of
delivery questsa real joy
R E V I E W
FFXIV has long been trying tobalance the trappings of a traditionalFinal Fantasy game with being an
MMO to rival the likes of World ofWarcraft—and to great success. Itsfirst expansion, Heavensward, adds ahuge new section to the map ofEorzea, the power of flight andseveral new classes, all withouttipping those finallybalanced scales. WhereTESO fails tocohesively marry thesingleplayer prestige ofSkyrim with a worldfilled with otherpeople, FFXIV and its
expansion succeed.Taking you into theheart of the once sealed-off city ofIshgard, Heavensward opens on asolemn note. Given the previoustragedy and revelations in the city ofUl’Dah that saw your friends in direstraits in the lead-up to theexpansion, it’s a fittingly frosty start.And to see it you’ll have to havecomplete the main questline of ARealm Reborn and all of its
There are a lot of expectations to live up to when your game bears the Final Fantasy name. They all need to have epic,twisting storylines, magical landscapes, and plenty ofMoogles. It’s all part of the DNA of the series. But despite theMMOs of the collection possessing all of these things, there
are many who still don’t consider them to be ‘proper’ Final Fantasy games.Those people are missing out.
subsequent patches first. Yes, it willtake you a while if you’re starting as acompletely new player, but the
journey is well worth it. And with boosts to help first timers level-upquickly and cut dungeon queuetimes, you don’t have to worryabout being left behind.
The new areas are vast anddesigned to take fulladvantage of the newflying mounts. Campspepper the snow-
besieged hillsof Western Coerthas,while the Sea of Cloudsswims with tiny islands
waiting to be explored.It’s a real shame that you can’t take advantage of thatflight-based design straight away. Youhave to earn your wings first, and ittakes ages to do so.
You’re stuck hoofing it until youunlock all of the aether currents inany given area to learn what thesurrounding winds are like. Someare dotted around the hills andobscure high points, while others are
unlocked during quests. It does startto feel dull as you run from one endof the map to the other doing classicMMO busywork. But once you getthem all and you finally take flight, allof that tedium is forgotten. Taking tothe skies is glorious. Dipping betweenthe trees of the Chocobo Forest, orthe fluorescent pompoms of theChurning Mists is a sight to behold.Flying makes even the most mundane
of delivery quests a real joy.
NEW CLASS
The fighting is equally grand. Thenew classes (gun-toting Machinist,sword-wielding Dark Knight andglobe—uh, spinning?—Astrologian)add a nice mix to party line-ups, asdo the new skills for existing classesthat accompany the level cap rise to60. With every new move comes anew layer of strategy to consider.While many players are still findingtheir feet over what works best, it’s
the sense of greater choice that’smost exhilarating. There’s no oneway to do things anymore.
There’s a lot on offer here, andwhile I sunk over 40 hours into themain storyline I have yet to see theend of it. The amount of new thingsto do is equal to that of the basegame, which is a huge feat foran expansion, and there’s still plentymore on the way.
If you already play FFXIV then Heavensward gives you even moreof what you know and love. Forthose that have been eyeing up those
chocobos from the sidelines, there’sno escaping the catching up you’llhave to do, but that shouldn’t put youoff. Even if you don’t know yourTonberrys from your Cactuars, it’swell worth playing for the sheer
variety of adventures. Now isdefinitely the time to get involved.
E X C E E D T H E W E I G H T L I M I T
1 D O A Q U E S TTalk to this guy in
Ishgard for a quest.While it’s designedto unlock the abilityto fly for the normalchocobo you gotearlier, it’ll unlock itfor ol’ Tubby, too.
2A W A K E N H I MNext, head to
Tailfeather wherethis farmer’s boywill send you outto awaken yourchocobo’s instinctsby summoning it tobattle alongside you.
3G E T A F E E LAfter you’ve done
this you’ll be sent onerrands to a fewdifferent locationsso that yourfeathered friend canget a taste of thewind in its beak.
4F L O A T F R E EHead back to
Tailfeather tocomplete the quest,and then BOOM.Your fat rolls will befree to ripplebeautifully in thebreeze. Lovely.
How to make your fat chocobo fly
87
A hugely enjoyableaddition to the world ofEorzea, with plenty ofroom to spread your
wings and explore.
V E R D I C T
N E E D T O K N O W
WHAT IS IT?
The first expansionof the formerly
troubled, but nowutterly excellent, MMO.
EXPECT TO PAY
$40
DEVELOPER
Square Enix
PUBLISHERIn-house
REVIEWED ON
i5-3230 CPU, 8GB RAM
MULTIPLAYER
MMO
LINK
na.finalfantasyxiv.com/heavensward
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Some views can only be fullyappreciated on wingback.
The Tailfeather camp lies inthe heart of Chocobo Forest.
Their wings may be tiny,but even chocobos can fly.
You’ll have plenty of tales to tell aroundthe campfire after your adventure.
Ravana is the firstPrimal you face.
R E V I EW
Final Fantasy XIV: Heavensward
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COPY KATANAA mixture of stealth and turn-based combat, RONIN isn’t quite as good
as its obvious inspirations. By Phil Savage
The trick is toalways be
moving
It looks like a stealth game andsometimes plays like a stealth game,but there are frequent occasions
where you’re forced into battle. Ronin is first and foremost about fighting,and the turn-based swordplay is whatdistances it from its most visiblesource of inspiration.
Each of its five chapters has threelevels: two in whichyou infiltrate buildingsto hack terminals, anda third where youconfront and kill one ofthe five executivesresponsible for thedeath of your father.
Set in sprawling officebuildings, each level iscomposed of a number of self-contained sections. At first, you’reunseen—free to lurk in the darkness,taking out guards and planning youropening strike. But soon you’ll needto jump into the light, at which pointthe action pauses. Each combat turnis defined by the enemy’s actions. If ared laser sight is pointed at you, onthe next turn they’ll fire. If they’vefired, on the next turn they’ll re-aim.
Why yes, Ronin does look a lot like Gunpoint. A 2Daction-stealth game that takes place in the interiors ofa stylishly futuristic city, its similarities are numerous.You hack computer terminals, use the mouse to planand execute jumps, and stick to any wall or ceiling you
fling yourself against. Ronin is less derivative than it first appears, though,thanks largely to the prominence of combat.
The trick is to always be moving.It takes two turns to down a guard:one to land near them, and one to
strike them down. It takes two turnsin the same position to get yourselfkilled. That’s the central puzzle ofeach encounter. The easiest solutionis to jump into guards, knockingthem down and giving yourself a
couple of turns beforethey recover.
At a basic level it’san enjoyable system tomanipulate, enhanced
by unlockable skills.These are tied to a limit
break meter that builds
as you stun and kill. Fillit completely, and you’re given a free action. More often,it’s worth spending your accruedpoints on a potentially life-savingspecial move. By the end of the game,I could create decoys, throw mysword, and send out a circle ofdaggers that temporarily downed all
visible guards. There’s even a teleportmove that lets you instantly slam intoany visible enemy to send themflying. If they’re standing by a
window, this is an instantdefenestration button.
As I grew more familiar with thecombat, inconsistencies became moreapparent. For starters, you don’talways have enough information toplan a move. The jump tracer doesn’taccount for enemies, so it’s difficult toknow where you’ll end your turn if
you go for a stun—an omission thatled to my death on more than one
occasion. Invisible, Inc. proved theworth of complete transparency inturn-based feedback, and it’s a lessonI wish Ronin had learned.
RONIN ON THE SPOT
More frustratingly, your moveset isrestricted in combat. You can’t climbor run, only jump, and you’re unableto fine-tune actions mid-turn.Outside of combat, you can pause atany moment to plan and executemoves. I suspect the limitations are anecessary tradeoff to keep the
difficulty intact, but they seem toundercut game’s core fantasy of balletic, fluid action expressedthrough stop-and-start systems.
Each level has three optionalobjectives: don’t kill a civilian, don’ttrigger a lockdown, and kill allguards. Except, they’re not reallyoptional. You need to complete allthree to earn a skill point used tounlock Ronin’s best toys, and thatmeans you’re incentivized to re-tryeach checkpoint over and over.
With a growing collection of skills, Ronin stays interesting. The level
design is largely excellent, offeringplenty of varied scenarios, albeit onlya handful of enemy types.
Ultimately Ronin doesn’t live up tothe quality of its inspirations, but itdoesn’t really need to. It does enoughto make for a fun four-to-six hourcampaign of gratifying swordplay.
P U S H I T T O T H E L I M I T
H O L O G R A P H I CD E C O YMore trouble thanit’s worth.
