Tag Archives: valve

Steam Sales, Again

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A few years back I wrote a little guide on the best way to approach Steam Sales and how to navigate the bewildering array of sale types to get the best deal. It was a popular post, and still occasionally gets pingbacks whenever a new Steam Sale kicks off. It is also, alas, woefully out of date. The Steam of four years ago was a very different place to the Steam of today (there were far fewer anime dating sims, for one thing) and much of the advice contained within my guide is no longer relevant. With that in mind, and considering I missed last Monday’s review, I thought I’d spend half an hour or so writing a new one.

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Thoughts: The Steam Link

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Yes, I own one. No, it’s not very good.

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Thoughts: Dota 2.

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Back in October I wrote a little piece about my first impressions of the Dota 2 beta. This was based on around a dozen hours of play – the equivalent of dipping my toe into an ocean that went all the way down to the abyssal deeps – and at the time none of the teaching functionality such as “tutorials” and “actually telling people how they’re supposed to play the game” had been introduced, and so the only way to learn how to play it was through repeated failure and/or the painstaking help of others. Most people, when they are put in a situation where e.g. a burly man repeatedly punches them in the face, are going to naturally have a reaction along the lines of “I don’t like being punched in the face” and remove themselves from that situation, which is why those first impressions were broadly negative. However, if you’re crazy enough to stick around, eventually you are going to become really good at not being punched in the face.

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Don’ta Play Dota: Dota 2 Beta Impressions.

I’m a little bit wary of adding to the hundreds of posts, articles, forum threads and news sites dedicated to the fine art of Dota; it’s hardly a subject that needs more words written about it when there are so many that already exist that could probably do the job just as well. I’ve played Dota for a grand total of eleven hours (this is nothing) and so this ain’t going to be a detailed analysis of Dota’s gameplay by any means, and if you want one of those you should visit one of the other gaming sites. Before I got into the Dota 2 beta, though, I noticed two interesting things about it:

1)      Everyone who has played Dota rapidly undergoes this weird sort of mental break and starts communicating in a bizarre moon language that renders them unintelligible to anyone who isn’t a fellow Dota player.

2)      Everyone who hasn’t played Dota consequently has no idea what the fuck Dota is, except possibly that it does something to people that ensures it retains one of the most toxically unpleasant player communities on the entire internet.

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Thoughts: Black Mesa.

Note: I’m aware Black Mesa is a mod made by amateurs and so reviewing it to the same standard as a professionally made game may be a little unfair, but honestly I think that Black Mesa is a good enough product that if you stood it next to 90% of the games that have been released this year it would make *them* look like shit, not the other way around.

If twenty years playing video games has taught me anything it’s that it’s important to manage your expectations. Pre-release hype and marketing has always been around and will always be around, and it’s not particularly a bad thing having as many people as possible know that your game exists and is coming out soon. It’s a sales tactic that clashes badly with my policy of desperately avoiding any and all information about games I’ve already decided I’m going to buy (XCOM is especially bad for this having recently dumped an actual pre-release demo onto the internet three weeks ahead of release), but in general I can’t fault developers and publishers for doing it. It’s a good idea if you do it right. The problems only start if you continually fail to hit your release date, at which point your marketing can backfire badly by whipping people up into such a frenzied state of anticipation that not only is every subsequent failure to release the game seen as the worst kind of incompetence, but the final product can never live up to what people have built it up to be in their heads. They will inevitably be disappointed one way or the other, and that kind of thing can end up being utterly toxic for a game’s prospects; Daikatana and Duke Nukem Forever would not be remembered as two of the biggest jokes in gaming history if they hadn’t had some rather unfortunate publicity associated with them. It’s okay to release a bad game (well, it’s not okay, but it’s a forgivable sin). It’s less okay to proclaim it the Second Coming and then release a bad game.

This is why Black Mesa had a bigger problem than most games when it finally released a couple of weeks ago. It’s a remake of one of the best games ever (Half-Life) in a brand new engine (Source) that has been in development in one form or another ever since the release of Half-Life 2 back in 2004. Eight years ago. That’s eight years of expectations to fulfil and eight years of failing to produce a finished product this game has to make up for, which is a tricky thing to manage any way you look at it. It’s to Black Mesa’s immense credit that it (mostly) pulls it off.

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The Curious Case Of CS:GO.

Cards on the table time: I used to play the original CS mod a lot. Everyone has the game that takes over their life when they’re 15/16 years old and have way too much free time. Counter-Strike was mine. As a result this post may get more than a little bit ranty. But dammit, it’s justified.

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