Grassroots Renegade

Jools Watsham is a dude with a broken heel (do get well soon!). He’s also the owner and creative director of Dementium the Ward and Moon developers Renegade Kid. Three weeks ago, he posted a video titled “YOU CAN HELP!” on his YouTube vlog:

Check out some fresh (if diminutive) Dementium II screenshots and my take on the video after the jump!

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Maximize Your Torment

Planescape Torment 01As you might have heard, after reissuing a portion of their back catalogue digitally, Interplay also seem to be re-retailing some of their classic games. Make of that ethically what you will – especially in relation to the recent, omnipresent lawsuits – but as things stand, it seems that the earlier Planescape: Torment release date got pushed back a month, and the current release date stands at the 20th – that is, in a few days. That means we have just enough time to outline how to best install mods for the game!

First off, we would start with installing the official v1.1 patch. This is not required for 2CD versions of the game, though I’ve never come across those. After that, the smartest choice is bigg’s unambiguous Widescreen Mod, currently sitting at v2.2 – as an added plus, it works for other games built on the Infinity engine, too. To get more bang for you buck with the bigger resolution you just got, you should also install GhostDog’s PS:T UI mod for the aforementioned. According to the site, it makes “1280×800, 1280×720, 1280×768 and 1280×1024 resolutions viable for Planescape: Torment by changing a number of things in the UI.”

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The Borg

Pandemic Logo N4G

“Optimism need not suffer – only naïveté”

The news today is that Pandemic Studios is being forced to close up shop, with its founders, Josh Resnick, Andrew Goldman and Greg Borrud already let go some days before. This comes mere days after 40% of Mythic staff gets cut 1)http://twitter.com/Athryn/statuses/5565314202.

With shaking hands, I bust out my very special Devil’s Advocate crystal ball, and take a hesitant look into the future. In five years’ time, I can see it now, gamers will exhibit the exact same feeling of dismay as we did, just there and then, combing over archives of video game history. Putting the ball aside, I come to realize that we should not focus so squarely on the now – it is a global recession we have here on our hands, after all, and the ends should justify the means.

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From Unigine to Project Offset

Unigine Heaven BenchmarkWith all this engine talk up in the air recently, Richard and I thought to sample Unigine’s demo benchmarks. You might already know Unigine from its association with Afterfall, the on-again off-again post-apocalyptic RPG – most other titles using the platform were admittedly unfamiliar to us.

In any case, while waltzing through their newest DirectX 11 -supporting “Heaven Benchmark”, I was struck by massive déjà vu: I could have sworn I’d seen a project of this type some years before – one that had been riding a considerable wave of hype, indie credibility and a touch of megalomania no less.

I’d completely and conveniently forgotten its name, though, and nobody seemed to remember what I was talking about.

After spending considerable time booting up and patching my Swiss cheese of a brain – enough to get some Google on – I was able to pin down my hunch: Project Offset! Can you think of a less demarcating, less descriptive codename for a fantasy project? How is one supposed to go about searching for that, exactly? Gawrsh! Naming conventions aside, the most relevant question obviously is:

What’s happened ‘tween 2007 and 2009?

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