Cyberpunk 2077

A love letter to videogame pubs

Pint?

The pub is a haven and a hopeless place. Fantasy RPGs uphold the tavern as the hubworld of society. More than piazzas or busy markets or sturdy fortresses, the pub is where real things happen and where real people spit. It feels natural that it becomes a favourite of game designers. In our boring fleshy world they are both the alcoholic's watering hole and a place of legitimate relaxation and escape. They are a third space where office-cursed ghouls can unwind and complain about corporate, and a buzzing recruitment bazaar where jobs are slyly offered to those who dare to schmooze after a conference. Some of the best ideas happen in the pub, why shouldn't some of the best quests begin there too?

When I think of the game pub, I think first of Skyrim's roadside inns. It is impossible to estimate how much of Skyrim's sense of place is owed to its many thatched rest stops, offering you fireside and food in deep warm contrast to the blizzards outside. There's history in these pubs, even if it is the fictional history of a fantastical realm. 

They remind me of Ye Olde Trip

The best singleplayer levels in first-person PC games

Let me level with you

Last week we confronted Jank readers with the 17 best multiplayer FPS maps in living and possibly unliving memory. Did you think we were finished? You imbecile. You clown. Now it's time for all the brilliant singleplayer levels. And some of them aren't even about shooting.

We had originally sat down to hash out all the finest levels in first-person games without caring how many players were enjoying the view or dying from a ruptured skull. But after compiling that megalist we realised: my god, if we split this monster into multiplayer and singleplayer maps... we will have TWO articles. It was a revolutionary idea, and one that has made Jank approximately 0.05% more efficient this week. We provide stupid jokes and shareholder value.

Fort Frolic - BioShock

A bunny eared enemy with hooks waits outside the doors to Fort Frolic.

Graham: Someone, somewhere is going to say: what about The Cradle, the most beloved level from Thief: Deadly Shadows? To them we say: sorry, we haven't played it. But we have played Fort Frolic, the BioShock level from the same level designer, Jordan Thomas, in which the player is trapped in a district by Sander Cohen, an artist who works across mediums, from "creepy living statues" to "classically scored murder ballet"