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8/19/2019 PC Gamer USA - March 2016
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REVIEWEDRAINBOW SIX SIEGE
GAME OF THRONES
ELITE DANGEROUS:HORIZONS
GRAPHICS CARDS RATED!
THE LONG DARK HE AMAZING STORY BEHIND ONE
F PC’S BEST SURVIVAL GAMES
BUYER’S GUIDGET THE RIGHT GAMIN
PC FOR YOUR BUDGE
GET THE
MOST FROM
YOUR GAMES
FAR CRPRIMA
THE ODDE
SPIN-OFF ALL TIM
1E X T R A P A
S A M E P R I C E
THE DREAM FANTASY CROSSOVER IS HERE
TOTAL WAR:WARHAMMER
MASS EFFECT ANDROMEDA
MIRROR’S EDGE CATALYST
DEUS EX:MANKIND DIVIDED
MORE!
Issue 276
MARCH
2016
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@originpc
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Hello, 2016There are so many reasons to beoptimistic about PC gaming in 2016. Inthis issue, we’ve selected 15 games thatwe think are going to make this yeargreat, or at the very least, kind of good,
from big RPGs such as Mass Effect: Andromeda to PC favorites like American Truck Simulator.
This month, we also spoke to the team behind The Long Dark, who left city (and big developer) life behind to create oneof PC’s best survival games. Check it outon p60. Enjoy the issue.
T A L K T OP C G A M E R
Have your say!Tweet us
@PCGamer
T I M C L A R K
G L O B A L E D I T O R - I N - C H I E Ft i m . c l a r k @ f u t u r e n e t . c o m@ t i m o t h y d c l a r k
#276 MARCH 2016
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 400, 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.,
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EDITORIAL
Global Editor-in-Chief Tim Clark
Executive Editor Tyler Wilde
Hardware Editor Wes Fenlon
UK Editor Samuel Roberts
UK Production Editor Tony Ellis
Art Editor John Strike
PCG Pro Editor Chris Thursten
Staff Writer Chris Livingston
Assistant Editor Tom Marks
Associate Editor James Davenport
CONTRIBUTORS
Dave James, Andy Kelly, Phil Savage, Elizabeth Elliott, Andi
Hamilton, Angus Morrison, Ben Griffin, Richard Cobbett, Ian
Dransfield, Tom Sykes, Dan Griliopoulos, Chris Schilling, Tom
Hatfield, Edwin Evans-Thirlwell, Leif Johnson, Matthew Lochrie,
Andy McGregor, Fraser McDermott
BUSINESS
Vice President, Sales Stacy Gaines, [email protected]
Vice President, Strategic Partnerships Isaac Ugay, [email protected]
East Coast Account Director
Brandie Rushing, [email protected]
East Coast Account Director
Michael Plump, [email protected]
West Coast Account Director
Austin Park, [email protected]
West Coast Account Director
Brandon Wong, [email protected]
West Coast Account Director
Tad Perez, [email protected]
Southwest Account Director
Jessica Reinert, [email protected]
Director Of Marketing Robbie Montinola
Director, Client Services Tracy Lam
Director, Retail Sales Bill Shewey
PRODUCTION
Production Manager Mark Constance
Production Controller Fran Twentyman
Project Manager Clare Scott
Production Assistant Emily Wood
Future Us, Inc.One Lombard Street, Suite 200, San Francisco, CA 94111 (650)
872-1642
www.futureus.com
Global Chief Revenue Officer Charlie Speight
Vice President, Marketing & Operations Rhoda Bueno
Vice President, Product Development Bart Jaworski
Finance Director Frederick Alfredo
Senior HR Generalist Mary Mauck
SUBSCRIPTIONS
To Subscribe: www.pcgamer.com/subscribe
BACK ISSUES
To Order: www.pcgamer.com/shop or by calling 1-800-865-7240
Our team of writersT Y L E R W I L D E
Twitter@tyler_wilde
Currently playingRocket League
This monthTried getting intoCrusader Kings II butsoon got lost in a menuwith no way out.
W E S F E N L O N
Twitter@wesleyfenlon
Currently playingVermintide
This monthLost his mind over StarWars, along with the restof the population ofplanet Earth.
C H R I S L I V I N G S T O N
Twitter@screencuisine
Currently playingLoot Hound
This monthCompared a game aboutwalking a dog in a park towalking his actual dog ina real park.
Future is an award-winning internationalmedia group and leading digital
business. We reach more than 57million international consumers a monthand create world-class content andadvertising solutions for passionateconsumers online, on tablet &smartphone and in print.
Future plc is a public company quoted on the LondonStock Exchange (symbol: FUTR). www.futureplc.com
Chief executive Zillah Byng-Maddick Non-executive chairman Peter Allen
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Tel +44 (0)1225 442 244
6 MARCH 2016
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Monitor10 THE TOP STORY
12 THE SPY
Previews16 Far Cry Primal24 Hue26 Grip28 Oxenfree30 EVE: Valkyrie
Features34 Total War: WarhammerDiscover the campaign content of the
Total Warcrossover.
40 2016 Preview 15 games we’re excited about in 2016.
54 XCOM 2Hands-on with Firaxis’s sequel.
60 Making The Long DarkWe talk to Hinterland Studio.
Reviews66 Rainbow Six Siege70 Life is Feudal: Your Own
72 Game of Thrones74 Galak-Z76 Assassin’s Creed Syndicate78 Hard West80 Nuclear Throne82 Chaos Reborn84 Total War: Attila –
Charlemagne86 Elite Dangerous: Horizons
Extra Life88 NOW PLAYINGWhat we’ve been playing this month.
92 TOP 10 DOWNLOADSGet the latest mods, demos and more.
96UPDATEChecking in with The Old Republic .
Hardware104 GROUP TESTGraphics cards reviewed.
110 BUYER’S GUIDE
R E V I E WContents #276M A R C H 2 0 1 6
34TOTAL WARWARHAMMERThe Creative Assembly on itshuge-scale crossover fantasystrategy game.
66RAINBOW SIXSIEGEJames Davenport breaksdown the doors of Ubisoft’scompetitive FPS.
104GRAPHICSCARDSDave James rounds up thelatest and best mid-rangegraphics cards .
34
104
66
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APTOR Z55APTOR Z55APTOR Z55APTOR Z55APTOR Z55APTOR Z55
MMMMMM
TMMMMMM
POWERED BY INTEL CORE i7 PROCESSOR | WINNER OF 70+ AWARDS | 100 AMERICANOWERED BY INTEL CORE i7 PROCESSOR | WINNER OF 70+ AWARDS | 100 AMERICANOWERED BY INTEL CORE i7 PROCESSOR | WINNER OF 70+ AWARDS | 100 AMERICANOWERED BY INTEL CORE i7 PROCESSOR | WINNER OF 70+ AWARDS | 100 AMERICANOWERED BY INTEL CORE i7 PROCESSOR | WINNER OF 70+ AWARDS | 100 AMERICANOWERED BY INTEL CORE i7 PROCESSOR | WINNER OF 70+ AWARDS | 100 AMERICAN
LIFE IS FULL OF COMPROMISES
THIS ISN’T ONE OF THEM
LIFE IS FULL OF COMPROMISES
THIS ISN’T ONE OF THEM
LIFE IS FULL OF COMPROMISES
THIS ISN’T ONE OF THEM
LIFE IS FULL OF COMPROMISES
THIS ISN’T ONE OF THEM
LIFE IS FULL OF COMPROMISES
THIS ISN’T ONE OF THEM
LIFE IS FULL OF COMPROMISES
THIS ISN’T ONE OF THEM
Intel the Intel Logo Intel Inside Intel Core and Core Inside are trademarks of Intel Corporation in the U.S. and/or other countries.Intel the Intel Logo Intel Inside Intel Core and Core Inside are trademarks of Intel Corporation in the U.S. and/or other countries.Intel the Intel Logo Intel Inside Intel Core and Core Inside are trademarks of Intel Corporation in the U.S. and/or other countries.Intel the Intel Logo Intel Inside Intel Core and Core Inside are trademarks of Intel Corporation in the U.S. and/or other countries.Intel the Intel Logo Intel Inside Intel Core and Core Inside are trademarks of Intel Corporation in the U.S. and/or other countries. Intel the Intel Logo Intel Inside Intel Core and Core Inside are trademarks of Intel Corporation in the U.S. and/or other countries.
Velocity Micro the Velocity Micro Logo and Raptor are trademarks of Velocity Holdings LLC in the U.S. and/or other countries.Velocity Micro the Velocity Micro Logo and Raptor are trademarks of Velocity Holdings LLC in the U.S. and/or other countries.Velocity Micro the Velocity Micro Logo and Raptor are trademarks of Velocity Holdings LLC in the U.S. and/or other countries.Velocity Micro the Velocity Micro Logo and Raptor are trademarks of Velocity Holdings LLC in the U.S. and/or other countries.Velocity Micro the Velocity Micro Logo and Raptor are trademarks of Velocity Holdings LLC in the U.S. and/or other countries. Velocity Micro the Velocity Micro Logo and Raptor are trademarks of Velocity Holdings LLC in the U.S. and/or other countries.
VELOCITYMICRO.COM | 888-300-4450ELOCITYMICRO.COM | 888-300-4450ELOCITYMICRO.COM | 888-300-4450ELOCITYMICRO.COM | 888-300-4450ELOCITYMICRO.COM | 888-300-4450ELOCITYMICRO.COM | 888-300-4450
PROMOCODE ‘PCGAMER’ FOR 3 OFFROMOCODE ‘PCGAMER’ FOR 3 OFFROMOCODE ‘PCGAMER’ FOR 3 OFFROMOCODE ‘PCGAMER’ FOR 3 OFFROMOCODE ‘PCGAMER’ FOR 3 OFFROMOCODE ‘PCGAMER’ FOR 3 OFF
An obsession with creating the most awe inspiring PCs is at our core. Since our first
review, no one has been able to match Velocity Micro’s craftsmanship, performance,
quality, and support. It’s how we’ve raised our own bar for excellence again and again
since 1997. Don’t compromise with anything less.
An obsession with creating the most awe inspiring PCs is at our core. Since our first
review, no one has been able to match Velocity Micro’s craftsmanship, performance,
quality, and support. It’s how we’ve raised our own bar for excellence again and again
since 1997. Don’t compromise with anything less.
An obsession with creating the most awe inspiring PCs is at our core. Since our first
review, no one has been able to match Velocity Micro’s craftsmanship, performance,
quality, and support. It’s how we’ve raised our own bar for excellence again and again
since 1997. Don’t compromise with anything less.
An obsession with creating the most awe inspiring PCs is at our core. Since our first
review, no one has been able to match Velocity Micro’s craftsmanship, performance,
quality, and support. It’s how we’ve raised our own bar for excellence again and again
since 1997. Don’t compromise with anything less.
An obsession with creating the most awe inspiring PCs is at our core. Since our first
review, no one has been able to match Velocity Micro’s craftsmanship, performance,
quality, and support. It’s how we’ve raised our own bar for excellence again and again
since 1997. Don’t compromise with anything less.
An obsession with creating the most awe inspiring PCs is at our core. Since our first
review, no one has been able to match Velocity Micro’s craftsmanship, performance,
quality, and support. It’s how we’ve raised our own bar for excellence again and again
since 1997. Don’t compromise with anything less.
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Psychonauts 2 is coming to PC,
thanks to a successfulcampaign on Fig, the not-as-well-named-as-Kickstartercrowdfunding platform.
Double Fine was looking for $3 million tomake the game, and at the time we wentto press was well over 80% of the waythere with days to go. So, it might nothappen, but it seems very likely thatyou’re getting a sequel to the oft-talkedabout 3D adventure. Probably.
Psychonauts was a platform adventurestarring the psychically-powered Raz, who
escaped from his family’s circus to join a
psychic summer camp with the eventual
goal of becoming one of the titular secretagents. The sequel will be set insidePsychonauts’ HQ, which will be a mini hubworld, and the game will include new andexisting abilities for Raz. A lot of the game’soriginal devs will be getting together to
make this sequel, which asked for pocket
change of $3.3 million on the investor-friendly (let’s not get into that) Fig platform(which again, isn’t as well-named asKickstarter). Assuming it hit its target.Which it almost certainly did.
After Double Fine got the rights to Psychonauts back in 2011 and it was resolddigitally, the game’s cult following grew andgrew thanks to Steam/GOG sales andHumble Bundles. This is Double Fine’s thirdcrowdfunded project following Broken Age and Massive Chalice. Now, undoubtedly, thestudio’s most beloved game is getting asequel! Almost certainly.
Samuel Roberts
A LOT OF THE GAME’SORIGINAL DEVS WILL BEGETTING TOGETHER TO
MAKE THIS SEQUEL
DOUBLE FINE REVEALSPSYCHONAUTS 2
The long-awaited sequel from DOUBLE FINE is on its way (probably)
T H E T O P S T O R Y
10 MARCH 2016
T H E P C G A M E R V I E W O F T H E W O R L
O P I N I O N T E C H G A M E S
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T
LARA CROFT’S LATEST
ADVENTURE MAY ESCAPE
ITS XBOX PRISON
SOONER THAN EXPECTED
T
H
E
S
P
Y
W H O W A T C H E S T H E S P Y ?
O P I N I O N I G A M E S I T E C H
course, The Spy can’t reveal what’s
in store for the aforementionedreader—that would ruin thesurprise. Just know, Troy Williams,who works in the WalMart onSpringfield main street, that TheSpy has big plans for you.
(Disclaimer: The Spy does notreally know where Troy Williamsworks or lives. The Spy thought thatif, by some astronomical chance,that guess was correct, Troy would be so freaked out that The Spywouldn’t have to spend time on anyactual retaliation.)
On the subject of gibberish,here’s the conclusion to the Kojima/ Konami saga. As was speculated afew months ago, Kojima has left thecompany and formed his own,independent studio—KojimaProductions. This new studio, then,
has the same name as his old studio,albeit without the (alleged) threat ofany of its employees being demoteddown to janitorial staff.
While no game has beenannounced, this Kojima Productionsreboot has already announced apartnership with Sony in a video
featuring SCE CEO Andrew House beamingfor all the world like a
cat who’s stumbledupon a large bowl fullof cream. While thenews will surely be aic in the nethers to
Xbox bosses, PCgamers have littlecause for concern. Ina now deleted Q&A,SCEE’s communitymanager posted tothe effect that, aftera period ofPlayStationexclusivity, Kojima
Productions’ firstgame will becoming to PC.
So far, the only official image
from the studio is of the newKojima Productions logo—a skull inwhat Kojima describes as a cross between a medieval helmet and aspacesuit. The logo represents“aiming the new world with thelatest technology and pioneeringspirit,” tweets Kojima. Whatever thehell that’s supposed to mean. TheSpy preferred it when he wasposting pictures of sausages.
In other platform semi-exclusivity news, it’s likely that LaraCroft’s latest adventure will escapeits Xbox prison sooner thanexpected. It had previously beenrevealed that Rise of the TombRaider would be coming to PC in2016, but it hadn’t been expecteduntil spring at the earliest. According to an Amazon France
listing, though, it could be with us as early asJanuary 29.
BUCKET LIST
Amazon listings arefamously inaccurate, andso it’s possible—evenlikely—that someone haspulled the date out froma bucket of enemadischarge. However, it’s
also easy to see why Square Enixwould want to get the new Croftadventure onto another platform assoon as possible. Reportedly, only330,000 copies were sold worldwidein the first week of sale onMicrosoft’s console tomb. Of course,releasing on the same day as Fallout4 probably didn’t help matters, but,whatever the cause, PC sales willundoubtedly be much stronger.
Last month, OthersideEntertainment announced SystemShock 3—the surprise sequel to a16-year-old game. Details areextremely light right now, but asurvey that can be taken on thegame’s website makes reference to VR—presumably in an attempt togauge just how interested System Shock fans are in leaving behindtheir mundane reality for one opento control by a manipulative AI.
The Spy would take that survey, but it asks too many innocuous-sounding personal questions. The
Spy already regrets mentioning the birthmark thing. Spy out.The Spy
The Spy knows thelocation of theRebel base.
he Spy is a very busy person. Everyfew weeks, The Spy must tail agrowing list of rival agents, compilea report on the latest PC gamingrumors, and steal a source ofdebilitatingly expensive vicuña woolin order to knit a fetching attachecase cover. Lately, though, The Spyhas struggled to fit these activitiesaround a new and all-consumingobsession. Because recently, in aletter published in this magazine, areader referred to TheSpy’s vital regular reportas ‘inane gibberish’.
The Spy has never been more offended—orat least, not since foilingthat regional cyber-terrorist. It turns out amild-manneredcomputer hacker’s insultscan be disarminglyspecific after they’vestolen all your personal data.
But enough about The Spy’sweird birthmark. The Spy is highlyperturbed by this reader’scomments. Is it The Spy’s fault thatlife is a seemingly random series ofnon-sequiturs that occur with nooverarching plot or connectivetissue? And so, The Spy demandssatisfaction. Of
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U S E R R E V I E W SDota 2 . Rosh has a
Santa hat and I guessother stuff changed.Tony HeughThat’s certainly oneway to describe
patch 6.86.
CS:GO , because ofthe insane skill gap.And chickens.Hayden BurnsBe honest, it’s justthe chickens.
Rainbow Six Siege .It’s fun and excitingto play. My favoritegame right now!Phillip BreenIt’s fun bashingout walls with asledgehammer.
And in the game.
I’ve been burnt-outlately, so it’s beenClicker Heroes while depressinglydrinking beer.NecrospunkThis is maybe thesaddest thing we’veever heard. Youcould at least playCandy Box .
Cities: Skylines .What a dope game. I’lleat up any DLC it has!Harry BojanglesMake sure you buy itbefore you eat it. It’sonly fair.
Fallout 4 . It’sstrangely similar toSkyrim , but has itsown fantastic,post-apocalypticcharm. And a dog!Mr. SinfulCDogmeat is certainlya contender for Dogof the Year.
Got into MGSV quite late but
really enjoying theemergent gameplay.Dennis BandaAnother great game;another great dog.
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, Future US Inc, 1 LombardStreet, Suite 200, San Francisco,CA 94111
youtube.com/user/pcgamer
your friends have made the mistake
of gaming on a console, we suggest
it’s time you find some new ones.
Check out our Steam group if you’re
looking for some multiplayer
companions. PCG
Such a splurgeI’m thrilled you’ve enhanced yourBuyer’s Guide. PC gamers are alltypes of people in various economicalsituations, so I’m glad to see a
breakdown of three different builds based on budget. In March 2013, Idropped a cool $1K on a GTX 690,not caring at all about the price-to-performance ratio. But now I have awife, a house and a kid and wouldn’tallow myself such a splurge.Thomas HoekThanks for the feedback. It’s
important to remember that PC gaming means different things to
different people—not everyone needs
the latest and best hardware to get
the most out of their hobby. PCG
Denied every timeI’ve requested four Steam refundsand been denied every time. Therefund is supposed to let youpurchase with confidence, but I feellike this policy is in place so they canscam you out of money you might nototherwise spend. This last request
was especially infuriating becausethey tried to troubleshoot myproblem and that put me over thetwo-hour playtime limit, which leadto a robotic response saying, “We willnot be granting a refund at this time.”I plan to boycott them in the future,and get any Steam codes I use froman outside website.Justin Newcomb
That’s bad form on Steam’s part. It’s
easy to see the positives of a set
refund policy, but it needs a personal
touch to make the right call in cases
like Justin’s. Has anyone else hadproblems with Steam’s new policy?
If you have then get in touch and let
us know. PCG
Vault Boy tattooYou’d think a guy with a
Vault Boy tattoo on his leg would’ve
played the original game. I’m not a
fan of turn-based isometric games—
especially ones with dated graphics—
but I love Fallout ’s lore, so I gave it a
go. I’m standing in a cave. There’s no
tutorial and I’m clicking my mouse
button to kill rats with a knife. A
couple of hours and over 30 reloads
later, I really can’t see myselfbothering to continue playing. But
after 26 hours, I’d completed the
game. Wow, what a ride: action,
suspense, tactics, survival.
While I enjoyed Fallout 4 and the
150 hours I invested in it, I never felt
any of those emotions playing it. It
goes to show that you should never
judge a game by its graphics.
Jason Orme
Yes! Old games are good
sometimes, even if they’re ugly
and obtuse. Fallout is a classicfor a reason. Seriously, though,
fuck those rats. PCG
Finally higherOver the past few years I’ve beengaming on a 2009 iMac, and have
barely been able to download anygames as most of them are just forWindows. I’ve been saving up all
year, and now I can afford to buy anice, new, powerful gaming PC! Mostof my friends are console gamers, andI was tempted to buy a console overthe past few months. However, I’ve
stayed strong to what my truepassion is. I may, however, find itstrange playing games such as Minecraft on a resolution finallyhigher than 720p, at a framerateabove 13 frames per second. I willalso love being able to download evenmore games that you guys at PCGamer have recommended!Sean CooperGood choice, Sean! Although if all
SEND A free Steam key for the funniest or
most insightful letter every month
14 MARCH 2016
Old Fallout is still deeperthan the new ones.
W I N N E R !
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THE NEW EON17-SLX FEATURES
Overclocked Intel Core i7 6700K “Skylake” Desktop Processor
OverclockedNVIDIAGeForce GTX 980 “Desktop” GPU
VR-Gaming and4K-Gaming Ready
NVIDIAG-SYNCDisplay Technology
TheWorld’s Most Powerfuland Customizable Laptop
@originpc
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Despite everything that’s absent, one of
the most surprising things about playing
Far Cry Primal is that it feels so
remarkably familiar. Its open world is filled
with side-quests, emergent events and
outposts. New (or, more accurately,ancient) protagonist Takkar moves exactly
like Far Cry 4 ’s Ajay—even down to the
rope that functions just like Far Cry 4 ’s
grappling hook. Stealth is similarly
identical. Sneak up to an enemy and you’ll
get a familiar take-down prompt,
triggering a violent insta-kill.
In other words, it’s a Far Cry game.
Unlike Blood Dragon , Primal isn’t a
spin-off. Ubisoft is calling it a full sequel,
comparable in size to Far Cry 4 . While the
time period means that certain longterm
staples of the series are missing, new, less
anachronistic solutions do much to
reintroduce basic systems—often inabsurd ways. What I mean is the owl.
Binoculars didn’t exist in 10,000BC, and
so Takkar must reconnoiter his
surroundings using a makeshift avian
system. With a press of a button, he honks
into a shell to summon his owl companion.
You then control the owl, gliding
around the area, focusing on enemies to
tag them. As in previous Far Cry games,
tagged enemies can be seen through
walls and obstacles. So far, so binoculars,
but the owl has a couple of additional
tricks. It can attack enemies, its giant,
feathered frame slamming down into the
faces of tribesmen. Later in the game, an
upgrade arms the owl with fire bombs,
which he can drop like a prehistoric B-52
bomber. The past is a strange place.
“In Far Cry , we take you to the lawless
frontier,” says game director Thomas
Simon of the series’ flimsy connective
tissue. “You’re in the known world, but
you’re in the fringe where some weird stu
is happening. The stone age world is like
that. It’s the origin of conflict between
humans. For us, it’s the perfect setting. It
respects the roots of what Far Cry is,
except in a setting that’s really differentand unexpected.” I’m forced to concede
his point: I was not expecting the owl.
BEAK PRACTICE
Despite its questionable historic
implementation, owl-based recon fits
comfortably into the Far Cry template.
Hiding at the outskirts of an outpost, I use
the owl to tag the various enemies within.
That done, I’m free to work my way
through, picking off the tribesmen inside
through a mixture of arrow headshots an
melee takedowns. My play style in past
Far Cry games made heavy use of bowsand stealth, and that’s just as viable here.
If your preference is for action, Far Cry
Primal should feel less directly
comparable to previous games. Obviousl
there are no guns, reducing Takkar’s
options to bows, clubs, slingshots, and
spears. There are no grenades in the
traditional sense, but you can throw a
‘sting bomb’—literally a nest of hornets. T
complement these options, Ubisoft has
again turned to the animal kingdom.
Unlike previous Far Cry games, Primal ’s
Takkar isn’t a fish-out-of-water newbie.
He’s a veteran of the fictional land of Oros
well versed in the brutality of the region.His experience manifests in his
relationship with animals. Far Cry Primal ’s
beasties are a big deal—giving the world a
feeling of ferocity above and beyond its
scattering of rival tribes. “Animals were
really dangerous,” says Simon. “They
were not afraid of man yet. A long time
Far Cry Primal is set around 12,000 yearsago, at the beginning of the Mesolithicperiod. This was, historians tell us, atime before the invention of almost all of
the mod cons that characterise previous Far Crygames. Guns, vehicles, wingsuits, hang gliders,mini-helicopters, rickety towers, purple suits anddubstep—the stone age world had none of these.
Ubisoft’s prehistoric playground isfilled with animal magic
F A R C R Y P R I M A L
LATER IN THE GAME, ANUPGRADE ARMS THE OWLWITH FIRE BOMBS
RELEASE
March 1DEVELOPER
Ubisoft MontrealPUBLISHER
UbisoftLINK
www.bit.ly/UbiPrimal
N E E D T O K N O W
P L A Y E D
I T
MARCH 2016
Far Cry Prima
P R E V I EW
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ago, man was not at the top of the food
chain.” Far Cry ’s animals have always
been a fun and deadly part of the
emergent clash of systems, but in Primal
they play a much greater role. They’re
deadlier, more numerous, and boast a
more believable AI. More than that,
though, Takkar can tame them.
“We wanted to explore not only the
aspect of kill or be killed, but also the
concept of a bond being created between
human and animal,” says Simon. “It’s the
alliance between wolf packs and tribes of
humans—the mutual collaboration—that
pushed them to the top of the food chain.
We tried to recreate that concept, and it
allowed us to build on the Shangri-La tiger
of Far Cry 4 . We took that and expanded it
to our systemic gameplay across thewhole world.”
In practice, it looks a bit silly. Throwing
out a piece of bait, Takkar can walk up to
an animal and start the taming process:
that’s you, holding down a context-
sensitive button prompt until the beast is
your permanent, unwavering ally. I have
never once been able to tell a cat to do
anything, let alone a sabre-tooth tiger, but
Takkar can order his growing menagerie
to maul enemies on a whim.
