Feature

When a lot of words gather in one place, be careful. It might be a feature.

The Lie-In

Our weekly roundup of links worth reading

Good morning, videogames. The Brighton marathon is taking place today. I'm not running in it, but I will be doing something much harder: crossing the road while it takes place. Before I'm trampled to death by thousands of angry people in shorts, let's consider some of the best writing about games from across the week.

For Kotaku, Zack Zwiezen asked a flock of developers how pausing works in their games.

“In most of the Vlambeer games and Minit / Disc Room,” said developer Jan Willem Nijman, “I take a screenshot (with the UI disabled), then either jump to a completely different empty room or deactivate everything... with that screenshot as the background, [and] on unpause jump back [to the game]. Sometimes there’s a 1-frame delay because that screenshot needs the UI disabled.”

Ashley Day wrote about the experience of going back to Super Mario 64, 30 years later, to finally get those 50 bonus stars.

I’ve known for years that your reward for doing so is to meet Yoshi on the roof of the castle and receive 100 extra lives from him, but I always thought that was a bit pointless. After all, why would

Here's our 17 most-loved multiplayer FPS levels

These maps lead the way to our hearts

When Graham and I sat down to scrounge together a definitive list of our favourite multiplayer first-person shooter levels, we knew that many of them would originate in the late 1990s and early 2000s. We are children of the dial-up deathmatch, so it comes as no surprise that many of our most-loved maps are simple blocky arenas made of grubby textures and low-definition skyboxes.

But what has surprised me is how the best modern maps feel like classic favourites. Any fast-paced bloodsport today still benefits from the fundamentals of map design that were hashed out by the makers and modders of yesteryear, and some of the most interesting multiplayer maps of modern times come about when studios commit to a strong theme, just like 90s developers were fond of doing, repressing any consideration of long sightlines or cheesy camping spots in favour of a single funny idea. Okay, nobody at Blizzard is making a homage to Facing Worlds. But battle royale maps that dramatically evolve are all about flavour begetting function. And the Finals definitely owes a thing or two to Quake 3. Don't get what I mean? Read on, and find out.

Crossfire

Hunt: Showdown is still showing other extraction shooters how it's done

Hunting down an old timer

Sure, these fresh gunslingers have a lot going for them. Jonny Embark and Bungie The Kid both shoot from the hip and they certainly put on a show. Those young guns make a lot of noise. But it's the quiet, gnarly old gunfighter you should really fear. That guy sat on the porch with a distant look like he has seen too much? The old timer chewing something he pulled out of his horse? He's the one to pay attention to. Because he survived.

The survival of Hunt Showdown is not simply the survival of players as they escape with characters unmurdered from its (thankfully crafting-free) first-person extraction game, but also in the title's remarkable ability to persist and grow over many years in a world where most multiplayer efforts are quietly taken out in the yard and shot. In the deadly corral of a hit-driven hobby the master has modestly abided, and in the year of our lord 2026 Hunt is not simply one of the most impressive and competently designed extraction games, it also has a fairly good claim on being one of the best multiplayer shooters ever made. As a veteran

The Lie-In

Our weekly roundup of links worth reading

Good morning, videogames. If you're reading this, then you've survived both the clocks going forward and April Fool's day, two events designed explicitly to kill the exhausted and the middle-aged. Your reward is this long weekend of rest, relaxation and reading about some of the best writing about videogames from the past week.

It was nice of PC Gamer to write some fan fiction about us, with Jeremy Peel producing an ode to eurojank, both the "wonky yet wonderful projects of yesteryear, and their modern successors".

In the same way, ‘eurojank’ is an insult well-meant. On the face of it the term appears to condemn a whole continent's games as laughably buggy and low-budget. But speaking as a proud European, who has had the privilege to spend their working life flying to Frankfurt and Ghent and Uppsala to meet studios punching above their weight, I can tell you that eurojank—a term thrown around often in PC gaming circles in the early 2010s—is a byword for ambition.

