Monday, 16 January 2012

Pivotal and Landmark games: from the beginning up


This post looks over what were, in my view, the landmark industry-changing games from the early years up until present day.

Of course everybody’s idea of this will be slightly different. I suppose the writer's age and game preference will always play a part in this type of thing (even if it is subconsciously).

I have tried to be as objective as possible, and the choices definitely contain games I both personally like and dislike.

I’m not claming this selection  is definitive in any way, and there are a lot more games that almost made my list.
Feel free to let me know if you think I’ve missed something important, or if I've added something you think is largely irrelevant.

Friday, 13 January 2012

Back to the future with cloud gaming?


So first of, what exactly is cloud computing?
Well it sounds good doesn’t it? 
It sounds all technical and important. 
But it seams that the truth is nobody ‘exactly’ knows. 

‘The cloud’ had been used to mask a variety of disparate distributed network systems and at one level seems to be little more than a new catch-all buzz-word for combining existing networked stuff in new an interesting ways...
Basically, it’s a generally used term meaning any centrally-based system or resource that is accessed through a non-specific network infrastructure.

Got that? No, nether did I...


What does all  this gobbledegook mean for gaming?
The cloud is spreading all around us whether we see it or not. It’s running web-based applications and/or services; like Google’s Apps, web-based  document storage, and on-demand video; as well as much of  the information you are accessing through simply browsing the Internet, and gamming hasn’t escaped this trend.
Like using one of Google’s on-line apps, or even playing Runescape you don’t have to physically download any actual program code to your machine in order to use these products. This means that the physical hardware you are using to view these ‘cloud’ programs is largely irrelevant, and games are no different.
Using this ‘cloud’ technology it’s perfectly feasible for any modern networked TV or other networked device  to play the latest games, irrespective of the format they were originally written for; PC, MAC, xBox 360, Playstation3, VIC-20... it doesn’t matter; as long as you have a client capable of connecting to the server platform hosting them.
With services like OnLive now beginning to provide live games streaming directly to your client hardware the only limitation is whether or not a ‘thin-client’ program is made available for your device. You may have noticed that I didn’t say ‘computer’ here, because the ‘client’ hardware doesn’t have to be a computer. Any device capable or running the client software is capable of accessing and running the games directly on and from the central server. Just as if you were using the high-powered machine directly... and if that all sounds a bit familiar... well, there’s a very good reason for that.

Sunday, 8 January 2012

Run, but no Gun!


It’s software-house review time again.
 I’ve had a look at another little-known developer. This time from Helsingborg in Sweden. 

The outfit is Frictional Games, and it all kicked off when the founding members produced a non-commercial tech-demo for MS Windows in 2006.
This demo was simply titled ‘Penumbra’ and was intended to showcase Frictional’s new HPL Engine (standing for H.P Lovecraft) the intended use and leanings of this new engine were rather obvious. Work on the original engine was started in 2004 and it was coded with 2D gaming in mind. The concept was later updated, with a new 3D  layer being added to the system. The Penumbra demo received much interest and acclaim upon its release, and this success spurred its creators on to produce a full commercial game using the system.

Unlike many other companies nowadays Frictional Games have taken the time to produce and develop their very-own proprietary game-engine, and very good it is as well. The code has been rewritten and tweaked for each subsequent release. So much so that by the time ‘Amnesia’ was produced the engine had developed into a very strong and solid piece of coding. This gives the games a very different look and feel to most mainstream stuff, which can generally all be traced back along the same engine-family trees.

I personally hope to see more games produced using the HPL engine. In some ways Frictional’s design is a nod to the point-and click type adventures of the past. But it mixes the level of exploration provided by these systems up with the unrestricted first-person perspective movement of modern games. Along with a well honed physics engine this leads to a game that feels like it puts you much more in touch with your environment, and lends itself very nicely to the atmospheric adventure based game-play offered by Frictional Games.

