Half-Life - contact@rockpapershotgun.com (RPS)

best-pc-games-ever

There are more wonderful games being released on PC each month than ever before. In such a time of plenty, it’s important that you spend your time as wisely as possible. Thankfully, we’re here to help. What follows are our picks for the best PC games ever made. (more…)

The Elder Scrolls V: Skyrim

Skyrim's dirty little secret is that it isn't that large. Oh, it remains fairly gigantic by the standards of other virtual landscapes, even next to its youthful imitator and usurper, The Legend of Zelda: Breath of the Wild. But set against what it pretends to be - a kingdom stretching from arctic wastes to the temperate south, racked by dynastic squabbles and laced with the treasures and detritus of millennia - it's actually pretty dang tiddly, a little over 14 square miles in scope.

14 square miles? That's no bygone, mystery-shadowed dominion rearing its shrines and watchtowers amid sunflashed snow. That's a jumped-up theme park, a country music festival. More to the point, that's approximately the same size as The Elder Scrolls 4: Oblivion, a game which has become something of a punching bag for Elder Scrolls aficionados in hindsight - neither as grand as its swaggering barbarian brother, nor as memorably odd as burned-out hippy uncle Morrowind. Steer clear of distractions like temperamental mammoth herds and you can walk from one side of Skyrim to the other in half an hour.

I'm being quite obtuse, of course. If open world games were required to be as large as their inspirations or narrative aspirations they'd never get finished, and in any case, who would have the time to play them? The fascinating thing about open world design is that it's not really about size at all. It's more the art of the deceptive miniature - of making the poky or digestible seem enormous to the point of exhausting, even as distant cities reveal themselves for neighbouring hamlets, fearsome mountains for mere well-appointed foothills. Skyrim is extremely good at this, to a degree I'm not sure any game environment can rival save the corkscrew terrain of the original Dark Souls. It launches on Switch this week, glory of glories, and I've spent a few hours with the remastered PC version to remind myself of its achievements.

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Dead Space (2008)

The environments of massive open-world games, particularly in recent years, have been rightly praised for their representation, scale and design accuracy. However, there are some gems at the other end of the spectrum - environments that make you feel cramped, tense and desperate for a break. This is an approach to environment design utilised in our real-world, from gardens to architecture, and is mirrored excellently in some game environments, creating areas that trap us in cramped, claustrophobic conditions.

The underground tunnel network of the Metro series, adapted for human life but traversed with trepidation and tension, nailed its own post-apocalyptic look and feel, and had claustrophobia, discomfort and fear oozing from its design. These spaces successfully evoke real-world design principles of landscape mazes and labyrinths, such as dead ends, twists and turns to cause doubling back and elevate desperation, fluctuating size and scale of spaces, and a continuous and monotonal finish (a symphony of grey in Metro's case) that makes every surface and area look the same, but also makes for an unrelenting and repressive aesthetic.

Often, the spaces are not only characteristic of uncomfortable mazes and tunnels, but their disrepair and crumbling structure means they have a constant feeling of pressure and weight about them: the feeling that, at any moment, the space could collapse on top of Artyom's head. The tunnels are also powerful spaces as they are a believable and familiar environment to us; adapting a real-world, recognisably claustrophobic environment makes for a powerfully uncomfortable virtual space.

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The Elder Scrolls III: Morrowind® Game of the Year Edition

Update: Patreon has removed the fraudulent campaign page for violating its TOS, specifically with regards to "impersonation:" With allowances for satire and comedy, " You cannot pretend or impersonate another creator, such as using someone else's name, brand, or content in order to raise funds."

Original story:

Morrowind, the best of Bethesda's long-running Elder Scrolls series (and I'll hear no more about it), is set on Vvardenfell, an island within the Dunmer home province of Morrowind. The mainland is never properly seen: The Tribunal expansion technically takes place there, but it's contained entirely within the walled city of Mournhold and so doesn't really count. It's a shortcoming that the ambitious Tamriel Rebuilt mod, which we took a closer look at earlier this year, aims to overcome by recreating and adding all of that missing landmass to the game. 

The project is entirely volunteer, which is one of the reasons there's no end in sight after more than 15 years of work. It's also why you probably wouldn't be surprised to see a Patreon campaign supporting its creation. Don't back it, though, even if you're a big Elder Scrolls fan, because it's a fraud. 

