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RPS' New Year's Resolutions

A new year is about to dawn. It is a time for change, and renewal. A time for earnest dedication to a better you. A time, indeed, for resolutions - so Rock, Paper, Shotgun would like to share a few with you.

Oh yes, I actually went there.

(Click for full-size versions of most of these).

This is what Skyrim looks like on my FruitBook Air at 1440x900:

It's just about playable at minimum detail, but the laptop's fans go crazy and I get worried my genitals/tabletop/cat's back/whatever the Macbook is current resting on will be singed.

This is Planescape: Torment running at 1680x1050, thanks to the wonderful Widescreen mod:

Here's Doom 3 at 800x600, madly hacked to run on a Voodoo 2:

Did you know: Jason Rohrer's seminal tale-of-a-relationship short game Passage runs at a most unusual but highly evocative 600x96 pixels?

FACT: the image size is actually 100x16, but it's upscaled so it's playable on something other than a pocket calculator. FACT 2: You have to edit the '1' in Settings/Fullscreen.ini to a 0 to get it running in a window and thus really demonstrate its strange size.

I don't actually know how many pixels this multi-screen Arma system has, so I'm just going to say 'all of the pixels.'

Here's a Dungeon Keeper wallpaper in pretty much any resolution you could possibly desire.

Bit naffly uspcaled, but hey.

The first STALKER running (with mods) at an absurd 2160p, via the incomparably dedicated Dead End Thrills:

Here's the original Deus Ex running on three monitors, at something like 4484x900:

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You'll need the hack here to get that going yourself. Plus three monitors, obv.

My main PC's resolution is 1920x1200. Recently, I seriously thought about buying a 30" monitor so I could go up to 2560x1600, but then I realised I'd need to forever be buying whatever the newest, most outrageously expensive graphics card is, so I resisted. That's my story.

So I guess I'm going to hell for this. Happy New Year, everyone. Be good.

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About the Author
Alec Meer avatar

Alec Meer


Ancient co-founder of RPS. Long gone. Now mostly writes for rather than about video games.