T H R O W S W O R DRemember to getit back again.
T H R O WD A G G E R SKnock downeverything.
T E L E P O R TIf an enemy isnear a window,use this.
Ronin’s skills explained
74A fun, if lightweight,stealth combat game.The turn-based fightingisn’t perfect, but remains
entertaining enough.
V E R D I C T
N E E D T O K N O W
WHAT IS IT?
2D stealth combat withturn-based battles.
EXPECT TO PAY
$13
DEVELOPER
Tomasz Wacławek
PUBLISHER
Devolver Digital
REVIEWED ON
Windows 7, Intel i7 970GTX, i5-3570K CPU,
8GB RAM
MULTIPLAYER
None
LINK
www.bit.ly/1LD7uS1
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Well, shit.
Damn, I was going to usethat as the review title.
Being a Ronin means alwaysbending your knees.
The jump arc shows how far you’ll leap in a single turn.
His one weakness? Windows.
See. Look atthe knees. Bent.
Roni
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TORQUE SPORTROCKET LEAGUE is a game about cars and soccer
for people who care about neither. By Matt Elliott
Driving isdelicious. Cars
ease aroundlike butter ina heated pan
I’ve never played a game thatneeded a tutorial less. Drive car atgiant ball; hit ball into net; scorepoints. Rocket League’s competitivecore has existed for millennia, and
this helps make a preposterousconcept feel primal. This, in turn, is alaughable way of describing a gamethat would be called moto carball ifit actually existed in real life.
Like dry martinis and penisesscribbled in unattendednotebooks, RocketLeague is a celebrationof distinction throughsimplicity. Driving isdelicious. Cars easearound like butter in aheated pan, but always
feel under your control.You accumulate boostby driving over markers on the arenafloor, and unleashing it is athunderous rush, firing you across,over and around the pitch. Becausematches take place in smooth,enclosed spaces, you can drive upwalls and across ceilings as ashimmer of perpetual motion. Carscan also jump and dodge, both ofwhich can be used defensively andoffensively. The weight of the cars,
Let’s not waste energy exploring why soccer should replace itspaper chain of squalid billionaires with cars, and accept it asfact. A fact that Rocket League proves with simple andimmediate ease. Yes, this is a game about cars playing soccer,and that’s just about as developed a plot as you’ll require.
as well as your ability to apply unruly boost to jumps, adds a pleasinglyhaphazard element; something likeathletic soccer players leaping abovethe opposition to header high balls,
but with less shirt-pulling.The vehicles feel light and
buzzy—somewhere between Micro Machines, and those swift, slideyremote controlled cars that only seemto appear on Christmas Day. This
contrasts nicely withthe fat, beefy bounce ofthe ball, whichgormlessly invitesimpact like a punchablecousin. And that’s it. Ifeel almost guiltyreducing a review to
‘ball’ and ‘car’, but thereare only ever those twothings in the field of play, andcrucially, they both feel great. Thereare no weapons, but certain markersfill your boost and let you obliterateother players. Mercifully, it’s thegenerous, instantly-respawning typeof obliteration. Destruction is theonly conspicuous deviation from theclean and simple business of drivingaround and scoring goals, but in mostof the games I played it was a rarity,
and certainly never frequent enoughto be irritating.
Alternatively, you can set teams offour against each other, in matchesthat become so frantic that they’reless like footy, more like a lost,confused beach ball bashed between
bumper cars. Playlists of duels,doubles, standard 3v3 matches andthe appropriately named Chaos 4v4mode are all available online, with
ranked playlists limited to duels,doubles and 3v3. There’s a reasonwhy online play is the first option onthe menu, as here’s a game that feelsdesigned to be played with actualpeople, and this is absolutely where itthrives. I rarely had to wait long for agame, and if players dropped outmid-session they were immediatelyreplaced by AI bots. Best of all, it’srefreshingly simple to get back intoanother game, so very little time isspent lingering in lobbies.
SIMPLE PLEASURES
If playing online isn’t your thing,there are exhibition matches and fullseasons you can solo. The length anddifficulty can be altered, and while itdoesn’t offer much in the way ofdepth—cars and soccer,remember?—I still found myself
bonding with pretend teammates.Perhaps I’m just lonely.
The offline modes do reveal thegame’s minor inadequacies, however.Team AI can be flaccid andunreliable, especially against tougheropponents, and the same simplicity
that makes Rocket League soimmediately playable can causethings to get repetitive when playedalone; a criticism that only becomesapparent precisely because it’s sodamn addictive. It’s a simple thingdone brilliantly well, kept interesting
by the thrill of competition.
N U T M E G S A N D B O L T S
1 B O O S THelps you to
whack the ball withsome vigor, but alsoallows for excellentmid-air acrobaticswhen applied duringa jump.
2 J U M PHop up to hit high
balls, or block lobbedballs for epic saves.Press twice for aprobably-impossibledouble jump. Heck,it’s all impossible!
3 D O D G EFlip forward,
sideways andbackwards for anextra boost ofmomentum, whichwill send the ballflying impressively.
4 S L I D EPowerslide
around the arena tochange directioneasily and knockshots sideways. Also:looks cooler thandisco cucumbers.
5 R A MFill your boost
meter with powerupsand slam into anenemy vehicle,destroying themutterly. It’s not evena cardable offence.
Five silky skills every MVP should master
87Rocket League isfast, fun andrelentlessly enjoyable.The best soccer game
without feet.
V E R D I C T
N E E D T O K N O W
WHAT IS IT?
A car soccer game andsuperior sequel to
Supersonic AcrobaticRocket-Powered
Battle-Cars .
EXPECT TO PAY
$20
DEVELOPER
Psyonix
PUBLISHER
In-house
REVIEWED ON
i5-3230 CPU, 8GB RAM
MULTIPLAYER
Up to eight
LINK
www.psyonix.com
72 OCTOBER 2015
R E V I E W
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They call me ‘the man thatgravity temporarily ignored’.
You can tinker with unlockablegoodies in the garage.
Wheel, vroom,ball, GOAL!
Games take place in giantcages—more gaol than goal.
OCTOBER 2015 7
R E V I EW
Rocket Leagu
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HEAVY METAExploit an unfinished adventure game while playing it,
in THE MAGIC CIRCLE. By Christopher Livingston
Contains a lot of jokes about
crowdfunding,game tropes and
games media
74 OCTOBER 2015
Before long, you’ll gain the ability tomake changes to the game by
tampering with its programming.Specifically, you can alter thebehavior of the game’s entities. Aftertrapping a hostile dog-creature, forexample, you can change itsalignment fromviewing you as anenemy to seeing you asa friend. You can assignit new enemies, whichit will then attack. Youcan also completelystrip it of attributes,leaving it inert while
storing those propertiesin your library to be applied toother creatures. None of thisinvolves writing code yourself, mindyou: it’s accomplished by simplyselecting words from a list anddropping them into fields. When youexit the customization screen whereyou set these values, the creature’sbehavior is changed.
The Magic Circle casts you as a playtester for a game that has been in development for ages and is still nowhere nearcompletion, something most gamers can easily grok in thisage of Kickstarter campaigns and Early Access. What beganas a sci-fi game has become a swords and sorcery adventure,
and as you progress through the unfinished world you’ll find the spines ofa pixelated space station poking through the fantasy crust, with long-forgotten robots and drones mingling among the wizards and spiders.
You can’t use these abilitiesdirectly, so overcoming obstacles
becomes a matter of altering the behavior of your growing AImenagerie. Once you’ve stolen anability or value from an enemy, you’reclear to use it to edit any creature or
entity you might fancy.Rocks can be made tofloat in the air,providing you a nicestepping stone.Zombies can be madefire resistant and ratscan be fitted withtractor beams. This
gives you multiple waysto tackle obstacles, solve puzzles anddefeat enemies. It’s also a lot of fun toplay with between puzzles: whocould resist sending a loyal army ofmushrooms fitted with helicopter
blades and repulsor beams to attack afew fire monsters? There arecertainly shades of Double Fine’s
Hack ’n’ Slash to the premise.
You’re not the only human in thegame: the developers, represented byfloating eyeballs, are working on it as
you play, though most of their workamounts to them bickering loudlywith each other. As you might expectin a game about an unfinished game,The Magic Circle contains a lot of
jokes about crowdfunding,development, game tropes and gamesmedia, and provides some insightful
and funny observations on thosefronts. While the tone is initiallylight and playful, however, thewriting eventually sags under itsown weight. The performances growmelodramatic and overwrought, andthere are long stretches where thedevelopers argue, or a rogue AIspeaks to you while you simply sitthere, waiting for them to finish(during Early Access, the ability toskip a couple of these scenes—thoughnot all of them—was added).
