PC Gamer
bytepac-ready-2-store
Just upgraded your hard drive and not sure what to do with the old one? Why not recycle it into an environmentally friendly external drive for backing up game saves and the like with a cardboard case?

That's what's on offer with the rather remarkable BytePac hard drive enclosures. Order one, and you'll receive a box full of SATA to USB cables in the post. Empty the box out and you can fit a standard 3.5inch drive inside with plenty of room for air flow. It's fully recycled and recyclable, guaranteed for five years and designed to look like a magazine boxfile for archiving and labelling multiple drives full of old game saves and screenshots.

Admittedly, the chances that you've upgraded your storage lately are fairly slim, given the price of hard drives at the moment. Even so, if you've got an old drive or two kicking around in the bottom of a drawer, this seems like a good way to put them to use.

The design has apparently been stress tested by opening and closing the main flap 10,000 times, but even so I'm not sure the cardboard case will be rugged enough for moving the drive around much. Still, if your router has a USB port around the back this could be a great way to set up a down and dirty NAS drive. I can see it working really well with something like PogoPlug, for example, for serving up videos around the home or making your own personal cloud service.

It's a neat idea even if - as the manufacturer admits - at £29.45 for the full set of leads and three boxes it's a bit pricey for what it is. Still, they win kudos back for actively encouraging you to copy them and build your own cardboard caddy if you want to.

The video below has more details about Bytepac, and there's even more info over in the product FAQs.



(via Scienceblogs)
PC Gamer
Max Payne 3 - cool guys don't look at collateral damage
Cool guys don't look at explosions, or the pedestrians who happen to get caught up in them. "I'm a successful main character in a major action franchise. What of it?" says the expression on Max Payne's face. They were just going to their nearest internet cafe to look at screenshots of you, Max. They just wanted to see their favourite action hero not looking at explosions, now it is they who are not looking at explosions, because they are dead. YOU MONSTER.

Still it's nice to see Payne's back in his leather trench coat, shirt and tie combo. That's Classic Max chic. He's joined by his two other styles, Grizzly Commander Riker chic and Breaking Bad chic, in the new screenshots below.





EVE Online
Eve Online - space explodes good
The time dilation feature added to Eve Online last month is a good example of CCP's weird genius. It's an elegant solution to a problem that's plagued Eve's epic conflicts for years: server lag. Time dilation stops pauses, juddering and drop outs by spreading the server load of a big scrap across multiple star systems, turning game-breaking time skips into a gentle slow motion effect. According to a recent post on the Eve Online blog, the system seems to be working.

"I want to share my favorite two graphs of the past few weeks with you folks," says CCP Veritas. To have a fortnightly favourite graph, you must look at a lot of graphs, but this one is pretty good. It shows how the time dilation kicks in as soon as server load is detected, reducing the game speed for players affected players and, most importantly, restoring the game to its natural speed afterwards.



This snapshot was taken during a massive fight on one of Eve's nodes, server components which support many of Eve's star systems at a time. CCP posted an account from Lovelocke on Eve Swarm, one of the players involved in the fight. "The lag was barely noticeable," he said. "1400+ in local, super capitals with fighter bombers swarming, doomsdays, Drake missiles, etc, yet with TiDi in full force there were no crashes, no unresponsive modules, no MWD’s that wouldn’t turn off."

"Astonishing. I still don’t fully understand what TiDi is, its explanation far too technical for my fragile little mind, but whatever it is CCP have certainly struck gold," he adds. You're not alone, Lovelocke. You're not alone. In conclusion, it looks like Time Dilation is working. Now all that's left is for CCP to apply slow-mo time dilation principles to real war. Oh wait, I forgot. Platoon got there first.

BUT WAIT. DON'T GO. THERE IS A BONUS GRAPH.



This one shows how players across the cluster were affected during the battle. CCP Veritas calculates that "12.87 hours of simulation time in total have been dilated out of existence" during the 12 days measured. "The spike down at the end there is our new TiDi-enabled shutdown routine, which pauses the universe while shutting down," Veritas adds. "It’s kinda neat like that."
PC Gamer



The Mass Effect 3 demo is imminent, but if, like me, you have a genetic predisposition to absorb everything related to Mass Effect 3 immediately with no care for spoilers, then you might enjoy these many minutes of footage from the first couple of missions.

