I’m actually a bit late to playing Quake 4. See, ever since I first bought it, replays have been oddly coincident with Simply Red and/or Mick Hucknall having a new song out. I’m not a fan of Simply Red and/or Mick Hucknall by any means, but I generally play games with the radio on in the background and… this kept happening.
I say I’m late because Simply Red had a single out over the summer, but I didn’t replay Quake 4. It must have planted some seeds though, because here I am now with that Quake 4 feeling in my guts. Come on, then.
Star Wars, oh Star Wars. It was my life; the original trilogy and selected bits of the Expanded Universe were everything to me growing up. The space-ships, the subtle mysticism, the ancient ruins and technological marvels mixed just so to create a wonderous, exciting universe of adventure.
Alas, while the disappointing scab of the prequel trilogy has mostly healed by now, to the point where I can actually appreciate some parts of them with a degree of clarity, the wound torn open by The Force Awakens is still raw.
But let’s not get started at the end. Let’s begin at the beginning, even though it’s not the real beginning. Let us discuss Episode I: The Phantom Menace.
No transcripts this time, just some additional thoughts in the post.
Recently I made the sword-wielding characters of my game unable to attack while moving. Previously, attacks felt somehow meaningless — floaty, weightless, they just sort-of happened. Now that they stop you from moving, they feel somehow more important, more visceral.
It seems like a tiny thing. One little flag inside the attack system setup, plugged into the movement code and… Bang. It feels like a real game.
I have a habit of getting stuck in ruts, we all know this by now. I try to get out of them, I really do — and one way I find can dislodge sticky wheels is by getting other people to suggest activities I wouldn’t ordinarily lean towards.
Today, Dionesiist recommends that I play Legacy of Kain: Soul Reaver. Third person post-apocalyptic fantasy vampire action!
Shaders are some whacked out shit. On the other hand, they are responsible for actually making your game look like… whatever it’s meant to look like. So they’re kind of important. Which means, yes, I must learn them. Somehow.
I’m not daft, though. Why learn something weird and strange when you get buy yourself a handy tool to do all the hard work?
My quest for the perfect action-RPG, the elusive Nox-killer, continues. I’ve heard a lot about Titan Quest over the years, constant rumours of its goodness, but it was never purchaseable so I shrugged and moved on.
I think you already know how this story begins. A remaster appears on gog.com, it is deeply launch-discounted, and gosh, I’m not playing anything right now.
I wish I could have been a part of the late-90s shooter boom, but we could never afford a PC or any of those early 3D consoles at the time. Luckily gog.com exists in the present day and is slowly but surely unearthing all the shonky PC ports of strange games I glimpsed on billboards and in magazines but never imagined I would ever get to touch.
Turok: Dinosaur Hunter here is not the original game, but a (slightly?) remastered edition that was actually cranked out fairly recently. Generally I aim for purism — all official original patches and expansions but nothing more — but that’s not an option here so you’ll have to forgive my ignorance of the Original Version and take my review as being of… whatever they’ve changed/fixed/upgraded in this new version.
Adventure, swashbuckling, tropical islands, strange creatures and ancient ruins; these are a few of my favourite things (and in the game). I gave my brother my gog.com wishlist so he could birthday me without fear, and he first picked Risen 3: Titan Lords — a game which has all of these things in spades.
I don’t go on traditional summer holidays these days, but a trip to some imagined tropics doesn’t sound so bad…