PC Games To Watch For In 2013
An anonymous reader writes "PC Gamer has put together a huge list of PC games that are due to come out in 2013. They've broken out the lists by genre, and each list is pretty long. It looks like a good starting point for finding the games you want to keep an eye on. Here are some highlights: Star Wars 1313: 'Early glimpses suggest the game will ignore lightsabers and force powers in favor of gadgetry and guns, and the claims are for a more grounded and gritty fiction, instead of the fruity pan-galactic melodrama to which we are accustomed.' The Elder Scrolls Online: 'The real reason to watch The Elder Scrolls Online is the talent behind it – the ex-Mythic developers responsible for the innovative Warhammer: Age of Reckoning and, before that, Dark Age of Camelot. Don't write off the old-school MMO just yet.' Mars: War Logs: 'Say it with me: a cyberpunk RPG set on Mars. That's all you need to know.' Ring Runner: 'Missions challenge you to escape exploding trenches, battle bosses bigger than your screen, race against NPC pilots and engage in spectacular space skirmishes in an engine modeled on the laws of Newtonian physics.' There will also be new installments of Dragon Age, SimCity, Grand Theft Auto, StarCraft, Command & Conquer, and Everquest."
But still, PC gaming is dying. I know this because I have a game coming out on the XBox360 that I'd like you to buy.
Braben's back, Look who's back.
http://www.kickstarter.com/projects/1461411552/elite-dangerous
-- A change is as good as a reboot.
do the cartoon people fuck yet? and if not what do they do?
They're modelled on you, so you can probably figure it out.
Sheesh, evil *and* a jerk. -- Jade
Dammit, nevermind...
I don't play games, like ever. Last game I played was Age of Empires (original) and the Sim City's on my Apple.
I was excited for the new Sim City, and was going to buy a few copies for myself and my girlfriend. But after following the Reddit AMAA from the Maxis developers and their complete dodge of answering any questions regarding the totally stupid online only DRM that's being built into the game.
I'm no longer excited for the game and will not be buying it.
How many of these games on this list are purely online DRM playable only?
I suspect Valve will surprise us this year. We know they have their Steam console coming out this year. But the XBox 720 and Playstation 4 are also coming out.
So Valve has to be running right out of the gate. My hunch is that they have Half-Life 3, Left 4 Dead 3, Team Fortress 3, perhaps even Portal 3 either sitting on the shelf, or close enough that they could ship within a few months. Those title are to Valve what Mario is to Nintendo, or Halo is to XBox. Drop them all at once, and I suspect you'l sell a fark-ton of Valve boxes overnight.
I'm going to save you all a lot of time and frustration here.
If you want to play either of these games, go fire up DOSBox and play the originals. Yes, the originals. In DOS. At 320x480 or 640x480 resolution.
If you're not open minded enough to take a nice retro trip into the past and enjoy yourself, fine- go play the next CoD game, I'm sure they're looking for fresh meat. If you're sick and tired of all this modern shit like I am, then DOSBox (or Boxer if you're on Mac OS X) is a wonderful vacation from the horrific nature of modern day grindfests.
SimCity 2000 may be simple, but it's clean and efficient and rewarding to play. There's no random bullshit like "atmospheric quality" driving down the cost of your land or stupid in-game region restrictions preventing the construction of skyscrapers.
And C&C... Man, the original is a work of art. The music, sound effects, graphics, and full-motion videos- amazing. Even the game installer is awesome (it's all animated and stuff if you've never seen it before- the first sound I ever heard a computer make was EVA saying "Sound hardware initialized" during the installation after I bought my first PC and a copy of what would later be renamed C&C Tiberium Dawn).
This modern day shit that EA has their hands over is all poo. SimCity 5 is an online-based game, and you can't escape the online features (some of which influence your game). Command and Conquer has never been the same since Red Alert 3 and C&C 3 (don't even talk to me about C&C 4- that game was such a bastardization of the franchise it deserves to be filed on the same shelf as Renegade).
So, seriously, if you're looking at the list of games we're getting in 2013 and thinking "What is this mindless clusterfuck of dead franchises and crippled games for people who don't appreciate a proper challenge", then take a trip back in time and play the originals. You'll enjoy them more then this cookie cutter bullshit EA is busy grunting out.
And both the PS3 and Xbox 360 are real old next to to days pc's.
What do you mean "todays PC"?
They were real old compared to PC's on their release day.
Calling someone a "hater" only means you can not rationally rebut their argument.
You're better off without it. GTA IV required like four logins and nine kinds of DRM to even get to the point where it would crash.
Perhaps 'tis not the MMO but the "grindfest" ye hath outgrown? What of "massively", "multiplayer" or "online" requires said grind?
I can remember my first MMOs: Offspring of the venerable MUD, the first MMOs were text based; The growth from "multiplayer" to "massively multiplayer" was simply due to the Internet's existence. Though the term MMO (MMORPG) hadn't yet been coined, they did exist and were played via Internet and its BBS portals even before the web came with it's standardized rich text and graphics capabilities. Many such games were evolved versions of (custom) MUDs. Many early MMOs had far less grind than many of todays' MMOs -- There was far less visual stimulus to distract you from boredom while you killed the statistically same foes over and over. Even the combat systems back then had to be more advanced and playful, incorporating full language parsing capabilities: "Blast the bastard!" and "Equip ranged weapon, then attack the Cyberknight." were both equivalent commands. Imagine what I could do today now that we have voice recognition... Having evolved over the years from my BBSs custom MUD, and text descriptions being cheaper and faster to make than graphics and audio, my own online RPG had "3D" worlds that eclipsed World of Warcraft in terms of size, narrative, and lore. My player power balance system relied more on combining effects of various weapons, items and modular upgrades (for cyborgs) or spells (mages) than the length of time you spent earning them. This along with planetary phases and attributes of the very locations added enough variety that even novices had a chance against seasoned players. You had to be smarter about using your stuff to win. There was no level cap needed, you can only carry so much stuff, and it's the combinations of stuff, not the price that gave power. The overarching gameplay was more about exploring an evolving world, and discovering the new untold stories, and also the roots of legends. I tried to make it like a good book, but where a book ends leaving you wanting more story, an MMO can continue: A digital text-based world can be so quickly and simply crafted and re-shaped and distributed.
