Archive for the ‘PC Games’ category

Back in Temple of Elemental Evil

April 1, 2014

Saw this game years ago. Interesting combat system and very challenging tactically, such as King’s Bounty or Tactics Ogre or Fallout Tactics.


It took them 10 years but Circle of Eight now has the final version out

This should be a much easier version. ALthough there are two versions. The extra content one on the link merely means you get some fan made expansions.

Back in Jagged Alliance 2

April 1, 2014

Technically, JA Back in Action would be better played as Jagged Alliance 2 (1999) 1.13 community patch/expansion.

I read up to page 155 from some random number google found. But page 1 has the introduction and mod break down. The modders of JA 2 at bear pit are technically proficient but their instructions leave a lot of comprehensive details out. Details which the goons… well, those agents are very detail orientated.

Super Something Awful thread that isn’t archived. A lot of funny and useful stuff there, surprisingly. But I suppose that’s Goons for you. They use their own lingo like “gently caress” which is, as you can figure out, the opposite.

On to the installation instructions.

Current official Update (Bugfix) Version (25 July, 2012) for Full Release Build: 4870

You will want that at the pbworks site, that’s the mod files in data format. No need to rename. The ini launcher automatically super imposes the 1.13 data folder over the vanilla data folder when installed over via copy.

The question of playing Wildfire maps with JA 2 1.13 is a trickier question though. Remember that JA 2′s source code was released, which allowed the creation of 1.13 by the fans and users, which is much more comprehensive than a mere official or fan patch. Wildfire was a commercial expansion released by another set of companies between JA Back in Action and JA 2 Unfinished Business (a small expansion campaign played on a different map from Arulco).

Closest detailed instruction I found that makes sense is reproduced here in quote format.

I found a wonderful way to do it a while ago that’s a hybrid of that method:

Instead of using the AIMNAS files, use the original Wildfire ones here.

The rest was posted by Cream-of-Plenty:

I installed 1.13, then I downloaded Tais’ AIMNAS / WF SCI for the latest version of 1.13 and opened it up. I went into the SCI’s Data-AIM folder and grabbed the following files: maps, NPCData, radarmaps, and tilesets. Drop those into the 1.13 folder of your installed game but don’t let it overwrite these four files: smguns.sti, smp1items.sti, smp2items.sti and smp3items.sti. Then, go into Data-AIM / BinaryData folder and grab the JA2set.dat file. Drop it into the binary data folder in your JA 1.13 folder.

Hopefully that should do the trick. It’s worked fine for me so far!

Using the Wildfire version I linked above instead of the AIMNAS/WF installer, you can follow these exact same steps (you don’t have to work about the .sti files though since those are specific to AIMNAS). This will give you fully functional WF maps without having to install AIMNAS. Cream of Plenty’s method on its own works as well, but it leaves the maps littered with junk “Item not found” items because they’re referencing equipment added by AIMNAS. My method doesn’t have these since the maps are based on the original JA2 content only.-unknown authors

Since it came from SA, I presume it’s legit, although I haven’t personally tested it. For those that don’t want to re-engineer the data folder files, AIMNAS is the patch that will work on top of 1.13, adding more items and wildfire maps and probably npc-quests. Version 21 is the latest one, before they started tinkering around with Big Maps.

That would be a mere add on to be unzipped into JA 2 gold folder on top of the 1.13 release.

Now to put this into perspective, the updated links are not at the forums so I and others had to hunt around for it. It took several hours to figure out what the acronyms meant, how they were related to each other, and where the newest but not the newest unstable unfinished versions were at. This isn’t as easy as the NSA has with Facebook.

There was a SCI, single click installer, of Aimnas 20 I downloaded but I have no idea where the links are now. That’s how many links I have to go through for JA 2 1.13′s two mods. There’s a bunch of other mods listed there at a mega thread, but who knows which ones are updated to what version. I’ll deal with that sometime later, if I’m still interested. Urban Chaos and Legion 2 sound interesting though.

Sweat Deal on Tactical War Gaming

March 21, 2014

This game was hard, octagonal, but strategic and fun.

Now you can get it for as low a price as One Dollar. That’s more than B Hussein O paid for your healthcare, you know.

War of the Human Tanks

Thematically, it’s similar to Mecha girls. What divides us from the class of human and weapon?

Indie Games

March 12, 2014

Dark Salvager was pretty fun. It seemed like originally a Facebook or web browser game, given its functionality, but plays like a very surprising and entertaining rpg adventure game.

