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Staying In To Play
Editorial content |
Submitted by mute on Sunday, 3 October, 2004 - 23:00
John Paul Bichard Morality and Immortality - the games industry under siege
A big thank you to two hardware companies without whose support, this section would not be possible: Creative Labs for the superb kit that has powered this column's journey through the outer reaches of games heaven for most of 1998 and beyond - a 3D Blaster Voodoo2 3D graphics card and Soundblaster awe64 gold sound card, (lovely bit of kit), and to Evergreen for their support in providing upgrade CPUs for our ageing PC's: accelerating a P133 up to a P200 (the minimum spec for most top games ) and a Pentium upgrade for an ancient steam driven 486 that allows you to play network Quake and heaps of £10 white label classics - thanks guys and gals. It would be an insult to describe Half-Life as a game. Half-Life is a story, a beautifully crafted story of scientific excess, of government treachery, of terrifying encounters with alien races. If Half-Life was merely a novel or film it would be thrilling but, with you as one of the main characters taking the lead role in the action, it becomes something quite different to anything I have yet experienced. As Dr Freeman, you start at work on a usual morning, wandering around the research complex, chatting with the guards and your colleagues. It's your turn to work in the accelerator core when a mountain of shit hits an immense fan as the space-time continuum ruptures. From this point onward, you better move fast, rally the remaining survivors, gather as many resources as you can and be prepared for a terrifying, gruelling, holiday in hell. What puts this (game) head and shoulders above any other is the combination of a superb plot, an extraordinary array of weapons (including biological ones), and an awesome onslaught of foes. You will jump out of your seat, dread the next corner you turn, dive for cover as half a dozen machine guns rip into you, taste the bitter pill of betrayal as you fight, hour after hour, to reach the surface and freedom? I just got there and it ain't looking too good from where I'm crouching. Forget interactive movies, forget virtual reality and non-linear fiction, Hollywood action films and second-rate cyber-fi novels, get real, get Half-Life.
Picture this - the Natural History museum in all its Victorian gothic splendour, illuminated in red and orange, the huge diplodocus in the entrance hall lit up blood-red amidst the swirling mist, chamber music echoing around the galleries and corridors filled with silent, staring creatures, maidens wafting through the mist bearing vast cushions laden with all sorts of sweetmeats, wine flowing by the gallon, lapped up by the bleary-eyed doyens of the gaming fraternity. The lights are killed, noise pumps out to shatter the calm, a spotlight burns bright on a figure leaping down the vast stairway, plait waving, breasts heaving, leather shorts rubbing between the hot... shit I'm dribbling again. The launch party for Tomb Raider 3 with the latest real fake Lara Croft (lovely Geordie lass with charming personality - really - see the piccy), Jonathan Woss (overweight pervert, half decent chat show host and celebrity) more alcohol than you can wave a stick at and a glorious limited edition Lara Croft figurine that I wouldn't dream of picking up, running out with past the bouncers (real bouncers) and sticking in a safety deposit box in Switzerland (see other piccy). So much for the launch, but what about the game - well, it's great. Granted it is more of the same, but 3 is everything 2 tried and should have been with an extra couple of cup sizes thrown in. The thrills are bigger, the foes more convincing, the atmosphere is spot on and Lara is looking a whole lot better with her new improved polygon count. With action that takes you all across the globe, from India to Shoreditch (cor blimey) to Area 51, to the Arctic and beyond - this game certainly deserves your hours of unnatural devotion. Instructions: how to change the world 1. Buy the full-on squit-em-up car demolition / slaughterfest Carmagedon2 in which you get to motor around some pretty fucked-up 3D environments, denying other road users the use of automotive transport with extreme prejudice and relieving pedestrians and their pets of life and limb in a very messy manner (remember - pets mean prizes). Fighting was never this BAD How the hell do you keep 5 or more adults amused for 2 hours every day for 3 months on a budget of £40? Easy, get along to your local store-that-sells-computer-games and get a copy of Tekken 3. Yes it has been out for a few months but, as one of the best games of 1998 and a touch of genius in terms of multiplayer megalo-mayhem, it is sheer beat-your-brains-out heaven. A superbly crafted 1/2 player beat-em-up with even more characters that the respectable 2 previous incarnations (including a panda and the very suave and nimble South American Capoeira contortionist Eddy) and literally hundreds of moves per character, Tekken 3 just keeps on getting better and better the more you play it. Truly a masterpiece and one that should grace any decent games collection, every studio, office, factory floor, club, living room, bedroom and caravan throughout the inhabited universe (well maybe scratch the caravans). view pdf | 950 reads
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