VG247 spotted the videos, uploaded by a YouTube user who apparently got early access to the demo. We get to see a few familiar faces like Anderson and Ashley, and see more of the half man, half neck hybrid James Vega machoing his way around the corridors. Is it possible for a man to have too many muscles? James Vega has the answer, and that answer is "yes." He has the look of a man permanently on the verge of explosive decompression. Don't salute too hard, Vega, you could pop at any moment.

The demo is due out tomorrow, and the full game is out on March 6 in the US and March 9 in Europe. Here's part two of the demo footage.

The Elder Scrolls V: Skyrim



Making a mod for Skyrim actually isn't that hard, and Bethesda are making it even easier with a series of 15 minute video tutorials. This is part 3 - if you're just joining us, see part 1 of the Skyrim Creation Kit video tutorial first. We'll be posting part 4 this time tomorrow.
The Elder Scrolls V: Skyrim
Skyrim
After weeks of contentedly walking everywhere at a snail's pace, I suddenly feel an overwhelming urge to rush. With my wedding over, I'm eager to leave Riften behind and start my new life in Whiterun. I can't wait to move into my new home, to find a place to store my various collected possessions, and to get back to a quiet life of smithing and hunting. Oh, and also to find my wife, I guess, who wandered away halfway through our wedding ceremony and hasn't been seen since. (You can watch the entire ceremony here on YouTube.)

So, I'm in a hurry, for a change. It feels like a cheat to hire the wagon outside the city, so I decide instead to buy a horse from the Riften stables, and moments later I'm galloping along the trail, with Jasper following. It's strange to be traveling this fast, mostly because I'm zooming past all these flowers and herbs and thistles. I should be picking them. I'm... compelled to pick them. It's almost making me tense, passing them all by like this. But, like I said, for once I'm in a hurry.

Besides the speedy travel, the horse I bought provides another useful service: it desperately wants to kill anything that threatens me. After dismounting to face some wolves, both Jasper and the horse sprint off ahead of me, kicking and biting the wolves to death before I can even contribute to the effort. A little later, a few bandits ambush us, and once again I'm late to the party, having to trail my ferociously loyal pets into battle.



The blood lust I inspire in my four-legged companions can also be a bit of a nuisance. After galloping too close to a fort, I notice Jasper has stopped following us. I ride back, and see him staring up at the fortress walls, where a bandit is perched, trying to loose arrows at us. I climb off my horse, and it joins Jasper, both of them staring longingly up at the figure but unable to reach him, like a couple of cats who have batted a toy mouse under the fridge.

I manage to kill the bandit with a few arrows, but still, my pets can sense other evil-doers inside the fort and won't leave with me. Sighing, I scramble up some rocks, jump inside the crumbling fortress walls, and kill off the remaining bandits myself. Okay? Everyone happy that I've brutally slaughtered the bad men? Can we leave now?

A little later, I help my two violent animals kill a novice fire mage who made the fatal mistake of being angry at me from a distance. Searching her body, I find she has a staff that lets me summon a familiar. Cool! Now I can conjure up a ghost wolf who will smite my enemies as well. If I could just train one of them to pick flowers, I could retire.



We cover an astounding amount of ground in just a few hours of riding, and it's mid-afternoon when we come across a familiar sight: the bandit fort Jasper and I encountered on our first trip to Whiterun. It consists of two towers on either side of the river, with a stone bridge connecting them. Last time we passed it, a female bandit demanded payment for safe passage, which I paid before being drawn into a fight. As I gallop past, I notice the place has been repopulated, and the replacement female bandit waiting by the trail doesn't ask me to pay a toll. Instead, she just runs up to my horse and attacks.



