Tony DuLac

Company of Heroes

October 19, 2006

Those who say that ‘War is hell’ haven’t played [i]Company of Heroes[/i] (CoH), the recently released WW2 Real-Time Strategy game from [b]Relic Entertainment[/b], creators of [i]Homeworld[/i], [i]Impossible Creatures[/i], [i]The Outfit[/i] and [i]Dawn of War[/i]. It’s no great surprise that most RTS fans emitted a collective groan of indifference about a year ago when Relic announced that the setting of their next ‘big’ RTS game was going to be World War 2. ‘The Big One’ (WW2) has been the focus of more games than every other war combined and while Relic has certainly established no small amount of street cred for it’s amazing string of high-quality Real-Time Strategy games (Impossible Creatures notwithstanding), some worried that perhaps the creativity had finally run dry at Relic’s Vancouver game development studios. As it turns out we didn’t have much to worry about. Read on to find out why!

Starting with the obligatory 1944 D-Day mission, the single-player campaign in [i]Company of Heroes[/i] follows the exploits of Able Company as they fight every inch of their way into Hitler’s ‘[i]Fortress Europe[/i]’. While it’s all the rage these days to pooh-pooh exceptional graphics as unimportant to gameplay, in [i]CoH[/i] they provide a visceral thrill that is unequaled by any other game in this genre and integral to the total experience. Soldiers, vehicles, buildings, trees, and even telephone wires are blown to smithereens with some of the best and most realistic explosions ever seen in any game. The art direction is pure Band of Brothers with army green, steel grey, and mahogany-colored mud all lovingly depicted in the French countryside. Most games make it a point to give their players a color-coded unit cue for which troops are theirs and this colored banding is often over-the-top or too distracting but such isn’t the case with [i]CoH[/i]’s units. The color coding is so subtly handled that you barely notice it’s there which is, of course, the way it should be. It’s a testimony to just how amazing the overall graphics are in the game, that even the User Interface (UI) is aesthetically pleasing.

But the graphics aren’t the sole owners of center stage; [i]Company of Heroes[/i] sports an impressive integration of in-game physics to round out the presentation package. When you call in an off-map artillery strike to clear out a pesky nest of Nazis, the building that they’re bunkered in will explode in an extremely realistic fashion and (seemingly) never the same way twice. Vehicles sway wildly when hit hard by an enemy tank’s shell and in one instance, when I’d loaded a half-track full of soldiers that then promptly hit a mine, it flipped over, spilling my grunts onto the muddy road in disarray. I’ve also seen telephone wires cut in two and trees uprooted if caught in particularly heavy bombardment. It would be one thing for [i]CoH[/i] to have tacked on the physics as an extra aesthetically-pleasing element but in this game the physics affect gameplay in nifty ways as well. That wiped out building you destroyed with your arty strike can suddenly prove lifesaving for your infantry squad when an enemy division rolls into town. Your troops will dive for cover into the ruins, dynamically using the terrain to their advantage.

This leads to another fantastic aspect of [i]CoH[/i] – your unit’s AI and pathfinding. You’ve seen it all too often in a RTS game – you click your unit, carefully choosing a smart path that takes advantage of the terrain so they’ll arrive at their destination safely, only to find them either stuck on a rock or meandering aimlessly like near-sighted penguins. Those days are (mostly) gone with [i]CoH[/i]. Your squads not only take the smart route towards their goal, they do it in a way that takes maximum advantage of cover along the way. If they come under fire they’ll drop to a prone position and immediately crawl towards the best cover locally available while returning fire. It bears mentioning, however, that vehicle pathfinding is a bit less stellar. Specifically, tanks seem to have the most trouble getting to their destinations if more than one is selected. The issue seems to be that they both attempt to take the best path and occasionally end up bumping and jostling each other in a bizarre metal parody of the Three Stooges as they both roll towards their respective destinations. Thankfully, this is a fairly rare occurrence and the game provides you with the ability to give a facing command which helps to partially alleviate this issue.