Games like Balatro, Luck Be A Landlord and Raccoin don't literally let you bet your money away, but they and many other games have

Living In Sim is our new column on "simulation", whatever that means

Try simulating some enthusiasm

Simulation is a huge genre, no two people will agree where it begins or ends. When a game nails "simulator" to the end of its name, like a big plank of wood, the case seems clear cut. Flight Simulator. Gas Station Simulator. Goat Simulator. But then you have all the high-level systemic games which simulate historical nation building or space exploration. Cities Skylines calls itself a simulation, so does Crusader Kings, Rimworld, Mount & Blade, and Dwarf Fortress. Racing sims distinguish themselves from arcade racers. And sports games can veer that way too. Session is a skateboarding sim in a way that Tony Hawk's is not. Football Manager 2026 is a sim, but Rematch? Hmmm.

As I am constantly reminding Jank readers, all taxonomy is folly. Viewed from the firmament, every game is a simulation. But there is often some extra pedantry or detail that pushes a game into being classified a sim. For the purposes of this column, I don't care where that fuzzy border falls, I only care that it exists. A sim is just any videogame that commits hard to the bit.

Why sims, of all genres? Well, we're a PC gaming site,

The Lie-In

Our weekly roundup of links worth reading

Good morning, videogames. As I write this, on Saturday evening, my son has just fallen asleep as I read him the closing chapters of The Hobbit. I don't take this personally. It's the first time either of us has read the book, and I think he's enjoying it, but there is perhaps nothing greater than lulling your child to sleep with a story. As you read this roundup of some good writing about videogames on Sunday morning, may you also drift off for another peaceful slumber.

Aftermath have been publishing up a storm with the delightfully named Woke Week, a "week of stories celebrating Woke 2". There were more interesting articles than I've yet had time to read, so I'm going to pick three. You should start with Gita Jackson's take on what Woke 2 means to her.

In this first version of wokeness, I wasn’t nearly as skeptical of figureheads and corporations co-signing social movements as I needed to be. I had this unshakeable belief that justice would emerge in the end, that people would do the right thing just because it was the right thing to do. I trusted companies,

What are you running for?

One cannot survive on The Aesthetic alone

There is a loop of behaviour I get into when I see a game being highly praised by my peers. I try the game, I don't like it, I stew with annoyance, I see more praise, I decide I must be doing something wrong, I try it again, I still don't like it. I write a blast of vaporous thoughts about why I don't like it, but I'm only half-convinced by my own screed, and I see more people enthusing about the game. I think: this can't be right, I am missing something, I am not giving this its fair shake, a proper evaluation, I am playing it wrong, I must commit to it somehow, I must roleplay, or I must get deeper, it will reveal itself soon, surely. I play again, and I still don't like it.

This annoys me because I feel locked out of enjoying, even with great effort, something that others enjoy with no effort at all. This is a silly emotion, but a persistent one. I want to like the videogame. Why can't I just like it? Yes, I am talking about Marathon.

Some praise it as

The Lie-In

Our weekly roundup of links worth reading

Good morning, videogames. What a week it has been for blog posts. There have been good blogs, bad blogs, new blogs, and much discussion thereof across the internet. It's enough that you could begin to trick yourself into thinking that games media is healing, although I suspect this is in reality a consequence of its recent fragmentation. In any case, I am pleased to be able to link to so many independent writer-owned sites, of one kind or another, in the below roundup of good writing about videogames.

Duncan Fyfe wrote about lore for Remap by looking at the Elder Scrolls series, and talking to its fans and many of its writers about the often haphazard, contradictary way its world has been constructed, for better and worse.

During a dispute with his boss that a colleague remembered as about whether the world of The Elder Scrolls could accommodate Amazon women, Goodall quit the company. “I loved the original Elder Scrolls too much to stop arguing in their favor,” he said later. He had approached The Elder Scrolls full of zeal for the world and conviction in the stories that took place there. He had come into the world