Posts Tagged ‘play’

E3 2009: The PC Perspective


With this being my first E3, I couldn’t really gauge how much a compact version this was, but after hearing murmurs from the crowds and eager businessmen, this is miniscule compared to the gaudy insanity when E3 was still a ridiculous paroxysm of noise and overeager yelling over the latest trailers for the next big game.

I didn’t feel any of that. I thought E3 ’09 was massive, and I can’t imagine how much bigger it was in its glory days. It really put a lot of things in perspective. Games are a big deal commercially. That was always a known quantity, but seeing the profitability displayed over the course of three days, it really hits home. Games are a business, and it’s a serious one.

And sometimes, it can be a cold one. I always knew games were a business, but again, seeing the business side play out was impacting. As I walked through the food courts and meeting rooms where I could hear myself think, I heard about exclusivity deals, why a publisher should publish their game, and even about company bleeding out its wallet to just barely maintain itself. It was tragic to hear, as I sat there eating my overpriced cheeseburger. (more…)

Blood Bowl


Back in 1987 Games Workshop took the Warhammer universe to the football field, with the result being Blood Bowl, a tongue-in-cheek miniatures game that was easy to learn, play and get addicted to.  In the mid-90’s a PC video game version of Blood Bowl was produced with disappointing results.  In mid 2009 a new PC version was launched via digital download, but now, early in 2010, a boxed and patched version that includes a new, playable race is available at retailers.  For those that have seen the new, boxed edition, the easiest way to describe Blood Bowl is a turn-based NFL Blitz with Orcs, Elves and Dwarves.
“…a heck of a lot of fun in some areas, and a heck of a lot of frustration in others.”

Cyanide, the publisher of this latest version of Blood Bowl, has produced a title that is true to the board game, a heck of a lot of fun in some areas, and a heck of a lot of frustration in others. (more…)

Supreme Commander 2 PC Review


Tech levels are entirely gone, too, as now your units can be upgraded through a separate Tech Tree window. As you build Research structures you’ll gain tech points faster and faster, and you can then spend them to upgrade units, your ACU, or your structures. You’ll also unlock new units like gunships or shield generators, and eventually on to the powerful experimental units. One of the best parts of the tech system is that once you have the research points, they can never be taken away by a nuke or a throng of enemies breaking stuff in your base; the tech you research is always available to you, and it doesn’t increase the cost of the units you pump out from your factories. What this means is that you’ve got some chance of recovery if your base is nuked, although you’ll likely need help from a friend to get you back on your feet.

The removal of tech levels also means that the number of units in the game has been reduced. Now, any upgrades you achieve immediately switches your force over entirely. Gas Powered Games also tried to differentiate the races more with entirely different tech trees, unique abilities like the UEF’s focus on artillery, the Illuminate’s hovering land units (they have no navy at all), or the Cybran navy’s ability to sprout legs (all of them, this time) and walk on land. This is a disappointment for some fans, especially those who like to make lists of everything that has been removed from the first game. And frankly, it’s a very long list, although I think it’s debatable whether most of the items on that list actually made it better. (more…)