TIGER FEAT
You can only have one animal ally at atime, but you can switch between them at
any point. Bears are big, unsubtle lumps of
teeth and claws that will happily follow you
across water. Lions won’t go for a swim,
but are more stealthy—stalking alongside
you as you creep up to enemies. Sabre-
tooth tigers and mammoths can be
ridden, useful in a world without cars.
For Ubisoft, as for the makers of the
Flintstones, animals are perfect for filling
out the gaps left by the removal of modern
technology. But while they’ll follow your
orders, they’re still independent actors
with their own AI and behaviors. “You’re
playing with a systemic toy,” says Simon.“They’re basically a superweapon that can
always surprise you, which reinforces a lot
of anecdotes in the game.”
My worry is they’re a bit overpowered.
In the build I played, my tiger friend
happily mauled an outpost full of people.
My only role was to provide light support
“A LONG TIME AGO, MANWAS NOT AT THE TOP OF THEFOOD CHAIN”
in the form of a quick spear to the head of
a pounced-upon foe. Your animal
companions are vulnerable, but can be
healed using the meat you collect off of
other animals. The only time mine was
ever in danger of being incapacitated was
when he decided to fight a bear.
The area of the map I had access to
was clearly near the start, to be fair. The
outposts were all ranked as easy, and I
was wielding some of the more advanced
skills and upgrades. In normal
progression, I’d expect more of a
challenge—reflected by the fact that parts
of the world will prove deadly to Takkar. He
can die from exposure in Oros’s colder
regions, and fire will be vital for survival.
BURNING ISSUEFire plays a big part in Primal overall—
reflecting both its importance as an
emerging technology, and the fact that Far
Cry games have always enjoyed excellent
fire propagation effects. You can set light
to any of Takkar’s weapons—not only
enabling you to start fires, but also
providing protection from animals that will
shy away from the flames. But fire also
limits your stealth options, because, of
course, it’s easy to see.
To be clear, Far Cry Primal is not a
survival game. The fact that cold weather
can kill Takkar is more about the difficultycurve. Those cold climates will initially
provide a challenge, but as you progress
new crafting options will let you create
winter clothes. Ubisoft is being cagey
about the exact nature of progression,
but, based on what I saw, tribespeople will
offer new skills and crafting recipes.
In general crafting has been fleshed
out—giving you more incentive to explore
the world and interact with (read: kill) the
animals you meet on the way. Recipes
require a greater variety of raw materials.
There’s also more variety in what you can
make. As always you can craft a larger
quiver or bag, but hunting also lets youupgrade weapons—tying the progression
of power to one of the series’ most
enjoyable activities.
For all that’s new, Primal emanates a
sense of familiarity. It’s not a reskin—the
animal stuff is too fleshed out and
interesting—but it is a variation on a pretty
well-worn template. In some respects it’s a
shame to see, especially given the series’
weirder roots. On the other hand,
outposts are clearly a hit, and Primal
seems filled with enjoyably ridiculous new
ways to clear them.
Phil Savage
18 MARCH 2016
Far Cry Primal
P R E V I EW
When the wholesquad is on point.
Double arrow is advancedtech for 10,000 BCE.
8/19/2019 PC Gamer USA - March 2016
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P R E V I EW
The prehistoric worldwas basically Mordor.
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The world of Hue is in a state of perpetualmonochrome until a researcher, yourmother, creates a mysterious ring thatgives the wearer the ability to see color.
But then she mysteriously disappears and it’s up toyou, the titular Hue, to use her magical color-seeingpowers to solve puzzles, avoid deadly traps, helppeople and discover her fate.
of personality. There also seem to be
some physics at play. Boats bob around in
a stylized ocean and I accidentally knock
over some items resting on a shelf in Hue’s
house. But it’s when I find a blue-colored
item shaped like an orange segment that
the real core of the game reveals itself.
The color is added to a wheel accessed
via the right stick on a controller. I’m
exploring a cave and I bump into a miner
trapped by a pile of blue rocks. I bring up
the wheel, select my newly acquired
power, and it disappears, freeing him. As I
make my way through a series ofpuzzle-filled caves, which serve as a
tutorial, I unlock more colors until the
wheel is filled with an entire spectrum.
The central mechanic inHue ’s puzzles
is activating a color on the wheel to make
items appear or disappear, to bypass
obstacles or navigate deadly terrain. It’s
not as clever asPortal ’s portals orBraid ’s
time control, but it works well enough.
One of the trickiest sections I
encounter is having to switch colors in
mid-air as I jump across a pit of spikes to
make life-saving platforms appear and
disappear. I like that the color-changing
concept is used for both puzzles and
platforming. The build I played had a
placeholder voiceover from the
character’s mother, so the final game will
likely have some narrative elements tostring the puzzles together.
MIX AND MATCH
Hue is an interesting game with a
distinctive visual style, but I’m interested
to see how the color-switching grows in
complexity as the game moves past the
tutorial levels. The developers have talked
about mixing colors coming into play later
on, but I didn’t encounter anything like
this. The version I played was pre-alpha,
so it’s far from finished. Even so, I’m eager
to play more.
Andy Kelly
YOU USE YOUR
MAGICAL COLOR-
SEEING POWERS TO
SOLVE PUZZLES
P L A Y E D
I T
A color-changing puzzlegame with a vivid art style
H U E
This indie platformer is being developed
by a new studio called Fiddlesticks, made
up of formerQUBE devs, and mixes clever
puzzles with a bold, vivid art style. It’s not
out until summer, but I spent some time
with an early preview build, and it’s already
showing a lot of promise.
At first it feels like a typical platformer.
The silhouetted main character reminds
me of the kid fromLimbo . The controls are
responsive, although I find the jumping a
bit floaty. I immediately fall in love with the
art style, because even though
everything’s in black and white, it has a lot
24 MARCH 2016
Game ame
P R E V I EW
RELEASE
JuneDEVELOPER
FiddlesticksPUBLISHER
Curve DigitalLINK
www.huethegame.com
N E E D T O K N O W
The animation is reminiscentof early Disney cartoons.
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The Rollcage series felt very much of itsera—that weird late-’90s/early-’00shinterland defined by The Matrix, theX-Files’ troubled post-Duchovny years,
and an inexplicable number of people being reallyinto Blink 182. Psygnosis’s original combat-heavyarcade racer felt less clean and futuristic than itsmain rival, Wipeout. And while it was never as
popular, its dark, industrial aesthetic earned itplenty of fans.
to the hefty feeling of weight behind its
preposterous vehicles.
As in Rollcage , it’s a simple enough
premise. In Grip ’s main mode, you must
race through the tracks, picking up
power-ups that grant deployable
weapons, shields and turbo boosts. What
sets these games apart is the cars.
They’re large, fast and sport wheels bigger
than their chassis. They’re designed to
drive up walls and along ceilings, and can
be flipped over with no penalty to speed.
It can be disorienting, especially as
you’re desperately trying to navigatetwisting tunnels, but lets Grip ’s designers
hide clever shortcuts throughout. In one
track, a small gap on the right wall of a
tunnel forks off into a network of tight
tubes that could have offered a significant
advantage had I not spun out of control.
Elsewhere, there are jumps, side-routes
and some fiendishly placed power-ups.
WORK TO DO
An Early Access release is due later this
year, and it’s clear from the pre-release
build there’s still lots of work to be done.
The car is too skittish and quick to spin
out, and the AI can become lodged in bits
of scenery. The weapons are incredibly
basic, too. As a proof of concept, though,
there are lots of promising signs.
Plenty of tracks and modes areplanned for the final version. Players will
be able to unlock new cars and upgrades
in a career mode, fight in big car battle
royales, and fall to their death in Precision.
This last mode is a variation on Stage II ’s
Scramble, which turns the game into a
platformer by presenting a labyrinthine
course of slim, floating pathways.
It’ll be a while before all that’s in place,
but Grip feels like it has the potential to
recapture Rollcage ’s moody aesthetic and
rapid action and remind me of why I so
loved the concept all those years ago.
Phil Savage
THE CARS ARE LARGE,FAST AND SPORTWHEELS BIGGER THANTHEIR CHASSIS
P L A Y E D
I T
Arcade racing goes back to theindustrial future
G R I P
Grip is positioning itself as Rollcage ’s
spiritual successor—two of its team
worked on the original games—and,
despite being built in Unreal Engine 4, it
isn’t doing much to modernize. It’s the
same chunky, flippable cars, the same
sparse, rocky tracks full of tunnels and
machinery, and the same drum ’n’ bass
soundtrack from some of the same artists
that backed Rollcage: Stage II . This, it
turns out, is a good thing. Grip ’s take on
the formula still feels great, thanks largely
26 MARCH 2016
Game ame
P R E V I EW
RELEASE
2016DEVELOPER
Caged ElementPUBLISHER
In-houseLINK
www.gripvideogame.com
N E E D T O K N O W
Floor or ceiling? It’simpossible to tell.
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When you first arrive on Edwards Island,it doesn’t look like much. You step offthe boat into a lifeless, abandonedcoastal town, with shuttered shops and
an empty car park. You’re here with a group ofteenage friends to hang out for the weekend. Yousit on the beach, play dumb games, shareembarrassing stories, and drink beer.
explore, solve adventure game-style
puzzles and use your radio to unravel the
truth about this enigmatic island and its
storied past.
The game is atmospheric and eerie,
but funny too. The dialogue between the
well-acted teenage cast is warm and
entertaining, and has a curiously natural
rhythm. You can butt in with your
responses without having to wait for a
character to stop talking, which makes the
conversations feel real, and not just like
people reading out lines.
TALKING HEADS
As people talk, speech bubbles float above
Alex’s head offering you different ways to
have her respond. Or you can just wander
away, and the dialogue will change to
reflect that. It’s some of the most
effortlessly natural-sounding dialogue I’ve
heard in a game.
The characters are interesting and
flawed, elevating them beyond the
usual American teenager stereotypes.
As much asOxenfree is a story about a
supernatural mystery and a creepy island,
it’s also a coming-of-age tale. The
relationships, particularly between Alex
and her new stepbrother, are compelling
and well-written.
And it’s all held together with stunning
art design. There’s an ethereal, hand-painted quality to the environments, and
the stylized 3D models blend beautifully
with them. A hazy atmosphere and soft,
pastel color palette lend the game an
artistic quality, and crisp animation brings
the characters to life.
I can’t wait to play more ofOxenfree . A
lot of love has clearly been poured into the
art, writing, and world design, and I love
the free, conversational dialogue system.
And, importantly, I can’t wait to find out
more about Edwards Island and the
supernatural events taking place there.
Andy Kelly
MYSTERY AND A
SENSE OF THE
UNKNOWN ARE THE
HEART OF THE GAME
P L A Y E D
I T
A supernatural coming-of-ageadventure set on a spooky island
O X E N F R E E
But then you decide to investigate a
mysterious cave and things suddenly take
a turn for the supernatural. You have a
radio and activating it brings up a dial.
Stand in just the right place and tune to a
certain frequency and you’ll hear ghostly,
otherworldly sounds—a clue that there’s
something strange about this place.
I won’t say what happens in the cave,
because mystery and a sense of the
unknown are the heart of the game. But
afterwards, the group become separated.
You, Alex, are then free to wander the
island to try to find your friends. You
28 MARCH 2016
Game ame
P R E V I EW
RELEASE
January 15DEVELOPER
Night School StudioPUBLISHER
In-houseLINK
www.nightschoolstudio.com
N E E D T O K N O W
The first place you visit isthis eerily empty town.
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I flew alongside it, watching it through my
side window, and could hear the deep,
thundering roar of its engines. I really felt
like I was in the shadow of a colossal
physical object. Then someone blew me
up with a homing missile.I’ve played a lot of virtual reality
games andValkyrie is among the
most convincing. The sensation of
being there is really quite remarkable.
As you weave through asteroids,
firing your miniguns at enemy ships,
launching missiles and watching the
smoke trail curl into the distance, you
genuinely forget you’re sitting in front of a
PC clutching a gamepad. You’re there , in
that ship, in an asteroid field, and it’s
absolutely exhilarating.
The game itself is fairly simple: a
streamlined, accessible, almost arcade-
like shooter. You move with the left stick,roll with the bumpers, boost with A, brake
with B, and activate a limited use
anti-missile turret with X. To lock onto an
enemy ship, you just look at it and
squeeze the left trigger. The reticule
precisely follows your head movements,
and the longer you hold it, the more
missiles are loaded. Then you simply let
go to fire your salvo. Squeezing the right
trigger fires your miniguns: a pair of loud,
booming cannons on either side of the
cockpit that glow orange as they heat up.
But this simplicity is by design, because
complexity in VR games can shatter the
illusion. The more intuitive a game’s
controls are, the more immersive it is.
INTO BATTLE
The game will come with some PvE
missions, but it’s largely focused on online
multiplayer. During one battle I foundmyself chasing another player through a
field of debris. They’d squeeze through
narrow gaps in giant, floating chunks of
shattered metal to try to shake me, and I’d
give chase, firing my miniguns. It was
incredibly exciting, and tracking them by
just moving my head felt completely
natural. All the while I was leaning back in
my chair, gritting my teeth and leaning
from side to side, fully lost in the moment.
The controls are simple, but the game
does have depth. Ships are split into
familiar class archetypes (fighter, support,
heavy, etc), but you can combine theirtraits to create your own hybrids.
Support ships can fire a beam that
eats away at an enemy’s shield or
restores an ally’s. You can sacrifice
your homing missiles for a warp drive
that gives you a sudden, blistering burst of
speed. And some ships can drop energy
bubbles in the battlefield that will sap the
shields of any enemy pilots who fly
through them. There’s an XP unlock
system, an in-game currency, ship
customization, and everything else you
might expect from a modern competitive
multiplayer shooter. Game types range
from simple deathmatches to morestrategic point-capture modes.
Death, asEVE fans will know, isn’t the
end in this universe—your mind leaps into
a fresh body, a clone, and you appear in a
new ship. But one of the best ways to
avoid death, I found, was by slamming on
the ‘brakes’, spinning my ship around on a
pivot and surprising my pursuer with a
burst of minigun fire. After a particularly
long killstreak, I felt like a legendary space
pilot, even though I was just a man sitting
in a room in London with a plastic box
stuck to his face. That’s the power of VR.
Andy Kelly
Set in the EVE Online universe, Valkyrie is a space combat game designedspecifically for VR. It features intenseStar Wars-like space battles, but it was
something a lot more mundane that really sold it tome. During a battle in an asteroid field, I flew awayfrom the action briefly to follow a mining barge Isaw moving slowly through the spinning rocks.
Strapped into the cockpitof CCP’s amazing VR shooter
E V E : V A L K Y R I E
YOU’RETHERE , IN THAT SHIP, INAN ASTEROID FIELD, AND IT’SABSOLUTELY EXHILARATING
RELEASE
2016DEVELOPER
CCP GamesPUBLISHER
In-houseLINK
www.evevalkyrie.com
N E E D T O K N O W
P L A Y E D
I T
The combat is veryBattlestar Galactica.
30 MARCH 2016
EVE: Valkyrie
P R E V I EW
You’ll need at least aGTX 970 to run Valkyrie .
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You don’t get to see New Edenthis close in EVE Online .
The warp drivein action.
MARCH 2016 3
Game ame
P R E V I EW
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Straplin
OUR 15 MOST
WANTEDGAMES OF 2016
34 Total War: Warhammer40 Hitman
42 Mirror’s Edge Catalyst44
Deus Ex: Mankind Divided
45 Firewatch45 Worlds Adrift
46
Superhot
47
Stellaris
48 Dishonored 248 Mass Effect Andromeda
50 Mount & Blade II: Bannerlord51 American Truck Simulator
51
Endless Space 252 Doom
52
Overwatch
Contents
The next 12 months in PC gaming
42
48
MARCH 2016 3
Hitm
2 6 PREVIEW
3444
52
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“WE’RE NOT RESTRICTED TO MAKING
ALL OUR GUYS 20MM TALL”
34 MARCH 2016
Total War:Warha r
2016 PREV W
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First off, Al Bickham, the avuncular voice
of Creative and one-time writer for this
magazine, talks me through the campaign
map. At the time of writing, Total War:
Warhammer has entered alpha. But for
Creative Assembly, that term meanssomething slightly different from other
studios. It means that the game is up and
running, and feature and content
complete, but still needs lots of work—and
any of those elements could still be
changed or dropped.
“Even months and months ago, all the
functions were working, so we’ve really
been able to polish it from an early stage,”
says project lead Ian Roxburgh. The team
have given themselves five months to get
the game finished—whether or not they
succeed, we’ll find out in the spring.
I’m given a fifteen-minute tour of the
Greenskins campaign. The Greenskinsstart their campaign in the isolated
Badlands, the area south of the human
Empire, and to the southwest of the main
Dwarfen kingdoms, ensconced in the
World’s Edge mountains. The Badlands
looks a very Orcy place as we zip over it, a
bone-strewn desert festooned with brutal
buildings, extremely unfriendly flora and
the heavy-jawed skull icon of the Orcs
nailed on any crag that can hold it.
Notably, there’s not much of a way out
for the Orc and Goblin tribes from this
desolate wasteland. South are the undead
Egyptian deserts of Khemri; west is the
authority at the start of the game. But the
Orcs have to get there through a single
tight mountain dale, Blackfire Pass,
somewhere that is guarded closely by
both the Empire and the Dwarfs.
How the Orcs escape that area and
how they comport themselves when out
and about are hard decisions for a game
designer to make, as they’re not
exhaustively detailed in the tabletop gam
this is drawn from—it only deals with
battles, really. So I sat down with designe
Rich Aldridge, lead character artist Matt
Davis, Bickham and Roxburgh to talk
about how they translate and design a
faction for the game, from scratch.
RACE RELATIONS
“The first thing we did,” Roxburgh says,
“across all the factions at the same time,
is just played the living hell out of the
eighth edition tabletop game.” This gavethe team an understanding of every race
how it worked, its strengths and
weaknesses, and the general mechanics
of the game, as well as all the lore. (And
then the Age of Sigmar update to the
tabletop game came along and killed the
Warhammer world. They opted to stick
with the eighth edition.) “Everyone who
needs to make key decisions is familiar
with Warhammer and the game.”
The next stage was working out how a
the races best fitted into a Total War
context. “Very early on, we wanted them
to feel very different [from each other].Not just the unit rosters, but the way that
they play in the campaign.” Then they had
to choose which races they could put in,
out of the sixteen or so official races from
the eighth edition rules.
Unexpectedly, to decide that they first
had to decide on the art style. “Like any
fan, we went ‘oh, we want all the races!’”
In the grim darkness of Horsham, UK,there is only Warhammer. This time I’mat The Creative Assembly’s top secretheadquarters (it’s the giant building
opposite the church steeple), to see TotalWarhammer’s campaign mode and to talk to theteam about how they build a faction.
The Creative Assembly talks about Orcs, the campaign mapand the art of making a faction
T O T A L W A R W A R H A M M E R
RELEASE
2016DEVELOPER
The Creative AssemblyPUBLISHER
SegaLINK
www.totalwar.com/warhammer
N E E D T O K N O W
sea, and beyond it a continent of hardy
Lizardmen; east lie the ruined lands of the
twisted Chaos Dwarfs with their deadly
war machines. Southeast is the land of
Nagash, greatest Necromancer of all time.
Crawling under the northwestern lands
are the Skaven. (None of which are
included in this game—yet.)
So the Greenskins pretty much have to
attack the Dwarfs or the Humans, and
neither of those wars are easy to win. After
all, the Dwarfs walled themselves up in
those mountains millennia ago, like
stunted survivalists except without thehoard of canned food. Though they’re
slowly losing ground, they’re heavily-
armed and fighting every inch of the way.
The Empire looks like easier pickings
when you look at the wider map: huge
open provinces divided between
squabbling Elector Counts and the
occasional vampire, with no real central
MARCH 2016 3
2016 PREVIEW
Total War: Warhamme
The campaign map isTotal War ’s best ever.
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Roxburgh recalls. “But it’s a massive,
massive undertaking to do even four races
to the level we want and to the depth that
people expect from Total War ... We had a
long session of working out how detailed
the characters would be, whether they’d
be high poly or more cartoony, and
technically looked at how the animations
would work, because there are so many
skeletons.” (That’s skeletons in the sense
of basic animated figures, not the hordes
of undead in Sylvania and Khemri.)
This research was necessary because
to work out how many factions they could
get into the game and how many units perfaction, they had to know how much work
they were taking on. “Every single faction
in the game has more rigs than any other
Total War game,” says Davis, the lead
character artist. “Even within the factions,
they’re so different—a heavily-armored
spearman isn’t going to share any parts of
the model with a lightly-armored
spearman. A Reiksguard Knight isn’t going
to share anything with a Greatsword, who
isn’t going to share anything with an
Empire state trooper. We’ve limited the
amount of different parts for each
character, which allows us to put a lotmore detail into each of those parts, so
our poly counts are pretty similar—for
everything except monsters.”
For the animators, Davis reckons,
Warhammer is “way more” than four
times the size of any other Total War
game. Not only has the team had to
employ many more animators than usual,
they’ve even changed the way models are
assembled. As a side effect, this has given
a much-needed boost to performance.
But why these five particular races—
Dwarfs, Chaos, The Empire, Greenskins,
and Vampire Counts—for the starting area
of the Old World? After all, the Wood Elves,Bretonnians and Skaven also all inhabit
this central world—and Chaos, though a
core threat to the world, tend to be
restricted to the Chaos Wastes, way out of
the way at the north pole (actually a
spiralling vortex into a hell dimension).
“You have to put it all together as one big
jigsaw puzzle and see how it best fits in
the long run,” says Roxburgh, “...which we
can’t talk about right now. There are some
difficult decisions, because you look
across all the races and there are so many
cool things. We’ve been quite ruthless, the
way we’ve planned.”
Once the factions had been decided
and the roster for each sketched out, the
team went deeper their playstyle and
mechanics, as Roxburgh explains. “You
work out the individual design features of
the different races, and the different
balance between the techs and the skill
trees, and how you can use the IP, and the
data that goes into a Total War game, to
push the race in a certain direction. Every
race is like a separate Total War game.”
HAMMERED OUT
The Greenskins, for example, need to
build up momentum, by fighting andraiding, which allows extra allied Orc
armies to spawn nearby and follow your
army. Should your ‘fightiness’ meter drop
below the Waaaagh level necessary to
maintain it, these allies vanish. And should
it drop low enough for Animosity to kick in,
your troops will turn on each other.
Once the factions were nailed down,
the unit rosters were started on. How do
you pick units when you’ve got a huge list
like the Empire? Do you really need eight
schools of magic in there? “Primarily, it’s
what works design-wise,” Roxburgh says.
“What combination of units reflects the
flavor of the Empire. Because you know
early on you can’t do them all.” For
example, though the Orcs have their core
Big ‘Uns medium infantry in the game, I’ve
not seen any sign of their Goblin allies’
extensive Squig troops.
Finally, the art team gets to startplaying with the units, though building
them is a bit different from the normal
Total War games. “When we approach
this, we have to do a very big sanity check
at the beginning,” says Davis. “Because
when everything’s this cool, it’s always ‘we
have to do that because it’s awesome’—
and I admittedly get excited. But you need
to get it down to a manageable list you can
get done in time. Then you take all the
models for a type—say an entire 40-man
block of Empire spearmen—and see what
the theme is. Then you prioritize that,
because that’s going to be the heart and
DO YOU REALLY NEED
EIGHT SCHOOLS OF
MAGIC IN THERE?
36 MARCH 2016
Total War: Warhammer
2016 PREVIEW
Implementing Azhag’smount was a major task.
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LOOK WHO’S TALKING The tricky business of Warhammer diplomacy
“EVERY RACE IS LIKE A SEPARATE TOTALWAR GAME”
Total War has acomprehensive, ifslightlyunpredictable,diplomacy system,where you get toexperience theshonky AI up-front.Creative Assemblyinsist that they’remaking it work forWarhammer, but Ihave to wonderhow...
Most likely to: Poparound and ask if theycan borrow a cup ofbloo- coffee, and perhapscome inside.
Least likely to: Borrow your Steak & Garliccookbook.
V A M P I R E C O U N T S
Most likely to: Daubthemselves in war paintand run screamingthrough your house in anenormous horde.
Least likely to: Sign thepeace treaty in triplicateon every page.
G R E E N S K I N S
Most likely to: Invite youto a traditional ritual,where a volunteer eruptsin unholy mutations andturns into demon.
Least likely to: Return your car keys.
C H A O S W A R R I O R S
Most likely to: Saysomething serious whilefrowning, which you can’tunderstand because ofthe cod German accent.
Least likely to: Leave thedoor to the Empire openwhilst they go on holiday.
T H E E M P I R E
Most likely to: Reveal how your ancestor trimmedtheir ancestor’smoustache, and that’swhy they’re invading.
Least likely to: BeatUsain Bolt in the 100m.
D W A R F S
MARCH 2016 3
2016 PREVIEW
It never looked like this on your tabletop.
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“IT REALLY FEELS LIKE YOU’RE LEARNING A
NEW GAME EACH TIME”
THE OLD WORLD A tourist’s guide
1C H A O S W A S T E SThe nasty frozen land
where the Chaos hordescome from, armies ofheavily-armored warriors andknights riddled with diremagic and carrying weaponstwice their own size. Oftenaccompanied by demons.
2T H E E M P I R EA bit like the old Holy
Roman Empire, this is a messof parochial humanaristocrats with privatearmies who would spend alltheir time fighting each otherif one of them wasn’t elected
Emperor every now and then.
3B R E T O N N I ABretonnia’s knights are
the flower of French chivalry, jousting and rescuing fairmaids. Someone at CreativeAssembly must really loveBretonnia, because therehaven’t been working rulesfor them for ages .
4T H E B A D L A N D SWhere the Orcs and
Goblins come from. TheGreenskins also spread overto the other side of theWorld’s Edge Mountains, andthe Goblins are pretty mixedin with the Dwarf holds, like a
bad apartment share.
1
3
2
4
Total War mountains havenever been so pointy.
