The Sopranos is an American crime drama television series created by David Chase. The story revolves around Tony Soprano, a New Jersey-based Italian-American mobster, portrays the difficulties that he faces as he tries to balance his family life with his role as the leader of a criminal organization; these are explored during his therapy sessions with psychiatrist Jennifer Melfi. The series features Tony's family members, mafia colleagues, rivals in prominent roles—most notably his wife and his protégé/distant cousin, Christopher Moltisanti; the pilot was ordered in 1997, the show premiered on HBO on January 10, 1999. It ran for six seasons totalling 86 episodes until June 10, 2007. Broadcast syndication followed in the U. S. and internationally. The Sopranos was produced by HBO, Chase Films, Brad Grey Television, it was filmed at Silvercup Studios in New York City, on location in New Jersey. The executive producers throughout the show's run were David Chase, Brad Grey, Robin Green, Mitchell Burgess, Ilene S. Landress, Terence Winter, Matthew Weiner.
The Sopranos is regarded as one of the greatest television series of all time. The series won a multitude of awards, including Peabody Awards for its first two seasons, 21 Primetime Emmy Awards, five Golden Globe Awards, it has been the subject of critical analysis and parody, has spawned books, a video game, soundtrack albums, assorted merchandise. Several members of the show's cast and crew were unknown to the public but have since had successful careers. In 2013, the Writers Guild of America named The Sopranos the best-written TV series of all time, while TV Guide ranked it the best television series of all time. In 2016, the series ranked first in Rolling Stone's list of the 100 greatest TV shows of all time. In March 2018, New Line Cinema announced that they have purchased a film detailing the Sopranos background story, set in the 1960s during the Newark riots. Titled The Many Saints of Newark, it is written by David Chase and Lawrence Konner and will be directed by Alan Taylor. David Chase had worked as a television producer for more than 20 years before creating The Sopranos.
He had been employed as a staff writer or producer for several television series, including Kolchak: The Night Stalker, The Rockford Files, I'll Fly Away, Northern Exposure. He had co-created the short-lived original series Almost Grown in 1988, he made his television directorial debut in 1986 with the "Enough Rope for Two" episode of Alfred Hitchcock Presents. He directed episodes of Almost Grown and I'll Fly Away in 1988 and 1992, respectively. In 1996, he directed the television film The Rockford Files: Punishment and Crime, he served as showrunner for I'll Fly Northern Exposure in the 1990s. Chase won his first Emmy Award in 1978 for his work on The Rockford Files and his second for writing the 1980 television film Off the Minnesota Strip. By 1996, he was a coveted showrunner; the story of The Sopranos was conceived as a feature film about "a mobster in therapy having problems with his mother." Chase decided to adapt it into a television series. He signed a development deal in 1995 with production company Brillstein-Grey and wrote the original pilot script.
He drew from his personal life and his experiences growing up in New Jersey, has stated that he tried to "apply family dynamic to mobsters." For instance, the tumultuous relationship between series protagonist Tony Soprano and his mother Livia is based on Chase's relationship with his own mother. He was in psychotherapy at the time and modeled the character of Dr. Jennifer Melfi after his own psychiatrist. Chase had been fascinated by organized crime and the mafia from an early age, witnessing such people growing up, he was raised on classic gangster films, such as The Public Enemy, the crime series The Untouchables. The series is inspired by the Boiardo family, a prominent New Jersey organized crime family when Chase was growing up, on New Jersey's DeCavalcante family, he has mentioned American playwrights Arthur Miller and Tennessee Williams as influences on the show's writing, Italian director Federico Fellini as an important influence on the show's cinematic style. The series was named after high school friends of his.
Chase and producer Brad Grey pitched The Sopranos to several networks. They pitched the show to Chris Albrecht, president of HBO Original Programming, who decided to finance a pilot episode, shot in 1997. Chase directed it himself, they finished the pilot and showed it to HBO executives, but the show was put on hold for several months. During this time, Chase considered asking HBO for additional funding to shoot 45 more minutes of footage and release The Sopranos as a feature film. In December 1997, HBO decided to produce the series and ordered 12 more episodes for a 13-episode season; the show premiered on HBO on January 1999 with the pilot episode. The Sopranos was the second hour-long television drama series produced by HBO, the first being the prison drama Oz. North Jersey prosecutor and municipal judge Robert Baer filed a breach of contract lawsuit against Chase in Trenton, New Jersey federal court, alleging that he helped to create the show. Baer lost the suit, but he won a ruling that a jury should decide how much he should be paid for services as a location scout and story consultant.
