A few funnies out of the enormous ocean of screenshots I’ve taken so far. It should be somewhat light on spoilers. A few characters are revealed that you probably knew you were going to see anyway.


A few funnies out of the enormous ocean of screenshots I’ve taken so far. It should be somewhat light on spoilers. A few characters are revealed that you probably knew you were going to see anyway.
Developer: CD Projekt RED | Released: 2015 | Genre: RPG, Third Person
This may very well be the prettiest game I’ve ever played so far. The texture detail is really out of this world. The faces of the 3D models are extremely detailed, with stubble, pimples and birthmarks accompanied by realistic facial animation that fits the lines of dialog well. The clothes really look like clothes, whether it’s dry or wet from rain – it’s almost like I can feel its volume at times.
Graphically, this game sure is a feast for your eyes.
But as is typically me with big and complicated RPG these years, it didn’t actually grab me until the third session or so. It felt too overwhelming to begin with. Tons of screens, skills, inventory tabs, a tutorial that frequently paused the action, and words on the internet about enormous maps with a never-ending amount of question marks to find and reveal. I persevered because I knew it would be like this for me in the beginning and it turned out to be the wise thing to do.
Eventually it finally managed to grab me because of how meticulously it was designed. Although I didn’t agree with all of the gameplay mechanics, it was clear that the developers really tried to do their very best in many areas. If one part of the gameplay made me frown a bit, five other things made me grin like a child being offered an ice cream that needs to be held with two hands.
Especially the side quests have been really impressive so far. So many RPG pile this up with quests about acquiring ten bear asses, but in The Witcher 3 they are almost all interesting and varied, with lots of dialog and often a bit of detective work. Borrowing from games such as Rocksteady’s Batman series, I can turn on my Witcher senses (a fish eye effect then occurs) to spot evidence in red, examine it with comments, then perhaps following a red trail of footprints or a thread of smell meandering through the air. Surprisingly many side quests have this part built into them and it’s a nice digression from smacking monsters.
I’ve just spent more than a month adding and adjusting a ton of Commodore 64 games for my sister site GameDeed.com, and I’m now proud to announce that the job is finally complete.
A quick thanks to all those friendly souls who put up YouTube videos of C64 games. It was very helpful for determining the gameplay and thus genres of a lot of games. Especially regarding flip-screen versus scrolling (multiple directions, vertically or sideways).
So with more than 4300 games available, almost any old C64 game you can think of should now be represented. There are local screenshots for most of them (courtesy of MobyGames) along with dynamic information from Wikipedia and Giant Bomb whenever available.
Normally GameDeed works as a checklist for whether you’ve completed a game, and you can certainly use the list of C64 games for this purpose, but it offers more than that. For example, the gallery viewer makes for faster and more efficient browsing of screenshots than a lot of other game databases.
Let me give you an example.
Developer: Thekla | Released: 2016 | Genre: Adventure, First Person
I finally managed to complete The Witness after six sessions. The last save game said I solved 359 puzzles, and according to Steam it took me 26 hours. It has a tendency to exaggerate, but somewhere in the early twenties is probably right. Only 7 out of 11 lasers needed to be switched on in order to enter the mountain and I decided to settle with that. I never had any intentions to be a completionist about this game.
Another good reason for not wanting to solve everything in this game is that I actually didn’t like many of the later puzzles. I never cheated or read any hints and I can honestly say I figured it all out on my own, but some of the puzzles were too difficult for me to find them fun. I really had to be on the nails of my toes with some of these. Especially inside the mountain the puzzles got really vicious, mixing existing rules with damaged or combined panels. Some where inventive, some very difficult to observe at all, and many were combined across smaller and bigger puzzles.
Without spoiling too much, I almost thought I found my final nemesis puzzle in the bottom of a big shaft inside the mountain. It was another one of those where several smaller puzzles were combined with a big one to make everything come together. I had such a hard time with that one that I actually had to draw the board and pieces on paper, cut them out, and spend hours puzzling them together at my dinner table. I imagine many other players would have given up here and found the solution on the internet, but I was very stubborn. I got this far and I wanted to complete the game without cheating. Eventually I did succeed in finding the correct combination of pieces, flipped the answer, and the door went up.