I climb down off my horse, and I can already tell this bandit is an upgrade over the original. She's spinning and hacking at me, weapons in both hands, landing several blows before I can even get my shield up. Before I know it, my health is flagging. With Jasper's help, I manage to kill her, then chug my entire inventory of health potions, and try to get back onto my horse and flee before the rest of the bandits hidden in the fort engage us.

It's too late, though. My horse has sprinted down to the river bank, for some reason: maybe a mudcrab is clacking around ominously down there. Jasper is gone as well, dashing into the tower to attack the hostile bandits inside, just as he did the last time we were here. Great, here we go again. I follow him inside, and find him halfway across the bridge, going snout-to-sword with two bandits.

I join him, hacking away at the bandit as arrows from the other side of the river clatter down, around, and into us. One bandit drops, the second steps forward to take his place, and I draw back my axe for a power attack. And then...

I see what's about to happen, but too late to stop it from happening. Jasper, ever loyal, gets between us. Already sporting an arrow in his side, he leaps at the bandit just as I swing my axe. I connect, tragically, with both of them, and Jasper, the dog who never stops making noise, falls silent and collapses to the stones. He's dead, just like that. My poor dog. His terrible epitaph, "Search Stray Dog", hovers into view, as the game now sees him as just another object to be rifled through and reminds me that I never even looked up the console code to rename him. Sorry, Jasper. You deserved better.



Well, great. This is all going great! At least I can avenge my dog by tearing this bandit jerk a new axe-hole. I step forward to start hacking when suddenly, surprisingly, my horse appears next to me. He's somehow made it into the fort, climbed the stairs, and rushed out onto the bridge to do battle. Great! Except he's so eager to kick the bandit to death that he shoves past me, and his giant fat ass knocks me right off the bridge! Also great!



I fall. Is this it? Am I about to die? I know the bridge extends out over the land quite a bit before it even reaches the river. A second later, though, I splash safely into the water below, missing the rocks by a few feet. Stupid horse! Stupid bandits! Stupid everything! This fight is going terribly. I swim to shore, rush back into the tower, climb to the second story, and head toward the doorway that leads out onto the bridge, determined to hack every last one of these bandits to death. As I reach the doorway, I'm met by my horse coming through in the other direction.

Or, I should say, I'm met by the airborne corpse of my horse, which comes sailing through the doorway and into the tower, crumpling against the far wall. I see why a moment later: a heavily armored bandit chief runs into the tower, wielding a giant two handed war hammer that absolutely looks capable of sending a horse flying through the air.



The chief bashes me once, then hauls back his giant hammer to have another try. I attempt to raise my shield, but I must be staggered from the first blow because it just won't seem to come up. I press the key for my Battle Cry power but it's far, far too late. Again, I can see what's about to happen. I just can't do anything to prevent it.

The bandit chief finishes his swing and the head of his hammer drives into my chest. Clong. I sail across the chamber, along the floor, and into the next world.



And so, just like that, Nordrick's strolling days come to a bloody, brutal end. Crushed in a heap next to his dead horse, still dressed in his ceremonial wedding armor, hand-crafted for a marriage he'll never get to enjoy. Goodbye, Jasper. Your moronic barking was irritating, but you were a good boy. Goodbye, horse. I'm sorry I never had time to name you or project a personality onto you. And goodbye, my wife, my lovely Ysolda. If I had one wish it would be that you were here with me now, dying horribly beside me, because I'm still kind of annoyed that you walked out in the middle of our wedding.

Goodbye, Nordrick. In keeping with the rules I laid out in Part 1, there's no reloading from an earlier saved game. You lived like an NPC, and so you must die like one: permanently. Still, your life, though brief, can't be seen as a failure. You survived the dangerous world of Skyrim for 52 days. You killed 37 people, 122 animals, and 3 bunnies. You crafted 92 pieces of armor, mixed 281 potions, and picked just shy of 1,000 flowers. With the exception of a couple minor tasks, you avoided quests, and with the exception of being pounded to death by the giant hammer of a heavily armored bandit chieftain, you avoided adventure.

