Jun 11

This model was created by Andrew Comb. It took six years to model in Lightwave 3D, and has a total of nine million polygons.

Once upon a time, a handful of pixels madeth the space invader. Graphics were iconic, not representative: a picture on the box or manual showed you what it was meant to look like, and your mind filled in the necessary gaps. Nobody could have predicted that in just 20 years, we’d be immersing ourselves in realistic living cities, flying over gorgeous tropical islands and going head-to-head with astoundingly rendered characters – and not even being particularly impressed. But in years to come, modern games like Grand Theft Auto IV and Crysis will look just as dated as the classics we remember from the days of yore. In fact, they’ll probably look more so: while the simplicity of a retro game’s look has a certain charm to it, old 3D titles tend to flat-out look old. Try almost any hit game of the mid-to-late ’90s for proof of that.

3D is about more than just pretty graphics. Done right, it makes gameworlds come alive. A 2D sprite can only do what it’s been drawn to do, while a 3D character has a complete endoskeleton and can respond naturally (at least in theory) to anything that happens – the classic example being ‘ragdolls’, where a fallen enemy doesn’t simply slump to the ground in a canned animation, but tumbles off the railing and lands with one arm draped over a step.

You can create worlds rather than merely levels, unlocking the player’s ability to truly explore and experience the world as the character would. You can build simulations ready to be poked and prodded, abused and enjoyed.

It’s phenomenally powerful, to the point that many nominally 2D games are now really 3D ones viewed from a locked perspective, so that they can better use the possibilities of animation, physics and art assets. Why render hundreds of frames of animation you may not be happy with when you can make a model and keep tweaking it until it’s perfect? You may lose some of the old-school charm, but you gain far more.

Dawn of a dimension

The first big 3D success was Battlezone, a tank game released in 1980 that used vector graphics to create its work, much like Asteroids. While a simple game by modern standards, it was fiendishly complex for such an early example, offering the ability to go anywhere in an (admittedly featureless) world, hide from attacks and fight enemies.

Battlezone was thought to be so realistic that the US Army used it to train tank gunners.

Not impressive enough? In 1987, the first Freescape game, Driller, hit the shelves. It offered a full 3D world on platforms as basic as the Spectrum, and was an actual game rather than just a tech demo. Next to that, it didn’t matter that it was ugly, the frame-rate was abysmal and the game itself wasn’t actually much fun – it got lots of attention.

The Freescape engine in its various forms was used in several famous releases, including Castle Master and its sequel, and the all-out 3D Construction Kit. Legend has it that someone somewhere once made something other than a surreal, unplayable mess in this, but we never saw it. Freescape also made it onto TV, in the form of the absolutely atrocious Craig Charles vehicle Cyberzone, one of the most toe-curling attempts at creating a games-related TV show ever. Thankfully, all that remains of it is a single YouTube clip – and that’s painful enough. Most of the early 3D games stuck to simpler technologies. These days, we think of 3D as free-roaming, real-time engines, but back in the day, simply getting a game to look 3D was impressive. As early as 1981, games were achieving this feat – 3D Monster Maze was terrifying a generation with its slowly updating screens and roaming T-Rex, and the first Ultima game was offering a very advanced hybrid of block-by-block movement 3D graphics for its dark dungeons alongside a top-
down 2D overworld for exploration.

Interestingly, while most developers kept pushing further towards 3D, Ultima ended up pulling back, switching entirely to a top-down sprite-based system for the series’ glory days. The 3D element later developed into its own spin-off – the Ultima Underworld games – before returning for the series’ sadly disappointing final outing – the buggy, system-murdering Ultima IX: Ascension.

Faking it

The problem has always been the same: the potential of 3D fights with the limitations of current systems, whether it’s simply displaying the graphics in the first place or making them look as good as other art styles. Going back to an early ’90s 3D game now is almost painful. Flat faces, non-moving lips during conversations, stick-figure character models, smeary textures and appalling animation… the list of problems goes on. Some games got past this, sometimes bizarrely – most obviously Core Design’s legendary heroine Lara Croft, who managed to become an international sex symbol despite looking like a pointy-chested Pinocchio. Most survived simply because playing a 3D game felt futuristic, even if the lack of polygons our PCs could push out meant that 2D games were usually much more detailed.

For much of 3D’s history, the trick has been getting the effect of the third dimension without having to do it for real. The early Wing Commander games gave the illusion that you were flying through 3D space, but really they were just scaling sprites up and down. In first-person shooters, it quickly became clear that walls were easy thanks to their incredibly simple geometry, but snarling hellbeasts dripping blood from their fangs were asking a bit too much. So developers compromised. The worlds themselves were made in 3D, initially just as mazes. Then, as texturing became more advanced, more realistic-looking areas were created, like those in Catacomb 3D.