Sound and music are both spot on and further add to the immersion factor in what is already a wildly immersive experience. Bullets whiz and flame-throwers crackle with manic glee as the stirring orchestral score ramps up the gravitas and provides an aural experience rivaling even big-screen epics like ‘Saving Private Ryan’ or ‘Pearl Harbor’. Famed PC game musician Jeremy Soule provides a perfectly suited soundtrack for this war-torn setting. Teeth-rattling explosions lend even the smallest mortar strike serious credibility and if you have a high-quality set of speakers and/or headphones you’re in for a real treat.

Relic seems to have made all the right gameplay design choices and these decisions push [i]CoH[/i] past the tired RTS genre and into a more exciting realm of possibility. Gone are the days of simply lassoing the largest group of units and throwing them into the fray, knowing that your superior numbers will win the day. In [i]Company of Heroes[/i], the concepts of cover, flanking, and combined arms genuinely make a huge difference. Nowhere is this more apparent than in Relic’s design decision regarding tanks vs. infantry. In a standard RTS you could leave your infantry squads to plink away at a tank with their rifles until it was eventually defeated but not so in [i]CoH[/i]. In the classic WW2 match-up between infantry and tank, the tank is impregnable to bullets; no amount of prolonged small-arms fire will ever take down any tank in the game. Instead, as a ground-pounder you’ll have to rely on either (historically inaccurate) Sticky Bombs, bazookas, or their German equivalents, the Panzerfausts, to wipe out your steel-encased foes – rest assured you’ll need more than one to get the job done.

During each battle your troops earn experience points which can be used to purchase unit upgrades or special events (such as artillery strikes or bombing runs) along one of three specific Command paths: Infantry, Armor, or Air. Each path is tailored to a particular style of gameplay though they’re all very useful regardless of your strategy. Dirt farming is nowhere to be found in [i]CoH[/i], instead (in a nod to Relic’s ‘Dawn of War’ series) you must capture a series of victory point locations that are divided into three categories: manpower (for soldiers), munitions (for weaponry upgrades or arty strikes), and fuel (for vehicles). If a captured victory point is not surrounded by your territories on a least one side, it will not yield its bounty to your totals. This is how Relic seamlessly represents the effects of being ‘out of supply’. Victory conditions come in two flavors during a match: by the utter Annihilation of your foes or success by Victory Point Acquisition (i.e. whoever can reach a set number of victory points will cause their opponent’s tickets to start counting down toward defeat, similar to the Battlefield series Conquest mode).

Also, as mentioned previously, the game allows you to set the facing of your units and this, combined with the use of cover, provides for even more strategic gameplay. Should I setup my ambush here along the hedgerows but with an exposed flank or do I attempt a less risky advance from the high ground into the village? Should I place this mortar team behind the cover of these building (answer: yes) or put them closer to the front under less cover so they’ll have a more effective range? Choices like these drastically change the way you’ll approach each battle and these choices make the game much more enjoyable. Even tanks offer more tactical opportunities as the game engine effectively simulates positional vehicle damage meaning that even the Germans’ ridiculously powerful King Tiger tank is susceptible to a bazooka up the tailpipe. In fact, tank vs. tank battles nearly become a mini-game unto themselves as players micromanage both the facing and movement of their tanks in a desperate effort to get that all-powerful rear armor shot.

Micromanagement itself accounts for the game’s sole weakness. In the heat of any particularly frenetic battle it can become almost ridiculously difficult to keep your war machine operating at peak efficiency. Though your units’ AI is stronger than that found in any other RTS they still need tough love from time to time and giving it to them while three different fronts have opened up on the map can prove frustrating for newcomers to handle. Thankfully Relic seems to have been aware of this difficulty and has kindly given players the ability to pause the game while still issuing orders. Using this feature can help alleviate most of the micromanagement headaches you’ll face or at least diminish the difficulty level of all but the most hectic conflicts. A tactical map giving you an overview of each scenario’s battlefield also provides some welcome relief for the strategically-challenged among us.

