Archive for the ‘PC’ Category
Doom 4 will apparently keep on battling evil

And that’s as official as this kind of news can possibly go, and the first time ever I got a vaguely interesting e-mail from any PR team. Thanks for the tip oh id software and thanks for letting us know you still haven’t finalized the team to work on DOOM 4 and are thus on the lookout for developers. Now, please do give us a moment to cath our collective breath. The announcement was really exciting. Too exciting to be frank, as is any continuation of the ultimate battle against the abominably nasty forces of evil. DOOM will get a sequel! Sometime!
Problem is though, that id was extremely sparse on any kind of other info. I’m free to speculate! Yay! Well, DOOM 4 will surely appear on the PC and judging from the Xbox version of DOOM 3 I could hazard a guess and say it will probably -at least- make it to the Xbox 360, though the PS3 shouldn’t realistically be left out either. Now, as I have only played the PC version of DOOM 3 and still consider it extremely good looking, I’d like to remind id (who presumably won’t be able to sleep till I get on with my rant) that they should not solely focus on the engine, with which I’m sure they’ll make a stellar job. Enemy AI, atmosphere, gameplay and a marine that can simultaneously hold a flashlight and a gun should under no circumstances be ignored.
Posted on Wednesday, May 7th, 2008 Doom 4 will apparently keep on battling evil by konstantinos
Storytelling the Warcraft III way

I can’t really say what got into me, but I just felt this unstoppable urge to write about Warcraft III: Reign of Chaos and its brilliant expansion The Frozen Throne. Now, as I’m pretty sure everyone has heard about the games, probably played them to death too, problem is I can’t do much more than urge anyone who hasn’t tried them to actually do so as soon as humanly possible (they are among the best RTS games ever as far as I am concerned, you know), remind everyone else just how interesting a character Arthas was, wish for a sequel, moan a bit about Wolrd of Warcraft and how boring it has turned out to be, light a cigar and go to bed. Not much of a post really…
To patch things up, I’ve decided to focus on the story bits of the game(s), as they were admittedly both great and oddly at odds with what most ludologists consider proper video game storytelling. You see, both WC III and its expansion used the much-maligned old-fashioned way of telling in-game stories: the not particularly interactive cutscene method. Truth be said, the cutscene, no matter how impressive, smart, touching, whatever it turns out to be, is not playing to the strengths of the medium and definitely doesn’t help the player feel as if his/her actions impact on the gaming world. It isn’t considered a good immersion technique. Yet, it can work, and Warcraft is all the proof anyone should need that there is no particular way a story should be told. In Warcraft III the player (well, ok, I at least) feels engrossed, impressed by the visual quality of the storytelling and deeply involved in the proceedings. Why? Because the quality of a story itself matters more than the way it is delivered, that’s why…
Posted on Tuesday, May 6th, 2008 Storytelling the Warcraft III way by konstantinos
Star Wars: X-Wing Alliance. A reminder.

It might be almost a decade old and should probably qualify as retro, but I just can’t help feel that Star Wars X-Wing Alliance still does a pretty impressive impression of a modern game (especially if you patch it up and probably more so when its new homebrew textures hit the Internet). Besides, 10 years isn’t such a long time, is it? And good games never age.
Especially so, when said good games are more or less the last offerings of their sub-genre, as was X-Wing Alliance, for it sadly was the very last Star Wars space-combat sim that let players sit inside a cockpit. Following the excellent X-Wing, nigh on perfect TIE Fighter and multiplayer-only X-Wing vs. TIE Fighter, Alliance not only brought the series to an explosive climax and allowed anti-social kids and accountants worldwide to fantasize about being starry-eyed space heroes, but also let us proper gamers relive key events from the Star Wars saga and even the end of the Empire itself. And, yes, this does actually mean we got to fly the Millennium Falcon inside the second Death Star as never before and never since. See the screenshot?

Sheer computer gaming joy. What’s more, the game also let (arguably still does, as it’s got no problems on my XP PC) you pilot a variety of classic Rebel Alliance starships ranging from the aptly named X-Wing classic, to the vaguely A-shaped A-Wing, to the Y-Wing, through a brilliant campaign that spanned 50 missions. Oh, and graphics and audio are still impressive, the gameplay hasn’t aged a day and multiplayer dogfights are unsurpassed.
Posted on Saturday, May 3rd, 2008 Star Wars: X-Wing Alliance. A reminder. by konstantinos
Age of Conan - Hyborian Adventures gone Gold