Interestingly, the state of the art varied dramatically across genres. Shooters had to be fast and fluid, so they were kept simple. In the case of early games like Core Design’s Corporation, things were stripped down so much that the engine didn’t even bother with textures. Id’s first breakout hit – Wolfenstein 3D in 1992 – had textures to depict the inside of its supposed Nazi castle stronghold, but all the maps were completely flat and the interaction was limited to just opening doors and shooting enemies. Ultima Underworld, which came out in the same year, had sloped surfaces, advanced lighting effects, dialogue, puzzles, magic systems, physics, 3D objects, a real plot, the ability to look up and down instead of having your view locked straight ahead and much more.

Ultima Underworld could afford to push these limits because as a role-playing game, it was inherently slower than a shooter, and the audience was more willing to accept the necessary limitations, like the small viewing window. It didn’t hurt that while publisher Origin’s official motto was ‘We Create Worlds’, its unofficial credo was ‘Your PC Will Cry’. It never did worry about system requirements…

Two and a half dimensions

For performance and sales reasons, most games were stuck in what was dubbed 2.5D until the launch of Quake in 1996. Quake wasn’t the first genuinely full-3D shooter in the modern style, but it was the one that made 2.5D officially obsolete. These faux 3D or 2.5D games were flat maps, where areas could be raised and lowered (and in later games like Duke Nukem 3D, sloped), but you couldn’t have one room on top of another. Some games pretended otherwise, but it was generally a trick – the player would be silently teleported as they crossed the room’s threshold. Descent provided a full 3D world made up of polygons in 1995, but only a basic one – it was a series of sprawling mineshafts. The Star Wars game Dark Forces offered rooms above rooms, but otherwise stuck to the standard technologies on display in any other shooter of its era, including sprites.

First-person shooter bosses like this were unheard of before Quake was released in 1996. Now, they’re standard issue.

Sprites were a growing problem. By the mid ’90s, level design was getting more and more impressive. By modern standards, the opening cinema level in Duke Nukem Forever is empty and unconvincing, but to an audience used to bland military base corridors and castles, the realism was incredible.

Almost all these games were able to do this because they saved their 3D for the world. Actual characters were pre-drawn 2D images, pasted in to the game. Not only did they increasingly look weak, not part of the scenery and incredibly blocky up-close, but they also didn’t fit. Games could scale sprites to deal with the player getting closer to and further away from them, but when they started offering the ability to look up and down (first made popular with Heretic, a 1994 fantasy game) the effect showed its limits, with sprites shearing and increasingly looking like the cardboard cutouts they were.

A little voodoo magic

Games had to get more advanced, but the performance wasn’t there. Quake brought full-3D worlds and enemies to the field in 1996, but at the cost of visuals. Technically, they were better, and the improvement in animation was stunning – an early sequence where a snarling Fiend leaps out of a door to attack the player directly is one of many gamers’ fondest memories, to say nothing of the first episode’s room-
sized, lava-throwing monster Cthon. But the world was still drab, ugly and simplistic, with enemies that looked like they’d been knocked into shape with a sledgehammer and textures that would have lowered the tone in a morgue. Like all graphics technology, this quickly improved over the next few years, but it was increasingly obvious that simply throwing more CPU power at games wasn’t going to cut it.

Not alone, anyway

Most people didn’t really see the need for dedicated video cards at first because, to put it bluntly, there wasn’t much of one. Games increasingly offered a high-end mode that offered a higher resolution and additional effects without a specific need for extra hardware – bar a hefty processor. This high-end mode slowly became the standard experience, yet it was a long time before video cards became mandatory for playing PC games. Even technical showpieces like the original Unreal would run in so-called ‘software mode’. There wasn’t one big game that marked the transition, more a slow giving into inevitability.

Dedicated 3D cards came into their own around 1997, with several competing, mutually incompatible brands fighting it out for dominance. By far the most successful was 3DFX with its Voodoo cards. Even now, with built-in low-end 3D a standard on motherboards, a separate 3D card is mandatory for most games. On the plus side, the dominance of DirectX means that you don’t need to worry too much about which card to buy.

Individually, the abilities offered by 3D cards don’t sound too exciting. In the late ’90s, the core functions were transformation, clipping and lighting – in short, getting the card to work out where items in the world were and how they should be lit. The next big advance was the addition of shaders. Shaders are additional calculations thrown into the rendering pipeline that work on individual pixels, vertices and pieces of geometry to add effects and change the final image. Examples include working out appropriate shadows, making a flag flutter or adding bump mapping (a texture that gives the illusion of raised and lowered areas on an object without the need to add polygons). More advanced shaders include motion blur and bloom effects, soft shadows, depth of field and volumetric lighting.

The new bottlenecks

With the technology burden eased (or at least partly passed onto the card manufacturers), developers could focus on making the most of what they had. Valve largely pioneered skeletal-based characters rather than keyframe-by-keyframe animated enemies in Half-Life, and Ritual went out of its way to create interactive elements such as hackable computers in the real-
world environments of Half-Life’s closest rival of the time, Sin. Ragdolls spread to every new game until the games that didn’t offer them felt stodgy and ancient in comparison. Most importantly, the new realism of these games finally let developers sink their teeth into genres that they’d never have been able to do as traditional corridor shooters. Grand Theft Auto III gave us a living city. A million games brought the horrors of World War II to life in glorious cinematic style.

