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all available hands to the guns!

August 31st, 2017

Written by: Stoo

Homeworld and its sequel have been available on gog and steam for a couple of years now. Both games have been remastered and put together in a bundle that also includes their original versions.

Today I found myself idly wondering if Cataclysm was also available in some form. Turns out it appeared on gog back in June, under the new name Emergence. The “Cataclysm” trademark now belongs to Blizzard, who used it for a Warcraft expansion back in 2010.

I’m glad to see Cataclysm isn’t forgotten, since I always thought it was just as greatgame as the original. Using the same engine it’s very similar in many regards; it was regarded as more a standalone expansion than a true sequel. That’s why the next Homeworld, not this one, got a “2” in the title.

However Cataclysm very much establishes its own identity, with the underpinning concept of a rag-tag fleet put together by miners. Unlike the efficient professional military of the main games in the series, here you command a motley collection of converted industrial ships, purchased technology and improvised weapons.

So you get kamikaze fighters that disguise themselves as enemy ships, and insidious little drones that clamp onto enemy vessels and chew through the hull. The destroyer is ugly and boxy but brings three different weapon systems, ready for any battle. The most entertaining unit though is a frigate that rams into ships and shunts them through space, great for disrupting formations and putting enemy capital ships out of a fight for a minute.

Also rather than being a big static factory, here your mothership can move and shoot stufft. It’s not a match for a dedicated battlecruiser, and you’re screwed if you lose it, so you still have to be cautious with how you deploy it. Yet its increased utility plays into that idea of everyone having to get their hands dirty, in any ship that can fight.

Cataclysm hasn’t had the remastering treatment, since Gearbox can’t find the source code. I’m not sure that’s a terrible thing though. My attempt to play the remaster of HW1 was brought to a screeching halt by balancing issues (that early mission to save the cryo trays was far tougher than it used to be). Even without the any modern enhancements there’s still something particularly graceful about the graphics, with the fluid 3d motion of ships, flickering laser beams and missile trails against a backdrop of stars and nebulae.

So this still carries my recommendation, and it’s well worth $10 on gog.

PC Zone: an incomplete and subjective history, part 8

August 19th, 2017

Written by: Rik

It’s Part 8, and from the bright and breezy complacency of the mid-00s, we come to 2008: the era of Mock the Week and the global financial crisis.

Part 8: 2008-10 – The Bitter End

Just as I was getting used to the new Zone family (I blame the mildly disturbing Zone Christmas card from 2006 for that particular characterisation of the team) there was more change afoot. Jamie Sefton’s tenure as editor came to an end; Suzy Wallace pursued her love of racing sims by going to work for Blimey! Games (later Slightly Mad Studios) and serving as producer on games such as Need for Speed: Shift.

PC Zone: an incomplete and subjective history, part 8 continued »

PC Zone: an incomplete and subjective history, part 7

August 12th, 2017

Written by: Rik

We’re into the penultimate part of our history of PC Zone magazine. Having missed a significant chunk of it out (sorry), we rejoin Zone in the mid-late 00s.

Part 7: 2006-2007 – A Bright Future

Sadly, I can’t tell you much about Zone between 2003-2005. I never bought or read the magazine, and I can’t find any old scans online either. What I do know is that Dave Woods remained editor for a while before handing over to Jamie Sefton, first spotted in Zone towards the end of 2002. In 2004 Zone was acquired by Future Publishing, responsible for Zone’s long-time rival PC Gamer. It seemed only a matter of time before Future shut Zone down, but incredibly it kept going for another six years.

PC Zone: an incomplete and subjective history, part 7 continued »

PC Zone: an incomplete and subjective history, part 6

August 5th, 2017

Written by: Rik

We’re into part 6 of our history of PC Zone. Here are the previous instalments, if you haven’t read them already. This is the part where those looking forward to detailed coverage of the magazine during the early-mid 00s are likely to be disappointed.