It’s been four years in the making but finally the first MMORPG for mature (as in truly junevile and properly immature) audiences has gone gold. Quite appropriately the Age of Conan - Hyborian Adventures pre-orders have already began too, as co-publishers Eidos and Funcom announced that the vaguely barbaric game will be very soon hitting stores worldwide. Oh, and did I say barbaric? Sorry for that. What I meant was to use the publishers’ official description of the game as the most savage, sexy and brutal MMO ever created, which does admittedly border on barbaric but subtly differs.Then again, who cares about such things, eh?
Nobody, that’s who. All that matters is that Conan is everyone’s favorite, fantasy, 80s, mass-slaughterer and it’s been ages since the last time we visited a digital version of Hyboria. That and the succesful beta, a couple hundred thousand or so preorders and a few rather prestigious awards, that -if nothing else- sort of guarantee the game’s quality.
Now, as to what to expect from the game, besides some fantastic graphics, the well documented setting and the huge world every MMO seems to be promising, I’d say its key features would be a crafting system that should allow players to go berserk and even create a city, an advanced melee focused combat system, many PvP options bordering on RvR and a deep character customization/creation system. Oh, and a chance to properly role-play a Herald of Xotli. Joy!
Posted on Wednesday, April 23rd, 2008 Age of Conan - Hyborian Adventures gone Gold by konstantinos
Space Quest: a janitor’s epic tale in adventure-o-vision
Meet Roger Wilco, janitor extraordinaire and star of the truly funny Space Quest series by Sierra, back from the era when adventure games were actually considered killer-apps and went on to spawn sequel after sequel. Meet him through almost seven Space Quest games (well, six actually), out of which only five (almost six) used roman numerals in their titles. Meet him here and have a drink with the lad.
Space Quest I: The Sarien Encounter

The first game by designers Mark Crowe and Scott Murphy, a.k.a. The Two Guys from Andromeda, SQ I was released back in 1986 at the beginning of the adventure gaming mainstream era. The game used the early Sierra AGI engine, complete with 16 glorious colours and beautifully stylized graphics, a nice soundtrack and a pretty impressive -definitely hilarious too- parser interface. The plot introduced series star Roger Wilco, a janitor, who started off his heroics by napping in a broom closet while aliens hijacked the spaceship he was supposed to be cleaning and grabbed the devastatingly deadly Star Generator, only to finally wake up and save the universe. The game also introduced the series’ trademark humor, frequent -impressively varied too- deaths, difficult puzzles, arcade-y sequences and bad-guy Vohaul.
Space Quest II: Vohaul’s Revenge

The first sequel in the series is another text-driven graphics adventure that apparently took less than a year to develop, and, well, quite frankly it shows. Arch-villain Sludge Vohaul returns to hunt a now-famous Roger Wilco in a frustrating game with below average puzzles and mostly flat jokes. Not really worth your time without a walkthrough…
Space Quest III: The Pirates of Pestulon

Space Quest 3 was simply stunning and one of the better looking games of 1989, especially when seen on the Amiga. It also sported a truly post-modern and particularly funny plot involving the Space Pirates, a shovelware/software pirating group, who had kidnapped the Two Guys, thus endangering the future of the whole Space Quest franchise. Unless, that is, Roger stopped them, which apparently he did. The game, besides being excellent and taxing as ever, also featured tactical space combat and a playable arcade game.
Space Quest IV: Roger Wilco and the Time Rippers

The first 256-colour VGA Space Quest with full SoundBlaster support and the first point-and-click game in the series too, Space Quest IV remains among my top 10 adventures even to this day. It’s got everything you could ask for really: time traveling to previous and future SQ games complete with appropriate graphic changes, Roger’s son, a fantastic goodies-filled box, some of the best puzzles ever, Lucasarts game parodies, a burger making mini-game, Ms. Astro Chicken, droids, top-quality voice acting, latex babes, elaborate easter eggs, a smell icon and the aptly named Monochrome Boys. An absolute masterpiece.
Space Quest V: Roger Wilco - The Next Mutation

This one I haven’t played, mostly because it was the first SQ game that wasn’t designed by both the Guys from Andromeda, but most adventurers seem to agree it’s a fine game. Reviewers liked it quite a bit too. Released back in 1993, Space Quest V had Roger take on the Star Trek universe by graduating from the illustrious StarCon Academy, piloting his very own garbage-collecting spaceship and boldly going where no man had gone before.
Space Quest 6: Roger Wilco in The Spinal Frontier