38 MARCH 2016
2016 PREVIEW
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flavor of that unit. We’re not restricted by
making all our guys 20mm tall—we can
add more detail.”
And then the team had to choose the
heroes for each faction, from the array in
the army books. Legendary heroes like
Thorgrim or Ungrim, the Slayer King, play
differently from each other and from your
customizable Lords, especially as they
unlock magic items through personal
quests. “We move so far from the generic
Total War y stuff, into those little quirks
that give every character that bit of
individuality,” says Roxburgh. For
example, putting mounts on the campaignmap (like Azhag the Slaughterer’s wyvern)
took a lot of new code. The quest battle
system—how heroes unlock their unique
gear—was also created at this time.
On the design side, the team also
allowed heroes and monsters to attack
multiple enemies at once, to reflect their
huge power on the Warhammer
battlefield—though they’ve dispensed
with the tabletop game’s slightly odd
dueling system. “There’s no specific
mechanic for it,” says Aldridge, “though
there will be various reasons why you
might want send one of your characters to
take out one of theirs, because it will do it
better than a unit would, so there’s an
element of gameplay there.”
Once a unit has been designed, the
artists finally get to make it, based on the
tabletop miniature. As these are so small,
they actually have to create extra detail,especially for characters who’ll be
appearing in cutscenes, such as the
legendary characters. “We want stitches
and memory folds in clothing, all those
little things,” says Davis. Once the models
are done and animated, then they’re sent
over to Games Workshop for approval.
At last, the designers get to implement
the Total War side of things, converting
the capabilities of the various troops and
heroes into terms that work within the
context of Creative Assembly’s game. For
the heroes, Aldridge explains, “we’ve got
two facets, the battles and the campaign.
You take the background of those
characters and see what might fit those
areas, like a weapon or a talisman. When
you unlock an ability, it ties in with the lore
and you get a big wow moment, and then
you have smaller upgrades in between
that.” So you might specialize the black
Orc lord Grimgor Ironhide to be a
straightforward melee monster, unlockin
his unique armor and weapon, while
setting up Azhag as more of a troop
buffer, and creating a custom lord to
specialize in raiding. That does mean mos
of the legendary heroes aren’t much
better than the other lords until you startfollowing their quest chains.
After that, the team had to differentiat
and balance the tech trees of the races
and the skill trees of the heroes. The Orcs
tech tree is fairly flat and short, but the
dwarfs have two, while the Empire and
Vampire Counts need to construct
buildings to access different elements of
their tree. “It really feels like you’re learnin
a new game each time,” Roxburgh says.
CLASH BY NIGHT
The Creative Assembly has actually
changed how it balances its games,making it more automated. “We’ve had
new systems put in for testing units
against each other,” Roxburgh explains,
“and can just massively auto-run
combinations overnight. We’ve made a lo
of tech to make that more efficient.”
The team Creative Assembly has
assembled certainly gets Warhammer.
I’ve done my best to make this narrative
seem coherent and linear, but in fact I had
to interrupt them multiple times as they
bantered about which unit they hadn’t pu
in that they were most missing. Al was
fond of his customized Ogre Maneater
snipers, Ian reminisced about theunreliable Skaven Doomwheel and
Screaming Bell, Matt enthused over the
Indiana Jones cheesiness of the Khemri
Casket of Souls bursting from the desert
sands, and Rich praised the Skaven’s Hel
Pit Abomination—“the rat that just keeps
on giving”—which prompted a full
decorum breakdown as they shouted at
each other about warpstone and “typical
overpowered Skaven units.” That
quintessentially beardy-weirdiness is
quintessentially Warhammer, and it bode
well for the final game.
Dan Griliopoulos
“WHEN YOU UNLOCK ANABILITY, YOU GET A BIGWOW MOMENT”
MARCH 2016 3
Total War: Warhamme
2016 PREVIEW
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“If anyone asks, just two palshaving a lovely round of golf.”
Holiday destination orcrime scene? Well, both.
40 MARCH 2016
Hitman
2016 PREVIEW
B E TAHitman ’s
February beta willlet you sample a
prologue missionbefore the game
hits in March.
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This is the palace in Paris, as seenin our issue 281 cover feature.
Regrettably, security is more observant—
there’s a shout from an opposing window,
and a buff, dark-suited guard raises an
assault rifle. A sheik, however, isn’t the
sort of person you shoot on sight, even if
he’s using restricted property as a junglegym. The guard hesitates and instead
calls me over, but a silenced Silverballer
pistol is already in my hands.
Back inside, I drag the evidence to a
darker corner and begin creeping out of
the attic in which security has set up shop.
47 must be rusty because I’m spotted
within seconds: one guard intercepts me,
a second becomes suspicious of his
former colleague’s leg protruding from the
shadows. Again, my respectable disguise
grants a stay of execution, and I acquiesce
to the first bodyguard’s request to escort
me out before his friend finds the corpse
and puts two and two together. By thistime, of course, the mark has left the
catwalk and I’ve missed my chance. In
Hitman killing is easy, but assassination
requires a professional.
The level I’m playing, Paris, is vast: five
floors of baroque palace populated by
300 fully simulated NPCs in among less
advanced crowds of guests. The palace is
in a perpetual state of organized chaos,
with AI routines overlapping and
interacting to convince you that you really
are a gate-crasher. The memory of
Hitman: Absolution ’s corridors and
prescriptive checkpoints fades before I
leave the entrance hall, but the new
Hitman isn’t a reboot in the strictest
sense. Everything that’s happened in the
series until now will continue to influence
the events of Hitman . Rather, creative
director Christian Elverdam says it’s a
distillation of the moments and behaviorsthat define Agent 47—this is high-class,
jet-setting espionage, not bumping off
pimps in alleyways.
The first time you encounter Paris,
you’ll want to take a deep breath and
spend an hour or so exploring. To help yo
make sense of the chaos, the map is
marked with Opportunities. These are
typically the gateways to showstopper
kills, like bringing down that lighting rig.
They’re snippets of information overhear
about the palace that trigger quest-like
objectives while leaving it down to you to
achieve them. If you’re a purist, the entiresystem can be disabled.
EPISODIC SYSTEM
Hitman is billed as a ‘world of
assassination’—Io wants these levels to
remain living puzzle boxes long after
release. At launch, Paris will be joined by
the seaside town of Sapienza and a
Marrakesh setting. Three levels sounds
miserly until you step into the chateau an
understand the scale and the possibilities
of each arena: there’s a gulf between
killing a mark and perfecting the hit.
This Starter Pack, as Io is calling it, will
be joined by three more full-size levelsreleased at monthly intervals, and you ca
choose to purchase each new level on its
own (with the Starter Pack reduced in
price accordingly) or pay the standard
price for a full game and get the lot as
they’re released. It’s a curious episodic
system for a triple-A stealth game, but
combined with Io’s intent to patch
time-limited targets with new behaviors
into existing levels and the expansion of
Absolution ’s player-driven Contracts
mode, it could nurture the community
spirit that’s made Agent 47 an icon.
Angus Morrison
I’m dangling from a lighting rig threefloors above a packed fashion show,dressed as a sheik. If a model or themark himself should look up, their last
sight will be of Agent 47’s junk, or whatever it is hekeeps down there. Probably another weapon. Butthey don’t and, modesty preserved, I haul myselfonto the rig to start planting explosives.
Everything’s permitted in thisclean-cut assassination sandbox
H I T M A N
THIS IS HIGH-CLASSESPIONAGE, NOT BUMPINGOFF PIMPS IN ALLEYWAYS
RELEASE
March 11DEVELOPER
Io InteractivePUBLISHER
Square EnixLINK
www.hitman.com
N E E D T O K N O W
MARCH 2016 4
Hitman
2016 PREVIEW
E A R L YA C C E S S ?
More and morecontent will be addedtoHitman followingrelease, including
new levels.
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You jump, you run up walls, you climb, you
slide. This is Mirror’s Edge , all right—the
only thing that takes some getting used to
is that protagonist Faith has slightly
different reaction animations while you’re
platforming. And I might only be picking
up on that because I’ve finished Mirror’s
Edge five times (I truly loved it). Catalyst
definitely feels like it takes place in the
same world as the original game. And if
the story turns out to be junk, that will be
faithful to the original too.
It looks like easy combat is the
compromise I have to make to have
another Mirror’s Edge game. I get to keep
the platforming more or less as it was, but
there has to be a sacrifice. And yes, I was
one of the four people who thought having
optional guns (and they were entirely
optional) in the original was a nice pace
breaker, as well as an occasionally
cathartic way to turn the chase on yourattacker. Instead, during the demo I tried,
you get really simple hand-to-hand
combat where the timing of button
presses doesn’t seem as essential as it
does when you’re free-running.
If that’s what it takes to get Mirror’s
Edge back, so be it.
Samuel Roberts
RELEASE
May 24
PUBLISHER
EA
DEVELOPER
DICE
LINK
www.mirrorsedge.com
N E E D T O K N O W
42 MARCH 2016
Mirror’s Edge Catalyst
2016 PREVIEW
A city straight from theDystopia Starter Pack.
“Why did I never think to hail ataxi before?” Faith wondered.
O P E N W O R L DHow it works is yet to berevealed, but instead oflinear levels, Catalyst is
set in a larger openenvironment.
Parkour and recreation
M I R R O R ’ S E D G EC A T A L Y S T
I’ve been to three E3s, and 2015 was the best one by far. Not only were Fallout 4,Shenmue 3 and a Final Fantasy announced, but I played a Mirror’s Edge
sequel that kept all the good bits of the original.Catalyst is a surprise to me, because the consensuswas that the original sold modestly, and businesssense says that’s how sequels don’t get made. Thisopen-world follow-up is somehow the real deal.
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IF THAT’S WHAT IT TAKES TOGET MIRROR’S EDGE BACK, SO BE IT
MARCH 2016 4
Mirror’s Edge Catalys
2016 PREVIEW
S T O R Y This is Faith’s origin
story, for thoseinterested in the Mirror’sEdge narrative. What’s
that? You’re not? Ah yes, carry on.
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In Mankind Divided, Eidos Montreal isdoubling down on the elements of Deus
Ex it brought back to life in Human
Revolution. The series’ fourth title hasnew ways to experiment with AI, super-detailedenvironments filled with double the amount ofnon-player characters and, at the center of it, AdamJensen, your ever-evolving cybernetic superbeing.
It’s layering systems on top of those of the firstgame, getting closer to the original intent of Deus
Ex, while the new team puts its own contemporaryspin on the series.
Combining augmentations can twist
the approach you take in the game. The
Icarus Dash, for example, offers Jensen
the chance to make a run at enemies—but
they’ll hear you coming. Combine it with
another ability, though, and you can make
it work for your strategy. “So you can use
the Icarus Dash,” says Fortier, “and you
could combine that with the SilentMovement augmentation and then you
can do Silent Dash, and it gives a whole
other motivation or interest in getting
the Silent Movement augmentation as
well. There are other combinations like
that that are possible, and I think that’s
one of the things we wanted to strive for
with this one.”
The idea is that many of the
augmentations have different uses when
you apply a different thought process and
methodology. While the trailers might dial
in on the action elements to make them
seem more exciting, you can still ghostlevels and talk your way out of some
situations. This is, essentially, still Deus Ex .
JENSEN OF YOUR DREAMS
“You end up building your Jensen in the
way that you want,” Fortier explains. “He
could be a master hacker, completely
invisible, or he could be this all-powerful
death-dealing machine and just ripping
through people and protecting himself
and just shooting everything.” Sounds
exactly like the sequel to Human
Revolution I want.
Samuel Roberts
“YOU END UP
BUILDING YOUR
JENSEN IN THE WAY
THAT YOU WANT”
Adam Jensen gets aserious upgrade or two
D E U S E X :M A N K I N D D I V I D E D
“There’s a lot more freedom in your
abilities, you can punch people more than
two times without running out of energy,”
gameplay director Patrick Fortier told
PCG’s Tom Senior a few months back.
“You’re free to chain lots of things
together, so like a charge move into the
bomb move, and you can create combos
with your skills, you feel more like a
superman in this game.”
RELEASE
August 23DEVELOPER
Eidos MontrealPUBLISHER
Square EnixLINK
www.deusex.com
N E E D T O K N O W
C Y B E RF O E S
New enemy typesrequire different
strategies. A punch inthe face might notdo it for this guy.
J E N S E N2 . 0
Jensen has newabilities, which he can
combine to deepen your tactical
arsenal.
44 MARCH 2016
Deus Ex: Mankind Divided
2016 PREVIEW
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Worlds Adrift goes toe-to-toe with VRto be named technological leap of 2016
W O R L D S A D R I F T
Firewatch is a narrative-driven game thathas some things in common with gamessuch as Gone Home, but ends up feelingreally different because of its choice of a
more open, Wyoming wilderness-based setting.Each day within the story contains key events, butthere’s also the freedom to explore, with moreenvironments opening up over time.
Written by Sean Vanaman, who worked on
Telltale’s brilliant first season of The
Walking Dead , the story explores your
character, Henry, and his evolving
relationship with Delilah, the voice on theother end of his radio. As the title
suggests, your role involves being on the
lookout for forest fires in this potentially
toasty environment.
With art by Olly Moss—whose
wonderful minimalist movie poster work
you’ve almost certainly encountered on
the internet or in old issues of Empire
magazine—all signs point towards
Firewatch being another cult favorite
narrative-driven first-person game on PC.
If nothing else, expect Firewatch to have
the best sunsets of 2016.
Samuel Roberts
Explore the wilderness in thisintriguing first-person adventure
F I R E W A T C H
Whenever I hear about a small indie studiotackling an MMO, it’s tempting to let myhead hit the desk. MMOs are ruinouslyexpensive to build—just look at the
issues DICE and Ubisoft encounter doing thenetcode for shooters. So when Bossa announced aphysics-based MMO about sailing the clouds as asky pirate, I almost dismissed it. But Worlds Adrift is supported by technology that not only makesphysical simulation on this scale possible, but couldchange the way all online games are developed.
Tech start-up Improbable has been
working to make indivisible computingdivisible: in Worlds Adrift , small groups of
objects are assigned their own physics
engines. When more objects spawn or an
area gets busy, additional engines swarm
to accept the load. This allows Bossa to
make every object ‘real’—if you want
cannons to do more damage, make your
cannonballs from a heavier metal.
This is a landmark in PC gaming as it
means any dev can have their own version
ofWorlds Adrift running on Improbable’s
servers alongside Bossa’s, making it the
progenitor for a new breed of MMO.
Angus Morrison
RELEASE
February 9
PUBLISHER
In-house
DEVELOPER
Campo Santo
LINK
www.firewatchgame.com
N E E D T O K N O W
RELEASE
2016
PUBLISHER
In-house
DEVELOPER
Bossa Studios
LINK
www.worldsadrift.com
N E E D T O K N O W
This MMO hassky-high ambitions.
Expect to besunsetted out.
MARCH 2016 4
Firewatch / Worlds Adrif
2016 PREVIEW
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It looks easy, but it takes real effort to bequite so effortless. InSuperhot , time only
moves when you do. Each step, each jump
and each shot creates another window for
your enemies to respond. It feels like it
should be leisurely—giving you space to
identify each threat as it approaches. But
it only takes one bullet to bring you down,
and your enemies can fire one off in a split
second. Taking a step forward to grab a
pistol may seem like a good idea, but it’ll
give a foe a brief window of opportunity to
bring you down.
Each level is fraught with tension, but
it’s worth riding out for the moments of
RELEASE
2016
PUBLISHER
In-house
DEVELOPER
SUPERHOT
LINK
www.superhotgame.com
N E E D T O K N O W
46 MARCH 2016
Superh
2016 PREVIEW
I’ve noticed a trend among thecommentators who’ve seenSuperhot’s trailers. They think itlooks easy. In fact, that’s the whole
point. It looks easy. Superhot plays out in a series ofaction vignettes—each scene’s script reduced to asingle sentence of all-cap words. “IT WAS ASETUP.” “YOU’RE NEW, YOU FIGHT.” There’slittle in the way of prelude. Instead, each levelexists as a standalone ballet of improvised violence.Do you grab an ashtray, or go for the gun? Do youtake cover, or dodge, weave and shoot?
A first-person shooter that makesyour effort look effortless
S U P E R H O T
impromptu choreography. It frequently
feels brilliant as the game places you in
scenarios engineered to make you look
cool. At times, it’s straight out of an action
movie—throwing your gun at an
opponent, punching them out, then
catching the gun in mid-air.
There is a plot, but it plays out around
the levels—in eerie corrupted flashes
during brief moments of downtime. InSuperhot , you play a person who’s playing
on a computer. You’re sent a crack that
hacks into the remote server belonging to,
you’re told, the developers of an unnamed
FPS. Between each set of levels you
message your friend to trade stories
about what you’ve seen. It doesn’t matter
what you actually type—just bash away at
the keyboard and the dialogue will appear.
What started as a strange and
experimental gamejam is set to become a
strange, experimental and, above all,
accomplished full game.
Phil Savage
Probably don’t strafeto your right.
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Paradox is making 2016’s biggest strategy game
S T E L L A R I S
RELEASE
2016
PUBLISHER
Paradox Interactive
DEVELOPER
Paradox Development Studio
LINK
www.stellarisgame.com
N E E D T O K N O W
Paradox makes big, complex games, andStellaris could be the studio’s biggest andmost complex to date. It takes thereal-time pausable grand strategy of
previous titles, and applies it to a sprawling spaceepic about the rise and fall of galactic civilizations.In addition to being big, it’s broad, usingprocedurally generated galaxies, random eventsand player-driven research options to add a hugedegree of variety to each playthrough.
The use of a procedurally generated
galaxy means that Stellaris ’s early game is
all about exploration and expansion. Itworks much like the many space-based
4X games, but in a more detail-oriented
engine. Stellaris isn’t just about gaining
ground. Players must also keep planets
efficiently managed through governors.
As the game progresses, there’s a
gradual shift towards diplomacy and
conflict. The galaxy’s other inhabitants are
also procedurally generated, meaning
each playthrough will be against races
with different traits, technologies and even
ethics.Stellaris is offering near-infinite
potential for player-driven storytelling.
Phil Savage
MARCH 2016 4
Superhot / Stellari
2016 PREVIEW
It wouldn’t be spacewithout asteroid mining.
Enemies shatter likeglass when killed.
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The part of Mass Effect: Andromeda I’mmost excited about is seeing thatuniverse more fully realized. With theMako returning, and the move to the
Frostbite engine, Andromeda will be as big a leapfrom ME3 as Inquisition was from Dragon Age II .
Here’s everything we know. The combat will be familiar,
but will build on what we saw in ME2 and 3 . Characters
from the old trilogy won’t be returning, because the story
is set in an entirely new galaxy. Expect an all-new cast,
then, with familiar species from the first trilogy. Co-op
multiplayer has been strongly teased for a return, too, by
senior development director Chris Wynn. As of August,
the game was just entering the casting process. Finally:you’ll be playing this in 2016.
Samuel Roberts
A fresh start for BioWare’sgalactic epic
M A S S E F F E C T A N D R O M E D A
RELEASE
Late 2016
PUBLISHER
EA
DEVELOPER
BioWare
LINK
www.masseffect.com
N E E D T O K N O W
“I have landed on themysterious planet of Arizona.”
Set 15 years after the first game, Dishonored 2 features both Corvo andEmily Kaldwin as playable characters,and takes us from Dunwall to the more
exotic setting of Karnaca. Emily has lost her throneto someone Bethesda describes as a ‘usurper’—inthis city, she’ll find a way to win it back.
The reveal teaser for Dishonored 2
features a new supernatural ability not in
the 2012 original: enormous tentacles that
can be used as a kind of substitute for
Blink. Creative director Harvey Smith
confirmed that abilities seen in the E3 CGIteaser will indeed make it to the game. We
also see Emily clashing with clockwork-
style mechanical enemies that may
require alternative forms of strategy (we
see Emily using an EMP-like mine to take
one of them out, for example). Dishonored
is one of the modern immersive sim elite—
more strategy and a change in setting will
keep it feeling fresh.
While the release date is spring, it’s
notably one of the only games coming in
early 2016 we haven’t seen in action yet.
I’m expecting it later in the year.
Samuel Roberts
Return to the corrupt world powered by magic and whale oil
D I S H O N O R E D 2
RELEASE
Spring
PUBLISHER
Bethesda
DEVELOPER
Arkane Studios
LINK
www.dishonored.com
N E E D T O K N O W
Clark Gable wasn’t impressedby his latest fuel bill.
48 MARCH 2016
Dishonored 2 / Mass Effect Andromeda
2016 PREVIEW
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ANDROMEDA WILL BE AS BIG A LEAP ASINQUISITION WAS FROM DRAGON AGE II
Big, expansive planets toexplore in Frostbite.
Under attack bytiny reapers?
N E W H E R O
During the recentteaser, someonespotted the name‘Ryder’—could be your new hero.
N E W C R E WSpotted in the E3trailer is a Krogan
companion—everyparty needs one.
MARCH 2016 4
Mass Effect Andromed
2016 PREVIEW
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TaleWorlds has a difficult job ahead of it. Mount & Blade: Warband is a cult RPGclassic. It’s ugly, but offers unrivaled
depth in regards to player freedom. It’s acomplex game, but falters through an unwieldyinterface and a tutorial that isn’t fit for purpose.For Mount & Blade II: Bannerlord, accessibility is abig deal, and that means balancing the needs of anexisting, passionate community with the desire toattract and welcome a greater number of people.
Existing Mount & Blade players will be
able to hit the ground running. Rather than
fill Bannerlord with new features,
TaleWorlds is focused on expanding andimproving existing systems. Once again,
you’re able to forge your own destiny, as a
merchant, landowner, arena champion,
local hero or nefarious bandit.
GREATER COMPLEXITY
But these options exist within a much
smoother and more in-depth framework.
The simulation of economy and politics is
more accessible through a better UI, and
more complicated under the surface.
Another important part of Warband is
its mod scene. For Bannerlord , TaleWorlds
is doubling down on mod support. “The
new engine that we have is so much easierto work with for modders,” says Yavuz.
“We’ll be supporting multiple mods
together, so players will be able to cherry
pick the mods that they want, and use
them altogether to exactly customize their
experience. If, for example, one changes
the user interface, another edits some
items, and another is some political thing,
players will be able to combine those and
play their dream game.”
Phil Savage
“PLAYERS WILL BE
ABLE TO CHERRY
PICK THE MODS
THAT THEY WANT”
Popularizing the medievalRPG sandbox
M O U N T &
B L A D E I I :B A N N E R L O R D
“I think our basic solution will be the main
storyline,” says TaleWorlds’ founder
Armagan Yavuz. “We want to preserve the
sandbox feeling of the game, at the same
time making it more accessible. The best
way to do that, I think, is to make a
storyline so that the player, when they
start, has various goals, has a quest andknows what to do and how to proceed.
Once they’ve progressed a little bit, and
know how to play the game, then the
storyline should take a backstep and just
give the player general goals and options.”
RELEASE
2016DEVELOPER
TaleWorldsPUBLISHER
In-houseLINK
www.bit.ly/Bannerlord
N E E D T O K N O W
G R A P H I C SThe original was not
a pretty game.Bannerlord looks farnicer, and is packed
with incidentaldetail.
S T R A T E G Y The world map
functions much likebefore. It’s just you, your horse, and amap full of towns
and soldiers.
The potato-face vaccine
was greatly appreciated.
50 MARCH 2016
Mount & Blade 2
2016 PREVIEW
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Here’s your regular PC Gamer reminderthat yes, Euro Truck Simulator 2 is agenuinely great game. It’s sustained meand fellow PCG trucking enthusiast
Andy Kelly through countless miles of relaxing,oddly compelling virtual highways. There are fewgaming experiences that can rival the uneventfullysuccessful delivery of eight tons of cheese to aGlasgow warehouse. And ETS2 developer SCSSoftware is soon set to do it all again.
On the road again
A M E R I C A N T R U C KS I M U L A T O R
RELEASE
February 3
PUBLISHER
In-house
DEVELOPER
SCS Software
LINK
www.americantrucksimulator.com
N E E D T O K N O W
ATS gets rightup in your grill.
Getting political in Amplitude’sspace strategy sequel
E N D L E S S S P A C E 2
The original Endless Space was Amplitude’s first attempt at making a 4Xstrategy. It showed. Despite a few cleverideas and a gorgeous UI, it never felt as
essential as the bigger, uglier Galactic Civilization series. Endless Legend was a vast improvement—ever more beautiful and packed full of wellconsidered tweaks and changes to an otherwiseunadventurous genre. For Endless Space 2, Amplitude plans to push things further still.
To do this, the team is introducing a new
internal politics system. Rather than
representing your empire purely throughnumbers and influence, each ideological
bloc within your territory will vie for power.
If you want to transition towards a
scientifically driven empire, for example,
the most effective method is through
laws. For that to happen, the senate’s
scientific faction needs to gain power.
This isn’t a passive system: the
makeup of your empire will matter. Each
race is predisposed to an ideology, which
can be altered through events. Other
civilizations’ schemes will have an effect,
too. Endless Space 2 is, after all, still a 4X.
Phil Savage
RELEASE
2016
PUBLISHER
In-house
DEVELOPER
Amplitude Studios
LINK
www.yourvision-theirfuture.com
N E E D T O K N O W
My face when a goblin thingis hogging the microscope.
American Truck Simulator , like ETS2 , will
deliver a compact recreation of one corner
of the continent. Initially, the game will befocused around California and its
surrounding regions, but, over time, new
parts of the country will be introduced.
New for ATS is weigh-stations, SCS’s
way of using US tax and safety regulations
to create another small wrinkle along your
journey. Beside the standard cargo bays,
there’ll also be more difficult to access
drop-off points, which can be selected for
additional XP. As with ETS2 , ATS will be
connected up to SCS’s growing World of
Trucks platform, providing an online
metalayer for your trucking empire.
