So I recently bought a lovely new laptop, one that can play most relatively modern games (nothing too fancy, but so long as I don't push the detail levels too high everything is fine!). The first thing to do when playing around on a new computer is to install a few games and check out how well everything runs on the new hardware, so I installed and played a few games that are part of my backlog.
Then I hit Civilization V.
I'd bought the game a long while ago, in some steam sale or other, and had been buying the DLC when it got really cheap. I knew my old laptop would struggle with it, but this new one should easily cope. Over 1000 turns later, I think the testing phase has long finished!
Showing posts with label 21st Century Gaming. Show all posts
Showing posts with label 21st Century Gaming. Show all posts
Thursday, 5 February 2015
Sunday, 30 June 2013
9th Century Gaming: Crusader Kings II
"It was the year 867 CE, and Caliph Al-Mu'tazz sat on the throne of the great Abbasid Caliphate. He looked across his many fiefdoms, and knew that this was not enough. Although he was only 20 years old, he knew it was his destiny to conquer Mesopotamia, Egypt, Arabia and beyond, all in the name of the Sunni faith. His starting point was strong, he had a well developed nation and mostly loyal vassals. His enemies were ripe for the picking! First though, he had to deal with his family, the thorns on this desert rose."
I had heard of Crusader Kings many times, but had never dabbled. The closest I got was experimenting with Europa Universalis III: Complete (it's not complete, two more expansions were later released), which ended mostly in disaster. I just couldn't quite get my head around the systems and my choice of England was perhaps a poor one. Both of these games are by Paradox Interactive, a rather wonderful slightly smaller developer and publisher from Sweden. They excel in these sorts of grand strategy games, and they have produced games that cover historically accurate strategy from the 9th Century to the 20th (Crusader Kings, Europa Universalis, Victoria, Hearts of Iron).
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The start menu, from here to world domination |
I had heard of Crusader Kings many times, but had never dabbled. The closest I got was experimenting with Europa Universalis III: Complete (it's not complete, two more expansions were later released), which ended mostly in disaster. I just couldn't quite get my head around the systems and my choice of England was perhaps a poor one. Both of these games are by Paradox Interactive, a rather wonderful slightly smaller developer and publisher from Sweden. They excel in these sorts of grand strategy games, and they have produced games that cover historically accurate strategy from the 9th Century to the 20th (Crusader Kings, Europa Universalis, Victoria, Hearts of Iron).
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Caliph Al-Mu'tazz the Great, head of the Abbasid Caliphate (892CE) |
Saturday, 15 June 2013
21st Century Gaming: The Walking Dead (Episode 1: A New Day)
The Walking Dead is a comic book series about zombies, or perhaps it's about people in an extreme situation. An ongoing series, it's also been adapted into a highly rated TV show and most recently an adventure game by Telltale Games. All three involve some similar characters and situations, but play out in different ways. The game in particular gives you a certain amount of choice in how you survive this zombie apocalypse.
To preface this, I should probably mention I have never really liked any of the Telltale games I've played in the past. I wanted to like their take on Sam and Max, but while the humour was okay I just didn't enjoy the puzzles or the stories, nor the episodic nature of it. Next I tried Tales of Monkey Island, but couldn't bring myself to complete even the first episode. Again, they produced something that felt close to the originals, but there was something I didn't like about it. The interface, the graphics, it just felt a bit off, and I found myself playing different games instead and have never returned.
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I wouldn't consider getting out of these cuffs a puzzle, and yet it involves several repetitive small tasks to complete. Even more frustrating on my second playthrough. |
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Not quite a Quick-Time-Event, but there's a lot of stuff like this. |
Tuesday, 4 June 2013
21st Century Gaming: FTL: Faster Than Light
I have not played many "Roguelike" games. The only one I have spent any reasonable amount of time on (and what is a reasonable amount of time to spend on a roguelike?) is Nethack. I guess this is because Roguelikes can seem so unforgiving, so random, so unfair. They tend to throw you in at the deep end, with the very act of learning their processes and methods being the meat of the gameplay. In Nethack, it is highly encouraged for you to explore the game without referring to a guide of any kind. There is a fabulous wiki, but it should be reserved for the absolute last resort. Otherwise you lose some of the joy that is to be found by experimentation. Even after all of that preamble, and the tag on this post, I'm not even sure FTL is a proper Roguelike. But it bears a hell of a lot of similarity.
FTL, or Faster Than Light, puts you in charge of a Federation ship running from an ever-advancing Rebel fleet. Your aim is to get back to the Federation home base, deliver vital information about the Rebels and save the galaxy (or something). You start with one ship, the Kestrel, with a fixed loadout and crew (Through playing the game you can unlock the other ships and alternate designs). From there on, you're on your own.
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The Kestrel, the starting ship design |
Saturday, 20 April 2013
21st Century Gaming: Dishonored (part 5)
In my previous post, I stated that I desired revenge against those that poisoned me. The final parts of the game did not disappoint. I had begun this undertaking to find those responsible for killing the Empress and kidnapping her daughter. I had completed this task, and had been struck down by those that had assisted me. Perhaps they desired power and wanted me out of the way, or perhaps they were scared for the monster I had become.
