English flagItalian flagKorean flagChinese (Simplified) flagPortuguese flagGerman flagFrench flagSpanish flagJapanese flagArabic flagRussian flagGreek flagDutch flagBulgarian flagCzech flagCroat flagDanish flagFinnish flagHindi flagPolish flagRumanian flagSwedish flagNorwegian flag
By N2H

潜龙谍影( PC机)与EPSXE 1.7

2008年六月19号 视频游戏

(如果你是新这里,您可能想订阅我的RSS / Atom供稿源 。感谢来访! -迈克尔)

( EPSXE是一模拟器游戏的PC , 1.7是最近公布的。在此之前,它没有一个新的版本我认为, 5年以上。您可以了解更多有关它的位置: http://forums 。 ngemu.com / epsxe讨论/ )

继续我的运行主题 ,或者更好地表述为“享受旧事物再次” ,我也一直发挥潜龙谍影,并打算最终打第2和第3的。

我买了最近发布的公积金局集(播放亚洲再用美妙购买合法游戏的越南,生物及毒素武器) ,主要用于MGS1自II've国有MGS2为Xbox近5年后,一个疯狂的销售EBGames列在19.99美元。 从来没有打过一次。

我有一个modded PS2的这就是为什么我买的收集,我能得到一份公积金局第3轻松,但我真没想到我还能运行复制MGS1我的PS2的。

但话又说回来,我不能运行合法的副本PS1游戏, PS2的不是我。 其实我自己的PC版的公积金局,并与我在越南,但我想双重冲击振动。 但话又说回来,解决办法是去与EPSXE和XBCD *司机选择一个iso映像我国MGS1光盘。 您也可以直接从播放的CD ,但其显着放缓,与荷载的加载延迟。

(我什至有小李的暗示指导书MGS2 ,也给我大概5年前,并再次,从来没有打过一次。 )

总的游戏体验是相当不错。

20-30张,其中一些逢低偶尔到10个的,但不是在游戏。 (我认为软游戏原来每秒30张不管怎么说,至少是公积金局,所以大部分的事情办好,虽然我种认为,控制略有呆滞)

请记住我是推高端设置在我的T61P笔记本电脑 ,而不是运行它如何期待的游戏时,第一次出来。 看到画面底部的职位。

模拟控制良好,振动准确。 游戏的声音,总是一个最难忘的事情公积金局,仍后,这些年来,尽管我认为戴维海特代理有点高估。 他是好的,但他并不精彩。 我觉得对的方式,其余的演员太多,但我想了很多这是脚本。 当我18/19/20听起来伟大,现在我27 ,它关闭有点俗气。

* XBCD驾驶第三方的驱动程序Xbox 360控制器。 明显优于微软的,他们会告诉你在模拟器隆隆像EPSXE 。 链接您可以在这里找到他们通常已经一去不复返了,所以我已上载他们下载。

XBCD安装0.2.6.exe

(编辑: 6月23日:想添加一些东西。 1.7版本的EPSXE有一个问题,当你到光盘2 -您将无法加载它。您可以得到一个旧版本的E PSXE( 1 .5, 1.6 ) ,使用您保存,让过去的错误点,并重新保存为进口到1.7 。这是容易的,只要看看在正确的目录中的项目目录。又遇到了麻烦的ISO映像在比赛结束-游戏(而不是纯粹的鸸鹋软件)的报告说,它无法读取光盘。当我用原来的游戏光碟然而,事情玉)

这里是我的设置与EPSXE :

2008-06-18_01-02-56-831

这是一个好的指导EPSXE从Racketboy : http://www.racketboy.com/retro/sony/ps1/2007/08/enhance-ps1-graphics-with-the-best-epsxe-plugin-settings.html

从截图游戏(如往常一样,可能有破坏者,按一下一杆地看到,整个走廊) :

标签: 模拟器, epsxe潜龙谍影麦克风 电脑, 游戏截图, xbcdXbox 360游戏机

相关文章

半条命( PC机) [综述] 反部队 蓝移

2008年六月18号 评论, 视频游戏

Half Life Cover Art

我想每一位男性擅长某种形式的号码。

  • “ 34D ” (妇女)
  • “ 220HP V6发动机” (汽车)
  • “ 1400 × 1050 , 8472反锯齿, 8472各向异性过滤,每秒60帧” (电脑游戏)

我过去的人。

如果我发挥半条命现在要我打它10年前,我可能会下降。 但是,所有这些多汁的图像质量增强我现在已经与现代个人电脑,它只是sooooo干净的,所以清晰。 (看画面结束时后) 。

和所有我要做的就是等待10年!

我一直在持续运行在过去6个月,做一套,喜欢看的印第安那琼斯三部曲,准备观看水晶头骨,看着原来的星球大战电影,连续播放FFVII ,然后看FFVII降临之子,并等等。

我目前就是半条命。 我拥有的橙盒半条命2和所有其他节目,但要重新审视原来的比赛后再尝试的续集。

这是至少5或6年,自从我上次打半条命,我可能已经通过扩张,反对武力和蓝移(原制订从未发布Dreamcast版的半条命) ,之前也但我想发挥所有半条命游戏顺序在短时间内大量的时间,基本生活了一个完整的经验。

半条命是: (击鼓)

压力。 心脏病发作,冷汗压力。

半条命的图形,如果你玩的抗锯齿,不是那么糟糕。 此外,我的发挥的高清晰度的纹理包阀研制的半条命游戏在2001年,所以我猜我真的只发挥了7岁游戏。

然而,今天,你仍然可以得到深刻的印象如何半条命期待这取决于您的计算机视频卡设置:

  • 高分辨率 -而P S3和X box认为,支持7 20p是如此美妙, P C游戏的方式可以更高。 这意味着更干净,清晰的图形减少锯齿状边缘效应( jaggies )
  • 反锯齿 -使图像更清晰,并开始在当您的监测不高清晰度不够(矿井1 400x 1050,但即使这样,机管局会产生很大的差别)
  • 各向异性过滤 -看看老游戏,并专门发出通知地面纹理。 然后运行连续观看地面如何在弹出纹理或纹理非常遥远模糊期待相比,那些密切。 各向异性过滤将有助于使所有的纹理看起来更自然,更清晰。
  • 60 FPS游戏 -6 0F PS游戏的方式不同的是从每秒3 0张。 事实上每秒60帧( fps )的,尤其是在第一人称射击(也称为帧)是更重要的决议。 你只能感觉到更多的控制,你会觉得你一个更熟练播放器以及。

至于游戏,什么是革命性的,当时,它并非如此特殊,但现在的感觉压力和紧张时,参与发挥依然存在。 经过10年不过,它仍然不难看出为什么半条命是如此高度考虑。 它仍然非常愉快,但在很多方面,它认为浅。

这个故事的游戏都告诉给你的方式,你永远不会听到你说话,你不与任何人交往。 人们谈论你,而不是给你,所以性格在游戏中真的不是反映了你,也不是一个反思的人你应该。 无论你发挥半条命,反对势力,或蓝移,当你完成后,您将不能告诉我什么字你行走以外的其他简单的事实,如“他是战士, ”他去麻省理工学院“ ,等等。

在半条命,你戈登弗里曼,科学家在布莱克梅萨政府研究设施得到谁不幸陷入了一个失败的实验,开辟了门户网站到另一个层面(这意味着外国人来让你抽! ) ,你基本上只需要生存下去。 谁在乎拯救世界时,都面临着拥抱!

怪兽,摆脱我吧!

停止寻找你怪人怪胎!

主要部分的压力来自于游戏的速度。 你跑得快,你快拍。 问题是,敌人是自己非常快,尤其是当攻击。 您可以迅速拍摄,但没有有力,猎枪的头部是不够的,最杀死敌人,有时两个是不够的。 你可以打赌,但在所花费的时间你火2至3轮,你就被搞乱了自己的权利。 新增的一切活动,以优秀的脚本,并半条命让你感觉焦虑在任何时候都。

反对武力和蓝移,但并不十分叠得还不错。

反对部队,你是阿德里安牧人,一个士兵被送往谁在掩盖的布莱克梅萨混乱,包括“处理”弗里曼。 独特的东西有关这项活动的是,您可以与合法的斗争在您的帮助同胞国家队队友。

反对部队真是好几十审查10年前,但我想这是一个迹象,表明事情已经改变。 什么是一度被称为杰出的人工智能,我呼吁大赦国际智障驴今天。

Gamepsot近10年前

相反,限制你并肩战斗不超过两个的半条命的懦弱科学家或警卫,现在您可以招募球员多达8名美国海军陆战队队员。 海军陆战队有相同的先进的人工智能,当他们是你的敌人在半条命,因此,一些大型的战斗中上演反部队仅仅是惊人的。 尽管比赛并不需要你这样做,你会想重播作战序列,例如刚刚尝试不同的战略,努力减少友好casualties.However ,尽管游戏可以让您领先这么多的同伴,你'所有可能从来没有超过四年的时间由于禽流感的挑剔下列行为。 反部队的唯一的重大缺陷是,它往往难以保持您的追随者线。 在某些情况下,他们似乎只是成为困惑,并在其他时间有一种无形的线,他们不会交叉。 它通常还不清楚其中的这两个原因使您的球队向前迈进,让您花太多时间妄图将其组装。 这是一种耻辱,因为剩下的比赛是如此高的质量。

但我觉得更好发挥独立,我绝对不认为任何形式的意识“真正的”士兵帮助我。 总体而言,这种扩张包只是确定。 这很有趣,因为它fleshes更多的半条命宇宙。 除了一些不错的新武器,但感觉就像反部队和蓝移只是奖金水平半条命,以及我的意思是不觉得你真的做什么不同,或考虑中的作用不同的特点-它更像是扮演戈登弗里曼一个新的皮肤。

蓝移是... 。好, bleh ?

这肯定是最严重的3场比赛。 反对部队,你是一个士兵谁正试图采取了戈登弗里曼和所有其他布莱克梅萨工作人员实验后,但在蓝移,你是一名警卫(巴尼卡尔霍恩)在布莱克梅萨在这些事件。

令人兴奋的声音?

我以为不是。

这不是。

在训练任务的蓝移,你会看到您的安全警卫朋友吃了甜甜圈在射击场。 当然,这是应该有趣,但是这就是我认为当我想到如何来形容蓝移的水平。

觉得懒惰。

最后,扩大Pack是值得经历,如果您完成半条命还想要更多。对于这些人,他们将满足这一需要,但如果你考虑它们作为独立的经验,对自己他们不值得经历。

截图(点击避免看到画廊如果你想避免画面的破坏者)由半条命,蓝移和反部队。 查看高分辨率善良!

