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.
Tag: Computer Games Page 3 of 4
After playing Valve’s last flagship multiplayer game, Team Fortress 2, on and off over the past year, I’ve had some of my initial thoughts change since my post earlier this year. A raft of modifications, patches and packs have tweaked the game’s dynamics and bolstered its features such that the game now exudes a certain amount more polish than previously. My earlier speculation that Valve would not have the time (or eventually the inclination) to produce ‘service packs’ for that other classes in the game, after the length of time the original Medic pack took to be released, seems to have been disproved, with two further releases in the intervening period. These packs not only added achievements and unlockable weapons to two further classes, the Pyro and the Heavy, but also added extra game modes and maps.
I had originally written this post, long lingering in the limbo of the drafts bin, pointing out a number of weaknesses with the game as it stood. The most recent patch has done much to address those problems, and is a welcome and rather unexpected update, given Valve had denied there would be any releases for Team Fortress 2 until 2009 on account of the amount of work going into their latest release, Left 4 Dead. I’ve gone through and added some comments or changes where necessary, to reflect the recent update, though on the whole this post retains its original state.
Valve’s Team Fortress 2 is already over six months old, so now might seem like an odd time to write a post on the games merits, but with the recent release of the Medic Achievement pack, and the rather surprising (though not unwelcome) news that Valve intends to integrate some of its popular features and improvements into the ageing Day of Defeat: Source, I decided I’d jot down a few of my impressions.
The release of Team Fortress 2 came as something of a surprise, after so little news about its development, with virtually nothing concrete after the initial revelations in 1999. The finished version bears absolutely no relation to those initial screenshots, instead maintaining much stronger links to the original modification Team Fortress Classic, with a strong glossy coat of The Incredibles style graphics and an uncut, Columbian-strength injection of humour.
With some of the highest scores awarded for a real-time strategy, being one of the Top 20 Metacritic All-Time High Scores, Company of Heroes ended up being one of those games I had little excuse not to try out, given that my PC could (just about) run it. Admittedly I’m unable to comment on the graphical splendour which seems to have charmed so many gamers’ hearts, as every setting on my screen reads either ‘low’ or ‘off’, but I’ve played a fair few strategy games over the years, and despite my early cynicism, Company of Heroes has warmed to me after a little experience on the online battlefields.
Whenever a game is released with a major historical theme, such as the ever popular World War II era, cries go up about the loss of realism to the gaming gods. Such and such would never happen, this and that never existed. Of course, many strategy games don’t even attempt to pander to the pedants of realism, and have been all the more successful for it (take the recent Supreme Commander, or any in the Command and Conquer series). Company of Heroes is no saint in this regard either, but its efforts to create a game at once realistic and fun have to be admired. There will always be players who complain about how developers could have stayed truer to real life, but Relic have done a good job in creating a game which at least seems realistic enough, and in ways which make the game fun to play. Shells fired at tanks have a chance of only glancing off the armour, and depending on the situation might even miss altogether; units under heavy fire become surpressed, limiting their movements and actions, or even pinned, leaving them helpless unless pulled out or relieved; and the variety of weapons and vehicles keep the tactics fresh and varied.