Part 6: 2002-2005 – The Zone-less Years

I think I bought every single issue of PC Zone between mid-1998 and the end of the year 2000, and kept fairly up to date throughout 2001. In 2002 I downgraded from being a regular to an occasional reader, and then stopped buying it altogether. It was a gradual thing, really: I don’t have any feeling that anything in particular caused me to stop reading, except (as mentioned earlier) a slight feeling that the old Zone spirit wasn’t quite there anymore. That’s quite a vague and subjective statement: what is true is that virtually all of my favourite writers (apart from Steve Hill, and Paul Presley, who seemed to be appearing in the Zone pages more regularly again) had departed, and I guess the fairest way I can put it is that the 2002 me didn’t like the 2002 version of Zone as much as the teenage me liked the Zone of the 90s.

PC Zone: an incomplete and subjective history, part 6 continued »

construct additional pylons

July 27th, 2017

Written by: Stoo

If I were to pick my favourite realtime strategy game of the 90s than Homeworld wins by quite a wide margin, but Starcraft is up there in the top few. So I’ve been reading up on the remastered edition, due out on August 14th.

I think the aspect of Starcraft that particularly appeased was its range of three different armies, each with a different sort of sci-fi theme. The terrans are the most conventional, all about space marines, tanks and battleships. The Zerg are a swarm of horrific creatures, for little yappy bugs to big monsters, that claw at their foes, or spit spines and acid. The Protoss have sleeker, shinier war machines than the terrans, but in fact they’re so advanced they’ve gone full circle and use swords and magic powers too. Also big floating crystals, because that always says “magical technology”.

It does look a bit like warhammer40k sometimes but… there’s an old, well worn argument that I’d rather not revisit. It’s true that the Zerg look an awful lot like Tyranids. The Marines look like 40k marines too, but they at least talk more like guys from Alabama than heresy-chasing warrior monks. The plot is dark and ominous, but it’s not bleak at the level of 40k’s relentless grimdark.

For the Emperor you wanna piece of me, boy?

The game can be pretty intense due to the fast pace and the micromanagement involved, becoming at times a frantic exercise in plate-spinning. Apart from just moving your units around and attacking, you also have to manage the special powers that some of them posses. They have abilities like slowing down enemies, or shielding friends, that can only be used every few minutes. So you have to time these correctly, amidst all the chaos. Oh, and also don’t forget to pay attention to what’s going on back at base! Keep those build queues going.

That said, it’s really multiplayer that looks particularly-stressful, and I know myself well enough to have never seriously tried beyond a few LAN games. It was enormously successful though, and responsible (along with good support from Blizz) for the game’s great longevity. So clearly Blizzard did a lot right.

The single player campaign meanwhile is one step more relaxed. I made it through the Terran and Zerg missions fine, the former generally going by the subtle and cunning tactic known as “enormous formation of Siege tanks”. Set them up, watch stuff explode, hope to god the zerglings dont’ get close. I finally got stuck in the Protoss campaign when you find yourself fighting other Protoss. Those damn robot-woodlouse things kept demolishing my base. Then there’s the Brood War expansion, which I recall getting pretty tough in places.

The story is fairly standard “dark tide overwhelms civillisation” space-opera, although you do get to play as the dark tide itself. It’s helped along by a memorable cast of characters – represented as “hero” units in game. You’ve got reliable Jim Raynor, brooding Protoss templars and then Sarah Kerrigan and her awful fate. There are also some cutscenes that were rather spectacular at the time. While a bit plastic nowadays, they’ve aged better than a lot of 90s pre-rendered stuff.

Anyway, the remake offers sharper graphics, so you can enjoy seeing those battlecruisers and zerg ultralisks in greater detail. The promo site also says “comic book interludes tell the original story with a fresh coat of paint.” I wonder if those are replacing the original talking-head briefings, and\or the cutscenes. Just flicking through the list of other changes, cloud saves are moderately useful I suppose. Matchmaking and Leaderboards are features multiplayer fans will welcome.

Blizzard are also giving the original away for free, and I’m not sure if that’s good publicity for the remaster, or undermining it. You’re not getting much new beyond cosmetic ugprades, but on the other hand, £13 isn’t a lot either. I suspect plenty of fans will decide it’s a reasonable price to pay, and I’ll probably get it myself at some point.