半条命:

反对部队:

蓝移:

标签: 游戏半衰期 橙色方块 电脑, 游戏 阀门

相关文章

最终幻想VII / 7 ( PC机) [评论]

08年4月三十〇日 评论, 视频游戏

FFVII Box Art 难怪人们都喜欢这个游戏。

这是至少6或7年以来我打得FFVII第一次,最初玩PC版,这在当时并没有真正似乎比较原来的游戏之一。 的PS版的低水库的背景和巨大的影片期待在电视(至少在一个电视从那个时代) ,但可怕的更高水库计算机监控。 尽管如此,我记得FF7作为一个美妙游戏和它的价值在易趣今天证实有多少人仍珍惜它作为一个广场游戏的有,随着计时触发和秘密魔法的SNES 。

你是云(或重新命名他会以任何名义您想要) ,一个年轻的孤家寡人朋克与大,嗯,剑。 你还年轻,强壮, badass ,你做你自己的事情。 随着比赛开始,云的联手与叛乱集团所谓的雪崩谁是试图推翻一个帝国样神罗。 云的在它的资金,从而导致一些摩擦与该集团的领导人巴雷特,我会形容为T先生与迷你枪的手。 至于事情的进展,您可以决定,也许你应该坚持,也许你不这样一个朋克毕竟。 也许他们都是你关心的生活。

约定书一样,炎热的姑娘你成长起来的。 或Aeris ,炎热的女孩,神秘的权力是谁的神罗想超过她的期待... ..这其中有兴趣的你。

热女童,呼吁冒险,只有你可以拯救世界?

任何一个清白不那么冷的生命17岁的(或对我来说, 27岁)将享受!

噢是的,我提到您可能有机会骑摩托车坏驴和可爱的小黄马/骆驼/事情Chocobos要求?

我要注册!

如果你打过任何SNES法郎游戏或最近的GBA游戏remakes ,认为FF7作为FF3 / 6的3D 。 我基本上的意思是说,该镇的结构,作战系统,您已经看到过。 你的互动方式与非球员字符(人大)等,没有任何真正改变游戏。 相反的2D精灵,想象一个世界,画的背景和协商小组多边形字符。

10年前,大处理第七法郎的图形和故事。 这个故事,而伟大的,已经做过,但没有图形:全动态视频,多边形人物,疯狂的特殊效果! 传票,下半年可笑的是,有一半可怕的。 显然,今天的图形是没什么大不了,但艺术指导仍显示。 这些设计看上去仍然令人吃惊,如果不是超级干净,它仍是一个世界上我喜欢的一部分今天。

最终幻想VII让人感觉更像是一个真正的冒险。 你去的地方,满足人民,都难过的时刻,有快乐的,我想这是你更觉得你所做的东西,你的一部分,世界上,但你本身就不是世界。 你必须拯救世界,但你可以享受骑,生活并非如此沮丧。 它使我想起最初的星球大战三部曲,那里是一个令人沮丧的严重障碍,帝国,但故事和人物有时间玩和喜剧之间的时刻接近死亡。

然而,哪些是显然错误的法郎,而不是与此法郎一场比赛,但是这么多的一系列以及其他类似风格的RPG游戏是需要不断的战斗。

在许多日本风格的回合制RPG游戏的,战斗并不意味着行动。

我个人不认为战斗的乐趣。 平了,变得更加强壮,当然这是很重要的和有益的。 谁不想进步,获得更多的技能吗? 但随机战斗? 我只是试图沿运行,才能进入下镇,然后我必须触及随机获得20倍于我的存在方式,强迫打架吗? 当我这样做斗争,我不认为该行为的一切吸引力。 当然,也许老板的斗争,可以紧张,兴奋,充满紧张,但蝙蝠的战斗30次小时? 我要做的就是保持紧迫的攻击时,轮流出现,因为我不想浪费我的神奇点的情况下我需要他们以后。

这不是乐趣。 和随机的战斗是一个很大的原因我没有,没有表现出许多游戏的。 广场软臭名昭著的游戏对他们,虽然水准可以是一个有趣的时间,明知有30个小时的水准是有没有适合我的日程更多的现在,我年纪大。

我知道最新的最终幻想游戏, FFXII ,使战斗更加愉快,但我看不出有任何理由的战斗是如此重要。 对我来说,这是更多的冒险,故事,人物你满足。 就不可能有打架,但我的猜测是,您可以轻松地删除至少70 %的打架,你想享受游戏的更多,而不是觉得单调的奴役为一级折磨。

因此,回到FFVII一次。 它是一个很好的比赛。 我不认为这有游戏玩家开始,仅仅因为这是位从烦人的水平折磨。我想在这个阶段在我的生活,这主要是消费的工作,我更立即受益,线性游戏。 无论我做,我想即时反馈说,嘿,这是乐趣,我要继续这样做。 战役带走不断反馈/对我来说乐趣。

如果您有gamepad ,我肯定推荐使用它。 我用我的Xbox 360控制器,但是当你玩游戏你肯定认为这是一个控制台的经验,没有什么做的目的是利用个人电脑方面的游戏界面。

对于PC版,球迷已经对各种项目,以更新的图形( 1280 × 1024水库,新特点模型)和修复的其他问题还没有这么好年龄随着时间的推移(各种漏洞) 。

对于信息的升级,尝试:

(编辑: 2008年六月1日)由画面的游戏与增强补丁:

标签: 孩子的到来时辰触发, 最终幻想 电脑, 游戏角色扮演游戏 秘密的法力snes面积软

相关文章

生化奇兵( PC机) [评论]

2008年4月29日 评论, 视频游戏

cover_bioshock

我想念你生化奇兵。

为什么我离开你呢?

