Tis the season for substantial competitive updates to the biggest battle royale game around: Fortnite is getting a fully-fledged ranked mode in its next update, and Zero Build fans are getting in on the fun too. Fortnite’s ranked mode will follow a traditional divisional structure with players climbing from Bronze through Diamond, with three upper-division ranks in Elite, Champion, and finally Unreal.

It’s basically your bog-standard battle royale competitive mode, which is why I’m surprised it’s taken Fortnite five years to implement it. Fortnite technically already has a competitive mode in Arena, a tournament-style playlist with separate rules from Battle Royale and Zero Build, but Epic has decided to discontinue Arena at the end of the season in favor of the new Ranked.

Ranked will be playable in all three variations of Battle Royale (solo, duos, squads) and just one Zero Build mode (duos). Epic’s announcement blog (opens in new tab) doesn’t mention why Zero Build is limited to Duos, but it could be an effort to avoid splitting the playerbase of Fortnite’s less popular mode in a way that impacts matchmaking times. You’ll have a different rank for Battle Royale and Zero Build.

Here’s how the ranking divisions break down:

  • Bronze (1, 2, 3)
  • Silver (1, 2, 3)
  • Gold (1, 2, 3)
  • Platinum (1, 2, 3)
  • Diamond (1, 2, 3)
  • Elite
  • Champion
  • Unreal (Leaderboard rank)
(Image credit: Epic)

Interestingly, once you’ve reached the rank of Unreal, you can’t be knocked out of it for the remainder of the season. Instead, your Unreal rank is displayed against all other Unreal players (similar to Overwatch 2’s “Top 500” division). Epic will maintain an official online Unreal leaderboard (opens in new tab) (link not live yet) for players to “flex” their rank publicly, but you can opt out of showing up on the leaderboard by changing in-game privacy settings.

Other key details:

  • Your Fortnite ranked progress is determined by two factors: match placement and number of eliminations
  • Teams are ranked according to their highest-rated player
  • Teams equally gain and lose ranked points as a unit

That’s as specific as Epic is getting about Ranked for now, but I want to hear more about those two win conditions. How heavily match placement should or shouldn’t be valued over kills has been an ongoing discussion among the Apex Legends community, where new ranked rules made it possible for one streamer to reach the max rank without scoring a single kill (opens in new tab).

Respawn says this is the system working as intended (the goal of battle royale is survival, not a high K/D), but Epic may choose to favor other skillsets in Fortnite. Epic gave no word on when patch v24.40 will release, but if Fortnite follows its usual schedule, expect it to come later this month.


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The Asus ROG Ally (opens in new tab) is the new hotness in the PC gaming world. This smart little handheld PC is Asus’s answer to Valve’s Steam Deck, with the main difference being that this little unit runs Windows instead of Linux. While the Steam Deck’s cheaper offerings are still a worthwhile get, this combined with a smart price point has rocketed the ROG Ally to the top spot on the portable PC podium (opens in new tab), and Microsoft may be looking to further increase the gap.

Swelockers (opens in new tab) spotted a snippet during the ROG ALLY launch video where Xbox manager Roanne Sones talks about some gaming features we might see coming across to Windows 11. The closed infrastructure of Xbox allows the consoles to make use of some cool features that haven’t yet been ported over to Windows. A lot of these ideas would be perfect for something portable like the Ally, so it makes sense that Microsoft is really starting to look at bringing these across to Windows.

Sones confirms that these new handheld PCs have “changed the way Microsoft thinks about the Windows experience”. She’s not specific about any changes, nor whether they’ll come to Windows 11 as a whole or as a potential exclusive for these console PC hybrids. Though she does mention one of my favourite features on the new Xbox consoles as a hypothetical example.

Quick Resume is a great feature (opens in new tab) on the Xbox line of consoles that lets you put games on hold and come back to them right where you left them. You can switch between games and even put your console into rest mode and it’ll pop right back up where you left it. No real loading time or intro screens to get through, just bam in and out of games with basically no extra hardware load. It’s probably one of the main features I’d love to see Microsoft bring to the handheld PC world.

Being able to switch quickly between whichever games I’m currently obsessed with without having to close them on PC would be great. Hot swapping between my Genshin and Star Rail (opens in new tab) waifus to use daily resources would be a blast. Let alone the ease of swapping between games for commutes depending on time allowed and mood. Quick Resume on Windows, if Microsoft can make it happen, would be great for the PC gaming landscape.

