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  • Ion Hazzikostas: "Without a question" WoW will last another ten years

    by 
    Matthew Rossi
    Matthew Rossi
    10.24.2014

    PC Gamer has an interview up with Ion "Watcher" Hazzikostas, and it didn't hold back - and neither did he, really. Asked if he thought World of Warcraft could last another ten years, Ion's yes was unequivocal. I can't tell you exactly what our 20th anniversary celebration event is going to be–maybe new content which hasn't been created–but I can tell you there's going to be one. So now that I'm sitting here desperately curious about what that 20th anniversary celebration is going to be, let's look over some other interesting points from the interview. Baking all previous expansion into the Battle Chest is all about removing obstacles to play - they like the depth of having ten years worth of content, but not the feeling that in order to check out the newest content you have to run all the old stuff first. Visual updates being discussed include various forms like moonkin and cosmetic additions to armor, things like quivers for hunters and updated geometry on the armor itself. It's unlikely we'll get another Cataclysm style visual update anytime soon - resources are more likely to be allocated to new content. So head on over to PC Gamer and read Ion's interview.

  • EverQuest Next Landmark beta keys available in US PC Gamer

    by 
    MJ Guthrie
    MJ Guthrie
    12.11.2013

    First, PC Gamer UK brought us the news of three new classes in EverQuest Next. Now the US version is keeping with the EQN theme by offering subscribers EQN Landmark closed beta keys. This gives players another option for gaining access to closed beta besides purchasing a Founders Pack or hoping for the best during a lottery selection. In the print version of the mag, you'll receive an exclusive, one-week access to the sandbox when it hits beta. Along with the keys, the magazine offers impressions on the gameplay, and you can also read Massively's own hands-on experience in Landmark. [Editor Note: Fixed to clarify that these keys are for the print version of the magazine only.]

  • World of Tanks partners with PC Gamer for new bookazine

    by 
    Shawn Schuster
    Shawn Schuster
    05.03.2013

    Wargaming and Future have announced a partnership today that will see a new 148-page "bookazine" for World of Tanks fans entitled PC Gamer Presents World of Tanks. This special publication provides "beginner tips and tricks, a history of Wargaming, exclusive developer interviews, map strategies and an analysis of the game's top tanks." The print version will go on sale in the UK for £9.99 and in US Walmart stores for $11.99. A digital version is also available through the PC Gamer smartphone app for £6.99. Wargaming's UK PR manager says that this is the first in a series of partnered bookazines published by PC Gamer. Because nothing says objectivity quite like a series of sponsorships, right? [Via Wargaming press release]

  • Planetside 2's most-hated base showcased in recent interview

    by 
    Shawn Schuster
    Shawn Schuster
    01.23.2013

    If you're a Planetside 2 player, you've probably heard about The Crown. The tactical base snuggled in the crossroads of Indar's three distinct terrains is not only difficult to conquer, but it's also a pretty big target once you take it. PC Gamer sat down with SOE Facilities Designer Corey Navage and Creative Director Matt Higby to talk about the origins of The Crown and how much thought went into giving it the reputation it has today. Of course, as with any game element, The Crown is ever-changing to accommodate strategies and gameplay that SOE observes from players. Check out the complete interview over at PC Gamer to learn more.

  • Smedley on EverQuest Next and defining the next generation of MMOs

    by 
    Elisabeth
    Elisabeth
    12.14.2012

    The new design for EverQuest Next has recently been shared internally with SOE staff, bringing the game closer than ever before to being A Thing. SOE President John Smedley talked with PC Gamer about his hopes for the game. Two previous designs for EQ Next have been scrapped because they were too close to the source. Smedley said that "the previous designs [SOE] had for the next EverQuest were cookie-cutter, they were 'me too.'" He admitted to being nervous before showing off the newest designs to the staff but that in the end, he felt "vindicated" by SOE's warm reception. "We're not trying to make [World of Warcraft] 2 or EverQuest 2.5 -- we're making something that we think will define the next generation of MMOs."

