You searched for "Renaissance Heroes". 14 results found:
When you hear the words "fast-paced arena" or "adrenaline-pumping action," you don't typically think of a 16th-century cultural movement, but that's why Renaissance Heroes caught our eye. The newest free-to-play FPS on the scene mashes the two together in an elegant ball of alternate history, and it actually seems to kind of work.
It’s hard to find something funnier than sending an army of thousands to wreak havoc on some poor player’s unicorn-filled fancy town. But that’s not an over-the-top scenario for Disciples III, a turn-based strategy game that includes everyone’s favourite fantasy stereotypes with few of the limitations of its five-year-old predecessor.
I love games that let players create their own content, and City of Heroes is currently experiencing a renaissance of player-made mission arcs, thanks to the switch to free-to-play rejuvenating the playerbase. Paragon Studios does a great job of highlighting top-quality story arcs that it comes across, but there are a lot of awesome adventures falling through the cracks. Here are my five personal favorites currently slipping under the radar. You can find all of them by visiting any of the Mission Architect headquarters in-game.
Knights of the Old Republic II: The Sith Lords is full of secrets -- content that was cut from the final release, some due to time constraints. In 2009, as if it were a Renaissance painting obscured by soot, a team of modders began to carefully restore the unfinished content. Yesterday, that team released the final version of The Sith Lords Restored Content Mod (TSLRCM), which restores plot elements, decisions, and dialog (even filling in voice acting where it's missing), and fixes hundreds of bugs since the last version. Read on for my chat with the project's co-lead, Zbigniew "zbyl2" Staniewicz, about what the mod took to complete, and what's next for the team...
Guys, there's a new Deus Ex game. I know, we've been hurt before: the first sequel was claustrophobic and dirtied the name of the original for a lot of people. But now that I've seen it played and interviewed the developers, I'm nowhere near as sceptical about Deus Ex: Human Revolution. This week, I'll be explaining why.
For the past 16 weeks, I've been chronicling the rise and fall of tribes, kingdoms, and great heroes in historical strategy games. It all started in Civilization V with The Celtic Chronicle, and has made its way to the currently-running Crusader Kings Chronicle. The feature is taking a week off, so between now and next Wednesday is the perfect time to go back and get caught up, or just reminisce about all of the epic moments of ages past. You'll find links to every entry ever, with clip show-esque highlights, inside.
The picture - the header of our Thief review from 1999 - may be a bit of a giveaway, but why not? It's Friday, after all. We can indulge in a little bit of misty-eyed nostalgia without fear of our bosses asking us why we're staring wistfully into space and making bow and arrow and mimicking guard-clubbing animations over and over again. That's the sort of freedom only the weekend can bring. Here's what we're planning to play between now and Monday, but what will you indulge in?
Under its leafy canopy, the wooded clearing has an earthy glow and a still, oppressive quiet. It’s a scene fit for motivational posters and pre-packaged Windows wallpapers, and it would be picturesque if it wasn’t for the dirty, angry man with the broadsword. He stands up, hefts the weapon, and charges straight at me, looking for blood. My sword is already out, and my steel rises to meet his.
"I heard it’s like stroking a turtle!” There are probably lots of reasons for not listing a crass line of NPC dialogue as your favourite part of any game, let alone the much-anticipated return of a classic. Still, this is my favourite thing about the new Thief. Partly because it sounds rude, which always goes over well, but also because it captures the spirit of the old games in a way that a thousand hissing water arrows never could – a snatch of conversation caught while cosily enveloped in shadow, the sense of a busy, oblivious world playing out in the light. It’s about voyeurism and detail, power and character, and it’s a big part of why Thief currently looks like an assured reinvention of a fiercely guarded series.
We're wrapping up Deus Ex week - our onslaught of features and interviews about the third Deus Ex game, and retrospectives of the first. In this last entry, I talk to the Lead Writer and Narrative Designer for Deus Ex: Human Revolution about how you end a prequel, what 'conversational combat' is, and how the writer of the first game got involved.
Another year, another E3 gone by. It's the perfect time to take stock of the great games we've seen, heard, felt, smelled, or tasted over the last three days. Here are the sixteen games that stood out for us, and what we said about them.
The Game Critics Awards are a big deal. They're the Metacriticization of E3: after the show, more than 30 publications vote on 20 categories of awards, their ballots swimming together like a school of trophy-shaped fish. (PC Gamer is a few of those fish, too.) This year’s awards were announced on Tuesday. And among those 20 categories this year, zero PC-exclusive games won. That happened in 2011, too. I’m confused and livid about that. We’reinthemiddleofaPCgamingrenaissance—as a body of critics, shouldn’t our awards reflect that?
If you've been following our Deus Ex week stuff, you'd probably recognise Jonathan Jacques-Belletete if you saw him. Because he's not just the game's Art Director, responsible for its odd blend of Renaissance fashions and cyberpunk tech, he's also the model the player character Adam Jensen is based on. I asked him about the difficulties of making art for an open-ended game, whether Human Revolution is too futuristic for its own good, and the neglected status of cyberpunk.