The length and quality of the single-player campaign in [i]CoH[/i] bears mentioning as Relic could have easily mailed in a standard by-the-books campaign but even here you can see the delineation between the industry’s finest RTS developers and the bush leagues. Missions are varied and range from all-out frontal assaults to cat and mouse style tank hunts. Particularly noteworthy are Missions 8 (St. Fromond) – you’re tasked with holding a town square for a set period of time while under a furious counter-assault, Mission 9 (Hill 192) – where you must capture a well-defended hill in under forty minutes, and finally Mission 14 – in which you must defeat a German tank ace driving the dreaded King Tiger tank. Though there is a small story (of sorts) tacked onto the whole campaign, it’s perfunctory at best. The scenarios themselves are the bread and butter here.

Multiplayer is adroitly handled by Relic’s newly created Relic Online game service. While there are some initial issues with invisible players in the game lobbies and a few other minor glitches, as a game-matching feature it’s quite serviceable. The only real concern right now involves a bug where your opponents can drop from the game which then in turn credits you with a loss. For those who are extremely devoted to their ranking on the Relic [i]CoH[/i] ladder, this is a very frustrating bug and one that Tranj (THQ’s Senior Creative Manager) has said is “a very high priority for us.” Relic has recently revealed that a patch is on the way (ETA: 2-3 weeks) to fix this drop bug and several other small issues.

Relic appears to have achieved the impossible with [i]Company of Heroes[/i] – they’ve created a RTS in the trite World War 2 setting that is simultaneously beautiful, visceral, exciting, and yet revolutionary to the genre. Newsflash to competing RTS designers: the bar has been set and it’s [b]WAY[/b] up there. It’s been a long time since the ‘S’ in RTS meant something – it does now.

DEFCON

October 3, 2006

“Would…you…like…to…play…a…game?” For those of you old enough to have seen the classic yet slightly chilling primordial hacker movie, “Wargames”, starring Matthew Broderick, those words may stir up fond memories of a cold-war influenced 80’s flick about the threat of Global Thermonuclear War. For Introversion Software studios, it stirred up a gem of an idea, “Why not make a game based off of that cool NORAD Nuclear War strategy map?” So they did.

DEFCON is Introversion’s latest independent game and was just released for digital download via STEAM or directly from Introversion as of last week. Those of you who are hardcore PC gamers may remember Introversion as the creators of the award-winning indie game title, “Darwinia”, a cool hybrid RTS focused on saving a race of tiny electronic creatures from a runaway virus that threatens to consume their entire world. “Darwinia” was both a critical and commercial success for Introversion, who are known as the ‘Last of the bedroom programmers’ and who are focused squarely on the exciting and refreshing Independent PC market. One look at DEFCON will remind you that game developers don’t always need superb graphics to provide an awesome game experience (though in DEFCON’s case, they still look good and appropriate). DEFCON offers simple wargaming with suprisingly depth and subtely as players can form alliances only to switch allegiances at the last second. As the game counts down from DEFCON 5 to DEFCON 1, each missile launch fills gamers with suspicion and dread as they wonder if their staunch allies are as ‘staunch’ as they’ve claimed to be. It’s this sense of cold-war paranoia that ramps up the interest level in DEFCON and makes it more than just a passing fancy and something a bit more sublime. Check it out at: WWW.EVERYBODY-DIES.COM

Did I mention that you can purchase it online for $15 – $17?

[floatleft]/images/interviews/supcom_2006-09/cover.jpg[/floatleft]While attending Showdown LAN this past weekend (25-27th Aug) in San Jose, California, I had an opportunity to interview Gary Wagner, lead producer of Supreme Commander by Gas Powered Games. SupCom (as they’ve nicknamed it) is considered by many to be the spiritual successor of Total Annihilation created by Chris Taylor (Creative Director and founder of Gas Powered Games) and widely regarded as one of the best RTS games of all time. SupCom promises to provide several previously unheard of innovations in the genre of Real-Time Strategy games.
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[b]Wytefang:[/b] Can you tell us about your role on the Gas Powered Games (GPG) team and a little bit about what you do?

[b]Gary Wagner:[/b] I’m the Lead Producer at GPG and my main role is to oversee the project (SupCom) and ensure that Chris Taylor’s vision (for the game) is carried out. I coordinate work between the teams, Art, Engineering, etc…I’m basically a Jack-of-all-Trades. (laughs)

[b]W:[/b] What are three things that you believe will set SupCom apart from competing RTS games?