The final installment in the series and the only one to do away with the silly places in outer space in order to focus on the silly ones inside the human body, as experienced by a highly miniaturized Roger of course. Actually, scrap that, as it’s just what the title implies. The game -an SVGA CD exclusive released in 1995- has Mr. Wilco exploring the vaguely nasty planet of Polysorbate LX while running into an incredible number of farcical video game, computer, pop-culture and movie references. Oh, and you’ll definitely love the cartoon-quality graphics and vastly updated point-and-click interface.
Now, as Space Quest 7 -or would it be VII?- never managed to survive the demise of Sierra and no more Space Quest games are to be released in the foreseeable future, seasoned veterans could go around and google for some mostly brilliant fanmade sequels and remakes. Alternatively, both them and gamers looking to dive into the taxing and surreal universe of Space Quest can go for Vivendi’s Space Quest Collection. It might not be the best collection possible (lacking a few game versions and coming with PDF manuals only) but it’s got the basics covered, runs brilliantly on the latest PCs and is dead cheap.
Posted on Tuesday, April 22nd, 2008 Space Quest: a janitor’s epic tale in adventure-o-vision by konstantinos
Tim Schafer presents: Psychonauts

Ok, after hours of frustration I finally finished playing Psychonauts and all I can now do is bow in front of Tim Shafer’s superior intellect and then arrange for the man to meet Shigeru Miyamoto and be taught the way of 3D Mario. Psychonauts is brilliant, beautiful, absolutely original and at times downright sublime. It’s got great humor that actually uses the strength of the medium (err, that would be interactivity), excellent storytelling, interesting characters (shocking, I know) and a few moments that would make any great surrealist proud. Plus, the art direction is so masterful, uhm, a true master of art direction must have, err, directed it. Anyway. You get the idea. Psychonauts looks, sounds and feels fantastic.
On the other hand -and quite understandably as this is Mr. Shafer’s first attempt at platform gaming, let alone 3D platform gaming- the controls are simply terrible, sometimes even entering broken territory. Now, admittedly, this might have to to with the fact that I’ve played Psychonauts on the PC using the standard mouse/keyboard control method where obviously this is a game that would have greatly benefited from a dual analog controller, but apparently console reviewers aren’t to happy with it either. Then, there are more gameplay problems that would include a ton of things to collect, some truly infuriating boss battles, the lack of a proper save system and some god-awful combat bits. The question, however, is: do these flaws matter? Well, no, not at all.

For Psychonauts, dear readers, is hands-down the best action game I’ve played those last ten or so years and that even includes Super Mario Galaxy. It might have its fair share of problems and a distinct lack of polished gameplay mechanics, but it almost literally oozes class and originality. Besides, how many games let your in-game persona invade people’s subconscious and have arcadey fun around these mental constructs? How many games have you terrorize a city of sentient fish and collect emotional baggage while sticking bacon in your ear? How many games feature pie jokes? How many games sport ridiculously detailed levels based on wargames? None, that’s how many. Psychonauts is unique.
So, do yourselves a favour. Buy this game now. It is after all available for PC, PS2 and Xbox. Oh, and if you liked Psychonauts then you’ll definitely love Day of the Tentacle and Grim Fandango.
Posted on Sunday, April 13th, 2008 Tim Schafer presents: Psychonauts by konstantinos
More Fallout 3 eyecandy (and apparently some info too)



One thing you have to admit about Bethesda’s hotly anticipated and much debated Fallout 3 is that it looks absolutely fantastic. And I don’t mean this in a purely technical way either. The atmosphere of the original games seems to have been brilliantly captured, the attention to detail is impressive and the quality of the artwork is simply stunning. I mean, just look at those brand new screenshots; so evocative and beautiful. Heck, even the Brotherhood of Steel soldier (the shooting bloke in the 3rd picture, yes, he’s one of them) looks properly tacky and retro-futuristic.
As for the game itself, things couldn’t be more promising, despite the fact that it will indeed be a fully 3D, mostly first person and not particularly turn-based based affair. Bethesda, you see, not only managed to provide us with the impressive Oblivion RPG, but seem to have pulled all stops when it came to developing Fallout 3. We can expect over 500 (!) different endings, a huge and incredibly detailed post-apocalyptic world, a new character creation system, multiple gameplay styles and the very very handy new version of Pip-Boy. Oh, and Liam Neeson will be playing the lead role.
Now, for the poor souls that don’t know what Fallout and Fallout 2 are all about (let alone Fallout Tactics), well, instead of explaining the intricacies of their gameplay mechanics or ranting about their excellent stories, I’ll just point you to the brilliant and happily budget priced Fallout Collection.
Posted on Saturday, April 12th, 2008 More Fallout 3 eyecandy (and apparently some info too) by konstantinos
Kane & Lynch: Dead Men free multiplayer maps announced. By Eidos.

