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Stars are rising, prices are dropping! Up to 80% off Risen 3, Metro: Last Light Redux, Sacred 2, and more!



Falling stars have been associated with supernatural occurrences and have caused many a spiritual pondering since the dawn of time. Do they bring luck? Are they omens of terrible catastrophes? Is God just bored, throwing pebbles at the big ponds we call oceans? It's hard to tell. <span class="bold">Risen Stars</span>, however, have a much simpler connotation: they bring great discounts to all Atari and Deep Silver titles on our catalogue! Catching them before they disappear in the sky may not score you that coveted promotion or a lottery win but we promise it will keep you entertained for a loooong time!

Your soul has been stolen by an evil Shadow Lord and now you must rise and fight to reclaim it. Roam a land ravaged by the Titans, align yourself with one of three factions, collect loot, and wield powerful magic in the vast world of Risen 3.

Caught between warring groups of survivors, the looming presence of extraterrestrial visitors, and the savage mutants, Artyom must scour the metro tunnels of post-apocalyptic Moscow and become his people's Last Light in this chilling survival FPS.

He is Riddickulously cool. He is Riddickulously deadly. He has a Riddickulous plan: to escape Dark Athena unscathed. Not happening. Lucky for us, since that means we can now tag along as he slices, dices, blasts, and sneaks past everyone in his way. A movie-inspired FPS done right? You better believe it.



Need any help counting all the <span class="bold">Risen Stars</span>? There are more than 20 in here and among them Saints Row: The Third, Alone in the Dark, Sacred 2, Rollercoaster Tycoon and many more. Just look how bright they shine! The promo will last until February 23, 7:59 AM GMT.
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Tallima: Why does it cost less to buy Risen 3 first and then buy the upgrade to complete instead of just buying the complete edition first?
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eiii: These are merely rounding differences caused by GOGs love for .99 prices and currency conversions.

I agree that it would make more sense when the upgrade option would be slightly more expensive than the difference between the standard and complete edition. But you always can buy the standard edition plus the upgrade when you save money that way.

I'm much more annoyed by games where the upgrade option is much more expensive than the price difference between standard and complete editions or even costs twice as much like for Tropico 5. When you have bought such a game and want to upgrade it later you only can feel ripped off.
This is true. I hate that! :)
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Exceed20XX: I think the main thing highlighting the age of AitD's graphics is a lack of textures on some models though. The models tend to look like pure colored polygons. Given that we're talking 1992 though, I believe that was common (the earliest 3D comparison I could think of back then would've been Star Fox, which had that same sort of rudimentary feel to models one year later on a console).
That's true. There were quite a few games beforehand that utilized polygonal 3D graphics, such as The Sentinel, Space Station Oblivion, Test Drive III or Stunts, all with roughly the same flat-shaded look to them. I think the two biggest innovations that AitD brought were extensive animations for the 3D models and the ingenius idea to use 2D backgrounds to suggest three-dimensional environments. Later on, the Fear Effect series even took this a bit further, by using FMV loops to act as much livelier and atmospheric backdrops.

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Exceed20XX: By the way, is your icon Lawrence?
Yup, that's Kraft Lawrence. Spice and Wolf is probably my favourite anime.
Is the Gog version of Powerslide works with DDrawCompat ?
Can anyone tell me if KKND 2 is playable at all, despite the bugs? I've been wanting to try that game since 1998.
Has anyone succeed to run the GOG versions of Act of War and the Saints Row games under Wine?

The Steam versions have rather bad ratings on WineHQ (mostly "Garbage").
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InfraSuperman: Can anyone tell me if KKND 2 is playable at all, despite the bugs? I've been wanting to try that game since 1998.
It does run for me on Linux under Wine. I've played a few missions in the single player campaign a while ago. But I'm not sure if that helps you.
Post edited February 23, 2016 by eiii
I'll say that I felt Call of Pripyat was more polished.
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Exceed20XX: I think the main thing highlighting the age of AitD's graphics is a lack of textures on some models though. The models tend to look like pure colored polygons. Given that we're talking 1992 though, I believe that was common (the earliest 3D comparison I could think of back then would've been Star Fox, which had that same sort of rudimentary feel to models one year later on a console).
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InfraSuperman: That's true. There were quite a few games beforehand that utilized polygonal 3D graphics, such as The Sentinel, Space Station Oblivion, Test Drive III or Stunts, all with roughly the same flat-shaded look to them. I think the two biggest innovations that AitD brought were extensive animations for the 3D models and the ingenius idea to use 2D backgrounds to suggest three-dimensional environments. Later on, the Fear Effect series even took this a bit further, by using FMV loops to act as much livelier and atmospheric backdrops.

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Exceed20XX: By the way, is your icon Lawrence?
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InfraSuperman: Yup, that's Kraft Lawrence. Spice and Wolf is probably my favourite anime.
Fear Effect had a style all to its own, it's a shame it only lived for such a brief time. I actually miss this style of game design despite its inherent flaws in terms of "action". Resident Evil, Parasite Eve, Fear Effect, even the PS1 Final Fantasy games all used the concept of 3D models on 2D art to great effect.

