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

PC Gamer (US Edition) March 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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“we’ve filled this issue with 2019’s most exciting games”

In celebration of the new year, we’ve filled this issue with 2019’s most exciting games. There’s Phoenix Point, which is shaping up to be a beautiful mix of the old and the new, as systems and storytelling methods combine with modern design techniques. Elsewhere, we meet The Outer Worlds. Given that New Vegas remains one of the most beloved of the new generation of Fallout games, Obsidian’s return to 3D RPGs is worth celebrating. Here’s to another great year of PC gaming. EDITOR phil.savage@futurenet.com PHIL SAVAGE Specialist in Enemy Unknown Twitter @Octaeder This month Got very excited about all the games he won’t have time to play this year. The PC Gamer team PHILIPPA WARR Specialist in Terror from the Deep This month Tracked down yet another selection of amazing indie game artists and demanded a look inside their sketchbooks. ANDY KELLY Specialist in Apocalypse Twitter @ultrabrilliant This month Ticked ‘write a feature…

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epic takes on steam

Epic Games, riding on the success of Fortnite, is taking a shot at Valve with its very own digital distribution platform. The Epic Games Store differs from Steam in a number of ways, but mainly in the fact that developers who sell their games on it receive a much bigger cut of the profits. It’s an alluring prospect in the financially uncertain world of game development, and a shrewd move by Epic. Compared to Steam, which offers developers a 70/30 split for games that earn less than $10 million, the Epic Games Store offers an 88/12 split. Devs who use Epic’s own Unreal Engine 4 will even have their 5% engine royalty waived for sales on the Epic store. “In our analysis, stores charging 30% are marking up their costs by…

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highs & lows

HIGHS The Outer Worlds Obsidian is making a new sci-fi RPG and it’s exciting news. Even if it’s just Alpha Protocol in space, we’ll take it. Journey This beloved, and formerly PlayStation exclusive, exploration game is finally making its way to PC. Epic Games Store Steam’s monopoly on PC gaming hasn’t been seriously challenged since, well, forever. LOWS Alien: Blackout In a post-Alien: Isolation world, the words ‘shooter’ and ‘action-packed’ are slightly worrying. Battlefield V DICE had to roll back its new TTK values after player backlash. Fallout 76 Bethesda shipping a cheap nylon bag with its $200 special edition, rather than the promised canvas one, did 76’s reputation no favors.…

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fan service

Cultivate a successful esport—or so the theory goes—and reap the benefits elsewhere in your game. I’ve heard several variations on this idea over years of esports writing, where companies sometimes talk about pro gaming in similar terms to supermarket loss leaders—unprofitable in themselves, but able to attract players who then spend money on the game. But a new partnership between Emory University and publisher Hi-Rez Studios aims to put that theory to the test. “We’ve always believed that watching esports helps our game business,” says Todd Harris, Hi-Rez cofounder and president of its esports broadcasting subsidiary, Skillshot Media. “There was an appetite in the community to play, [and] publishers started to support that with prize money and structures and casting and production.” He goes on: “Publishers did that because the thought was…

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left behind

Every other day, it seems that some band of intrepid dataminers finds hidden, outdated, or mysterious content buried in the code of our favorite games. This isn’t negligence. Instead, it’s a peek into a little known reality of game development: That unused code is left in databases because it’s too risky to remove. Defender’s Quest DX dev Lars Doucet compares disabled (rather than removed) code to a nest of cords. “You can’t say for certain what is plugged in to what without taking a lot of time to figure it out.” This is especially true if you didn’t write the code, for instance if you’re working on a large team. Deleting old, seemingly obsolete code can risk breaking something important. “A DEDICATED ENOUGH COMMUNITY (HI, DISCORD) IS GOING TO FIND IT” Industry veteran…

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commenting clearly

MAGIC It isn’t clear why this code works, but any modifications to it could completely break the game. Bethke uses this tag (and large wizards drawn in ASCII) to mark ‘M A G I C’ code segments that should not be touched. UPDATE It works right now, but it could be modified to make your life and code changes easier in the future. This tag identifies any code that currently works, but that requires small changes to fit best practices. REMOVE From placeholder sounds that need to be replaced for launch, to features that may eventually be eliminated, ‘Remove’ helps Bethke keep track of suspect code segments within thousands upon thousands of lines of code. KLUDGE Unlike Magic, Bethke’s ‘Kludge Hammer’ uses visual aids to mark code that handles complex operations, but should be coded in a…

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