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PC Gamer (US Edition)PC Gamer (US Edition)

PC Gamer (US Edition) Holiday 2018

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 Limited US
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13 Issues


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“pc gaming will be exciting and vibrant for years to come”

In an increasingly digital world, what is the point of magazines? I’d argue that they offer something you can’t get online—a curated, painstakingly made outpouring of passion, expertise, advice, community and entertainment. Throughout PC Gamer’s 25-year history, our writers have been expressing their enthusiasm for PC gaming through features, reviews, and silly little stories, keeping you abreast of the latest, greatest games. I hope we can continue to do so for a long time to come. phil.savage@futurenet.com PHIL SAVAGE Specialist in Constitution Twitter @Octaeder This month Realised that, as a magazine editor, he was neither cyber nor punk. TALK TO PC GAMER Have your say! Email us at letters@pcgamer.com…

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the pc gamer team

ANDY KELLY Specialist in Cool Twitter @ultrabrilliant This month Visited the office of CD Projekt RED. PHILIPPA WARR Specialist in Reflexes This month Darted across the EGX show floor, hunting down interesting indie games. FRASER BROWN Specialist in Intelligence Twitter @FraserIBrown This month Researched the history of tiny virtual soldiers. TOM HATFIELD Specialist in Strength Twitter @WordMercenary This month Marched on Stockholm to play Imperator: Rome. PC Gamer (02008885) is published 13 times a year, monthly plus a Holiday issue followed by the January issue, by Future US, Inc.,11 Hanover Square, 14th Floor New York, NY 10005 USA. Website: www.futureus.com. Periodicals postage paid in San Bruno, CA, and at additional mailing offices. Newsstand distribution is handled by Curtis Circulation Company. Basic subscription rates: one year (13 issues) US: $24; Canada: US$47; Foreign: US$47. Canadian and foreign orders must be prepaid. Canadian price includes postage and GST (GST #R128220688). PMA #40612608. Subscriptions do not include newsstand specials. POSTMASTER:…

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telltale no more

Telltale Games, the studio behind popular adventure games such as The Walking Dead, Tales from the Borderlands, and Minecraft: Story Mode, has suffered a “majority studio closure”, with all but 25 of its staff members losing their jobs. 225 people are out of work and all games have been cancelled. “Today we made the difficult decision to begin a majority studio closure following a year marked by insurmountable challenges,” said Telltale Games CEO Pete Hawley in a Twitter statement. “It’s been an incredibly difficult year for us as we worked to set the company on a new course. Unfortunately, we ran out of time trying to get there. “With a heavy heart we watch our friends leave today to spread our brand of storytelling across the games industry.” STAFF RECEIVED NO SEVERANCE PAY,…

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highs & lows

HIGHS Assassin’s Creed Odyssey Who expected the Assassin’s Creed series to turn into a Witcher 3-style RPG? Not us, but we love that it has. American Truck Simulator The new Oregon expansion brings a welcome splash of green to the sim. Wireless VR VR hasn’t really taken off, but Oculus’ new wireless headset is a step in the right direction. LOWS Metroidvania There’s plenty. It’s time for indie devs to find another genre to resurrect. How about extreme sports? Scum We know survival games are running out of ideas, but making masks out of human skin? That’s a bit much. The Walking Dead Clementine actor Melissa Hutchison suggested the finale may never be finished, which is understandable.…

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doing time

We tend to think of time as something that just works. In games, this couldn’t be further from the truth. The way time is defined and manipulated deep in a game’s code can affect everything from the methods used to design gameplay spaces, to the bugs you encounter on launch day. “I believe in metrics for a lot of things—door sizes, table heights, safety railing dimensions,” says Brendon Chung, creator of Thirty Flights of Loving and Quadrilateral Cowboy. “For timing of events and scenes, it’s a little bit of a different story. For me it comes down to touch and feel and digging around until something feels right.” It’s a cycle of tweaking and playing which Chung describes as “this messy, organic process”. He offers an example: “Once an area is…

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storied time

VOICE LINES Before a line of spoken dialogue can be performed, the space set aside for it (length, purpose, physical setting, etc) must be defined, and this space is subject to change at any time during a game’s development. PRODUCTION CHANGES Say a walkway conversation is cut in half. Now, the dialogue written to fill it is too long, meaning a vital plot point can’t be communicated. Therefore, the story must be changed in some way in order to compensate for this. RELATIVITY Let’s say a scripted event occurs 2.7 seconds after a player walks through a door, dialogue then plays 0.2 seconds after that, and so on. If you change the timing of the original events… everything breaks. CHAOS When one isn’t using relative time, caution is still required. Even one mistyped number in noting when…