[img]/images/interviews/supcom_2006-09/StrategicView_small.jpg[/img]
[i]Figure A. Zoomed Out Strategic-Level View[/i]

[b]GW:[/b] The main thing would be the Zoom feature will allows you to seemlessly pull back the in-game camera to provide the player with an overall strategic view of the entire battlefield or conversely zoom in to focus on a specific unit or groups of units. (See Figure A.) Also the scale of some of our units (such as the Spider-Walker or Battleships) is immense, covering more than a single monitor screen! Finally, we have a great variety of unit types from ground units to massive battleships or nimble aircraft, to the (awe-inspiring) Supreme Commander units themselves. As has already been announced previously, we will be offering dual-monitor support (Figure B.) and even if you only have a single monitor to work with, we allow you to split the game screen into two views so you can still enjoy the added benefit of watching your units up-close and from a higher-level strategic view (Figure C.). We’re also offering a customizable and moddable User Interface (UI). You can move the UI to the top, bottom, or sides of the screen, whatever you prefer.

[b]W:[/b] What has been a difficult or challenging part of the SupCom design process?

[b]GW:[/b] To successfully incorporate all of the innovations that we’ve come up with for SupCom, I’ve not seen another RTS team quite like this one in this regard.

[b]W:[/b] Could you explain the basic differences between the three different races in the game?

[b]GW:[/b] Well the [b][color=blue]UEF[/color][/b] will be the most recognizeable race in the game from both a unit and in-game mentality aspect. [i](Editor’s note: They’re basically the high-tech human faction in the game.)[/i] The [b][color=red]Cybran[/color][/b] are cybernetically-enhanced humanoids, (a splinter faction from the UEF)who utilize shields and energy-type weapons. Finally the [b][color=green]Aeon[/color][/b] represent the merger of deep-space human colonists with a now-extinct race called the Seraphim (wiped out by a militant wing of human space explorers) and are a highly-advanced culture that espouses the virtues of peace, love, and understanding throughout the universe but are more than capable of defending themselves when necessary. They also have hover technology.

[b]W:[/b] What type of online service are you planning to use for the multi-player portion of SupCom?

[b]GW:[/b] We’re not releasing this info just yet but we will have more info soon about this.

[b]W:[/b] Will SupCom provide RTS gamers with a variety of valid strategic options during gameplay or rely on a few ‘tried and true’ tactics such as turtling, rushing, etc…?

[b]GW:[/b] Absolutely, one of our main objectives is to allow for as many valid strategies to develop within the gameplay as possible. Our huge map sizes will open up a variety of possible strategies and the use of combined arms will also be very important. In theory the innovations that SupCom offers should help foster creative strategic thinking.

[b]W:[/b] On a similar note, how do you think SupCom’s focus on ‘true strategy’ will affect the stereotypical ‘hot-keying, economically adept’ RTS players?

[b]GW:[/b] It’ll be hard for them to go back to any other RTS after playing SupCom! Once gamers get the hang of SupCom, they’ll love it. We definitely think it’ll invigorate the RTS genre.

[b]W:[/b] Please tell us a bit more about the role and function of the massive Supreme Commander units?

[b]GW:[/b] Well your Supreme Commander uber unit (for whichever faction you choose) is your representation within the game world (i.e. you are considered to be inside that unit, running the battle for your faction). Everything else is a robot. The Supreme Commander unit allows you to construct all of your facitons units. You can upgrade your Supreme Commander to be a truly fearsome uber-unit. As a sidenote, one enjoyable multi-player game mode we may implement will be a ‘Kill the enemy Supreme Commander’ mode. [i](See Figure D.)[/i]

[img]/images/interviews/supcom_2006-09/SupremeCommanderUnit_small.jpg[/img]
[i]Figure D. Cybran Supreme Commander Unit under attack[/i]

[b]W:[/b] In closing, can you tell us about a few games that have influenced you and what would be your last words to RTS fans?

