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EXPLOREMY LIBRARY

PC Gamer (US Edition) April 2021

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.

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Country:
United States
Language:
English
Publisher:
Future Publishing Ltd
Frequency:
Monthly
$8.99
$19.99
13 Issues

in this issue

2 min
“personal computers give us personal experiences”

ROBIN VALEALENTINE Specialist in Defining PC Gamer magazine every month Twitter @robinlvalentine This month Was reminded of what he used to look like before he got laser eye surgery. This issue, we’re looking back at some of the most iconic games PC gaming has seen. But I didn’t want it to be purely historical, because PC gaming is as much about players as the games. Personal computers give us personal experiences. This feature reflects us as a team, dwelling not just on games, but on our relationship with them—the ways they’ve shaped us as PC gamers. I hope you’re inspired to think on those that have shaped you, too. And can forgive us for our more out-there picks… PRINT EDITOR robin.valentine@futurenet.com TALK TO PC GAMER Have your say! Email us at letters@pcgamer.com The PC Gamer team FRASER BROWN Specialist in Human-insect relations This month Found a new appreciation…

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3 min
behind the mask

A big trend at this year’s Consumer Electronics Show was the number of companies investing big in personal masks and other sorts of PPE for daily use. The fact Razer ranked high among them with Project Hazel is genuinely no surprise, either: The company has been heavily involved in mask production during the pandemic. Project Hazel marks a new level of ambition, and is Razer’s attempt to make the “world’s smartest mask”, a step up from your typical cloth and paper masks, by introducing a reusable design loaded with features and tech for everyday use. Hazel is a surgical N95 respirator with active ventilation and auto-sterilization, though those features aren’t new for highly-rated masks. What Razer says sets Hazel apart is the innovative quality of life and comfort upgrades it manages…

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5 min
ship of dreams

Time travel, international espionage, explosions—not exactly what you expect from a game about the sinking of the Titanic. But Titanic: Adventure Out of Time, a ’90s FMV adventure made by a little studio in Knoxville, Tennessee, isn’t your typical Titanic story. It’s definitely bolder (and maybe even more ambitious?) than more famous Titanic stories, tying the events on the ship into other historical moments from the 21st century. Released in 1996, Titanic: Adventure Out of Time was a moderate success, but it wasn’t enough to save developer CyberFlix’s failing publisher GTE Entertainment. Then James Cameron came along. Luckily CyberFlix was able to keep the rights to the game and re-release it in the wake of the blockbuster film, in perhaps the most fortuitously timed game release in history. No one expected Titanic:…

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4 min
lord of chaos

Thank you to the 1980s schoolkids who wouldn’t let Julian Gollop join in. They were playing Warlock, a wizard-battling board game from a new publisher named Games Workshop, and Gollop was forced to watch from the sidelines. He consoled himself by picking holes in the game’s design. Warlock had cards, which represented player’s spells. But its board was wholly cosmetic—once the wizard tokens were placed in their floating arena, they didn’t move again. “What’s the point?” thought Gollop. “This board is useless.” So he built Warlock for himself—unlicensed but better. In Gollop’s game, when a wizard summoned a creature, its card was placed on the board and moved around like a counter. Rather than simply playing the hand they were dealt, wizards directed units around a changing battlefield. Gollop called the…

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5 min
detective agency

IT WAS THE KIND OF DREAM DIRECTORSHIP THE TRIO COULD NEVER HAVE HOPED FOR Why choose the name Irrational? Because, although it would one day be worth millions to a major publisher, the studio’s founding was not a sensible decision. Jon Chey, Rob Fermier, and Ken Levine had all left full-time jobs at Looking Glass Studios, and only one of them had ever shipped a game. The year was 1997, and so there was no way for a small studio to distribute games independently—they would have to rely on the blind faith of publishers. It went about as well as you’d expect: Within three weeks, Irrational’s first deal was cancelled. The game was FireTeam, a Counter-Strike-style tactical shooter codesigned by Arkane’s Harvey Smith. Irrational had been tasked with developing a single-player campaign,…

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7 min
grounded

When I first found myself trapped in an oversized garden in Grounded, Obsidian’s homage to Honey I Shrunk the Kids, I quickly became a killer of ants. Much bug blood was spilled in those early days, but then came the guilt, especially when I discovered that, like many of Grounded’s beasties, the ants aren’t naturally hostile. I had no idea, as I was bludgeoning them to death with rocks, that when they waddled up to me they were just being inquisitive. When I see a bug the size of a horse heading my way, I assume it wants to eat me. I’ve tried to make amends, and for most of the last six months I haven’t so much as bopped an ant with my tiny fist. We’re not quite friends yet,…

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