The Chaos Dwarfs are coming. That’s not the last, baffled whimper of my diseased mind, it’s a statement of fact: Chaos Dwarf DLC is finally coming to Total War: Warhammer 3 alongside the game’s 3.0 update on April 13.

The “Chorfs,” as they’re also known, have been a much-desired addition for a while now. If you’re unfamiliar, they’re, uh, pretty much evil dwarfs: A gang of malicious mechanics who use big, smoke-belching machines wrought of steel and sorcery to do war crimes. Naturally, players seem to love them, and everyone’s very excited they’re finally putting in an appearance in Total War: Warhammer 3. 



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Tech Tales

pc gamer magazine issue 380

(Image credit: Future)

This article first appeared in PC Gamer magazine issue 380 in February 2023, as part of our Tech Tales series. Every month we talk about the ups and downs of PC hardware, with a look back on our own history with the hobby.

I’ve broken a lot of PC components in my time, but the worst of all was the Asus graphics card. A review unit. The only one in the country, worth a bomb. The UK PR guy literally drove it from one publishing house to another, because absolutely no way was it to be trusted with a courier. No offence, DPD, but this thing had about nine trillion compute units. 

I still don’t know why it broke while it was in my possession. We rarely get to the bottom of it, do we? When something starts to smoke or pops or emits a grotesque noise or makes Windows melt, we’re rarely offered any kind of closure. We dredge the forums for a few days, reading through the misadventures of people who had similar but frustratingly not quite the same issue we’re having, before eventually giving up and sloping off to send more money to Scan. 



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DNA TRACING

(Image credit: Future)

This article first appeared in PC Gamer magazine issue 379 in January 2023, as part of our DNA Tracing series, where every month we delve into the lineages behind iconic games and studios.  

The term ‘looking glass’ readily brings to mind warped fantasy worlds: Alice in Wonderland, twisted smiles and a sense of not quite knowing what you’re getting into. As a company splash screen, it felt a fitting intro to Thief—with its Tweedledum guards and servants of the Trickster, minions of chaos and nature who communicated in a kind of rhyming babyspeak (“Call the dark! Call the black! Bringsie forth I call it back!”). Thief’s first level certainly takes you down a rabbit hole of sorts: first into the sewers, to surface within the grounds of a manor, then down a well, to finally emerge among the rat poison and beer barrels of Lord Bafford’s basement. 

Yet take a look at the logo of Looking Glass Studios from the time, and you’ll see a telescopic eyeglass—the same strange steampunk device fitted into the right socket of Thief protagonist Garrett, after his own orb was plucked out in some primordial Trickster ritual. And that particular ‘looking glass’ came about thanks to cutscene writer Terri Brosius. 

“I’m taking a risk here,” she recalled thinking, in conversation with MIT’s GAMBIT Game Lab in 2012. “I’m writing about somebody taking an eye out while chanting some verse. Now I have to wait for three days before I get to hear back whether I’m fired.” 

Terri, along with Eric Brosius and Greg LoPiccolo, had come to Looking Glass just as their musical careers had begun to falter. The trio had played in a popular Boston band, the Pixies-esque Tribe. But, discovering that their appeal didn’t extend far outside the New England area, they gradually migrated to Looking Glass – Terri contributing weird fiction and becoming the voice of the AI antagonist Shodan in System Shock, while Eric and LoPiccolo wrote soundtracks and helped shape the studio’s minimalist approach to sound design. Much of Thief’s ambience was made up of four-second, looping drones—single held notes rather than a dramatic musical score.

“Less is more,” Eric Brosius told GAMBIT. “I found that it almost hypnotised you and sucked you into what you were doing, and made you very aware of stuff around you, because of the simplicity of what you were hearing. We were keenly aware that this would be the first stealth game that would really rely on audio cues.” 

By the end of Thief’s development, LoPiccolo had risen to the role of project lead— appropriately, since Thief centred sound as a mechanic in a way few first-person games have managed, before or since. Players had to listen for mumbling or whistling to determine the location of nearby guards—and take care to avoid marble floors where possible, for fear of alerting those guards in turn. After release, Thief fans would playfully rib Looking Glass for Garrett’s ‘tap shoes’, so noisy were his footsteps.