不要离开我。

我国与生化奇兵开始缓慢。 余启动它在我的新联想笔记本电脑在1月份。 我想听到的故事大爸爸。 Amazingness 。 当我看到了,我是在飞机坠毁,撞上海洋,回忆父母告诉我应该是什么。

在我前面中央的海洋是某种形式的灯塔。 我去里面,深入到水下Atlantean风格的城市所谓的狂喜。 然后我停下来。

2个月后在3月我回来给它,准备斗争。

2天后包括周日比赛从上午10时至凌晨3点,星期一已经不复存在。

我出去了一支烟,并删除了比赛。 我想继续前进,我觉得这是一个激情夜晚。

但在那个时候起,我一直在思考你生化奇兵。 我应该从未离开过你。

-

在我的笔记本电脑,生化奇兵并没有太顺利运行( 30张) ,但即使在800 × 600 ,生化奇兵有一个不可否认的美感,使你觉得怎么生活, 1920年没有永远继续下去。 尽管比赛是在20世纪60年代,它的经典意义上的设计和风格,你看到这些旧步话机和电影一样Timecop (奇怪的比较,我知道) 。

我喜欢西部片,他们期待有趣自己的方式,但我从来不认为, “我希望我再回来住。 ” 然而,与老派Bioshock/1920的美学,某种程度上,世界必须已远优于今天。 提是一个水下的城市,一个安德鲁瑞安成立获得自由的限制,从一个“文明”的社会。 无限自由,但是,有风险,当你到达提,你会发现一个城市撕毁,因为缺乏道德约束。 遗传修改。

世界无限的权力(认为新的矩阵 ) ,无限的可能性,但也有世界上可怕的价值观。 改变自己,直到你不是人了,其他的变化,使他们没有人权了。

尽管如此,我仍然要生活在那里

如您探索海底世界,这是惊人的寻找超越的玻璃看到一个真正的海洋城市。 想想如何银翼杀手的天际线期待您第一次看到电影,这是我觉得如何寻找深入到海洋。

正如我前面提到的,当您启动游戏,你会发现自己在中间的海洋后,飞机坠毁,慢慢发现狂喜,水下城市。 您正在寻找的东西从第一人认为,由于世界的方式是,基因改造不仅是一种选择,而是必要的。 你可以选择你是谁,但是,黑客,心理攻击,战斗机。 这使我想起杀出重围,在意义上的开放性的游戏,但它确实远不说开放水平。 您可能也有类似的技能,巴埃纳顿在杀出重围,但最终,你将作斗争的方式通过提更多的往往不是。 这是一个射手。

你慢慢发现你是谁,为什么你在提,什么一直在进行。 你有一个朋友或两个引导你,虽然它看来,大多数人已变成遗传怪物,你会慢慢充实的细节,不仅是世界你在,但其主要角色,即使您,我很少遇到任何的其他主要特征。

是什么使生化奇兵但真正的工作是,所有的游戏的组成部分,图形,声音,游戏,是为了工作的故事。 我的意思是,当你玩,你知道你做,你看到,听到,或经验,这是因为这个故事。 它必须这样,因为世界上你住在当你发挥。 任何人没有任何东西,因为这将是冷静,他们这样做,是因为这是世界。 这是一个真正身临其境的体验。

正如麦克所说的那样,他觉得像他正在读一本书。 我同意从某种意义上讲,但我认为这是一件好事。 的程度和深度的细节一本书,但你不读。 它的视觉,更比任何电影能够以有限的长度。 还有神奇的给它,不能轻易地加以解释。

这个故事本身,从总的阴谋,是不是特别。 不是哑巴,但不惊人的令人印象深刻。 你如何成为一个人物的故事,然而,如何生化奇兵集除了本身几乎一切你打过。

当我完成生化奇兵,我想这将是它。 一吨的乐趣的同时,持续时间,但没有真正照顾重播。 然而,在5个星期,因为我已经打它,我发现自己想我想回狂喜,而不是有什么东西我错过,但我只是想在那里了。 只要是在这个奇妙的,病态的世界了。

如果游戏可以艺术,它是生化奇兵。

标签: 生化奇兵 电脑

相关文章

虚拟网球3 ( PC机) [评论]

2008年三月九日 评论, 视频游戏

早在90年代,电子艺界体育游戏将启动与, “如果在游戏中,它在游戏中 ” ,指的是什么在现实生活中体育将显示在视频游戏的版本。

我不认为他们使用的了,但是这是好办法,看看虚拟网球。

如,不纳达尔运行在所有的地方? 检查。

费德勒是出奇的好? 当我打费德勒获得排名第一的职业生涯模式中第一次,他顽强箱6-0 , 6-0 , 6-0 , 6-0 , 6-0 , 6-0 。 疯狂的投篮,使我想到,他妈的你的费德勒,你愚蠢的疯狂作弊私生子!

因此,这真的是在游戏中。 除了辛吉斯和她的可卡因的习惯(但我相信你玛蒂娜! ) 。

我是一个巨大的风扇的虚拟网球的Dreamcast 。 然后我打了一些更多的电脑。 当虚拟网球2 ,出来后,我没有发挥它的大部分,宁愿原始。 我要带回我的Dreamcast越南与我,只有离开它后面,因为我的重量限制的飞行。 但是,当我发现有VT3的PC ... ..黄金!

我打得最自旋为Xbox ,虽然我很喜欢它,我从来不是一个大风扇的。 也许管制太困难我弱酱油手,但我从来没有真正得到利用的风险投,我喜欢保持按钮为更好的拍摄风格在佛蒙特州。 顶端自旋使用Xbox的左,右触发器,您可以管理的风险和技能在您的shots.VT旨在获得的位置,并持有一杆按钮来管理您如何有效地枪杀的。 虚拟化技术更容易在非受迫性失误;很难达到的错误,但是这使您能更轻松地专注于玩和定位你的球。

我曾经听说,虚拟网球称为乒乓更好的图形。 The original Virtua Tennis stood out because of great graphics, (the Dreamcast was the first generation of video gaming in which someone glancing at the system might think they were watching a real game), easy to pick up gameplay (again, Pong), and addictive career mode.

