Earlier today, Evan met with Dragon Age: Inquisition producer Scylla Costa to talk about the just-announced multiplayer mode in Dragon Age: Inquisition. Amid the din of PAX, Evan asks how Inquisition's dungeon crawling differs from Mass Effect 3's multiplayer, how microtransactions fit in, and how BioWare responds to players worried the mode will detract from the single-player game.
Steam makes it easy to collect games, but as a tool for maintaining a collection it suffers from a few shortcomings. It's not much use for cataloging Infocom classics, say, or that Splinter Cell special edition that came in a metal lunchbox, and some die-hard collectors—people who'll pass on a game because the packaging is just a little too banged up—may not consider "owning" a game on Steam the same as having it parked in a place of pride on a shelf.
That's where Darkadia comes in. It's a website that simplifies the process of organizing and tracking videogame collections with a substantial degree of control and detail. Darkadia also makes it easy to show off collections to other gamers around the world: I've got 170 digital boxes arranged in glorious rows on my Darkadia shelves—not the entirety of my collection, but a solid start—and man, they look good.
Show Us Your Rig is back! We feature the PC gaming industry's best and brightest as they show us the systems they use to work and play.
Farhang Namdar, lead game designer of Divinity: Original Sin, uses three different computers all designed with a different purpose in mind, and has a great sense for interior design to boot. In fact, his living room PC molds so well into its surroundings that, at first, I thought he was just bragging about his immaculately furnished home. Farhang was gracious enough to take some time and show off the rigs he uses, along with the pets that inevitably crawl around them.
Shadow Realms will be playable sooner than anyone expected. BioWare only announced the 4v1 action RPG at Gamescom on Wednesday, but speaking after the EA press conference BioWare Austin General Manager Jeff Hickman revealed that alpha invites will be arriving in players’ inboxes next month. "I've never put a game into a player's hands as early as we're putting this game into players' hands," he told PC Gamer.
Metrocide is a forthcoming top-down stealth shooter developed by Sydney studio Flat Earth Games. The team, made up of brothers Leigh and Rohan Harris, is best known for the whimsical survival game Towncraft. Metrocide is entirely different: lush greens have been replaced with cyberpunk chromes, while instead of chopping down trees you'll be murdering in cold blood.
Tomorrow sees the second wing of Hearthstone's Curse of Naxxramas expansion opening its mouldering doors to players around the world. So now felt like the perfect time to talk to Blizzard about the current state of the game and what we can expect from the future. I nervously approached the giant ebony coffins of senior game designer Ben Brode and production director Jason Chayes and asked them about the new cards, how close they came to nerfing Leeroy, what's going to be done about the seemingly unstoppable Zoo onslaught, and whether we'll ever get more deck slots…
Earlier this month Cliff Bleszinski revealed his next project: a free-to-play, PC-focused arena shooter called Project BlueStreak created by Boss Key Productions, his new studio. Following a Reddit AMA that answered some surface-level questions about the game, I spoke with Bleszinski about what sort of shooter he’s hoping to create.
PC Gamer's classic commentaries are special interviews with the developers of some of our favorite games. Join us for an hour with a classic game and the inside stories of its creation.
Before he composed the music for Jazz Jackrabbit, or Unreal Tournament, or Deus Ex, Alexander Brandon helped design one of the PC's all-time great SHMUPs. That game was Tyrian, which Epic MegaGames published as shareware in 1995. Compared to most Japanese SHMUPs, Tyrian was utterly packed with features—a story mode and an arcade mode, tons of weapons and upgrades, secret levels, secret modes, multiple ships. And at the time, its smooth 2D parallax scrolling was a mini technical marvel. Brandon wrote music for Tyrian, but he also contributed to writing and design. Our hour-long chat is full of stories from the early days of Epic and the 1990s freeware scene.
ESL One Frankfurt: Loda discusses Alliance's tournament performance, rat Dota, and the impact of winning The International
Jonathan 'Loda' Berg has been part of the competitive Dota scene for as long as there's been a scene to be part of. He was the man holding the Aegis of Champions aloft at the end of The International 2013, and his team—Alliance—are one of the most effective, efficient, and idiosyncratic teams in the world. I first met Loda at TI3, when I interviewed him the night before the grand final. That interview became this article. After Alliance's loss to tournament champions iG in the semi finals of ESL One Frankfurt I spoke to Loda for half an hour about the current metagame, that incredible match against Cloud 9, and the way that winning TI3 has affected Alliance for better and for worse. This is a long interview, but I think most Dota fans would appreciate seeing the whole thing so you'll find it all below.
Image via the official ESL Twitter account.
Per Anders 'Pajkatt' Olsson Lille has been playing competitive Dota since prior to the first International, which he attended with Online Kingdom. He played for LGD.int at TI2 and will return this year with Mousesports, formerly Team Dog, who earned their place in TI4 with a fantastic performance in the European qualifiers. Yesterday, they got knocked out of ESL One Frankfurt following a close-fought – and very exciting – series of matches against Invictius Gaming.
I spoke to Pajkatt an hour after the game to talk about that first blood, the reasons why they lost, the danger of Pugna and the plan between now and TI4.
