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

PC Gamer (US Edition) January 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.

Country:
United States
Language:
English
Publisher:
Future Publishing Limited US
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13 Issues

IN THIS ISSUE

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“when valve pushes into a new genre, it makes a mark”

Sorry, Half-Life fans, Valve’s next game is not Episode 3. Still, Artifact is no less exciting. When Valve pushes into a new genre, it makes a mark—whether that’s reinventing the shooter, puzzle game, or the concept of shopping. Artifact reinvents what it means to be a digital card game. This issue celebrates reinvention. In the second half of our History of Strategy feature, we explore how turn-based tactics revitalized the genre, and celebrate the 20th birthday of Thief. Enjoy! phil.savage@futurenet.com PHIL SAVAGE Specialist in Team Fortress 2 Twitter @Octaeder This month Finally got to write off 100+ hours spent playing Destiny 2: Forsaken as being “for work”. TALK TO PC GAMER Have your say! Email us at letters@pcgamer.com…

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gaming and tv collide

Peter Calloway, a writer who has worked on Marvel spin-offs Legion and Cloak & Dagger, is developing a TV series based on Alan Wake. Remedy’s psychological horror game was written and directed by the studio’s creative director, Sam Lake, who will serve as an executive producer on the series. “Alan Wake was basically a TV series that was put into a game,” says Tomas Harlan from Contradiction Films, the series’ production company, in an interview with Variety. “That was Sam’s vision. It was influenced by The Twilight Zone, Northern Exposure, Twin Peaks. A lot of US TV. We plan to work closely with him on this. It’s his vision.” Contradiction has suggested that we’ll be spending time with Alan before horrors start invading his life. “We can’t just start the show with…

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shenmue reborn

Until now, the only way to play the original Shenmue was on the Dreamcast. But thanks to a relentless campaign by fans to bring it to modern platforms, and UK development studio D3T, Yu Suzuki’s ambitious martial arts epic has finally been given a new lease of life. Shenmue I & II collects the first two games in the series, enabling you to play them in 4K with a few subtle visual tweaks including anti-aliasing and subtle bloom lighting. “The love and passion that went into these games is clear to see,” says Noel Austin, technical director at D3T, when I ask him why he thinks Shenmue has such a cult following. “The world is incredibly detailed and researched, and really makes you feel like you’re living in Yokosuka in the…

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sweet dreams

SONIC ADVENTURE The blue blur’s first tentative step into three entire dimensions isn’t exactly Mario 64, but it does have its moments. SPACE CHANNEL 5: PART 2 A colorful rhythm action game with a vivid retro sci-fi aesthetic and a cameo by, of all people, Michael Jackson. SEGA BASS FISHING This arcade sim was a lot better with the Dreamcast’s wild fishing rod peripheral, but it’s still kinda entertaining. CRAZY TAXI A fast-paced arcade driving game that sees you picking up and delivering endless passengers against the clock.…

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into the reach

1 LIGHT AND DARK Cook uses perspective to enhance depth: “Making foreground objects darker and richer, and background objects progressively lighter and more affected by atmospheric haze. This also helps the player identify what is on their level.” 2 BUILDING MATERIAL The game takes place in The High Wilderness—a fantastical spacelike location set in the Victorian era. The architecture thus combines Victorian influences with more contemporary space stations and rockets. 3 TECH BALANCE Locomotives mix classic, fictional, and current tech, eg, some can use lateral thrusters to maneuver “like contemporary space vehicles”. Advanced factions seem more sci-fi and others are “ramshackle constructions of iron and wood”. 4 LAYERING UP “Though the background is composed of less than ten distinct layers, we use irregular overlapping patches of fog and beams of light to make the scene feel naturalistic,”…

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making a scene

You might assume that cutscenes are a simple piece of game development, without all that pesky interaction. This is not the case. In fact, examining the production process for cutscenes reveals a messy truth underlying most games—the inherent risk accompanying their nonlinear development. “For us, the cutscenes were written months before the gameplay was finalized, so we were writing these cinematic beats of high tension and emotional fulfilment… when all the lead-up to those moments hadn’t even been conceptualized yet,” says Dead Rising 4 writer Shannon Campbell. “We had a map and we knew the rough destinations we wanted to hit, but the road we’d take to get there was a complete mystery.” This process is not atypical, as corroborated by Assassin’s Creed III and Far Cry 4 creative director Alex Hutchison.…

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