Phil Savage
MARCH 2016 5
American Truck Simulator / Endless Space 2
2016 PREVIEW
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Isuspect Blizzard can’t do wrong with its
new team shooter, Overwatch—withmore than seven million peopleregistering interest for the beta, it’s in
safe territory. Nonetheless, it’s heartening to seeBlizzard try to do right by the game. When the betareturns, it’ll be a lot closer to the launch version,including a new progression system that’ll unlockrewards as you play, but nothing that’ll affect game balance. In other welcome news, Blizzard hasconfirmed all maps and heroes released post-launch will be free.Chris Thursten
Blizzard’s multiplayershooter gets better and better
O V E RW A T C H
Why shoot on twolegs when one will do?
It’s been a long time coming, but I’mexcited for what I’ve seen of idSoftware’s rebooted and reimagined Doom. Singleplayer footage shows slick
and gory action featuring new versions of oldenemies like cyberdemons and mancubi inhabitinga horrifying and visually impressive Hell. Myfavorite guns are back as well, including the supershotgun, plasma rifle and BFG, and players will beable to increase their killing power by acquiringweapon mods as they progress through the game.
I got hands-on time withDoom multiplayer
at QuakeCon 2015. It was a limited look,featuring only a single map and a handful
of weapon loadouts, but I enjoyed the
speed of the combat and some of the new
weapons, including a static cannon that
builds a powerful charge the more you
run. I also had fun with runes—power-ups
that appear intermittently in the arena and
can transform a player into a powerful,
flying, missile-flinging Revenant. SnapMap
looks promising too, a built-in utility that
will allow players to create custom maps
and game modes, and easily share them
with the community.
Chris Livingston
Stomp demons into goop in Bethesda’sfaithful FPS revival
D O OM
RELEASE
Spring
PUBLISHER
Bethesda
DEVELOPER
id Software
LINK
www.doom.com
N E E D T O K N O W
Revenants can fly via jetpackand tear off your arms.
RELEASE
June
PUBLISHER
Activision Blizzard
DEVELOPER
Blizzard
LINK
www.battle.net
N E E D T O K N O W
52 MARCH 2016
Doom / Overwatch
2016 PREVIEW
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IT’S HEARTENING TO SEE BLIZZARD
TRY TO DO RIGHT BY THE GAME
T E A M P L A Y Teamwork is key, here.
This isn’t the game for youif you want to go on a solo
killing spree. Victory meanscarefully maintaining yourteam’s momentum while
denying it to youropponent.
H E R O E SOverwatch will include
21 heroes at launch. They’rea diverse and versatile bunch,
and mastering each takesconsiderable time despite the
game’s simplicity. The bestplayers are good at several:
swapping on the fly is akey strategy.
MARCH 2016 5
Overwatch
2016 PREVIEW
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XCOM 2
F E A TUR E
We play alieninvasion sequel XCOM 2, themost exciting
strategy gameof 2016
RESISTANCE
ISN’T FUT ILE
By Phil Savage
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’m in trouble. I need to put a soldier on the back ofa flatbed truck, so I can hack the device it’scarrying and abscond with the alien secrets inside. As it happens, the truck is on fire. It shouldn’t be, but I used a grenade to take out the Advent trooperstanding next to it and things sort of got out of
hand. I’ve got three soldiers left—the fourth havingdied earlier—and I don’t want to lose another to afire I’ve made them stand in. Sadly, I can’t see analternative, so I pick the XCOM agent with themost health and tell them to burn themselves alive.That’s when the Sectoid shows up.I“The aliens are brutal in XCOM 2,” says
lead producer Garth DeAngelis. “I’mreally proud of that. If you look at theSectoid, for instance, of EnemyUnknown versus XCOM 2, the Sectoidin Enemy Unknown could mind-mergeand they could shoot their gun. They
can shoot their gun in XCOM 2 as well, but they can also do an attack called
‘mind spin’, which will panic ordisorient you. Or mind control you.That can happen as well. The first alienin the game can mind control you.”
That isn’t what happens in myplaythrough. It’s the second mission,and, after battling through Advent
troops, I’m now experiencing my firstalien encounter. One of my soldiers is
MARCH 2016 5
G men me
F E A T
RIGHT: Citiesare Adventstrongholds.Their citizenswon’t besympatheticto XCOM.
Sectoids are badnews in XCOM 2 .
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but I have a secret weapon: a Ranger.His sword attack is a guaranteed hit,and does huge damage. In any othersituation it would be a risk—leaving meout of position, and vulnerable to
assault. Here, there are no otherenemies. I’m clear to take down mytroublesome foe and leave with the
remnants of my team. I remember XCOM: Enemy Unknown as a gameabout caution, about sticking to goodcover and using overwatch to punishaggressors. In XCOM 2 , DeAngelis
explains, encounters more resemblecombat puzzles.“The battlefield is your playground,”
he says, “so where do you move? Howdo you take advantage of cover andflanking? That’s the puzzle aspect. Also,predicting what the aliens want to takeadvantage of. You learn that as you go.
You might need to get tongue-pulled afew times before you get the hang of it,
but eventually you’ll know how to
W E L C O M E B A C K , C O M M A N D E RThe successes (and failures) of the
XCOM
series
1 9 9 4U F O : E N E M Y
U N K N O W NMicroProse’sturn-basedclassic, also
known as X-Com:UFO Defence .
1 9 9 5 X - C O M :
T E R R O R F R O MT H E D E E P
Exactly the samegame as UFO
Defence , exceptunderwater.
1 9 9 7 X - C O M :
A P O C A L Y P S ETakes the X-Com
formula andfocuses it down toa single cyberpunk
city.
1 9 9 8 X - C O M :
I N T E R C E P T O RX-Com goes to
space, and bringsall the pop-culturereferences it can
carry.
2 0 0 1 X - C O M :
E N F O R C E RA bad third-person
shooter, with atenuous
connection toX-Com .
2 0 1 2 X C O M : E N E M Y
U N K N O W NFiraxis’s reboot
brought thestrategy back, and
was largelyexcellent.
2 0 1 3T H E B U R E A U :
X C O MD E C L A S S I F I E DA bad third-personshooter, tenuously
connected toXCOM .
2 0 1 3 X C O M : E N E M Y
W I T H I NEnemy Unknown ’s
brilliantexpansion. Addedrobots and gene
splicing.
THE ZOMBIE HAS THE DROP
ON MY SOLDIER. I’VE BEEN
OUTFLANKED BY A CORPSE
now on fire. The Sectoid waves a hand,and a psionic purple tendril reaches outto a dead Advent soldier. He gets up. Itturns out Sectoids can reanimatepeople, too. This is bad. The zombiehas the drop on my burning soldier. Ihave been outflanked by a corpse. Mysoldier is able to take down thereanimated agent, but not before he
removes a significant chunk of herhealth. A turn later, uniform aflame, shesuccumbs to the fire.
DeAngelis smiles as I recount myexperience. “That’s great to hear,” hesays. “You have the Adventadministration on the front lines.They’re tactically interesting to fight,but we want the surprise—the reallycool stuff—to come from these aliensthat are emerging from the shadows asthe XCOM resistance grows stronger.In this world they’ve always beenbehind the scenes. Humanity doesn’t
really know if the aliens are there ornot. They just know there’s this Adventadministration that are their saviours.And now XCOM is pulling these moresinister aliens to the front, and you haveto fight and face them.”
CUT LOOSE
Two of my soldiers are dead. Theremaining two are critically injured.The Sectoid could finish me off here,
56 MARCH 2016
XCOM 2
F E A TUR E
RIGHT: Don’tlob grenadesnear thistrain, unless you want tohack in aninferno.
With the right Gremlin upgrade, you can hack Advent mechs.
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counter that and get in front of it.” Inshort, the aliens are Firaxis’s attempt tocounter the go-to strategies of EnemyUnknown players. Or, to put it anotherway, to fuck with their fans.
Overwatch still has its place, and has been significantly improved. In the fourmissions I played, it once again
functioned as the cautiously sensibledefault action—now with the added bonus that the second soldier in anoverwatch chain will no longer attemptto fire on an enemy killed by the first.But the new classes offer a moreinteresting selection of abilities andupgrades. Better opportunities existaside from just moving and shooting.Right now, my favorite new class isthe Specialist, whose Gremlin dronecan hack objects at range and befurther upgraded with new assault ordefensive options.
PANIC A HACKThese upgrades are invaluable in early
battles, when you’re in charge ofweak-willed rookies prone to freaking
out mid-mission. The Specialist’sRevival Protocol upgrade—availableonce they’ve been promoted toSergeant—can remove negative statuseffects, including panic. With it, youcan spin a disastrous affliction into anet positive. Later in my hands-onsession, a rookie loses it during anencounter with a Viper. He takes anautomatic panic shot, hitting the snakelady, but not finishing her off. Using theGremlin, I remove the effect. Thesoldier now has a regular full turn withwhich to finish off his foe. Not that thisis a tactic you want to rely on, as
panicked soldiers can just as easilygrenade the wall you’re using ascover—blowing it out and leaving youharmed and exposed.
The Specialist also saves my skinduring a timed mission to hack into an
Advent network. I had eight turns,most of which were spent dealing with
Advent troops outside a petrol station.When I finally reach the building thathouses the terminal, I have one turnremaining, but the only soldier in rang
of the terminal has been grabbed and bound by a Viper. Fortunately, I realizeI can send in the Gremlin. Hacking aterminal has a guaranteed effect—inthis case breaching the network—andalso provides a chance of picking uptwo bonus rewards.
The likelihood of unlocking these bonuses is based on the difference intech score between the hacker and theterminal they’re trying to unlock. I’moffered a permanent bonus to mySpecialist’s hacking score, and a fourweek upgrade to my home base’sscanning ability. Other potential
rewards are more immediate, such as blinding nearby enemies for a couple oturns. I receive nothing—my Specialistscore is too low. Luckily, this time therisn’t an associated penalty. Later in thecampaign, failed attempts can triggernegative effects.
SPOILS OF WAR
Timed missions aren’t XCOM 2’s onlytrick for putting the player underpressure. Enemy Within’s Meldresource is gone, but a new loot systemtakes the same trick and applies it on a
smaller scale. Downed enemies have a
ENEMIES CAN DROP LOOT
THAT SELF-DESTRUCTS
AFTER THREE TURNS
MARCH 2016 5
XCOM 2
F E A TUR
If it’s in a glowing capsit’s probably worth steal
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G men me
chance to drop loot that will self-destruct after three turns. That loottakes the form of weapon attachments—from scopes that increase aim torepeaters that can instantly kill a target.It’s a bonus less essential and abstractthan Meld, but useful enough.
The effect is lots of small-scale,focused bursts of risk/reward decisionmaking. If loot appears at the start of abattle, there’s no guarantee it will still
be around when it’s over. Retrieving itcould be disastrous, but better weaponsmeans being better equipped to dealwith future missions. Between the newabilities and the external pressures,XCOM 2’s challenge isn’t just about thebrutality of the aliens—although theyare brutal. There is also plenty of scopefor shooting yourself in the footthrough poor decision choices.
“We wear that as a badge of honor,that it’s a challenging game,” says
THE CAMERA TRACKS FROM
SOLDIER TO SOLDIER AS
THEY TAKE THEIR SHOT
The minigun does the job,
as long as it hits its target.
DeAngelis. “In fact, we want it to be brutally challenging. We want you tohave to overcome those odds, becausethe sense of triumph is truly powerful.We want players to be able to learn thatand earn that on their own.”
It’s not all failure anddisempowerment. In XCOM 2, eachmission starts with a moment ofempowerment—a chance to ambushthe enemy and take them out unseen.
This concealment phase is in keepingwith the idea of XCOM as a guerrillaforce. When your soldiers arrive on themap, they’re undetected, and willremain so as long as they don’t openfire, move too close to the enemy, orcreate excessive noise by smashingthrough a door or window. In this way,I’m able to surround a group of Advent,setting the majority of my force toconcealment overwatch—a specialambush variant that tells your soldiersto only open fire if detected.
Once the trap is set, I tell my final
soldier to attack. This reveals the squad,triggering their overwatch. The entireattack plays as one continuous scene—the camera tracking from soldier tosoldier as they take their shot and wipeout the enemy. Concealment onlyworks for the first encounter of each
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XCOM 2
F E A TUR
mission, and even then it’s easy to messup. My first ambush failed when I
positioned a soldier near some civilians.“They’re scared that there are thesehumans running around with guns,
because they think they’re in a utopia,”DeAngelis explains to me. “They thinkthey’re safe.”
ALIEN EXPERIMENTS
The sense I get of XCOM 2 is that it’smore open to experimentation. Itsdifficulty feels designed to punishill-judged plans, rather than penalizingthe player for not following a specific,linear solution. The meta-strategy ofthe Geoscape is the perfect example of
this, in that you can no longer lose thecampaign purely based on specificfactors. Building a resistance is a verydifferent prospect to stopping an alien
vanguard, and that’s had a pronouncedeffect on how you interact with theworld. For one thing, there are nolonger any satellites to screw you over.
“I think that’s why I lost my firstplaythrough of Enemy Unknown,”DeAngelis says. “I still remember it
vividly. There were other ways youcould lose, of course, like if you triedthe alien base a bit too early, but
satellites were something you had to
prioritize early. The beautiful thingwith XCOM 2 is I’ve played throughmultiple times and it’s always like, whatdo I want to do first? There seem to bea lot of options that could potentiallywork, or ways I have to adjust based onhow the game’s panning out.”
Failure in XCOM 2 is tied tosomething called the Avatar Project. It’s
represented by a bar at the top of theGeoscape that tracks progress towardssomething incredibly bad the aliens areplanning. Your strategy lies in balancingthe need to grow the resistance againstthe requirement to stop the aliens fromcompleting their evil masterplan.
“If I prioritize trying to get to tiertwo armor first,” DeAngelis says, “I’mforgoing building the resistance andfinding a new region. That could endup biting me in the ass because I don’thave time to get to a facility, and the
Avatar progress rose. It’s constantly a
balance of how do you pull that off, andit feels different every game becausethe rate of Avatar progress being filledchanges every game.”
Dark Events similarly mix things upand feel like an attempt to level thepower curve as your squad becomesmore effective through research,abilities and new gear. Dark Eventsfunction as alien research, and willenhance your foe in a variety of ways.Examples include improved Adventarmor and additional reinforcements
during missions. Counter-ops will beavailable to prevent the enemy gainingthese upgrades, but again, it ties intothe overall Geoscape balance.Preventing the enemy gaining oneadvantage may come at the cost ofcompleting some equally importantproject yourself.
It’s clear that Firaxis has thoughtcarefully about the particulars of
Enemy Unknown. Every aspect of XCOM 2 feels like a response, from theprocedural maps that provide longevityover multiple campaigns, to the
shifting, broad and open-ended strateglayer, and the opportunity ofexperimentation that it provides. Thisisn’t a sequel that only offers more ofeverything that made its predecessor senjoyable. It’s a total rehaul, and anopportunity to take the basic formulaand recontextualize it in a way that’swell suited to XCOM ’s punishingdifficulty. It’s a sequel designed for itsfans, and, based on what I’ve seen, nex
year’s most promising strategy game.
L I N E U P
How XCOM 2 enhances customization
F A C ENot sure aboutthose sharpcheekbones?Change themfor somethingelse.
A T T I T U D EIs your soldiertoo aggressive?Not aggressiveenough? Tweakthat here.
H A I RChoose a do fromthe huge number
of styles andcolors. A
Fauxhawk,perhaps?
C L O T H E SYou can choose primary
and secondary hues ofpretty much any color.
RIGHT: Proceduralgenerationhas a greatimpact on thechallengepresented byeach map.
EVERY ASPECT OF XCOM 2
FEELS LIKE A RESPONSE TO
ENEMY UNKNOWN
Hacking objectives
have a turn-time limit.
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INTOThe
WILD
The story of Hinterland, a team ofdevelopers who left city life behind tomake THE LONG DARK , a survival gameset in a remote Canadian wilderness.
By Andy Kelly
60 MARCH 2016
Hinterland
F E A TUR E
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“I wanted creative freedom and to get closer to thecraft,” says Raphael van Lierop, founder and creativedirector of Hinterland, the studio in question. “When
you run big projects you feel like you spend moretime wrangling meetings than making games.” Thecreation of Hinterland was a chance for van Lierop tocall the shots without having to worry aboutquarterly earnings reports or being pressured intoremoving risky features. “It’s scary as hell, but it’sthrilling. We could never have made The Long Dark with a publisher.”
The decision to base Hinterland on Canada’s Vancouver Island—an unusual setting for a game
studio—was a personal one.
urvival games are bigger than ever onPC, but it’s a saturated market. Forevery DayZ there are dozens ofunimaginative, derivative zombiegames released to exploit this suddensurge in popularity. Sitting quietlyamong all this chaos is The Long Dark.It’s a survival game, sure, but one thatfollows its own path, making noattempt to ape its peers. It’s a
philosophy that mirrors that of the studio making it. And theresult is one of the most interesting, stylish and understated
survival games you can play today.
“My wife and I didn’t want to raise our family inthe city,” van Lierop explains. “But once we’destablished ourselves here, it became about notwanting to give up on my passion for making games.”The studio is located in a small frontier mining townat the foot of a mountain range, and surrounded byforested foothills, hiking trails, and a glacier-fed lake.It’s the perfect place to develop a game like The Long
Dark, which is itself set in a fictional slice of snowy,rugged Canadian wilderness.
Leaving the bustle of the city behind, and thefreedom that brings, is an important part of
Hinterland’s philosophy as a studio. “The mental andemotional process of abandoning urban life, and therelative safety of that job market, mirrors the processof us wanting to create something with anindependent spirit outside of the mainstream,” vanLierop tells me. “Our studio is in a literal andfigurative hinterland.”
Warren Heise, who left a job at BioWare to joinHinterland as The Long Dark’s user interface artist,
jumped at the chance. “While it was difficult to leavemy friends at BioWare, it was time for me to move onto new challenges,” he says. “Two of my biggestpassions are spending time in nature and makinggames, and when I found out about the projectHinterland was working on, I just knew that I had to
be a part of it.”
LEFT: Eachregion, fromthe frozencoast to theforest, has itsown distinctlook, feel, andatmosphere.
MARCH 2016 6
Ga ena e
F E A T
Hinterland’s cozystudio is located on
Vancouver Island.
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natural habitat. Moving through these spaces createsa deep connection that’s often lost in urbanenvironments, and we want to evoke that connectedfeeling in The Long Dark.”
GREAT OUTDOORS
Heise knows this feeling intimately, having completedthe famous Pacific Crest Trail—a grueling 3,000-milehike from Mexico to Canada that was recently thesubject of Jean-Marc Vallée’s film Wild. I ask him ifhe had to resort to any of The Long Dark’s survivaltechniques on his journey.
“Basic first aid, gear management, and routenavigation while enduring hot and cold weather werethings I had to be constantly aware of. I also didmultiple repair jobs on my pack and shoes andharvested edible plants. This experience definitelyinformed my work on The Long Dark.”
“I feel very comfortable working in this kind ofenvironment,” says Eric Gabas. “My back yard inKitimat is a forest that goes on for hundreds ofkilometers before you see any asphalt roads. Kitimatis an indigenous name meaning ‘snow people’, and Iremember the snow reaching as high as the rooftopssome winters.”
It’s impressive that, even with those stylized,
almost cartoon-like visuals, The Long Dark’s frozen
wilderness still feels very real. “Realism is a subjectivemeasure that has nothing to do with how somethinglooks,” says van Lierop. “It has to do with howsomething feels. As long as our experience feelscoherent and true to its own internal rules, it feelsrealistic. To me, this is a reminder of how misplacedthe race for photorealism in graphics has been forour medium.”
“Our textures are hand-painted,” says Gabas. “Weuse the same Photoshop brushes our concept artistuses. We use a little visual overlay in our textures andon-screen, which makes them look less perfect, and
more like the art.”
FOOD FOR THOUGHT
“We’re often fighting people’s preconceptions aboutrealism more than realism itself,” says van Lierop. “Anexample of this is how we handle starvation. Inreality, starvation would be a long, drawn out processthat would take weeks to kill you. In the game it canhave dire consequences within a few days.” This, hesays, creates a more compelling interval in which totry to solve the problem. “This immediacy makes itmeaningful, even though it’s not strictly realistic.”
Audio is also important. The Long Dark’s sounddesign is as impressive as its art, from the cold crunch
of snow under your feet to the ghostly howl of a
“WE WANT TO CREATE AN
EXPERIENCE THAT ELICITS STRONG
EMOTIONS FROM PLAYERS”
LEFT: Wolveswill attack ifprovoked, but you can turnanimalattacks off if you’d prefer amore relaxing
experience.
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Hinterland
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“THE BIGGEST CHALLENGE ISLIVING UP TO EXPECTATIONS,
INCLUDING OUR OWN”
64 MARCH 2016
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blizzard. “A lot of our sounds come from foleyrecordings we’ve done ourselves,” says van Lierop.
“It’s a combination of great source material and thewonderful artistry of our sound team. Audio isunusually critical in this game as we present a lot ofgameplay-relevant information through audio cues.It’s part of the user interface.”
The Long Dark’s minimal interface has beensteadily improving since the first alpha release. Aswell as Sims-style meters that tell you how hungry,tired, cold, or thirsty your character is feeling, yourcharacter vocalizes their needs, too. You also spend alot of time rooting through your backpack for stuff,among the many items you’ve scavenged.
“Inventory management is a challenge in anygame,” Heise explains. “Our particular challenges lie
in making it feel, as much as possible, like the player issorting through a real backpack and how they wouldorganize and maintain their gear.”
The struggle, he says, is in creating an immersivesystem that reflects the reality of managing a pack,
while also creating an easy to use interface thatdoesn’t frustrate the player. “We’re constantlythinking of how to balance these two goals, whichoften seem at odds with each other.” The idea, he tellsme, is to keep the player as immersed as possible.“There’s still some work to do, but with every update,we get closer.”
LIFE SUPPORT
The Long Dark’s development has been a change ofpace for Hinterland. After raising almost $200,000 onKickstarter to get the project up and running, it’s beenin Early Access on Steam for a year, and has sold over500,000 copies. “The Long Dark would be a shadow
of its current self if not for Early Access,” says vanLierop. “We came to the platform with someambitions, and then were able to far exceed those due
LONE SURVIVORS Amazing humans who beat the odds
0 200 400 600 800 1,000 1,200 1,200 1,400 1,600 1,800 2,000
J O S E I V A N4 8 6 D A Y S
Eating seabirds, fish, and turtles helpedthis unfortunate castaway survive for
16 months in the North Pacific.
P O O N L I M1 3 3 D A Y S
After his ship was sunk, this Chinesesailor famously survived for 133 days
on a tiny wooden raft.
A D A B L A C K J A C K 7 3 0 D A Y S
An Inuit woman who survived onSiberia’s rugged Wrangel Island for two
years with no human contact.
A L E X A N D E R S E L K I R K 1 6 0 6 D A Y S
A Scottish sailor stranded on Más aTierra island for over four years. The
inspiration for Robinson Crusoe.
It’s a small, close-knitteam, and everyone
has a say in thegame’s development.
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LEFT: Detailsin the sceneryhelp to paint ahauntingpicture of aworldsuddenly hitby some
cataclysmicevent.
MARCH 2016 6
Hinterland
F E A TUR
to the overwhelming support from the community— both in terms of revenue and engagement.”
The game’s community is very vocal about thedirection they’d like to see the game go in. TheHinterland team listens to them, but they also have tofollow their own instincts.
“There’s definitely a balancing act,” says vanLierop. “We’ve always been clear with our communitythat we want their feedback, but they don’t drive
development. And we’re fortunate that they’recomfortable with this. It’s a level of trust that we don’ttake for granted, and we constantly strive to exceedtheir expectations.”
I ask him what the biggest challenge has been inmoving from a large studio to a small indie outfit.“Generally, learning to do more with less. Beyond
that, the challenges have changed depending on thephase of development. When we started, it waskeeping the lights on. Now it’s living up toexpectations, including our own.”
The Long Dark’s journey is far from over. For thepast year the focus has been on its survival systemsand sandbox. The team are trying to make the gameas tight and playable as possible, and nailing down itsdistinct look and feel. But the next step is more
ambitious: they’re making a story. With voice acting by Mark ‘Commander Shepard’ Meer, it’ll be the taleof a bush pilot, Will Mackenzie, whose plane crashesin the Canadian wilderness after a mysterious,apocalyptic event. Combining survival with a focusednarrative is an intriguing idea, and I can’t wait to seewhat they come up with.
The game has alreadysold half a million
copies, and it’s noteven finished.
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BULLET HELLOFind friendship, build a home, and then lose it all in the fantastic series revival,
RAINBOW SIX SIEGE. By James Davenport
Then we gotthe idea to usethe objective
room as a trap
With teamwork, Siege is a gamewhere you can reinforce or smash
walls and tiny, fleeting relationshipstoo—more dating sim than twitchtest. It’s this special social element,combined with impressive tacticaldepth, that makes it one of the bestcompetitive shooters I’ve played.
The primary modeis five-on-fiveobjective-basedmultiplayer, each teameither defending orattacking an objective.Every round openswith a planning phase,
in which the defendingteam uses abilities andresources (wall reinforcements,barbed wire, traps, explosives) toslow down, distract, or destroy theenemy team’s encroachment. Duringthis phase, the attacking team sendstiny remote control drones tosneakily survey the defense. Holdingdown a button marks the last seen
Come get your armor, nerds!” said RonBurgundy69. He placeda container on the ground and danced around it. I wish hecould’ve seen my grin. It was the kind of small, light-heartedgesture that kept an entire evening of Rainbow Six Siege fromteetering into a hapless string of simple mistakes, head-to-
keyboard contact, and creative insult slinging. Because without teamwork,no matter how messy, Siege is just another deathmatch shooter, albeit onewhere you can reinforce or smash walls.
position of defending players, whiledefensive structures are
communicated over voice chat.Plans initially form based on
which operators are picked, becausetheir special abilities arm the teamwith different tools. On offense, wemight focus on making noise and
chaos by choosingcharacters who can
break reinforcedstructures, send clustergrenades throughwalls, and carry flashgrenades. Or we couldgo in surgically,
assembling a team thatcan detect and take outelectronic devices, and carry big riotshields and precise weaponry.