On a personal note, may I just add this statement: DAMMIT. I can't believe that happened! I was so close to getting Nordrick everything he ever wanted, and I was genuinely looking forward to continuing to play Skyrim with him for a good long while. And now, in the blink of an eye, it's all gone.

That's death in Skyrim, though. It comes suddenly, it comes shockingly, and it comes, often, at the hands of some dickweed with a giant hammer. Thanks for reading.

PC Gamer
the rig mk 4
Another lazy weekend, another chance to kick back with a screwdriver and mess around with the PC Gamer Rig. Our averagely priced PC is in a state of constant flux, and rarely makes it through seven days without something changing as new components are released and online bargains are found.

So what surprises hide beneath its SECC shell this week? How did I manage to shave xxx off the overall cost without sacrificing a framerate of power? And are hard drive prices finally on the way down? For the answers to all these and more, click through the link.

The first thing that's struck me this week is that hard drive prices appear not just to have peaked, but to be starting to fall quite dramatically. After last year's tragic flooding in Thailand which affected many major hard drive production lines, prices leapt by up to 300%, making larger terabyte and up drives relatively unaffordable for most of us.

According to reports in CRN India, however, the bulk price for 500GB drives have fallen from a high of $135 to just $65 this week. The effects are already visible at retail. Overclockers has a 2TB drive for under £100, for example, which would have been unheard of just a couple of weeks ago.

In other hardware news, incidentally, the founder of Overclockers – a popular UK component shop – has sold the site to AF Gaming Gmbh, which owns the huge German emporium CaseKing.de.

In other components, reductions are really just a question of shopping around, lots. Which is always good advice. If you're looking to upgrade a component, don't just blindly follow the links here or take a look at Google Shopping – take your time and check out as many stores as possible. For some pieces of kit – like monitors – the price difference between different retailers can be hundreds of pounds.

A word of caution, though. If a deal looks too good to be true, it almost certainly is. Many of the lowest prices on Google Shopping, for example, won't be from well known stores with a reputation behind them. I fully support the little guy and often buy stuff from the computer shop next door to me on the high street – but you don't need me to tell you to watch out buying online from a site you don't trust. Often, an infeasibly low price can mean an overseas company which won't deliver very quickly, is selling grey imports or simply not adding on the customs fee you'll get stung by. Worse – it might simply be a front to steal your card details. It happens.

Check out any suppliers you haven't heard of before. A quick Google looking for complaints or a call to their switchboard should tell you all you need to know.
What's in the Rig?
CPU
Intel Core i5 2500K
£155.99/$229.99
And if its stock 3.3GHz isn't enough, it overclocks well too.
Motherboard
ASUS P8Z68-V LX/Gigabyte GA-Z68AP-D3
£74.98/$109.99
Two great boards for socket 1155 with support for Crossfire and on board graphics too.
RAM
Crucial Ballistix Sport
£31.99/$51.99
Fill your boards and your boots at these prices.
3D Card
GeForce GTX 560Ti
£161.99/$229.99
Hunt around for the best prices, and don't be fooled by the extra value of the non-Ti version.
Hard drive
Seagate Barracuda 500GB
£58.99/$59.99
Still not quite the right time to buy a hard drive, but things are looking better.
DVD drive
Samsung SH-222AB
£11.51/$17.50
You could consider a quieter drive if you want. Or doing away with it altogether and buying a memory stick.
Case
Bitfenix Outlaw
£39.98/$48.95
Not just good looking, but soft to the touch too.
Power supply
OCZ ZS Series 650W
£64.99/$79.99
Plenty of power for what you'll need.
Mouse
Logitech G400
£24.66/$39.20
Classic Logitech design with a modern 3600dpi sensor.
Keyboard
Microsoft SideWinder X4
£32.36/$37.43
The price is rising. I suspect this keyboard may not be long for this world.
Sound card
ASUS Xonar DG
£20.87/$27.60
Not essential, but a great extra for £20.
Monitor
Iiyama Prolite X2377HDS/AOC i2353Ph
£149.99/$189.99
Alternatively, you could try the excellent Dell U2312HM for £25 more – the stand alone is worth the extra.
Headset
Creative SoundBlaster Tactic 3D Alpha
£36.90/$45.47
I'm not the biggest fan of Creative headsets, but at this price they offer respectable quality and a decent mic.
Total: £865.20/$1168.08
That's £25.58/$65.87 less than last week.
PC Gamer



