Posts Tagged ‘retrospective’

Prey 2006: A giant pile of ideas abandoned in a heap on the floor

2006’s original Prey came a full eleven years after 3D Realms began its production. Eventually completed by Human Head Studios, although using some of the original concepts (primarily the portal tech), it was released to rave reviews. Which is odd, because it’s a colossal pile of shit.

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Creeper World 3 has the best monster of any game

What’s the best video game monster? Stop and think. You’ve probably thought of something bristling with claws, which snarls as it rushes to bite you, or some skittering horror that lurks in the shadows. Perhaps it’s a shiny robot or a soldier with particularly fiendish AI. These are all understandable choices. They are, however, wrong.

The best monster is in Creeper World 3 [official site]. It is gunge. It has no weak point to exploit. It has no face. There will be no victory. There will only be gunge.

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Friendless Space: Why Master Of Orion 3 Is Important

Games are either good or the worst thing to ever happen. That’s just how it works. Oh, sure, there are divisive games, but once the consensus has been reached that a game is bad, that’s it. Cast it away into the pit of 1 star reviews, the lair of the Thumbdown, to be spoken of only with frothing hatred and contempt. Never to be touched. Never to be examined.

Master of Orion 3 is one of the most important 4X games ever made. There, I said it. It’s all over for me now. Follow not where I dare to tread.

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The Making Of Company Of Heroes

In 2001, Band of Brothers was still airing on HBO and Canadian developer Relic Entertainment was finishing up development of Impossible Creatures, its freaky animal RTS. Space and sci-fi had been its muse for years, but it found, in the increased cultural interest in World War 2, another setting and the impetus for Company of Heroes.

Relic celebrated the game’s tenth anniversary this month. It remains one of the most acclaimed RTS games of all time, lavished in 2006 with glowing reviews and heaps of awards. I’ll mostly remember it as the reason I got chewed out by a lecturer for dozing in class, after a long night of liberating Europe.

We’ve talked four of the original developers into taking a trip down a potholed, tank-lined memory lane with us.

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Retrospective – Star Trek: Elite Force II

Jean-Luc Picard looks small and lonely. Older, somehow more statesmanlike than ever, still captain of the Starfleet’s flagship, but weirdly tiny, as though he is slowly disappearing. Because he’s alone. All of his officers have gone. There’s just all these unfamiliar young people now. Young, quiet, anonymous. Oh, and a visiting Tuvok from Voyager, but he’s no Data, is he?
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What Civ VI Could Learn From Civilization: Call To Power

I’m not entirely sure what’s going on. I’m playing Civilization: Call to Power, and at some point the world turned from relative Civ familiarity (with shoddier mechanics) into a Twilight Zone where everything is just… wrong. I think things started getting strange when my still ancient-looking capital city of Rome circa 1700AD started being showered with little animations of paper, crippling the city’s production. Sending a spy to investigate, I uncovered that a man in a blue suit (all the rage in 1600s Thailand, apparently) was behind it all – a scummer lawyer catapulting bloody injunctions.

What in Sid’s name is going on?

Civilization: Call to Power and its sequel are baffling, yet also fascinating – they’re the shameful secrets of the esteemed 4X series that Sid Meier and Firaxis had no involvement with, borne of huge ambitions, an inexperienced dev team at Activision, and (fittingly, given the stifling, all-pervasive role of lawyers in the game), a lawsuit.

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