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PC Zone

PC Zone was a monthly magazine focused exclusively on games, published from April 1993 to September 2010, and recognized as the first such publication dedicated solely to PC gaming in the . Conceived by Maughan and launched by with Paul Lakin as editor, it ran for 225 issues and played a pivotal role in the desktop gaming revolution by catering directly to PC enthusiasts during the and . In 2004, sold PC Zone to for £2.5 million alongside , after which Future imposed budgetary changes, redesigned the layout, and introduced new staff while maintaining its core focus. The magazine distinguished itself through its irreverent and anarchic tone, blending sharp game reviews, previews, and features with acerbic humor that often mocked developers, trends, and the industry at large. Notable contributors included writers like , Duncan McDonald, and , whose witty and unfiltered style—described as a mix of and —made it as much a humorous read as a resource, earning praise as one of the UK's greatest publications. Reviews typically scored s out of 100%, emphasizing playability, , and entertainment value, while sections like cover disks provided demo software to readers. Its closure in 2010 was attributed to the rise of online media and declining print sales, though former staff later revived elements of its spirit through podcasts, books, and online tributes.

Publication History

Launch and First Issue

PC Zone was founded in April 1993 by Dennis Publishing as a spin-off from the multi-format magazine Zero, establishing it as the first UK publication dedicated exclusively to IBM PC-compatible games. The magazine debuted with a monthly publication schedule, priced at £3.95 for the inaugural issue, and focused distribution on the UK market to serve the emerging PC gaming audience. Dennis Publishing sought to capitalize on the rapid growth of the PC gaming sector in the early 1990s UK, providing specialized coverage that set it apart from console-heavy titles like Mean Machines by emphasizing PC-specific software, hardware, and trends. The first issue's content highlighted this focus, with a cover story previewing LucasArts' upcoming space combat simulator X-Wing, in-depth reviews of titles such as Syndicate and Utopia, dedicated hardware sections covering PC upgrades including sound cards and joysticks, and introductory columns exploring broader PC gaming developments like memory management and shareware trends. The editorial team for the launch was assembled under first editor Paul Lakin, a veteran contributor from Dennis Publishing's prior titles. PC Zone soon encountered competition from newcomers like PC Gamer UK, which debuted later in 1993.

Early Evolution

Following its launch, PC Zone experienced steady growth in circulation amid the mid-1990s PC gaming boom, reaching 49,665 copies during the July–December 1996 period according to ABC audit figures. This expansion was fueled by the rising popularity of titles like and Diablo, which highlighted the magazine's role in covering the burgeoning multiplayer and action genres. By 1998, circulation had stabilized around 55,000, reflecting sustained interest in PC-specific content. The magazine broadened its offerings with in-depth strategy guides and practical multiplayer networking tips, addressing the technical demands of games like that emphasized and online play. In 1995, PC Zone introduced annual awards, including the "Pants" accolade for games scoring 20% or below, marking an early recognition of standout and subpar titles in the evolving PC landscape. These additions helped position the publication as a comprehensive for gamers navigating increasingly complex software and hardware setups. Under publisher Dennis Publishing, PC Zone enjoyed operational stability through 1998, operating from offices at 19 Bolsover Street in London and benefiting from rising ad revenue tied to hardware innovators such as 3dfx. Key coverage included the 1995 launch of Windows 95, which the magazine analyzed for its transformative effects on PC gaming accessibility and compatibility, ushering in a shift from DOS-dominant titles to Windows-optimized experiences. The publication also debuted special supplements in 1997, such as the Star Wars edition, amid growing interest in PC titles. Editorially, PC Zone solidified a humorous and irreverent tone by , characterized by witty columns and satirical takes that distinguished it from more straightforward competitors. Reader feedback through letters and early polls increasingly shaped content direction, incorporating community input on features like advice and previews that built on the foundational style seen in its inaugural Doom coverage.

