Who bought PC Gamer issue 13? Hands up. The longer-lived among readers might remember the Warcraft: Orcs and Humans demo contained on one of its cover floppies. After two scenarios of jolly orc-bashing lifted from the game, the third and final (if I remember correctly, which it’s possible I don’t) level of the demo was a custom scenario (I hope) that gave you a human village surrounded by a ring of orcs, who would merrily chop their way through your tiny population and all its huts.
It was an unwinnable scenario, a Kobayashi Maru that, instead of teaching important lessons about not violating treaties and allowing examiners to observe how a commander reacts, merely demonstrates that any village or population is vulnerable to overwhelming force.
Which brings us to Age of Empires. I played a lot of this while pretending to study at university in the late 1990s, right in the middle of the RTS boom kicked off by Warcraft vs Command & Conquer. I’ve still got the books on Michel Foucault if anyone wants an essay, but I’ve also retained a weird preference for a custom skirmish game on Age of Empires II’s Narrows map. The beauty of Narrows is that enemy scouts won’t cross the deeper bits of water, so instead of building a wall around yourself you only need to place gates in strategically chosen places to seal off a surprisingly large area. Once your army is complete—a mailed fist composed of longbowmen, men at arms, and lots and lots of trebuchets—you open a gate and march out to destroy the AI’s city.
Diese Geschichte stammt aus der April 2022-Ausgabe von PC Gamer US Edition.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent ? Anmelden
Diese Geschichte stammt aus der April 2022-Ausgabe von PC Gamer US Edition.
Starten Sie Ihre 7-tägige kostenlose Testversion von Magzter GOLD, um auf Tausende kuratierte Premium-Storys sowie über 8.000 Zeitschriften und Zeitungen zuzugreifen.
Bereits Abonnent? Anmelden
YELLOW CARD
Flawed deckbuilder DUNGEONS AND DEGENERATE GAMBLERS rarely plays a winning hand
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernizes a classic RTS with care
SPACED OUT
After a strong first impression, WARHAMMER 40K: SPACE MARINE 2 runs out of steam
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
DINER HARD
Rewriting the rules of horror in ALAN WAKE
"Kay Vess, galactic tomb raider"
Feeling like Lara Croft in STAR WARS OUTLAWS
LETHAL COMPANY
A return to some explosive post-launch patches.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
TRACK GPT
Al's teaching sim racers to improve-what about other games?
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a 'stay-busy' project by a small team at Black Isle Studios