So far I’ve just about managed to avoid using this column as a soapbox to stand on while I bitch and whine about my own personal issues with the games industry. Therefore, as I’m about to blow enough hot air to make myself a viable option for NASA’s next spacecraft prototype – I thought it only fair to give you a little bit of warning.

I am, always have and always will be, a dedicated PC gamer. The type that scoffs at playing a first-person-shooter with an x360 pad, and is well aware that compared to  Deus Ex, Mass Effect is light years away from being the greatest RPG ever made.

I’m not blind to the advantages of consoles. It’s pretty diffcult to gather your friends around a PC for a game of Pro Evo or Mario Kart, and when it comes to Street Fighter IV a mouse and keyboard just doesn’t cut the mustard. I do however, have an uneasy relationship with consoles simply because since they entered the mainstream all I’ve heard about PC gaming is that it is either A) dying, or B) already dead.

Now if such comments were the misguided outbursts of the odd prepubescent forumite they wouldn’t bother me so much. Unfortunately, it isn’t merely ignorant teenagers who hold this opinion. Ever since Halo betrayed its originally intended platform ten years ago, game after game has either suffered a delayed PC release or been denied one entirely. This very week Dead Space 2 and Alan Wake became the latest casualties of the PC gaming cull.

Frankly, Alan Wake can go boil his pretentious head. The only reason Microsoft have made it a 360 exclusive is to shift more consoles – a preposterous decision for a company who have just released Windows 7. However, Dead Space 2 has been denied a PC release due to alleged lack of sales of the original. It is in this where the real issue lies.

Dead Space was an excellent game, but like GTA IV and many others it was disastrously optimised for PC controls – simply turning Isaac Clarke around was like trying to drag a rhino through a swimming pool filled with treacle.As a result of mistakes made by the developer, sales were lost. But instead of fixing them for the sequel, EA decided to pull the game from the PC altogether.

EA are one of many companies who use lack of sales as a reason not to release games on PC alongside the age-old excuse of piracy. Yet the sales figures they refer to do not include those made via digital distribution services like Steam, which are estimated to make up 47 percent of all PC game sales, and with ten million users on Steam alone, that’s an awful lot unaccounted sales.

If PC gaming does die, it will be because corporations like Microsoft and EA kill it, and it will undoubtedly be a mistake they regret.

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Mike's crippling hayfever meant he really wasn't cut out to be a soldier.

Featuring a forty-mission campaign spanning three entirely open islands and boasting the most realistic war simulation ever depicted in polygons, no game in existence was as ambitious as Operation Flashpoint: Cold War Crisis when it was released back in 2001.

While certainly not the first Military Simulator ever made (the genre goes at least back to 1991’s SEAL Team) Bohemia Interactive’s debut game revolutionised the genre in numerous ways. Whereas most shooters concentrated on frenetic combat in tight, enclosed areas, Flashpoint took the fighting to the sweeping fields and sprawling woodland of the fictional Malden islands. This resulted in huge outdoor battles, with bullets flying over hundreds of metres of open ground – any one of which could kill you or your team-mates instantly.

Resultantly the game became less about killing as many enemies as possible and more centred on simply staying alive. Charging into the fray kicking ass and chewing bubblegum would usually end with the camera panning out to show your bullet-riddled corpse splattered above a famous quote about the futility of war. Keeping low, picking your targets and learning how to use the terrain to your advantage were all required to get anywhere in the game.

As you can imagine, Flashpoint wasn’t the sort of game you’d want to play near essay deadlines. The last three missions in particular were aneurysm inducingly-difficult. Once you got the hang of the basic survival tactics, though, Flashpoint was utterly engrossing. Moreover, while depicting the traumatic experience of being a modern-day footsoldier was central to the game, you didn’t spend its entirety as a lonesome grunt with a glorified peashooter and a target painted on his forehead. Backing you up was a squad of up to twelve soldiers alongside tanks, helicopters, artillery and jet-fighters, all of which were playable at some point in the game.