DVD-ROM Introduction

In May 2002, with issue 115, PC Zone launched the DVD Zone supplement as an optional coverdisc format, allowing subscribers and buyers to select either the standard two-CD Zone edition or a single DVD-ROM bundled with the full-color magazine. This marked the magazine's transition to leveraging DVD technology for enhanced content delivery, responding to the increasing adoption of DVD-ROM drives and the need to compete with rivals like , which had incorporated similar multimedia extras in their issues. The move aimed to address a circulation plateau around 120,000 copies during the late by offering more value to readers amid rising availability. The DVD-ROM's 4.7 GB capacity represented a substantial upgrade over the previous format's 700 MB limit, enabling the inclusion of full game demos such as those for sequels, video interviews with developers, high-resolution screenshots, and saved-game files that were previously impractical due to space constraints. Content integration was seamless, with DVD-exclusive sections like "Zone Files" providing mods, patches, and playable alpha builds to complement the print previews and reviews. This innovation facilitated deeper reader engagement by delivering interactive elements directly to users' PCs, bypassing the limitations of early print-only or CD-based supplements. Initial reception was positive, with the DVD option praised for its accessibility and expanded offerings. The publisher, Dennis Publishing, invested in dedicated DVD production facilities to support the format, underscoring its role in revitalizing the magazine's appeal during a period of industry growth in digital distribution.

Later Format Changes and Closure

In 2005, following its acquisition by Future Publishing the previous year, PC Zone underwent a significant redesign that simplified its format, including stricter budgetary controls and a shift to a more streamlined layout. This change, introduced with issue #159 in October 2005, reduced the magazine's overall scope to focus on core content amid rising production expenses. The accompanying DVD Zone, once a hallmark feature with extensive demos and extras, was progressively scaled back in subsequent years, reflecting broader industry challenges like widespread broadband access and digital distribution that diminished the value of physical media. Future Publishing, which had purchased PC Zone from in August 2004 for £2.5 million along with other gaming titles, integrated some operational resources across its portfolio but maintained the magazine's distinct identity initially. However, by the late 2000s, the publication faced mounting pressures from the rapid growth of online gaming outlets such as and , which offered timely content without subscription barriers. Circulation figures exemplified this downturn: the magazine sold 56,457 copies in the first half of 2002 but had fallen to 32,632 by mid-2005 and just 11,357 in the second half of 2009, exacerbated by the global economic recession that reduced discretionary spending on print media. The decline culminated in July 2010 when Future announced the magazine's closure after a strategic review, citing the irreversible shift toward digital platforms. The final issue, #225, went on sale in September 2010, featuring a farewell column from Steve Hill reflecting on PC Zone's legacy as a pioneering voice in PC gaming. Following the shutdown, much of the magazine's intellectual assets and content style were folded into 's broader online PC gaming ecosystem, including sites like PC Gamer UK. As of 2025, fan-driven initiatives like the PC Zone Lives and archived scans on sites such as Pix's Adventures continue to preserve and revive its content digitally, with no subsequent attempts to revive the print edition.

Editorial Content

Review System

PC Zone employed a percentage-based scoring out of 100 for reviews, with 50% denoting an average title and scores above 90% earning the prestigious PC Zone for exceptional and playability. This approach, which equated to a 10-point scale in practical terms, emphasized objective evaluation while allowing for the magazine's signature irreverent tone. Sub-scores, introduced around 1996, broke down assessments into categories such as , , , Value for Money, and , each rated out of 10 to provide granular insight into a 's strengths. The criteria for reviews highlighted PC-specific aspects, including modding potential, hardware compatibility requirements, and multiplayer stability, reflecting the magazine's focus on desktop gaming's technical demands. Games achieving scores of 90% or above received the PC Zone Classic award, as exemplified by Half-Life, which scored 95% in 1999 and was lauded for its groundbreaking narrative and modding support. Reviews typically featured a "PCZ Verdict" section with "Uppers" for positives and "Downers" (or a humorous "Nemesis" equivalent) for flaws, ensuring balanced critique. Early reviews before 2000 often spanned around 2,000 words and incorporated performance benchmarks to test hardware demands, underscoring PC Zone's technical rigor. Following the introduction of DVD-ROM cover discs in the mid-2000s, reviews evolved to include detailed performance charts and integrated user polls via reader feedback sections, enhancing community engagement. Annual tracking of average scores revealed trends, such as steadily rising expectations for graphical fidelity after , with averages climbing from around 70% in the late to higher benchmarks amid advancing hardware. This system significantly shaped PC gaming purchases, with high-scoring titles like correlating to notable sales surges due to the magazine's trusted verdicts.