NOT SO FAST
There are a couple of other issues: fora game where you’ll be crisscrossingthe landscape repeatedly to explore,it’s annoying that you can’t sprint(though fast-travel is possible
between scattered nodes). And whileit fits in with the premise that themostly black-and-white game world(with some neat exceptions) is
visually unappealing, it doesn’t reallyhelp the fact that the game world is
visually unappealing. You can expect between 4-6
hours of play, and there’s a relatively
enjoyable minigame that becomesavailable after completing the story.
You can also continue exploring tofind secrets you may have missed.Despite its issues, The Magic Circle’sconcepts are both clever and put togood use, and editing monsters tosolve puzzles is always enjoyable.
78Visually drab and a bittoo taken with its ownstory, but otherwise aclever and fun exercise in
creative problem-solving.
V E R D I C T
N E E D T O K N O W
WHAT IS IT?
An adventure gameabout exploring
an unfinishedadventure game.
EXPECT TO PAY
$20
DEVELOPER
Question
PUBLISHERIn-house
REVIEWED ON
Windows 7, Intel i7x980 3.33GHz, 9GB
RAM, Nvidia GeForceGTX 960
MULTIPLAYER
None
LINK
www.magiccirclegame.com
A K I N D O F M A G I C Other monsters I would like to edit
G T A 4 ’ SR O M A NNot really amonster, butI’d like toboard uphis mouth.
H A L F - L I F E2 ’ S P O I S O N Z O M B I E S I’d add aweakness:poison!Problemsolved.
S P E L U N K Y ’ S B A T SNo more flying at an angle.Maybe no more flying, period.
L E F T 4 D E A D ’ S W I T C HShe’s sensitiveto noise, so I’dremove her ears.Maybe even herwhole head.
F A L L O U T ’ SD E A T H C L A W SRemove theclaws. Or maybethe death. Both?
B I O S H O C KI N F I N I T E ’ SH A N D Y M E NTheir weaknessis their heart, soI’d add tenmore.
R E V I E W
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Like Neo, you can change thecode. Kung fu still eludes you.
Just what I always wanted.
I’m being followed by a feralmushroom and a zombie. As I planned.
Trap a monster, then startadjusting its code.
The developers deleted things,but you can bring them back.
OCTOBER 2015 7
R E V I EW
The Magic Circl
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THE GAMES WE LOVE RIGHT NOW
N O W P L A Y I N G
Witchers are powerful
mutants, feared
throughout the land, able
to singlehandedly kill
monsters no normal
man could. So why are these two yokels
in a tavern trying to pick a fight with me?I love The Witcher 3 , and it’s one of my
games of the year, but my experience of
playing it never quite fits with the lore.
This dawned on me when I was
forced to run away from a group of
bandits because they were a few levels
higher than me. The White Wolf. The
Butcher of Blaviken. The guy who ran
away from some drunk peasants with
his tail between his legs. Nobody seems
that bothered by my scarred face,
cat-like eyes and dark reputation.
There’s a guy in White Orchard who
spits “freak!” every time I walk past.
Admittedly, I don’t know much about
witcher lore, but I do understand that
witchers aren’t like Superman: they can
be killed. Geralt just happens to be an
especially powerful one. But it still
doesn’t quite work for me. An RPG
needs a level system, of course, but it
jars with what Geralt is supposed to be.
The experience he has. It made more
sense in the first game when he’d lost
his memory, but by Wild Hunt he’s
regained it.
“Why are these two yokels in atavern trying to pick a fight with me?”Not feeling as empowered as I’d like in THE WITCHER 3: WILD HUNT
AN RPG NEEDS A LEVEL SYSTEM,OF COURSE, BUT IT JARS WITHWHAT GERALT IS SUPPOSED TO BE
A N D Y K E L L Y
THIS MONTH
Decided it was time to even
the odds.
ALSO PLAYED
Batman: Arkham Knight
ow that’s a proper testf Geralt’s developed talents.
E X T R A L I F ECONTINUED ADVENTURES IN GAMING
PUB BRAWLS
Boxers and MMA fighters often talk
about the problem of drunk people
trying to start fights with them, despite
being majorly outclassed, just to show
off to their buddies or prove
themselves. So perhaps that explainsthe red-nosed yokels in the tavern. But
it doesn’t explain why I can get easily
trounced by some generic enemies in
the woods, just because I haven’t
reached a certain level. Given
all of Geralt’s combined
experiences, in the first two
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E X T R A L I F
N O W P L A Y I N G I D O W N L O A D S I R E I N S T A L
OCTOBER 2015 7
It’s been seven months
between me finishing the
second chapter of The Evil
Within and starting the third.
I’m in a village that looks like Bree from
The Lord of the Rings, only the high
fantasy drunks with West Country
accents have been replaced with
zombies who have barbed wire coming
out of their faces. This is an impressive
enemy-laden horror sandbox; a
perimeter of old residential buildingsinside a stonewalled compound, with
a misty courtyard separating them.
BULLET SPONGES
You can’t really justify using more than
two bullets per foe in The Evil Within :
one for an initial headshot preceding a
pistol whip melee attack, then one more
to finish the job. Sadly, I end up using
a lot more than this.
I manage just one stealth
kill—I notice a lady seething while she’s
looking out of a window and knife her in
the head—but the rest are clumsy
shootouts where I’m forced to make a
break for it after wasting bullets. I find a
house with a trap where pulling a switch
fires wooden stakes from the ground
and performs an instant kill. I lure
enemies back to this dangeroushabitat, one-by-one, and take them
out with detached malice. It’s what a
coward would do.
To escape the village I need a
chainsaw. Sadly, the only guy who has
one is this big dude called a Sadist,
who’s chained up behind a fence in a
barn and cohabits this living space with
some pigs. To psych myself up for the
fight I decide to hit a pig with an axe, bu
the animation as it squeals and falls ove
makes me feel far worse.
I trigger the Sadist fight by putting
an explosive crossbow bolt in his head.
So far so good! Unfortunately, I used alot of my ammo failing to kill villagers—
after my last crossbow bolt misses,
I empty my last few handgun and
shotgun rounds either into the guy or a
nearby scenery and find myself in a bit
of a pickle. So armed with only my wits
I lure chainsaw man back to the spike
trap. I wait a few seconds then activate
it—instant death. I take his chainsaw,
cut through the fence and leave.
That was a proper Shinji Mikami
horror game struggle—I love it. I’m left
feeling remorse for the pigs I’ve killed,
but nothing for the people.
“I feel remorse forthe pigs I’ve killed”
games and the books too, the guy
should have surely reached his level capby now.
It’s a tricky problem, from a game
design standpoint, making a player feel
powerful as well as offering a challenge.
Rocksteady pretty much perfected this
with their Batman games. You know you
can easily beat that group of enemies
up, but it’s how you do it that’s
satisfying. The longer your combo
chain, and the more abilities you use,
the better it feels. I think that could have
worked in The Witcher 3 . There’s no way
of knowing.
SUPREME BEING
So I switched the game to easy. Yeah,
I know. But (a) I don’t really play games
like this for the combat. It’s all about the
story and world for me. And (b) I feel
more like Geralt. Or at least my idea of
him. I no longer run away from fights,
but there’s enough of a challenge in
some of the tougher battles that it
doesn’t feel like a total cakewalk. I’m
having a much better time, and there
isn’t as much of a disconnect in my
head between the lore’s version of
Geralt and the one I’m in control of.
It’s still there, but it’s not as jarring.A lot of games are guilty of this
disconnect between a character and
how they act in the game, of course.
But for whatever reason it feels more
pronounced to me in The Witcher 3 .
Perhaps it’s because the game focuses
so strongly on Geralt and his past. The
writers spend so much time building
and developing his character, only for it
all to fall apart when he confronts an
enemy that’s a few levels too high. Even
so, Wild Hunt is a hell of an RPG, and
I can’t wait to explore more of the
gorgeous islands of Skellige.
Wasting ammo and murdering swine in THE EVIL WITHIN
Your foes soak up moreammo than is useful.
S A M U E L R O B E R T S
THIS MONTH
Killed an animal that
didn’t deserve it.