The other feature that sounds pretty exciting should also be taken with a grain of salt. There was mention that Microsoft is looking into being able to instantly swap games between devices on Windows. This means you could be playing on your home PC, then pick up your ROG Ally and transfer your game session there without having to restart.

All of these are great ideas to bring into the world of PC gaming, so hopefully they won’t just be limited to handheld experiences. Whatever Microsoft manages to achieve, this new portable gaming PC market has meant more demand for console features working on a Windows platform which can only benefit all of us. 


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I come to you, PC Gamer reader, hat in hand to report once again that Fallout/Outer Worlds co-creator and Troika Games co-founder, Tim Cain, has said something in a YouTube vlog that blew my damn mind. He’s already regaled us with tales of a Lord of the Rings RPG that never was (opens in new tab), “the true purpose of the Vaults in Fallout (opens in new tab),” and the rough plans for a Vampire: the Masquerade – Bloodlines sequel/expansion (opens in new tab) set in Barstow and Vegas. A few days ago, he also dished (opens in new tab) on helping train a US Department of Defense AI to play grognard holy grail and “The Most D&D (opens in new tab)” D&D game, The Temple of Elemental Evil (opens in new tab).

According to Cain, in 2004 he was approached by a former graduate school classmate who had moved on to working for the DoD. “He wanted to know if I could take Temple of Elemental Evil and write an API (a programming interface) so that an external AI could run the game,” Cain explains in the video.

The contract paid for Cain and ToEE’s original lead programmer, Steven Moret, to produce this version of ToEE in the waning days of Vampire: the Masquerade – Bloodlines’ development. Cain says that they never actually witnessed the DoD’s AI first hand⁠—he and Moret would work on the compatible version of ToEE, ship it off, then receive notes from their client to adjust it. “We made it so that an external program could control the basic functions of Temple of Elemental Evil,” Cain elaborates.

In order to test their API in-house, Cain and Moret made a simple AI that largely made choices at random, with positive reinforcement from gaining XP, and negative reinforcement from character death. In the video, Cain recounts an anecdote of even this simple test AI surprising him with its capacity. After popping off for lunch, Cain and Moret returned an hour later to discover their program had “made a party, wandered around Hommlet into buildings, talked to people, managed to acquire a follower and equipment, left the Hommlet map, went to another map, and was fighting giant spiders.”

“If that’s what a random AI can do in an hour,” Cain continues, “I can’t imagine what an AI with state memory and learning algorithms can do.”

Though the developer is hazy on the exact timing, it looks like Cain and Moret delivered the final iteration of ToEE for robots in the first half of 2005, some time in the midst of Troika’s untimely demise. Cain never heard about it again, though he characterizes this version of ToEE as Troika’s fourth shipped project alongside the original game, Arcanum: of Steamworks and Magick Obscura, and Vampire: the Masquerade – Bloodlines.

My big takeaway? Somewhere under the Pentagon or Area 51, there’s a hard drive with an AI on it that’s just ludicrously good at CRPGs, some kind of fiend with D&D 3.5e. Some say it’s still playing The Temple of Elemental Evil to this day, honing its tactical mastery and inching ever closer to bursting out of its subterranean gaol and unleashing the final Attack of Opportunity on the meatbags who created it.

Also? God bless it, for a six-month period between ’04 and ’05, American tax dollars went to supporting one of the best RPG studios to ever do it. Is this patriotism I’m feeling? It wasn’t enough to save Troika, but god damn it, Uncle Sam tried. As I write this, I notice Tim Cain has uploaded a 20 minute deep dive on the development of The Temple of Elemental Evil (opens in new tab). He may never run out of these. 


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Remedy’s SCP-adjacent horror game Control remains one of the best games to show off your fancy new graphics card. It may be almost four years old, but it’s still a solid showcase for ray tracing with its office setting’s shiny floors, destructible furniture, and contrast between dark and light. It does have a few graphical issues, however, like textures loading in late and, if you enable Windows auto HDR, dark grays where there ought to be true blacks and areas where bloom reduces the detail.