Signature Features and Columns

PC Zone distinguished itself through a variety of recurring columns that provided practical support and community engagement for readers. The "Helpline" column, often presented with humorous flair under titles like "Haranguing on the !" or "Dear Wazza," offered tech troubleshooting for common issues such as game crashes, hardware upgrades, and software conflicts, running from the magazine's early issues in through its closure in 2010. Similarly, the "Mods & Maps" section highlighted , peaking during the late 1990s multiplayer boom from 1998 to 2003 with in-depth guides on creating levels for games like and Unreal, including tutorials on tools such as editors and recommendations for community maps in titles like Doom and . Hardware coverage was a cornerstone of the magazine's utility, with dedicated sections like the annual "Buyer's Guide," which began in 1994 and featured curated recommendations for PC components, benchmark comparisons for CPUs and GPUs, and practical advice on and system builds to optimize performance. The "Zone Hardware" pages provided ongoing news and reviews of emerging technologies, such as drives, sound cards, and graphics accelerators like cards, helping readers navigate the rapid evolution of PC rigs. Special features added prestige and extras to the publication, including the "PC Zone Awards," an annual reader-voted ceremony held in venues starting in the mid-1990s, with categories such as Best Action Game and Game of the Year recognizing titles like in 1997. Cover disks and later DVD-ROM supplements evolved significantly, offering demos, patches, and full shareware games in the , such as community mods for Doom and complete titles like early variants, enhancing accessibility for budget-conscious gamers. The magazine's style was infused with irreverent humor through columns like Charlie Brooker's "The Bitter End" and "Sick Note," which ran from 1996 to around 2000 and delivered satirical takes on news, scandals, and absurd press releases, blending sharp wit with cultural commentary to differentiate PC Zone from more straightforward competitors. Reader contributions were encouraged via the letters page, known as "" or "," where users shared opinions on games, submitted tips, and debated topics like multiplayer strategies, fostering a throughout the print run. Following Future plc's acquisition in 2004, PC Zone adapted by shifting some previews and to its online presence around 2005, while maintaining a print emphasis on comprehensive in-depth guides, such as detailed walkthroughs for complex RPGs like The Elder Scrolls series, to complement the digital expansion.