ALSO PLAYED
Batman: Arkham Knight ,
XCOM: Enemy Unknown
THE GAMES WE LOVE RIGHT NOW
N O W P L A Y I N G
Another rustic village, morehapless yokels to fight. *sigh*
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THE GAMES WE LOVE RIGHT NOW
N O W P L A Y I N G
To polish up my sneaking
skills in preparation for
the nextHitman game
I’m doing a series of
excruciating hamstringexercises and revisiting 2012’s
Absolution . As this is PC Gamer
magazine and not Men’s Health I will
focus on the latter here, specifically the
player-created assassination challenges
of Contracts mode.
I jump in at the deep end. This
Contract has had 25 plays and zero
likes, and the title is ‘Kill them noob’, so I
already know its creator has complete
disdain for humanity. To achieve a
perfect rating he wants me to shoot a
wrestler who looks like Danny Trejo, a
luchador called The Patriot, and a
nondescript goon who must have donesomething serious to piss him off, all
while dressed as a scientist. Because if
there’s one place you’d expect to see a
scientist, it’s at a rowdy underground
wrestling event. The second I unholster
my pistol I’m shot from all sides by men
in big hats. I am not a good assassinator.
Next I play on The Hotel where my
target is a lady with a facemask who
resembles Mrs Doubtfire. I slink down a
ladder into the basement and bash a
goon with a wrench, an item so effective
here you feel like 47 should carry it in his
briefcase rather than a sniper rifle, but
the janitor to my immediate left sees the
whole thing and takes off screaming.
That’s why you should always check
your corners for janitors. As I
desperately sprint after him to talk him
round/hit him hard in the head, I start to
feel like my methods are very Route
One. Where once I skulked around
poisoning donuts, dropping pianos on
heads, shooting glass-bottomed hot
tubs so the bathers spilled out, andrigging BBQs to blow, now all I’m doing
is smacking people with blunt objects
like an angry mechanic.
These challenges feel too basic, so I
create my own. First, though, you have
to complete a run yourself: the people
you kill, and how you kill them, form the
“I must shoot a wrestlerwho looks like Danny Trejo”Meet Agent 47, the world’s loudest secret agent, in HITMAN: ABSOLUTION
stipulations of your Contract. I choose
the Gun Shop as my location, which I
immediately regret, because everyone
has guns. Using a heroic sucker punch I
surprise-KO an unfortunate namedToby Anderson then give his body a few
confirmation gunshots before every
soul in the store—including a doddery
old bloke who suddenly gains the
mobility of an Olympian—opens fire.
CHANGING PLACES
To apologize I change into Toby’s
clothes and vow to continue his life—
you know, as some kind of homage for a
life cut short. But everyone takes it as
some sort of profound insult and
continues shooting. Come on, guys, is
this what Toby Anderson would want?
Grudgingly conceding that I’m muchtoo loud to be a silent, or even
moderately quiet killer, I hide away in an
airvent and wait for the commotion to
die down, then exit the level and finalize
my rather basic Contract: kill Toby
Anderson with a pistol.
It’s not exactly classicHitman , is it?
Where’s your creative spark, 47?
Thankfully it looks like his next game is
reintroducing sandbox silliness, and my
hamstrings are ready. All I want is to kill
literally anyone in the world as
ridiculously as possible with absolutely
no penalty. Is that too much to ask?
B E N G R I F F I N
THIS MONTH
Discovered that the cure for
baldness is bullets.
ALSO PLAYED
GTA V , Her Story
WHERE ONCE I DROPPED PIANOS ONHEADS, NOW I’M HITTINGPEOPLE WITH BLUNT OBJECTS
This is what happens when you don’t hold the door open for someone in Texas.
What, can’t a scientist enjoya little wrestling now?
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E X T R A L I F
N O W P L A Y I N G I D O W N L O A D S I R E I N S T A L
OCTOBER 2015 7
I love Team Fortress 2 .
Sort of. I play it
approximately once a
year, for a few hours, and
then I stop. In between
these bouts of actually playing the game
I read the improbably funny comics and
improbably funny official blog. I watch
the machinima. For some reason, TF2 is
one of the best-written games I’ve ever
encountered even though there’s very
little writing in the actual game. That’sthe thing about Team Fortress : I love it,
but I have no idea what it actually is.
This year’s visit was prompted by the
Gun Mettle update. This is a buy-in
event that gives you optional objectives
called contracts to fulfill in the course of
a regular match. As explained in the
(improbably funny) tie-in comic,
completing these grants you access to
new weapons that aren’t available
anywhere else. None of this is
particularly new to online shooters, but
it adds a degree of RPG-lite number-
wranglin’ thatTF2
previously lacked.It’s a fun diversion to pile onto a
game that is as chaotic and unreadable
as I remember. In latter-day TF2 ,
Soldiers wrapped in Christmas lights
battle Demomen with katanas while
Pyros wearing robot heads fire
laser-throwers at Spies that murderpeople with magical icicles. Entering
this environment as the Medic is both
utterly overwhelming and deeply
familiar. I don’t know these maps and
I don’t know what any of these new
items do, but I do know that pointing my
medi gun at friendlies and holding the
fire button is probably the right thing to
do. One of my Gun Mettle contracts is to
rack up assists as a medic, handily, so
I complete that one by attaching myself
“I love it, but I have noidea what it actually is”Stopping by to visit TEAM FORTRESS 2
to whichever Soldier, Heavy or Pyro
seems to be doing least badly.
GUN FANCIER
I complete the contract, earning
myself a new medi gun clad in appalling
tartan that switches from red to blue
depending on what team I’m on. Diving
into the options to bind a key to ‘inspec
item’ allows me to stare at my own gun
provided I’m not currently firing it. Team
Fortress was already a competitiveshooter, a dress-up game, and a short
film series. Why not an interactive gun
ogling experience? Why not.
Having finished the Medic contract,
switch over to an old favorite—Sniper
with the huntsman bow. TF2 like this is
entirely a game about firing arrows
slightly over the lip of cover and waiting
for the gratifying ‘ping’ that signifies a
headshot. I like to imagine the crash-
zoom killcam that the other guy is
seeing, hear in my mind’s ear the
muttered ‘bullshit’ that invariably
follows. They are right: it is bullshit.I could do that for hours, plinking arrow
hopefully over walls, without ever
questioning why. See you next year,
Team Fortress 2 .
C H R I S T H U R S T E N
THIS MONTH
Spent $6 to support another year ofTF2 tie-in comics.
ALSO PLAYED
Her Story , Dota 2 , Elite:
Dangerous
IT’S A FUN DIVERSION TO PILE ONTOA GAME THAT’S AS CHAOTIC AND
UNREADABLE AS I REMEMBER
This is king of the hill. We’re thekings of the hill. Hooray for us!
Playing medic is a mix of cowardiceand holding the left mouse button.
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FREE GAMES STUFF FROM THE WEB by Tom Sykes
T O P 1 0 D O W N L O A D S
80 OCTOBER 2015
1 VOICE OF
VAMANA
GRATUITOUS
SPACE BATTLES 2
FREEWARE Enjoy a rendezvous with Arthur
SHIPS Ship-shape andBristol fashion
Ifeel confident insaying that ConnorSherlock’s Voice ofVamana is inspired bythe works of Arthur
C Clarke—because how could it not be? It’s a first-person exploration
game that unfolds at a glacial pace,with a terrifically slow beginningwhere you float from your spaceshuttle to the alien structure you’ve been sent to investigate.
Too many space games trivialize
distance with handy warp drives or
jetpacks, but when you finally approach
Vamana’s structure, and gain access to
it, it feels like you’ve earned it.
Sherlock makes up for the lack of life
and detail in his artificial world by means
of a well-acted radio channel that
accompanies your lonely investigation,
and even enhances it in a way by
Positech’sGratuitous
sequel lets you design
your own spaceships,
and fans have been busy
drawing iconic intergalactic vessels
from popular culture. Try these.
making you feel like a real person with a
real friend in your ear, rather than the
floating camera we so often play as in
first-person games. There’s a bit of
platforming, a modicum of puzzling
once you’ve made your way inside, but
Vamana ’s main strength is in its sound
and visual design. This is a place thatfeels alien and oppressive, magical in a
way, thanks to the ship’s cavernous
interior, and the odd devices that
transform it in interesting ways.
What will happen when you’ve
pressed all the switches—what awaits
you in the bowels of this frightening
ship? I’m not going to tell you, obviously,
that was an entirely rhetorical question,
but I will say this: it’s a rare game that
makes you both excited and scared to
reach its conclusion.
