On Steam Greenlight.

greenlight

Getting your game on Steam is an incredibly big deal for an indie developer. Valve’s combination digital distribution/social gaming network serves over 5.5 million concurrent users every day, and that number is continuing to trend steadily upwards with every passing month. This is a huge potential market – far larger than an indie dev would be able to reach on limited or no marketing funds – and Steam access can make all the difference between ridiculously successful sales figures and going out of business.  At the same time obtaining that access is a rather murky and opaque process that can be rather baffling to everyone outside of Valve, with games being rejected or accepted for Steam in a manner that seems somewhat arbitrary to say the very least.  I say “is” rather than “was”, because despite the introduction of Valve’s Greenlight community voting system the process is still rather uneven.

Continue reading

Tagged , ,

How To Survive A Vacuum.

vacuum

Another Wednesday, another science post. I happen to be in a particularly gruesome mood today, so let’s talk about what happens when you go into space without a spacesuit.

There are several popular misconceptions about human exposure to vacuum that have been debunked so many times I’m not even sure we can properly call them misconceptions any more. People do not explode in space. They do not freeze solid. Their blood does not start to boil. It is actually possible to survive – if rather uncomfortably – for a minute or two in a total vacuum, so it’s not an immediately lethal environment. Noted sci-fi hack Arthur C. Clarke wrote a key scene in 2001 where Bowman forgets his spacesuit helmet, gets locked outside the ship by Hal and has to get back inside by doing an unprotected EVA, and whatever else might be said about Clarke there’s nothing scientifically implausible about this scene at all. It hasn’t happened yet (as far as I know) but it could.

Continue reading

Tagged , , ,

Thoughts: Red Faction Guerrilla.

Red Faction: Guerrilla is an extraordinary game. I’ve never before seen such a collection of bland mediocrity hauled quite so far by a single great idea. This being the Red Faction series, that great idea is destructible terrain, and Guerrilla is the first title where the technology has finally matched the intent. The Geo-Mod engines used for Red Faction 1 and 2 were rather haphazard implementations of the concept with rockets scooping out huge and unrealistically-shaped geometric spheres from the surrounding terrain, and they never came close to their full potential due to coding limitations (realistic physics engines weren’t even a thing when the first Red Faction game was released, for example). Guerilla takes advantage of improved technology in that regard, but it also wisely narrows the focus: rather than making the entire world destructible, Guerilla just lets you blow up all the buildings in it instead.

Continue reading

Tagged , , ,

Sunday Soundtracks.

How do you make what is essentially a collection of nasty farting noises into a piece of music which is arguably more atmospheric than the orchestral versions imported from the Star Wars films themselves (as they did a couple of years later with X-Wing vs Tie Fighter)? Well, you’d do it something like this.

(Horrible flu prevented me from posting on Friday, but I didn’t really want to write that Steam Greenlight post anyway.)

Tagged ,

You May Fire When Ready, Commander.

Strudel asks

So after the recent White House response about Death Stars (well only one) we were talking in the office about how powerful it would need to be to destroy Jupiter (obviously just the power of one Death Star to destroy Earth, right?) and also, if a puny laser won’t work against Jupiter, what effect would deflecting our moon into Jupiter have?

Ah, an easy one.

Continue reading

Tagged , , , , , ,

Thoughts: Eador Genesis.

So, who here has played Heroes of Might and Magic?

HoMM-style games are a fearsomely complex bunch. They’re part RPG, part Civ-alike and all fantasy. That’s not just a reflection on their theme, either; the chances are that if you can think of a single element from a fantasy game, book or film the chances are it’s made its way into a HoMM game in some form. The idea is that you start out as the lord/high wizard/immortal undead lich king of a single castle, with only a small amount of starting cash and the resources of the castle’s province to call upon. You use those resources to build buildings, train units and hire heroes, you use the heroes to form parties and armies, and you use the armies to go out on adventures and subjugate the surrounding provinces, adding them to your kingdom. The goal of the game is to kill all the other wizards who are trying to do the same thing.

Continue reading

Tagged , ,

In Praise Of: Covert Action.

Unusually for most of the old titles I talk about, Covert Action isn’t actually a very good game. It’s yet another relic from the age where Microprose was essentially cranking out collections of minigames with a loosely-connecting theme. In Covert Action’s case the theme is spying, so you do stuff like planting bugs, tailing cars, infiltrating hideouts, breaking codes etc., but while this is not the worst idea for a game that’s ever been had there’s just one small catch: unusually for a Microprose game – and for something carrying the Sid Meier name – nearly every single one of the minigames sucks.

Continue reading

Tagged , ,