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1) Passivity makes me fidgety. Even in a film, TV show, gig or novel I’m hugely enjoying, my mind will at some point drift to the clock, wondering how soon until it ends, how soon until I can stand up or talk or check something or eat something or go somewhere. Awful, I know. Games, broadly, need me to be doing something most of the time, and that is the greatest weapon I have against a propensity to boredom that I am not at all proud of. This is also why I start to go spare in something like StarCraft II: Legacy of the Void, as it spends so much of its duration pummelling me with particularly low-grade passive storytelling, and my frustration that I have to watch this nonsense instead of do things for myself goes through the roof.
Books! They’re like films without pictures, or games that are all cutscene. Old people and hipsters really like them, teenagers think they’re like totally lame, and quite frankly we should all read more of them. There are countless games inspired by books – most especially Tolkien, Lovecraft and early Dungeons & Dragon fiction – but surprisingly few games based directly on books. Even fewer good ones.
Perhaps one of the reasons for that is that a game can, in theory, cleave closer to what a book does than a film can – with their length and their word counts, their dozens of characters and in some cases even their own in-game books, they can to some degree do the job of a novel. They don’t need to be based on books – and often they can do so much more, thanks to the great promise of non-linearity. Of course, the real reason for the dearth is that novels are so rarely the massive business a movie is these days. You might get a forlorn Hunger Games tie-in here and there, but suited people in gleaming office blocks just aren’t going to commission an adaptation of the latest Magnus Mills tale, more’s the pity.
I suspect that, over time, we’ll see the non-corporate side of games development increasingly homage the written word, but for now, these ten games (and seven honourable mentions) are, as far as I’m concerned, the best, and most landmark, results of page-to-pixel adaptation to date.
Hunting for distribution rights is essentially detective work, says Marcin Paczy ski, Head of Product at GOG. Rights can repeatedly change hands or be split up between different parties, and it s our job to get to the bottom of what happened.
Preservation of old games involves more than just an extra patch. The journey from dusty unplayable relic to polished, cross-platform installer is a minefield of technical and legal obstacles. The team at Good Old Games remain the industry leaders in the restoration of classic PC games, tasked with reverse engineering code written more than 20 years ago, unraveling knotty licensing issues left behind by defunct development studios, and battling lethargy on the part of skeptical publishers. It s a thrilling and, at times, gruelling process, but – as the GOG team will testify – it never fails to surprise.
Warning: in this piece I’m primarily talking about Everybody’s Gone To The Rapture, which isn’t out on PC as yet, though I’ll willingly devour at least one item of clothing if it doesn’t walk this way eventually. Anyway, I talk about STALKER and Dear Esther too, so everything’s OK.>
Playing The Chinese Room’s new game, Everybody’s Gone To The Rapture, what strikes me almost immediately is not the mystery, the science fiction trappings or even the extreme prettiness. It’s that I’m in England. A very particular England. … [visit site to read more]
GOG.com continues to blow the horn in support of DRM-free everything with a new game reclaiming service, which you can check it out for yourself in this generously placed link. The idea is that if you bought a game legitimately but the game no longer works because of unsupported DRM or other causes, then you can enter your original game key in order to get a free copy of the game through GOG’s DRM-free online store.
Discounts on the STALKER trilogy (which seems like the wrong way to categorise the series somehow, but never mind) tend to wheel around pretty often, but this is particularly good deal for the whole set. There a certain games which are buried deep in RPS’ DNA, and the semi-open world, post apocalyptic survival/horror/action STALKER is one of them. If you haven’t played them, you are
everything that’s wrong with humanity missing out some of the most ambitious and atmospheric shooters of all time. … [visit site to read more]
Y’know GSC Game World? Oh, you do! The Ukrainian studio behind spookyhard FPS series S.T.A.L.K.E.R.? Oh, you must! You remember – they seemed to close in 2011 but held on a bit longer, still working on S.T.A.L.K.E.R. 2 for a few months then cancelling it, and since only resurfaced to weigh in on confusing brand rights issues. See, I knew you knew them. Well, they’re back, baby! Boom! And other exciting onomatopoeia. They’ve announced a return to active game-making, and chatted a little about what went down, including about S.T.A.L.K.E.R. 2’s fate.
See this here? This is a bargepole. It is, I would say, approximately ten feet long. What I’m doing with this bargepole is very deliberately not touching something with it. Even if said bargepole were a hundred feet long, I would still be very deliberately not touching something with it. That something is a crowdfunding attempt for a game called ‘STALKER Apocalypse.’ The people making it previously tried to make a game called Areal.
Yeah, the Areal that got abruptly pulled down from Kickstarter because it made all kinds of dodgy promises about being a spiritual S.T.A.L.K.E.R. sequel. “Stalker is just a word”, apparently. Uh. … [visit site to read more]