DOWNLOAD AT www.bit.ly/VoiceOfVamana
N Y A NHonor the memory of Nyan Cat, theintergalactic feline who, even as I type this,continues its solitary voyage into deepestspace. You’ve got that tune stuck in yourhead now, haven’t you?
www.bit.ly/Gratuitous3
A P O P H I S B A T T L E S H I PGiven the design and name, I’m pretty surethis is from Stargate SG-1, which featuredan Egyptian space god named Apophis asits first-season villain. He was fond of gold.
www.bit.ly/Gratuitous2
B O R G C U B EGive Picard terrifying flashbacks with thisimpressive Borg slab, which wants toconvert all organic beings into squishycyborgs. Enjoy a cup of tea, Earl grey, hot,while you play, for maximum authenticity.
www.bit.ly/Gratuitous1
Be prepared to holdShift and W endlessly . 2
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E X T R A L I F
N O W P L A Y I N G I D O W N L O A D S I R E I N S T A L
OCTOBER 2015 8
3 PORTALSTORIES: MEL
This is a huge mod boasting 22 levels, a newstory with a different voice actor companion, a
ton of custom assets, and even anew decal for the gun. (It’s yellownow. Yellow is cool.) You don’t need Portal 2 installed to play, but you doneed to own it. Related: everybodyshould own Portal 2.
Mel is a clear labor of love, and ifthe team at Prism Studios can’tmatch the vocal performances ofthe original, that’s only because thatwould be impossible. Mel’s deviouspuzzles are supported by detailedenvironments that stop this fromfeeling like a simple rehash.
DOWNLOAD AT www.bit.ly/PortalMel
JENNY LECLUE
Indie developer Stephen
Lavelle recreates the soapy
business of washing with
his typical flair and eye fordetail. We all shower, hopefully, but who
else would think to notice all the tiny
details of showering, like the pineapples,
the tubes of magical ingredients, and
the fact that we all involuntarily crap
when we squat down? This is a
scatological, childish game of messing
around with stuff.
Your interactions are simple and
consistent: pick stuff up and drop itagain with the left mouse button, while
the right performs such actions as
squeezing open, chopping or mashing.
It’s all good, clean fun.
DOWNLOAD AT www.bit.ly/ShowerGame
SHOWER GAME
1MIRROR MIRRORTransform your shower
into a freaky hall of mirrors,and see your low-poly wang
from a whole new angle.
2REVERSE GRAVITYTidy the mess you’ve left
in the shower byfundamentally messing with
the laws of physics.
3SEX CHANGEChange your sex with a
handy perfume, combining itwith a different product to
turn your new tits golden.
1
3
2
MOD New protagonist, new AI, new gun
FREEWARE Do you missMarple? Try this instead
While we wait for Mografi to
finish the Kickstarted
adventure Jenny LeClue ,
we have this playable
mini adventure to whet our appetites.
Jenny LeClue: The Journal of
Professor Zazer asks us to
investigate a creepy mansion; it’s a
very short point-and-click, but a
funny and fairly stonking one with it.The full game will feature
cliffhangers, choices, and a more
advanced adventuring system, but
there’s enough here to gain a glimpse
of where this delightful detective
game is heading. The titular Jenny
LeClue is a great gaming protagonist:
a hardy kid detective with a torch and
no qualms about breaking and
entering. It’s like Veronica Mars had a
nerdy kid sister.
DOWNLOAD AT www.jennyleclue.com
5
4
FREEWARE The world’s most detailed shower sim
Mel feels like a properexpansion pack.
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FREE GAMES STUFF FROM THE WEB by Tom Sykes
T O P 1 0 D O W N L O A D S
82 OCTOBER 2015
6 THE GOLDEN GATE
Gothic 2 is still regarded bymany as the best PiranhaBytes game, with therichest world, story and
systems of their many RPGs aboutheroic dudes in faction-heavyfantasy lands. You’ll be giving up onsleep entirely if you decide to tacklethe fan-made Golden Gate too. Itadds several new guilds to join, anda whopping hundred extra queststo undertake, and extends the storypast the end of Night of the Raven.
Or it will do, anyway—at the time ofwriting, only the first (of four)chapters has been completed.
Like another recommendedmod, Requiem, The Golden Gate makes shields usable in combat; italso adds new textures and a fewextra animations to the game. Don’texpect a flawless translation fromthe Polish original that released last year—or even English voices.
DOWNLOAD AT www.bit.ly/GothicGolden
MOD American Gothic. Well, Polish actually
Another Portal mod? You
spoil us, Portal community.
And it’s another mod that
gives the portal gun a new
coat of paint. Those neat pink and
yellow stripes reflect Hazmat’s new
portal colors, which have put Valve’s
traditional orange and blue wall-holes
out to pasture. The palette of
environmental objects has been
updated to match the garish new
look—but there’s more to Hazmat’ s
than its color scheme. It also adds seven
new maps themed after the clinical,
non-apocalyptic testing facility of the
original game, while mixing-in puzzle
elements from the sequel.
Professional and polished, it’s not
quite on the scale of Portal Stories: Mel,
but if you’re after a slice of regular
portalling that manages to keep things
fresh in the process, you’ve found it.
DOWNLOAD AT www.bit.ly/HazmatPortal
8 HAZMAT’S PORTALMAP PACK
MOD Formerly known as Nick’s Portal Map Pack
VA-11 HALL-ADEMO The Cyber HouseRules (thanks, Futurama)
Cyberpunk bartending
game VA-11 HALL-A has
been in development for
a while now, under the
watchful eye of publishers Ysbryd
Games (which, full disclosure,
includes sometime PC Gamer
freelancer Cassandra Khaw). This
new demo offers a glimpse of this
Snatcher -like adventure, which isshaping up to something special.
It’s a rare cyberpunk game that
doesn’t cast you as a hacker and/or
freedom fighter of some sort, but
that’s not to say your bartending
persona won’t be meddling with the
world in this one, albeit on a much
smaller scale. Your job is to serve
drinks and listen to your customers,
while offering up advice with a slice of
lemon, and on the rocks.
DOWNLOAD AT www.bit.ly/ValhallaBar
7
“What’s up with thisweird freaky grass?”
Tickle Portal 2 pink (and,er, yellow) with this mod.
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REGULAR HUMAN BASKETBALLFREEWARE Featuring giant, clumsy, human-powered mechs
Sorry for including a normal,
boring basketball game
this month, but I was
running short and had to
think of something . As you can see, it’s
a pretty standard B-ball game featuring
a couple of beefy humans, a bouncy
orange ball—oh and the two enormous
mechs you see at matches all the time.
As with real basketball, each player
controls a death machine by physically
clambering inside it, and pressing
buttons to operate its limbs, as well as
the handy magnet that carries the ball
to your opponent’s net. Regular Human
Basketball is from the devious minds
behind multiplayer horror-roguelike
Crawl , so it’s odd that this QWOP -like
game of flailing robots doesn’t do
anything new with the venerable sport.
DOWNLOAD AT www.bit.ly/RegularBasketball
9 THE ESCAPISTSLEVELS Treat yourself to some great escapes
Mouldy Toof’s gameexplores the flipsideof Prison Architect’sintense jailmanagement sim,
putting you in the orange jumpsuitof a recently incarcerated crim whois hoping to break out at the nearestconvenient opportunity.
You’re given a number of ways to
achieve this in the main game, which
incorporates a variety of increasingly
difficult prisons, and the community has
been busy working on more. There’s a
huge number of jails available on the
Steam Workshop, perhaps because the
devs have been rewarding the best
efforts with game-themed hoodies.
The user-made prisons range from
mods based on games, TV and films, to
facilities set in space, and modifiedlocations from history. One thing unites
them all: your desire to see the back of
them, by hook or by crook. I’ve tracked
down three of the best to save you the
trouble. See if you can dig, shiv, or
otherwise scheme your way out of the
places of incarceration on the right.
DOWNLOAD AT www.escapistgame.com
PRISON BREAKSGet out of jail free with ourget out of jail three
3 S T A L A G L U F T I I ICreator Vic Ramone reckons his map is“probably 99.99%” identical to the GermanPOW camp featured in the Steve McQueenclassic, and that’s good enough for me.
www.bit.ly/Escapists3
2 U S S L O C K W I N GA genuine space prison, with all the shinygray floors and walls you would expect.Escaping this is going to be tricky, what withspace famously lacking an atmosphere.
www.bit.ly/Escapists2
1 B L A C K B E A R D ’ S S H I PPrison ships are particularly miserable,given the watery fate that awaits you even if you do manage to escape. As if that wasn’tenough, this one adds pirates.
www.bit.ly/Escapists1
10
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Our review was brutal.Tom Francis rightlycriticized thelong-awaited sequelfor being a step
backwards from the magnificent Blood Money. Expectations were
high, and Io Interactive delivered agame too obsessed with story andscripted set-pieces to provide theassassination sandbox we wanted.