(Image credit: Square Enix)

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Some of Thief’s earliest design concepts, however, came from Ken Levine. The future BioShock designer’s first games industry job was at Looking Glass, where he worked alongside Doug Church to invent worlds for the company’s next action RPG. His rejected ideas included School for Wizards, Dark Elves Must Die and Better Red Than Undead – the latter a 1950s pulp story about a CIA agent fighting communists in Russia during a zombie outbreak. The seeds for Thief, however, came from Dark Camelot—a retelling of Arthurian legend in which you would play a black-skinned Mordred, and in which King Arthur would be a villainous nobleman guilty of racial prejudice (a theme Levine would ultimately return to in BioShock Infinite).

While the swordfighting and medieval fantasy transferred to Thief, almost everything else changed as studio founder Paul Neurath landed on the theme of burglary. “Looking Glass audio was so far ahead of everything else,” Levine told GAMBIT. “It was such a powerful tool, and we really wanted to exploit that.” 

At the time, there was no such thing as the stealth genre—by strange coincidence, Thief and Metal Gear Solid would launch almost on top of each other. And so Levine drew inspiration from submarine games like Silent Hunter—specifically “how powerful you were when you were unseen, and how weak you were when you were spotted.”

(Image credit: Looking Glass Studios)

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“I started writing documents about thermocline layers,” Levine remembered. “Submarines will go through those because they form a barrier to sonar. I started thinking about how we could build a terrain that’s based upon sound.” Either Church or lead programmer Tom Leonard came up with the idea of using lightmaps in the level to indicate how hidden the player was, adding a visual dimension to Levine’s premise. 

Soon afterwards Levine left the company, alongside Jon Chey and Rob Fermier, to set up Irrational Games. But they didn’t go far: Looking Glass incubated the new studio throughout its first project, System Shock 2—providing tech support on the Thief engine, and of course, sound design. That signature eerie drone is present on the Von Braun, a space station populated by dead bodies and audio logs.

(Image credit: Square Enix)

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The absence of living NPCs was a design precept Looking Glass had decided on years prior – having made two RPGs in the Ultima universe and grown tired of the limitations of text conversations. The dead, they figured, would draw less attention to the boundaries of their otherwise cleverly simulated worlds. Thief’s drunken guards were an extension of the same idea—though alive, speaking to them was out of the question. Your job was to stay out of their way. It’s this fictional coherence that makes Looking Glass games so beloved to this day. 

System Shock 2 would prove to be a passing of the torch: Looking Glass went out of business the year after its release, leaving Irrational to revive the formula with BioShock. The Austin office that Looking Glass had closed after the Thief team became the Deus Ex team. And the former members of Tribe went on to lead development of Guitar Hero at Harmonix, bringing the Boston music scene to an international audience after all. Looking Glass may be long dead, but as System Shock once proved, there’s plenty the dead can still teach us.


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Tron: Identity, the upcoming Tron-iverse visual novel from Thomas Was Alone creator Mike Bithell, has a new gameplay trailer and a release date. You’ll be donning your electric nightwear, mounting a lightcycle, and making all sorts of really bad computer decisions when the game releases on April 11.

The game takes place in a Grid that’s been “forgotten by its creator and left alone to evolve without User intervention,” an equilibrium that’s disrupted when someone commits an “unprecedented” (and unspecified) crime. It all sounds very noir: You play a detective named Query, piecing together what happened on your quest for the truth.



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The first season of The Last of Us (opens in new tab) recently wrapped up on HBO in what The Guardian (opens in new tab) called “a brutal, sadistic triumph of television.” I guess that’s good, right? The whole series was met with acclaim (opens in new tab) from critics and viewers alike, and to absolutely nobody’s surprise a second season (opens in new tab) was announced in January.

Some fans of The Last of Us games weren’t entirely thrilled with the show, however, particularly the way the narrative sometimes varied from the games. An episode that explored the relationship between supporting characters Bill and Frank, for instance—something the game never did—was widely hailed for its portrayal of their “whole, beautiful, devastating love story,” as Out (opens in new tab) described it, but also resulted in an ugly review-bombing campaign on IMDB.com (opens in new tab).

Speaking during an online press conference ahead of the debut of the season one finale (via EW.com (opens in new tab)), showrunner Craig Mazin said that reaction won’t change their approach to the second season, which will sometimes deviate from the game just as the first season did.

“[Season two] will be different just as this season was different [from the first game],” Mazin said. “Sometimes it will be different radically, and sometimes it will be [barely] different at all. But it’s going to be different and it will be its own thing. It won’t be exactly like the game. It will be the show that Neil and I want to make.”

Mazin also said that “we are making it with Bella,” a reference to questions about whether Bella Ramsey, who plays Ellie, would return for the second season. The Last of Us 2 takes place five years after The Last of Us, leading to speculation that the character might be recast with an older actor.

