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'SEEp2O
MOS T PLAYED
GAMES”
League of Legends, now celebrating its 15th
year, remains to this day one of PC gaming’s
most played games. This is a MOBA that
had more than 150 million players enjoying
it last year at its peak, and which boasts
over 160 champions to play as. As you
might expect, LoL also has one of the most
vibrant communities in PC gaming.
Despite this immense success, though,
LoL’s maker Riot Games is just getting
started, and with its latest content update is
shaking things up like never before. Turn to
page 34 for the exclusive inside scoop.
Enjoy the issue.
BEN WANSILL
eoiToR
ten.masilefturent com
The PC PowerPlay team
LAUREN MORTON,
‘his month
Becamequeenfthecasy
anes gee Terowas
$olly hl pate and
lltath couse gta
(A (al
JOSHUA WOLENS
SEAN MARTIN 1ACOB RIDLEY
“hismonth This month This month
Wrestle FerntésPeeyy | TesedsomanyGPUs | latedtheBigShell
Terbagenerihtsover | tathesartesonee | atlehre acy nth
‘thowasmestdnch | heworéas Oa Hieokojma Raden
tndatmaspltasrisen, | bencmaksces ‘hist ehed10 SPECIALREPORT
The'cosmeticugificatio problem
12 SECRETLEVEL
Theartofmakinga)
14 INCOMING
Thehottestgamestogetexctedtor
Previews
18 United1944
22 Solium Infernum
24 Pacific Drive
28 Railroads & Catacombs
30 Escape from Tarkov:
Arena
34 League of Legends,
42 Grand Theft Auto
52 Total War: Warhammer Ill
24. 34
PACIFICDRIVE LEAGUE OF
LEGENDS
steer
42
THE HISTORY OF
GTAONPCReviews
| Avatar: Frontiers of Pandora
‘Gangs of Sherwood
Warhammer 40,000:
Rogue Trader
‘Cocoon
House Flipper 2
Disney Dreamlight Valley
Against the Storm
AHighland Song
Last Train Home
FREEGAMES
The Roottreesare Dead
Tommy Gun Witches
The Two Rivers Hypothesis
Hardware
MAINSTREAMGPU
GROUPTEST
‘Theseentryleveland
FRONTIERS MAINSTREAM | STARFIELD
OFPANDORA (GPUSTESTED | DIARY
NoahSmithadvertureswiththe | ThePCPPlabsreviewsixnew | Fromonesideotthegalaxy
Navinthevisualympressive | mainstream graphicscardstosee | tothenextwiththeoneand
newAuatargameleawinner? | whichisthesmartouy. conlyettJnsonBAD ROLL
RPG devs blame the temporary death of CRPGs on ‘vibes-based forecasting’ from retailers
cteran developers
said Chapman, in:
marthad been
ACCORDING TO
SAWYER, IT WAS A
SNAKE-EATING-ITS- ae
OWNCTAIL SITUATION sg which resulted in
propheciesseas todunkon
Pariaulos assertions
eu str. at wrth
Bearing mints.
Sees ganes
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ere end
insieqests
EVISA(DUAL) SHOCK =| MAGIC NUMBERS
Sony Honda Mobility Ie dh trouble many GOTY
president and COO Leumi list, andthe aunch saw ts
Kawanishilivenedup CESby | fi “gall share of controversy, but
driving car onstagewitha | MACE warner Bros Games
Sony DualSense controler. Thenew | announcedthat Hogwarts Legacy
‘Neelaconcepthasallthefeatures you'd | sold over 22 milion copies. WB exec
expect, buttheads onthe front bumper | DavidHaddad claims twas the
andthe smoke-and-mirorsof gamepad | best-seling game ofthe year
control merea bit ofamoment.m AA
intheentire industry” mes
BAD TARGET?
‘The idea that isometric RPGs aren't popular is hogwash,
considering how obscenely well Baldur's Gate II has
‘been doing for Larian Studios, But David Gaider, of
‘Summerfall Games, says the issue can'tbe put entirely on
fone group. “It wasnt just retailers" Gaider wrote. “There's
‘an ‘industry wisdom’ which ereeps into dev teams where
‘somethings are simply declared dead or too old-
fashioned, and there's no opposing this certainty up until
-s along and proves
Pagliarulo (lead writer and designer on Starfield) who
spoke at a STORY conference about Fallout 4 and
Skyrim. This isan old talk, but Pagliarulo makes the
assumption that gamers will “tear out the pages" of
game’ story and “make paper airplanes” with it, arguing
developers ought to “keep it simple, seupid” limiting a
narrative to one of two core central themes.
Big-box retailers are no longer the make-or-break
genre setters they once were, thanks tothe advent of
‘online stores, but the frustration from developers (and
players) lingers on. Because whether it's vibes-based
forecasting or vibes-based dev wisdom, games that play
410% safe are rarely memorable
Harvey Randall
NEWS | OPINION | DEVELOPMEN’
DON'T FEAR THE REAPERS
Soret
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Highs & LowsSpecial
Report
Ly
THE UGLY EPIDEMIC
Stuffed full of brands and tie-in skins, shooters are getting harder to look at
here's an epidemic of
multiplayer shooters, and its cause goes,
‘bymany names. Skin. Bundle. Drop.
‘Outfit. Coating. Or the most gener
cosmetic. Unassuming at first and quiet
by nature, Cosmetic Ustification is. viral affiction
infecting the best shooters of our time. When left
unchecked, all semblance of aesthetic cohes
sserificed atthe altar of individual expression,
exclusivity and FOMO. Every shooter I love
becoming visual ooze before my very eyes.