Despite this, I’ve always had a softspot for it. It’s a rubbish Hitman game, sure, but it’s an enjoyable15-hour chunk of mostly goodaction-stealth, with a few missions Ithink are among the best in theseries. When a new Hitman gracedthe cover of our last issue, I decidedto reinstall Absolution to see if time
has been kinder to it.
The biggest mistake Io made wasthinking its story was any good, andmaking that the focus of the game.It’s horribly written, and trieshopelessly to humanize Agent 47. Alot of developers fall into this trap,thinking we care about their
characters as much as they do.Imagining they require depth andcomplexity, when, really, they’re justa means to an end. It’s not Lara Croftthe character who defines the Tomb Raider games: it’s what she does.Similarly, no one really cares about
Agent 47 as a person. He’s an excuse
to pull off amazingly coolassassinations. That’s it.
The cutscenes in Absolution aretiresome and endless, made all theworse by longtime series voice actorDavid Bateson’s stilted, lifelessperformance. That last detail isn’t Iofault, though. Realizing his hammy
voice acting would jar with its grittynew David Fincher-inspired visualstyle, Io hired TV veteran WilliamMapother (Lost, Justified) to play 47But when people found out, therewas an uproar, and Io was forced to
bring Bateson back. Bad idea. Ioshould have stuck to its guns anddefended its artistic vision instead of
kowtowing to Bateson’s groupies, because the guy can’t act.
UNFORGIVEN
This increased focus on story meansthat between the proper Hitman-style contracts, of which there are afew, you’re forced to play throughclunky, badly designed scriptedevents, including a woeful rooftopchase involving a helicopter. I’m notsure why Io thought the gameneeded these. They are everything a Hitman game shouldn’t be: linear,
scripted, action-packed, and
HITMAN: ABSOLUTION
N E E D T O K N O W
RELEASED
2012
PUBLISHER
Square Enix
DEVELOPER
Io Interactive
LINK
www.hitman.com
The special today isDEATH on a bed of PAIN.
This rubbish Hitman game is not as bad as you remember. By Andy Kelly
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OLD GAMES, NEW PERSPECTIVES
RE I NS TA L L
railroading you into a single playingstyle. There was a six-year gap
between Blood Money and Absolution,and in that time, Io appeared toforget why people fell in love with itsgames in the first place.
Another glaring flaw is thestructure. Unlike the huge, open-ended missions of Blood Money,Absolution’ s levels are, criminally,split into chunks. There are loadingbreaks as you transition betweenareas, and it auto-saves. The lack ofany manual save system whatsoevermeans if you want to experiment, youhave to repeat entire chunks of themission—and in a game where guards
like to have massive conversationsbefore they start their patrol, this isan exercise in frustration. And again,it displays a baffling lack ofunderstanding about why we lovedthe other games.
IT COULDBE WORSE
Bad sequels to great games
A S S A S S I N ’ SC R E E D I I IThe worst Creed yet, full of lamescripted events andinstant fails.
R E S I D E N TE V I L 6How didCapcom go fromthe sublime Resi
4 to this?
D U K E N U K E MF O R E V E RA disastrousfollow-up to Duke
Nukem 3D . Theabyss of sequels.
F E A R 2This poor sequelhad none of theoriginal game’sbrutal, kineticcombat.
Disguises aren’t asuseful in Absolution .
If all else fails, grab ahuman shield.
There’s far toomuch of this.
And, yet, I still think it’s a decentgame. I’m someone who has always
appreciated strong world-building,and Io’s artists are some of the best inthe business. Absolution is anastonishingly pretty game, set in acluttered, believably lived-in world.They went overboard with the bloomlighting, to the point where itsometimes looks like the aftermath ofa nuclear explosion, but the amountof detail squeezed into the levels ismad. The Terminus hotel is straightout of David Fincher’s Seven: a grimy,dilapidated building, populated bylowlifes and pounded by rain. Hope isan archetypal dusty American desert
town, its streets lined with stars-and-stripes bunting.
These amazing spaces make forsome genuinely brilliant missions,with a similar freeform feel to thoseof Blood Money—albeit hampered by
the stupid auto-save system and thelevels being split into chunks. There
are loads of ways to infiltrate theTerminus. Hope is similarly stuffedwith options. A mission in a strip clubinvolves you using a massive crowdof hooting horny men to wanderaround unseen, planning your hit.There are moments where it feelslike classic Hitman, and these, I think,are just about worth all those rooftopchases, sniping sections, and otherlame set-pieces.
HIT AND MISS
If you keep comparing Absolution to Blood Money you’ll have a terrible
time, but take it as it is and there’s alot of fun to be had. If Blood Money is2001: A Space Odyssey, then
Absolution is 2010: The Year WeMake Contact. Inferior in almostevery respect, but an enjoyable
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OCTOBER 2015 8
continuation of the series regardless.The problem is, for every standoutmoment there’s a massive sinkhole ofawful waiting to swallow you up. It’sprobably the most inconsistent gameI’ve ever played in terms of quality.
One of the main plot threadsinvolves Agent 47 protecting a14-year-old girl called Victoria, but
because the writing is so messy, it’s
hard to care about her at all. Youdon’t feel the same drive and urgencyhe apparently does, which weakensthe narrative massively. The story
becomes little more than adistraction, getting in the way of thereason for playing a Hitman game:hitting men. The new incarnationshown off at E3 seems to besidelining story in favor of goodold-fashioned murder sandboxes,thank God.
Absolution is a peculiar quality dipin an otherwise brilliant series. I’m
not sure why it happened, but I have
a theory. Io used Absolution to showoff its new Glacier 2 engine, and I get
the feeling it was still finding its feetwith the tech. It had the visualsnailed. I mean, just look at thoseenvironments. But perhaps it hadproblems making levels as big andseamless as Blood Money’s. Andperhaps this impacted the gamedesign too, forcing the studio to cutcorners. That’s total conjecture, butI’ve seen similar things happen inother games. Assassin’s Creed III wasthe debut of Ubi’s AnvilNext engine,and was similarly hamstrung as aresult. Both games, in fact, take thepower away from you at the last
moment and play some of theirassassinations out in cutscenes, ratherthan giving you control over them.That should never happen.
MERCIFUL RELEASE
But even with its flaws, and alukewarm critical reception, Hitman:
Absolution still sold almost 4 millioncopies. Its Metacritic score currentlysits at a respectable 79. Even thoughmany hardcore Hitman fans(including our own Tom Francis)lamented its inferiority to its
predecessors, it seems the brand was
strong enough to ensure people still bought it. Which is for the best,
because if it was a total failure, wemight never have seen another Hitman game. It’s been around for years, but there’s still a lot of potentiain the series—for more complexsimulation, more freedom, and moreways to creatively kill people.Hopefully we’ll see some of that inthe new game, titled simply Hitman:with luck, that’s an indication of its
back-to-basics approach.
IF YOU KEEP COMPARING
ABSOLUTION TO BLOOD MONEY ,YOU’LL HAVE A TERRIBLE TIME
If only the level designwas as good as the art.
UNINSTALLPhil thinks Absolution should never be absolved
“Nice try, Andy, but a Hitman game with a helicopter chasesequence is indefensible. As is aHitman game that, at the end of your mission, triggers acutscene in which Agent47 fails to kill his target.Absolution does both,and deserves to befiled away in yourSteam Library undera special categorycalled ‘the bin’.”
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HARDWARE
88 OCTOBER 201588 OCTOBER 2015
By Dave James
GROUP TEST
U P G R A D E
The most dramatic panel upgrade you can buy
HIGH-RESOLUTIONMONITORS
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HARDWAR
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There is a battle going on inthe PC gaming world, andno, it’s not between WarnerBros and the people who bought Arkham Knight on
PC. It’s the battle over high resolution vshigh refresh rate in your monitor. Ichecked out high refresh rate screens afew months back, so now let’s turn ourattention to the high-res guys.
Q&AWhy can’t I have both ahigh-res screen and asuper-speedy one?At the moment theresimply aren’t the panelsavailable to cope withdriving something like a3440 x 1440 or 4Kresolution at the sort of120Hz+ speedsassociated with highrefresh rates. And it’staken long enough forPCs to acquire the displaconnections capable ofeven driving a 4K screenat 60Hz.
So why would I want ahigher resolution overa higher refresh rate?It depends what’s mostimportant to you. Smoot
framerates are within threach of us all, almost nomatter what yourhardware. All you have todo is sacrifice resolutionBut how many folk with a1440p screen downgradtheir gaming res to 1080for the sake of higherframerates?