“When we made the game, I felt we were incredibly lucky,” showrunner and Last of Us videogame creative director Neil Druckmann said. “It was like lightning in the bottle that we found Ashley Johnson and I can’t imagine that version of Ellie being anybody else. And then somehow we got lightning in the bottle again with Bella.

“The only way we would ever, ever consider re-casting Bella is if she said, ‘I don’t want to work with you guys anymore.’ And even then, we’re not sure we would grant her that. We might still force her to come back to season 2.”

The Last of Us Part 1 is set to come to PC on March 28, on Steam (opens in new tab) and the Epic Games Store (opens in new tab). You’ll need an RTX 2070 Super to hit 1080p 60 fps at high settings, but you can dial it back a bit if you need to—here are the full system requirements (opens in new tab).


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Shodan is up to her old tricks and, instead of being able to try and defeat her in March, we’ll now be twiddling our thumbs and waiting for System Shock until the end of May. Bloody AIs, ruining our good times. 

This delay isn’t really all that surprising. We’re already a fair bit into March and there’d been no word from Nightdive about a release date beyond some point this month. The developer’s hesitancy made a delay seem almost inevitable. 

“We had hoped to bring the game to market by the end of March,” reads Nightdive’s announcement (opens in new tab), “but that turned out to be just beyond our reach; we are after all merely human (unlike Shodan!)”

Nightdive did not go into any more detail about the source of the delay, unfortunately, but hopefully this extra couple of months will ensure a smooth launch. 

Thankfully, we have seen quite a lot of System Shock already, with Nightdive putting out demos so everyone could check out its progress, and it’s certainly shaping up to be one of the more impressive remakes. A new demo came out for the last Steam Next Fest, and conveniently it’s still available (opens in new tab)

While you wait for the new May 30 release date, why not prepare to take on Shodan by bullying one of those annoying AI chat bots? Blow off some steam by calling ChatGPT a cock. Be warned, though: Shodan is unlikely to be defeated by some salty language. 


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The Destiny 2 Conditional Finality shotgun is the newest exotic to arrive in the game as part of the Root of Nightmares’ raid. Just like Collective Obligation or Touch of Malice before it, this is one of the most powerful weapons the raid has to offer, and is a pretty rare drop. Still, there are ways to increase your chance of getting it.

For those still exploring Neomuna, you might want to know where to find all of the action figures (opens in new tab), the Terminal Overload (opens in new tab) rotation, or what lost sectors (opens in new tab) are currently on rotation so you can grab the new exotic armor pieces. Either way, here’s how to get the Conditional Finality exotic shotgun and what exactly it does.

How to get Conditional Finality

The new exotic solar/stasis shotgun only drops from the final encounter of the new Root of Nightmares raid: Nezarec. The good news is that as with Hierarchy of Needs or Heartshadow, Bungie has added a system where you can buff exotic drop chances to the new raid. If you complete certain triumphs and challenges in the Root of Nightmares’ raid seal, you can increase your overall drop chance, and so your chances of getting Conditional Finality from the last boss. Here are said triumphs:

  • Classic Horror: Complete all encounters with a fireteam of the same Guardian class
  • Dream Weavers: Complete all encounters with a fireteam of Strand subclasses
  • Psionic Purge: In Cataclysm, defeat all Psions within one second of each other
  • Shields Up: In Scission, do not defeat any attuned shielded combatants on a floor until both node chains are complete on that same floor
  • Singular Orbit: In Macrocosm, a player cannot gain Planetary Insight twice in the same Planetary Shift.
  • Synchronicity: During the final battle with Nezarec, activate both sets of nodes within five seconds of each other, for every activation, and complete the encounter
  • Illuminated Torment: Complete the Illuminated Torment challenge
  • Crossfire: Complete the Crossfire challenge
  • Cosmic Equilibrium: Complete the Cosmic Equilibrium challenge
  • All Hands: Complete the All Hands challenge
  • Final Nightmare: Complete all encounters on Master difficulty

Completing any of these triumphs gets you a little bump in Conditional Finality’s drop chance, so it’s a little easier to get from Nezarec—just don’t forget to claim the triumph in the seal to activate it.

(Image credit: Bungie)

Conditional Finality’s perks

Conditional Finality is a stasis shotgun with two barrels, letting it fire both stasis and solar pellets. Landing most of the stasis pellets will freeze a target, while the solar pellets will cause them to ignite, making it a pretty amazing weapon for easily stunning champions, or if you’re wanting to deal shatter damage consistently. 