The Game of the Year awards 2011 have come and gone, and we thought we'd take an hour (or two) to break down our decision-making process. For those of you questioning reality and the fabric of life itself after seeing our choices, we're here to help. Chris Antista has channeled the demon spirits of the Internet Zeitgeist, joined by Evan, Josh, Lucas, and Gavin, as they explain the thought process behind each and every selection. No punches are pulled in this marathon of elucidation—whether you gave our selections a thumbs up or the bird, this is definitely worth a listen.

PC Gamer US Podcast 304: Justified

Have a question, comment, complaint or observation? Leave a voicemail: 1-877-404-1337 ext 724 or email the mp3 to pcgamerpodcast@gmail.com.

Subscribe to the podcast RSS feed.

Follow us on Twitter:
@pcgamer
@Cantista (Chris)
@Elahti (Evan)
@jaugustine (Josh)
@GavinFYG (Gavin)
@ljrepresent (Lucas)
The Elder Scrolls V: Skyrim



Making a mod for Skyrim actually isn't that hard, and Bethesda are making it even easier with a series of 15 minute video tutorials. This is part 2 - if you're just joining us, see part 1 of the Skyrim Creation Kit video tutorial first. We'll be posting part 3 this time tomorrow.
PC Gamer
mc
Every week, Richard Cobbett rolls the dice to bring you an obscure slice of gaming history, from lost gems to weapons grade atrocities. This week, it's a Valentine's trip to the other side of dating.


Ah, Valentine's Day. The one night of the year where everyone has plans. Expensive restaurants. Romantic walks under starlight. In my case, sitting on my own in an empty house with a large bag of Malteasers, constantly refreshing Twitter and Facebook to see if all the fake letters from the VD Clinic have done their wicked work on those pesky happy couples. Is there an Aching Solitude Awareness Day equivalent of "Bah, humbug"? Maybe some kind of Fruitella with razor blades in them? I digress.

Last year, we welcomed Valentine's Day with a dating game called Man Enough, and it was - of course - dreadful. Needless to say, there are many like it for guys - everything from National Lampoon's Blind Date to assorted German FMV things that take a rather pornier approach. But what vicarious thrills are there for a lonely girl in need of some virtual loving? Well... there's this. It's something, right?



http://youtu.be/TJWcc-yV2xw

Games aimed specifically at girls/women have usually failed miserably, and with good reason: while often well-meaning, they tend to be patronising, half-baked crapola, based on stereotypes so shallow, they jump up on a chair at the sight of a mouse. Much as movies and TV shows end up having annoying kid characters that nobody hates more than the people who are meant to relate to them, you usually get a mostly male team throwing together something pastel coloured and with lots of baking in it, working on the general assumption that this alone will make it female-friendly and fun. Though in fairness, games written by women specifically for girls/other women typically fare no better. Case in point: this.

How do you do it properly? By and large... you don't. The trick, as the adventure genre learned long ago, is not to try and change what the games are, but to make good ones, market them appropriately, and not actively seem to be in a quest to turn away half the world's population with unwelcome cheesecake and a boys' club attitude. It's definitely not to actively strip out all sense of adventure and intrigue and sexiness in favour of putting on make-up and hanging out at the mall. Making games about those things isn't a problem in itself, you understand - it's all a question of context and implementation.

As with many games, McKenzie & Co's heart is basically in the right place, though it falls for most of the usual traps. Developers Her Interactive supposedly made a big effort to take surveys and research what teenage girls wanted in a computer game, even if playing it makes you suspect they all came back with the word "Whatever" scrawled over the form in lipstick. The amount of effort in getting a whole school on board with the project is commendable. Finally, while the stories it tells are pretty dreadful, it doesn't cheap out as much as it initially looks like when it comes to telling them - it was a five CD game, most of it made up of video, and there's a ton of footage compared to something like Blind Date.