A plan might then evolve based onthe recon stage. After scouring themap with drones on offense orstationary cameras on defense, weconsider where the enemy mightcome from and base our strategies
around map advantages ordisadvantages. With destructiblesurfaces, it’s important to rememberthat sightlines aren’t just limited toopen doorways or windows, but any
breakable surface. Each map is alabyrinth of levels, rooms, and surfacetypes, littered with all sorts ofdomestic debris.
The aural landscape is decidedlyless busy, the only components
beyond natural ambience are thefootsteps of players and short boutsof percussive violence. It’s an eerieeffect that contributes to the urgencyof proper preparation. There’s lessthan a minute to find the objective orset up defenses, which weights everydecision with consequence. ForRonBurgundy69, playing as Rook,throwing down that armor wasprobably quite the thrill.
I know, because when I’m settingup bulletproof barricades as Castle, I
brace my entire self against the F key
as the dense weave unrolls and snapsinto place. A voice in the back of myskull says “You should’ve barricadedthe south door, idiot.” When I’mplaying Thermite, watching the fuseon a breach charge begin its slowpath towards detonation, I kick off aninternal debate over when to startcooking a frag grenade. The friction issuch that I feel my heart might pop
before the shooting even starts. I lovethis kind of (self) destructive tension,even if I’m not sure it’s good for me.
Siege makes you think about how you’re thinking the more you play. On
defense, for example, our initialinstinct was to hang out in theobjective room and build a fortress. Itworked half the time. Then we gotthe idea to use the room as a trap. Wefortified it as normal, but hung out onthe perimeter until the enemy teamgathered around the objective, thencame in from the floor and ceiling,
breaching a few intentionally openwalls, and laid waste.
But now we expect them toexpect that plan, which means werevise to accommodate for layers and
layers of potential. Siege is best as a
N E E D T O K N O W
WHAT IS IT?
A tactical multiplayerfirst-person shooter.
EXPECT TO PAY
$60
DEVELOPER
Ubisoft Montreal
PUBLISHER
Ubisoft
REVIEWED ON
Nvidia GTX 980 Ti, IntelCore i7-6700K, 16GB
RAM
MULTIPLAYER
5 player co-op,5-on-5 versus
LINK
www.rainbow6.ubi.com/siege
S M O O T H O P E R A T O R S
Which characters to unlock first J Ä G E RVital, but simple, hisActive Defense systemprevents grenades fromdetonating within itsgeneral vicinity. An easy,useful job for new players.
S L E D G EEquipped with asledgehammer, thisoperator forces you tolearn which surfaces aredestructible.
R O O K You have one job. Give your friends some armorand yell at them until theypick it up.
T H E R M I T EHis breach charges canbust through reinforcedwalls, a good way to learnhow to poke holes indefenses.
66 MARCH 2016
R E V I E W
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Rainbow Six Sieg
R E V I EW
If you’re a Tom Clancy fan,this probably counts as porn.
Many of the settingsare suburban.
The Magpie is a kindof teeny turret.
Peekaboo.
Eventually you canunlock Robbie the Robot.
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Rainbow Six Siege
R E V I EW
The last seconds of thegame often look like this.
Behind my mask,I am sad and alone.
The terrorism can feel a littleclose to the bone at times.
I’m fairly sure sights shouldmake things look closer.
I hope you have goodhome insurance.
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It’s an intense,hyper-focused game —game in
italics foremphasis
psychological race, where you’reattempting to outwit instead ofoutshoot your opposition.
The race isn’t so simple, though.It’s not always easy to find a randomgroup of people willing to forgo old
win-win-shoot’em habits in order todevelop a good plan, so a vaguerestlessness saturated each team. Outof this, archetypes began to emerge,and usually for the better. Any timethe Lone Wolf somehow took outthree enemies, when the BumblingIdiot (me) pressed the grenade keyinstead of the healing key, or whenthe Lame Leader barked anotherlame command, I felt a thrill,laughter, frustration, something—allfrom my teammates’ personalitiesemerging through their play styles.
Siege is an incrediblyexpressive game, andthough I love playingwith rigid tacticians, it’sfar from a waste with amotley crew.
Finding buddiesisn’t difficult. In my 15or so hours with thefinal version on andafter launch, I’ve had no issues withmatchmaking, the outlier being aninstance or two where it took longerthan a minute. And play has beensmooth for the most part. About one
in every ten matches has some kindof lag or server desync issues, butthere are usually players with anabsurdly high ping in each of thosematches, too.
To have the motleyest crew, you’llneed to unlock some operators. All20 are locked from the get-go behindRenown, which is a currency tied towinning matches, completingchallenges, and performing helpfuloperator-specific actions. Some may
be concerned that the presence ofconsumable Renown booster
microtransactions means that
unlocking all of the operators will bea grind. It’s not.
After completing all of theSituations (singleplayer tutorialmissions), watching the tutorial
videos, and playing a few rounds of
multiplayer (a two-hour process), Iunlocked over half of the availablecharacters. The Renown drip slowsdown as you unlock more operatorsin each category, but in anotherfour-hour session, I earned enoughRenown to unlock four more. Theremaining microtransactions arelimited to gun skins, purely cosmeticflair, most of which can be earnedthrough Renown in time. None ofthem are necessary (unless you askme about the floral skins) or get inthe way of playing the game, and
with the promise offree maps andoperators for everyonehenceforth, thepresence ofmicrotransactions feelsconstrained in Siege. Ifonly the narrative wasconsidered as much.
SAY SOMETHING
The lack of a campaign will smart forsome, but small doses of story hurt
Siege more than if they weren’t thereat all. There are terrorists wearing
white masks, constructing a biological weapon, and generallymessing things up in suburbia,airports, banks, and cafes onChristmas. The result is a looseassemblage of domestic imagery, allof which is too evocative of recenttragedies to feel tasteful.
While I’m happy to see that theenemies aren’t whack-a-mole MiddleEastern stereotypes, I can’t say I feltsuper enthralled to be playing a bombdefusal level where the fiction is thatthe terrorists gassed and gunned
down students en masse on a college
campus. This isn’t to say that theseplaces or situations are never to begrounds for fiction, but that the gamefails to say anything meaningfulabout them beyond ‘terrorists bad,military force good!’ is prettyreductive and disturbing.
More trouble stems from thegunplay. Every other action in thegame is a personal burden—theplacement of defenses, insertionpoints, and communication—a single
bad decision can make or break anentire match. The guns don’t feel as they carry the same weight. Feedbacis light and recoil is very forgiving.This enables the sloppiest momentsin Siege. Gun fights are loud, short,and have potential to devolve intofamiliar run and gun twitch bouts.Moments like this run counter to
Siege’s emphasis on cunning and
patience, but since shootouts makeup the smallest part of the game, Idon’t feel they disrupt my enjoymententirely. I’d just like to sweat beforeeach trigger pull as much as I do
before reinforcing a wall.But Siege makes me sweat
enough. More than enough. So muchthat I have trouble playing it for longstretches. It’s an intense, hyper-focused game—game in italics foremphasis. In italics because it’spossible to talk about Siege in thesame watercooler conversations as
CS:GO or Dota 2. In italics becausethey look cool and so is Siege. Itmakes no bones about what it is andnearly no compromises for its designas a Tactical Multiplayer Shooter™,and I admire Siege for that.
Most tactical games take a whileto get there: to the tipping pointwhere I’m no longer struggling withcontrols, communication, or matchflow. After the first match in a typicagame of Siege, I know my role, myteam and I have developed arelationship, and we’re settling into aunique rhythm. For a game with so
many branches of complexity andpotential, Siege is the only shooter Iknow that encourages such tacticaldepth, player expression, and creativteamplay. It’s a game that wastes notime getting to the primal, creative,social, everything core of what makecompetition so much fun.
90An accessible and deeplysatisfying shooter thatrewards planning andteamwork over a quick
trigger finger.
V E R D I C T
Accusations of LAG or hax.
Someone blew up the hostage room as Fuze (again).
Everyone fell off the roof.
Threw a grenade instead of healing your ally.
Friendly fire. You can hear a teammate cooking dinner.
Fatally shot in the toe through the crack under a door.
Blinded by your own flash grenade.
Uplay.
A cat sits on your keyboard during the breach.
Y O U L O S T Defeat distribution inRainbow Six Siege
15°
25°
10°
10°
10°
5°
5°
4°
15°
1°
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TWIDDLE AGESThis earthy survival sim rams its message home: LIFE IS FEUDAL: YOUR OWN.
By Leif Johnson
In its bestmoments, Life
is Feudal recallsa simplicity we’ve lost
There’s a lot to admire about that
devotion to realism, particularly as itallows interactions with objects thatmost of its genre cousins would shyfrom. Stumble across an elm in thewoods, and you’ll find you can yankoff its branches or shave its trunk forbark or just chop thewhole thing down foruse in a buildingelsewhere. But in thisfeudal world, you’ll findno Skyrim-style bagsthat hold more than anentire merchant’s shop.
If you want to use thatlog you chopped down,you’ll have to slowly haul the thingover to the site. And then you do itagain. And again.
Anyone who attempts to do thisalone is doing it wrong. Hate people?Don’t bother. Life is Feudal places aheavy emphasis on cooperation andsocialization. In the absence ofenemies such as zombies or
There’s a warning about Life is Feudal that’s seemingly builtinto its very title—that little play on the word ‘futile’ that’s atad too perfect to be an accident. Be grateful for it. You couldend up like me, fully confident that months of sampling othersurvival sims like Rust and ARK: Combat Evolved had
prepared you for what this medieval themed variant has to offer. But afterspending several minutes combing the beach I’d washed up on for the flintthe tutorial told me I could use to make an axe (along with some branchesand plant fibre), I knew I was wrong. This was real. A little too real.
dinosaurs (or even animals apart
from oxen, deer, and the occasional bear), it’s other players that matterhere. In Life is Feudal, it takes a
village to make a village.Having some peasants to help out
doesn’t fix everything, though,especially when eachserver has a fixed limitof 64 players at a time.That means that eventhough PvP combatand a rudimentarymorality system exist, itnever reaches the
potential for the realwars implicit in thetitle as there’s rarely enough peopleactive to build the kind of heavyfortifications required. (Not tomention that the combat is a slowmess that poorly mimics Mount &
Blade and drains your stamina to thepoint of uselessness in seconds.)
Thanks to the labor costs requiredto perform the simplest tasks, even
the busiest servers often have littlemore than a couple of huts and a sadlittle wall to account for weeks andweeks of work.
Find the right group, though, and you’ll find some gratification in thegrind. The sluggish pace means thatthe construction of a cottage—often aforgettable placeholder for something
better in other games—is an eventworth celebrating. The vast amount
of skills involved means players havea tendency to slip into focusedcareers when playing with others,which helps create the illusion of a
bona fide working society. Does itsometimes feel like a new real-world
job in the process? You’re darnedright it does. All the same, I foundsome quiet satisfaction in theknowledge that I was buildingstructures that would help mycommunity survive and not justclocking in hours for pay that I’d useto pay someone else. In its best
moments, Life is Feudal recalls a beautiful simplicity we’ve lost in themodern world.
RUSTIC CHARM
It doesn’t hurt that the world itself isquite the looker in spots, even if ittended to bog my GeForce 780 downto slideshow speeds on mediumsettings. However, I doubt that looksalone will be enough to keep mecoming back until something, at least,speeds up in Life is Feudal.
Just the same, there wassomething deeply fulfilling about
finding the myriad uses for objectsaround me that kept me hooked evenafter enduring the occasional crashand lingering bugs. For a while, atleast. Right now, having just spent anhour trudging back and forth to a treeto help build a simple chest, I’m morethan ready for the Renaissance.
N E E D T O K N O W
WHAT IS IT?
A realism-focusedsandbox survival sim
set in the Middle Ages.
EXPECT TO PAY
$40
DEVELOPER
Bitbox, Ltd.
PUBLISHER
In-house
REVIEWED ON
Windows 10, 16GB RAM,GeForce GTX 780
MULTIPLAYER
Up to 64 players perserver
LINK
www.lifeisfeudal.com
68An attractive medievalsurvival sandbox thatunfortunately getsbogged down in too
many demands for time.
V E R D I C T
D O - I T - Y O U R S E L F E R What it costs to build a cozy cottage on your own
Heated in a kiln setto 1,000 or higherand made from flux,rock, and sand.
100
D O O R M O D U L E S
Sound simple? You’ll need to make an anvil andforge to make the pieces (and you need the skill).6
Each dragged individuallyfrom the hills.
W I N D O W M O D U L E S
Requires that kiln again, and Carpentry.
B U I L D I N GL O G S
250
40M O R T A R
5
C L A Y T I L E S
Each fired in a kiln.
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Life is Feudal: Your Ow
R E V I EW
“A giant, Sancho!I must fight it!”
It’s both a boar fightand a bore fight.
This pretty scenery can dragperformance down on Ultra settings.
It only took a week to makethis. What? Stop laughing.
Rocket launchers werecrude in feudal times.
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STALETALETelltale’s episodic GAME OF THRONES adventure has finishedseason one. Read the Stark truth about it here. By Leif Johnson
It adds apersonal layerto choices thataffect the lives
of hundreds
Telltales’ protagonists are HouseForrester, but I’m more than a littleconvinced I could describe them to a
casual watcher of the HBO series andleave them thinking I was talkingabout the Starks. There’s Forrestersquire Gared Tuttle, who joins theNight’s Watch and frolics withwildlings just like Jon Snow. There’sa matriarch who couldwork as a body doublefor Catelyn Stark, and ayoung girl in King’sLanding who’s basicallySansa with an edge.
At least such servilemirroring makes
Telltale’s few more-or-less original additionsall the more appealing, as in the caseof the Star-Lord-esque AsherForrester and his endlessly likeablesellsword companion Beskha. Asherand Beskha’s adventures hint at whatcould have been, but the seasonoverall leaves a bitter aftertaste ofStark deja vu.
Game of Throne’s reliance on thefamiliar especially poses problems inthe appearance of well-knowncharacters from the TV series (each
Far into this first season, one of the characters looks up to findthe constellation he’s been searching for right where it needsto be. There’s no waiting for a particular moon cycle or time ofnight; it’s as though it never moves. Much of the season iswrapped up in the same sense of inevitability. Time and time
again, I tried to alter its soul-crushing scenarios in my favor, but mytroubles seemed as destined to fall into place as those stars.
voiced by their HBO actor). Theywork best in cameo, as with a tensemeeting with Cersei Lannister that
still makes me shudder months later.But one infamous jerkwad inparticular sticks his sadistic nose intothe rivalry between the Forrestersand the neighboring Whitehills forseveral episodes, and the plot tension
suffers from theknowledge that he’s notgoing anywhere soon.He’s still kicking onHBO, so no matter howcruel or disgusting hegets, I know all too wellI can’t end his crap
with a well-timedcrossbow bolt.True to expectations, it’s a brutal,
vicious world. The great strength ofthe season is its technique of adding apersonal layer to choices that affectthe lives of hundreds—something youwon’t get in either the books or theHBO series. In theory, we’re actualplayers in the game of thrones. It’sone thing to watch or read about NedStark’s choices and argue about whathe should have done; it’s quiteanother to discover what you actually
end up doing on the spot. And true toform, the series throws some gutpunches that initially left mefrantically attempting to figure outwhat I could have done to avoid its
Aeschylean tragedies.
FATAL FLAW
As it turns out, not much. The castmay change, the words may shuffle,
but eventually Thrones succumbs to
that now-classic Telltale awarenessthat your choices don’t really matter.That stings less in games like Tales
from the Borderlands, but it’sespecially damning here as the appealof the Forrester saga partly rises fromthe hope that GRRM’s horrors couldhave been avoided if we’d been incharge. To say nothing of the othertroubles, such as two advisers soopposed that they come off aspolitical cartoons, entire sideplotsthat seemingly have little import forthe main narrative, and a season
finale that relies far too heavily oncliffhangers and unresolved threads.I don’t regret my time with Game
of Thrones. It captures thehopelessness of the main series well(although at times it threatens to
venture into parody), and in theabsence of any true resolution, Iappreciate that it let me vent myfrustrations by ramming Valyriansteel through the skull of aninsufferable asshole with the help ofthe usual button prompts and arrowkeys. Deep down, I want to lookforward to another season. I kind of
want to finally see what’s so specialabout the North Grove. But afteralmost a year of misery piled onmisery and after months of placingmy hopes on cliffhangers that lead tonothing substantial, right now I’mconvinced that for this world, wintercan’t come quickly enough.
N E E D T O K N O W
WHAT IS IT?
A six-episode Telltaleadventure that takesplace in the Game of
Thrones universe.
EXPECT TO PAY
$30 for thesix-episode season
DEVELOPER
Telltale Games
PUBLISHER
In-house
REVIEWED ON
Windows 10, 16GB RAM,GeForce GTX 780
MULTIPLAYER
None
LINK
www.telltalegames.com/gameofthrones
65Gets the feel right, butrelies too heavily onfamiliar themes to forma memorable identity of
its own.
V E R D I C T
M I S E R Y A N D D E S P A I R : W H O W O R E I T B E T T E R ?
You’ll be frowning a lot in Westeros, so it’s best to put your best face forward
B E S K H ASellsword companion of
Asher Forrester
C O T T E RFriend to Gared Tuttle
S E R A D U R W E L LFriend to Mira Forrester
T A L I A F O R R E S T E RDaughter of Lord Forrester
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Game of Throne
R E V I EW
Dragons: alwayspleased to see you.
Look out, it’sgot your arm!
Has actual dragon .Is still miserable.
“I’ve alwaysloved you.”
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ACE OF SPACEWhy it’s a lot of fun to be a showboating space spelunker
in GALAK-Z: THE DIMENSIONAL. By Chris Schilling
This sci-firoguelike has
rightly earnedits fearsomereputation
I blasted a bulbous plant, whichreleased electrically charged polleninto the path of another, obliterating
his shields just in time for him to seea missile salvo arc toward his cockpit.Laughing, I boosted clear... andstraight into the hungry grasp of agiant space bug. I died less than ascreen’s width away from the exit.
Galak-Z is greatwhen things are goingright, but it’s brilliantwhen they’re goingwrong—and there areplenty of ways for thatto happen. On oneoccasion I decided to
take things slowly,methodically advancingthrough a maze-like interior, stayingbeyond the sight cones of patrollingcraft where possible and luring loneships into devious traps. Havingamassed a tidy haul of scrap, Imeandered toward the exit, only tobe struck by a jet of flame that hadburst forth from a hole in a pipe.Startled, I panicked, shooting a gastank that whirled around beforesettling on a trajectory that saw itsmash into my cockpit and explode,removing my final sliver of health.
This sci-fi roguelike has rightlyearned its fearsome reputation. Youwill perish, and often. I won’t lie andclaim failure isn’t frustrating, but winor lose, you’ll have a wonderful timedoing so. It may not always be fair,but then it wouldn’t be a roguelikewithout fortune involved. And, if onlyoccasionally, it will fall in your favor.
But luck comes a distant second toskill.Galak-Z might have a steeplearning curve, but it’s a reminderthat mastering an unorthodox controlsystem can be hugely enjoyable. At its
simplest level, it’s like Asteroids, in
Igot cocky. I’d reached the objective marker, but found myselfambushed by an enemy fleet. Too many to take on in such anenclosed space, I opted for flight over fight, hoping to either losethem en route to the extraction point, or isolate them and pickthem off one by one. Weaving through a labyrinth of tunnels, I
passed by a spider’s lure of space junk, wheeling away a split-second beforeit lurched forward and grabbed one of my pursuers.
that you rotate to aim and thrust tomove in that direction, but it’s morenuanced than that. At times I
wondered if I would’ve preferredmore maneuverability at the cost ofweight, but I’m happy with the
balance: with maximum thrust speed, your ship is on the brink of feelingskittish. If the odds can seem unfair,
you’re given the toolsto escape the stickiestof situations, whether
you’re strafing, boosting, or applying your rear jets to get outof harm’s way.
Then there’s the
juke, which sees yourship spin out of thescreen and dive back in. It’s ashowboater’s dream, designed toencourage dangerous play—like
boosting towards an enemy, lifting offat the last second to land behind youropponent, and swiveling to unleash a
barrage into its rear. Worth the risk?Undoubtedly, though the screeching
insectoids, powerful empire fleetsand snarling raiders you’ll face arenot to be underestimated. They’reoften smart, yet capable of errors in
judgement—with clever positioning you can get a larger craft to blast itsdiminutive allies before they race offto call backup, or get two factions tofight one another, distracting themlong enough to peel away to safety.
EPISODIC And if the 25 randomly generatedmissions are all, broadly speaking,salvage quests, Galak-Z works hard tocontextualize your adventures. Ittakes place over five TV-style‘seasons’, with five episodes in each.It looks and sounds for all the worldlike a great lost Saturday morningcartoon from the ’80s and while theoverarching plot won’t win anyawards, the script is light and wittyand the performances are terrific—likeable protagonist A-Tak and his
officer Beam share a warm rapport.There’s even something movingabout the game over screen, whichshows an empty helmet with acracked visor floating by, a brutalreminder of the stakes.
But as much as it stings to lose aship equipped with half a dozenpermanent perks, there are enoughthrilling discoveries to dull the pain.Indeed, by the beginning of thesecond season you’ll have a wholenew series of combat techniques tolearn. Its final surprise for PC ownersis a mode that unlocks checkpoints
after every episode rather thanforcing you to survive an entireseason with just one life. Reachingthe end may still be beyond someplayers, but putting the bountifulrewards of Galak-Z within the reachof many more budding space cadetscan only be a good thing.
N E E D T O K N O W
WHAT IS IT?
A stylish, intelligentshooter withpermadeath.
EXPECT TO PAY
$20
DEVELOPER
17-Bit Studios
PUBLISHER
In-house
REVIEWED ON
Intel Core i5-4440 CPU@ 3.1GHz, 8GB
MULTIPLAYER
None
LINK
www.17-bit.com/galakz
88Challenging butimmaculately calibratedcontrols power anexciting and enormously
rewarding sci-fi roguelike.
V E R D I C T
S C R A P M E T T L E
How to avoid being turned into space junkD O N ’ T S H O O T !Why start a fight when you caneasily avoid it? Give your triggerfinger a break and only open firewhen the way ahead is blocked.Oh, and save your missiles forthe toughest opponents.
J U N K A R O U N DIt doesn’t always payto head straight for
the mission marker. Weigh upthe value of upgrade chestsagainst the risk of tackling theenemies you tend to find nearby.
S T A R T S M A L LIn a battle, focus onthe smaller ships
first—some will getreinforcements, while otherscan be a real nuisance when youneed to take down more
U S E P R O T E C T I O NThe best value item you can buy,particularly in the early game, isa temporary shield. This willstop your permanent energybarrier from depleting, allowing you to stay in fights longer.
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Galak-Z: The Dimensiona
R E V I EW
Redeem crash coins to geta head-start with perks.
A faint blue ring around your ship showsthe range at which enemies can hear you.
Imperial ships and supply crateswill keep you well stocked.
Arcade mode means you loseless progress when you die.
The weighty rumble from boosts andexplosions feels great on a pad.
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LONDON FALLINGSome new treats freshen the familar routine in ASSASSIN’S CREED SYNDICATE.
By Christopher Livingston
Like diving intoa pile of leavesfrom the top of
Big Ben
Syndicate offers other new toys and
features, mostly cribbed from otheropen-world games but still enjoyableenough to freshen the proceedings, atleast for a while. Horse-drawncarriages enable GTAesque hijacking.You can direct thugs from your gangto do some of yourfighting for you, a laSaint’s Row. Combat isArkham-style as youtake on huge crowdswith counter-attacks,combos, and finishingmoves. These things
are initially fun—Ireally did enjoy my firsthandful of hours with the game—butby mid-Creed they mostly begin tofeel like a chore.
You play Syndicate as Jacob andEvie Frye, a brother-sister assassin
Alexander Graham Bell, one of several historical celebritiesI’ve met within mere moments of setting foot in VictorianLondon, has given me a rope launcher. With it I can quicklygrapple my way to rooftops, and create ziplines between buildings to zip across. It provides an alternative to
freerunning across rooftops, which feels the same as it does in otherAssassin’s Creed games: fun and dynamic at first, but ultimately a bitroutine, and sometimes even exasperating. Which is not a bad way todescribe Assassin’s Creed Syndicate itself.
team who are well-written and
skillfully voiced. Jacob, whilepredictably cocky and sarcastic, isstill funny and likable, and Evie, themore serious of the two, is herselfprone to moments of charm andlevity. I liked both characters a lot,
especially in the scenesthey shared with oneanother. For most ofthe game, they’re
basicallyinterchangeable to play:save for a few high-level abilities they have
identical skill trees.Only near the end ofthe game do they really begin to feeldistinct, with Jacob more of a brawlerand Evie more focused on stealth.
The story itself is impenetrableunless you’ve been taking detailed
notes for the last 40 or 50 Creed games, which I admit I haven’t.Thankfully, it’s also limited to briefinterludes. The main missions aretypically better than anything else inthe game, often taking place in hugeareas crawling with foes andcontaining several side-objectivesthat can be tackled creatively. Lessenjoyable are the repetitive sidemissions to liberate the various
districts of London. Free childrenfrom oppressive sweatshops bykilling all the evil foremen,assassinate Templars in well-guardedareas, perform bounty huntingmissions by kidnapping a target andspiriting him away in a carriage, orengage in a battle at a gangstronghold. Each of these encountersare repeated all over London, againand again, offering little distinctionfrom one another.
GREAT EXPECTATIONS
As beautiful as Victorian London is,the buildings eventually become justa series of obstacles—things to run,rope, and clamber across withouteven really looking at them. Theimpressively bustling crowds becomeless captivating as you realize they’re
just a collection of robots that spawnthe same series of underwhelmingcrowd events like ‘catch the robber’or ‘scare the bullies.’
The final boss fight lets you swap back and forth between Evie andJacob during the battle, a fine idea—
but the fight itself is unimaginative
and unrewarding, designed to bedifficult above all else. Like divinginto a pile of leaves from the top ofBig Ben, the first time is a thrill, thetenth is a yawn. Assassin’s Creed
Syndicate’s new toys entertain for awhile but the novelty ends hours
before the game does.
T H I N G S Y O U C A N ’ T D O I N A C : S Y N D I C A T E
Scored by how big of a shame it is
N E E D T O K N O W
WHAT IS IT?