Let’s Go 8 Bit

July 23rd, 2017

Written by: Rik

As the second series has just come to an end, I thought it might be worth sharing a few brief thoughts about Dara O’Briain’s Go 8 Bit. I haven’t watched a games-based TV programme since the early 90s heyday of GamesMaster and Games World, and though there have been a few since then, they haven’t quite had the mainstream heft of Go 8 Bit. When the show was first announced, I was excited about seeing it, and hoped it would be a success.

However, the prospect of a new TV show based around their favoured hobby seemed to arouse a wave of pre-emptive cynicism and negativity amongst gamers, with the common consensus being that television was itself outdated, and that such an endeavour was pointless when there was so much great gaming content on YouTube. And this was in the comments section of Eurogamer, the site to which Go 8 Bit’s co-presenter Ellie Gibson contributed for many years (which you might hope would earn you a little goodwill from readers).

As Ellie put it herself: “Some of the people in the production office – I was in the office when the story went up – some of the people in the production office who haven’t worked in game journalism were quite shocked. Not offended, but kind of mystified. Like, why is there all this hate? Why have people decided they don’t like it when they haven’t even seen a trailer? And I was like, welcome to video games!”

Go 8 Bit isn’t really aimed at the self-important hardcore, though, it’s a mainstream TV show for, er, people who like to watch mainstream TV shows. It takes an accessible, “games are for everyone” angle, of which I’m entirely in favour, although I must admit this position was sorely tested when they let Vernon Kay on the show (of course, his favourite game was Call of Duty – how dreadful!)

The format is a mixture of panel show and watching celebs play games. Line up regulars are the host Dara, team captains Steve McNeill and Sam Pamphilon (who originated the format) and the aforementioned Ms Gibson, who introduces each round. The two teams each welcome a celebrity guest and they face off against each other over four rounds of gaming action: a classic game, a favourite of each celebrity guest, an indie title, then a double points finale featuring some kind of novelty prop, costume or oversized controller. There are jokes, chat and gaming, and though there is a competitive moment or two, the importance of the final result isn’t taken much more seriously than it would be on any other comedy panel show.

Some challenges are more interesting to watch than others, and if one player happens to be particularly terrible at the game in question, it can get rather one-sided. Some of the celebrity guests have let themselves down on occasion, prompting the inevitable claims that some are bandwagon hopping fake gamers who have pretended to like games in order to get on a TV show. But, you know, people who like games can be bad at games. Particularly if they’re playing a particular one for the first time in years in front of a studio audience. (Also: just because the show is called Go 8 Bit, it doesn’t mean all the games have to be on 8-bit systems. It’s just the name if the show, right? They know what 8-bit is, it’s not a mistake you’ve spotted. Eight Out of Ten Cats doesn’t have any cats in it.)

It’s not perfect – as with many of these shows, not all of the pre-written autocue jokes land, and I’m not entirely sure about Ellie’s introductory monologues, either. I loved her writing on Eurogamer and wonder if she could be better served by joining in with the main action a bit more. Equally, the captains seem like they might have a bit more to offer, and they mainly have to act as a foil for their celebrity team-mates. (To an extent these criticisms are addressed by the companion DLC show, introduced at the beginning of the second series, which allows the three of them a bit more space to do their thing).

Still, I found myself looking forward to watching Go 8 Bit each week. It’s probably aimed at someone like me – I’ve heard of most of the games they play, except the indie ones (although one or two of those featured have piqued my interest), and might not be for everyone. But for the old timers who still watch television, I’d recommend checking it out, if you haven’t already.

Great feet for a big lad

July 16th, 2017

Written by: Rik

Hi there.

We’re at the newer end of what’s permissible on this site today, with a review of the retro-flavoured indie football game from 2011, New Star Soccer 5.

PC Zone: an incomplete and subjective history, part 5

July 15th, 2017

Written by: Rik

2000: the year in which Silverchair said they’d make it up to us. Did they ever get around to it? I’m not sure. Whatever am I talking about? Never mind, we’re into part 5 of our history of PC Zone magazine, so let’s get on with that.