I’ve read reviewers say that VT3 is no different from VT 1 and 2. That’s true to an extent. The gameplay isn’t the exact same; the tactics and balance are different, but if you have the feel from VT1, VT3 replicates most of its great feel.

In terms of game modes, there are a few options. Multiplayer, Career Mode and Tournament Mode, and Exhibition Mode (quick-play) are menu options, everything you might expect normally. Career Mode is RPG Tennis Player, and could take a good 15-20 hours of your time. It’s damn fun and addicting. The Minigames that have been a core part of the VT experience are also in the game, and really are probably the most enjoyable part of the game, helping you learn how to play better as well as boosting your attributes when you succeed. Tournament Mode is straight tennis, but you can import your created player from Career Mode.

I really liked VT3’s graphics, playing in 1400 x 1050 resolution. The animation and courts are outstanding, and it runs fluidly (at least it did on my computer). I played with a XBox 360 controller that performed well and I think having analog control does make a difference, especially in serving.

Overall, VT3 is a really great game to always have around. You can definitely go too crazy with it in insane mini-game binges and tire of it, but you’ll always want to return to it later.

Here’s footage from the final match in the game (don’t worry, not really a spoiler), and yes, the image above is my created player, victorious. Also, gameplay is much faster than shown in the video. Video capture slowed the game a little because it’s CPU intensive.

Tags: dreamcast , ea , pc , roger federer , sega , tennis , top spin , virtua tennis , xbox

Related posts

YES! New Laptop!

Oct 31, 2007 in Tech

Lenovo T61P ! (Now I just need to get back to the US to pick it up. Can’t wait! Been using a HP Pavilion ZT3000 for four years, even though I still love it- the 1680×1050 Widescreen on it is fabulous.) I got the fingerprint reader, Turbo Memory (I hope Vista XP1 comes out sooner rather than later, I hear TM isn’t that great right now in its current state), and Vista Home Premium. Click on the picture to see the full order specs:

Lenovo Order

Tags: laptop , lenovo , pc , t61p

Related posts

Halo (PC)

Jul 02, 2007 in Articles , Reviews , Video Games

While I was busy saving the universe at 15 frames per second, I wondered why anyone would even care to attempt to do so, especially on a world as ugly as the one I was on. But when I found myself sitting back and watching the credits roll for Gearbox’s PC port of Halo, I realized that, despite whatever sluggish graphical performance the port suffers on its introduction to PC gamers, Halo for the PC still retains its original magic that made the Xbox version quite possibly the best first person shooter of all time.

In Halo, you are Master Chief, the last surviving member of a group of super soldiers the human race developed to help fight off the Covenant, an alien species attempting to destroy humanity. You are resting in a hibernation-like state on the starship Pillar of Autumn when the Covenant catch up to your ship and prepare to board it. Captain Keyes, the captain of the Autumn, has you woken up so that you can help the ship fight off the Covenant boarding parties and prevent them from grabbing Cortana, the ship’s AI. And so as you wake up, your adventure in Halo begins.

Halo is a direct port of its Xbox counterpart. While multiplayer now supports online play, and the control system is now mouse-driven (though the game supports game pads and joysticks as well), the game is essentially the same. This, as with most ports, is both good and bad.

Halo run at its highest detail settings looks the same as the Xbox version other than for the fact that PC Halo at high resolution looks extremely crisp. You won’t find, however, anything like improved textures or better special effects. Fortunately, that doesn’t mean Halo looks like trash. But while Halo was the best looking FPS ever upon its release for the Xbox, it now ranks only slightly above average for a PC FPS.

The real issue with I had with Halo is on a performance level. I don’t have a strong gaming PC, but I can run most games moderately well. For me, Halo, despite it being released close to a year ago, runs on par with games that were just released (Doom 3). I ran the game at the worst possible detail settings at 1024×768 (with low sound quality as well), and I averaged 15 fps (for comparison, gamers consider 30 FPS playable with 60 FPS being optimal) throughout the game. While I found that I could play through the game at that rate even though I was playing at a harder difficulty level, this may have been because I know the levels of the game well. The loss in visual quality for me was quite significant as well. The game at its lowest settings often looked like an early Quake 3-engine game, which is to say that it can look like a 4-5 year old game at times.

The visual quality settings actually have a significant impact on gameplay. On high settings, in a situation where you have a Covenant who is partially invisible and difficult to fight, on low settings, that same Covenant becomes gray and easily dispatched of. Lighting and special effects are affected so drastically that explosions don’t really explode (you cannot see explosions or fire) and the flashlight, which is supposed to be absolutely necessary in some levels, becomes an afterthought. Halo actually becomes easier on its low detail settings. Some might say these types of issues occur with all PC games; if you don’t have the power to run a game, you’ll have to sacrifice certain things in order to play it. I would argue, however, that because Halo runs much more sluggishly than it should in terms of its ratio of performance to visual quality, this is an important issue that needs to be voiced. If you have a slower PC, the performance is definitely something you should consider because it may really damper your enjoyment of the game.

Unlike Halo’s graphics, its music, sound effects, and voice acting don’t suffer in the transition to the PC. While Halo supports surround sound, I ran the game in stereo and found the sound positioning to be very strong. I actually heard a lot of sounds I had never noticed in the Xbox version as well. Sound effects and voices are crisp, in sync, and distinct.