I remember seeing a portion of Spice and Wolf years ago. I'm interested in seeing one of the creator's other works, as he had a hand in penning a visual novel.
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InfraSuperman: That's true. There were quite a few games beforehand that utilized polygonal 3D graphics, such as The Sentinel, Space Station Oblivion, Test Drive III or Stunts, all with roughly the same flat-shaded look to them. I think the two biggest innovations that AitD brought were extensive animations for the 3D models and the ingenius idea to use 2D backgrounds to suggest three-dimensional environments. Later on, the Fear Effect series even took this a bit further, by using FMV loops to act as much livelier and atmospheric backdrops.

Yup, that's Kraft Lawrence. Spice and Wolf is probably my favourite anime.
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Exceed20XX: Fear Effect had a style all to its own, it's a shame it only lived for such a brief time. I actually miss this style of game design despite its inherent flaws in terms of "action". Resident Evil, Parasite Eve, Fear Effect, even the PS1 Final Fantasy games all used the concept of 3D models on 2D art to great effect.

I remember seeing a portion of Spice and Wolf years ago. I'm interested in seeing one of the creator's other works, as he had a hand in penning a visual novel.
I read about half of the first part. I can't say it was engaging.
The fact that the game wasn't released in full didn't help.
I heard the same about the first part but I've also heard better about the second episode, shame that the final episode seems stuck in hell.
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InfraSuperman: Can anyone tell me if KKND 2 is playable at all, despite the bugs? I've been wanting to try that game since 1998.
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eiii: It does run for me on Linux under Wine. I've played a few missions in the single player campaign a while ago. But I'm not sure if that helps you.
Thanks for the info. I'll keep it in mind when the game goes on sale again. This time, I decided to go the safe route and picked up Call of Cthulhu: Shadow of the Comet instead.
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Exceed20XX: I actually miss this style of game design despite its inherent flaws in terms of "action". Resident Evil, Parasite Eve, Fear Effect, even the PS1 Final Fantasy games all used the concept of 3D models on 2D art to great effect.
I do, too. I always found it to be an engaging style for certain games, especially in the horror genre. I always thought that Resident Evil pretty much gave up on actual horror once they ditched that style and went more into an "action" direction. After all, taking away certain elements of control from the player can enhance the scariness greatly; but, alas, everything nowadays has to be either an FPS or a over-the-shoulder style TPS, maybe with a slight horror tint. And quick time events.

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Exceed20XX: I remember seeing a portion of Spice and Wolf years ago. I'm interested in seeing one of the creator's other works, as he had a hand in penning a visual novel.
Can't say that I'm familiar with that, I pretty much only know the Spice & Wolf anime and portions of the manga. At some point, I'll need to read the original light novels, though.
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InfraSuperman: This time, I decided to go the safe route and picked up Call of Cthulhu: Shadow of the Comet instead.
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Fairfox: I got-eded that too. It's so hokey with voice but fun! And difficult... ಠ_ಠ
Yeah, I heard about the crazy difficulty. At least some of the deaths seem to be quite hilarious. I only played it once, several years ago and never got very far. Mostly, I know the game from when retsupurae covered it, where it had a strange emulation bug that caused weirdly long pauses in conversations.
Post edited February 25, 2016 by InfraSuperman
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Exceed20XX: I actually miss this style of game design despite its inherent flaws in terms of "action". Resident Evil, Parasite Eve, Fear Effect, even the PS1 Final Fantasy games all used the concept of 3D models on 2D art to great effect.
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InfraSuperman: I do, too. I always found it to be an engaging style for certain games, especially in the horror genre. I always thought that Resident Evil pretty much gave up on actual horror once they ditched that style and went more into an "action" direction. After all, taking away certain elements of control from the player can enhance the scariness greatly; but, alas, everything nowadays has to be either an FPS or a over-the-shoulder style TPS, maybe with a slight horror tint. And quick time events.
Yeah, although I still find enjoyment in the newer RE games there's a charm to the original entries that just can't be ignored. The backdrops and fixed camera angles gave a true cinematic horror feel that really gave way to the tension of some locations. When you would walk into an area and hear the sounds of your enemies, though not see them, it made you apprehensive about what your situation would be.
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Exceed20XX: Yeah, although I still find enjoyment in the newer RE games there's a charm to the original entries that just can't be ignored. The backdrops and fixed camera angles gave a true cinematic horror feel that really gave way to the tension of some locations. When you would walk into an area and hear the sounds of your enemies, though not see them, it made you apprehensive about what your situation would be.
I think the problem with making a game in that style nowadays is that a lot of people would immediately call it "clunky" and deride the mechanics for inconveniencing the player. They paradoxically want horror games to feature the polished, quick and direct combat/shooting mechanics of your average action title, yet also expect them to still be scary with that. However, giving the player a comparatively easy time in fighting enemies often has a very detrimental effect on a game's scariness, since a large part of horror comes from a feeling of powerlessness.

By the way, if you haven't tried it yet, I'd recommend the game "In Cold Blood", which uses the classic Resident Evil style for a spy thriller scenario. Not the most amazing game in the world, but still pretty good.
Post edited February 27, 2016 by InfraSuperman