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GTA: Vice City

It's good to be back!

Last week I had one of those urges that only a pregnant man can have, to step back into the shoes of Tommy Vercetti and relive the delights of Vice City. This 2003 Rockstar outing was easily one of the best games I ever played, everything about it simply oozed style and polish. It’s almost as if the developers took a standard checklist of things that get rated in a game, made sure every area got given the works, and then spent the rest of their time filling in the gaps. Because it’s exactly that which nails it for this game, the attention to detail that makes playing Vice City like stepping into the ’80s: the clothes, the music, the cars, the giant mobile phones, heck, even the intro scene features the game being loaded on a Commodore 64. Rockstar’s particular sense of humour is also here to see by the bucketload, from the tongue-in-cheek nature of some of the missions, through the fantastic dialogue and hilarious radio stations, to the small jabs and puns that little the streets of Vice City.

All of which is without even touching on the gameplay. Sitting firmly in the sandbox genre, Vice City gives you a wonderful feeling of being able to go about things your own way. Goofing around, stealing cars, running from the police, there’s plenty to do in the game when you aren’t really doing anything! But fortunately that doesn’t mean that Rockstar skimped out on the main storyline, which is by all means fantastic, and features all sorts of mission types, from starting riots, racing through the streets, to knocking off banks and delivering numerous methods of ‘persuasion’ to various denizens of the city. Aside from the main plot, there are plenty of other side missions and extras to discover, which add ample distraction to the standard mayhem generally meted out whilst driving between missions.
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Ten reasons Valve’s Steam fails to live up to standards

Steam

I’ve been using Steam for a fair while now, in fact pretty much since the beginning, and have seen the program grow on from its fairly humble origins. There are now hundreds of titles available, including games from big-name publishers and independent game houses alike, and the usual crashes and quirks that afflicted the early releases are pretty much gone. Nevertheless, there are still a number of key areas in which Steam continues to live up to standards, at times making using the system a bit of a nightmare. This is a list of some of those issues which in my eyes prevent Steam from becoming a really top class product, delivering everything the platform really promises. Some of these issues admittedly have their origins outside of Valve’s headquarters, but the way in which they are dealt with only compounds the problems further, for both customers and clients.

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Profit for free

Pay for free

Dungeons & Dragons Online: Play for free

How do you turn a free product into a profitable enterprise? That’s normally the challenging issue to be faced in today’s increasingly competitive online market. Internet giant Google continues to have issues attempting to monetise its expensively acquired YouTube daughter. Yet game developer Turbine is looking to do exactly the opposite, converting their current business model into a subscription-supported free product. But does ‘free’ pay?

It certainly appears that Turbine’s decision to offer their MMO Dungeons & Dragons Online for free has paid off. Hundreds of thousands of new players have signed up to take advantage of the new offer, and despite the ‘free’ price tag, subscriptions are up 40%. In addition, many players are taking advantage of an in-game payment mechanism to buy additional items and open up new sections of the game. Previously the game had required players to pay a one off purchase price, followed by a monthly subscription fee. Now just about anyone can download the game and be playing within half an hour, paying or otherwise. Turbine also maintain that some players are paying even more per month than the previous subscription fee alone, removing an important cap on how much individual players could pay into the game. Rather than seeing players who play without paying as freeloaders, Turbine are confident that such players bring their own benefit to the company, generating interest, advertising via word-of-mouth, and thereby generating new subscriptions and one-off payments.

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Left 4 Dead Review

Left 4 Dead

Left 4 Dead (PC)

For whatever reason, Valve deemed last weekend to be worthy of celebration, and in addition to offering a welcome discount, offered a free trial for their action-packed zombie fest Left 4 Dead. Never one to pass up on such offers, and having a few friends who’d already bought the game, I spent a fair few hours last weekend testing the game out, enough so to have convinced me to actually buy the thing!

Whilst Left 4 Dead sits firmly in the survival horror genre, it is without a doubt a shooter through and through. Whilst the genre may have its early origins with games like Alone in the Dark, Left 4 Dead is to that what 28 Days Later is to Night of the Living Dead. It’s a high-energy bloodbath, which is well and truly the game’s essence. Forget setting, plot or character development, the game boils down to an assault course for four, through levels strewn with zombies to some method of escape, with occasional safe points along the way.

That might not sound particularly novel, but the game’s central tenet is its co-operative side. Whilst there are plenty of games past that have featured zombies in one way or another, none have quite provided the experiences associated with the stereotypical zombie genre. Left 4 Dead clearly owes a lot to the zombie movie, from the opening intro to the closing credit sequences, and the gaming world has been truly aching for such a game. Mods such as Zombie Panic! or Zombie Master filled a gap, but Left 4 Dead has made full use of the Source engine to create a movie experience built for four.

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Reliving an old gaming experience

Classics of their medium, but which will have a harder time in the future?

Classics of their medium, but which will have a harder time in the future?

In comparison to a medium like cinema, computer games suffer from a particularly poor level of longevity. The vast majority of films can still happily be viewed today, often in an updated format, though keeping to the original production. That isn’t to suggest that films do not become dated, nor that more than just distribution formats are updated in later productions. Only recently I had the privilege of watching a once lost silent Polish film, A Strong Man (Mocny Człowiek), rediscovered in 1997. As there were no hints as to what musical accompaniment was meant to be played with the film, the DVD was released with a modern ambient style, that took a short while to get used to, but actually fit the film’s plot and style rather beautifully. On the whole, however, a film produced fifty years ago can be viewed with much the same clarity today as on the day it was released.

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Worms under DOSBox

I recently had one of those urges to dig up an old classic and relive some memories when we had a guest over to stay. Worms was one of those games we’d both played when it was new and became instantly hooked. Amazing to think that it was released over a decade ago. At the time of its release, most games needed a bit of memory tinkering to work properly, and although I don’t remember now whether Worms was one of them, getting the game to run under a modern operating system was similarly tricky. To that end I thought I’d write a little guide showing how we managed it.

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Power Grid

Power Grid is a simple, business game for two to six players, in which participants compete to buy power plants, the fuels to run them, and then build networks to sell their generated electricity over. In turn, the profits from electricity sales are used to build newer, improved plants, supplying more electricity, stockpile resources, earning greater profits, with a winner eventually determined on who supplies the most consumers.

The gaming elements are simple enough that the rule booklet, which is clearly written, can be read through and understood virtually in its entirety immediately before play. Each turn of the game runs through four phases. Firstly, power plants are bought at auction, each player proffering an available plant in turn, with the plant going to the highest bidder. Purchased plants are replaced from a visible ‘futures market’, allowing players to plan ahead with their bids. The second stage involves buying raw materials from the market. Each plant produces energy from one of five sources: coal, oil, garbage, nuclear or renewable. The latter plants require no raw materials at all and are oft hardest fought over at auction. The other fuels become increasingly expensive as supply dwindles, forcing players to either diversify their sources, or stockpile for future shortages. The third phase has players building an electricity network to supply power to their consumers. The network costs are based on proximity, and as players can only initially build in unoccupied cities, good initial placement can be a crucial factor. The final phase of the game is called the ‘bureaucracy’ phase, dealing with the supply of electricity (and thus generating profits), and various bits of setup to keep the game flowing.

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