Having mouse control, as you might expect, is a huge advantage over the analog sticks of a gamepad. In the Xbox version, the aiming reticle was slightly magnetized; as you got closer to placing your reticle over the enemy, your aiming sensitivity would get slower. Therefore, it was easier to “lock on” to an enemy once you got your aim onto him. For mouse control, Gearbox just removed this aiming help. I did notice that when you’re manning a turret, you’ll still get a little bit of help, however, and so I’m not sure how much exists (if any) in other situations. Mouse aiming controls well as you might expect for any PC FPS. An odd thing is that the maximum mouse sensitivity that you can set through the game menu will likely be too low for the experienced PC gamer. This, however, can be tweaked externally through information you can find on the Internet. If you’re migrating from the Xbox version, you’ll find that sniping and grenade throwing is significantly easier with a mouse despite how well the Xbox version controlled.

Halo separates itself from other games due to the level it immerses the player in. From the start when you wake up on the Autumn, the game setting almost seems realistic, or at least plausible. You can only carry two weapons, just like a normal person might. You’re a super soldier, part man, part machine, so it’s no wonder you’re stronger than everyone else. You have a rechargeable shield which allows you to survive encounters that would normally wipe out an entire human squad. The characters around you act real and treat you like you would expect for a person of your stature. If humans are fighting around you, you’ll notice that their mood picks up when you arrive. They recognize who you are and what you’re capable of. They’ll chatter during fights and you’ll know it when they’re scared or confident about the current situation. They’re human.

Enemies are no different. There is a hierarchy system where if you show the lower grunts that you can defeat their higher ranked warriors, they’ll become scared of you and try to run. If you throw a grenade at them, they’ll panic in an attempt to escape from it. You’ll always feel that you’re powerful, but that doesn’t mean you can just walk in and kill everyone Rambo-style. The enemy fights you together as a coordinated team, not just a bunch of AI bots trying to kill you on their own. It’s hard to understand what this means until you play Halo. In other games, it seems that characters fight you the same no matter what happens around them. In Halo, however, the environment and situation always dictate how the other soldiers and enemies fight.

The sci-fi storyline is great, and the dialogue is consistently good as well. The voice acting is never cheesy, and the music always creates a great sense of atmosphere. The soundtrack picks its spots; it’s not just always looping in the background. Instead, it always seems that, at the game’s most exciting moments, that’s when the soundtrack is primed and getting you ready for what’s coming.

The magic of Halo is that it never lets you break from its grip. There’s nothing that reminds you that you’re just playing a game. From beginning moment to end, you are Master Chief, the super soldier. You’re fighting an alien species for the survival of all mankind. It’s all perfectly normal, perfectly natural. When you die, you won’t think “Hey! That’s CHEAP!” Instead, and even at the hardest difficulties, you’ll always know you can beat a particular section- you just need to limit your mistakes. And as a super soldier, that’s all you’ll ever want because, after all, you can only control what you do.

What makes Halo such a great game is that it is the closest thing to a cinematic experience in gaming. Usually, a “cinematic experience” means heavy use of beautiful pre-rendered cut scenes and high production values, such as what you’ll see in the Final Fantasy and Lord of the Rings games. In Halo, however, you’re not playing the movie or reliving the movie, you are the movie. If you’ve ever watched movies like Predator, or Aliens, or even Starship Troopers, the pure adrenaline rush you feel in the best moments of those movies is what the entire Halo game creates. In Halo, there are no puzzles or slow moments- Halo is pure action (without boring repetition) mixed in with a fantastic storyline, strong AI, excellent voice acting, and an epic score. Like Half-Life and Goldeneye (N64), Halo will always be considered one of the true classics of the genre.

Test System: Windows XP SP1, Intel M 1.5MHZ (approximately equivalent to a P4 2.0-2.2), 512MB, Radeon 9200 (64MB).

Note: Multiplayer was not tested

(originally published in GamersInfo.net )

Tags: fps , halo , pc

Related posts

Bone (PC)

Jul 02, 2007 in Articles , Reviews , Video Games

Jeff Smith’s Bone comic book epic is a fantasy story for all ages starring the Bone cousins, Phone, Fone, and Smiley, who find themselves lost after being run of out of their native Boneville. Although the Bones themselves look sort of like Snoopy from Peanuts, the stories also involve humans, insects, dragons, and “stupid, stupid, rat creatures”, all of whom can talk to each other. The comic is a great read, how I would describe the comic if recommending it to others is that Bone is “cute, funny, and charming”.

Bone: Out from Boneville (Bone) is an adventure game that retells the events of the first compilation of the comic book series, also titled Out from Boneville.

Bone uses the normal point and click scheme found in most traditional adventure games. Control, as you would expect then, is easy to learn, though I did notice that to get a sensor that something can be interacted with, your character actually has to be close to it. Therefore, when you first enter a screen, you can’t simply move your cursor around to assess what’s available. This made me wonder if I was missing stuff because I didn’t want to move my character to every single part of the screen and scan.

I’m fairly sure I didn’t miss anything, however, which leads to another problem: there is very little actual gameplay. The game is very short- Bone should take most gamers two to three hours to complete. There aren’t too many items to interact with, and while there are some puzzles and mini games (with chase action scenes standing out in particular), most of the game is spent listening to dialogue. The game does cover material from the first book accurately, however, including quoting many of its lines, but it still leaves significant chunks of the story out, and in the end, it doesn’t feel like you’ve done or seen a lot by the time you beat the game.

My feeling is that this will be okay for Bone fans, since they’ll already know and understand the background behind the series, but for new fans, the game may be disappointing. While the $20 price point would usually be great for a game, in this case, it probably isn’ta good value for gamers who aren’t already familiar with the comic.