  • 0x10c may charge monthly subscription for ship ownership

    by 
    Mike Schramm
    Mike Schramm
    11.29.2012

    In a recent interview, Mojang's Markus "Notch" Persson says he's thinking more and more that 0x10c, the Minecraft mogul's space-based PC title, may use a subscription-based monetization plan when it's ready to be sold. The idea's not cemented just yet, but Notch expects to have a multiplayer mode with the game called "the multiverse," and there will likely be cost associated with keeping all of the virtual ships running on a real server.Each ship will require a "generator" to keep it running, so Notch's current idea is that "one subscription gives you one generator." Presumably, he says, multiple players could run around inside one ship, so you may pay a subscription and then invite your friends to join you on your vessel. But someone will have to pay to keep the game going.Notch also talks a bit about how construction will work in the game: Players will likely build a ship's external features first, and then organize various components inside for different layouts or more options. And Notch says there will be "mining," in that players will have to find resources in the galaxy to use as parts, but he says it definitely won't be Minecraft-style. As Notch told us at PAX, work is definitely well underway, and we should see more very soon.

  • The Engadget Interview: GameStop CEO Paul Raines talks tablets, OUYA and the MVNO that never was

    by 
    Sean Buckley
    Sean Buckley
    08.08.2012

    Looking to unload your unwanted gaming gear? You're probably on your way to GameStop. As the largest dedicated video game retailer in the world, it's hard to imagine a games enthusiast who hasn't browsed its wares a time or two. Over the last few years, however, the firm has been expanding outside of retail sales -- dipping its fingers into digital distribution, streaming and even phones and tablets. The brick-and-mortar store even seemed to be flirting with building a mobile network. With all these changes underfoot and a new console cycle just around the corner, it seemed like a good time to catch up with GameStop CEO Paul Raines to get some perspective.

  • The Elder Scrolls Online embraces solo story, traditional MMO format

    by 
    Justin Olivetti
    Justin Olivetti
    05.29.2012

    Ever since Game Director Matt Firor announced that Elder Scrolls Online would have a 100% soloable main story, we've been wondering just how much this will impact the game's appeal and approach. Firor spoke with PC Gamer to elaborate on TESO's format, saying that it was essential to make the story solo in order to establish the player as a hero. While portions of TESO's endgame and its PvP experience require grouping, Firor said that the core of the game will be played alone: "The way we do that in Elder Scrolls Online is there are parts of the game that you just do solo and you just do in a story instance. So the main backbone story of the game, which is your interaction with Molag Bal, one of the Daedric princes, you're the hero in that story, so you experience that only yourself." Firor also addressed the team's decision to eschew the skill-based system seen in newer Bethesda titles in favor of returning to systems seen in earlier Elder Scrolls games. "What we had to do to make it an MMO is to kind of evolve over to the multiplayer side and there are some things that come with that," he admitted. "Since we have a PVP component to our game, it's very difficult to make a skill-based game like in Skyrim."

  • The Old Republic interview on patch 1.3 covers LFG, perks, and gear

    by 
    Elisabeth
    Elisabeth
    05.23.2012

    Star Wars: The Old Republic is gonna get some mighty fine updates with the onset of patch 1.3. Game Designer Daniel Erickson had a chat with PC Gamer to shed some light on the changes in the upcoming patch. Players in SWTOR don't like standing still. As Erickson says: "You can craft on the move, run [war zones] from anywhere, and basically never slow down -- except when looking for a group." To put an end to that difficulty, 1.3 will include a LFG interface that players can use to find a pick-up group to run with (except for Hard Mode Operations, which aren't really designed for uncoordinated PUGs). The tool won't work cross-server, but that's because the dev team is looking to move to servers with a much, much higher population cap in the near future. The patch will add new perks to the legacy system, most of which are aimed at customizing the way players level their alts. With a high enough legacy and enough credits, players could use XP perks to skip side quests altogether, although Erickson points out that that there are perks for Bonus Series quests that may tempt players to visit planets they've previously left alone. The last bundle of tidings of great joy for the patch is directed at gear. There's a fine balance between freedom of dress and the importance of visual distinction, and SWTOR aims to find it by allowing "social gear" to be worn anywhere. Additionally, "almost every single item in the game" will get customization options thanks to augment slots. Players can use augment slots on gear to add, well, augments, which will allow them to further customize their character and playstyle.