Baer argued that he had introduced Chase to Tony Spirito and Thomas Koczur (a hom
Playboy is an American men's lifestyle and entertainment magazine. It was founded in Chicago in 1953, by Hugh Hefner and his associates, funded in part by a $1,000 loan from Hefner's mother. Notable for its centerfolds of nude and semi-nude models, Playboy played an important role in the sexual revolution and remains one of the world's best-known brands, having grown into Playboy Enterprises, Inc. with a presence in nearly every medium. In addition to the flagship magazine in the United States, special nation-specific versions of Playboy are published worldwide; the magazine has a long history of publishing short stories by novelists such as Arthur C. Clarke, Ian Fleming, Vladimir Nabokov, Saul Bellow, Chuck Palahniuk, P. G. Wodehouse, Roald Dahl, Haruki Murakami, Margaret Atwood. With a regular display of full-page color cartoons, it became a showcase for notable cartoonists, including Harvey Kurtzman, Jack Cole, Eldon Dedini, Jules Feiffer, Shel Silverstein, Erich Sokol, Roy Raymonde, Gahan Wilson, Rowland B. Wilson.
Playboy features monthly interviews of notable public figures, such as artists, economists, conductors, film directors, novelists, religious figures, politicians and race car drivers. The magazine reflects a liberal editorial stance, although it interviews conservative celebrities. After a year-long removal of most nude photos in Playboy magazine, the March–April 2017 issue brought back nudity. By spring 1953, Hugh Hefner—a 1949 University of Illinois psychology graduate who had worked in Chicago for Esquire magazine writing promotional copy, he formed HMH Publishing Corporation, recruited his friend Eldon Sellers to find investors. Hefner raised just over $8,000, including from his brother and mother. However, the publisher of an unrelated men's adventure magazine, contacted Hefner and informed him it would file suit to protect their trademark if he were to launch his magazine with that name. Hefner, his wife Millie, Sellers met to seek a new name, considering "Top Hat", "Gentleman", "Sir'", "Satyr", "Pan" and "Bachelor" before Sellers suggested "Playboy".
The first issue, in December 1953, was undated. He produced it in his Hyde Park kitchen; the first centerfold was Marilyn Monroe, although the picture used was taken for a calendar rather than for Playboy. Hefner chose what he deemed the "sexiest" image, a unused nude study of Marilyn stretched with an upraised arm on a red velvet background with closed eyes and mouth open; the heavy promotion centered around Marilyn's nudity on the already-famous calendar, together with the teasers in marketing, made the new Playboy magazine a success. The first issue sold out in weeks. Known circulation was 53,991; the cover price was 50¢. Copies of the first issue in mint to near mint condition sold for over $5,000 in 2002; the novel Fahrenheit 451, by Ray Bradbury, was published in 1953 and serialized in the March and May 1954 issues of Playboy. An urban legend started about Hefner and the Playmate of the Month because of markings on the front covers of the magazine. From 1955 to 1979, the "P" in Playboy had stars printed around the letter.
The legend stated that this was either a rating that Hefner gave to the Playmate according to how attractive she was, the number of times that Hefner had slept with her, or how good she was in bed. The stars, between zero and 12 indicated the domestic or international advertising region for that printing. From 1966 to 1976, Robie Macauley was the Fiction Editor at Playboy. During this period the magazine published fiction by Saul Bellow, Seán Ó Faoláin, John Updike, James Dickey, John Cheever, Doris Lessing, Joyce Carol Oates, Vladimir Nabokov, Michael Crichton, John le Carré, Irwin Shaw, Jean Shepherd, Arthur Koestler, Isaac Bashevis Singer, Bernard Malamud, John Irving, Anne Sexton, Nadine Gordimer, Kurt Vonnegut and J. P. Donleavy, as well as poetry by Yevgeny Yevtushenko. In 1968 at the feminist Miss America protest, protestors symbolically threw a number of feminine products into a "Freedom Trash Can." These included copies of Cosmopolitan magazines. One of the key pamphlets produced by the protesters was "No More Miss America!", by Robin Morgan which listed ten characteristics of the Miss America pageant that the authors believed degraded women.