Here are its perks and traits:

  • Shortened Barrel: Greatly improves handling at the cost of range and stability
  • Alloy Magazine: Faster reloads when the magazine is empty
  • Paracausal Pellets: Landing nearly all stasis pellets will freeze targets; landing nearly all solar pellets will ignite targets
  • Textured Grip: Greatly increases handling speed, slightly decreases stability

The good news is you also won’t have to do anything to get the Conditional Finality catalyst because it doesn’t have one. While the reprised raid weapons like Touch of Malice and Vex Mythoclast both have catalysts, new Destiny 2 raid exotics don’t seem to get them. 


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Ever since it started making its way into homes, 3D printing has been huge for creative nerds. Be it altruistic creations like these 3D printed accessible controller adapters (opens in new tab), or a Steam Deck (opens in new tab), this tech paves the way for all stripes of makers to print previously impossible objects with relative ease in their own homes. Relative ease does tend to be a key word though, as one enthusiast learned when printing this impressive map-view model of their Cities: Skylines city.

The idea of printing out your own city from one of these games is a great idea. If you’ve played a city builder before you know that these metropolises grow out of nothing to become huge sprawling problems in no time. But those problems are yours, unique to you and your choices. Dumptropolis may be a dump, but it’s my dump. From its poorly planned industrial area, to the unfortunate sewer plant right next to the entertainment precinct. 

Akruas is thankfully a Cities: Skylines player with a lot more skill and forethought than I. Their YouTube (opens in new tab) is full of videos detailing their impressive digital city building. This includes a series behind their central European city concept Altengrad, which was the subject for this challenging 3D print project. 

Getting this sprawling view of Altengrad in printed plastic wasn’t as easy as just exporting a 3D file. Unfortunately Cities: Skylines doesn’t have something like the nifty export feature used to export and print these neat Townscaper dioramas (opens in new tab). Add it to the features we’d like to see in Cities: Skylines 2 (opens in new tab) when it launches later this year. (opens in new tab) Instead Akraus explains in this Twitter thread (opens in new tab) how they had to employ a fairly complicated process to bring their digital city into the real world. 

The big hurdle here is to somehow turn the City into something that a 3D printer understands. Akraus explains they originally tried using screenshots and having software translate that to no avail. Instead they had to modify the city until it was suitable, and then take multiple 5k screenshots while moving a white plane to gather the details. 

Akraus then converted the screenshots into vector graphics so they were scalable. They warn that this step was incredibly time consuming and resulted in expectedly huge files. It might not be necessary to do to get good results, but being able to scale without losing any detail can be a huge boon for printing things while maintaining details, especially in different sizes.

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From there they used 3D Slicer (opens in new tab), an open source program used for 3D imaging, usually used for medical purposes. This took those diligently gathered images and turned them into a 3D model. Akraus explains this step is surprisingly simple, only taking a few clicks to go from picture to 3D information. 

From here you may need to tweak the design in Blender or something similar, but this spits out a usable STL file. Akraus opted to live with the mistakes rather than fine tuning the impossible. Super fair given it’s a first try, and the print still looks really cool. Definitely software to keep in mind for future 3D printing shenanigans. 

The end result is a really nifty looking miniature city. When you look closely it’s very clearly 3D printed from a rough model, but at a distance you don’t even notice the chaos. A little more tweaking or even just a fancier 3D printer could make these models look even more incredible. With how good this first attempt looks, I can’t wait to see what Akraus manages next with the city builder or with the sequel when it launches. Hopefully Cities: Skylines 2’s hailstorms and rat infestations (opens in new tab) won’t be too much of a barrier to more cool printable cities.



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Save your Wordle (opens in new tab) win streak on the very last go, learn how to improve your all-important opener, or read a helpful hint designed to guide you in the direction of the March 14 (633) answer—everything you need to make today’s Wordle a success is waiting below.

It’s always something of a relief to see the very first letter turn green on my first go, but it’s even better when some of them turn yellow on the guess after. I did somehow manage to neatly arrange those yellows in entirely the wrong order after that, but the follow-up won the game.

Wordle hint

A Wordle hint for Tuesday, March 14

Someone who’s in a bad mood and not shy about showing it, acting rude and standoffish to those around them without provocation, might be described as today’s answer. There’s only one vowel to find today. 

Is there a double letter in today’s Wordle? 

No, there is no double letter in today’s puzzle. 

Wordle help: 3 tips for beating Wordle every day 

Looking to extend your Wordle winning streak? Perhaps you’ve just started playing the popular daily puzzle game and are looking for some pointers. Whatever the reason you’re here, these quick tips can help push you in the right direction: 

  • Start with a word that has a mix of common vowels and consonants. 
  • The answer might repeat the same letter.
  • Try not to use guesses that include letters you’ve already eliminated. 