The point is: "Grind" wasn't in my vocabulary... "Hack" and "Slash" were. Think about it: MMORGPs came from MORPGs (graphical MUDs) the latter of which came from RPGs -- Having ran many a dice & paper RPG campaign I knew that it was the new and compelling story which unpredictably changed due to interactivity that made such games magical -- Not hacking or slashing.
Nowhere is it writ that Grind be integral to MMOs. Indeed, much like in D&D, in my text based worlds charisma, zeal, and niceness of the players would often yield the fastest path to power vs grinding through quests. Eventually I will resurrect those gone but not forgotten worlds, but not today. It's the many comments like yours that reinforce my hunch that the world isn't quite ready yet -- Folks are already focusing less on the gimmick of graphical fidelity, even enjoying "pixel art" again. The subscription extending act of grinding is becoming tiresome to many. Now I'm waiting for folks to remember how to have fun, and expect it from games -- to remember how to play instead of grind, and not shun entire genres due to prevailing, yet fleeting, gameplay designs.
That's why Blizzard's next game will be an MMORGY! Level cap: 69, armor choices: Leather, Latex, None, no quests, only grinding! It is expected to make ONE BILLION DOLLARS in the first month alone!
I'm trying to teach myself to set people on fire with my mind... Is it hot in here?
The games are not particularly improving in any way and the 2011 games are going cheap and have been bug-fixed and the DLCs are often all thrown in for free, So, what are the best 20 games of 2011, that is honestly what I'd prefer to know.
Waterfox - a Firefox fork with legacy extension support, security updates and better privacy by default.
Radically different? Personally I'd like to see the return of "sandbox" style MMOs like UO or SWG. Mythic did ok but I'd be more hopeful for TESO if they had gotten Raph Koster on board (he was involved in both UO and SWG, having designed most of the crafting system in the latter amongst other stuff). A good sandbox game is a "complete" game that caters to a wide variety of play styles: grinding, exploring, building, inventing, or just plain messing about. Besides interesting combat and questing, such a game has a strong crafting system but also things like player housing (and the ability to decorate them, a popular pastime in past sandbox games), a viable player-run economy (in SWG pretty much everything was player-made) and elements that make the game conducive to role-playing. Most players will want to engage in one of any of these play styles depending on their mood, and catering to all of them means your MMO becomes a place to hang out rather than just log on to for the next raid.
Good point about mods, though. Any game will go stale even to the most hardy fan, but you can prolongue their business (or get some fans to return) by adding new content. The problem is: it is rather expensive to develop such content. The company that manages to drive down the cost of developing new content while maintaining quality has the potential to create a winner, and player-generated content / mods could be part of that.
If construction was anything like programming, an incorrectly fitted lock would bring down the entire building...
The PC resurge is due to cheap and easy distribution with no cash barrier to get your stuff on services. AAA quality stuff gets released for 20 bucks. Steam shovels games by the metric crap ton. Then march over to GOG and marvel at their prices for the newish stuff they have. 3 bucks for the original Witcher? Yes, please. Then return to Steam and grab a couple of Jensens and Batmen for the price of a nice evening at the movies. Or read RPS for whatever tickles your fancy and swing over right to the developers homepage and grab the game for the cost of a packet of cigarettes. I've just finished LA Noire picked up at a bargain price and enjoyed every bit of it(except the driving sequences, skipped those).
Gabe "The Gabe" Newell said that game piracy was a service problem and boy did he show them. Next thing will be free money hats in TF2. For everybody.
"PC gaming is dead", by Simon Cowell's codpiece, nothing could be wronger.
Here's a real cracker: Digital sales still aren't included in all game sales statistics. So by applying Hollywood logic, all non-boxed instances of played games flow nicely into the piracy statistic. And therefore piracy is rampant on PC, so we need more DRM. Except most indies don't have that. Which is why the indie devs must have starved yonks ago. And it must be their dessicated corpses who made the also massively pirated sequels to their massively pirated first installments. Zombie indies want your brains! Fight the Zombie indies! Buy Activision, EA, UBI! For the children!
20 minutes into the future
The current mantra is "console gaming is dying at the hands of tablets/phones/handhelds/PCs/free-to-play/lego (delete as appropriate).
Some games involve picking or placing objects at a given position on the screen; these are ideal for a phone or tablet. Other games involve controlling a character that moves around; these are a bit harder to adapt. I understand how to simulate the directional pad or left stick with touch: find the direction between the initial point of contact and the current touch point. But I don't understand how to provide more than one fire button. In my tests on a Nexus 7 tablet, I couldn't reliably press multiple on-screen buttons without looking at them: I'd end up either pressing the inactive area between the buttons or pressing a button adjacent to the button I wanted to press. The cause is that on a console or a dedicated handheld gaming system, the player's thumb can feel the edge of each button. A phone or tablet, on the other hand, has a completely flat sheet of glass that provides no such feedback.