"There is currently a link going around to a Patreon page masquerading as our official account, asking for donations to keep Tamriel Rebuilt running," a message on the official Tamriel Rebuilt website warns. "This account is not affiliated with us in any way, shape or form. We do not have, nor do we plan to have, a Patreon account at all." 

The mod makers say they've made Patreon aware of the situation, but the campaign remains up for now. Fortunately, nobody has donated to it so far. (And to help keep it that way, I'm not linking to the campaign page.)

Despite not being complete, Tamriel Rebuilt is playable as a work-in-progress. You'll need a copy of Morrowind and the Bloodmoon and Tribunal expansion to dive in—if you've got all that, you can download the most recent release of the mod here

Thanks, PCGamesN

Quake - contact@rockpapershotgun.com (Alec Meer)

arcane5

Have You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time.>

I wrote about this stonkingly beautiful and enormous mega-mod for the original Quake last year, recommending that y’all should play it, but it didn’t quite turn out as planned when fans and creators alike (politely) argued that the screenshots I’d used did not suitably sell the game. So, here are some screenshots of Arcane Dimension which hopefully will> convince you to give it a try. You really should, because it’s the next best (or maybe even better?) thing to getting a whole new Quake.

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The Elder Scrolls V: Skyrim - contact@rockpapershotgun.com (Dominic Tarason)

Daggerfall Unity

My earliest memories of The Elder Scrolls II: Daggerfall were of fear and excitement at the boundless possibilities of a true fantasy sandbox. Of amazement at the most comprehensive character creation screen I’d ever seen, and of deep annoyance when I managed to fall through the floor and into an endless void in the first minute of the game.

I’ve spent over twenty years waiting for someone to fix Daggerfall, and that dream seems tantalisingly close to being realised. Daggerfall Unity (Daggerfall ported to the Unity engine, shockingly, and something we’d briefly covered years ago) can now be played to completion, and with greatly reduced risk of falling through a crack in the world.

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Fallout 3 - Valve
Save up to 50% on the Fallout Franchise as part of this week's Weekend Deal*!

*Offer ends Monday at 10AM Pacific Time
Quake - contact@rockpapershotgun.com (Alice O'Connor)

My wishlist for first-person shooters is simple:

  • A pump-action shotgun
  • A revolver that’s longer than my forearm and chunkier than a fridge
  • A slow but deadly and ch-chank-chik bolt-action rifle
  • Skillful movement
  • A grappling hook
  • A slide move (ideally with a kick)

Well, campers, I’m delighted to see that last one in Quake with new mod Qore [official site]. It’s still early days for Qore, which is trying to bring Brutal Doom-style over-the-top megamurder to Quake, but the point is: I slidekicked soldiers and demons in Quake this morning and I’m delighted. (more…)

Quake

It looks like Quake has just got its own version of Brutal Doom, the ultra-violent (and ultra popular) fan-made mod for id Software's 1993 FPS behemoth. Qore adds heaps of guts and gore to Quake, and it looks bloody brilliant.

You can dismember enemies, decapitate them, and generally smash their bodies into hundreds of red, squishy pieces. If you use the lightning gun you can actually electrify bits of innards, and if an enemy dies from an explosion there's a chance that their severed limbs will flame as they fly through the air. Flesh wounds will show up more than ever, too: basically, your screen will be plastered with red.

Qore adds a scary chainsaw that pins enemies in place if they have low health, cutting through them until they go splat. You can saw dead enemies to dig out extra bits of health and ammo as well. Nice.

You can grab Qore here, where you can also watch the mod in action. Creator DaisyFlower says they will continue to work on the mod, adding new enemy attacks among other things.

Technically, Qore is actually a mod for DarkPlaces, another fan project that improves the original Quake in pretty much every area. You'll need to download DarkPlaces here to run Qore.

Hat tip, DSOGaming.

Quake - contact@rockpapershotgun.com (Alec Meer)

xmen-quake

Have You Played? is an endless stream of game retrospectives. One a day, every day, perhaps for all time.>

I went to the games shop and stared at the box several times a week for the best part of a year. It was the 90s, I read X-Men comics and watched the X-Men Saturday morning cartoon and> there was a PC in my house. An X-Men FPS was beyond my wildest imaginings. Yet I could not play X-Men: Ravages Of Apocalypse. In fact, I have never> played X-Men: Ravages Of Apocalypse, and because of that it still remains, in my mind, The Greatest Videogame There Ever Was. (more…)

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