As Digital Foundry (opens in new tab) pointed out in a recent video, those problems have been solved thanks to a mod by one of Remedy’s own developers. Filippo Tarpini, a senior Unreal Engine developer, joined Remedy six months after Control launched, but has been tinkering with it on the side—first releasing a resolution and aspect ratio unlocker, and now including that in an HDR ultrawide DLSS RT patch (opens in new tab) that significanly enhances Control’s look.

The Digital Foundry video highlights the improvements native HDR implementation brings over Windows’ automatic implementation, and has honestly done more to sell me on HDR as a concept than anything else I’ve seen. Bright scenes look less washed-out, dark scenes are properly dark, and the high-contrast colors aren’t as likely to burn themselves into your retinas.

Tarpini’s patch does more than just add native HDR, also adding multiple rays per pixel in ray tracing and increasing the resolution of volumetric effects, improving texture streaming so text is more readable at a distance and instances of noticeable pop-in are reduced, fixing the way film grain displays with DLSS on, adding a menu option for UI saturation, and also adding support for DLAA—Nvidia’s deep learning anti-aliasing tech first seen in The Elder Scrolls Online.

DLAA looks pretty good here, reducing some ghosting and generally looking better than TAA. It’s not a performance hit either, which is good news, because HDR sure is. You’re only going to want to enable that if you don’t mind a framerate reduction of between 30 and 40%. This is definitely a showcase for a high-end rig, which is true of anything with ray tracing really—a feature I only ever enable if I can afford to drop 20 fps or so.

Tarpini has continued working on the patch (opens in new tab), which is currently up to version 1.4 thanks to an update in late April. The Digital Foundry video notes that, with the patch and everything set to ultra, some of the puddles stop displaying those fancy ray traced reflections. It’s still a net plus, though, and clearly a labor of love.

Remedy is currently developing Alan Wake 2, but does plan to return to Control. It’s signed a deal to co-develop Control 2 with publisher 505 Games.


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We’re digging into the PC Gamer archives to publish pieces from years gone by. This article was originally published in PC Gamer issue 182, Christmas 2007.

Back in the summer of 1994 everyone was getting excited about Doom 2. Everyone was wrong. The only game that mattered was System Shock.

It was a defining game for me, and for the handful of others who played it. Doom 2 was fun, but System Shock was changing our perceptions about what gaming could be. It was the big step forward from Ultima Underworld, with a physics system, realistic textured environments, complex AI, and a towering, terrifying story of isolation and persecution aboard a malevolent space station. This was the first showdown with megalomaniac computer SHODAN, and it’s something I’ll never forget.

Some gamers were confused and disappointed by the low-key opening. The squalid medical bays seemed rather lacklustre compared to Doom 2’s gothic techno-fortresses, and beating a haywire service bucket to death with a stick didn’t seem quite as thrilling as hitting the high notes with a point-blank shotgun blast. There might not have been a great sense of urgency in the opening hours, but this wasn’t about the big adrenal release. System Shock was the slow build, the growing realisation of the scale of disaster and horror. You really were in the midst of something utterly terrible.

Even though System Shock never had the capacity to deliver a living, chat-enabling NPC, you almost always expected to meet one. Indeed, everything else about this game was so spectacularly ahead of the curve that it seemed inevitable that there would be someone just around the corner—2004’s Alyx Vance, or something. Indeed, you even started to get messages from just such a character. And though you never did meet—could never have met—her story was convincing enough and affecting enough to have you cursing the malign power of SHODAN and her robots. There was worse to come.

SHODAN’s robots greet you with open arms.

People persons

Anna Parovski, one of the original System Shock's talking heads

(Image credit: Looking Glass)

Although you never see another living person, they’re brought to life via their journals and diary entries. This is what inspired BioShock’s own series of voice-recordings, and, for those people who were lucky enough to buy the CD rather than the floppy disk version of System Shock, they were revelatory. Competent acting with CD-quality reproduction: this was a great leap forward for the time, and brought game audio into the modern age.

Even with its graphically crude presentation, System Shock delivered the most believable, detailed environments we’d ever seen. Each of them was perfectly pitched—the great air-locks of the spaceport section, the clunky jungles of the bio-spheres, and the surprising elegance of the executive suites. More than BioShock’s Rapture, the System Shock space station gave a strong impression of being a working thing—a device for living in space.