Since reaching its peak in the 1970s, Playboy saw a decline in circulation and cultural relevance due to competition in the field it founded—first from Penthouse Oui and Gallery in the 1970s. In response, Playboy has attempted to re-assert its hold on the 18–35 male demographic through slight changes to content and focusing on issues and personalities more appropriate to its audience—such as hip-hop artists being featured in the "Playboy Interview". Christie Hefner, daughter of the founder Hugh Hefner, joined Playboy in 1975 and became head of the company in 1988, she announced in December 2008 that she would be stepping down from leading the company, effective in January 2009, said that the election of Barack Obama as the next President had inspired her to give more time to charitable work
A computing platform or digital platform is the environment in which a piece of software is executed. It may be the hardware or the operating system a web browser and associated application programming interfaces, or other underlying software, as long as the program code is executed with it. Computing platforms have different abstraction levels, including a computer architecture, an OS, or runtime libraries. A computing platform is the stage. A platform can be seen both as a constraint on the software development process, in that different platforms provide different functionality and restrictions. For example, an OS may be a platform that abstracts the underlying differences in hardware and provides a generic command for saving files or accessing the network. Platforms may include: Hardware alone, in the case of small embedded systems. Embedded systems can access hardware directly, without an OS. A browser in the case of web-based software; the browser itself runs on a hardware+OS platform, but this is not relevant to software running within the browser.
An application, such as a spreadsheet or word processor, which hosts software written in an application-specific scripting language, such as an Excel macro. This can be extended to writing fully-fledged applications with the Microsoft Office suite as a platform. Software frameworks. Cloud computing and Platform as a Service. Extending the idea of a software framework, these allow application developers to build software out of components that are hosted not by the developer, but by the provider, with internet communication linking them together; the social networking sites Twitter and Facebook are considered development platforms. A virtual machine such as the Java virtual machine or. NET CLR. Applications are compiled into a format similar to machine code, known as bytecode, executed by the VM. A virtualized version of a complete system, including virtualized hardware, OS, storage; these allow, for instance, a typical Windows program to run on. Some architectures have multiple layers, with each layer acting as a platform to the one above it.
In general, a component only has to be adapted to the layer beneath it. For instance, a Java program has to be written to use the Java virtual machine and associated libraries as a platform but does not have to be adapted to run for the Windows, Linux or Macintosh OS platforms. However, the JVM, the layer beneath the application, does have to be built separately for each OS. AmigaOS, AmigaOS 4 FreeBSD, NetBSD, OpenBSD IBM i Linux Microsoft Windows OpenVMS Classic Mac OS macOS OS/2 Solaris Tru64 UNIX VM QNX z/OS Android Bada BlackBerry OS Firefox OS iOS Embedded Linux Palm OS Symbian Tizen WebOS LuneOS Windows Mobile Windows Phone Binary Runtime Environment for Wireless Cocoa Cocoa Touch Common Language Infrastructure Mono. NET Framework Silverlight Flash AIR GNU Java platform Java ME Java SE Java EE JavaFX JavaFX Mobile LiveCode Microsoft XNA Mozilla Prism, XUL and XULRunner Open Web Platform Oracle Database Qt SAP NetWeaver Shockwave Smartface Universal Windows Platform Windows Runtime Vexi Ordered from more common types to less common types: Commodity computing platforms Wintel, that is, Intel x86 or compatible personal computer hardware with Windows operating system Macintosh, custom Apple Inc. hardware and Classic Mac OS and macOS operating systems 68k-based PowerPC-based, now migrated to x86 ARM architecture based mobile devices iPhone smartphones and iPad tablet computers devices running iOS from Apple Gumstix or Raspberry Pi full function miniature computers with Linux Newton devices running the Newton OS from Apple x86 with Unix-like systems such as Linux or BSD variants CP/M computers based on the S-100 bus, maybe the earliest microcomputer platform Video game consoles, any variety 3DO Interactive Multiplayer, licensed to manufacturers Apple Pippin, a multimedia player platform for video game console development RISC processor based machines running Unix variants SPARC architecture computers running Solaris or illumos operating systems DEC Alpha cluster running OpenVMS or Tru64 UNIX Midrange computers with their custom operating systems, such as IBM OS/400 Mainframe computers with their custom operating systems, such as IBM z/OS Supercomputer architectures Cross-platform Platform virtualization Third platform Ryan Sarver: What is a platform
IGN is an American video game and entertainment media website operated by IGN Entertainment Inc. a subsidiary of Ziff Davis, itself wholly owned by j2 Global. The company is located in San Francisco's SOMA district and is headed by its former editor-in-chief, Peer Schneider; the IGN website was the brainchild of media entrepreneur Chris Anderson and launched on September 29, 1996. It focuses on games, television, comics and other media. A network of desktop websites, IGN is now distributed on mobile platforms, console programs on the Xbox and PlayStation, FireTV, via YouTube, Twitch and Snapchat. IGN was the flagship website of IGN Entertainment, a website which owned and operated several other websites oriented towards players' interests and entertainment, such as Rotten Tomatoes, GameSpy, GameStats, VE3D, TeamXbox, Vault Network, FilePlanet, AskMen, among others. IGN was sold to publishing company Ziff Davis in February 2013 and now operates as a j2 Global subsidiary. Created in September 1996 as the Imagine Games Network, the IGN content network was founded by publishing executive Jonathan Simpson-Bint and began as five individual websites within Imagine Media: N64.com, PSXPower, Next-Generation.com and Ultra Game Players Online.