It wasn’t just the mechanics of Flashpoint that made it so successful. Along with their dedication to providing an authentic combat experience, BI also invested in Flashpoint’s story; centred on a conflict between NATO and the rogue Soviet General Aleksei Guba. The mission structure gave a genuine ebb-and-flow feel to the ongoing war and some scenes in the game, such as your character’s survival of a botched assault on the town of Montignac, were truly harrowing.

Despite Flashpoint’s revolutionary gameplay, visually it is looking rather dated. Some of its features, such as the rather cumbersome command menu, don’t really stand up today. So after that sickeningly nostalgic opening, I shall step out of my secluded childhood and return to the year 2009 where two new military simulators are battling for the title of king of the genre.

After the success of Flashpoint BI split from their publisher Codemasters, who retained the rights to the franchise name, and went on to develop a new series of military simulators. The first of these was Armed Assault (nonsensically abbreviated to ArmA). Released in 2005, ArmA was a confused mess of a game that was criminally short and contained more bugs than a fisherman’s bait box. ArmA 2 on the other hand is a solid return to form for the maestros of war-torn world craft, albeit not quite as brilliant as there debut release.

Instead of the island archipelago setting of Cold War Crisis, ArmA 2 takes place within the civil-war ravaged country of Chernarus where the US Army is asked to intervene in the ongoing political unrest (because as we all know the US Army never invades anywhere unless it receives a written invitation first). The player takes command of a four-man reconnaissance team codenamed ‘Razor’, who undergo multiple covert operations within the troubled country.

Of all the military simulators I’ve played, ArmA 2 is by far the most dedicated to recreating the action and strategy of contemporary warfare. Not only does it strive to provide the most realistic combat possible, it also aims to depict the day-to-day experience of being a soldier. The mission structure is remarkably open-ended. Larger levels involve scouting forests for enemy encampments, dealing with angry civilians and partisan groups, and locating and arresting key enemy figures. Additionally, how you deal with these scenarios can often affect the outcome of your mission.

Of course, if the whole game consisted of hearts-and-minds politics then it would be keyboard-smashingly boring. When open fighting does break out it’s both intense and immersive, with enemy helicopters hovering overhead as artillery thunders around you and columns of black smoke tower from the smouldering wreckage of destroyed vehicles. However, while the combat is good, it isn’t quite as smooth or exhilarating as Codemasters’ effort Dragon Rising. Aiming is painfully sluggish, which BI claim is part of there strive toward authenticity. Considering you’re supposed to be a member of an elite special-forces team, surely pointing your gun in the right direction shouldn’t be such a chore.

While ArmA 2 falls a little short in providing a sheer adrenaline rush, it excels in virtually every other aspect of its intentions. Missions are diverse and interesting, the plot is another sweeping epic with multiple factions vying for control of Chernarus, and the number of weapons and vehicles on offer verges on pornographic.

Yet there is a challenger to BI’s monopoly on military simulation, in the form of Operation Flashpoint: Dragon Rising. Set on the island of Skira, Dragon Rising portrays the conflict between the Chinese People’s Liberation Army and the US Marine force, which has (once again) been requested by the Russian Federation to assist in the removal of the Chinese invasion force from the island.

Of the games mentioned here, Dragon Rising is the only one to be released on consoles alongside PC. Because of this, the game came under a lot of flak during development for being necessarily ‘dumbed down’ in order to appeal to the console market. Let me state categorically that this is not the case. Bullets have physically accurate flight trajectories and it only takes one well placed shot to turn you into another statistic. Also, unlike ArmA 2, the combat system makes you feel like a professional soldier rather than a cack-handed idiot who closes the wrong eye when aiming down the sights of his sniper rifle.

It’s also the most exhilarating of the two games. The camera judders violently when explosions erupt nearby, spraying mud and dirt into your face, and tracers streak accross the screen like a deadly laser show during heavy firefights. Unfortunately, while the core combat experience of Dragon Rising is excellent, every other aspect of the game feels rather half-baked. Skira itself is pretty bland, with featureless terrain and villages that are emptier than Britain’s mailboxes. The landscape is nowhere near as unimaginative as the missions, however, at least half of which involve clearing out enemy spotter teams so heavy armour can move forward, with the occasional village assault or seek and destroy objective thrown in.