Developer: Thekla | Released: 2016 | Genre: Adventure, First Person
After completing Pneuma, one of my friends gifted me this game on Steam – removing it from my wish list. He spoke of his endeavors in this game and it got me enticed. I installed and started it almost immediately and played it for more than 5 hours yesterday. Enough to dish out my first impressions about it.
I completed Jonathan Blow’s puzzle platformer Braid back in 2012 and have had an eye on his next game ever since. It seemed like quite a quantum leap from Braid – from a 2D platformer to a completely open world puzzle game in a pretty 3D engine. I didn’t care much for the pretentious story and ditto quotes in Braid, but the gameplay was truly awesome. It had so many time manipulating ideas that really surprised me by how ingenious they were. And just as I thought I had seen it all, Jonathan Blow managed to conjure up yet another fresh approach.
Suffice to say, I was very curious about The Witness.
Of course The Witness just had to be one of those modern games that starts immediately without a title screen, just like e.g. Limbo. You could say that as long as the spot is as secluded and safe as it is, but I don’t know. I’m probably old fashioned, but I actually like a title screen up front as the first thing.
Then again, ten years ago I didn’t care much for digital games and stubbornly wanted a disc in a box, and look at me now. Why waste shelf space on a box when you can have it on Steam?
So maybe in a few years, title screens will be the annoying thing.
The game started with very small baby steps indeed. Almost all puzzles seemed to be based on using the mouse to draw a line through a maze on a panel, and it started with the basic straight line, then an angled line, and so forth. Soon mazes appeared with dead ends, and the starter area made it clear how the panels turned on more panels through wires now lit up, meandering through the grass and over walls. So, lots of following wires and finding new panels with puzzles to solve.
Developer: Deco Digital | Released: 2015 | Genre: Adventure, First Person
I spent this Saturday morning playing through this charming first person puzzle adventure game. It took only about 2 hours to get through it, but I was fine with that. I’ve actually been yearning for shorter games lately. Of course, the length depends on the genre but especially platform, puzzle and adventure games can easily overstay their welcome in my book. (Maybe it’s because I’ve completed so many of them?)
One thing that puzzled me about this game was a warning I was shown when starting it up. Fraps has been known to crash D3D11. Okay. I’ve been using Fraps as my loyal companion for years on end, snapshotting screenshots for hundreds of games without trouble – but that message was probably pointed towards video recording (which I almost never do).
Either way, the message felt out of place. It almost looks like a personal vendetta against Fraps.
As a first person puzzle it used the recent fad of having an eloquent narrator comment on a lot of findings, sometimes philosophizing his existence as the god he clearly believes he is. He reminded me quite a lot of the narrator in The Stanley Parable. Sometimes entering a room triggered a long debate which went on a bit too far, but for the most part he was entertaining. Especially towards the end, where he became extremely paranoid. I won’t spoil it for you, but it was certainly interesting.
I apologize for the absence of blog posts lately, but I just acquired Netflix for the first time a few weeks ago and you can probably guess what happened then. I felt like a kid in a free candy store.
While playing through the three Risen games, back to back, I took about 700 screenshots for each of the first two games and more than 1200 for the third. I thought it would be interesting to gather this together and compare similar things across all three of the games, to see how things evolved or changed.
I’ve wrapped the screenshots inside spoiler tags that you have to open up (unless you’re using an RSS reader). I’ve indicated in the spoiler title how severe the spoiler is. Open a section and click a thumbnail to open the media carousel. Game titles are shown in the bottom of it.
You can also just hover the mouse pointer on a thumbnail to see the game title.
Captain Crow was introduced in Risen 2 as an antagonist the hero has to face in a boss fight where a Titan Lord is also summoned. The hero kills Crow in this fight. In Risen 3, Crow appears as a ghost captain in control of a fleet of enemy ships. Apparently his model wasn’t changed.
In Risen 3, the ghost Crow appears both in the very beginning of the game (before the tutorial) as well as in a short battle that is repeated almost verbatim much later in the game. But for some odd reason, he has a blue tint in the beginning and a green tint in the actual battle.
You can see these before and after colors in the gallery too.
Another captain introduced in Risen 2. The hero meets him for the first time together with Admiral Alvarez on the island of Antigua. Slayne betrays the hero who later kills him in a duel to the death. In Risen 3, he appears as a ghost in one of many dream sequences.
It doesn’t look like his model was changed in Risen 3.
