$119.01USD — that’s what I spent during Steam’s holiday sale. For less than the price of two new console games, I bought nineteen PC games, all from Steam. Although I was aware of sales at other stores, I bought nothing from them. Steam demanded my undivided attention; its two week store-wide sale grabbed me, and its daily sales held me tightly. Just as a clumsy analogy reinforcing a simple point, Steam’s sale refused to go unnoticed, and it refused to be forgotten. No other digital distributor’s sales accomplished this; apart from some festively redesigned websites, they were unremarkable.
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Choices breed indecision, therefore preventing indecision requires identifying and eliminating our choices. This is our boon, our burden, and our charge as PC gamers. We mull over choices such as which video card, which mouse, how many cores, and how many watts. Digital distribution’s increasing popularity has, despite its merits, introduced the choice of where do I buy? The default choice, for most of us, is Steam. We would be justified, but competition is important for an industry to thrive. We must not surrender our opportunity to choose, and we must not surrender to complacency. To consumers and businesses, complacency is a common enemy. As consumers we should act out of self-interest, but we should be mindful of when supporting competition is in our interest. We must do more than merely acknowledge competition — when it’s deserving, and when it’s to our advantage, we must also support it.
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Broken Sword 3: The Sleeping Dragon is the third entry in Revolution Software’s adventure game series. The Sleeping Dragon was released for the PC, Xbox and Playstation 2 (EU/JP) in 2003 and it marked the franchise’s first venture into 3D as opposed to using 2D sprites.
Though the same whimsical spirit familiar to players of the previous entries of the Broken Sword series is present in The Sleeping Dragon, certain gameplay aspects differ greatly when played on PC, mostly due to the fact that it was designed with gamepads in mind. This is not a 2D point-and-click game as the previously-featured Broken Sword 2: The Smoking Mirror is. Rather, players control the 3D incarnations of George Stobbart and Nico Collard using arrow keys for movement and WASD to interact with other characters and the environment; the mouse doesn’t even come into play. Regardless of this deviation from convention, Broken Sword 3: The Sleeping Dragon has just as much of what fans have come to love from the series in the way of interesting puzzles, quirky characters, humorous dialogue and a great cast of voice actors. Except Beatrice; she’s fired.
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GOG.com is running a weekend sale until Monday, April 6th that’ll get you Broken Sword 2: The Smoking Mirror and Broken Sword 3: The Sleeping Dragon together for just $9.98. Of the two games we’ve only featured Broken Sword 2, but I can also vouch for the quality of Broken Sword 3, so save a couple dollars with this pack while you can.
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Broken Sword II: The Smoking Mirror is a classic, point-and-click adventure game created by Revolution Software. As the 1997 sequel to the 1996 hit Broken Sword: The Shadow of the Templars (Circle of Blood in the US), Broken Sword II is the last of the series’ four games that would use 2D sprites.
Broken Sword II tasks players with guiding the series’ main character, patent lawyer George Stobbart, through his adventures with his journalist girlfriend, Nico Collard. Though almost twelve years have passed since the game’s original release, Broken Sword II is still one of the finest adventure games available today. This is due in no small part to its outstanding voice work, scripting, and direction coupled with plenty of humor, mystery, and intrigue throughout the story. Player frustration and bewilderment is kept to a minimum by way of accessible and satisfying puzzles. There are a few brain teasers and situations where players will need to think and act quickly lest they end up on the business end of a gun, but there’s nothing as obtuse as duct-taping cell phones to cats or quicktime events.
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Painkiller is a first-person shooter created by Polish developer People Can Fly (now a subsidiary of Epic Games), and released in 2004. In November of that same year, the Painkiller story continued when an expansion titled Battle Out of Hell was released; it would later be bundled and sold with the original game as Painkiller Gold Edition and Painkiller Black Edition.
Painkiller has all the qualities one would expect in a worthy successor to games like Doom and Quake: a constant sense of urgency driving the player forward; a powerful and satisfying arsenal including such mainstays as the shotgun and chain gun, as well as such exotic, proprietary creations as the Electrodriver and (my personal favorite) the Painkiller itself. With this adherence to tradition in mind, it’s only natural that Hell (and its denizens) would play a part in Painkiller’s narrative. The game opens with a cut scene showing the game’s protagonist, Daniel Garner, driving with his wife to her birthday dinner. It’s raining heavily, Daniel looks away for a moment, and they’re killed in a head-on collision. Although his wife was admitted to Heaven, Daniel has been relegated to Purgatory. After spending some time there, he is approached by a messenger and is given an opportunity for atonement, an opportunity to reunite with his wife. Here, the objective of the game is revealed: kill the four generals of Lucifer’s army, and on the way, “destroy everything that moves.”
Painkiller also has a strong multiplayer component that, for a while, was a pretty big deal in the competitive scene. Its popularity waned, however, so while sparsely populated servers can still be found, it can’t be counted on. Regardless, the singleplayer campaigns of Painkiller and its expansion are worth the $9.99 to Steam or Good Old Games.