  • Guild Wars 2 wants you to play with your friends no matter what

    by 
    Justin Olivetti
    Justin Olivetti
    05.08.2012

    "Whenever we design a new feature we always ask ourselves how it impacts our players' ability to play with their friends," ArenaNet's Eric Flannum stated about Guild Wars 2. In an interview focused on connecting players together, Flannum made it clear that the team was looking for every possible opportunity to pave the way for social hookups. Flannum addressed the specifics of how Guild Wars 2's servers work in relation to transfers. While there is a traditional paid transfer service (which can be used only every seven days), all players will have the ability to hop over to friends' servers as a guest. Player team-ups are further made possible by the dynamic level-adjusting system that scales players down to the zone they're occupying. This process is made easier by ArenaNet's decision to make friend lists and guilds account-wide instead of specific to a server. So while each guild has a home server, other chapters can exist elsewhere. Flannum also said that the team is carefully structuring its PvP system so that it will be free from potential abuse by server guesting.

  • Blizzard's Jay Wilson discusses the creation of Diablo III

    by 
    Matt Daniel
    Matt Daniel
    11.29.2011

    The big title on Not So Massively's current waiting list is, of course, Diablo III. It may be a bit before we get a solid release date out of Blizzard "Soon" Entertainment, but in the meantime, the company is keeping the hype training running steadily. Today we have a new interview from the folks over at PC Gamer, during which Diablo III's game director, Jay Wilson, talks about the challenges of building a new game based on the Diablo pedigree while also ensuring that the title has a soul of its own. For example, while many have decried the game's "more colorful" environments, Wilson states that "if you make something, you can't just copy. You have to infuse it with your own personality, your own interests, your own opinions, your own desires. If you don't, then it will be soulless." For the full interview, just click on through to PC Gamer.

  • PlanetSide 2's Vanu Sovereignty gets a new batch of screenshots

    by 
    Matt Daniel
    Matt Daniel
    11.22.2011

    PlanetSide 2's Terran Republic and New Conglomerate have both had their time in the spotlight, but now we get to hear from the faction that everyone actually cares about: the technologically superior Vanu Sovereignty. PC Gamer has some new, incredibly purple screens showing the Vanu in action. Marvel at the hovertanks! Stand in awe of Vanu Sovereignty airships! Prepare to be pew-pewed in the face by an awesome laser pistol! After all, it takes a real man to wear purple. Or something like that, anyway. Just click on over to PC Gamer for all the new screens.

  • PlanetSide 2's scale dwarfs Battlefield, Call of Duty franchises

    by 
    Jef Reahard
    Jef Reahard
    10.26.2011

    Does it strike anyone else as particularly fortuitous that Sony Online Entertainment chose the week of Battlefield 3's release to let a bit more PlanetSide 2 info slip through its tightly clenched marketing fist? Regardless of the timing, today's article in the new issue of PC Gamer will likely help the three-faction juggernaut gain some more momentum. SOE creative director Matt Higby is featured heavily in the PC Gamer piece, which intimates that PlanetSide 2's battles will dwarf those of the much-loved Call of Duty and Battlefield franchises. "You're going to be fighting in battles sometimes when it's 200 people fighting against 30 people," Higby explains. "Because there's only 30 people defending that base and then suddenly 200 people log in from the other group and go do it." This is a far cry from the 64-player limit on Battlefield 3's PC version, and PlanetSide 2 will also offer huge maps that measure eight square kilometers as well as weapon ranges up to a full kilometer. Oh, and did we mention the persistent gameplay elements? [Thanks to PlanetSide Universe for the tip!]

