"Though it's a tad more difficult to play the game "straight", it is certainly possible and one can still get a rewarding experience out of it.  I've found that the real "trick" to the game is keeping that balance between mild mannered citizen and the aforementioned ruthless scumbag persona.  In my opinion, it's pretty impressive how much the game has "grown up" over time and illustrates how far the franchise has come since my early experiences with the initial offering on the first Playstation." - Grand Theft Auto IV

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Capcom: PC Gamings New Best Friend PDF Print
Written by neildittmar   
Tuesday, 16 June 2009 08:08

If you would've asked me a few years ago what I thought about Capcom games on the PC, my answer would've been "indifferent."  Sure, they had made the effort to bring some of their top franchises (Resident Evil, Onimusha, etc.) over to the platform, but these games were just simple console ports with nothing that really made them stand out on the PC.  Also, the system necessary to play these games often required hardware that was many times more powerful than the consoles they were originally derived from.  Capcom was certainly in the PC market, but they were nothing more than there.

Around this same time last year, Capcom began to rectify their PC mediocrity a bit with the release of Devil May Cry 4.  I actually covered this game in a performance preview as one of my early articles on SI.  After a somewhat lengthy evaluation, I came to the conclusion that while Capcom was making great strides in the performance of their titles on PC, they needed some interesting content to go along with it.  I like beat-em-ups just as much as the next guy, but DMC4 was far too repetitive and just didn't hold my interest.  Hence, it did not earn my purchase.

Fortunately for PC gamers, Capcom has not simply rested on its laurels and has continued to push forward on the PC as a viable gaming platform.  In a time where developers seem to be fleeing from the PC, including the Valves, Epics, and ids of the world, Capcom has continually renewed their efforts to not only make PC gaming equal to the consoles, but provide an enhanced experience over them given the technical advantages of the platform.  The dream was partially realized with the inclusion of DX10 support and other "PC-only" features in Devil May Cry 4.  However, the upcoming PC release of Street Fighter IV seems to be the official "coming out party" for Capcom and defines the company as one of the premier "major developers" in PC gaming.

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Duke Nukem: Manhattan Project (PC) PDF Print
Written by neildittmar   
Monday, 01 June 2009 11:01

After the death of 3dRealms was announced, along with the completion of my scathing article on the subject, I began to question what the company had actually put out over the last 12 years.  Of course, there was Duke Nukem 3D and its various add-ons and console ports.  I wasn't aware of too many "new" titles being produced during that timespan though.  I was also in a bit of a lull during the early 2000's as far as PC gaming goes so the co-developed title, Duke Nukem: Manhattan Project, easily slipped under my radar.  Until I saw the game advertised for sale on gog.com (which any old-school gamer should visit immediately if he hasn't already), I never knew it existed.  Was this an FPS?  A "way too late" expansion for Duke Nukem 3D, or a different game entirely?

After plunking down my $5.99 (at the aforementioned GOG or "Good Old Games"), I'm happy to say that Manhattan Project is a very solid action platformer that many fans of the genre should love.  Given that it's an older release (2002), the game runs fantastic even on my lowly little netbook (Atom 1.6Ghz, 2GB RAM, Intel GMA 950) and actually looks pretty cool too.  Everything you know and love about old-school Duke is here.  From the witty one-liners to the scantily clad "babes", to the over-the-top violence and gore.  Mutant guts splat on walls and floors, Duke becomes progressively and verbally incensed when he can't find the keycards, and sexual innuendo permeates throughout.  In other words, it's a Duke Nukem game for Duke Nukem fans... probably what "Forever" was supposed to be or should've been.

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Is OnLive Destined To Be Dead On Arrival? PDF Print
Written by neildittmar   
Thursday, 02 April 2009 15:07

One of the biggest stories coming out of the recent 2009 Game Developers Conference (GDC) is a new technology called OnLive.  This subscription based service promises nothing less than the latest and greatest games that are streamed not only to televisions via a sub-$100 "micro-console", but also to even the lowliest PC and Mac based computers.  A quick look at the official website bears some interesting facts, including partnerships with many top game developers/publishers including EA, UbiSoft, and Epic.  Additionally, the service boasts the ability to not only play high end games on decidedly low end hardware, but to do it in an instant on fashion, with no lengthy downloads to wait for or additional components to install.

Naturally, both those in the gaming industry and gamers themselves are incredibly excited over this new prospect.  For game creators, OnLive means a single distribution channel for their titles, hitting not only the majority TV/Console players and the lesser but still viable PC games market, but also the often untapped Mac platform that continually gains user base and momentum.  For gamers, OnLive represents the convergence of multiple gaming platforms (console, PC, Mac) into one standardized product.  It also promises a true instantaneous, on-demand experience where the user merely selects the game he/she wants, pays accordingly, and plays without waiting hours for a full software download.

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The death of 3dRealms and why it matters less than you think. PDF Print
Written by neildittmar   
Wednesday, 13 May 2009 09:04

Let the eulogies begin!  3dRealms is dead and the internet is flowing with articles and leaked information regarding Duke Nukem Forever and what could've been.  Hailing the company as one of the last great developers from PC gamings "golden age", nearly every retrospective article from the gaming media carries a somber tone, as if a beloved family member or close friend had just been laid to rest.  Then there are the fans who had been left waiting and hoping for the next true iteration of their beloved Duke franchise to become a reality, clutching onto every postage stamp sized screenshot and hanging onto every word of text that proceedeth from George Broussards Twitter page.  These folks are organizing on the 3dRealms forums as I write this, trying to figure out how they can raise the rumored $5 million necessary to complete Duke Nukem Forever and in turn, possibly resurrect the company.

The truth is, the death of 3dRealms is not as consequential as one might be lead to believe.  In fact, perhaps the death of 3dRealms might serve as an example to other "celebrity developers" of how not to do business.  You see, George Broussard was probably the last of the late, supposedly great pre-Daikatana "rock star" game designers.  Unlike John Romero though, he continued to be a legend in his own mind long after the cameras stopped flashing, the crowds left, and increasingly fewer and fewer people cared.  Yes DNF remained in the media off and on over the years, but mostly to be regarded as the biggest joke in the industry.  Given the comedy of errors that was the games development lifecycle, it's not difficult to understand why.

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An (Acid) Trip To Sonyland? PDF Print
Written by neildittmar   
Friday, 23 January 2009 11:30

Remember the old "Live in your world, Play in ours" advertising campaign for the original Playstation?  Since before the Playstation 3's inception, I think the folks at Sony have been living in a similarly alternate universe.  Being the 800 pound (seemingly) unstoppable gorilla in a multi-billion dollar industry can do that to a company.  It's hard to argue that for awhile there, the Playstation brand could truly do no wrong.  After a surprising, yet extremely strong showing with the original Playstation, the Playstation 2 became nearly synonomous with console gaming in spite of strong initial competition from Sega, and later from both Microsoft and Nintendo.  I mean, the Dreamcast was sitting there on store shelves with a solid library of games.  Yet people would've rather waited for the then-new console from Sony that nobody could actually buy but was so much cooler nonetheless.  They really had the market by the hair then.

Fast forward to late 2005/early 2006 and the braintrust at Sony seems to have let their prior successes get to their heads... and that's putting the situation lightly.

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