[b]GW:[/b] Warcraft 2 was one of the first RTS games to really grab me and I liked the fantasy genre as well so I found it doubly enjoyable. Along similar lines I had worked on an action/adventure type of game for a previous developer that shared some aspects with the orginal Half-life before it was released and I thought that was a fun game (Editor’s note: I believe this game was not released, however.) I play and enjoy many games so it’s hard to pick just a few! To the RTS fans I’d like to say that you hear a lot of talk these days about Next-Gen consoles and games but Supreme Commander is truly a ‘Next-Gen’ game. Be sure to stop by our website for the game and sign-up for our newsletter. [url]http://www.supremecommander.com[/url] We’ll be starting up the beta test sometime in October so watch for it!

[b]W:[/b] Thanks for your time, Gary, we’re all eagerly awaiting SupCom. Check out a final screenshot below!

[center][img]/images/interviews/supcom_2006-09/Nukes_small.jpg[/img]
[i]Come for the nukes, stay for the pie![/i][/center]

At Showdown LAN this previous weekend I was able to round up PC Gamer’s Dan Morris (former Editor-in-Chief) for an interview. I questioned him on a broad range of topics and here’s what he had to say:
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[floatleft]/images/interviews/danmorris_2006-09/cover.jpg[/floatleft]

[b]Wytefang:[/b] Since we’re here at Showdown LAN, can you tell us how the seed was planted, so to speak, for PC Gamer to host this event and what the motivation was behind this as well?

[b]Dan Morris:[/b] I thought it was a shame that PC gamer had been around for ten years and had not done some kind of face to face event that really let us interact with readers. Nor had we really done much to get involved really closely with the lan gaming scene. It was something we had kind of neglected, I felt, in recent years. So I wanted to correct that by doing this event and killing two birds with one stone; we simultaneously put our brand back out in the lan community where I think it needs to be and we also get opportunities to bring sponsors together with our readers, to interview our readers up close and find out what they’re thinking about. This has been great market research for us. All that kind of factored into it plus we just kind of wanted to do it. It was a fun idea that we would be the people responsible for the largest lan event in California history so we put all that together and said ‘Sure, let’s figure it out and make it happen’.

[b]Wytefang:[/b] We understand that you’ve recently taken on a new role at PC Gamer. Can you tell us a little bit about your new title?

[b]DM:[/b] I was Editor-in-Chief (EIC) of PC Gamer formerly, now I am Associate Publisher so I’ve moved from the Editorial side of the business to the business side of the business. I’m now responsible for the whole P&L (profit and loss); the business unit is basically mine. I’m the ‘biz guy’ now. I still am basically an editorial director for the magazine; I do a post-mortem with them every issue. I still approve covers and things like that. But really day-to-day I have nothing to do with the editorial anymore that’s entirely Greg’s job (Editor’s note: Greg Vederman, PC Gamer’s current Editor-in-Chief) my job is more about business development, brand champion, it’s more about owning PC Gamer and making it all it can be.

[b]Wytefang:[/b] How did you get your start at PC Gamer?

[b]DM:[/b] I moved there from a competing magazine, PC Games, which had been acquired from our parent company, Future. I began at that magazine as an intern in college when I was twenty years old, so this is really only the second full-time job that I’ve had, PC Gamer that is, I’ve been here almost eight years.

[b]Wytefang:[/b] Why Game Journalism as opposed to, say, Accounting or Medical school?

[b]DM:[/b] I was always interested in journalism but I hadn’t really focused in on what kind of journalism it was going to be but I was very active on the high school paper, I was a journalism major in college, it was something I really wanted to do, it was a passion of mine. My other big passion was computer games, specifically PC games not console. So miraculously one day I just happened to see an internship posting at San Jose State for an editorial intern at the magazine ‘PC Games’ and it didn’t take me long to put two and two together and say, ‘Hey this is something I really would enjoy’, so I applied and was fortunate enough to get the internship and I loved it; haven’t left the business since!

[b]Wytefang:[/b] Can you tell us a little bit about the highs and lows of Game Journalism?