  • Ragnar Tørnquist discusses TSW's skill system, investigations, and more

    by 
    Matt Daniel
    Matt Daniel
    09.27.2011

    Dark days are coming, my friends. All the myths are true, and evil lurks around every corner. Thankfully, we've gotten our hands on a new PC Gamer interview with The Secret World's creative director Ragnar Tørnquist, which should help to cast some light on these grim prophecies. It's already well-known that The Secret World won't hinge on classes and levels but instead will allow players to craft their own skill sets from a number of set categories. Ragnar expounds on this system, explaining that players will have access to something called a Base Gear Manager, which essentially provides a way for players to quickly swap between preset groups of abilities and equipment in order to adapt to the situation at hand. While players will likely find themselves falling into the traditional MMO archetypes of tanks, healers, DPS, and so forth, Tørnquist points out that The Secret World won't be as instance-heavy as other games and will provide a plethora of open-world events that will allow players to come together as an ad hoc group to, say, keep a police station from being overrun by the forces of evil. Perhaps most interesting, though, are the bits of information revealed about the game's unique Investigation Missions. Tørnquist provides two examples of what players can expect from the ARG-inspired missions. One involves hunting down an in-game location based on a fortune teller's visions, while the other is a bit more in-depth, requiring players to look up information on a famous painter in order to progress. He also hints that the team may put up websites regarding in-game information that players will have to hack into in order to progress the investigation. For the full interview, which is full of interesting nuggets and anecdotes from Tørnquist himself, just click on the link below.

  • The baddies of City of Heroes' First Ward

    by 
    Bree Royce
    Bree Royce
    09.08.2011

    City of Heroes' villains are some of the most memorable across the genre, so it's no wonder superhero fans are anxious to see whom (or what) they'll be fighting once CoH goes free-to-play later this year. To that end, Paragon Studios' art lead, Gilbert Martinez, has penned a dev diary over on PC Gamer that details four of the villain groups players will encounter in the upcoming First Ward zone. First up are the mystics of the Carnival of Light, the perfect counterpoint to the existing Carnival of Shadows. These new Carnies are much better dressed and seek to "restore the balance of good and evil" in Praetoria. They're followed by the Direct Urban Strike Team (D.U.S.T.) units, elite PPD members with rugged armor and enormous plasma rifles that are surely not compensating for anything. If you're into tentacles, you'll love the failed Seer experiments known as the Awakened. And finally, the dreadful, harpy-like Talons of Vengeance embrace "themes of vengeance, magic, and the embodiment of the apocalypse." Enjoy the new enemies (and their awesome high-detail graphics) at PC Gamer.

  • City of Heroes art lead contemplates the Hamidon redesign

    by 
    Larry Everett
    Larry Everett
    08.16.2011

    City of Heroes Freedom brings not only changes to the payment model of the premiere superhero MMO but also to the art design for some of the existing creatures. In a developer diary posted on PC Gamer, Art Lead Gilbert Martinez explains the process behind creating a new threatening version of the Hamidon. One of our goals for the new Praetorian incarnations of Hamidon was to raise their threat level while keeping them tied visually to the original blob-like mass players are familiar with. We felt that it was important to design these creatures in a way that emphasized their power and scale and made it clear that they are worthy of going toe-to-toe with the all-powerful Tyrant. Martinez does not explain if this new incarnation of the monster will take 50+ heroes to defeat like its predecessor, but we are looking at a completely different creature than the former giant congealed mass. PC gamer hosts the whole diary on its website, which includes new screenshots of the Hamidon and a gigantic monster called the Shivan from the redesigned tutorial. And next week, City of Heroes hosts two panels at PAX. Massively will have reporters on the scene giving you the latest news for Paragon City!