Her Interactive is an unusual company. It started as an off-shoot of American Laser Games, the 90s arcade powerhouse that brought us feminist shooting action like this. It outlasted its parent company and is still around... if rather notably only listing two women on its About Us page and neither as CEO. These days, it basically churns out Nancy Drew games, none of which I've played, but which seem to review okay. If you're making 'games for girls', there are worse ways to go than an iconic teenage detective getting into exciting scrapes around the world - especially as boys are much less likely to play games coded as being for girls than girls are to play games supposedly aimed at boys. Leisure Suit Larry creator Al Lowe for example has mentioned before that his sex-comedies ended up having about as strong a female following as King's Quest, if mostly showing up to enjoy Larry's many humiliations.

McKenzie & Co on the other hand (and oddly, no, you won't see mention of it anywhere on the Her Interactive website) starts as it means to go on - curling your toes. "McKenzie" isn't a character, you see - it's a car shared by six high-school girls. And why do they call it McKenzie? Because when they're together, they feel.... I am not making this up... Marvelous, Cool, Kinetic movement, Everlasting friendship, Nonconformist, Zany, Ingenious and Empowered. Ugh. I need an aspirin...

You get to pick between two of them, Carly the aspiring actress or Kim the... other one. Both have the same basic goal - to snag a guy and be invited to the school prom, while getting in as much shopping, gossip and make-up as can be fitted onto a CD-ROM. Which turns out not to be very much at all.



Usually, this type of thing is referred to as a 'harem' game - an almost always male character wanders into some situation full of sexy ladies catering for every desire... or more commonly, every fetish... and gets to pick and choose. There aren't many female targeted equivalents in gaming, but they do exist - mostly in Japan, where they're known as 'otome' games (otome meaning 'maiden'). Some are purely romantic, others more based on story and adventures - it's a pretty wide spread.

McKenzie & Co differs from the norm in one key way - you have to pick your love interest up front - which is technically done with a yearbook but may as well be a copy of Lisa Simpson's Non-Threatening Boys magazine. Each girl has two options, like Derrick the Sporty One and Steven the Smart One, and the game came with the option to order a couple more. It also somewhat curiously came with a pack of free make-up, because Girls, and a pink ribbon to raise awareness of breast cancer, which... look, it's a worthy cause, no question, but maybe not the cheeriest introduction to the world of gaming.



Picking Carly and Derrick completely at random, the game kicks off with McKenzie & Co... except for McKenzie, which is presumably parked outside and never gets to partake in pillow-fights. They're all sitting around a table admiring the 'babes' in homeroom class, and you can probably imagine the kind of dialogue. "Better than a romance novel," sighs one, staring at some hunky dreamboat.

"They're okay," adds another. "I'd rather go shopping."

Of Derrick, they all agree that he's not merely hunky, but funny - good looking, an incredible athlete, and 'completely gorgeous in a natural way'. "Every time I talk to him, I just roll in the aisles," confides one of the gang, who seems pleased with the choice. The only question... how to make it happen?

"I dare you to ask him out."
"You cannot ask a guy out - I don't care how hip it is."
"Sam's right. It's more romantic if he asks you out."
"Brian asked you out?"
"On second thoughts, ask him out..."
"I say go for it, girl."
"You don't have to ask him out to ask him out. Just find out where he is, and-"
"I'd still rather go shopping," adds Cliche Girl. And then they all have a giggly pillow fight.

Yes, really. And no, it's not interactive.



The next day or so, the gang heads down to the track where Sport is being played in the hope of finding a way for Carly to get Derrick's attention. One of them is dragging her hotdog obsessed little brother around, sometimes literally by the ear, as they discuss just how badly their school's team is sucking. "Derrick's going to be even more upset about his arm with them losing so badly," you're told, before getting the first real decision of the game - whether to get a hotdog, or sit down. Gaming!