An open-world actionadventure game set in
Victorian London.
EXPECT TO PAY
$60
DEVELOPER
Ubisoft
PUBLISHER
In-house
REVIEWED ON
Intel i7 x980 3.33GHz,9GB RAM, NvidiaGeForce GTX 960
MULTIPLAYER
None
LINK
www.assassinscreed.ubi.com
66Syndicate ’s new toys andstrong charactersfreshen up the Assassin’sCreed formula, but only
for a while.
V E R D I C T
S H A M E S C A L E
There are old-timey bikes in the game and you can’t ride them. Come on!
If Rockstar had made Syndicate , you know there’d be playable cricket.
There’s a dog, but it’s not your dog.
Shove a kid playing tag, and he’ll just stare at you. Lousy urchins.
I shot him in the face.No reaction. Lame.
0 25 50 75 100
KILL CHARLESDICKENS
PLAY TAGWITH KIDS
OWN A DOG
PLAY CRICKET
RIDE OLD-TIMEY
BIKES
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Assassin’s Creed Syndicat
R E V I EW
“Wait, the steampunkconvention was last week?”
Rooftop carriagefights. Watch your step.
London: proudly poisoningthe planet since 1810.
Yes, you can divefrom Big Ben.
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Hard West is told in a series of shortfrontier stories, which play out aschoose-your-own-adventure textprompts on an overworld map andturn-based combat scenarios. Theformer part is quite good. The voicednarration is excellent, the writingefficient, and thedecisions you makeinterestingly affect latercombat. In one story Isent my posse too far
into a crumbling mineand busted acharacter’s hand,causing an aimingpenalty later.
You can also find or buy stat-boosting or usable items—poisongrenades, doses of opium, magicrelics—along with special abilitiesand weird experimental guns to passout to your crew before combat. Allthat customization is a lot of fun.
The turn-based tactics, however,are often a bore. The rules will be
familiar to XCOM players—move
T
here are no Clint Eastwoods in Hard West, no cigarillo-chewing badasses who stare down the sherriff’s posse in themiddle of the street. That’d just get you killed. It’s more likeI’m controlling the Wilhelm-screaming extras in a big
western shootout, popping up and firing one shot at a time,turn after turn—a lot of staying put and shooting at squibs in the dirt.
your characters around a gridded board, take shots with somepercentage chance of hitting, hide incover to minimize risk—but Hard
West’s dense game boards andirritatingly strict line-of-sight rulesmake daring movement nearly
impossible, and insteadof adding tragedy to
your story, losing acharacter usuallymeans restarting the
mission. Thatrepetition is aggravated
by a couple of things:each combat scenario ishand-designed, so
repeat playthroughs lack surprise,and some objectives are just boring.Stealth, for instance, is pretty silly,
because the guards don’t move fromturn to turn, so you can just dutifullyclick where their vision cones aren’t.
There are great little stories toearn in Hard West, like the time Icorrectly predicted an enemy was
going to move on the next turn, and
hit him with a special artery shot thatmade him drop dead after a fewsteps. I’ve only used some of thespecial abilities effectively a few
times. It’s like pulling a very specificcard in a complex board game,holding it all game, and then finallyslamming it onto the table—oh yeah!That’s a hell of a good feeling.
But the other things that maketactical combat fun—forming andexecuting a plan, taking a chance,telling a story—are muted here.Enemies either stick to cover andmust be whittled down if you can’tsafely flank them, or are dumbenough to end their turns in theopen. And there just isn’t much roomto move around and try out
interesting tactics. Get too close to agroup of bandits to play with ashotgun’s area attack, and the nextturn one of them is likely to walk upto your dude and shoot him in theface. Time to start over. With littleroom to err as part of my story, mystory becomes a pretty dull one.
N E E D T O K N O W
WHAT IS IT?
A turn-based tacticsgame set in a
supernatural old west.
EXPECT TO PAY
$20
DEVELOPER
CreativeForge Games
PUBLISHER
Gambitious DigitalEntertainment
REVIEWED ON
Intel i7 @ 3.47GHz,12GB RAM, Radeon R7
260X
MULTIPLAYER
None
LINK
www.gambitious.com
61The developers haveaced the presentation,but Hard West ’sturn-based combat is too
rote to be engrossing.
V E R D I C T
SIGH NOONHARD WEST’s supernatural gunfights aren’t as fun as its setting and style. By Tyler Wilde
The strict rulesmake daring
movementalmostimpossible
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Hard West
R E V I E W
The demon prince neverlearned about cover systems.
A character’s ‘luck’ depleteswhen a shot misses them.
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HAIL TO THE KINGThe post-apocalypse has never seemed cuter, more frenzied or more essential than in
Vlambeer’s NUCLEAR THRONE. By Edwin Evans-Thirlwell
A fortuitousthwack with a
wrench mightclear out an
entire corridor
After a couple of runs, I’ve justrealized that during these franticsearches, the camera stays centered
on her lopped-off head—a subtlehindrance in a game that’s soddenwith wonderful little touches.
A character mutation dramaticallyincreases the force with whichenemy bodies are thrown by a fatalblow, transforming thisbullet-hell into a gameof banking shots andpinball table multi-kills.A fortuitous thwackwith a wrench mightclear out an entirecorridor, but Rads (XP
points) must begathered before theyblink out of existence, so this mightcost you an upgrade if you can’t mopup all the Rads in time.
Nuclear Throne’s greatness lies inhow all its variables pull against eachother, giving rise to shifting layers ofstrategy, surprise and white-knucklebrinkmanship. Yet for all its complexsystems, the game is always intuitive,marrying responsive top-downshooting to a rocky yet predictableprogression curve. The majesticaudio design plays a big part in
making the game accessible—that
Nuclear Throne often resembles a foodfight in a particularlymessy branch of McDonald’s, but don’t let its showers ofpixelated gristle deceive you. This is a precision-engineeredpost-apocalyptic roguelike of insidious grace and flexibility.Consider the Chicken. She doesn’t collapse on death like the
other characters: head and body part company, and you’re granted a fewseconds to guide her spurting torso to a health pack and thus, resurrection.
bombardment of yelps and splats isactually a nicely judged set of cues,enabling a halfway-skilled player to
read a battle almost by ear alone. Your goal is to overcome 15
procedurally generated levels, brokeninto seven themed areas (plus a smallclutch of secret levels, among othersurprises). Between chapters you can
pick mutations for yourcharacter, which rangefrom the prosaic—increased health, orfaster movement—toesoteric mutations thatsuit more advancedtactics, such as being
able to tunnel intowalls for shelter.Map layouts and item drops vary
hugely, but there’s enough uniformity between playthroughs that you canplan ahead. Each area theme (rangingfrom slippery ice plateaus toscrapyards and bejewelled cavesystems) spans a fixed number oflevels, boss encounters crop up at thesame point in the sequence everytime, and each layout is home to acertain number of weapon and ammocrates. This leads to some deliciousquandaries as you weigh the needs of
the moment against those of
scenarios to come. A mutation thatenables normal movement throughcobwebs might prove decisive in achapter or two, but a mutation thatoccasionally restores ammo when
you kill something has widerapplicability. Likewise, should youwaste those bazooka shots on amurder of Uzi-wielding crows, orsave them for the boss you know is
just around the corner?
CRYSTAL TIPS
Choice of character also shapes thethe challenges ahead. Besides aprimary and secondary weapon slot,each protagonist sports an active anda passive ability that caters to aparticular playstyle. The coward’s betis Crystal, who starts with morehealth and can transform briefly intoa bullet-repelling chunk of amethyst(a later mutation allows her toteleport while in this state). A riskierpick is Melting, who dies easily but
reaps a greater Rad haul per kill,allowing him to access powerfulupgrades much earlier—oh, and hecan blow up corpses from afar.Same-screen co-op play allows you toexplore how these special abilitiesmay complement each other.
Given a certain degree of talent,the game can be completed in underan hour, but there are daily andweekly challenges to dip into, and
you can loop the campaign after beating a certain boss to replay levelswith different mode criteria. Evenwithout all that, Nuclear Throne is an
experience you’ll want to relive, forthe inexhaustible joy of glidingthrough hails of ordinance, and forthe many small discoveries you makeevery time you return. Roguelikesdon’t come much greasier orgrubbier, but they’re seldom thiscompelling, either.
N E E D T O K N O W
WHAT IS IT?
A lightning-fasttop-down roguelike
shooter.
EXPECT TO PAY
$12
DEVELOPER
Vlambeer
PUBLISHER
In-house
REVIEWED ON
i5, GTX460M, 4GB RAM
MULTIPLAYER
Two player co-op
LINK
www.nuclearthrone.com
90Nuclear Throne is acrowning achievementfor Vlambeer, and one ofthe finest action-
roguelikes ever made.
V E R D I C T
G U N N I N G F O R T H E T H R O N E Four pixelated protagonists
R O B O TCan eat guns to restore abit of health. Gets access
to high-tech weaponsearlier in the game.
H O R R O RGets an extra choice of
mutation at level-up, andcan spend Rads on a
devastating particle beam.
Y U N G V E N U ZFaster fire rate and reloadtime on all weapons. Canshoot twice per click with
more knockback.
P L A N TExtremely quick, and also
able to immobilizeenemies by throwing a
clutch of tendrils.
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Nuclear Thron
R E V I EW
Carry two different weapon typesto avoid exhausting your ammo.
Eyes’ telekinesis sucks in itemdrops and enemies alike.
Watch out for crows—they’ll swoop behind you.
There are many explosiveterrain elements. Use wisely.
Night vision is useful, but onlyin a handful of levels.
Sometimes you spawnright into trouble.
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Summoning or casting a spell, youonly have a percentage chance of itactually working. But that chance ismalleable in a couple of basic ways.You can cast magic to slowly bringthe general aura of the map over toeither Law or Chaos,making your spells andsummons moreeffective, and you canspend mana points to
directly boost thechances of a spellcreating a snarlinghellbeast instead of asad magic fizzle.
Every move counts. Matches areshort, each allowing only one moveand attack per unit, and one spell orsummon. High ground gives hugebonuses for attacking, and hugedisadvantages for enemies below.Spells like Tangle Vine can cut offincoming units, only for your rival tofly a Pegasus over the top of a nearby
hill. By default, each wizard is weak
Y
our love for or frustration with Chaos Reborn hinges on onequestion: do you feel lucky? It’s a game of surprising depthand complexity, where wizards wage war by castingpowerful spells and summoning hideous beasts—but it’s also
one where, almost guaranteed, your dragon with a 90%chance to clobber the enemy in the next hex will fail miserably five timesin a row, only to be casually annihilated by a passing goblin.
and barely able to clonk a GooeyBlob, but give them an elephant for amount, a magic sword and magicshield, and suddenly they become amonster-killing machine.
Every creature has its specialities,such as the paladin
being able to strike back, and the undead being immune tomundane attacks. You
get a good selection, but it’s a manageablearmy, with every unitcarefully chosen to pullits weight.
The random element never goesaway, but it’s the layering of elementsthat soon takes priority. The terraincontrol, the psychology, thepreparation and twisting thenumbers in your favor, all of it makesrounds of Chaos Reborn tense andtactical. It’s also fair, generally. Forevery moment where the RNG turns
round and punches you in the face,
it’ll have done it to your opponents.It’s just that those moments neverfeel as sour.
There’s a singleplayer mode called
Realms of Chaos, which plays like asimplified Disciples/Age of Wonders—an RPG map, where you explore,recruit helpers in towns, and fight atimer to avoid being Banished. It’snot a mode worth buying the gamefor, but a well-implemented andsurprisingly comprehensive bonus,with just enough scripting and scopeto let good worlds stand out.
Chaos Reborn lives and dies on itscombat, and it hasn’t lost any of itscharm since the original Gollop
version. Sadly, the community is asmall one, making it hard to get a
good game going, and putting morereliance than there should be on thesingleplayer side. It deserves a biggerplayerbase. Provided you embrace itslove of random chance and are OKrolling with punches, it’s a fantastictactical game with far more than luckon its side.
N E E D T O K N O W
WHAT IS IT?
A remake of JulianGollop’s classical
wizard dueling game.
EXPECT TO PAY
$20
DEVELOPER
Snapshot Games
PUBLISHER
In-house
REVIEWED ON
i7, GTX 970, 8GB RAM
MULTIPLAYER
2-4 (deathmatch andco-op)
LINK
www.chaos-reborn.com
87Chaos Reborn is a truewizard’s wheeze, and afine return to our screensfor one of gaming’s
oldest tactical classics.
V E R D I C T
DICE BY THE SWORDCHAOS REBORN hates to be predictable. By Richard Cobbett
It hasn’t lostany of its
charm since theoriginal Gollop version
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Chaos Reborn
R E V I E W
It’s over, I have the... oh, you alsohave the high ground. Never mind.
Anyone can learn it, but it’scrammed with subtleties.
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BEING FRANKBefitting a king of kings, TOTAL WAR: ATTILA—AGE OF CHARLEMAGNE
has way too many titles. By Dan Griliopoulos
The Danes arereally good at
sailing, sacking,looting and
raiding
The map is much more limited,barely encompassing the
Mediterranean. What Charlemagne offers that The Last Roman didn’t is abetter range of factions.
The worst of these is theLombards—German invaders who’vedisplaced the Romans from the northof Italy. They’ve got abuffed version of thetributary-statemechanism of theSassanids from themain game, and littleelse. Similarly, theEmirate of Cordoba in
Southern Spain has adifferent (worse) takeon the tributary-state mechanism,plus fast research and reducedreligious unrest. Then there’s thepagan Saxons from Westphalia, whoget bonuses to raiding, focused on theFrankish kingdoms, but are a bitsurrounded and doomed. All of thesefactions have standard dull units,with few advanced troops.
The Avars are a so-so traditionalhunnish horse army long settled inPannonia, a peaceful region backedup against the edge of the shrunken
map. Their task is to survive the shortterm onslaught of the Slavs, and buildtheir power up to defeat theinevitable Frankish crusade—theAvars follow a lightning-worshippingpagan religion called Tengriism,which the Christian factions findintensely irritating. Over in theBritish Isles, Mercia is dominant inEngland, but starts surrounded byenemies. Capturing the country is apleasant challenge, even if they haveuninspired troops (again).
The Kingdom of the Danes have a
raiding playstyle familiar to older
A ge of Charlemagne expands Total War: Attila with a newcampaign setting that takes it into the medieval era. Thefirst big Attila expansion—The Last Roman—laid thegroundwork. That was set a hundred years after the fall ofthe Western Empire. It featured a really interesting mobile
Roman faction, The Expedition, and four less interesting rejigs ofbarbarian factions that had survived to that era. Age of Charlemagne takesthat structure and runs with it.
you and your brother Carloman afterthe death of your father, and alongquite stupid lines, really. You’ve beengiven a huge, long thin strip ofprovinces wrapped around your
brother’s territory, and you start witharmies in exactly the wrong places todefend against the Saxons inNorthern Germany and Gascons inSouthern France. Should Carlomandie before you (which you can, uh,
help with) you can choose to claimhis lands, and conquer his (horriblywell-defended) capital. Once you’veunified the Empire, you get to go andstamp on heretics all over Europe.
A new game mechanic has beenintroduced: war weariness.Essentially, the longer you’re at warand the worse you do, the more thepopulation gets pissy, eventuallystarting a rebellion to stop the war.This finally reintroduces a bit of zestinto factional politics; sometimes you
just need to give up on a campaign,
lick your wounds, and return later.It’s still no Crusader Kings II , butthen not every game needs to be thatcomplex, and god knows Total War isfeature-heavy anyway.
Age of Charlemagne is anotherslow step forward for the Rome IIdynasty. Many of the rules are stillobscure (what exactly is armyintegrity?), the UI is still complex andunhelpful (why does the game show
you global food levels when onlyprovincial food matters?) and thetroops for most factions are deadlydull. Despite all that, the game-
breaking bugs are almost all gone,and most of these factions haveinteresting mission sets with early-and mid-game challenges—especiallyCharlemagne himself. Age of is agood gaming tidbit to tide you overuntil the Orcs arrive in Total War:Warhammer next year.
N E E D T O K N O W
WHAT IS IT?
A Total War: Attila expansion set in the
Middle Ages.
EXPECT TO PAY
$15
DEVELOPER
The Creative Assembly
PUBLISHER
Sega
REVIEWED ON
Intel i7, Nvidia GTX 970,Win 7 64 bit, 8GB RAM
MULTIPLAYER
Two player, versus orco-op
LINK
www.totalwar.com
74A diverse array offactions to experimentwith, that drag the Total
War series back into the
medieval era.
V E R D I C T
gamers who played the much-praised Viking Invasion expansion.
Jutland, their home province, is onthe edge of the map and surrounded
by allies, so fairly secure. Theirfaction quirk is twofold: a set ofmissions that screw the entire nation,army and economy, unless you get
busy sacking England;and a bunch of bonusesthat make them reallygood at sailing, sacking,looting and raiding.
Your first ten turns orso are spent slowlysailing across the Baltic
to England’s fair shoresand declaring war onanyone you meet, before sackingevery coastal town and eating theircrops. This tedious start isameliorated by their awesometroops—I mean, who doesn’t likeunit types like Berserkers or onecalled simply ‘Big Axes’?
RAZER’S EDGE
In the northern corner of Spain, behind a line of razed provinces, sitsthe kingdom of Asturias—the easiestof the campaigns. Though their
troops are yawnworthy, it’s easy torebuild the burned provinces andsuddenly have huge amounts ofmoney and food rolling in, allowing
you to pick off the isolated factions to your east and then take on theEmirate of Cordoba. The faction’stwo quirks allow the razing andabandonment of their ownsettlements in the face of anadvancing enemy, and a hugely-increased ambush chance.
The big faction is the Kingdom ofCharlemagne. The huge kingdom of
the Franks has been split between
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Total War: Attila – Age of Charlemagn
D L C R E V I E W
Rainy, grim… it’s gotto be a British battle.
Burning Valencia: all part ofmy European Cup strategy.
The AI’s still not 100%.
The cityscapes arestill utterly lovely.
Primitive barn-raisingor a very quiet siege?
C H A R L E Y M A I N The ups and downs of a famous king
742 ADCarolus is born as first son ofPepin the Short.
750 ADPepin gets promotedfrom Mayor to King.
769 ADThe Aquitanians rebel.Carloman sulks and won’t help.
774 ADCharley defeats the Lombards,proclaims himself their King.
800 ADThe Pope declares CharlesHoly Roman Emperor.
749 ADCharley must share everythingwith his brother Carl. Oh man!
768 ADCharley and Carloman inheritshared control of the kingdom.
771 ADCarloman mysteriously diesage 20. Fancy that.
788 ADCharley has conqueredmuch of Europe.
813 ADCharley crowns his son, Louisthe Pious, as co-Emperor. Dies.
All men fearedIsaac the Floral.
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TERRA FIRMAExploring strange new worlds in ELITE DANGEROUS: HORIZONS.
By Andy Kelly
The terrain isprocedurally
generated,based on real
science
First you have to fit your ship withthe right equipment. It’s fairly cheap.You need a planetary landing suite,
then you need a vehicle hangar andan SRV to fill it. You can find these atmost stations. It’s good that Frontierhas made Horizons’ big featureaccessible, and not something onlywealthy players can enjoy.
Got everything?Then it’s time to startlanding on planets. Anew HUD displaysyour altitude, speedand angle as you comein. Ensuring you don’tcome in too fast, or at
too sheer an angle, iskey to transitioninginto ‘glide’ mode. When this happensyou drift down towards the surface athigh speeds before reverting to theregular flight controls.
Like docking, it’s a fun process,and the feeling of gliding across thesehuge swathes of rock and ice is reallysatisfying. You can land anywhere, aslong as it’s flat enough, then activateyour SRV and go for a spin.
When you bring up a system map,any astronomical object with a blue
Horizons is what Frontier is calling a ‘season’ of expansions,the first of which is the ability to land on airless planetsand moons. For the first time since the game launched youcan now leave the cosy orange glow of your ship’s cockpit. A new vehicle, the SRV, can be driven on the surfaces of
these vast alien worlds, and a variety of land-based missions have beenintroduced to take advantage of it.
icon next to it can be landed on.These range from icy moons toplanets, including Sol’s own Mercury.
On most worlds you’ll find smallsettlements. Some of these you candock with and access the usualstarport services. Others are heavilyguarded, and attacking them formsthe basis of many of the new surface
missions. Other thanthese small areas,there’s a whole lottanothin’ out there.
Even so, the varietyof the terrain, which isprocedurally generated
based on real science,
can be stunning. I loveorbiting a planet andspotting some mysterious smear onthe surface, only to fly down anddiscover it’s a massive
a
yon of iceor a colossal crater. On some planets,enormous ring-worlds dominate theskyline. On others, the parent star isso close that the landscape is paintedin vivid colors by its dazzling glow.
The SRV, or Scarab, is fun to drive,with a bouncy suspension that comesin handy on worlds with very lowgravity. It also has thrusters that let
you leap into the air or soften alanding after a long fall. Headlightslet you explore worlds facing awayfrom sunlight and you can defend
yourself, or attack, with on-boardlaser turrets. Ships and SRVs canshare the same space: on oneoccasion the sight of anothercommander’s massive Lakon Type-9rumbling overhead distracted me somuch that I drove off a cliff.
JOB OFFER
It’s a shame the mission system is stillso messy. I picked up a surface job ona moon, to destroy two ‘skimmers’ (atype of flying security drone). Thelocation was listed, helpfully, as‘planet’ and there was no radarmarker. I drove around for a bit—remember, these planets are toscale—and found nothing. Did theymean the skimmers flying around thecity where I picked the job up? Itargeted one, and it said ‘mission
target’, so I shot it—only to be blownto pieces by the city’s defenses for breaking the law. As great as Elite Dangerous is—and it keeps getting better in many ways—it’s still plagued by structural problems and soulless,incoherent missions that feel far toomachine-generated to be compelling.
Frontier has achieved somethingincredible in Horizons. Being able tomove almost seamlessly from space tothe surface of these gargantuanworlds is awe-inspiring, even if thereisn’t that much to do on them yet. Inaddition to the planetary landing
stuff, your $60 buys you futurecontent including commandercustomization and multi-crew ships,
but there’s no way of knowingwhether any of this stuff will actually
be any good, so it’s something of agamble. Whether or not you havefaith in Frontier, this first installmentof Horizons will make Elite’s alreadymassive galaxy even bigger.
N E E D T O K N O W
WHAT IS IT?
The first of a series ofexpansions for Elite
Dangerous .
EXPECT TO PAY
$60
DEVELOPER
Frontier Developments
PUBLISHER
In-house
REVIEWED ON
GeForce GTX 970, IntelCore i7-950, 16GB RAM
MULTIPLAYER
Massively
LINK
www.elitedangerous.com
T O U C H D O W N How to land on a planet
1 A P P R O A C HAs you close with a
planet or moon, don’t comein too fast or too steep. Anew addition to the HUDwill tell you if you are.
2 G L I D EIf you come in at the
right angle and velocity you’ll transition into a glide.Maintain your speed andkeep your ship steady.
L A N DActivate your landing
gear, find a level piece ofterrain, then gently,carefully lower your ship tothe ground to land.
E X P L O R EAccess your vehicle
hangar and, if you have onestored there, you canlaunch a surface reconvehicle and explore.
An expensive expansion, but Horizons ’planetary landings are a fantastic
addition to Elite Dangerous .
E A R L Y A C C E S S
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Elite Dangerous: Horizon
E A R L Y A C C E S S R E V I E W
I hope you rememberedto bring a sweater.
A stranger I bumpedinto on Europa.
The SRV and spaceflightcontrols are very similar.
That crater’s thesize of Wales.
Don’t forget to requestdocking permission.
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Seems to be growing well,”
I tell the malnourished
farmhands before
ripping their gourds from
the ground and stuffing
them down my trousers. Strangely,
they’re cool with this, so I try selling the
grotty vegetables back to them to see
what happens. They buy them. They
actually buy back the gourds they sawme steal. Fallout 4 ’s wasteland is my
own personal pick ‘n’ mix.
A kidnapped baby isn’t the driving
force behind my exploits in this
nuclear-ravaged world. No, my primary
motivation is building an increasingly
epic looter’s paradise loaded with disco
balls and pictures of kittens and musical
pressure pads that play La Cucaracha
badly when you walk on them. The boy
comes second after I finish my dance
floor, which is probably never, and the
whole ‘avenging my dead wife’ thing is
third, I guess.
So, pockets unfeasibly loaded withcorn and melons and something called
‘tatos’ which are a mutated tomato/
potato hybrid that sadly does not work
well in song (“You say tato, and I... also
say tato”), I travel to Sanctuary. The
quaint neighborhood I lived in before
being frozen for 200 years is still
standing, and despite peeling paint on
the houses and the cars outside them
turning to rusted husks, it’s a home I’m
committed to rebuilding. My every
second exploring the Commonwealth is
spent looking for shiny items like a
massive featherless magpie, a magpie
“The whole ‘avenging my dead wife’
thing comes third, I guess”Why I can’t stop stealing in FALLOUT 4
MY PRIMARY MOTIVATION IS
BUILDING AN INCREASINGLY EPIC
LOOTER’S PARADISE
he sun never sets on my empire,part from once every 24 hours.
with opposable thumbs who can
fashion those objects into something
cool. A magpie on a mission.
CLEAN SWEEP
A guard in Diamond City strikes up a
conversation but I ignore him and focus
on scanning the background for
umbrellas and spatulas. I walk through
majestic environments staring entirelyat the floor. I make a beeline for a broken
mop in a super-mutant’s lair because I
need its precious cloth and that futon
won’t make itself. Old newspapers and
ashtrays and duct tape and desk fans
are the new gold (the old gold, gold, is
fairly useless).
B E N G R I F F I N
THIS MONTH
Stole never more than 250lb
of rubbish.
ALSO PLAYED
Cook, Serve, Delicious!
88 MARCH 2016
E X T R A L I F ECONTINUED ADVENTURES IN GAMING
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I ’m crawling up Mr Slave’s ass
and screenshotting things Ican’t legally put in this
magazine. I’m near the end
ofThe Stick of Truth after powering
through it from start to finish in one
weekend, and I’m currently battering
my way through some unspecified
white stuff with a flaming katana, while
Butters Stotch politely comments on
our very pink surroundings.