OK, what benefits arethere to a higher res?At the start of the latestresolution revolution,few. Make the move up toa 4K monitor and your
textures look blockier,switch to an ultrawideresolution and the gamemay not support the newfield of view. But that’s achanging now, and gamelike GTA V or The Witche
3 add far more drama toimages on ultrawidesand 4K screens than onlower resolutions.
DictionaryResolution The pixelcount for a given image,
in the form of the numbeof horizontal pixels by thvertical count. Matchingthe output resolution of game to the nativeresolution of a panel isimportant in maintaininga clear image.
4K AKA Ultra HD iseither a resolutionof 3840 x 2160 or4096 x 2160 pixels.
Refresh rate The numbeof times, per second, agiven screen is updated,or ‘refreshed’.
Group Tes
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HARDWARE
90 OCTOBER 2015
That’s not just Philips flexing its screen size
muscles. There’s a genuine benefit to running 4K at
this size, which makes it probably my favorite way to
play 4K games. While scaling has improved, running
a 4K resolution on anything below 31 inches is often
an exercise in eyestrain. Not so with this mammoth
Philips screen. The VA panel at this pixel pitch
means text and icons are almost at exactly thesame size as a 27-inch 1440p screen, and upgraded
high-res textures look stunning, producing a
genuine fidelity boost over lower res gaming.
And, because it’s using a VA panel rather than
the familiar TNs associated with affordable 4K
monitors, it gives a really impressive picture too.
Colors are vibrant and blacks are deep and inky.
There’s a little bleed at the very edges, making
things slightly dim or differently colored, but
otherwise it’s a lovely gaming panel. It’s surprising
how quickly you get used to this huge
screen, and how it’s still the only
40-inch 4K panel on the market.
1 2
PHILIPS BDM4065UC
www.philips.com$909
That’s because, unfortunately, AMD drivers are still
finicky about what until recently were non-standard
resolutions. I had some issues with the ultrawides in
this test using my Radeon R9 290X, but did finally
get them working. I had to switch entirely over to
Nvidia’s GTX 980 Ti to get the full 17:9 resolution
displayed on this screen, however.
And it is a damned good screen, so you AMD folkare missing out. The contrast levels are excellent,
with clear separation between colors, and the white
levels are absolutely impeccable. The black levels
are typically IPS-weak, however, which did make
Arkham Knight a little lossy on the detail front.
But that extra little width that comes with the
slightly higher resolution—and the fact this is a 31
-inch screen—makes for a great gaming experience.
The pixel pitch is tighter than the 40-inch Philips,
but with the IPS panel it’s all still happily legible. The
big issue is price: if we’re talking 4K I’m
always going to go for the cheaper,
bigger Philips panel.
LG 31MU97
www.lg.com$1,149
Bigger is quite often better, and with the awesome—if a little
poorly-named—BDM4065UC that is most definitely true. And
I’m not just talking in terms of the 4K resolution, as this thing
offers a full 40 inches of panel.
And you thought there was just one 4K resolution. As if to
correct that misconception, LG has created the 31MU97 with a
native resolution of 4096 x 2160 and a 17:9 aspect ratio. Just
don’t try it with an AMD card, whatever you do.
90% 81%
3
2
1Group Test
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3 4The Acer XB280HK houses one of those Nvidia
G-Sync modules, offering synchronized framerates
for compatible graphics cards. But where it’s
generally paired with high-refresh-rate gaming
screens here it’s working with a 4K panel running at
a conventional 60Hz. That means you get both
G-Sync-smooth gaming and super high resolutions.
Sure, it’s just a TN panel—we’re only just starting tosee frame-syncing with IPS/VA screens—but it’s
one of the latest iterations, delivering improved
color reproduction and better viewing angles.
It doesn’t have the edge over a proper IPS or
VA panel, but it delivers better image quality than
the 1440p old-school TN of the Asus Swift. In the
4K space it’s largely a toss-up for me between the
massive Philips or the G-Sync skills of the Acer.
The drama of the huge screen just wins out for me,
although I would find it a massive wrench dragging
myself away from smooth frame-
syncing. Why is there no perfect panel?
Tell me why.
ACER PREDATOR XB280HK
www.acer.com$680
That’s quite shocking, making the B2888UHSU-B1
more expensive than the Acer XB280HK with its
similarly 4K panel and extra G-Sync hardware. It’s
also a huge shame as if it was following trends with
the European market I’d be recommending it as a
great value entry into 4K.
The TN panel is as good as we’ve seen from the
current 4K crop and that 1ms response time makesit a great fit for gaming. It’s not the most
aesthetically pleasing, but it’s no ugly duckling
either, with a height-adjustable stand and
inoffensive black bezel around the outside of the
screen itself. I’m not a fan of the touch-sensitive
controls—they’re not particularly sensitive to the
touch, which makes them frustrating to use.
Unfortunately, at this needlessly high price tag
there really is no way to recommend this otherwise
perfectly acceptable high-res screen. There is no
value to splashing out on a panel that’s
offering less than its competitors for
more money.
IIYAMA B2888UHSU-B1
www.iiyama.com$823
The point where high refresh rates come into their own is in
terms of smoothness, which is where Nvidia’s G-Sync tech can
be a plus. Luckily for the 4K faithful you don’t have to sacrifice
G-Sync for Ultra HD fidelity.
This iiyama panel is a perfect example of how we are still not
one world. iiyama doesn’t have good distribution channels in th
US, making it expensive for what you get, while in Europe it’s
one of the most affordable 4Ks around.
87% 67%
4
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PHILIPS BDM3470
www.philips.com$1,900
SAMSUNG S34E790C
www.samsung.com$1,136
65I’m still not completely sold on the goodness of abent screen. As with curved TVs, the benefits arepretty intangible, although I did expect to be moreenamored with one on my desktop where I can be inthe sweet-spot in perpetuity. I think the problem isthat curved monitors don’t curve far enough toreally make a difference. The radius is so subtle that
it’s barely perceptible, and any effect it has on yourgames is mostly down to the fact these screens arebuilt at a 3440 x 1440 resolution.
I’m also not sold on Samsung’s use of a VA panelfor the S34E790C either. The 40-inch VA panel inthe 40-incher feels superior to this, and the IPSpanels of both the BDM3470UP and theLG34UC87-P are just plain better. The black levelsmay be improved over the IPS, but the whites areway out and the colors are nowhere near as good.
When you’re a manufacturer asking this muchmoney for this kind of screen you’re introuble. I’d be far happier with the3470UP any day of the week.
There’s also few of the problems getting gamesrunning I experienced in the early days. Flawlesswidescreen used to be vital to get game displayingproperly at 3440 x 1440, but now it’s only really theolder titles which struggle. Playing GTA V , especiallyin first-person mode, is a fantastic experience. Youcan see far more of the world in your peripheral
vision, which is always a bonus when you’re on therun from the cops.
The 8-bit AH-IPS panel is a beauty too, deliveringcrisp colors and fantastic contrast levels. Again it’s acase of great white, but relatively mediocre blackreproduction. You do get a lot more control over thepicture quality compared with the cheaper AOCpanel, which allows you to offset any issues you getwith dark images. But there is an elephant in theroom and that’s the price—which is a ridiculous$1,900 at the time of writing because of Philips’lackadaisical US distribution. Just wait awhile: this quality screen will surely hitits proper $800 price soon.
Samsung is the king of the curve. It brought the curved TV
into our living rooms and suddenly everyone followed suit. Then
the curve came to our desktops, paired up with the ultra-
widescreen 21:9 aspect.
These ultra-widescreen displays have really grabbed my
imagination. Since getting my hands on this Philips screen’s
half-brother from AOC I’ve been utterly hooked on the extra
gaming drama, rivaled only by 40-inch 4K.
87% 78%
5
6
Group Test
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LG 34UC87-P
www.lg.com$1,000
7So yes, another curvy panel, but this time it’s alovely IPS version which puts the Samsung VA toshame. As it’s IPS, the black levels aren’t so hot, butthe white saturation is far better—though not thesame immaculate reproduction you get on thePhilips ultrawide. You also get impressive-lookingcolors compared with the VA screen—which you
ought to given that this thing costs a princely$1,000. That does seem a lot simply for sticking aknee into the panel and giving it a bit of bend. Andgenuinely I find the flat ultra-widescreen monitorsdeliver just as dramatic gaming performance as thesupposedly more-immersive curved screens.