The complaints don’t end there. The game’s impressive array of vehicles is hardly ever seen, let alone used, and apparently there are seventy available weapons, but I would be surprised if you encountered more than ten. As for the story, well, it’s briefly summarised in the opening cutscene before being kicked into a corner like a mangy cat in an RSPCA advert.

Frankly, if it wasn’t for the redemptive gunfights this would be the most disappointing game I have ever played. Yet there is one potential saving grace for Dragon Rising (provided you have the PC version) as it has its own mission editor. Consequently a significant number of custom missions are already available online, many of which are better than Codemasters’ pathetic attempts.

If you’re looking for a quick thrill or a straightforward introduction to military simulators, Dragon Rising is worth a shot, but it is also deeply flawed. For a more complete and involving war simulation, get yourself a copy of ArmA 2.

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Review: Fifa Manager 10

This screenshot will explode in 3 seconds.

Contrary to what you might suspect, FIFA Manager 10 is one of the most astoundingly complex games I’ve ever played. Unfortunately, this turned out to be a problem, as the game mechanics are insufficiently explained, and as a long-time absentee from management simulations, this made it incredibly difficult for me to get into the game.

Ok, let’s get one thing straight from the off, it’s been a very long time since I’ve managed a virtual football team. The last management simulation game I can recall playing was Premier Manager ‘98, and although during the interceding years I have glimpsed the gloriously addictive Football Manager series splashed across my brother’s computer screen, I myself have never had the inclination to go back. Pardon my cynicism, but I don’t find spreadsheets particularly exciting, regardless of how colourful they are.

Nevertheless, as I warily slide FIFA Manager 10 into my DVD drive, I feel a faint tingle of intrigue as I wonder how much the genre has evolved over the past decade. And I can’t help but crack a nostalgic smile as the music from Grandstand blares through my headphones while the game loads.

Read the full article here

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Review: The Sims 3

Oh my God I've hooked my foot!

The Sims 3 on PC and Mac reports to be a whole new world for your simulated life creations. However, I felt this struggled to feel more than another expansion pack, albeit with smarter graphics and a some interesting new features.

Whenever I used to play The Sims , it always ended the same way; with me torturing and murdering my Sims in some obscurely horrific manner. Frankly, hand-feeding virtual people and guiding them to the toilet is not my idea of fun. However, the objective-based gameplay of the Sims 3 on Mac and PC, and the life of my character Stuart MacGuffin managed to stay my sadistic tendencies, albeit only just.

Stuart MacGuffin was a Scotsman by birth, and had emigrated from the granite townhouses of Aberdeen to the quaint suburbia of Sunset Valley in order to pursue his dream of becoming a professional author. Unbeknownst to Stuart, his every thought and action, nay his very existence was controlled by an exterior force, namely, my mouse hand.

Read the full article here.

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Review: Conflict: Denied Ops

No my dearest, not the face!

Something very odd happened to me while playing Conflict: Denied Ops on PC. I went from looking scornfully down my nose at arguably the most generic shooter I’ve ever played, to cackling gleefully as I blew up countless explosive barrels and killed the same poor soldier for the thousandth time, foam forming at the corners of my mouth. This is in no way a testament to the game’s charm, more to the fact that I was forcefully in the game’s company for so long I inevitably began to enjoy it. That’s right; Denied Ops gave me Stockholm Syndrome.

I hate Conflict: Denied Ops. When I play a game, I want it to feel as little like a game as possible. I want an experience I’ve not had before, to be drawn into the mindset of intriguing, moving characters and a thought-provoking plot. Just for a few hours, I want to forget about the real world and enter an entirely new one that tickles my imagination and tinkers with my emotions.