[b]DM:[/b] The highs are many. We’re around the games all the time. We get to play the games. We get to play them first. We get to see them in development. We get to meet game developers. All that stuff is a privilege that we try not to take for granted. I work with amazing, creative, wonderful people all day long every day, which is a dream; they really keep me charged up. All those are the ‘highs’. The only ‘low’ that I can think of, and it’s really not that much of a ‘low’, is that there can be just brutal, brutal schedules for us. This weekend is a perfect example (of that). Even in my case working business deals, or what have you, we give up a lot of weekends, a lot of nights, it’s a very demanding job.


[b]Dan Morris, Associate Publisher of PC Gamer and former Editor-in-Chief[/b]

[b]Wytefang:[/b] Is that due to deadlines mainly?

[b]DM:[/b] All kinds of things, deadlines for sure but just the nature of our business is a very grueling one, I think any journalist would say that publishing is hard. I think every person on my staff could be making more money doing something else but we don’t want to do anything else.

[b]Wytefang:[/b] What has been your favorite moment while working at PC Gamer so far?

[b]DM:[/b] I have a new favorite moment every month to be honest! You know that’s a tough question to answer. That’s what I love about the job, every three or four months I have a new one. I would say that the last, the most recent one was our breaking the Half-Life 2 story, bringing the world exclusive out was just such an honor to do. I mean that was the most anticipated story of that year and we got it, we did it, we did it justice; seeing that issue come to fruition was very rewarding. Actually I’ve got a tie for you, my new best moment is this (event) and I’ve been blown away by what we’ve pulled together here. And the stuff that I’ve been told by our readers who are here has been really energizing. I’m glad we did this if only because we get to be face to face with people who know our product and we get to hear what they think about it and that’s been terrific.

[b]Wytefang:[/b] What piece of PC Gamer work are you most proud of and why?

[b]DM:[/b] I think the thing that we are most proud of collectively is the ‘Game Gods’ feature that we did a number of years back where we gathered the 25 biggest names in the industry in one room and let them all just talk to each other, really, we didn’t do much interviewing we just sort of let them interact and we recorded it all and documented it and that was probably the toughest thing we ever did in terms of logistical challenges but we pulled it off and it was great fun.

[b]Wytefang:[/b] Where do you see the future of PC Gamer heading?

[b]DM:[/b] I would say that we are going to be evolving beyond a magazine. What we are going to be doing is moving aggressively into internet products, moving aggressively into live events, like this one, and some other stuff as well. We are going to try to push the brand into new media, by which I don’t just mean the internet but new formats where we can reach people. The podcast is a great example of that. That’s sort of my mission is to obviously maintain the magazine but push us into new forms that…

[b]Wytefang:[/b] …boldly go where no gamer has gone before? LOL

[b]DM:[/b] [i](laughs)[/i] …exactly! I think that’s going to be the story of any media brand in the 21st century, that sort of evolution and that’s my priority.

[b]Wytefang:[/b] Why is the PC your preferred gaming platform?

[b]DM:[/b] It’s hard to say – it’s what I grew up on, I didn’t really grow up with a lot of consoles in the house, I grew up on an Apple IIe and basic PCs and that Apple IIe is where I started gaming. I just never got out of the habit. It’s just always been the more appealing platform for me. I don’t have a great answer for that other than that’s where I started and I’ve just kind of stuck with my roots.

[b]Wytefang:[/b] Can you tell us what your top five favorite games are, of all time?

[b]DM:[/b] In no particular order I would say they are: X-com UFO Defense, Civilization (series), Battlefield 2, Team Fortress Classic, and Baseball Mogul.

[b]Wytefang:[/b] What are you thoughts about the recent news that Computer Gaming World (CGW) has acquired the title from Microsoft as the ‘official’ magazine for PC gaming or as Microsoft calls it, “Games for Windows”? Where does that leave PC Gamer?

[b]DM:[/b] Right where we have been, (laughs), as the world’s biggest selling computer games magazine. It’s sort of the move that I would’ve made if I were them. I mean they were a magazine on their way out, I mean like financially on their way out, and so they’re sort of rolling the dice and trying something new and that’s what I’d have done too. I don’t think it’s going to change PC Gamer one bit.