In what quickly becomes a theme for the game, it makes no real difference which you choose. You can get a long-distance pervy shot of Derrick thanks to a photographer friend, though one with a close-up lens on her camera, so I'm not sure how that works, or turn down the offer of a hotdog, but the story only progresses when you sit your teenage butt down on a bench and pretend to give a crap about sports.

"Ask him how his arm is. Administer some TLC!" hint the girls. "Ask for a bite of his hot-dog!" suggests the little brother. Now, this is a real decision - but luckily my extensive knowledge of the intricacies of teen romance makes it easy to avoid the obvious social faux pas.

"Can I have a bite of your hot-dog?" I ask.
"Excuse me? You want a bite of my hot-dog? That's so gross!"

Yeah, but you're not going to forget me, huh? Wait. Where are you going? Tssk. Men.

Trying the sillier option leads to a longer discussion.

"How's your arm?"
"Flahby and puny," he spurts, attempting a truly spectacular Ahnuld accent that makes me wonder if his description was "roll my eyes" instead of "roll in the aisles." Still, Cathy laughs obediently.
"It's amazing how you always keep your sense of humour no matter what!"
He looks... less than happy about this. "You know what happened?"
"Well, not all the gory details. But yeah, everyone's talking about it."
"The whole school? This is my worst nightmare! I'm the laughing stock of Madison High!"

Yeah. I'd feel more sympathetic if I wasn't increasingly suspecting a case of Wanker's Cramp.

"Nobody thinks that! Everyone's really bummed out for you!"
"That really means a lot to me..." he adds. "You're...?"
"Yeah, right. Like a year in Matheson's class and you don't remember my name..."

Oooh. Dangerous ground, sweetie. Dangerous ground...



From there, it's back to Cathy's place for the meat of the game. Like all fictional 90s teens, she lives in a room that could pull double-duty as a warehouse, full of now hilariously outdated technology - the huge answering machine especially. It's from here that you can travel around town, call up friends, and improve your chances of scoring by completing intensely boring mini-games. This is the first big area McKenzie & Co fails at - trying to sell teenage American girls on the daily adventure of... being teenage American girls. Exciting adventures with vampires? Not here! Thrilling love triangles? Nah. The chance to live vicariously through someone awesome? Not in this game. But doing homework and having to work a crappy Saturday job to buy stuff? You are totally covered, girlfriend!

http://youtu.be/Gg1Z-5bdx4o

It could still have worked if there was more to do, but of the many buildings supposedly available in town, almost all of them apart from the Mall are closed throughout the game. You can buy plenty of clothes, but that's a little pointless in a game played almost entirely from the first person that doesn't have enough video to react to your choice anyway. Go to a barn-dance, and you may as well be in your bathrobe as an expensive cowgirl outfit from the local store. You can call friends, but almost nobody ever answers - even your downtrodden 'best guy friend', who cheerily introduces himself as having a constantly wet shoulder from all the crying, and is almost certainly even now sitting somewhere in the darkest corner of the Friend Zone with several packs of delicious razor-bladed Fruitella. Most of these games at least have some kind of character development system - if only "You have to get 10 Cute points to attract Person Y". McKenzie & Co tracks your spending money, but that's all. Yawn.



The story itself only continues when you go to school, avoiding the dreadful mini-games like they were scattered around a minefield, and trying to work out why the hell all of the teachers are played by the same actor - often in drag. Things take a turn for the incredibly boring as Cathy continues her pursuit of Derrick while playing a Memory game masquerading as a maths test, but she still does well enough to be invited to a party he's going to regardless of whether she borrows a pencil (ah, the exciting life of a high school girl...) or suggests he fake a spectacularly bad stomach upset to get out it.

At the party... things get a little odd. The script's not worth repeating, but Derrick starts acting almost schizophrenic - inviting Cathy to a barn dance, hearing her accept, then a couple of minutes later... asking her to the barn dance. She's confused, but eagerly agrees, only to be told after the event that (drum roll) Derrick has an identical twin called Eric. Oh nos! What an embarrassing turn of events!