Limited time sale, only a day and half left. I like this kind of marketing, I hope it succeeds. Since it is based on freedom rather than forcing people to pay money, which most of the time doesn’t work given the black market; or the gray market. The customer can pay what they wish. It’s like cable advertisement, where you pay the cable tv for advertisement spread, given the cable companies can tell their advertisers that X something million people watch Y something million channels (which they don’t).

Payment can be as little as 1 Dollar, in exchange for spreading the word and raising the critical numbers necessary for market penetration.

Robocraft Preview

March 3, 2014

I don’t know what this game is but the podcast like youtube video was entertaining.

[EDIT] Now that I’ve tried it out, I can say that it is incredibly creative/destructive=fun.

Much like Eve Online, it is truly a philosophical application of yin and yang, creation and destruction.

Choice: How does it create solutions?

December 2, 2013

This is something I found a few months ago. I imagine the bundling works much the same way as cable channels, where they sell advertisement time based on the slogan that a company has access to XYZ number of viewers. However, unlike cable channels, you get to pay for what you like instead of paying cable networks for the ability to sell you to advertisement campaigns.

Centralized authority creates solutions by making sure people can do A and not do Z. Individual choice creates solutions by exploring all things in life minus the path chosen by authorities.

Even though I avoid social media like the plague, their use of FB and free social networks is a non-coercive ability to spread the word amongst potential buyers and sellers. Instead of making someone buy a cable package of 500 billion channels with nothing good or virtuous on them, so that you pay for the privilege of advertisers sending you commercials, the package is built and then people come and buy it if they wish. Imagine if cable only offered you 2 channels which you wanted to watch and nothing else, at 3% of the monthly price.

In a few generations, successful work from the ground up using free will, ultimately ends up as an authority, a centralized institution. But all things that live will die, so there’s no point refusing to live in the now just because of the future.

Sequel to Planescape Torment

June 9, 2013

It’s finally here? No way.

A reverb of the first game.

The voice overs lined straight up by character.

And the kickstarter for the sequel in 2015.

Westerners are certainly hungry about games that test their human emotions. Intellectual and abstract thoughts are juicy after one’s heart has been activated. I didn’t wait for the sequel, I just went to look for the same things in Japan and found them.

Great conversations.

Experience new emotions and thoughts in PC games

March 31, 2013

As players and consumers grow older, they naturally seek experiences and entertainments that advance and grow along with them. Perhaps when they were kids and young, they were excited by action orientated twitch and reflex based games, where OCD was king of grind. As they grew older, they may just all of a sudden decide that they want romance, or good stories, or a philosophical context to the plot: things that do not subsist on twitch reflexes or action orientated entertainment.

The question is, has the Western game industry grown with their consumer base… or have the consumers themselves aged and matured faster than the pace of game design philosophy?

A feature article at Adrenaline Vault, one of my early pc gaming review magazines I read regularly for game news and currently an independent review site, has its own thoughts to that issue.

The Ruthless Playstyle of Eve Online

June 16, 2012

This was an interesting topic I came across.

If you believe that the news topic is embellished or fictional, then consider this video and the background threads.


Eve Online is a very interesting MMO simulation game. It simulates human conflict, morale, logistics, economic decisions, and several other things. At times it is a war game. At other times it is an espionage and financial game. Finding a warlord in Eve Online and seeing how they apply the Art of War to a simulated online environment, is very interesting since one of my primary interests is the freedom to express one’s will through physical movement in martial arts and H2H. This is a very tactically limited fight and is nowhere close to the battles Sun Tzu fought 2500 years ago in China, but the same principles apply strategically and even logistically.

Many people can read Sun Tzu. Few can understand it. Even fewer can apply any of its principles in actual practical fighting against real human opponents.



Alan Wake: A Game Review

April 15, 2012

I can definitely say that Alan Wake is a significantly different experience in the gaming genres. It is proof that single artistic vision, true artistic integrity that follows a consistent plan and vision from one person, can do much that larger committees of writers, such as Mass Effect 3′s team, could not.

There is a significant “fingerprint” that I can detect when I’m viewing or consuming the work produced by a single cohesive artistic vision. Whereas conglomerated works or committee works often feel “off” in one sense or another.

Each of the six episodes acts as its own beginning, middle, and end. And while the climaxes aren’t as dramatic as some I have seen in Japanese visual novels, the story line, the characters, the themes, the world, and the game play all fit together very well. Finishing an episode only takes a few hours, but afterwards you can continue or take a break. This siesta type rest then reinvigorates the viewer’s curiosity and draws the player back into the game world.


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