In every conceivable way, Denied Ops refused me all of those things. Instead it grabbed me from behind, strapped me to a chair and began to beat me about the head with rampant stereotypes. The storyline is a faded collection of scars in the back of my head about globetrotting terrorists, stolen nuclear weapons and some Venezuelan bloke called Ramirez.

Read the full article here.

Review: Sid Meier’s Railroads!

Chufflebottom's legacy lived on...in my save file.

While entertaining to begin with, Sid Meier’s Railroads on PC was far too simplistic and repetitive to hold my attention for any length of time. After a couple of hours I had seen virtually everything the game had to offer, so I created my own in-game persona in an attempt to rekindle my interest. With that, I present to you Josiah Chufflebottom – Victorian industrialist and railway mogul extraordinaire.

Chufflebottom was an intriguing fellow; a blustering, ruddy-faced entrepreneur with a unique talent for creating railroads. While his competitors in Sid Meier’s Railroads spent years painstakingly designing their railroads and employed hundreds of workers to lay miles of track, all Josiah had to do was state the start and end location of his railroad and it would magically appear across the country, automatically spanning rivers and valleys and weaving through woods and mountains. Even cities bounded aside at the appearance of Josiah’s railroads. ‘My rails are king and the world bends to their will,’ declared Josiah through his handlebar moustache, thumbs thrust under his crimson trouser braces.

Commencing his rail-building venture with a small passenger train between London and Hastings, Chufflebottom quickly gained economic control of the entire south coast of England. Towns moulded themselves around Chufflebottom’s rail system, growing from tiny fishing villages into sprawling metropolises. It didn’t seem to matter how bewildering the layout of his tracks were, or how many trains Josiah would cram onto a single line, they all reached their destinations with ease, mysteriously passing through one another like ghosts if the tracks became too crowded.

Read the full article here.

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Far Cry 2 Review

If ever an explosion could be described as "lovely"

It’s a curious fact that most protagonists in first-person shooters possess incredible telekinetic abilities, but use them solely to open doors. Even in Half-Life, gates swing open hauntingly with a push of the Action button. So imagine my surprise when, on encountering a door in Far Cry 2, my character actually bothered to use his hands. In fact, he uses his hands for many things: repairing a vehicle when it is damaged, un-jamming rusty firearms, picking up ammo and performing grisly ad-hoc surgery on himself when wounded. Far Cry 2 embraces ‘first person’ like no game before.

The plot kicks off after a taxi ride during which you are introduced to the joys of malaria, waking in the presence of the Jackal. A notorious arms dealer supporting civil war in the game’s fictional African setting, he is the quintessential nasty chap your character has been contracted to kill. After a brief rant, the Jackal leaves you to succumb to your illness. At this point you gain full control of your character and, after acquiring some anti-malarials, are free to explore the world. It’s an impressive world, albeit the brownest ever conceived. The environments are remarkably diverse, ranging from steamy swamps to grasslands and eerily silent deserts. It merits exploration encouraged by the countless diamonds (the game’s currency) hidden throughout the world.

Don’t get complacent though: an army of multinational mercenaries lurks behind every zebra. Fortunately there’s an impressive armoury at your disposal ranging from rifles to rockets and allowing plenty of opportunity to develop your own playing style. You can only carry a maximum of three weapons so selecting the right tool for the job, whether it’s blowing up a convoy or assassinating a king, is often the key to success.
Should you somehow select a mortar where a pistol would be more appropriate, fear not. After choosing a character at the start of the game, the others become your squad mates. If your face gets shot off during an assignment, they will happily come and stick it on again. They also provide alternative objectives to missions, often more entertaining than the mission itself. Completing a secondary goal results in upgrades to safe houses dotted around the map.

The sheer number of novelties in Far Cry 2 is difficult to take in, but there are some very strange problems. Take the health system for example: a light wound requires a shot of painkillers to keep you going, while serious injury means hiding somewhere in order to reattach a limb or remove a bullet. It’s a clever system, but I eventually realised that drinking bottled water also replenishes any lost health. It’s an inclusion that is completely at odds with the game – a swig of Volvic simply isn’t going to help when you’ve accidentally fired a rocket into your foot.