I really wanted to fight wizards as an eight-year-old. I watched my older brother play Dungeons & Dragons with his friends, but I was far too young to join them as they adventured through castles and battled dragons. So when my brother sat me down in front of the NES version of Shadowgate, it felt like I was finally getting an adventure of my own. A terrifying, difficult adventure, where one wrong click meant instant death.
Twenty-five years later, the original developers are bringing Shadowgate back, this time to Steam. Developer Zojoi has reimagined what standing in front of the living castle should feel like, adding a (slightly) modern interface to the same punishing adventure gameplay of the original. Ahead of its summer release, I spoke to design director Karl Roelefs about what makes a modern Shadowgate, and why the team used illustrations instead of 3D models.
Rainbow Six Siege was our favorite game at E3. The promise of a Rainbow reboot centered around competitive multiplayer and high-fidelity destruction captured our tactical imaginations, but Ubisoft’s narrow, one-level demo left us with a ton of unanswered questions. How does destruction work? Would it be moddable? Can hostages move on their own? What form will co-op take?
We've played Star Citizen's Arena Commander module and gotten our first taste of dogfighting in Chris Roberts' new universe. At E3 2014, we had time to talk to the man himself. Roberts gave us all kinds of information about the current state of Star Citizen and what's coming in the next two years. He talks about the Oculus Rift, planetside gameplay, server architecture, and much more.
The most surprising, charming game I played at E3 was on the Oculus Rift, but it wasn't bullet-dodger Superhot or fright factory Alien Isolation. It was platformer Lucky's Tale, which looks and plays a whole lot like 3D Mario. But man oh man, does VR make a difference. The sense of depth it adds is immediately helpful and immersive, and I knew immediately VR would have been a killer feature in a game like Super Mario 3D World on the Wii U. But Lucky's Tale will be a PC, Oculus Rift exclusive, launching alongside the consumer version of the Rift at an unannounced future date. The demo was so exciting, I had to find out more.
In my last E3 appointment, I spent 30 minutes talking with creator Paul Bettner about how his studio stumbled onto the idea of doing a traditional platformer in VR, the technical challenges of nailing the VR camera, and the future of Oculus hardware.
Dragon Age: Inquisition interview: the world, party, and how BioWare's biggest Dragon Age plays on PC
Dragon Age: Inquisition was one of our favorite things at E3. After checking out EA's generous gameplay demo on the floor, I inquired with Dragon Age's Creative Director, Mike Laidlaw, about how party members will influence story decisions, how Inquisition plays on PC, and a few other things I was curious about.
Paul 'ReDeYe' Chaloner has been involved in e-sports for fifteen years as a shoutcaster, host, and presenter. He's seen every part of the business, from amateur bedroom casting to addressing thousands of people on stage. Next week, he'll be hosting his first Dota 2 tournament—ESL One Frankfurt. Earlier in the week I spoke to Paul about his expectations for the tournament, how he goes about preparing for an event this big, and how the business of presenting e-sports has changed over the years.
E3 2014 is the first time that many in the press have been able to see Shroud of the Avatar, the new crowdfunded role-playing game from Ultima creator Richard Garriott. But that doesn't mean its backers are in the dark. Garriott, aka Lord British, says the people who have backed his game are included in every step of the process—some have even created art or music that will be used in the game.
PC Gamer spoke with Garriott and executive producer Starr Long on the E3 floor about the game, and how transparency—and the Unity engine—has changed the game development process for the better.
Telltale's Tales from the Borderlands is on display at E3 2014, and features editor Wes Fenlon got a first look at the Walking Dead developer's newest game. Here, Wes talks to Telltale president Kevin Bruner about how the studio started collaborating with Borderlands creator Gearbox Software, and how the team switches up the mood from zombie survival to sci-fi comedy.
After getting duly excited about yesterday's big reveal of Assassin's Creed: Unity's four-player co-op mode and NPC-packed setting, we sent Sam sneaking past the guards at E3 to bring us more info. He spoke with Alexandre Amancio, creative director at Ubisoft Montreal, about the changes Ubisoft is making to the way Assassin's Creed handles freedom and complexity. Here's the transcript of that interview.
“There are over 100 billion star systems,” Elite creator David Braben tells me when I ask if that number could possibly be true. “In fact, it’s closer to 400 billion. It’s a very silly number anyway.” Elite: Dangerous is the modernised sequel to the classic freeform space sim, and there’s no faulting developer Frontier’s ambition. The game sees you, a rookie pilot, set loose in a vast celestial sandbox with 100 credits in your space-wallet and dreams of achieving the ultimate pilot rating: elite. How you do this is up to you, whether you become a trader, a pirate, a smuggler, and many more jobs besides.
Braben compares his vision of the Milky Way to the California gold rush of the 1800s. “When there was a gold rush in San Francisco in 1849, many of the people who made money didn't mine a single piece of gold. What they did was take a cargo of spades and things like that, and sold them at stupidly inflated prices. Our galaxy will be continuously evolving. You might get the occasional gold rush, which changes the status of a particular place. Players will be running in to try and get some of the gold that’s been discovered in some outlying system. But what else will happen is that a whole raft of other things will be in demand. The need for food and equipment will skyrocket.”