The Stick of Truth is a perfect digital
representation of the South Park
universe that hits every right note, from
the broadest strokes (ManBearPig,
Kenny dying) to the most granular
details (funny flavor text for every item,Big Gay Al calling the iPhone I just
climbed across inside this anus). The
combat, borrowed from Nintendo’s
turn-based Mario & Luigi games, is a
little too repetitive and the end boss is
rubbish, but keeping it simple allows me
to just enjoy exploring this detailed
representation of the show’s town and
the character interactions. It’s a rare
kind of licensed game—and by that, I
don’t just mean it’s a good one. It’s a
tie-in that actually stokes my
enthusiasm for the fictional world it
adapts. I can’t remember a game doing
that for me since KotOR . As such, it’s
reminded me of why I love South Park,
and caused me to check in on the TV
series for the first time in about four
years. Turns out it’s having one of its
best seasons in ages, targeting the
current cultural conversation about
political correctness, and taking shots
at all parties, as is the show’s way.
THE TRUTH
It’s easy to forget that while most
sitcoms are funny for about seven
seasons at best, South Park has been
good almost consistently for about 20
years. The game is a tribute to that.
While its jokes can be crass or
horrendously disgusting, there’s an odd
sort of warmth I get from being in that
town around those characters—it’s not
just a parade of gross jokes, it’s a fiction
with a very specific and weird sense of
humor, and The Stick of Truth
celebrates its vast iconography.
One weekend with it makes me thin
the sequel, with improved combat andmaybe some branching dialogue or
quest design, could be one of the best
RPGs of our age. They almost got there
already with The Stick of Truth .
“It’s not just a paradeof gross jokes”
My routine involves loading up with
lightbulbs and hotplates and teddy
bears until I can’t carry any more, giving
another ton of junk to my begrudging
pack mule of a companion, then
hotfooting it back to base after everymission to empty my stash. I imagine
typewriters and paintbrushes and
battered books streaming from pockets
en route like a crappy breadcrumb trail
made from sheer garbage.
I can do a lot with these materials,
though, like scandalously shredding an
American flag and using its material to
make a doormat, mounting stuffed
animal parts on the walls of my
bedroom, scrapping plungers and
pencils and using their wood to build a
fence around my most annoying settler
who keeps asking me for drugs, and
harvesting copper from telephones towire up my electricity pylons and
creating a promotional radio station
that broadcasts a humblebrag across
the Commonwealth. My ultimate aim is
collecting enough human bones to
make a pool I can swim in like a
detestable Scrooge McDuck.
My every action in Fallout 4 is taken
with homestead expansion in mind, and
as such it’s spoiled other games for me.
I don’t want to play something in which
filling my clown-car pockets with alarm
clocks and spatulas isn’t handsomely
rewarded. I’d steal you if I could.
Proudly wielding THE STICK OF TRUTH
Why won’t anyoneuse this toilet?
My one rule: to live here youmust wear silly clothes.
S A M U E L R O B E R T S
THIS MONTH
Killed Kenny nine times while
waiting for the credits to roll.
ALSO PLAYED
Ephemerid: A Musical
Adventure, Overwatch
I always try to dress mycharacters like me.
The most contrived part of the story isthis homeless guy selling goth gear.
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Blizzard recently added
definitive skill stats to the
Overwatch beta.
Previously, you only
knew how many kills youhad participated in—a truncation of kills
and assists that helped players focus on
how much they’d contributed, rather
than how many of ‘their’ kills had been
‘stolen’. I was worried at first that the
change would alter the tone of the
game, but it hasn’t. The number of
killing blows you land is actually the stat
that’s easiest to ignore, because it’s the
one with the fuzziest relationship with
the only end-of-game result that
matters: whether you won or not.
Competitive shooters often have a
problem with players chasing high
scores over victory, and at first I thoughtOverwatch did as well. As I’ve sunk
more time into it, however, I’ve started
to appreciate how much one player can
achieve when they don’t seek out
combat at all. This is a game about
momentum and strategy, while you’re
trying to sweep the rug out from under
an entrenched team of defenders or
making plays to sap the force from an
attacker’s onslaught.
Lucio’s my new go-to, a support
character who I’d initially written off as
drably passive. He’s a Brazilian DJ
whose music either heals or provides a
speed boost—you can switch between
the two instantly, and boost the effect
once every 12 seconds. He can skate up
walls and his burst-fire music-gun-thing
hits surprisingly hard, but while
outmaneuvering and gunning down
enemies can be fun from time to time,
the real satisfaction comes from the
sense that you’re orchestrating your
team’s attack strategy.
FAST FORWARD
As Lucio, I like to speed boost one group
of allies into and through enemy lines
before the other side can react, chipping
away at defenders from around corners
while deploying an amplified heal to
ensure whoever I’m with can take more
“Dropping Lucio’s ultimate at thispoint feels really good”Getting into the support groove in OVERWATCH
than our enemy can dish out. Do this for
long enough and you’ll naturally end up
creating space for the rest of your team
to catch up, no matter how considered
their own strategy or choice of hero.This usually results in a tense
back-and-forth around the objective, as
the defenders are able to return from
their spawn point more quickly but your
own advancing line refuses to budge.
Dropping Lucio’s ultimate at this point
feels really good: like hammering home
a point you’ve been developing for the
last couple of minutes. He leaps into the
air and slams the speaker of his
music-gun-thing into the ground,
sending out a wave of sound that grants
a substantial overshield to everybody on
your team. Suddenly, the scales tip
dramatically in your team’s direction:and either a capture point or outright
victory tend to follow.
Scoring headshots is fun (I play
enough Hanzo to say otherwise) but the
‘yeah, that was me’ feeling that follows a
successful push play as a support
trumps it every time. If there’s a
downside, it’s thatOverwatch’ s ‘play of
the game’ system is pretty bad at
recognizing things like heals or shields:
it, like bad players, tends to fixate on
damage done. At the end of the day,
that doesn’t matter. What matters is
that voice shouting “VICTORY”.
IT’S LIKE HAMMERING HOME A POINT
YOU’VE BEEN DEVELOPING FOR THE
LAST COUPLE OF MINUTES
A good defensive starting position can scoresome kills the moment the gates open.
The Hollywood map movesfrom western sets to sci-fi.
C H R I S T H U R S T E N
THIS MONTH
Danced all the way to the
capture point. Which is
considered bad manners.
ALSO PLAYED
Fallout 4
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Pray this never happensin real life.
Space is terrifying,and it’s everywhere.
The simulation is basedon real physics.
U niverse Sandbox 2 is a
science-based physics
playground that lets you
toy with the very fabric
of the universe like a
mad, evil deity. You can smash galaxies
together and watch them intertwine in a
beautiful cosmic ballet. You can lower
the temperature of the Earth until the
continents are lost beneath the ice, then
throw it into the sun to warm it up. Oryou can duplicate the Moon a hundred
times and watch in awe as they all
smash into each other and the fires
consume the planet.
It’s strangely cathartic, especially
combined with the gentle, ambient
piano soundtrack. Catastrophic
destruction has never been so soothing.
When you load the game, you’re
presented with a simulation of our own
solar system. The planets spin lazily
around the sun, going about their daily
routine, as they’ve done since the dawn
of time. But then you can intervene andtotally mess things up.
You can steadily increase Jupiter’s
mass until it explodes and the ensuing
release of energy and gravity sucks in
everything around it, including our sun,
to create a brand new solar system. Or
you can nudge Earth closer to the sun
than Venus until it heats up and
becomes a dry, barren desert world.And it’s all based on real astrophysics,
so you learn something in the process
about how the universe works. All it’s
missing is a Carl Sagan voiceover and a
Vangelis soundtrack.
COSMIC DAMAGE
The game comes bundled with a variety
of scenarios. Some are based on reality,
such as a simulation of Saturn’s ring
system or a star going supernova.
Others are more fantastical, like every
planet in the solar system suddenly
being catapulted into the sun or a vast,
“Catastrophic destruction has neverbeen so soothing”Smashing galaxies together in UNIVERSE SANDBOX 2
multicolored grid of glowing neutron
stars. But even at their most absurd,
these scenarios are designed to explain
to you how space works.
A toolbox of ‘powers’ lets you get
really destructive. The ‘explode’
function, as you might have guessed,
lets you click on any celestial body, blow
it up, and watch the surrounding object
get swept up in the chaos. Explode the
sun and the Earth just sort of driftsaway, sad and confused, into deep
space with all the other planets. Turns
out we’d be lost, literally, without that b
ball of nuclear energy in the sky. It’s
actually quite humbling when you
realize just how fragile our home is.
Universe Sandbox 2 is in Early
Access and is expanding constantly—
like the universe! A little cosmological
humor for you, there. There’s no real
‘game’ here to speak of, so it won’t hold
your attention for more than an hour at
a time, but it’s a fun, powerful, and
beautiful-looking tool. I find myselfloading it up when I’m swamped with
work and need a bit of a breather. It’s
like a really elaborate desk toy, or one o
those rubber stress balls. Something to
distract and soothe you. Let’s just hope
that none of this stuff happens to the
actual cosmos.
EXPLODE THE SUN AND THE EARTHJUST SORT OF DRIFTS AWAY, SADAND CONFUSED
A N D Y K E L L Y
THIS MONTH
Found causing destruction on
a galactic scale oddly relaxing.
ALSO PLAYED
Fallout 4, Endless Legend
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1 TRIBES
ENDLESS LEGEND
FREEWARE It’s time to dig out your trusty jetpack
MODS Free update addsSteam Workshop support
How here’s somethingspecial. Hi-RezStudios has made theentire Tribes seriesavailable for free,
including a couple of games thatdon’t even feature the word ‘tribes’in the title. There are six games thathave just had their price tags nixed by Hi-Rez: Earthsiege and its
sequel, Starsiege: Tribes and Tribes 2, plus Vengeance and a roguePlayStation 2 game named Aerial Assault. There are more tribes herethan in a Bruce Parry documentary—and if you got that referencewithout the aid of Wikipedia, feelfree to give yourself a gold star.
As many of the Tribes games are
purely multiplayer affairs, you might
have trouble finding a match by regular
means nowadays. Fortunately, there are
irregular means, including community-
run servers and fan-sites such as
tribesrevengeance.com .
Amplitude’s strategy game
Endless Legend was
given mod support
recently, so here are a
few prime picks. If you’re looking to
add to the small yet promising
selection, you can make new worlds
with ease thanks to the game’s
support for free map editor Tiled.
And speaking of, er, revengeance,
Tribes: Vengeance is the game to play if
you’d rather not bother with all that
palaver, as it remains Tribes ’ most
meaningful foray into the world of
singleplayer gaming.
Obviously multiplayer is still the
focus, but Tribes: Vengeance contained
a fully fledged campaign mode that
went beyond merely teaching players
the ropes. The piecemeal story issurprisingly intriguing, sprawling out to
incorporate five characters and two
timelines, and offering some nice
context for the galactic war.
That conflict, as ever, is fought by
jetpack-wearing warriors bounding
around enormous environments—this
is one of the most liberating FPS games
you will ever play. Which is not least
thanks to the addition of a great big
grappling hook, something that
complements the jetpack beautifully.
DOWNLOAD AT www.bit.ly/TribesUniverse
B R I T I S H I S L E SYou can now make and import maps, if you’re bored of randomly generated worlds.Obviously there’s a Game of Thrones one,but the best is this map of the UK.
www.bit.ly/EndlessMods3
P A L E T T E E X P A N S I O NGives you a wider selection of colors to pickfrom when you select a faction. Therecoloring even extends to the lovelyartwork featured on negotiations screens.
www.bit.ly/EndlessMods2
F U L L W O R L D G E N E R A T O RThis tool increases the available options forworld generation, meaning you can breakthe game in interesting ways. Why not makea map so big you can explore it forever?
www.bit.ly/EndlessMods1
2Look busy, Hi-Rez is
paying attention again.
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3 DOOR KICKERS
MEETS SWAT 4
This Door Kickers modrecreates six SWAT 4 missions—taken from themain campaign and from
The Stetchkov Syndicate—andthanks to the tactically rich gameunderneath, it’s not an enormouslydifferent experience. OK, so it’s atop-down rather than first-person
game of strategic hostage rescue, but that affords a fresh perspectiveon some memorable maps. You’renot quite a pair of boots on theground here: you’re more removedfrom the action, directing your fourguys from room to room.
DOWNLOAD AT www.bit.ly/SwatKickers
BELLULARHEXATOSIS
Each room presents a block
puzzle (or block puzzles ), all
linked in the manner of a
Zelda dungeon. You’re a janitor, and to open this futuristic
facility’s various doors you push blocks,
barrels and crates onto switches, and
kick others across the room, all while
battling hazards such as giant roaches
and toxic waste. The various systems—
pushing, kicking, combat, toxic waste—
interact in a pleasingly clear and
mechanical way, and you’ll often be
given a number of methods for solvingpuzzles, some more expedient than
others. That’s something to remember
if that exponential move counter ends
up mocking you as much as it did me.
DOWNLOAD AT www.bit.ly/PuzzleDepot
PUZZLE DEPOT
1ON YOUR OWNThis is you, Todd Torial.
You’re a Box-Pusher ThirdClass, and you’re probably not
the star of the main game.
2WHAT A WASTEToxic barrels harm you if
you touch them, but they canbe kicked to limit your
interactions and health loss.
3HAZ ABOUT THATMost rooms contain
notes, computer terminals,and even chatty NPCs,
bringing the world to life.
1
3
2
MOD SWAT 4 comes to Steam... sort of
FREEWARE You want to getthat checked out
Not that there’s anything
wrong with purely
text-driven interactive
fiction, but I’m intrigued
to see Porpentine’s work heading in a
more visual direction. It’s heading
there on the back of a first-person
point-and-click adventure created inpartnership with Brenda Neotenomie
—one that resembles Myst , but with
more sentient eyeballs and strange
diseases. I’m neverentirely sure
what’s going on in a Porpentine story,
but they showcase some rare,
extravagant words, and there are
some striking images conjured by
putting them together. You’re trying
to save your giant, tubular sister from
illness here, if that helps.
DOWNLOAD AT www.bit.ly/BellularHex
5
DEMO Kick, push, it’s all in the mind
You probably shouldn’t kickdoors open in real life.
4
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6 THE WITCHER 3:
SCHOOL OF THE ROACH
This is a comprehensiveoverhaul that aims toalter pretty mucheverything, leaving just
the story untouched. While themod’s only in open beta at themoment, its main features are inplace, so if you feel like helping themakers test it, get downloading.
Heavy attacks and crossbows aremore worthwhile. You can only brew potions at a campfire, andchugging them in combat makes you vulnerable. There are manymore changes and together theypromise to transform the game.
DOWNLOAD AT www.bit.ly/WitcherRoach
MOD Felt Witcher 3 was too shallow? Get this mod
You are the oddly named
Half-Rats, a drunken shop
worker turned gunslinger in
a weird Wild West overrun
with foul hellbeasts. When he’s not
eliminating monsters, Mr Rats likes
nothing better than a juicy meat pasty
or a bottle of finest whiskey, items that
restore your health and armor in this
inventive mod for the originalHalf-Life .
The story takes place over a single
night: a night that begins with Mr Rats
escaping his humble shop after a
creature attack. The events that follow
aren’t dramatically exciting or inventive,
but there are a few standout moments
and enemy encounters, in a mod that
exudes a certain enthusiastic, scrappy
charm. Despite that scrappiness, it’s a
short but remarkably fully featured
campaign, boasting boss fights, a
range of environments, several NPCs,
and an ending that hints at even more
Half-Rats to come.
DOWNLOAD AT www.bit.ly/Half-Rats
8 HALF-RATS:A FEVER DREAM
MOD Hmmm, must have been rats
WHO MUST DIEFREEWARE You decide inthis dark adventure
One of the three patients
before you is infected
with... something or
other, and in a rather
miserable day at work, your task is to
shoot that infected person dead.
You’ll base your decision on the
outcome of various tests,
administered by pressing buttons
next to a mighty panel of TV screens.Those screens display looped FMV
that changes depending on the
situation, and it’s these changes you
need to note when you hit switches
to alter the music, release mood-
affecting gas, or order a heavy to test
their nature via more direct means.
If you just can’t cope with the
burden of choice, you can always
decide to off yourself instead.
Cheery, darkly intriguing stuff.
DOWNLOAD AT www.bit.ly/WhoMustDie
7
Cheer up Geralt, it mightnever happen. Oh, it did.
Yes, people are still moddingthe original Half-Life .
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CARROTS AND CREAM
FREEWARE A game that will really grate on you
Written for Asylum Jam, this
is a short story about
digging up juicy carrots,
and grating those carrots
into a bowl. But it’s presented with the
sort of grainy visual filter and ominous
sound effects that you’d expect from a
horror game.
Is this an exploration of how
ordinary things can be made to appear
evil given the right context? Or is it a
propaganda piece for the Anti-Carrot
League? It’s almost certainly the
former, but I’m not sure I’ll ever look at
carrots in quite the same way again. At
a certain point the perspective
changes, and that horror element
becomes more overt.
DOWNLOAD AT www.bit.ly/CarrotsAndCream
9 FALLOUT 4 MODSMODS The first wave of essential wasteland tweaks
While Bethesda’s latestopen-world RPGhasn’t yet been givenofficial modding tools,that obviously hasn’t
stopped the usual suspects fromspelunking into the code andmaking changes where they can.
Many of the more egregious
bugbears have already been done away
with (leaving you to wonder what they
were doing there in the first place), while
the world’s top modders are doubtless
feverishly working on nudey mods as I
type this. If you’re enjoying the game as
it is, it might be best to wait until the
so-called Garden of Eden Creation Kit
arrives in early 2016, but there’s no
harm in making a few small quality-of-
life tweaks in the meantime.
As with all Bethesda moddingendeavors, if you’re looking to install
multiple mods, it’s worth grabbing the
Mod Manager for Fallout 4 , which lets
you safely add and revert mods with
little hassle. The following three should
be your top priority: a trio of small but
life-saving tweaks that make the
Commonwealth a much easier place to
manage, explore and rebuild.
10
Where to begin?
A BETTER WORLDBuild something beautiful
3 C R A F T A B L E A M M U N I T I O NYou can craft guns, so why can’t you do thesame with ammo? Now you can scavengebins for ammo parts.
www.bit.ly/FalloutMods3
2 H I G H E R S E T T L E M E N T B U D G E TYou can only build your settlements up somuch in the base game: this mod removesthose annoying restrictions.
www.bit.ly/FalloutMods2
1 F U L L D I A L O G U E I N T E R F A C EThe conversation options only offer the gistof what you’re going to utter. This modreveals what you’re actually about to say.
www.bit.ly/FalloutMods1
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Ihadn’t played The Old Republic in over two years. Like mostpeople, I took a
character to the endof their story and stopped. Sincethen, especially since the gamewent free to play, I’d assumed EAhad decided to let its flawed MMOquietly die. I couldn’t have beenmore wrong. While there’s been asteady drip of updates for years, Knights of the Fallen Empire represents a massive expansion fora game many thought extinct.
Fallen Empire is set five years afterour last visit to the TOR universe.
The war between the Empire and theRepublic has weakened both partiesto such a degree that a third party,the Eternal Empire, has managed todefeat both and seize control. Thus,while the original game featureddifferent stories for each characterclass, the new expansion positionseveryone, regardless of affiliation, asthe leader of a fragile alliance of oldfoes against the new threat.
BioWare uses what could have been a limitation as an excuse tointroduce a degree of nuance andmoral complexity that the Star Wars
universe hasn’t seen since, well, KotOR 2. TOR always dabbled inshades of gray, a necessary part ofletting us play as the baddies, but
Fallen Empire takes this to extremes by showing us Empire and Republicfighting side by side. There’s even thepossibility of a Sith/Jedi romance.
The enemy too is humanized. Anenormous amount of time is spent onfleshing out their society. Two of yournew companions are former Eternal
Empire officers, and they’re stillproud of their nation in a way. Evenone of the most OTT villains theseries has ever seen gets a surprisingdegree of character development.
Roughly half the story is availableright away, the rest to be doled out ona monthly basis over the course of2016. It’s only available to subscribers,making this a transparent attempt tohook players for longer, but it’s hardto suppress the urge to see how thetale eventually ends.
SOLO
At release, TOR awkwardly straddledthe line between BioWare RPG andtraditional WoW -style MMO. Thenew expansion dives right off thatline and into story-driven goodness.It is at times an almost comicallysingleplayer experience. Its heavy useof instances and more linear areasmeant that I outright forgot I wasplaying an MMO, at least untilsomeone called ‘BootyFett69’ coastedpast on a speeder.
This solo-friendly attitude isn’trestricted to the expansion, either.
The original singleplayer stories have been aggressively streamlined,removing the grind and enablingplayers to keep pace with the levelingcurve by only playing the importantstory missions. The ‘flashpoints’ (fourplayer co-op missions) that wereimportant to the main story have alsohad a singleplayer mode added,although doing so means missing outon TOR’s delightful co-opconversations. TOR always had somespectacular writing and thanks tothese changes it’s now more
accessible than ever.
All companions can now behealer, tank or DPS, ensuring they’realways useful, while a new outfitcustomization system lets you wear
whatever you want regardless ofstats. At every point BioWare hastried to get its uninspiring MMOsystems out of the way, and letplayers focus on the fantasy ofstarring in their own Star Wars story.
There’s a ‘but’ coming, and it’s a big one. All the pseudo-singleplayertrappings in the world can’t mask the
fact that TOR’s combat is stillold-fashioned MMO fare. The basichotbar combat was dated even whenthe game first came out; in a postGuild Wars 2 world it feels ancient.The whole system relies far too muchon number crunching and optimizedskill rotations, a surefire turn-off forthose coming to the game from a loveof Mass Effect or Dragon Age.
BioWare’s solution is a drastic one.The difficulty has been reduced to analmost absurd degree. Most combatencounters are astonishingly easy, asenemies simply can’t hurt you as fastas your companions can heal. It’s
jarring when even the much fearedevil Emperor hits like a weak kitten.It’s an ugly, heavy handed solution tothe game’s combat problem, but it’shard to see an alternative.
Knights doesn’t quite workproperly, TOR never has, but it’sworth putting up with the poor
combat for the great writing.
TOR ALWAYS HADSPECTACULAR
WRITING, AND NOW IT’SMORE ACCESSIBLETHAN EVER
BioWare does its best to convince us its MMO is a singleplayer game. By Tom Hatfield
N E E D T O K N O W
RELEASE
October 2015
PUBLISHER
EA
DEVELOPER
BioWare
LINK
www.swtor.com
THE OLD REPUBLIC:KNIGHTS OF THE FALLEN EMPIRE
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A N A T O M Y O FA N A L L I A N C E
Old enemies must come together
Koth and Senya areEternal Empire
defectors.
Affable SithLana Beniko,aka ‘DarthReasonable’.
Republicspymaster Theron
Shan runs your base.
HK-55 is just in it forthe murder.
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What’s cooler than a coolship? A cool capital ship!
Senya is a Knight of Zakuul,a neutral Force user.
Jedi, Sith, two defectors and amurderbot. Just one big happy family.
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“A shooter so minimal there isn’teven a grenade button”
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A bout 14 million peoplelive in Shanghai, and by the end of Kane & Lynch 2 I felt like I’dkilled most of them.
The crowded, neon-lit streets of theworld’s largest city become soakedin blood as murderous psychopath
Lynch drags his reluctant partnerKane through endless waves ofgun-toting gangsters, corrupt cops,and the Chinese military.
The game was released in 2010 tomostly negative reviews, but hassince developed something of a cultfollowing. After a year of complexopen-world blockbusters, I thought itwould be interesting to revisit ashooter so lean it’s positively starving.
This is a game with one word inits vocabulary: kill. It’s a single-
minded, uncompromisingly violent
third-person shooter that’s sominimal, there isn’t even a grenade
button. You can shoot, reload, usecover, and that’s it. There’s a story,sort of, but it doesn’t really matter.The thin narrative is little more thana means of getting the duo from oneplace to another, and the majority of
the dialogue is Lynch shouting variations of “Fuck!” as he wades into yet another hail of gunfire.
But while Kane & Lynch 2 is aboutas low concept as shooters get, the artdirection is anything but. A dirty,distorted VHS effect degrades the
visuals, with compression artifacts to
N E E D T O K N O W
RELEASED
August 2010
PUBLISHER
Square Enix
DEVELOPER
IO Interactive
LINK
www.kaneandlynch.com
KANE & LYNCH 2:
DOG DAYSRevisiting IO’s minimalist, ultraviolent shooter. By Andy Kelly
suggest you’re watching the action o YouTube. The camera shakes andwobbles as if someone’s filming youwith a handheld camera, and gore ispixelated. These effects combine togive the game a rough, documentaryfeel, which makes everything seemgrittier and more brutal. When you
shoot someone in the head and seepixels rather than blood, it somehowfeels more savage. More real.
SHORT CUTS
It’s a gimmick, but an effective one.The sickly glow of neon signs, thetrash-strewn streets and dark, dingyalleyways make for an almosttangibly grim setting when viewedthrough this glitchy, grainy lens. Youmove from wide, busy thoroughfaresthrough apartment blocks, into illegasweatshops, and up to rain-soakedrooftops. The pacing is frenetic and
the scenery constantly changesaround you, which may explain thegame’s short length. It’s five hourslong, and that’s enough. Any moreand you’d collapse from exhaustion.
For a game entirely about shootinpeople, the combat is maddeninglyimprecise. Submachine guns spraywildly with exaggerated kickback.Shotgun blasts only seem to makecontact half the time. And you canempty an entire assault riflemagazine and your target will still bestanding. The sloppy, unpredictable
firefights add to the game’s sense of
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Moments of calm are rare.The action is almost non-stop.
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messy ultraviolence—Kane andLynch are criminals, not trained
soldiers—but it also makes it a prettyunsatisfying shooter. When you runout of bullets you toss your gun awayand pick up another from among themass of bodies at your feet, althoughan automatic shotgun is about asexotic as your arsenal ever gets.