  • Hyperspace Beacon: Human High Culture part 2

    by 
    Larry Everett
    Larry Everett
    05.24.2011

    Human High Culture is the Imperial idea that humans are the most important species in the galaxy -- the master species, if you will. Some people who like to study Star Wars canon say that the reason you see only humans on board the first Death Star in A New Hope is that this Human High Culture. In fact, according to Star Wars lore, the political party Commission for the Preservation of the New Order (COMPNOR) feeds off the belief that humans are superior. However, Star Wars: The Old Republic lore suggests that Human High Culture existed long before Emperor Palpatine's reign. The roots could date all the way back to the first Jedi exiles who landed on Korriban after the First Great Schism. Whatever the case may be, it leads to interesting dynamics in possible species you will be able to play on your Imperial characters. As I mentioned last week, it does not make a lot of sense for Rattataki to be Imperial Agents because of the sigma of alien species being high-ranking Imperial citizens, but it is more than appropriate for Rattataki to be slaves. Since the Sith Inquisitor story starts a player out as a slave, the Rattataki are a likely choice for that class. After the break, I cover three more species and the Imperial classes I feel they are most suited for in Star Wars: The Old Republic.

  • Hyperspace Beacon: Human High Culture

    by 
    Larry Everett
    Larry Everett
    05.17.2011

    BioWare games are notorious for interweaving allegories on racism in their plotlines. If you take Mass Effect, for example, Navigator Pressly was a human who had major issues with aliens -- especially Turians. Inversely, the Citadel Council was definitely prejudiced against humans because the human species was rather new to Citadel space and rising to power too quickly by the Council's standards. These undertones help give the Mass Effect story depth and real-world relevance. Although it's not an overt plot point in the Star Wars series of movies, speciesism does sometimes play a heavy hand in the Expanded Universe. In the Galactic Empire, this is known as Human High Culture. In the high political offices of the Galactic Empire under Emperor Palpatine, humans were regarded as superior to other species of the galaxy. Humans were, after all, most numerous, and they also did not originate from a single planet like most species. But the roots of the Human High Culture date back further than the events in Star Wars: The Old Republic. They may date all the way back to the first Dark Jedi to rule over the Sith people on Korriban. With this idea of Human High Culture in mind, I would like to talk about the species available to the SWTOR Imperial classes. In the May edition of PC Gamer UK, an over-ambitious reporter incorrectly announced a list of species and class combinations. What I would like to do today is make my own list based on what I know of Star Wars lore and announced species in the game. Continue after the break as I compile the list.

  • PC Gamer releases 90-minute Minecraft demo

    by 
    Griffin McElroy
    Griffin McElroy
    04.20.2011

    If you've been hesitant to drop your dough on the entry fee to Mojang's blockbuster ... block-buster, Minecraft, but you're unsatisfied with the super simplified, free-to-play Minecraft Classic, PC Gamer's willing to give you your first hit at no charge. The site recently uploaded a demo that will allow you to create a world and shape it as you see fit, locking you out after 90 minutes of playtime. You can keep creating worlds ad infinitum, provided you don't mind the time restraint, though 90 minutes isn't enough time to get much of anything done in Minecraft's cuboid world. Seriously, we've blown an hour and a half on building a mere treehouse. Which we keep in the backyard of our mansion, which took a team of eight contractors two-and-a-half months to complete.

  • Blizzard bigwigs recall company's first 20 years

    by 
    Jef Reahard
    Jef Reahard
    03.25.2011

    Twenty years is a long time, and to illustrate how long (and make you feel old in the process), let's do a little retrospective. In 1991, Mikhail Gorbachev led the Soviet Union, James Cameron's Terminator 2 and Kevin Costner's Robin Hood ruled the box office, and the Super Nintendo Entertainment System was flying off toy store shelves everywhere following its August release. Also in 1991, a software company known as Silicon & Synapse started its life by working on ports for other gaming companies before re-branding itself as Blizzard Entertainment three years later. In a new interview at PC Gamer, Blizzard bigwigs Frank Pearce, Mike Morhaime, and Rob Pardo talk about the company's past, present, and future, as well as where PC gaming is headed in general. "I think the effect we're on the verge of having -- at least for World of Warcraft specifically -- is that right now, gaming is on the edge of not being the basement-geek entertainment anymore," Pardo says.