Part 5: 2000-2001 – Reality Check

At some point in this period, Zone seemed to lose its cheeky sixth-form humour. It wasn’t entirely down to the departure of Charlie Brooker, but his moving on did seem to leave the team short of something that the old Zone always had. One of Brooker’s last pieces was a final-page comment about being crap at Quake III that included the line: “you’d be surprised how easy it is to fool a desperate male virgin in a dark room, using cunning determination, a high voice and a very convincing wig.” It was an appropriate note on which to depart.

PC Zone: an incomplete and subjective history, part 5 continued »

remakes of the 90s

July 13th, 2017

Written by: Stoo

These days remakes, updates and remasterings of old games are commonplace. A couple of particular interest to at FFG towers right now are Full Throttle, released a few months ago and Starcraft, due out in August.

This isn’t totally new, however. By the start of the 90s, developers and publishers were starting to see the attraction of renovating and re-releasing their older games. Here’s a selection of remakes all released before 2000.

Sierra Adventures

In the early 90s, Sierra went about remaking the first game in each of their five core “Quest” series of adventures. That would be King’s Quest, Space Quest, Police Quest, Quest for Glory and, er, Larry Quest? Okay that one didn’t follow the naming convention.

Don't expect instant excitement - the day begins with details like a shower, changing into uniform and a briefing.

The state each game started at, and then moved to, varied a bit. For example King’s Quest was their first adventure, and so its remake came first also, and is a step more primitive than later ones. For the most part though, graphics were upgraded from the chunky pixels and the 16 colours of EGA to higher resolution 256-colour VGA. Also, the old keyboard controls and text parsers were put aside for a fully mouse-driven interface.

I think the originals did a lot with that primitive SCI engine, creating fascinating and detailed worlds for us to explore. Still, the updated versions are a bit more accessible nowadays. Another bonus is proper soundcard sound, even if just jangly adlib music, rather than tortured PC speaker bleeps.

We have a particular fondness for Police Quest starring Sonny Bonds, our favourite gaming cop. Half the challenge us is making sure you adhere to proper procedure for arresting perps or checking your car for faults, yet weirdly that becomes half the charm. The other one I’d recommend is the RPG-hybrid Quest for Glory…which I could have sworn we reviewed here! Must have gotten lost in the move to WordPress. [Edit: It is lost no more! – Rik]

Anyway you can find the lot on GOG.


Dune 2000
I don’t know if Dune 2 was literally the first ever realtime strategy game. It is however generally regarded as establishing a template for the genre that later games would follow. You build a base, send out trucks to gather some sort of resource, churn out lots of little tanks, go destroy your enemy’s base.

In 1998 Westwood updated it using the technology behind its successors, Command and Conquer and Red Alert. This brought sharper graphics, although I’m actually unsure if looks any more attractive as a result. Every map is still a brown desert, and you’ve lost that nostalgic 320×200 MS-DOS charm.


On the other hand, Dune 2000 does have an improved interface that lets you give orders to multiple units at once. When there are Ordos raiders banging on your front door you don’t really want to be clicking a tank, giving orders, clicking another, giving orders, and so on.

Also this was the heyday of FMV cutscenes, featuring live actors, and this was a feature Westwood had wholly embraced with Command and Conquer. For Dune 2000, our moderately-famous “hey, it’s that guy!” guest star was John Rhys Davis. Write in the comments with your favourite role that he’s played! (I vote Gimli from Lord of the Rings).

Sadly neither original nor update can be bought anywhere currently.


F-117A Stealth Fighter 2.0
This may be blurring the lines between sequel and remake. I wanted to include F-117A because it’s actually the third iteration of the original idea. Also it’s of interest to my inner airplane nerd.

In the 80s the USAF was widely believed to be working on a fighter jet that could evade enemy radar. Being a top secret project virtually nothing was known about it, so aviation enthusiasts came up with their own speculation. The designation F-19 was a sensible guess, based on the fact that fighter numbers are sequential, and the F-18 and F-20 already existed. A model kit company, Testor, came up with a design that took a few cues from the SR-71 but was entirely guesswork.

