Tech & Gaming
PC Gamer

PC Gamer May 2019

In addition to a great visual design, PC Gamer focuses more on communities, user-made content and of course the big-name games we know and love! Each issue also offers exclusive previews and insightful features to make sure you're at the top of your game. Delivering authoritative, honest, informative and entertaining reviews, PC Gamer is the ultimate buyer’s guide. ****Note: This digital edition does not include the covermount items or supplements you would find with printed copies.****

United Kingdom
Future Publishing Ltd
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13 Issues

in this issue

1 min.
making change

Long running cult favourite Dwarf Fortressis coming to Steam and Itch.io. After 12 years as a freeware project supported by donations, brothers Tarn and Zach Adams who make up Bay 12 are working with Kitfox Games to launch a $20 version which offers a new tile set, enhanced graphics and audio. The free ASCII version isn’t going anywhere and will be updated and released on the Bay 12 web page, it’s just going to be called Dwarf Fortress Classic. The reasoning behind the Steam and Itch.io version is tied to healthcare costs for the developers. Essentially they’re trying to find a way to continue working on the game while ensuring financial stability in the face of health concerns. “IT’S A SOURCE OF CONCERN, AS THE PLAN HAS CHANGED A FEW TIMES” As per…

3 min.
the spy

If you ever find yourself looking at a game rumour online and wondering if it’s real or not, The Spy has a 100 percent guaranteed way to confirm its veracity: just wait. For instance, as The Spy writes this, a rumour is floating around that Paradox is on the verge of announcing a sequel to Vampire: The Masquerade – Bloodlines. You, however, as you hold this magazine in your hands, can just look to the cover and know that it was true. Waiting. It works! Or how about the rumour that Sony – creators of worldwide phenomenon the PlayStation Vita – was in talks to buy Take-Two Interactive – owners of 2K Games, who once published Battleborn. This caused a brief flurry of discourse among the kind of people who are…

1 min.
this month in… 2009

1 What better way to celebrate 200 issues of PC Gamer than with a scattershot list of 200 reasons to love PC gaming? Included are emulators, free games, physics, text adventures, speed runs, “naked pig slapping”, autoexec.bat, Bejeweled, “the eternal hope ofDuke NukemForever” (oof), maps, HD texture packs, sniper rifles, Sid Meier, Alyx from Half-Life2 and many, many more. ISSUE 200, May 2009 ON THE COVER Bioshock 2 IN THE CHARTS Poker Face – Lady Gaga 2 Of course, 2009 was still a dark time for PC gaming. For instance, this issue’s lead review was Red Alert 3 Uprising. It scored just a paltry 63 per cent. 3 At least brighter things were on the horizon – brighter things that were nevertheless gloomy and dark and took place underwater. BioShock 2 perhaps wasn’t the return to Rapture many…

4 min.
viral transmission

As we glide towards E3 season the gaming community is braced for a glut of trailers, announcements and other marketing gubbins. Some of these digital bids for your attention will sink with barely a retweet, but others will tear round the internet at high speed, passed from tweet to tweet, chucked onto Facebook feeds, dissected in subreddits and more. But how do companies navigate virality and use it to their advantage? That’s where firms like Pulsar come in. Marc Geffen, Pulsar’s vice president of US strategy and research describes Pulsar as an audience intelligence company. “Ultimately, we help clients connect the dots between what their audience sayson social media, how they thinkwhile conducting a search, and what they actually doon their website.” This involves pulling data from social media, search, web…

2 min.
hidden depths

SETTING THE SCENE 1 The storyline and visual theme are set by the game designer and lead artist. The latter creates concept art and establishes key scenes. Then a hidden object artist creates scenes in keeping with those guidelines. FINDING A HIDDEN OBJECT CAREER 2 Stevenson came to work on hidden object games via a friend. “After looking at some of my still life oil paintings, a friend at Big Fish thought I would be good at creating hidden object scenes,” he explains. AN OBJECT LESSON 3 “Each artist chooses which objects to hide in their scenes,” says Stevenson when I ask about the exact inventory of an area. “Unless the game design requires a certain object. For example, like a set of keys a player may need to unlock a door.“ ENCORE 4 Some scenes recur…

4 min.
swag hurts

From the ‘feelies’ included in 90s adventure games, to the branded shirts on clearance at Hot Topic, merchandise (also known as ‘swag’) can sometimes feel as vital to gaming culture as the games themselves. With decades of iteration, it’s tempting to think that most of the issues associated with merchandise are now solved – making fiascos like the Fallout 76 duffel bag recall even more egregious. What I instead discovered is a process still riddled with potential money pits and failure points. STUDIO STABILITY AND VIRAL ATTENTION DON’T GUARANTEE A SMOOTH PRODUCTION PROCESS “For many years we ran our own merchandise shop and shipped out orders ourselves,” says Kevin Simmons of Asymmetric, developers of browser classic Kingdom of Loathing and recent indie hit West of Loathing. “If you add up the cost…