Tech & Gaming
PC Gamer (US Edition)

PC Gamer (US Edition) January 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

in this issue

1 min.
cult of personality

For years, Far Cry has sent you to exotic locations. For the next game in the series, Ubisoft is trying something different. Far Cry 5 takes place in Montana, under siege by a family of cultists. Is it a change for the better? Andy finds out. Also, this issue, our review section is filled with enough great games to see you through the year. It begins on page 54, with our six-page verdict on Destiny 2. EDITOR phil.savage@futurenet.com @Octaeder TALK TO PC GAMER Have your say! Tweet us @PCGamer Our team of writers ANDY KELLY Specialist in Twitter, fame Twitter @ultrabrilliant This month Made a Twitter bot so popular that Louis Theroux read out its tweet. This isn’t a joke. TOM SENIOR Specialist in Space, guns Twitter @PCGLudo This month Spent many hours in Destiny 2 trying to decide between marginally different space trousers. PHILIPPA WARR Specialist in Water, geese Twitter @philippawarr This month Endeared herself to our art editor…

1 min.
ragtag reworked

This month saw the closure of Visceral Games, the EA studio behind Battlefield Hardline and the Dead Space series. Visceral’s Star Wars project—codenamed Ragtag—has thus been reassigned. The linear adventure is being reworked into a “broader experience”. EA’s Patrick Söderlund described what the company is aiming for as “an experience that players will want to come back to and enjoy for a long time to come”. His statement sparked discussion of whether single-player games are viable. Interestingly, one of the people refuting that ‘death of single-player’ narrative is Zach Wilson, a senior level designer at Visceral. According to a report by gamesindustry.biz, Wilson notes that the only narrative you can really derive from Visceral’s closure is that “games are incredibly difficult to make”. VISCERAL’S STAR WARS PROJECT HAS THUS BEEN REASSIGNED IT’S COMPLICATED It’s…

3 min.
what makes a good seasonal event?

PHIL SAVAGE Once spent tens of dollars trying to get a Mercy witch skin. PHILIPPA WAR Still has a pile of delicious coal from 2012’s Dota 2 festivities. ANDY KELLY Has the spirit of Vague Unaffiliated MMO Festival. Phil: It’s the season! Which season? I’m not sure. Magazine production lead times still confuse me. But, when you’re reading this, it should be slightly after Halloween and slightly before Christmas. As such, games will both just have and be about to update with themed seasonal events. Have any of you spent a festive season in Overwatch, World of Warcraft, Dota 2 et al? And what’s the key thing that prevents a good seasonal event from being a Christmas turkey? Andy: I like it when MMOs do their own version of Christmas, which is usually called something like ‘Frostmas’…

4 min.
the domino effect

The ‘domino effect’ is a term introduced to me by Bill Gardner, lead designer of BioShock and BioShock Infinite, to describe an intriguing aspect of game development. It’s a term for the pitfalls of the iterative nature of game making, and the fact that the further along you are in development, the more likely it is that changing even a small aspect of a game can break massive sections of the entire project. “WHAT SHOULD’VE BEEN A SIMPLE FIX TOOK HOURS AND HOURS OF BACK AND FORTH” David Pittman, cofounder of Minor Key Games and creator of indie immersive sims Eldritch and Neon Struct, explains: “A mechanic in isolation may look simple, but the intersection of mechanics creates a complex system of dependencies. That’s usually a good thing for systemic games; it…

1 min.
shifted compositions

1 DEAD RISING 3 Reducing the importance of Dead Rising’s time limit gave players more time to accomplish objectives, but also diluted the route memorization and prioritization that made the series stand out. 2 BATMAN: ARKHAM CITY With a larger sandbox came the ability to not just glide, but fly. Spaces grew larger to accommodate this, causing some players to mourn the densely packed secrets and focus of Arkham Asylum. 3 RESIDENT EVIL 4 Replacing the clumsy controls and rigid cameras of previous games left Capcom with a genre-defining hit, and an awkward question: how do you build on one of the most groundbreaking games ever released? 4 FALLOUT 3 If you’ve ever wanted your favorite series to shift perspectives, Fallout 3 shows what would happen. This critically-acclaimed and divisive entry marked the series’ new first-person focus…

5 min.
making waves

WHAT’S A GAME JAM? Popularized in the early ’00s, game jams are group events where participants plan, design, and develop videogames and/ or board games within a predetermined time limit— normally between 24 and 72 hours. Jams tend to incorporate a central ‘theme’, made to inspire ideas and provide structure. How this is interpreted, however, is up to individual participants. The theme for this year’s Splash Jam was ‘rotations’. Splash Jam isn’t your typical game jam. For starters, the 48-hour event takes place on an eight-deck cruise ship. It departs from Tromsø, Norway—the third largest urban area north of the Arctic Circle—and travels 700 miles to southern Trondheim. Towering fjords and snowy mountain ranges line the journey, and, free from light pollution, meteor showers are as ubiquitous as the crisp sea air.…