September 12th, 2009

I’ll be glad when the word “save,” as a verb, is no longer used when speaking of PC gaming. While not without its problems, the platform is no longer in danger. Regardless, Brad Wardell is making some valuable observations here.

Speaking of Stardock and digital distribution, Impulse Phase IV has just launched. The new website design is much easier to navigate, and I appreciate being able to filter by price. Ready To Play appears to be Stardock’s answer to Steam Community; I’m interested to see if Impulse will capitalize on what I think is a unique opportunity to one-up Steam on community features.

On a related note, EA has just partnered with, and added several games to, Impulse. Among them is Dragon Age: Origins (pre-order), The Sims 3, and Red Alert 3 along with its expansion, Uprising, which was previously exclusive to EA’s own digital distribution service.

Although Peter Moore’s view is probably limited to consoles, technically, the PC platform should be credited with having “laid the ground” for online multiplayer, communication, and content distribution.

News of this acquisition came as a relief to me because, due to 3D Realms’ tenuous existence, I’ve had concerns about Prey 2′s status. There is no telling if Human Head is still developing it, but the Prey IP should be in good hands now, at any rate.

This is nearly 30 minues of Jeff Gerstmann and Tim Schafer walking around at PAX while talking and letting their humor play off each other. Also, nerds.

July 9th, 2009

Level 2: The GateChains is a puzzle game created by independent developer 2DEngine.com, and published by Meridian4. Released in November of 2008, Chains is the first game to be built on 2DEngine.com’s proprietary cross-platform game engine AGen, which they make freely available for non-commercial development.

There is only one direct action to make in Chains: link three or more circles together. Though the means may be simple, the scope of Chains’ gameplay is anything but narrow; this is not a run-of-the-mill “match 3” game. Never mind the smooth, minimalist art style facilitated by vector graphics, or the haunting electro soundtrack; simply consider that each of Chains’ twenty levels presents for players a different objective and a different obstacle. Take, for example, stage 2, “The Gate” (pictured right), wherein the objective is to clear 200 bubbles before their collective weight becomes greater than the counter-weight keeping the gate below them closed. Compare that time-based level with something more relaxed like stage 7, “Gulliver”, where the objective is to clear 100 bubbles by creating 10 chains or less, and it becomes apparent that Chains offers something uniquely challenging from level to level.
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May 23rd, 2009

Death to retail! This kind of problem could be fixed within hours or days, and for a lot less money, if all games were attached to digital distribution platforms like Impulse or Steam. Not that this particular issue affected the digitally distributed versions in the first place.

So Demigod had some problems. I canceled my pre-order a few days before release, so I haven’t experienced them, but they don’t sound fun. Gotta say, though, I don’t think I could be upset for long with how candid Stardock has been about the issues and their efforts to correct them.

Of course it is.

Radashay!

April 18th, 2009

This is probably just my tinfoil hat talking, but GameStop doing this feels like an intentional slight against Stardock’s Impulse service. Anyone who buys Demigod at retail will shortly have their eyeballs on a competitor’s store, as the game requires Impulse activation. Customers bringing the game home and attempting to activate could have hit a brick wall and been left with half a game. This would have no doubt sullied their attitude toward the service. Fortunately, Stardock was on the ball and that didn’t happen; the game’s release was moved up a day.

After what was probably the cruelest April Fool’s joke to come from the games industry just a few weeks ago, Microids has officially announced – fo’ reals this time – plans to develop Syberia 3. It seems Sony could impede their ability to turn a profit, however.

Please forgive the GameSpotness, but they got the interview. Ugh. Anyway, lots of interesting info in here. Particularly a video that I hadn’t seen elsewhere, kind of a tech demo from inside Rage. Also, word of some as-of-yet-unannounced games that will debut at E3. So far we know about Wolfenstein, Doom 4, Rage, and Quake Live (still technically in BETA). Could it be Quake V?

This game looks like great fun. I’m surprised to see another PC/PSN game, we don’t see many of those. I think the last one was Everyday Shooter. Trine’s from the same developer that made Shadowgrounds, so here’s hoping its multiplayer isn’t local-only too.

January 15th, 2009

Gish Box ArtFor this weekend only, the DoSu-featured independent game Gish is on sale for $3.99 on Impulse, StarDock’s burgeoning competitor to Valve’s Steam service. Gish on Impulse usually costs $19.95 as opposed to Steam’s $9.99, which is why it isn’t linked in our database.

If you’ve never used the Impulse service before, it’s very similar to Steam. You can browse and purchase games as well as download demos either from their website or from within the Impulse client. Games you own show up within the client and can be downloaded there. One key difference from Steam is that the Impulse client does not need to be running in order to play your games; there isn’t even a background process for authentication. Pricing, game selection and community features leave a bit to be desired when compared to Steam, but it’s still a fine place to purchase games when the price is right.

This is a Cry for Help CD JacketTo make some sense out of the second half of the title, I also wanted to bring up a relevant item from Edmund McMillen, creator of Gish. This is a Cry for Help is a CD collection of ten years worth of Edmund’s work as an independent artist. The CD includes 17 games (including Gish), 15 comics and a ton of extras including artwork and animations. While some games – such as Cunt – are flash games which can be played for free through a browser, I felt the collection was worth purchasing not only for the sake of convenience, but to support the creator as well. If you’re thinking of buying Gish anyway, I suggest getting this CD instead as Gish is included and it will only cost you $10 plus shipping.

September 10th, 2008

As I’m sure you’ve been conditioned to know, Spore was released this last Sunday, September 7th. I really wanted to play it on release day. Normally I don’t worry about this too much unless it is a game that I am especially excited for. If I recall correctly, the last game that I was determined to play on release day was The Orange Box in 2007. I downloaded it through Steam at midnight as soon as it became available. It was incredibly convenient and it made me happy to be a Steam customer. Things are not always this easy, however, especially when it comes to games published by Electronic Arts.

My experience in obtaining Spore inspired the message of this post. EA: I want to buy your games. Please make it easier on me.
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April 15th, 2008

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.