Friday, 6 January 2012

The Alternative way to Mainstream Gaming

If you don’t know, OnLive is a pay-to-use based live streaming service that delivers games-on-demand through a broad-band connection. The major difference between this and the more traditional download services like Steam is that absolutely nothing is downloaded to your local machine with OnLive. This gives the advantage of being able to play the latest mainstream games ether through their dedicated proprietary TV-Box console, or on practically any PC, Mac, or even an Android 2 enabled smart-phone.
The downside of course is that you are completely reliant on your Internet connection, and any serious lag or loss of service will render the OnLive system unusable.

The fact than any purchase made is entirely virtual also initially put some people off. No program downloads are ever saved to your local device with OnLive. Instead all programs are held on central servers, and you are buying a ‘user licence’ right to play the centrally held games, a good thing for multi-player system where all players are running their game on the server machine.
To me the convenience of the service outweighs the chance that I will loose any purchases I have made if the company ever ceases trading and the servers go offline.

Thursday, 5 January 2012

All aGOG with old games

GOG stands for Good Old Games, and is a pay-to-download internet site hosting a range of old (or ‘Retro’) computer games.

This is a review of that site from the perspective of an old gamer who grew up with some of the games on offer...

I must admit that I’d heard of GOG on and off through various web-sites and forums, and my first thought was always the same, ‘Why are people paying for old games that they could probably find on Abandonware sites anyway?”
Well the lure of the ‘three free games’ over the Christmas holiday period eventually lured me in, and I was quite pleasantly surprised by the site, and the services it provides.

Upon logging into the site I was presented with a screen showing six games on my ‘owned’ shelf. One of these was Ultima IV, the first PC based RPG game I ever completed way back when, on a green-screen Amstrad 1512 no less.
Ok, I thought, so I’ll have that one then.
Next came the downloading. It seems you have two options here. You can ether let your browser do a standard download, or setup GOGs own download manager program. I selected this option and it all went very smoothly. The game installed and run without any problem. Before I knew it I was staring at the Ultima IV start screen, in colour no less.
Wow, that looked old...

Wednesday, 4 January 2012

Dislodging the ice-pick


Hello again. This time I’d like to have a more in-depth look at the relatively unknown Ice-Pick Lodge studios.

Ok, so first things first, who are Ice-Pick Lodge?
Well, they are a studio-based games development team from Moscow. The team first formed in 2002 and became a quite well-known name in Russia after the release of Pathologic, their first ever full game.
This release gained both critical acclaim and some notoriety. Pathologic won several major gaming awards in Russia, and earned the company a reputation for a certain degree of quirkiness, something that was to be continued in their later games. As if to underline this eccentricity Pathologic went on to win the "Most Non-Standard Game" award at the 2005 Russian Game Developers Conference, a feet they would later echo in 2007 with ‘The Void.’

To date they have released three games, Pathologic, The Void, and Cargo, each of which retained their unique take on the first and third person genres.

Tuesday, 22 November 2011

Cheap Windows CE Laptops, Good? Bad? or Ugly?

I’ve been taking a look at the low end Japanese Windows CE ‘Mini NoteBooks’ systems lately (also sometimes called Mini NetBooks) after seeing these slated on various public forums and especially on YouTube, and it didn’t take much digging before I realised that a lot of this venom seemed unjust, unfounded or at best misguided...

Most of the naysayers seemed to be ill-informed of what these machines actually are and of what their purpose may be. A lot of the comments seemed to be based solely on comparing the specs of these machines with those of a modern full-blown PC system. Something which is akin to comparing the specs of a smart-phone with a modern PC, although this fact seemed lost on the barraters. Some of these comments just didn’t add up to me. I had managed to get a quick look at one of these some time ago, and you can get one for around £30 on eBay. I have to say that I thought the one I saw was perfectly adequate for what it is. It won’t replace a desktop system as a main computer, and won’t ever get near the lofty heights of the iPood... sorry, iPad for ‘coooolness!!’ But as a basic big-PDA come network-browser it works fine, with very little to no configuration.

Just remember: It is not a PC, but it isn’t intended to be...