There’s no racing against the clock with Wordle so you don’t need to rush for the answer. Treating the game like a casual newspaper crossword can be a good tactic; that way, you can come back to it later if you’re coming up blank. Stepping away for a while might mean the difference between a win and a line of grey squares. 

Today’s Wordle answer

(Image credit: Josh Wardle)

What is the Wordle #633 answer?

Some days those greens just don’t turn up on time. The answer to the March 14 (633) Wordle is SURLY.

Previous answers

The last 10 Wordle answers 

Wordle solutions that have already been used can help eliminate answers for today’s Wordle or give you inspiration for guesses to help uncover more of those greens. They can also give you some inspired ideas for starting words that keep your daily puzzle-solving fresh.

Here are some recent Wordle answers:

  • March 13: BLAME
  • March 12: BIRTH
  • March 11: EMAIL
  • March 10: REVEL
  • March 9: WHERE
  • March 8: REGAL
  • March 7: HORSE
  • March 6: PINKY
  • March 5: TOXIC
  • March 4: TREND

Learn more about Wordle 

Wordle gives you six rows of five boxes each day, and it’s up to you to work out which five-letter word is hiding among them to win the popular daily puzzle.

It’s usually a good plan to start with a strong word (opens in new tab) like ALERT—or any other word with a good mix of common consonants and multiple vowels—and you should be off to a flying start, with a little luck anyway. You should also avoid starting words with repeating letters, so you don’t waste the chance to confirm or eliminate an extra letter. Once you hit Enter, you’ll see which letters you’ve got right or wrong. If a box turns ⬛️, it means that letter isn’t in the secret word at all. 🟨 means the letter is in the word, but not in that position. 🟩 means you’ve got the right letter in the right spot.

Your second guess should compliment the first, using another “good” word to cover any common letters you might have missed on the first row—just don’t forget to leave out any letter you now know for a fact isn’t present in today’s answer. After that, it’s just a case of using what you’ve learned to narrow your guesses down to the correct word. You have six tries in total and can only use real words and don’t forget letters can repeat too (eg: BOOKS).

If you need any further advice feel free to check out our Wordle tips (opens in new tab), and if you’d like to find out which words have already been used, you can scroll to the relevant section above.

Originally, Wordle was dreamed up by software engineer Josh Wardle (opens in new tab), as a surprise for his partner who loves word games. From there it spread to his family, and finally got released to the public. The word puzzle game has since inspired tons of games like Wordle (opens in new tab), refocusing the daily gimmick around music or math or geography. It wasn’t long before Wordle became so popular it was sold to the New York Times for seven figures (opens in new tab). Surely it’s only a matter of time before we all solely communicate in tricolor boxes. 


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When Discord launched its new AI-assisted version of chatbot Clyde, users also noticed that the company had deleted a clause from its privacy policy that said it wouldn’t store the contents of calls, streams, or channels. Discord has now reinstated that clause, as well as clarifying how its AI tools would use and store data.

As reported by Gizmodo, the changes to Discord’s privacy policy left users unsettled, especially when paired with the launch of new AI tools including an improved version of Clyde that uses OpenAI, a new tool to create easy conversation summaries, and the introduction of AutoMod AI. The changes were only live for one day, after which Discord reinstated the original privacy policy.

The policy now reads: “We generally do not store the contents of video or voice calls or channels. If we were to change that in the future (for example, to facilitate content moderation), we would disclose that to you in advance. We also don’t store streaming content when you share your screen, but we do retain the thumbnail cover image for the stream for a short period of time.”

In a statement sent to Gizmodo, Discord said “We recognize that when we recently issued adjusted language in our Privacy Policy, we inadvertently caused confusion among our users. To be clear, nothing has changed and we have reinserted the language back into our Privacy Policy, along with some additional clarifying information.” The company did not explain why the language had been removed from the policy to begin with.

Discord also updated its blog post about new AI tools explaining how they do and do not use user data. “Our AI features use OpenAI technology, but OpenAI cannot use Discord user data to train its general models. Like other Discord products, these features can only store and use information as described in our Privacy Policy, and they do not record, store, or use any voice or video call content from users.” The updated paragraph ends with Discord committing once again to notifying users in advance if this policy is going to be changed.

The products discussed here were independently chosen by our editors. GameSpot may get a share of the revenue if you buy anything featured on our site.


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