Kane & Lynch: Dead Men, the flawed but ambitiously mature in tone & style PC, PS3 and Xbox 360 game, will apparently be getting a selection of free goodies. Actually, make that four free maps. Better yet, a selection of four downloadable maps. Said maps will become available sometime this month and will come wrapped in a lovely pack Eidos chose to name The Dope Bag. How very cute, really.
Posted on Tuesday, April 8th, 2008 Kane & Lynch: Dead Men free multiplayer maps announced. By Eidos. by konstantinos
How to prepare youselves for the Age of Reckoning

I guess you could start by taking a bath and buying a new chainmail bikini, but I’m afraid Warhammer Online: Age of Reckoning will need much more than that. It will need patience (yes, more), fast preordering skills (to secure the beautiful collector’s edition pictured above), a desire to pay monthly fees, above average hand-eye coordination, a working mouse, a decent PC and a combination of MMORPG and Warhammer skills. Then, having covered the basics and in order to make sure you stand a chance of rising as one of the greatest heroes of the digital online version of the Old World, you’d better follow a few simple preparatory steps. These simple steps actually:
a) Make sure your love of Warhammer is as deep as ever. Better yet, make sure you remember how good Warhammer video games can be, preferably by playing the excellent and highly atmospheric RTS that is Warhammer: Mark of Chaos. Retro offerings like Shadow of the Horned Rat might come in handy too.
b) Start working on your PvP skills making sure you focus on the realm-vs-realm side of things. Warhammer Online’s key strength after all will be the extended RvR options, mechanics and arenas. Sun Tzu’s Art of War would probably be of some help, though flexing your MMO combat muscle is better achieved through playing the brilliant Dark Age of Camelot MMORPG. Mind you, them Dark Age of Camelot developers are the same people that will be responsible for the Age of Reckoning and -not surpisingly- DAoC has the best RvR battles yet.
c) Try to stock-up on free time, as you will quite frankly need it. Getting fired, entering a monastery, finishing any remaining PhDs, Mscs, term papers, etc, or preferably getting some paid vacation time are all acceptable solutions.
d) Catch up on your proper pen & paper Warhammer knowledge. Grab the latest edition (7th) of the rules, flick through the RPG book, browse the multitude of forums available online, tidy your Army Books, paint the odd miniature and re-read those yellowy Black Library novels you’ve been hiding in the basement. There, you’re ready for WAR!
Posted on Monday, April 7th, 2008 How to prepare youselves for the Age of Reckoning by konstantinos
The unique experience that was Fahrenheit (or Indigo Prophecy I guess)

When the Fahrenheit demo came out them PC gaming crowds were really impressed. Oddly, so were pure adventurers (of the point-and-click variety, that is). This, you see, was a very unique game and its demo managed to brilliantly showcase all its best elements and leave you wanting. It was immediately evident Fahrenheit was a game heavy on story, a game that was very proficient in using cinematographic techniques, a game that was obviously an adventure at heart, a game with beautiful graphics, top production values, excellent music and convincing atmosphere. The fact that it opened with the protagonist brutally murdering a random guy in a diner’s toilets did help establish mood too.
What’s more, the full game, and that was a refreshing change of habit, delivered what was promised in the demo. Not that it didn’t have its mediocre bits or a shockingly silly ending, mind you, but it really was unique. And if you haven’t played it yet, it will still feel unique in 2008, as no other game dared pull its tricks again. First of all, the context sensitive interface had both an early Wii-like mentality and let you interact with almost anything in the game. Then, the brilliant cinematics were turned into quasi-interactive ryth mini-games, you got to play a variety of different characters, solve some pretty interesting puzzles, intelligently interact with incredibly detailed environments and even get (almost) scared.
Still, the strength of the game lay elsewhere. Fahrenheit, though admittedly only at times, managed to offer players the sense of complete freedom and the branching storyline to go with it. Take the game’s opening scene for example. You have just murdered a man you never knew and are standing bloody-handed in a toilet. You can simply try to escape unnoticed, you can try washing up and hiding the body, you can hide or simply ignore the murder weapon, you can panic and run out of the diner, you can go back and seat at your table pretending nothing happened, you can try to figure things out by examining the crime scene or just leave via the back door. Assuming you actually left via the back door, you now had the option of either wasting time and talking to a weird bum, leaving the place on foot, going for a taxi or riding the tube. And then, when you assumed the role of the not totally unattractive detective chasing the former you, you’d have to deal with your former actions.
Intriguing, isn’t it? And it does get better, trust me. So, uhm, if you haven’t played Fahrenheit (Indigo Prophecy in the US), and I strongly believe you should, well, here’s your chance to grab it for cheap.
Posted on Tuesday, March 25th, 2008 The unique experience that was Fahrenheit (or Indigo Prophecy I guess) by konstantinos