Signs of cosmetic ugification are everywhere:in spec
‘ops soldiers trading tactical vests for diamond-laced
streetwear, elite operators wearing Lara Croft cosplay,
‘commandos going loud in pyjamas. As seasons rage on,
live service games garner years of stylistic baggage unique
to our post Fortnite world. I's become normal to watch
shooters that once flaunted a style of their own be
initated by garish outfits and pop culture guest stars,
‘Throw in enough Mortys and Santa outfits and even the
strongest art direction becomes mush. The very items that
can drive us to play longer ean also erode their appeal
Trecently had a moment of clarity in Cal of Duty while
being brutally executed by Diablo Vs Lilith holding an
AK-47: cosmetic uglfication never happens all at once,
8 arr
but the eyele always begins at launch, and it ean take over
before you realise its there
‘THE PATTERN
‘There's no better time to enjoy a shooter's style than when
it first comes out and a fill party of operators actually look
like characters inthe same world. We really dnt give
default outfits enough credit. Yes they're basic, but the
often among the most detailed, iconic and well-crafted
forms our heroes can take. Thats no surprise since it
hhow the characters were originally conceived ~ outfits
thae prevailed through months or yeas of concepting and.
discussion. They/re way more special than their ‘common!
arity tag implies, but it’ hard eo resist switching things
‘up when a battle pass comes slong or new store items
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13° Gen Intel® Core™ i9-13900H processor | Windows 11 Pro | NVIDIA@ GeForce RTA" 4
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DN ee ae
DEMONSTRATION MAN
TOBIAS GRAFF, CEO and co-founder of Mooneye Studios, on making a game demo
hile studying
‘computer
science with an
‘emphasis on
game
development, Tobias Graff worked
parttime for some of Germany's
jiggest mobile gaming companies.
Soon after that, he founded
‘Mooneye with some friends from
university, entering the industry
full time; and late, the company
branched out into publishing games
from other developers.
1n2016, Mooneye launched
Kickster forts rst game, Lost
Ember. twas siccesful nd soother
people came to Graff and the team
foradvioeon building succes
campaign. They werehappy to help,
butthere was only so much they eould
d."We werebascally working
nonstop on the game; we couldnt
realy alfordotaketimefftohelp
ater developers” says Graf. After
“Lost Embers cease, which was also
asuecess, Mooneyeimmediately
seared puting money int "a
publishing por und eached an
mount thatallowedittolookinto
tame publishing
TLongbefoe that however tad
itsown debutgame tocomplete and
promote, This involved buildings
deme. The demo was however only
released to streamers and YouTUlbers
"we wanted tomnimise the bug
reportsand supportroguests and all
that because that's nt really what we
were looking for back then Graff
explains. “We [only decided tohave a
demo at all because we were four
stuns with no gamingeredi, and
wwehadto convince peopl, "These
peoplecan aetually make gam
12 ame
Buildinga demo presented
significant challenges. For one thing,
any aspects ofa game aresubjectto
change early in development. For
nother, many games can't simply take
the first 20 minutes oF soand putit
‘outinto the world asa demo, because
~as with Last Ember the start ofthe
‘game's an intentionally slow build up
to something. For this reason, the Lest
Ember demo was an amalgamation of
sections from the start and middle of
the game;a bespoke experience.
“Doingthatmeant working fora
couple of monthson things we already
knew we would throw away and
‘wouldnt really need for the final
same, because we had tochange
everything again tostretch tout”
TRY ME, | DARE YOU
Demos past and present well worth your time
Pr
Deut tly today. te
Stereum eros
tre andor
‘Ashaiusandupreltable
‘Sthemaingane
DELTARUNE
Stetchestne deiniion of fore
bat crenty ree wth tre
Istaments tobe pad leases.
IE PLANET CRAFTER
LOGUE
Ts sinflect an ea yetvery
lengthy erson oe fullgame
‘SAMPLE MINDS
Lost Ember isa slow and thoughtful
game tellingan emotional story,
something that’s very dffcultto
convey inabrief demo Mooneye’s
‘new game currently in development
followsa similar path, and soa demo
ishoped forbut no guaranteed,
The plan was to release Lost
Ember in2018, but for various
reasons this was delayed to 2019. With
roximately three yearsbetween
the demoand the final game, some
things inevitably changed, Graff gives
afew examples,
“The colour ofthe main character,
‘the wo changed. One ofthe main
reasons was giving a better contrast
‘with the environment; the inital one
blended into lotof tings. tn the
demo, the main featured animal was
parrot, and a huge open area you
could play around insbut forthe final
‘game, we wanted to save the parrot as
highlight for later”
raven Park fom 2021 was
Mooneye's fist experience publishing
‘agame and the debuc of Fabien Weibel
asadeveloper. They worked together
fonthe demo. Again, twasa bespoke
‘experience, but this timeonethae was
released tothe public. for justa few
‘weeks aa time,ona few different
‘occasions. But why?
“We wanted to have these kind of
focus groups" Graffexplains “We
‘only published anew demo when
‘we changed a big feature, or had
something new inthe game that we
wanted feedback on
‘Adem canbe an effective piece of
interactive or passive PR, abeta test,
self-contained experience alts own,
orall three. One thingitcan never be,
itseems, is simpleto make.
Luke Kemptg
CNSa8
GAMES ON
aT
14 amr
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