Imagine expanded on its owned-and-operated websites by creating an affiliate network that included a number of independent fansites such as PSX Nation.com, Sega-Saturn.com, Game Sages, GameFAQs. In 1998, the network launched a new homepage that consolidated the individual sites as system channels under the IGN brand; the homepage exposed content from more than 30 different channels. Next-Generation and Ultra Game Players Online were not part of this consolidation. G. P. O. Dissolved with the cancellation of the magazine, Next-Generation was put "on hold" when Imagine decided to concentrate on launching the short-lived Daily Radar brand. In February 1999, PC Magazine named IGN one of the hundred-best websites, alongside competitors GameSpot and CNET Gamecenter; that same month, Imagine Media incorporated a spin-off that included IGN and its affiliate channels as Affiliation Networks, while Simpson-Bint remained at the former company. In September, the newly spun-out standalone internet media company, changed its name to Snowball.com.
At the same time, small entertainment website The Den merged into IGN and added non-gaming content to the growing network. Snowball shed most of its other properties during the dot-com bubble. IGN prevailed with growing audience numbers and a newly established subscription service called IGN Insider, which led to the shedding of the name "Snowball" and adoption of IGN Entertainment on May 10, 2002. In June 2005, IGN reported having 24,000,000 unique visitors per month, with 4.8 million registered users through all departments of the site. IGN is ranked among the top 200 most-visited websites according to Alexa. In September 2005, IGN was acquired by Rupert Murdoch's multi-media business empire, News Corporation, for $650 million. IGN celebrated its 10th anniversary on January 12, 2008. IGN was headquartered in the Marina Point Parkway office park in Brisbane, until it relocated to a smaller office building near AT&T Park in San Francisco on March 29, 2010. On May 25, 2011, IGN sold its Direct2Drive division to Gamefly for an undisclosed amount.
In 2011, IGN Entertainment acquired its rival UGO Entertainment from Hearst Corporation. News Corp. planned to spin off IGN Entertainment as a publicly traded company, continuing a string of divestitures for digital properties it had acquired. On February 4, 2013, after a failed attempt to spin off IGN as a separate company, News Corp. announced that it had sold IGN Entertainment to the publishing company Ziff Davis, acquired by J2 Global. Financial details regarding the purchase were not revealed. Prior to its acquisition by UGO, 1UP.com had been owned by Ziff Davis. Soon after the acquisition, IGN announced that it would be laying off staff and closing GameSpy, 1UP.com, UGO in order to focus on its flagship brands, IGN.com and AskMen. The role-playing video game interest website Vault Network was acquired by IGN in 1999. GameStats, a review aggregation website, was founded by IGN in 2004. GameStats includes a "GPM" rating system which incorporates an average press score and average gamer score, as well as the number of page hits for the game.
However, the site is no longer being updated. The Xbox interest site, TeamXbox, the PC game website VE3D were acquired in 2003. IGN Entertainment merged with GameSpy Industries in 2005; the merger brought the game download site FilePlanet into the IGN group. IGN Entertainment acquired the online male lifestyle magazine AskMen.com in 2005. In 2004, IGN acquired film review aggregator Rotten Tomatoes and in 2010, sold the website to Flixster. In October 2017, Humble Bundle announced that it was being acquired by IGN. A member of the IGN staff writes a review for a game and gives it a score between 0.1 and 10.0, assigned by increments of 0.1 and determines how much the game is recommended. The score is given according to the "individual aspects of a game, like presentation, sound and lasting appeal." Each game is given a score in each of these categories, but the overall score for the game is an independent evaluation, not an average of the scores in each category. On August 3, 2010, IGN announced.
