The Bureau's apocalypse bunker

The bureau 1

WHY I LOVE

In Why I Love, PC Gamer writers pick an aspect of PC gaming that they love and write about why it's brilliant. Today, Tom puts on a fedora and enjoys the ambience of XCOM HQ, and then takes the fedora off and burns it in a bin.

The Bureau narrow

Meanwhile, banks of chunky monitors and cabinets of whirring tape decks rub sit uneasily in wood-paneled offices with slatted window blinds. The Houston set from Apollo 13 has collided with LA Confidential's police station, and now a squad of crack military personnel have to work, eat and sleep there together. The facial animation is stiff and the level of detail gives away its age, but there's a musty, lived-in feel to the place. It's functional and dingy, but after a while it becomes a comforting beige womb that you return to between missions.

It fits The Bureau's anachronistic fedoras 'n lasers thing, which it doesn't play on enough. In early videos the aliens were balls of squiggly black gloop that could wriggle up your nose to destroy or manipulate your brain. Scenes showed these horrible villains hiding away in Stepford Wives suburbs, to be flushed out by private eyes with proton packs. It was a ghostbusters horror movie period drama with inventive baddies and Brothers In Arms style pin-flank-kill combat.

I want to play that game so badly that I linger in the control room, where the veil that separates our world from the world that made The Bureau GOTY 2013 is thinnest, and I try to pretend.

Tom Senior

Part of the UK team, Tom was with PC Gamer at the very beginning of the website's launch—first as a news writer, and then as online editor until his departure in 2020. His specialties are strategy games, action RPGs, hack ‘n slash games, digital card games… basically anything that he can fit on a hard drive. His final boss form is Deckard Cain.