Graphically, Bone reflects the comic well. While Bone is by no means a technical achievement, this is probably for the better, as Bone will run well on most casual gamers’ computers, and that’s the kind of audience the game fits best.

Bone features solid voice acting and a good soundtrack as well. If you’re familiar with the comic, whether the voice actors chosen will fit your own interpretation of them is, of course, unknown, but for me, I warmed to the selections gradually, and when I read the comics again, I’m sure the game’s voices will be imprinted in my mind as the true voices of the characters.

A lot of the comic’s charm holds up well in this conversion to video game, but there simply isn’t enough gameplay or story depth to satisfy most gamers for $20. Hardcore Bone fans probably won’t care, however, and won’t be disappointed. For everyone else, I recommend waiting until the second chapter comes out, and paying closer to the full price of a normal game for perhaps, what will be overall, a more fulfilling experience.

(originally published in GamersInfo.net )

Tags: adventure , bone , comics , pc

Related posts

Evil Genius (PC Preview)

Jul 02, 2007 in Articles , Reviews , Video Games

Where a game demo can fail relative to a movie preview is that some demos will tell you what you’re missing in the demo version in a way that obstructs with the enjoyment of the demo. Instead of including a few fully featured levels throughout the game for the player to try out, the demo will instead include a few levels but lock out key features of the game that would normally be part of that level. It is one thing to allow a player to play certain levels, with the levels themselves not having access to all the features of the game. After all, this is natural- progression in a game is usually accompanied by the unveiling of more features to keep the game interesting. It is another thing, however, to let the player have access to a level, and then tell him that he can’t do something simply because they are playing a demo. Where a movie preview will attempt to show a glimpse into all the best scenes of the movie, this type of game demo lets you look at its basics and then hints at its better features- leaving you wishing that you could try some of them out to see why a game might be special. Instead of being excited about a game from his own experience of it, the player has to still rely on press previews and the game’s official website to see if a game might be good or bad– which goes against the entire reason for releasing a demo in the first place. Unfortunately, the demo for Evil Genius suffers from the flaw I have just discussed, and consequently, along with a muddled interface, Evil Genius doesn’t really distinguish itself as a must-play title despite its intriguing premise.

In Evil Genius, you’re Maximillian, an evil genius (of course), and you’re looking to build a secret lair and develop your own underground evil society to, one would assume, take over the world. If you’ve watched any of the Austin Powers movies, the atmosphere of Evil Genius will be immediately familiar to you. The game has that same 60’s look and (in this game, attempt at) humor of the movies, and that is to say, while you may be evil, that doesn’t mean you’re seriously evil (bad pun). The game itself is at its core a real-time strategy game. While you’re building your organization, you’ll constantly have objectives which you need to fill. These may vary from capturing a secret agent and interrogating him, to simply building your lair to a specific level. You’ll need to recruit workers (referred to in the game as minions) and train them to fulfill various roles in your organization. You’ll also get your own evil henchmen who are basically stronger, more loyal versions of your workers. The basic worker is the construction worker- these are automatically recruited for you and you can set the pace at which they’re recruited. To train soldiers to protect your base, or to train any other type of employees, you’ll have to build a training room. You can build other types of rooms in the game as well- among the rooms are Barracks (sleeping quarters for your minions), Corridors (hallways), and Freezer (holds dead bodies). Each room has its own set of items you can populate the room with- for example, in the Barracks you can furnish the room with bunk beds and closets.

I liked that you can customize where and how big each room is, and what items and how many of them you place in that room. In a way, it’s like building your own crib. Each item does have its own significance, however, so it seems like you actually need to get at least 1 of everything you’re given the option of buying. At least in the demo, there is nothing you can purchase just for pure decoration purposes. The problem is that, while you can read about what each thing does, it’s not always clear how many you need to put in a room or how big a room should be. In the demo, you’re given a large amount of money (perhaps to freely build in the demo), something that has to be earned in the actual game, and a drawback of this is that it doesn’t give you a sense of how you’re supposed to balance your money, workers, and items.

Questions about balance seem to raise a bigger one about the game’s interface. While the tutorial does a decent job of getting you started, I frequently found myself frustrated with figuring out how to do something. I ended up reading the entire help section, which gives good background information on the various aspects of the game. My frustration with the interface is that when I had an idea of what I wanted to do something, I could never do it intuitively. Often, if something significant happened (like an invasion into the base), I found myself helpless and not sure what to do. For example, the first time I went through the demo, I had objects constantly explode on me. Sometimes, it would be an enemy agent who had snuck in and committed sabotage, but other times, it seemed like things were blowing up on their own. I was never able to figure out what exactly had happened and how I could prevent it. Another thing that happened would be that I would click on an item to place it somewhere in a room, but when I changed my mind, I couldn’t figure out how to cancel my action. I would have to exit the item menu completely and then return.

Graphically, the game is simplistic but colorful. One thing I noticed immediately is that the game will run well even on older, lower performing machines. There is nothing that would qualify as eye candy, but the visuals represent the Austin Powers-ish atmosphere well. Maximillian himself looks like a fatter version of Dr. Evil. Voice acting, which was generally limited to your female “#2” (right hand man, second in command) in the demo, was well done. Like the graphics, in the sound, there’s nothing fancy, but it all integrates smoothly into the gameplay.