The structure of the game emphasised this: you were back and forth madly between the various zones, trying desperately to break SHODAN’s control and, ultimately, save both yourself and the planet full of people that the deadly station was cruising toward.

This was a story of escalation. You start off knocking over zombies and poking about in the trash of a ruined space station; soon you’re exploring the innards of a supercomputer with destructive intent. You run a gamut of feeling, from bafflement to horror and revenge. And finally, there’s the vertiginous sprint through the collapsing station, into the brainstem of the beast—into SHODAN. After years of playing FPS games that finish on a low, you might be forgiven for thinking there were no great FPS endings out there. System Shock tells us otherwise.It all begins in one of the space stations medical bays. The only way is up.

It all begins in one of the space stations medical bays. The only way is up.

Crucially, SS made you feel vulnerable. This is not the story of the superhuman warrior of the Doom games, this is the tale of a human being. Sure, you can plug into the computers to play out cyberspace subgames, but you’re still a person who can walk, lean, crawl, climb, fall, and die all too easily.

System Shock might lack graphical sparkle by today’s standards, but its realism and humanity reached levels as high as any game has managed in the last couple of decades.

The interface seems crude now, mostly because it is devoid of mouselook. The visuals, too, are hard on modern eyes. But the powerful musculature of the beast remains: the story, with its perfect pacing and savage crescendo, still beats anything we can play today. If BioShock had retold System Shock’s tale, beat for beat, it would probably have earned even higher scores.Concept art of System Shock's enemies

Concept art of System Shock’s enemies. (Image credit: Looking Glass)

The man we have to thank for it all was Doug Church. Truly, Church is one of the fathers of gaming. His vision of what was needed to create intelligent FPS games was what inspired Warren Spector to create Deus Ex, and Ken Levine to create BioShock. Without Church’s insistent vision and profound grasp of the possibilities that gaming provided, we would not be living in the same gaming world today. Thanks Doug, I think you saved us all.


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When you’ve followed online games for long enough, you get kind of used to the call and response of a live service launch: social media posts complaining of queue times and stability, the developers tweeting out a long text apology as a jpeg boiling down to “we’re working on it,” and things not actually improving until demand dies down after a few days. Only, that hasn’t happened with Diablo 4’s vaunted “Server Slam” of a final beta test⁠—queue times and stability have been fine, and everyone seems… dear God, happy?

Server Slam is a total ripoff! from r/Diablo

We reported yesterday on our own experience loading into Diablo 4 with no queue (opens in new tab) and proverbially looking around, suspicious, waiting for the other shoe to drop, but it never did. Multiple popular posts on the Diablo and D4 subreddits like these ones from -Nok (opens in new tab), p_frm_da_ept (opens in new tab), Gibsx (opens in new tab), and Deffix1 (opens in new tab) all marvel at how smooth it seems to be going, while I’m quite a fan of this playful “Server Slam is a total ripoff” post from AnotherSoftEng (opens in new tab). “I was told there would be network issues, stress tests, infinite queue times,” they write. “This is outrageous. It’s like I downloaded a finished game or something.”

I’ve also seen praise for design and mechanical changes Blizzard has made since the first beta. These highly rated posts from Bacillb (opens in new tab)and SlamHotDamn (opens in new tab)single out the loot balancing, with a slower drip feed of higher level rewards hewing closer to Diablo 2’s item economy and making them feel more valuable. “The tuning now is a lot better than in the [previous] beta,” Bacillb writes. “Let the grinding begin!”

If there’s one complaint I’ve seen echoed a lot, it’s that Blizzard’s gone too far in nerfing the pet-based Necromancer class (you know, the best one). The Necro’s skellies are especially squishy and prone to an early demise now, and the Diablo subreddits ring with cries of “As I feared, the Necro nerf is AWFUL” (from SeanofRohan (opens in new tab)), “That Necromancer Nerf… Oof” (from Koitenshin (opens in new tab)), and “Necro skeletons need more HP back” (from Senorragequit (opens in new tab)). For everything good about the Server Slam, it sounds like a bad weekend for goths.

Really I just hope I haven’t jinxed things by pointing it out⁠—a beta live service launch and most players seem pretty happy, put a mark on the wall. We’ve still got half a Server Slam and D4’s full launch next month to go, but things are looking good so far.


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