The enemies are unsophisticated and overly aggressive to the point where they will attempt to run your heavily armed Jeep off the road with a hatchback. The storyline is disconnected, and aligning yourself with a particular faction makes no difference to the game whatsoever. Finally, the primary and secondary ‘buddy’ missions all follow a similar formula, with side objectives shallower than Tom Cruise’s paddling pool.

Having said that, Far Cry 2 can be sublime. One time while raiding an airfield, a stray shotgun blast hit a nearby oil tank and the ensuing explosion knocked me unconscious. My buddy arrived and dragged me from the flames. In doing so, she was seriously burned and collapsed near the rapidly approaching blaze.

I attempted to heal her but having already used my final syrette, my choice was reduced to abandoning her or quickly dispatching her with my pistol. I chose the latter. What is incredible about this incident is that potentially, it might never have happened: the game hands over so much control that a less inquisitive player could miss out on half the action without noticing.

Far Cry 2’s admirable ambition comes at the cost of depth and several notable flaws. However when all the tricks and nuances meld together, it transforms into a highly entertaining experience. Now if you’ll excuse me, I’ve got a bullet to pull out of my leg.

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A Patchy Territory

Shadow of Chernobyl - about as finished as this shed.

If you’ve ever played an online game like World of Warcraft or Team Fortress 2, you’ll know developers are constantly altering their creations.  Whether it’s fixing bugs or adding new content, regular updates are crucial to keep online worlds feeling fresh and entertaining. However, you might not be aware that this sort of tinkering is now happening to single player games, highlighted by the recent release of The Witcher: Enhanced Edition.
The Witcher was a well-received Polish role-playing game released last October.  It was hardly without problems including performance issues, a clumsily translated script and loading times so long you could write a dissertation during them. Enhanced Edition has undoubtedly solved these problems, but this post-release development raises an issue in itself: is it acceptable for developers to publish unpolished games, correcting the issues at a later date?

Upon its release in September, S.T.A.L.K.E.R: Clear Sky contained more bugs than a termite mound. These ranged from graphical glitches to PC-crashing monsters.  However on the day of the game’s release, a sizeable patch was made available for download that fixed many of these problems. Patches for PC games are as common as Cheryl Cole, but the fact that the Clear Sky patch was available on day one suggests the developers were fully aware of the problems before release, carrying on regardless.

This is GSC’s second bite of the cherry. S.T.A.L.K.E.R: Shadow of Chernobyl crept onto shelves in March last year after a staggering six years in development, shipping with several technical problems and failing to reach its lofty ambitions. Clear Sky had an eighteen-month production cycle, yet the state of the game upon release suggests that GSC overcompensated for their previous lengthy development and chose to deal with the issues after release. Essentially, anyone who bought Clear Sky paid for an incomplete product- something that would cause outrage if it were a CD, DVD, or console game.

This kind of development is not just ethically questionable; it’s financially dangerous. Flagship Studios’ Hellgate: London failed to live up to expectations after many gamers complained it was released in an unfinished state.  This was later admitted in an interview with Flagship’s CEO, Bill Roper: “The game would certainly have benefited from a couple of more months in the oven.” Flagship dissolved in August, and such was the furore over the half-baked Hellgate that a new term was coined to describe such a game: Flagshipped.

It seems unfair to tar The Witcher with the same brush: it was by no means unfinished and the developers could easily have attempted to address the issues in a second game, as with S.T.A.L.K.E.R: Clear Sky.  Instead they returned to their original offering, fine-tuned it and added several hours of new content.  What’s more, the Enhanced Edition has been made available as a free download for those who purchased the original game.
Pop into HMV and you will find an entire wall dedicated to the various editions of Blade Runner; the general consensus among film critics is that the Final Cut is the definitive version.  Such is the case with The Witcher: Enhanced Edition.  While some developers sacrifice the quality of their games for the sake of deadlines, it is comforting to know that there are others who support quality products and good business sense in equal measure.