Combat is fairly simple. It’s run on the tag system like everything else in the game. With the tag system, everything that you command to be done is given a tag (think of it as a queue command system). As time passes, each tag will eventually be taken care of. If you click on a certain person, you can select whether to kill a person, ignore them, harm them mentally, or capture them. A visible tag is placed on the person and your minions will go out and attempt to execute your tag. As far as I could tell, there’s no way to group a bunch of enemies (to select them all to be attacked instead of individually placing tags on each person) or even your minions so you can move them in unison or plan some sort of attack strategy. This may be due to the fact that your minions are normally not supposed to be directly controlled by you- you only help guide their actions. In general, though, while I feel there is a high level of detail (many aspects have to be considered with each decision) with every single object in the game, I think navigating through it all and being able to understand how everything relates to each other is more annoying than enjoyable, and will likely cause most players to rely on trial and error and replay before they can get a firm grasp on the game’s play system and interface.

Going back to my original gripe about hiding features in a demo, Evil Genius hides certain types of buildings and items that it seems you would have access to if this were the regular version of the game. For one thing, the demo doesn’t let you know what these things are, so you have no idea what you’re missing out on. The interface simply grays them out and says “Demo” over them. To find out what I could be missing, I’d have to go read more about the game. Therefore, what I found with the demo is that I never really got hooked into it especially because of my difficulties with the interface, and I’m not particular enthused about playing the retail version of the game. Sure, it seems like there could be a lot of great things in the game, but I never got to really have fun with the demo, and the demo is really is supposed to be quick, but a highly enjoyable preview into the game isn’t it? There is nothing I can point to and say, “Wow, that was really cool!” The game seems like it has potential- if done right, the game could be like No One Lives Forever in terms of atmosphere and story, with nice lair building and evil organization building aspects. Austin Powers’ obvious influence on Evil Genius’ suggests that game could be funny as well. The demo, however, doesn’t showcase what the game intends to be.

(originally published in GamersInfo.net )

Tags: pc

Related posts

Bone - The Great Cow Race (PC)

Jul 02, 2007 in Articles , Reviews , Video Games

When I looked at Bone: Out from Boneville (OB) last fall, I wrapped up the review with the following:

“A lot of the comic’s charm holds up well in this conversion to video game, but there simply isn’t enough gameplay or story depth to satisfy most gamers for $20. Hardcore Bone fans probably won’t care, however, and won’t be disappointed. For everyone else, I recommend waiting until the second chapter comes out, and paying closer to the full price of a normal game for perhaps, what will be overall, a more fulfilling experience.”

For those familiar with the first game or my first review, I will go into background of the game last, using the same text from the first review, simply because the game is considered a continuation of the first game, rather than a sequel.

As the second Bone chapter starts, the story is set around the Great Cow Race (GCR), a race the local town celebrates each year. Grandma Bone is, as usual, the heavy favorite, running against the best of the town’s cows. Phone Bone sees an opportunity to make money, but he and Smiley quickly find themselves in trouble, forced to pay off a debt they have incurred to Lucious Down, the owner of the Barrel Haven. Grandma has just arrived in town with Fone Bone and her granddaughter Thorn after they were attacked in their home one night by Rat Creatures.

The biggest flaws I found with the first chapter were its length and the level of interactivity users had with the game. These have been improved upon dramatically for GCR, and the result is something that feels more like a true adventure game. The town’s carnival area that you explore with Fone feels really fleshed out and there are at least twice as many characters to talk to than in the first game. The number and variety of puzzles has been improved upon as well; I was especially ticked to find a puzzle where you help one of the Bones write a love poem (Awwww!). The difficulty of the puzzles has been ramped up, and I found the game passing the test that many of my favorite adventures games of the past exhibited: I am not a good game player, and I often use tips or walkthroughs to help me to get to the next step when I’ve given up, thinking I can’t see any other way to approach the problem. Any time I was playing a good adventure game, I would read the tip and exclaim, “Oh! Why am I so stupid? I should have had that.” With a bad game, I would instead think, “How was I supposed to pick up on that? Ridiculous!” When I used the GCR’s in-game help system, I would find myself thinking the former, thus finding that the difficulty and logic balance for the game’s puzzles fair.

On a technical level, the second chapter shares most of the traits established by the first. The visuals are still strong without being technically demanding; the game ran well on my two year old laptop. Aurally, I have no complaints either. I was completely comfortable with the voice acting by the end of the second game, and it is impressive that Telltale has gotten this aspect of the game down so well considering Bone is a low budget indie title.

After playing the first Bone game, I read other players’ impressions, and their thoughts paralleled my own: OB had all the basic components of a winner, but players wanted more of everything for a deeper gameplay experience. With GCR, Telltale has found that formula, which I hope becomes a consistent model for the rest of the Bone games as well as their upcoming Sam & Max games.

For those unfamiliar with the comic or the first chapter, I still recommend getting both chapters in one package. Telltale has lowered the price of a chapter to 12.99, offering both chapters together for 24.99, in effect adding more quality while lowering the price for their product.

Test System: Windows XP SP1, Intel M 1.5MHZ (approximately equivalent to a P4 2.0-2.2), 768MB, Radeon 9200 (64MB).

Background

Jeff Smith’s Bone comic book epic is a fantasy story for all ages starring the Bone cousins, Phone, Fone, and Smiley, who find themselves lost after being run of out of their native Boneville. Although the Bones themselves look sort of like Snoopy from Peanuts, the stories also involve humans, insects, dragons, and “stupid, stupid, rat creatures”, all of whom can talk to each other. The comic is a great read, how I would describe the comic if recommending it to others is that Bone is “cute, funny, and charming”.

Bone: Out from Boneville (Bone) is an adventure game that retells the events of the first compilation of the comic book series, also titled Out from Boneville.

Bone uses the normal point and click scheme found in most traditional adventure games.

(originally published in GamersInfo.net )

Tags: bone , comics , pc

Related posts