This LG however does harbor aspirationstowards professionalism, with a solid base, decentout-of-the-box calibration and Mac-sensitiveThunderbolt connections. Those add unnecessaryexpense if you’re only going to be gaming, but ifyou’re considering a curved monitor forgaming then you’re already all aboutthe unnecessary.
This is one serious ultra-widescreen monitor and no mistake.
But it’s not all work and no play—despite the somewhat
severe-looking stand—this is another quality IPS screen, here
boasting that divisive curved panel.
1
2
3
4
5
6
7
LG 31MU97
1,149
8.8 million
Philips BDM4065UC
909
8.3 million
3
iiyama B2888UHSU-B1
823
8.3 million
1
Acer Predator XB280HK
680
8.3 million
1
Samsung S34E790C
1,136
5 million
4
Philips BDM3470
1,900
5 million
LG 34UC87-P
1,000
5 million
PRICE ($) PIXEL COUNTNumber of pixelsin native res
PIXEL RESPONSE (ms)Speed that pixels canchange colour
STACKED UP
1
2
3
4
5
6
7
28 inch 1ms
28 inch 1ms
31 inches 5ms
40 inches 3ms
34 inch 5ms
34 inch 4ms
34 inch
3840 x 2160
3840 x 2160
4096 x 2160
3840 x 2160
3440 x 1440
3440 x 1440
3440 x 1440
TN
TN
IPS
VA
IPS
VA
IPS 5ms
Panel size Native resolution Panel type Response rate (GtG
ESSENTIALS
82%
7
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Budget buildPC gaming is for everyone. Pick the parts you want to
build a new, well-rounded PC for a good price.
Mid-range buildYou want to run every new game at 1080p 60fps. This
recommended build will see you through.
Advanced buildYou’re looking for the best PC on the market and
superior components. But you still want to spend smart.
HARDWARE
94 OCTOBER 2015
KEY
Build the best PC for your budget
Y O U R N E X T P C
BUYER’S GUIDE
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Buyer’s Guid
OCTOBER 2015 9
T O T A L
$ 9 5 5
BUDGET
BUILDEnjoy 1080p gaming without
breaking the bank
H81M-P33MSI $46
A bargain-priced microATX board that pairsnicely with the Pentium G3258, letting youoverclock into 4GHz+ territory.
Pentium Anniversary G3258Intel $70
Ludicrously cheap and overclockable, thedual-core G3258 rivals far more expensiveprocessors in gaming performance.
AMD R9 380 2GBSapphire
$200
AMD’s R9 380 is a refreshed R9 285, but itstill packs enough power to handle 1080pgaming at a decent price.
Hyper 212 EVOCooler Master
$35
A legendary cooler, still the best for its veryreasonable price. Overclock to your heart’s
content with this.
Crucial Ballistix Sport1600MHz (8GB)Crucial
$51
Cheap, low-profile, and reliable. Does its jobThe best 8GB you’ll find.
EVGA 500W 80PLUS CertifiedATX12V/EPS12VEVGA
$45
A reliable PSU with enough juice to run yourCPU and a reasonably power-hungry GPU.
BX100 250GBCrucial
$85
Thinking about skimping and goingHDD-only? Don’t. The BX100 is much fasterand a fantastic performer for the price.
Carbide 200RCorsair
$75
The 200R gets the job done with toollesstrays and plenty of space. ATX-sized, so youcan upgrade that microATX board later.
VX2263SMHLViewsonic
$130
An affordable 1080p monitor with vibrantIPS image quality and low response times. Areal bargain.
CM Storm QuickFire RapidCoolermaster
$80
A no-frills mechanical keyboard with astandard layout and Cherry switches. Werecommend Browns or Reds for gaming.
Deathadder 2013Razer $58
Don’t skimp on your gaming mouse. Get oneof the best. Try the Logitech G502 if you hava giant hand or prefer more weight.
HyperX CloudKingston
$80
Our favorite gaming headset, and it happento be as cheap as plenty of inferior cans. Agood buy for any gaming rig.
M O T H E R B O A R D
P R O C E S S O
R
G R A P H I C S C A R D
C O O L E R
M E M O R Y
P O W E R S U P P L Y
S S D
C A S E
D I S P L A Y
K E Y B O A
R D
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HARDWARE
96 OCTOBER 2015
MID-RANGE
BUILDOur recommended build for
playing the latest games
T O T A L
$ 1 , 6 0 7
Z97-AAsus $149
A reliable mobo from Asus, as usual. Doesn’thave gaming-brand bells and whistles, butcan overclock just fine and has an M.2 slot.
Core i5-4690KIntel $235
Nearly the performance of an i7 at a betterprice. Fantastic gaming performance andgreat overclocking potential. No-brainer.
GTX 970 4GMSI $335
Offers the best price/performance ratioright now, and MSI’s model is cheap andoverclockable with a quiet cooler.
Hyper 212 EVOCooler Master $35
If it ain’t broke... the Hyper 212 EVO is a greatcooler for the price. Save a bit of money in
your mid-range build.
Vengeance Pro 1866MHz DDR3(16GB)Corsair$100
Corsair reliability, speed that doesn’t costtoo much, and 16GB for use down the line.
CX600MCorsair$65
80Plus Bronze efficient, with enough powerfor a good gaming PC. Modular design is agreat perk that cuts down on cable tangles.
850 EVO 250GBSamsung $90
Samsung retains its top spot on the SSD pilewith the fantastically priced, very speedy850 EVO. Still the best price/performance.
S340NZXT $70
The stylish S340 has some nice touches,such as removable dust filters and space forhuge liquid cooling radiators.
G257HUAcer $280
A step-up from 1080p to 1440p territory,with a vibrant IPS display and good responsetimes at a strong price.
K70 VengeanceCorsair$110
A great, full-size mechanical keyboard withan ergonomic wrist rest. We recommendCherry Brown or Red switches for gaming.
Deathadder 2013Razer $58
There’s not a huge range of price differenceson the best mice, so stick with the best for your mid-range build too.
HyperX CloudKingston
$80
Even for our medium build, we stillrecommend this decently-priced headset.There’s nothing better for the money.
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ADVANCED
BUILDGo above and beyond with a PCpowerful enough to end worlds
T O T A L
$ 2 , 9 4 0
HARDWAR
Buyer’s Guid
OCTOBER 2015 9
Maximus VII HeroAsus $225
Fantastic overclocking and stability, with agreat UEFI BIOS from Asus and M.2. Bonus:on-board power, reset, CMOS, etc, buttons.
Core i7-4790KIntel $339
Intel’s top quad-core CPU: performance on par with its much more expensive X99 chipsand great for multi-threaded applications.
GTX 980 Gaming 4GMSI
$520
Right now the GTX 980 is the best valuesingle-GPU card for ultra 1080p and 1440pgaming, bar none.
H90Corsair
$88
Quiet even under heavy load, the H90 getsthe cooling job done with a single 140mm
radiator, easily fitting a variety of cases.
Ripjaws X SeriesDDR3-2133 16GBG.SKILL
$109
16GB of fast, reliable RAM at 2133MHz. For high-end build, it’s worth the step up.
Supernova 850W G2 80 Plus GoldEVGA $145
A reliable, quiet, gold-rated EVGA powersupply, modular, with enough juice to sustatwo overclocked graphics cards and a CPU.
850 EVO 500GBSamsung $162
The 850 EVO is so good, there’s not muchneed to step up to the more expensive 850Pro for a gaming rig. Just get a bigger drive.
Fractal Design Define R5Fractal
$111
A beautiful and functional case, the R5 hassound absorption, water-cooling support,dust filters and masses of drive space.
Predator XB270HAbprz144Hz G-SyncAcer $800
Simply the best: a 27” 1440p 144Hz IPSdisplay, with Nvidia’s variable refresh tech.
K70 VengeanceCorsair
$110
Even for a more expensive PC, there’s noneed to splash out on a pricier keyboard thathe K70 Vengeance.
Deathadder 2013Razer $58
Even if you’ve got money to burn, theDeathadder really is the best mouse you cabuy right now.
H WirelessSteelSeries $273
Our favorite wireless gaming headset, withgreat sound quality and a convenient batterswapping system for long gaming sessions.
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I T ’ S A L L O V E R . . .
Welcome back, Commander. It has been 20 years. Aliens rule the Earth. We arereactivating the XCOM Project for one mission, and one mission only: can
somebody, anybody, come and replace my lightbulb.
. . . U N T I L
SEPTEMBER
15
98 OCTOBER 2015
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Helping gamers with mental health issues.
takethis.org
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