PC Gamer (US Edition) June 2019

PC Gamer brings you in-depth previews, exclusive feature stories, and the most hard-hitting reviews every month in the world’s best-selling PC games magazine! Every month you’ll get the inside scoop on the most exciting games in every genre from first-person shooters to MMORPGs and cutting-edge games from independent developers, along with detailed strategy guides, how-tos, and the latest news on mods and PC gaming hardware from the best-known authorities in PC gaming. PC Gamer helps you get the most out of the most powerful gaming platform in the world.

United States
Future Publishing Ltd
kr 79,40
kr 176,55
13 Utgaver

i denne utgaven

1 min
“this issue is full of the subtle things that shape pc gaming”

PHIL SAVAGE Specialist in Vampire Twitter @Octaeder This month Managed to convince people that playing a whole bunch of free games was work. As a long time PC gamer, I think my sense of perspective has been broken. I enjoy a Battlefield or Assassin’s Creed, but it takes the resurrection of a 15-year-old cult classic to really get me excited. This issue is full of the things that shape PC gaming. We cover Dwarf Fortress coming to Steam, reveal the rebirth of Divinity, and celebrate diversity and creativity in our round up of the best free games. We’ve also got reviews of The Division 2 and Anthem, because there’s always a place for some big, dumb fun. EDITOR phil.savage@futurenet.com…

1 min
making change

Long running cult favorite Dwarf Fortress is 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 As per the official Bay 12 blog, “We don’t talk about this much,…

5 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 says on social media, how they think while conducting a search, and what they actually do on their website.” This involves pulling data from social…

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. “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 of the materials, salary of the person handling the orders, and all…

1 min
maker mementos

TELLTALE’S HYPERION SOCKS Telltale developers who worked on Tales From the Borderlands received custom Hyperion socks styled like those of protagonist Rhys after release. Juan Vaca, one of those developers, still wears them on special occasions. BULLETSTORM’S NUTCRACKER Alexander Newcombe (former QA manager) shares a “Nutcracker” given to certain members of the Bulletstorm team after production was complete. Much like the game’s sense of humor, it is alternately charming and horrifying. LEGO TOMBSTONES Developers of Lego games are given plastic bricks with a central figurine frozen inside; the title and platforms it launched on etched outside. Former Traveller’s Tales designer Steven Thornton calls them “Tombstones”. METROID PRIME’S GUNSHIP As a senior artist at Retro Studios, James H Dargie helped create the new look for Samus’ signature ship seen in Metroid Prime. He received a discount on the…