Either way, they were beyond my sword at this point, and I had to get through the assassins territory. Daud the assassin was the tool by which my enemies had killed the Empress, and it seemed fitting that I dealt with him while I was in the neighbourhood. Either way, I had to go through his headquarters to find my way back to the Hound Pits and discover where my former colleagues were hiding.
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Spying on the assassins |
Monday, 8 April 2013
21st Century Gaming: Dishonored (part 4)
So I think I'm at least half-way through the game, perhaps even two-thirds. So I feel like it's a good time to write a little bit while I have everything running clearly through my head.
I've already mentioned the early game, with it's obvious betrayal and cliché plot setup. What follows is a trip through Coldridge prison and the sewers. It's where the game really feels like it's started, where you can begin to make your choices between stealth and death. Choose to kill and you raise the "chaos" level, or you can choose to avoid all combat (and for added difficulty, try not to be noticed at all for the "ghost" playthrough). The level of chaos (high or low) is supposed to change certain parts of the game, although I haven't noticed much yet. It's quite possible that my murderous ways have made things more difficult, but I won't know exactly until the ending. It says something for the quality of the game that I'm actually considering a second play-through (non-violent) before I even finish it the first time.
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The Boldest Measures Are The Safest |
I've already mentioned the early game, with it's obvious betrayal and cliché plot setup. What follows is a trip through Coldridge prison and the sewers. It's where the game really feels like it's started, where you can begin to make your choices between stealth and death. Choose to kill and you raise the "chaos" level, or you can choose to avoid all combat (and for added difficulty, try not to be noticed at all for the "ghost" playthrough). The level of chaos (high or low) is supposed to change certain parts of the game, although I haven't noticed much yet. It's quite possible that my murderous ways have made things more difficult, but I won't know exactly until the ending. It says something for the quality of the game that I'm actually considering a second play-through (non-violent) before I even finish it the first time.
Sunday, 17 March 2013
21st Century Gaming: Dishonored (part 3)
The tools of the trade vary greatly between different games. While most first-person games tend to have a limited selection (generally a list of firearms of increasing power), the likes of Thief and Deus Ex provided weaponry, tools and more to the player. With Dishonored, the arsenal is comprised of three parts: Weaponry, Magical abilities and special tools.
The weapons of Dishonored are the least interesting of the three. Your first acquisition is a sword, for lethal takedowns and melee combat. Next up is a wheel-lock pistol, and finally a small crossbow. The pistol is noisy and inaccurate, and not really something you would recommend using. The crossbow has a wider variety of uses, with different darts for different uses (normal, sleep, incendiary). At various points you can buy upgrades for all of these (and for other equipment too), which makes them more useful to use.
The weapons of Dishonored are the least interesting of the three. Your first acquisition is a sword, for lethal takedowns and melee combat. Next up is a wheel-lock pistol, and finally a small crossbow. The pistol is noisy and inaccurate, and not really something you would recommend using. The crossbow has a wider variety of uses, with different darts for different uses (normal, sleep, incendiary). At various points you can buy upgrades for all of these (and for other equipment too), which makes them more useful to use.
Saturday, 16 March 2013
21st Century Gaming: Dishonored (part 2)
I mentioned last time that the game draws from a variety of other games in terms of it's general aesthetic and mechanics. But which games?
Oddly enough, it wasn't Thief that I thought of first, it was Half Life. The opening boat ride is vaguely reminiscent of the tram ride in the first game, and the initial exploration and exposition is similar to the initial areas of the second game. Dishonored is a game that wants you to look around, and see the effort they've put into the world. Upon entering the Hound Pits, the pub that is your base of operations, you also get time to look around at your leisure.
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Metal walls enclose areas |
Oddly enough, it wasn't Thief that I thought of first, it was Half Life. The opening boat ride is vaguely reminiscent of the tram ride in the first game, and the initial exploration and exposition is similar to the initial areas of the second game. Dishonored is a game that wants you to look around, and see the effort they've put into the world. Upon entering the Hound Pits, the pub that is your base of operations, you also get time to look around at your leisure.
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The Wall of Light, futuristic security in an industrial era |
21st Century Gaming: Dishonored (Part 1)
Generally, this blog is about old games, as I revisit classic games from my past or play through ones that I missed the first time around. However, I'm not just interested in old games! There are amazing new games being made all the time, and so I'm going to devote a little time to the ones that I've been playing. First up: Dishonored.
Dishonored is a first-person game, with a focus somewhere between exploration, stealth and combat. From what little I had read about it before purchasing, it seemed to be heavily influenced by the Thief series. After a few hours of play, I find it's influences are far more broad than that. But first: what is the game actually all about?
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Dishonoured |
Dishonored is a first-person game, with a focus somewhere between exploration, stealth and combat. From what little I had read about it before purchasing, it seemed to be heavily influenced by the Thief series. After a few hours of play, I find it's influences are far more broad than that. But first: what is the game actually all about?
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The boat ride, showing off the art department's handiwork |
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