Hypothetical stealth fghter

Hypothetical stealth fghter


Testors’ concept looked slick, deadly and advanced. It seemed to perfectly match the the idea of an undetectable jet, slipping through the night sky with to rain destruction on the unsuspecting soviets. It would form the basis for the F-19’s appearance in toys, cartoons and computer games.

So we start with Project Stealth Fighter, released by Microprose was for Commodore 64 and Spectrum. This was the first ever flight sim to feature a stealth aircraft.

In 1988 the game was retitled F-19 Stealth Fighter, and updated for 16-bit systems – Atari ST, Amiga and of course the MS DOS PC. I think Rik played this one.

However around the end of the decade, the US government confirmed the existence of their stealth fighter, and started to release information about it . Designated F-117, it didn’t look anything like the previous speculation.  Rather than being sleek and aerodynamic it was weirdly angular, its facets and hard edges designed to deflect away radar waves.

Actual stealth fighter

Actual stealth fighter


Still as bizarre and alien as the thing was, it was what the USAF was actually flying, and Microprose were in the business of authentic flight sims. So this was a good time to update their game. They also took the opportunity to upgrade to VGA, the major generational shift in PC gaming at the time. Thus resulted the game I played myself.

If you’re interested in playing these games, F-19 is on steam, and F117A on GOG.


Super Mario All-Stars

Released for the Super Nintendo in 1993, this bundle of games included updated versions of the first three super mario games, originally seen on the NES. The graphics were upgraded to 16-bit standards, with fancy features like backgrounds and parallax scrolling. This put them on a par with the SNES-native Super Mario World. They were also given savegame features, particularly valuable for the sprawling Super Mario 3.



It also included an update of the Japanese Super Mario 2, under the name Lost Levels. This was very similar to the first SMB, but a lot harder. It was a totally different game to the one we knew as SMB2 in the west, which was some non-mario game reworked to include moustachioed plumbers and big mushrooms.

All-Stars isn’t available for Virtual Console on any Nintendo console (the NES originals are though), and it’s been omitted from the lineup on the forthcoming SNES Classic. So if you want a legit way of playing this, your only option will be to find the disc release for Wii.

PC Zone: an incomplete and subjective history, part 4

July 1st, 2017

Written by: Rik

Part 4 of our history of PC Zone, and we’re into 1998: past the peak of the 90s, but still, to my mind, a vaguely optimistic time. Okay, so Britpop was dead and Be Here Now was rubbish, but we still lived in hope that England might win the World Cup and The Phantom Menace might be quite good. This was also the time when I bought PC Zone most regularly: around the time of the redesign, the cover price was slashed by a whole £2 to £2.99, which was possibly a factor (whatever horrifying and potentially unethical changes to working conditions enabled this switch were of no concern to me).

Part 4: 1998-99 – Sick Notes

zone 67 cover

While Zone’s look had evolved over the years, 1998 seemed like the first time it had undergone such a thorough redesign, with the iconic corner logo being replaced by a fairly generic-looking A-Team style stencil effort. For the first time since the very early years, there was a Meet The Team feature, in which the various writers were asked the same question (usually related to a cover game or feature) as well as declaring which games were on their hard drive. What’s On Your Hard Drive? was also another new regular feature, in which the inhabitants of a particular town or city were quizzed about their current gaming habits.

Even though the accompanying pictures often indicated that the feature had involved little more than hanging around the local branch of GAME or Electronics Boutique, I took it as a sign that games were becoming less of a niche hobby and more of a thing that the person in the street might indulge in. Like it or not, the popularity of the PlayStation probably had something to do with it, and perhaps in acknowledgement of this, Zone briefly ran a feature, PlayStation Zone (later Console Zone) which covered the latest developments in the world of the small grey box, including coverage of the PSX emulator Bleem! (eventually shut down by Sony). For a short while, the What’s On Your Hard Drive feature was also accompanied by a feature about the state of games in the same town/city, usually involving an interview of some kind with the managers of local gaming stores.

PC Zone: an incomplete and subjective history, part 4 continued »