But here’s the thing. As simplisticand one-note as Kane & Lynch 2 is,it’s strangely compelling. The leveldesign, combat, story, and prettymuch everything except the settingand visuals are unremarkable. But in
the thick of a firefight, with thecamera shaking and your guns
blazing, you get caught up in themoment. Your senses areoverwhelmed and you forget you’replaying a completely rote third-person shooter. It’s all smoke andmirrors. The equivalent of aphotographer waving a stuffed toyaround to get a distracted baby tolook at his camera. But it works.
There are no real set-pieces tospeak of. The game is, somewhatadmirably, light on Call of Duty-stylenonsense. But there are a few
brilliant moments. After beingkidnapped and tortured, the duo are
forced to escape their captors whilenaked and covered in blood. It’sgruesomely hilarious: the stuff of aparticularly exploitative ’80s
video-nasty. You spend the wholelevel staring at their blood-soakedarses as they sneak past guards in thepounding rain—although their junkis, mercifully, pixelated.
IO’s environment design hasalways been incredible, and Kane &
Lynch 2 is no different. There’s anearly sequence where you bargethrough an apartment complex,
bursting into people’s homes as you
pursue a fleeing gangster. You getsnippets of the inhabitants’ lives—afamily eating dinner at a dining table,a junkie slumped in front of a TV—and it makes for a convincingly real,lived-in world. The visuals have aged
badly on a technical level, but the vaseline smear of the VHS post-processing and camera shake hide itwell. Proof that strong art directioncan make a game timeless.
There are moments when youemerge from the dark alleys of thecity into busy streets teeming with
traffic and people. Flanked by giant
It’s an uneasypartnership.
These street shootoutsare the best in the game.
S H A N G H A I N I G H T S Other games set in the world’s biggest city
B A T T L E F I E L D 4A multiplayer map, Siegeof Shanghai, features acollapsing skyscraper. Youalso visit the city in anearly mission in thesingleplayer campaign.
D E U S E X : H U M A NR E V O L U T I O NAdam Jensen visitsHengsha, an island off thecoast of Shanghai, inEidos Montreal’scyberpunk RPG.
S P L I N T E R C E L L :D O U B L E A G E N TThis sequel was actuallydeveloped in Shanghai. Amemorable level featuresthe Jin Mao Tower, afamous landmark.
A R M Y O F T W O :T H E 4 0 T H D A Y Released, coincidentally,in the same year as K&L2 ,this co-op action gamewas set in Shanghaiduring a terrorist attack.
100 MARCH 2016
OLD GAMES, NEW PERSPECTIVES
RE I NS TA L L
As naked as the day he wasborn, but with a gun.
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neon signs, civilians are caught in thecrossfire as you exchange bullets withcops and gangsters. This collateraldamage is shrugged off, which is
bleak, but fits the dark, ruthless moodof the game. The only glimmers ofhumanity are Lynch’s concern for alargely unseen girlfriend and Kanetalking about his daughter—whoserescue was part of the first game. But
it’s only touched upon, and there’s nocharacter development whatsoever.
BLEED OUT
Then the gruesome twosomefoolishly leave Shanghai behind andfind themselves fighting throughdreary warehouses and gray train
yards. It’s a jarring change of sceneryand marks the point where the gameloses all its momentum. Without the
bustling neon haze of the city to flood your senses, you become increasinglyaware of how little the game has to
offer. The smoke clears and the
mirrors shatter. Your eyes glaze overas you murder endless waves of riot
cops and plead for it to end. It does,eventually, and you’re left with anempty, hollow feeling.
You wonder what all that deathand destruction really achieved. Kaneand Lynch successfully escape thepeople who, perhaps rightfully,wanted them dead, and live to fightanother day. But is that a good thing?It’s not like you’re rooting for them,
because they’re unsympathetic,one-dimensional killers. Your desireto keep them alive is so you can finishthe game, not because you’ll be sad ifthey die. In this respect, Kane &
Lynch 2 is a deeply cynical,misanthropic game with absolutelyno heart. And I think that’s the point.It’s a brazen, ghoulish murder-fest, astwisted and amoral as its heroes, andhas no pretensions otherwise. And
you’re a voyeur, watching theirwanton barbarism on YouTube,unable to turn away, complicit.
Kane & Lynch 2 is, fundamentally,a bad game. It’s clunky, simplistic,and unimaginative. But I love it
because of its distinctive, powerful artdesign and its utterly unapologetic
nature. It’s not trying to tell a story or
IT’S A DEEPLY CYNICAL,
MISANTHROPIC GAME WITHABSOLUTELY NO HEART
develop its characters. The onlymessage you’ll get from it is kill. It’s a
grotty snuff film found on anunmarked, worn-out VHS tape. Agrotesque celebration of violencestarring a pair of morally barrencriminals. Those first few hours,when the streets of Shanghai eruptwith gunfire, are exhilarating, butalso troublingly intense. As youunload a shotgun into a police officerand pixels obscure the ensuing mess
you feel bad for enjoying it. But youdo. You monster.
An ambush on a freeway isan early highlight.
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N O W P L A Y I N G I D O W N L O A D S I U P D A T E I R E I N S T A L L I W H Y I L O V
UNINSTALLPhil prefers a lynching
“Kane & Lynch 2 is a gameabout firing a gun for fivehours. You’d find more varietyin the blandest level ofthe worst Call of Duty .The inept cameramanfollowing Prick andBigger Prick shouldhave put a bullet intheir heads andsaved us all thetrouble. In the binwith it.”
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JUST CAUSE 2’S AIR
PROPULSION GUN
LEFT: This is probablythe only time you’regoing to see a Just
Cause article thatdoesn’t contain ascreenshot of anexplosion. Enjoy.
Why Rico’s best weaponshould have come toJust Cause 3 . By Phil Savage
102 MARCH 2016
WHAT MAKES GAMES SPECIAL
W H Y I L O V E
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I was disappointedwith Just Cause 3 formany of the samereasons that Andyoutlined in last issue’s
67% review. It’s an incrediblyrepetitive, grindy experience thatturns chaotic action into a chore.Overthrowing evil dictators shouldonly feel like a job if it’s your actual job. But worse than the failings ofJC3’s progression systems is howunimaginative its tools are.
There are a few exceptions. Thewingsuit, which is brilliant. Thetethers, which are ridiculous. Theopportunity to upgrade your infiniteC4 into a rocket-powered physics toy,which is an idea of unparalleledgenius. Elsewhere, though, it’s all
pretty standard. In the context of anabsurd action sandbox, the game’smany assault rifles are painfully dull.
Fortunately, I don’t think JC3 is beyond saving. All you need to do islook at its predecessor. Much like itssequel, Just Cause 2 is surprisinglyshort on ways to push against theouter limits of creativity. Its tools areeven more restrictive. You have asingle, weak tether, and a finiteamount of regular, non-rocket-powered C4. It’s more suited toimprovisational violence, but you
have only a limited set of optionswith which to create it. Two thingsexpand that sandbox: mods and DLC.
It feels strange to praise JustCause 2’s DLC, because much of itisn’t noteworthy. Rather than largecontent packs, all of the game’soptional extras are small, seeminglyinsignificant microtransactions.Much of them are pure filler, but onesmall addition—available as part of
the preposterously named Black Market Boom Pack—changed how Iinteracted with that world.
It’s called the Air Propulsion Gun,and, as the name suggest, it shoots airinstead of bullets. It’s a high-poweredshort-range burst of force that resultsin some of the best physics-basedmayhem since Half-Life 2’s GravityGun. It’s not quite on a par—Rico stilldoesn’t have much small-scale agency
beyond making things explode—butsending a soldier spiraling into the airwith a propulsion blast is funny in away that doesn’t get old.
GRAPPLE UP
The problem with guns andexplosions is they remove thingsfrom play. An enemy helicopter is aninteresting problem to tackle, but
shooting it down simply takes it outof the equation. That’s why the moreinteresting option is to grapple upand hijack it. The problem has beenflipped into a solution, thus forcingthe enemy to respond.
That’s also the genius of the airpropulsion gun. It doesn’t removethings outright. A soldier is sentflying backwards, but the impactwon’t necessarily kill him. A vehiclecan be flung into a group of soldiers,possibly exploding, but maybe not.It’s a weapon in form and function,
but one that doesn’t do directdamage. By shifting the kill to themoment of impact, you’re no longerinstantly removing the threat. Even if
your enemy only exists for a fewextra seconds, those lengthenedinteractions feel more dynamic,surprising and enjoyable.
It’s even better when combinedwith the community’s BOLOPatchtrainer—a tool offering invincibility,and infinite ammo and unbreakabletethers. Avalanche has never quiteperfected the balance of the JustCause series, and so I’ve always found
it better to forego the difficulty forpure, unrestrained action. Military
bases are cleared through a constantstream of powerful propulsion. Tens
of soldiers dance and flip helplesslythrough the air in a mass juggling acperformed by a petty, unkillable god.It’s one of the silliest power fantasies
you can play.I’d hoped Just Cause 3 would
build on this amazing DLC gun. Somuch effort has gone into improvingits physics and effects but there’sprecious little that makes use of suchenhancements. Like Just Cause 2, themajority of JC3’s weapons aredesigned simply to remove aspects oplay. I find it really frustrating thatthe game can be so creative in someaspects, and so tediously restrained iso many others.
My hope is, just like with JC2, Avalanche is saving its best tools forDLC. If that’s the case, it’s a shitty
business model, but I’d still happily
pay a few extra pounds for weaponsthat manipulated the world in moreinteresting ways. Just Cause 3 fallsshort of its reputation as a cartoonishaction playground. With some moreimaginative weapons, it would beinstantly, immeasurably more fun.
N E E D T O K N O W
RELEASEDMarch 2012
OUR REVIEW
88%
EXPECT TO PAY
$15
LINK
www.justcause.com
G U N S O F F U NThe best bulletless weapons
RIGHT: The airpropulsion gun isineffective againstbig objects, butultra effectiveagainst smallerones. Like people.
G R A V I T Y G U NHalf-Life 2 ’s iconic weapon lets
you solve puzzles and lob atoilet at some guy.
D U B S T E P G U NSaints Row IV is the master ofsilly, as shown by its dubstep
dance of death.
M E D I G U NIs it still altruistic if the purposeof your healing ray is to help
others to kill more?
S H A R K - O - M A T I CThis, from Saints Row: The
Third , made sharks erupt outthrough the pavement. Yup.
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By Dave James
GROUP TEST
U P G R A D E
Pick the perfect pixel-pusher for your PC
MID-RANGEGRAPHICS CARDS
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The graphics card isthe hero componentof your gaming PC.
Above all else this isthe part that makes
your games look awesome. Or, onthe flip side, this the componentthat needs replacing when younotice stuttering performance in
the latest games.
While we’d all like to have agraphics card with X-factor, thereality is that most of us will never
be able to afford a Titan X or FuryX. Don’t let it get you down: thecards at the mid-range of themarket are stupendously powerfulthese days, as the selection on thenext few pages will attest. The
question is: which one is the best?
Q&ANvidia or AMD?At the top of the marketNvidia has pretty muchgot it all its own way: theGTX Titan X and GTX 980
Ti rule the roost. Butdown in the mid-rangethings aren’t as cut anddried, and each cardmust be judged on itsown merits.
In terms ofperformance-per-watt,Nvidia’s Maxwellarchitecture is supremeefficient. AMD’s coolinghas to work harder.
What aboutperformance in-game?While Nvidia has made anew generation of GPUsAMD has largely stuck
with its last-gen tech butshifted it into lower priceranges. That means thebest mid-range card fromAMD is based on its toparchitecture of last yearIn gaming performanceAMD cards represent thbest value right now.
How much videomemory do I need?Up until last year I wouldhave scoffed at the ideaof cards outside thetop-tier sporting 8GB, orlower-end options with
4GB. But things havechanged. Lower-endcards are far morecapable and moderngame engines far moredemanding—especially video memory. Withhigh-res texturesbecoming the norm, alarger array of videomemory can delivermuch smootherperformance. These day4GB is arguably theminimum you need.
DictionaryGPU—The GraphicsProcessing Unit does allthe intensive graphicswork, processing many jobs in parallel.
Video memory —ThisRAM on your graphicscard stores the graphicadata—such as texturesand polygons—requiredto draw each frame. If itoverflows (eg, due tooutsize textures), theGPU has to use ordinary
slower, PC memory.
MARCH 2016 10
Group Tes
HARDWAR
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Group
Te
It’s based upon one of AMD’s top two cards of the
last generation, the R9 290. With the release of the
Fury cards, the R9 390 and 390X have been
relegated to second-tier options, but that means at
this level of the market you’re getting almost
top-end tech for a great price.
Across my gaming benchmarks the R9 390 was
batting around a 60fps average at 2560 x 1440 withall the graphics option bells and whistles turned
on—and absolutely knocking it out of the park at
1080p. There was a weird aberration while testing
with AMD’s latest Crimson drivers, however,
causing stuttering in Grand Theft Auto V .
AMD contends its R9 380X and 380 are the
1440p cards, but the R9 390 and its 8GB video
memory is where it gets serious. And even though
its Grenada Pro GPU (née Tahiti Pro) draws a fair
amount of power at peak performance the Sapphire
cooling keeps it chilled out and
impressively quiet. At this price AMD
has got it sewn up with the R9 390.
1 2
SAPPHIRE RADEON R9 390
NITRO www.sapphiretech.com $345
If you’re after a powerful graphics card for your
small form-factor gaming PC then you’re going to
have to spend through the nose to better the
diminutive GTX 970 DirectCU Mini from Asus.
AMD’s Radeon Fury Nano is about the same size
and does perform better in-game, but it’s also twice
the price while most definitely not twice as powerful.
When you compare the Mini with the R9 390we’ve just looked at, you can see that you’re paying
a premium for that impressively small but effective
cooling array, and for the engineering effort that has
gone into squeezing Nvidia’s traditionally full-scale
GTX 970 down into this compact form factor. Thus
it’s a similar price, while it lags behind the AMD card
a little in performance. Not by so much that you’d
lose sleep, but if you have the space in your PC you
should go with the Radeon option.
That R9, however, won’t fit into most small-size
cases because of its length, which makes
this card a fantastic option for the
smaller build.
ASUS GTX 970 DIRECTCU MINI
www.asus.com$345
You know you’ve got a serious graphics card the moment you
take Sapphire’s R9 390 Nitro out of its box. Plugging in this
beast merely confirms it. This is one beefy card, with three fans
atop a heavy, copper and aluminium cooling array.
You’d be forgiven for thinking this card from Asus would be
half the gaming beast the Sapphire R9 390 is, given the
disparity in size between the two. But it turns out this GTX 970
punches well above its weight.
90% 87%
1
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Group Tes
H A R D W A R
3 4Continuing AMD’s recent habit of rebranding its
entire graphics stack—it only actually created one
new GPU this year, the Fiji—the R9 380X is
effectively the unreleased R9 285X. But that’s no
bad thing. I was disappointed that it never appeared,
having heard teasers of its existence from AMD
board partners a year back, but as it’s here now and
sports AMD’s latest spin of its Graphics Core Next(GCN) architecture I’ll forgive them.
It’s still a hefty step down in performance from
the top two GPUs in this month’s test, however,
while the step down in price isn’t enough. AMD
points to this and the R9 380 as its 1440p cards,
but you’ll have to sacrifice a lot of settings if you
want to get up to the 60fps mark. At 1080p this
relatively-pricey card absolutely flies, especially with
that chunky 4GB of memory giving it clear air over
the competing Nvidia GTX 960.
But it’s not hugely faster than the R9
380. It’s a little cooler and stays pretty
quiet, but the price is an issue.
XFX RADEON R9 380X BLACK
www.xfxorce.com$290
Because the 380 Nitro’s Antigua Pro GPU is based
on the old R9 285’s Tonga Pro silicon, it’s sporting
the latest word in Graphics Core Next tech, but
without a huge number of GPU cores or the R9
390’s vast 8GB video memory it finds itself a long
way off the pace. It doesn’t fall far short of the
recently-released 380X, to be fair, and is available
for a lot less than the younger card.Having two fans instead of the 390’s three,
Sapphire’s Nitro cooling does struggle a little with
the amount of heat the Antigua Pro GPU generates
While the XFX edition 380X only ever gets up to
69°C the Nitro 380 goes all the way up to a toasty
77°C. That doesn’t affect its performance, but
would have me concerned if I was thinking about
putting it into a cramped case with limited airflow.
If the price gap between the standard 380 and
the R9 380X was smaller, it would have been almos
impossible to recommend this card. As it
is, the Sapphire makes a decent case
as a budget option.
SAPPHIRE RADEON R9 380
NITRO www.sapphiretech.com$230
The R9 380X is the most modern card in this test, despite the
fact that the Antigua XT GPU at its heart was almost released
as the Tonga XT GPU around a year back. But is this a case of
better late than never?
The R9 380 Nitro looks for all the world like a literally
cut-down version of the other Sapphire card: similar cooling
design on a slightly shorter circuit board. The performance,
however, is far more truncated.
80% 79%
3
2
4
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ASUS GTX 960 STRIX
www.asus.com$199
MSI GTX 950 GAMING 2G
www.msi.com$160
65There’s a significant price difference between theGTX 950 and its older GTX 960 sibling, both in realterms and psychologically. By ducking well underthe $200 mark it’s really pushing into properaffordable territory and represents the first rung onthe PC gaming ladder for proper next-gen gamingperformance at 1080p.
Topping 50fps in Battlefield 4 and 44fps in GTA
V at top settings, with 4x antialiasing and all thepost-processing effects you could want, this cardcan give you a genuinely great 1080p gaming PC foran impressive price. That was what its GTX 750 Tiforebear—the very first Maxwell card from Nvidia—promised, and the GTX 950 carries that torchonward comfortably.
It’s a shame it can’t be purely bus-powered likeits progenitor, but it still demands only a little juice,making it a quality drop-in upgrade card. The nextcard down the ladder is missing nearlytwo rungs in terms of performance;this one is a fantastic entry point.
Before the death of Catalyst drivers there wasn’t toomuch of a difference between this card and its R9380 compatriot. It mostly came down to thesoftware offerings, and Nvidia’s GeForceExperience could have tipped the scales for me. Butthe 960 is now falling further behind thanks to theslight performance boost that Crimson software
has granted AMD’s cards.Nvidia has no option to squeeze anything else
out of the GTX 960: the card is already performingas well as it can. And sadly it’s seriously limited byits memory system; with just 2GB of video memoryrunning across a miserly 128-bit bus there’s littlehope of it competing with the bigger boys above the1080p mark. In this day and age 2GB simply isn’tenough—at 1080p games like GTA V and Shadow of
Mordor are going to quickly fill it to bursting.Nvidia needs to put this card out to pasture, no
matter how effective its almost silentSTRIX cooling array is. The game is upfor the GTX 960—what’s next Nvidia?
While we’re waiting for Nvidia to release its new range of
graphics cards later this year, the GTX 950 remains the green
team’s latest device. And, while it’s a budget offering, it’s
nevertheless a worthy one.
Time has not been kind to the GTX 960. Where once it was a
decent mid-range option, it’s been superseded by AMD
competitors gaining a heavy performance lead thanks to their
new Crimson software.
71% 85%
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GIGABYTE R7 370 WINDFORCE
www.gigabyte.com$130
7The first clue is in the name. AMD uses the R7nomenclature to denote a step down from itsproper R9 gaming cards. As a discrete GPU it’sobviously still designed to offer some gamingperformance, but it lacks the necessary pixel-pushing chops to compete with the rest of the cardsin this month’s test.
Look at the benchmarks and a significantperformance chasm has opened up between the R7370 and the speedier GTX 950, although not inpricing. One thing to be aware of, though: there is a4GB version of the 370 available for another $30,and that pushes it mighty close to the Nvidia card inboth price and performance. (The GTX 950remains a little pacier by my reckoning.)
When it comes to this more budget-oriented endof the market, where it’s all about optimizing yourin-game settings, Nvidia’s GFE still has the edge inmy recommendations. AMD’s competingGaming Evolved app is a horrible thingand best left uninstalled.
You’ll find AMD’s R7 370 in a host of budget gaming PC
builds, but beware the false economy: while the R7 370 can
deliver entry-level gaming performance you can get a lot more
power by spending just a little more money.
67%
1
2
3
4
5
6
7
AMDAntigua Pro
AMDAntigua XT
Nvidia GM204
AMDGrenada Pro
AMDTrinidad Pro
Nvidia GM206
Nvidia GM206
GPU
1,792
2,048
1,664
2,560
1,024
768
1,024
Cores
1010MHz
1030MHz
1088MHz
1040MHz
1015MHz
1127MHz
1253MHz
Clockspeed
4GBGDDR5
4GBGDDR5
4GBGDDR5
8GBGDDR5
2GBGDDR5
2GBGDDR5
2GBGDDR5
Memory
ESSENTIALS
256-bit
256-bit
256-bit
512-bit
256-bit
128-bit
128-bit
Memory bus
190
190
145
275
110W
90W
120
TD
STACKED UP
1
2
3
4
5
6
7
Asus GTX 970 DirectCU Mini
Sapphire R9 390 Nitro
Sapphire R9 380 Nitro
XFX R9 380X Black
MSI GTX 950 Gaming 2G
Asus GTX 960 STRIX
Gigabyte R7 370 Windforce
PRICE ($) BATTLEFIELD 4 @ 2560x1440
Minimum fps
Average fps
GTA V @ 1920x1080
Minimum fps
Average fps
34
61
7
37
2
34
49
75
22
31
290
40
52
21
21
230
39
50
20
17
199
37
49
23
9
160
33
44
17
10
130
22
29
10
13
MARCH 2016 10
Group Tes
H A R D W A R
7
6
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B U D G
M I D - R A N
A D V A N D
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.
Build the best PC for your budget
Y O U R N E X T P C
BUYER’S GUIDE
KEY
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T O T A L
$ 9 3 8
BUDGET
BUILDEnjoy 1080p gaming without
breaking the bank
Pentium Anniversary G3258Intel $70
Ludicrously cheap and overclockable, thedual-core G3258 rivals far more expensiveprocessors in gaming performance.
H81M-P33MSI $46
A bargain-priced microATX board that pairsnicely with the Pentium G3258, letting youoverclock into 4GHz+ territory.
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
$70
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.
HyperX CloudKingston
$80
Our favorite gaming headset, and it happento be as cheap as plenty of inferior cans. Agood buy for any gaming rig.
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.
G303 Daedalus ApexLogitech
$46
The best gaming mouse sensor in existencepaired with buttons with extremely low clickdistance. Especially ideal for MOBA players
MARCH 2016 1
Buyer’s Guid
HARDWAR
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
M O U S E
H E A D S E T
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MID-RANGE
BUILDOur recommended build for
playing the latest games
T O T A L
$ 1 6 0 4
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.
GTX 970 Gaming 4GMSI $335
Offers the best price/performance ratioright now, and MSI’s model is cheap andoverclockable, with a quiet cooler.
850 EVO 250GBSamsung $98
Samsung retains its top spot on the SSD pilewith the fantastically priced, very speedy850 EVO. Still the best price/performance.
CX600MCorsair$65
80Plus Bronze efficient, with enough powerfor a good gaming PC. Modular design is agreat perk that cuts down on cable tangles.
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.
G257HUAcer $280
A step up from 1080p to 1440p territory,with a vibrant IPS display and good responsetimes at a strong price.
S340NZXT $75
The stylish S340 has some nice touches,such as removable dust filters and space forhuge liquid cooling radiators.
K70 VengeanceCorsair$110
A great, full-size mechanical keyboard withan ergonomic wrist rest. We recommendCherry Brown or Red switches for gaming.
Z170 Pro GamingAsus $160
The latest revision of our favorite gamingmotherboard, with an M.2 PCIe x4 slot, Intelnetwork port, USB 3.1 and SLI support.
i5-6600KIntel $243
Intel’s new Skylake processor is nearly asfast as an i7 for gaming. Comes with someimportant memory/storage speed boosts.
Vengeance LPX (8GB)Corsair$65
8GB of reasonably fast DDR4, and one of thecheapest deals you’ll find. Corsair is reliable,and the RAM’s overclockable to boot.
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Buyer’s Guide
HARDWARE
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
M O U S E
H E A D S E T
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ADVANCED
BUILDGo above and beyond with a PCpowerful enough to end worlds
T O T A L
$ 3 0 4 4
GTX 980 Gaming 4GMSI
$520
Right now the GTX 980 is the best valuesingle-GPU card for ultra 1080p and 1440pgaming, bar none.
Hydro H110i GT 280mmCorsair
$120
Quiet, cool and capable of providing even thmost aggressive overclocker with more tha
enough headroom to hit that 5GHz mark.
H WirelessSteelSeries $273
Our favorite wireless gaming headset, withgreat sound quality and a convenient batterswapping system for long gaming sessions.
Deathadder 2013Razer $58
Even if you’ve got money to burn, theDeathadder really is the best mouse you cabuy right now.
Predator XB270HAbprz144Hz G-SyncAcer $800
Simply the best: a 27” 1440p 144Hz IPSdisplay, with Nvidia’s variable refresh tech.
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.
Core i7-6700KIntel $339
Intel’s new top-of-the-line Skylake processoIts new chipset includes important memorystorage speed boosts.
ROG Maximus VIII HeroAsus $240
Fantastic overclocking and stability, with agreat UEFI BIOS from Asus. M.2, USB 3.1 anon-board power, reset, CMOS, etc, buttons.
Savage Black 16GB @2400 MHzCas12Kingston
$137
Thanks to insanely low timings, these two8GB sticks of DDR4 are more than enough.
Noctis 450NZXT
$130
Thanks to its innovative interior layout anddaring design, this case is a pleasure to worin and a beauty to behold.
Ducky OneDucky
$120
An elegant set of keys from mechanicalkeyboard fan favorite Ducky. Renowned fortheir impeccable feel and build quality.
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Buyer’s Guid
HARDWAR
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
M O U S E
H E A D S E T
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“It is not the strongest of the species that survive,nor the most intelligent, but the ones riding
sabre-tooth tigers and using owls as binoculars.”– Charles Darwin
I T ’ S A L L O V E R . . .
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