The mighty Captain Steelbeard, father of both Patty and of the new nameless hero in Risen 3, is actually only referred to in the first Risen. His first appearance is in Risen 2, where he accompanies Patty and the first nameless hero (with the eye patch) on the island of Tacarigua.
After defeating Captain Crow and obtaining his legendary weapon, Steelbeard is killed by the Titan Lord Mara at the beach. Much later in Risen 2 our hero meets the ghost of Steelbeard in the Underworld. In Risen 3, he only appears as a ghost in various dream sequences.
Apparently his model wasn’t changed in Risen 3, apart from now sporting a blue ghost tint.
In the first Risen, the character screen and inventory was mixed together in one encompassing window, although the inventory itself could also be opened in a small window when e.g. looting.
Risen 2 introduced segregated screens with tabs for attributes, inventory, skills, and more. Risen 3 was based on the same style and set of screens, merely tweaking the graphics and attributes available.
The first Risen was also the only game in the series that used levels. The pirate theme of Risen 2 and 3 replaced this with a stream of undivided glory (XP) which could be spent on increasing attributes.
All three games start with almost solely close combat using blades or similar melee weapons. The first Risen had a more traditional fantasy system with blades, shield, and magic based on mana.
Firearms were introduced in Risen 2, either as a pistol in one hand activated with a special hotkey or as shotguns or muskets that has to be aimed with an orange ring that fills up to indicate precision.
This section only shows screenshots from close combat.
Commandant Carlos is one of the good guys of the Inquisition and can be found in all three games. In the first game he’s in the generic harbour town, in Risen 2 he’s in the Crystal Fortress in Caldera right at the start, and in Risen 3 he can be found on the small Fog Island.
It looks like the model is the same again across Risen 2 and 3.
Crouse pops up in both Risen 2 and 3 as a parody of the shipwrecked Robinson Crusoe. They changed his head in Risen 3 (clearly an improvement) but he’s still wearing the same trousers.
Eldric is an interesting NPC that has an important role to play in all three games. In the first and third Risen he’s only a quest giver but he actually joins your crew as a companion in Risen 2.
The model for Eldric has changed considerably across all three games. It actually looks like a completely different person in each of them. Personally I really liked the way he looked in Risen 2.
See page 2 for F to N.
While I was playing through Risen 3: Titan Lords, and also later while writing the blog post about it, it repeatedly hit me how much the characters were cursing and swearing all over the place. I don’t consider myself a sissy regarding this – in fact, I often decry the lack of profanity in American TV shows.
Nevertheless, the writers certainly didn’t hold back regarding profanity, mocking and negging in this game, and there were places where I thought they really overdid it. I know this is a pirate game and it is supposed to fit the theme, but just a tiny bit more moderation might still have been for the better.
For example, have you ever had this dialog option before upon meeting the bad guy for the first time?
He deserved it, no doubt, yet it still seemed out of place. And Nekroloth didn’t really react to it anyway.
Developer: Piranha Bytes | Released: 2014 | Genre: RPG, Third Person
I decided to round off with the third game in the series now that I was on a roll anyway. Again, it was from Steam and included all DLC. This played like the quite the best game of the three. Yes, it reused a lot of assets and ideas from the second game (which probably also explains the development gap of only two years) but it felt more refined and it also grabbed me a lot better in the beginning, especially because I visited Fog Island first where plain old exploration was in the lead.
The game was more colorful and overgrown than ever. Truly Caribbean “Bounty”-land and lots of weird plants. For some strange reason the guy in my control was now Patty’s brother, without any explanation about what happened to the previous nameless hero with the eye patch. Maybe they simply didn’t want gamers to see that eye patch anymore? Alas, the siblings really left a skewed first impression. Patty now looked like a porn star with tits right in your face. I love tits as much as any man, but her outfit was really ludicrous. Similarly, the new nameless hero had a deep and dry voice that was just contrived.
I was already missing “John” and his normal voice. Two games and he was out.
The human models were much better now and added a lot to the overall impression. Eyes now moved properly to the sides, lip sync was slightly better, and although gesticulations were still a bit exaggerated, they seemed more focused now. Dialog was the same old. It still had that feeling of superfluous information that I often had to skip to get to the point, or maybe the interlocutor passed that point long ago and just kept on blathering anyway.