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Common questions

When did PC Gamer launch in the United Kingdom?

PC Gamer launched in the United Kingdom on the 1st of November 1993. The British edition was published by Future plc and initially included floppy disks or CD-ROMs with every issue.

What was the highest score awarded to a game in the UK edition of PC Gamer?

The highest score awarded in the UK edition of PC Gamer was 97% for Baldur's Gate 3 on the 2nd of August 2023. This score broke the previous ceiling of 96% that had been held by titles like Half-Life 2 and Minecraft.

When did PC Gamer stop including physical demo disks in its magazine?

PC Gamer discontinued the inclusion of physical demo disks in both the UK and US editions in September 2011. The practice had persisted for years, evolving from floppy disks to double-sided CDs and 9 GB DVDs known as DVD Gamer.

When was the American edition of PC Gamer launched?

The American edition of PC Gamer launched on the 1st of June 1994. This sister version established a transatlantic partnership that became the best-selling PC games magazine in the United States.

How many episodes did the PC Gamer UK podcast run before its initial conclusion?

The PC Gamer UK podcast ran for 93 episodes before its final release on the 5th of July 2013. The podcast featured a rotating cast of staff members including Chris Thursten, Tom Senior, and Graham Smith.

What was the lowest score given to a game in the American edition of PC Gamer?

The lowest score given in the American edition of PC Gamer was 4% for Mad Dog McCree. This score stands in contrast to the UK edition, which awarded a 2% score to Big Brother: The Game.

PC Gamer

The 1st of November 1993 marked the birth of a publication that would eventually define the voice of PC gaming for decades, yet its origins were humble and physical. PC Gamer launched in the United Kingdom as a monthly magazine, a tangible object that arrived in subscribers' mailboxes with a floppy disk or CD-ROM attached, a necessity in an era before high-speed internet. This British edition, published by Future plc, did not merely report on video games; it delivered them, embedding playable demos and full game trials within the paper itself. The magazine quickly established a reputation for in-depth criticism, moving beyond simple summaries to offer rigorous analysis that treated PC gaming as a serious hobby worthy of dedicated coverage. While other publications focused on the broader gaming landscape, PC Gamer remained almost exclusively devoted to the PC platform, creating a niche that would eventually expand into a global phenomenon with regional editions in the United States, Sweden, and beyond.

The Scoreboard

The 2nd of August 2023 witnessed a historic moment in the history of video game journalism when Baldur's Gate 3 received a 97% rating in the UK edition, shattering the previous ceiling of 96% that had stood for decades. Before this breakthrough, titles like Half-Life 2, Minecraft, and Civilization II had held the highest possible scores, but no game had ever breached the 97% threshold in the British publication. The scoring system, which ranges from 0 to 100 percent, became a point of intense scrutiny and pride for the magazine's editors and freelance writers. On the opposite end of the spectrum, the lowest numerical score awarded was 2%, given to Big Brother: The Game, a title so poorly received that the editors noted they would put the same effort into grading it as the developers had put into creating it. The American edition maintained its own standards, with the lowest score being 4% for Mad Dog McCree, while the highest score reached 98% for games like Sid Meier's Alpha Centauri and Crysis, proving that the publication's critical standards varied slightly but remained consistently rigorous across borders.

The Physical Media

The 11th issue of PC Gamer introduced a CD Gamer disc, a significant evolution from the floppy disks that accompanied the magazine's first ten issues, signaling a shift in how readers consumed digital content. For years, the magazine shipped with physical media ranging from floppy disks to double-sided CDs and eventually 9 GB DVDs known as DVD Gamer, which ran alongside the CD edition for a couple of years before being discontinued in issue 162. The American edition took this concept further by creating elaborate full-motion video sequences on their demo discs, featuring editors navigating a virtual basement that resembled classic adventure games like Myst. This interactive experience introduced the magazine's mascot, Coconut Monkey, who appeared as the editor left the basement, marking the transition from FMV demo CDs to menu-driven interfaces. The practice of including physical media persisted until September 2011, when both the UK and US editions announced they would drop the demo disks entirely, choosing instead to concentrate on improving the quality of the printed magazine and making content available online.

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The Global Reach

The 1st of June 1994 saw the launch of the American sister version of PC Gamer, just a few months after the British edition's debut, establishing a transatlantic partnership that would dominate the market in both countries. While the UK and US editions became the best-selling PC games magazines in their respective nations, the publication expanded its influence through numerous local editions, including a Malaysian version that closed in December 2011 and a Russian edition that ceased operations in December 2008. The Swedish edition grew to become more independent than its British counterpart, largely due to the immense popularity of PC games compared to console games in Sweden, eventually producing most of its own material. An Australian edition published by Perth-based Conspiracy Publishing ran from August 1998 until mid-late 2004, and a Spanish edition titled PC Juegos y Jugadores existed until 2007. In 2018, Future purchased the Australian video game magazine PC PowerPlay, incorporating its articles into the online version of PC Gamer, further consolidating its global footprint.

The Digital Shift

The 4th of May 2007 marked the beginning of the PC Gamer UK podcast, a rotating cast of staff members including Chris Thursten, Tom Senior, and Graham Smith who discussed industry news and answered questions submitted via Twitter. The podcast ran for 93 episodes until its final release on the 5th of July 2013, before returning in March 2016 with a new weekly schedule. The magazine's online presence also underwent significant transformation, particularly in 2010 when PC Gamer re-launched their website and blog by merging the online communities of both the US and UK magazines into a single platform. This move brought some controversy, with many long-standing forum members leaving due to cramped spacing and slow loading times, yet the introduction of a blog was seen as a redeeming feature that allowed for regular updates on topics ranging from the controversy over violent video games to the benefits of buying a PC over a console. The digital expansion continued with the launch of the Digital PC Gaming Show at E3 2015, a partnership between PC Gamer and its parent company Future that brought their coverage into the digital event space.

The Regular Features

The 1st of August 2011 announced the discontinuation of the disk-based content in the UK magazine, replacing it with more pages of content within the magazine and exclusive free gifts, a decision that reflected the changing landscape of media consumption. The magazine featured many regular sections that defined its identity, including Eyewitness for news, Previews for upcoming titles, and Send, a two-page spread dedicated to letters from readers. The Systems section reviewed and recommended hardware such as video cards and monitors, while the back page, entitled It's All Over, usually consisted of game-related artwork, such as a version of Dalí's The Persistence of Memory featuring items from Portal. A feature called Gamer Snap, which printed amusing pictures sent in by readers, was discontinued and replaced with a Guess the Game segment where readers submitted drawings of memorable scenes in video games drawn in Microsoft Paint. These features, along with Extra Life which reported on modding games and gaming culture, created a rich tapestry of content that went beyond simple reviews to cover the broader culture of PC gaming.