Instead of a 100-point s
Escape from Paradise City
Escape From Paradise City is a 2007 computer game created by Danish studio Sirius Games, the sequel to 2004's Gangland. Published by Cdv Software Entertainment, it was released on October 26, 2007; the game received "mixed" reviews according to the review aggregation website Metacritic. Cdv Entertainment Escape from Paradise City at MobyGames
The Sims (video game)
The Sims is a strategic life-simulation video game developed by Maxis and published by Electronic Arts in 2000. It is a simulation of the daily activities of one or more virtual people in a suburban household near a fictional city; the game's development was led by Will Wright and the game was a follow-up to Wright's earlier SimCity series. The Sims original series had a total of seven expansion packs produced from 2000 to 2003, with expansions adding new items, characters and features; the game has had several subsequent sequels. The inner structure of the game is an agent-based artificial life program; the presentation of the game's artificial intelligence is advanced, the Sims will respond to outside conditions independently, although the player/controller's intervention is necessary to keep them on the right track. The Sims technically has unlimited replay value, in that there is no way to win the game, the player can play on indefinitely, it has been described as more like a toy than a game.
Sims are influenced by the player to interact with other Sims. Sims may receive invited or not, from other playable lots or from unhoused NPC Sims. If enabled in the game's options, Sims have a certain amount of free will, allowing them to autonomously interact with their world. However, the player can override most autonomous actions by cancelling them out in the action queue at the top of the screen. Unlike the simulated environments in games such as SimCity, SimEarth or SimLife, Sims are not autonomous, they are unable to take certain actions without specific commands, such as paying bills, finding a job and conceiving children. Sims communicate in a fictional language called Simlish; the player can make decisions about time spent in skill development, such as exercise, reading and logic by adding activities to Sims' daily agenda. Daily needs such as hygiene and eating can and must be scheduled. Although Sims can autonomously perform these actions, they may not prioritize them effectively. Much like real humans, Sims can suffer consequences for neglecting their own needs.
In addition, Sims must maintain balanced budgets and supplement an income by obtaining a job. Sims may earn promotions by fulfilling skills and maintaining friendships with others for each level, which lead to new job titles, increased wages, different work hours. Alternately, Sims may create and sell various artwork and items at home. While there is no eventual objective to the game, states of failure do exist in The Sims. One is that Sims may die, either by starvation, fire, or electrocution; when a Sim dies, a tombstone or an urn will appear, the ghost of the deceased Sim may haunt the building where it died. In addition, Sims can leave the game for good and never return, or two adult Sims with a bad relationship may brawl resulting in one of them moving out. Children will be sent away to military school if they fail their classes or if they have not fulfilled their needs, a social care worker will take them away from their household and they are no longer returnable. While gameplay occurs in the game's "Live mode," the player may enter "Build mode" or "Buy mode" to pause time and renovate the house or lot.
When the game begins, each family will start off with §20,000 Simoleons. These funds can be used to purchase a small house or vacant lot on the Neighborhood screen. Once a lot is purchased, a house may be constructed or remodeled in Build mode, and/or purchase or move furniture in the Buy mode. All architectural and customizable features and furnishings in the Build and Buy modes follow a square tile system in which items must be placed on a tile. Walls and fences go on the edge of a tile and can follow the edge of the tile or cross it, but furniture items cannot be placed on either side of a crossed tile; the base game contains over 150 items including architectural elements. In addition, the game includes an architecture system; the game was designed as an architecture simulation alone, with the Sims there only to evaluate the houses, but during development it was decided that the Sims were more interesting than anticipated and their once limited role in the game was developed further. Players have a broad choice of objects.
Objects fall into one of eight broad categories: seating, decorative, appliances, plumbing and miscellaneous. The original inspiration for The Sims was Christopher Alexander's 1977 book on architecture and urban design, A Pattern Language. Game designer Will Wright was inspired by the book's focus on functionality in architecture, as Alexander based his design principles on structural usability rather than aesthetic values. Wright wanted to create a simulation game about enabling human behavior and interaction through design. Scott McCloud's 1993 book Understanding Comics became a big influence on the design of The Sims on, as it advocates a certain type of "collaboration" between designer and consumer and outlines the value of abstraction for getting readers or players involved with a story. Will Wright started working on The Sims after releasing SimAnt in 1991. However, the game's concept was poorly received by a focus group, so Wright had difficulty getting the project off the ground, he managed to convince his company to let him work on the project in the background while developing SimCity 2000 and SimCopter.