Realistic character and facial animation is a surprisingly recent addition to gaming.

Problem solved? No, just replaced. Now the issue became one of creating all this in the first place. A simple maze-based 3D shooter could be churned out in under a year by a competent team, but building cities, battlefields and other real-world elements requires an immense number of assets. Games are much shorter than they used to be, not because they’re more complicated – in most cases, the features are more advanced but the thinking is more conservative – because of the amount of content required, and the cost of making it. There are shortcuts for some things, like the Speedtree libraries for procedurally generating a forest in a hurry (used in, among many others, Grand Theft Auto IV, Elder Scrolls: Oblivion and Fallout 3), but in general, if a developer wants something, that developer has to make it himself.

Crysis 2 is the current state of the art: explore New York in the wake of an alien invasion.

Technology itself has also reached a plateau, not because there’s nothing more to do – nobody thinks that – but because right now, the big money is on Xbox 360 and PlayStation 3. Both are relatively old machines, but that doesn’t matter. PC ports often allow for higher resolutions and sometimes let you switch on better graphics (Metro 2033 looks much better for instance, as will Crysis 2 when it lands) but it’s usually a token gesture. To put the graphical difference into context, many PlayStation 3 games don’t even use anti-aliasing to smooth out the edges of their polygons, and games on both platforms typically render at a lower resolution than the high-def numbers you’d expect from the systems’ marketing.

May 14

Reports of the PC as a gaming platform dying are wide of the mark as these ten free games that you can play now show.

Whether you play games all the time or just want something to fill a few quiet moments here and there during the day, passing the time doesn’t need to be expensive. Yes, you need to break out your wallet if you want the latest big AAA shooter, but the free route is becoming increasingly interesting. Many older games are now opening out in search of a wider audience, and more and more companies are finding ways to profit from free releases.

For indie developers, it’s the perfect way to make a name for themselves, either just for the glory or to build an audience for future games. US company 2D Boy, for example, launched onto the scene with Tower of Goo, a game that involves building a tall tower out of bouncy balls of stretchy slime. This free download morphed into the amazing full title World of Goo, which took the net by storm.

We’ve gathered together 10 of the best free games around, covering releases new and old from every genre. With so much choice, you’re guaranteed to find at least one you like. Give them a go – there’s nothing to lose.

1. Spelunky

Spelunky is about anger, hate and, most of all, death. It looks like a simple enough platform game – an Indiana Jones pastiche set in a cavern full of tricks and traps – and it is. There’s nothing complicated about it. Every enemy is avoidable. Every trap can be dealt with. The catch is that every time you play, the entire game is randomised. In one game you’ll stumble through screen after screen of spiked horrors and swarming monsters; in the next, the software will bend over backwards to give you gold and help you on your way. The trick is learning the ropes, figuring out how to get past every obstacle, and then doing so perfectly as and when the game throws things at you.

You will die. You will die a lot. But the important thing is that in death, you learn. You discover ways of stealing from the shopkeepers who inhabit the levels, or find out that the damsels you can rescue for a health-boost can just as easily be taken to the nearest sacrificial altar, or thrown around to trigger traps before you go down yourself. You learn how each randomised world ticks and which equipment will give you a fighting chance. And then you’ll die some more. And scream. And restart. Again.

2. NetHack

Much like Spelunky, this open-
source classic makes heavy use of randomisation to give you a new adventure every time you fire it up. However, instead of being a platform game, it’s an epic RPG with the unofficial motto, ‘The dev team thinks of everything’. Do you want to blind a basilisk with a custard pie? Abuse shape-changing spells to lay deadly eggs that can be used as weapons? Get blasted by your patron deity if you try praying to them when they’re in a bad mood? It’s all in here, and that’s just the tip of the iceberg.

First released in 1987, NetHack isn’t the prettiest game around. There are graphical mods out there, but it’s still best played using ASCII characters, and until you can tell your Ps from your #s, it’s somewhat confusing. Unlike Spelunky, chances are that you’ll have been adventuring for a while before you die. With only one savegame on your side, which is deleted if you snuff it, it only takes a single careless mistake to lose days of progress to a tough monster or a swig of a health potion that turns out to be poisoned. With that risk comes great reward, though: retrieve the legendary Amulet of Yendor, sacrifice it to your deity and become king of the nerds.

3. Quake Live

This is how far the web has come: one of the best deathmatch games ever created is now available to play from within the confines of your browser. Well, technically, no, it’s not actually in it – Quake Live uses a plug-in and then goes full-screen when you play – but the spirit is still there.

Any modern computer is now able to handle Quake’s modest demands, and the game’s blisteringly fast action makes it quite unlike any modern shooter. Forget realism. