If you've been looking for a reason to revisit 2011's SIns of a Solar Empire: Rebellion, might I tempt you with a fresh injection of Star Trek? Galaxy-class Federation starships? Borg Cubes? Klingon Vor'cha? Romulan... whatever it is Romulans drive? The Star Trek Armada III mod completely transforms Sins into Trek, with custom models, animations, effects, and technology.
Every week, Richard Cobbett rolls the dice to bring you an obscure slice of gaming history, from lost gems to weapons grade atrocities. This week, a game that... wait a minute, are you eating? Yeah. You might want to put it down for a while. Just a thought. And animal lovers? Push it far away.
Bad Mojo is The Cockroach Game. It's actually not unique in that any more, thanks to Daedalic recently releasing an adventure called Journey of a Roach, but that doesn't matter. When you think cockroach games, you think Bad Mojo. If you don't, you're not aware of it. You will be. Oh yes. This is a story of death and decay, of dirt and disgust. And that's just the behind the scenes anecdotes.
Titanfall is out and thus begins the pursuit of finding best possible experience it can offer. This configuration and tweak guide will help you optimize the game for a better overall experience and to improve your competitive advantage. Bear in mind, users currently have no access to the developer console as Respawn likely intends to limit tweaking to create a similar experience for all users, so our ability to customize and optimize is more limited than with other Source games. Even so, there are lots of useful in-game and system tweaks that beat the default settings.
Petroglyph's upcoming Grey Goo is not just a sci-fi RTS, but a launch-pad for additional games that will take place in the same universe. With so much on the line, it's crucial for Petroglyph to create a setting that won't just provide a good backdrop for RTS combat, but become a world that will fascinate players for years to come.
All week long, we're peering ahead to what the future holds for the PC gaming industry. Not just the hardware and software in our rigs, but how and where we use them, and how they impact the games we play. Here's the final entry in our five-part series.
By 2020, cars will fly and the DeLorean will make a successful comeback. The Large Pixel Collider will usher in a new age of global prosperity as President of Earth. Half-Life 3 will, finally, be close to release. Those are just a few of our wildest predictions for what's on the horizon. Below we throw caution to the wind to make our boldest predictions about the future of PC gaming and a variety of genres, from shooters to RPGs and MOBAs.
The town of Dolothia was established when five families were unceremoniously banished from a nearby nation. The exact circumstances of this banishment were never explained to me, and I didn’t press the issue.
After The PCG Herald heard about the town’s struggle to survive in the wilderness, I was dispatched as a field reporter to document its early years. What I found was a harsh reality where 10-year-olds work fields in driving rain and snow, a bad harvest kills families, and a single misstep leaves the town frozen during winter. In the end I was embedded in Dolothia for 25 years, chronicling its struggles and triumphs in photos and timelapse gifographs. This is the life of a Banished town.
All week long, we're peering ahead to what the future holds for the PC gaming industry. Not just the hardware and software in our rigs, but how and where we use them, and how they impact the games we play. Here's part four of our five-part series; stay tuned all week for more from the future of PC gaming.
We dream of futuristic graphics cards with chrome Hot Rod piping and names as cool as The Pixelator. In reality, future graphics cards won't be human-sized or be styled after 1950s automobiles, but they will be faster than what we're running today. More importantly, APIs like AMD's Mantle will let our computers talk directly to our graphics cards, delivering better performance through more efficient coding. And we're going to need that performance, since 4K monitors are already on the horizon. Here's our look at the 2014 GPU landscape and the future of (entirely too expensive) 4K displays.
This week we've reviewed Titanfall, evaluated Titanfall's server status, snapped some Titanfall GIFs, and complained about Titanfall's absurd hard drive footprint. Now we turn our attention to the game's 15 maps, rendered at high-res on the LPC.
Look out monsters, Geralt's on the way! He might be a little later than originally planned, but, when he does arrive, he'll be carrying dual-swords, decisive decision making, and the massive, sprawling open world of CD Projekt's most ambitious RPG. To celebrate his eventual appearance, we tasked Sam with bringing us the heads of the game's development team. Instead, he came back with an exhaustive series of interviews. If you think about it, that's even better.
That's not all. Alongside the many features, reviews and previews sandwiched inside, we're also giving away a bundle of exclusive items for Planetside 2. Not only will you get the fearsome NS-44 Commissioner pistol and a 1-day experience booster, but also our personal PC Gamer decal. The issue, which is in shops now, can be ordered through My Favourite Magazines. Digitally, you'll find it on the App Store, Google Play, and Zinio, and you can subscribe to get issues delivered directly to your door. Read on for a look at the subs cover, and a round-up of the features in issue 264.
By now, we're completely familiar with the basics of crafting games. You hit a tree until it becomes tree parts, then use the tree parts to build wooden things. You smash a rock until it becomes ore, then smelt the ore to build metal things. You meet a half-naked guy named Batman, and he follows you around for ten minutes eerily moaning, "Take me to your house. Show me your house. Show me your houuuuuse." Actually, that last part might not be common to crafting games. But Batman's weirdness is not that unusual in Rust, the early-access crafting survival game from Facepunch Studios.
Welcome to the After Action Report, a weekly account from one of PC gaming's varied, exciting battlefields.
Two robots. Two planets. Can't the robots just have one planet each? NO. This is Planetary Annihilation, an RTS from some of the brains behind Supreme Commander's large-scale robotic RTS battles. The plot is simple: once upon a time someone set all the robots to "kill", and the robots have been killing everything ever since, pausing only to build smaller robots that can kill more effectively. Unlike Supreme Commander, Planetary Annihilation has robots fighting for orbital supremacy as well as on land, air and sea.