[b]Wytefang:[/b] You don’t think that it’s going to affect your basic-level fan who sort of skims the surface and might select CGW (now officially known as ‘Games For Windows’) over PC Gamer due to the ‘official’ designation?

[b]DM:[/b] I don’t believe that we have a ‘basic-level reader’ who just ‘skims the surface’, I mean we’re a hardcore magazine for a hardcore interest and so I’m not worried about losing casual fans to anybody. We’re always going to be there for the hardcore PC gamer and that’s what we do.

[b]Wytefang:[/b] What upcoming games are you most looking forward to?

[b]DM:[/b] A lot of the ones on this show-floor, honestly, like Company of Heroes, Supreme Commander, and BF2142. I’m psyched for all three of those.

[b]Wytefang:[/b] In light of the accessibility and prevalence of online gaming sites, do you think that printed media’s days are numbered?

[b]DM:[/b] I think it’s kind of a semantic question. Yes, I think the magazine business is being put through profound changes by what’s happening online. Do I think we’re going to be ‘extincted’? No. Do I think we’re going to have to change our value proposition? Yes. The reason being, (that) we’re finding out what everyone is finding out which is that there is no more scarcity of information. Information is everywhere now. There was a wonderful time when PC Gamer was one of the only places to get the latest scoop on a new game. Those days are done, however we’re always going to have a lot to offer the hardcore gamer who wants to penetrate PC gaming as deeply as possible and with the funnest possible people to do it with, so yeah, we’re going to rise to the occasion (despite these changes).

[b]Wytefang:[/b] I’ve read allegations from an online site that claims that PC Gamer (among other magazines mentioned) shamelessly hypes games in its previews section instead of maintaining journalistic integrity (i.e. you guys won’t say anything negative about Previewed games). What is your response to this?

[b]DM:[/b]You know, even in previews, that’s one of the canards that drives me crazy – the idea that all previews are positive. We took a lot of flak, I personally took a lot of flak, for a preview of Ghost Recon that I did in which I basically lamented the fact that the new Ghost Recon Advanced Warfighter was ‘consolized’, I mean that was the word for it. I didn’t say it was necessarily going to be a bad game, it wasn’t going to be the Ghost Recon that we expected and that, frankly, PC Gamer wanted, and that was all there in the preview. We have a great relationship with the senior execs at Ubisoft and they were sort of dismayed, is probably the word, by saying ‘Hey you’ve judged this game early, you haven’t given it the benefit of the doubt’. I thought that we DID give it the benefit of the doubt; we said what we felt we had to say which was that we were disappointed that this wasn’t going to be the same level of crunchy, granular Ghost Recon play that we had loved and made Game of the Year. So we’ve taken people on at the previews stage, we’ve done it forcefully and we’ve been very pleased with the results that we get, from the one source of feedback that we care about. It’s not self-appointed web watchdogs, it’s our readers. Our readers write to us and let us know how we’re doing and so far we’re doing fine.

[b]Wytefang:[/b] Who is your favorite Game Designer to interview and why?

[b]DM:[/b] I like them all and would hate to hurt feelings but I have personally always have enjoyed interviewing Chris Taylor, I think everyone does. He’s a combination of extremely passionate about what he does and also just extremely sick and hilarious and funny. He’s a riot, if you ever get a chance to talk to him, I encourage you to do it. He’s just the friendliest, most accessible guy, and he’s terrific, I always love the chance to talk to him.

[b]Wytefang:[/b] Any last words for PC Gamer/Gaming fans?

[b]DM:[/b] Thanks for sticking with us. We work ourselves half to death every month to put out the magazine that we do and now we’re working ourselves most of the way to death, adding podcasts and events like this and all that stuff to the table and we do it because every now and then we get a chance to meet readers who absolutely get it and love what we do and they’re the people we’re doing it for so just thanks very much for being with us!

[b]Wytefang:[/b] Thank you for taking the time to answer these questions despite your busy schedule here at Showdown LAN.

[b]DM:[/b] No problem! Check us out online (and our podcast) at: [url]http://www.pcgamer.com/[/url]