In one of the few moments of something interesting happening, you get the option to try and pull off a stealthy double-date - though this story branch at least firmly follows the Bad Girls Finish Last rule and you don't even remotely get away with it. Conversely, if you fess up, the universe bends over backwards to reinforce your Correct Moral Decision, up to and including having Eric show up at the house and immediately do the gentlemanly thing by getting out of the way of your True Love.

Head behind the scenes a little, and things get interesting. The whole game seems built around making big decisions, but your choices never seem to matter - indeed, sometimes actually seem MIA. At one point for example, you're clearly presented with a decision point about whether to try to impress Derrick by leaving a party and finding a ball for people to play with, or stick around and enjoy yourself. Not only don't you get to choose though, one of the girls who literally just argued with you about what you should do magically produces one from her... well, from somewhere. Best not think too carefully about it.



What happened? Well, according to the producer, who joined mid-way through development...

I started by going through the shooting script and just trying to figure out what exactly they intended to do with each scene. I had scores and scores of flow charts taped up all over my cube. It was just nuts. Time and time again I’d run into a situation where I had one branch of a decision tree figured out, but there didn’t seem to be another branch. So I’d go to the fellow whose job I’d taken and ask him. He’d lean back in his chair, laugh, then shrug his shoulders and say, “Mmm.. don’t think we shot anything for that.”

What I found was, in a lot of the decisions in the game, only what the founder felt was the “correct” decision for the player to make had been filmed. For instance, at one point the player was asked by her grandmother to help with a charity bake sale. A couple of scenes later, the player is asked to go to a party with her friends that happens to be at the same time as the bake sale. The player was presented with a choice: go to the party or help with the bake sale. The problem was, only the scene where she went to help her grandmother was filmed. There was nothing for if she went to the party!

Ouch... And while the version of events on the blog is obviously only one side of the story, that's just the start of McKenzie & Co's apparent problems. How do you make interesting moral choices when you have no way to follow through on them? No idea. Nor does this, which is why the rest of the game (aside from a slight pause to find whichever brother you didn't hook up with his own date to the prom) has no real option to but to roll towards the inevitable ending - you get picked up by a limo, have your photo taken, and then... well, nothing. Unless there's a proto-Hot Coffee mini-game on the disc, anyway.



So which is better overall - McKenzie & Co, or the dreaded Man Enough? It's not really a fair comparison. They're aimed at completely different age groups as well as audiences, this one goes for some element of realism (if only in the way that Saved By The Bell is more realistic than, say, Trumpton), and their approaches have little in common with each other.

To give McKenzie & Co some credit, it's a much less cynical game. The characters get along, the romances are presented as honest, and there's something to be said for uncomplicated wish-fulfilment regardless of whether you want to save the world or get the perfect date for the prom. Not everything has to be edgy, not everything has to be controversial, and a romance game where the nice girl can reliably finish first is every bit as justified as in the many, many equivalents for guys.

At the same time though, there's no spark to any of the interactions you have - no genuine feeling of sentiment or emotional involvement in anything. The limited amount of space on the CD means that neither Cathy nor Kim get to spend much time with their would-be boyfriends, and a couple of scenes where the dialogue options don't matter simply doesn't cut it. Games based on reality offer so many opportunities to do things you'd never consider in real-life - and it's bizarre that games like this never did seem to realise that girls get just as much of a kick out of messing around as the boys.



That said, it's been a while since McKenzie & Co came out, and things have improved a bit. If you want to play a high-school game that understands the value of choice and letting you be the teenager you want to be, there are a few out there. Magical Diary for instance is a visual-novel that crosses otome games with Harry Potter and gives you a ton of choices that are actually fun to explore. Want to become a perfect straight-A student? That's not how the grades work, but you can do something similar. A bitchy, revenge-driven fire mage? That's fine too, and there are plenty of plot branches between 'em.

It's got its problems, like a high price, but it's a great counterpoint to stuff like McKenzie - something every bit as 'girly', but which understands the importance of being a game instead of just a giggle. At the very least, check out the demo as a comparison. Though if you're not into the general anime look and dialogue style, you may want to pack some insulin shots for the trip. Just saying, is all...



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