Staff and Contributors

Editors

PC Zone's editorial leadership evolved through a series of internal promotions, often elevating deputy editors to the top role with input from publishers to align with strategic visions for the magazine's growth and adaptation to the PC gaming market. The founding editor was Paul Lakin, who served from the magazine's launch in April 1993 until late 1994. Lakin established PC Zone as the United Kingdom's first publication dedicated exclusively to , setting a tone of comprehensive coverage for a nascent audience of desktop gamers amid the rise of titles like Doom. Under his guidance, the early issues focused on building credibility through detailed hardware advice and game reviews, helping the magazine gain initial traction in a market dominated by console-focused media. John Davison succeeded Lakin, taking over with issue 20 in November 1994 and editing until October 1996. Davison, a younger editor from Paragon Publishing, introduced a more dynamic format that emphasized irreverent humor and aggressive marketing, transforming PC Zone into a bolder voice during the era and boosting its rivalry with . His tenure saw expanded features on multiplayer gaming and online communities, contributing to circulation growth as PC gaming exploded in popularity. Jeremy Wells, previously deputy editor, assumed the role starting with issue 44 in late 1996 and continued until the 1998 redesign. Wells maintained the humorous, acerbic style while overseeing coverage of landmark releases like and , reinforcing PC Zone's reputation for witty critiques and special features on emerging genres such as first-person shooters. His leadership bridged the magazine's early experimental phase to a more polished product, with a focus on community engagement through reader polls and awards. He also led the major 1998 redesign, introducing glossy layouts and enhanced production values. Chris Anderson became editor with issue 72 in January 1999, serving until around 2000. As a veteran from Future Publishing's other titles, Anderson maintained the redesigned format to appeal to a broadening during the rise of 3D graphics and MMOs. His period emphasized strategic planning for cover discs and awards programs, positioning PC Zone as a premium title amid increasing competition. Dave Woods edited from November 2000 to June 2005, a tenure marked by the peak of the DVD-ROM era and robust sales figures exceeding 50,000 copies monthly. Woods, promoted from deputy, managed the integration of full games on cover media and navigated industry shifts like adoption, while introducing stricter review ethics in response to controversies over paid promotions. His direction sustained the magazine's influence through coverage of titles like , though circulation began stabilizing as grew. Jamie Sefton took over in July 2005 following a redesign under Future Publishing, editing until March 2008. Sefton's leadership focused on adapting to format cuts, such as reduced page counts, while emphasizing online integration and evergreen content to combat declining print sales. During his time, PC Zone covered the transition to next-gen PC hardware and models, though these changes reflected broader industry pressures leading to modest circulation dips. Will Porter served as editor from March 2008 until September 2008, handling the magazine's final major transitions under amid ongoing cost reductions. Porter, a long-time contributor, prioritized core gaming features and staff morale during a period of high turnover, including the departure of key writers after issue 200. His brief role bridged to the endgame, with subsequent editors Ali Wood (December 2008 to December 2009) and Steve Hogarty (January 2010 to July 2010) overseeing the closure announcement in July 2010 and final issue on sale in September 2010 (cover dated November) without replacement.

Notable Writers and Contributors

PC Zone featured a diverse array of writers and contributors throughout its run, with many starting as freelancers or staff before achieving prominence in gaming journalism and beyond. , a key early freelancer in the , was renowned for his acerbic humor and satirical pieces, including game reviews like his 1994 take on and contributions to columns such as "Sick Note," which lampooned industry tropes and player experiences. His witty, irreverent style helped define the magazine's edgy tone, influencing later gaming media with sharp critiques that blended comedy and insight. In the 2000s, staff writers like Martin Korda emerged as staples, serving as senior reviews editor and authoring in-depth analyses of titles across genres, contributing to over a decade of coverage that emphasized critical depth over hype. Jon Blyth, another prominent staffer, brought a humorous edge to reviews and features, often highlighting absurdities in game design; his work, including re-reviews of older titles, resonated for its clever, approachable prose. Rhianna Pratchett joined as the magazine's first editorial assistant in the early 2000s, writing reviews and features that addressed broader gaming culture, including early explorations of representation and inclusivity for women in the industry. Her contributions marked a shift toward more diverse voices, moving beyond the all-male freelance teams of the —such as Duncan MacDonald, , and Paul Presley—to include perspectives that challenged the male-dominated . Over its 17-year history, PC Zone amassed around 200 contributors, with many alumni like Pratchett (later lead writer on and ) and Blyth (contributor to and ) shaping modern outlets such as . Early freelancers like Steve Hill added variety through hardware-focused pieces and ongoing serials such as NeverQuest, while later staff including and Richie Shoemaker influenced reader engagement via columns on scenes and upgrades, fostering a of accessible, opinionated writing. This blend of humor, critique, and evolving inclusivity underscored the contributors' role in elevating PC gaming discourse during the magazine's peak.

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