He was lent one programmer for the project, Jamie Doornbos, who went on to be
PC Gamer is a magazine founded in the United Kingdom in 1993 devoted to PC gaming and published monthly by Future plc. The magazine has several regional editions, with the UK and US editions becoming the best selling PC games magazines in their respective countries; the magazine features news on developments in the video game industry, previews of new games, reviews of the latest popular PC games, along with other features relating to hardware, mods, "classic" games and various other topics. PC Gamer reviews are written by the magazine's editors and freelance writers, rate games on a percent scale. In the UK edition, no game has yet been awarded more than 96%. In the US edition, no game has yet received a rating higher than 98%. In the UK edition, the lowest numerical score was 2%, awarded to The 4th Golden Satellite Awards for Interactive Media Winner Big Brother 1; the sequel, Big Brother 2, was given an lower score of N/A%, the review explaining that " put as much effort into reviewing it as they did in making the game".
In issue 255, August 2013, the score of 2% was matched by the review of the re-released Leisure Suit Larry: Magna Cum Laude given 3% when it first launched. In the US edition, the lowest score awarded was 4%, given to Mad Dog McCree, unseating the lowest-rated game, Skydive!, given 5%. There are two main editions of PC Gamer, a British version and an American version, both are published by Future plc. Founded in the United Kingdom in November 1993, the American sister version was launched a year in June 1994. There are numerous local editions that use the materials of one of the two editions the British one, including a Malaysian and Russian edition; the Swedish edition, though rooted in its UK counterpart, has grown to be more independent due to the immense popularity of PC games compared to console games in Sweden, now produces most of its own material. An Australian edition was published monthly by Perth-based Conspiracy Publishing since August 1998, but it appears to have been discontinued in mid-late 2004.
A Spanish edition titled "PC Juegos y Jugadores" exists. Both American and British magazines are published thirteen times per year, although there are sometimes variations; the British edition of PC Gamer has been in constant monthly publication since 1993. Subscribers get a special edition of the magazine with no headlines on the front cover. Devoted to PC games, the magazine has a reputation for giving in-depth reviews; the magazine shipped with an accompanying 3.5-inch floppy disc. A CD demo disc was released alongside the floppy disk edition from issue 11 onwards with the first CD Gamer containing all the content from the previous 10 issues' floppy discs; the single CD was expanded to two CDs. An edition with a 9 GB DVD known as DVD Gamer ran alongside the 2CD edition for a couple of years, until production of the CD Gamer edition ceased as of issue 162; the UK Edition only came with a single double-sided DVD. In August 2011, the UK magazine announced it was to be discontinuing the disk as of issue 232, replacing it with more pages of content within the magazine and exclusive free gifts.
The magazine has many regular features. These include sections called ´Eyewitness´, ´Previews´, ´Send´, where letters from the readers are spread over 2 two page spreads, at least one special feature, which reports on gaming related issues such as the effect of PC gaming on the environment, a review section which reviews the latest released PC games and re-reviews titles that have been released on budget and ´Extra Life´ which reports on modding games and gaming culture and revisiting old games. There is a ´Systems´ section, which reviews and recommends hardware such as video cards and monitors; the back page of the magazine is entitled ´It's All Over´ and consists of game related artwork such as a version of Dalí's The Persistence of Memory featuring items from Portal. For a time, one of the magazine's features, ´Gamer Snap´, where amusing pictures sent in by readers were printed in the magazine, however the feature was discontinued and replaced with a ´Guess the game´ where readers sent in drawings of memorable scenes in video games drawn in Microsoft Paint.
The PC Gamer blog was started to coincide with the transfer of the PC Gamer UK site to become part of the Computer and Video Games network which incorporates all of Future plc's gaming magazines. The move brought some controversy, with many long-standing members of the forum leaving due to the new forum's cramped spacing and slow loading times; the introduction of a blog was seen as one of the redeeming features of the switch. The blog has since been updated with contributions from many of the magazine's staff; the topics discussed range from the controversy over violent video games, to the benefits of buying a PC over a console. In 2010, PC Gamer re-launched their website and blog by bringing together the online communities of both the US and UK magazines into one website; as a result, the PC Gamer blog now has contributions from both the US and UK magazines, all hosted at the new website along with the forums for both magazines. The PC Gamer UK podcast was started on 4 May 2007 and ran 93 episodes until its final episode, released on 5 July 2013.
It had a rotating cast made up of members of the staff including Chris Thursten, Tom Senior, Graham Smith, Tom Francis, Marsh Davies. The podca