Planetary Annihilation has recently entered the ominous "gamma" phase of its pre-release program. What does that mean, exactly? Let's find out, by making huge robot armies fight each other to death.
A HD rendition of a classic game can introduce new audiences to missing links in gaming's evolutionary chain. Resident Evil 4 is one such link, a brave rethink of Resident Evil's original formula that retained the horror, the bosses, and Umbrella's carefully alphabetised viruses, but moved the series in a livelier, gorier direction. Resident Evil 4 HD finally has finally given us a worthy PC edition, as you'll discover in our review, but we wanted to talk a bit about why it's so good, and why it matters. Tim and Sam brought their thoughts to camera, as you'll see in the video below.
Good news from Nvidia for fans of warm thighs on long trips. From today the graphics card behemoth is planning a renewed assault on the gaming notebook market with its forthcoming range of GeForce GTX 800M GPUs, with extended battery life billed as a key feature alongside the (expected) annual performance improvements. PC Gamer recently attended a launch briefing for the 800M series, of which the most powerful variant is the 880M (pictured) which Nvidia claims is the world’s fastest notebook GPU. You can expect the chips to begin appearing in notebooks immediately, and among those to include the 880M at launch are the Alienware 17, Asus G750JZ and MSI GT 70.
Ever since its open beta began in December 2012, Hawken's basics have been easy to pick up. Big, stompy robots shoot and scoot with agile dodges. The modes are a slice from the same shooter pie everyone's familiar with, and it's a snap to load up and jump into a team deathmatch in less than a minute. Maps paint worlds of well-worn neon-lit cityscapes and desolate badlands. Hawken is like the mohawked, studded-jacket-wearing punk brother of MechWarrior Online: a youngster with a brash streak, but definitely its own brand of cool.
Hawken's also growing up. It transitioned to Steam last month, moving away from a dedicated launcher and enticing new recruits with an Early Access initiative and a couple purchasable bonus packages. Now it's once again fully Free to Play. Two years of patches and adjustments have streamlined Hawken and stripped away unused features, making it easier to get into than ever. After two weeks of playing Hawken on Steam, I'm still skeptical of its F2P monetization, but faster-paced combat reminiscent of Quake and new mech classes kept me coming back for more.
All week long, we're peering ahead to what the future holds for the PC gaming industry. Not just the hardware and software in our rigs, but how and where we use them, and how they impact the games we play. Here's part two of our five-part series; stay tuned all week for more from the future of PC gaming.
The future of PC gaming is online. So is the present, actually—Twitch livestreams and massive League of Legends tournaments are already integral pieces of the PC gaming community. As the audiences for livestreams and eSports surge over the next few years, our broadband infrastructure's going to be hard-pressed to keep up. Here's our look at what the future holds for online gaming: bigger and better eSports, the culture of livestreaming, and the slow spread of fiber Internet that could hold us back from our gigabit dreams.
Every Tuesday Andy straps on the Oculus Rift and dives headfirst into the world of virtual reality. Is it really the future of PC gaming? Let’s find out.
When I first heard about how amazing Oculus Rift was, I was unconvinced. I’m naturally wary of any technology heralded as THE FUTURE, because I know that, in most cases, we’ll look back at ourselves and laugh at how excited we got about such rubbish technology. But then I stuck my head in one and was instantly converted. Now I’ve become a tedious VR evangelist, bending the ear of anyone who’ll listen about how incredible it is, and forcing people to sit at my desk and try it for themselves. So to give the guys in the office peace, I’ve decided to start this new weekly report on all things VR, both for people curious about the tech, and those of you who already own a Rift.
Uh-oh, it's a news about a military simulation. I'd better break out that list of military jargon, so I can at least appear to know what I'm talking about... Ah good, now I can cheesedick my way through this article.
Arma 3's final DLC campaign will be deploying next week, giving the game's buyers free access to the final third of its singleplayer story. Called "Win", it's probably no surprise how things are going to end, but - up until that inevitable conclusion - will give players a taste of the largest-scale combat yet seen in its episodes. It'll made available on March 20th.
Yesterday, we posted the deployment times for Titanfall's staggered international launch. If you're in a zone that's on the right side of this arbitrary line, congratulations! I hope you enjoy ripping off some robo-arms. If you're not, then - even if the game's pre-loaded - Origin won't allow you into its many gigabytes of goodness. Well, it won't unless you engage in some magic internet trickery.
The good news is that Respawn co-founder Vince Zampella has confirmed over Twitter that, as long as they're playing on legitimately purchased copies, users bypassing regional restrictions won't be banned. Given that, there seems little harm in providing an easy to follow, step-by-step guide to getting into the game. Stand by for Titanfall.
If anyone can direct and dictate the course of PC gaming for the next 10 years, it’s Valve. The creators of Steam—and a little game called Half-Life—have already changed how we get our games, and the prices we’re willing to pay for them. Now the company is going one step further, with an initiative that will expand where PC games are played.
It’s a plan comprised of three parts: SteamOS, the open-source operating system compiled by Valve and running on the Linux kernel; Steam Machines, PCs that are custom-built for living in an entertainment center; and Steam Controller, Valve’s solution to the input issues that have made living room computing, at best, an uncomfortable compromise. The message, according to Valve, is simple: “You want to bring your Steam library onto your sofa, and we’re building the best way for you to do that.”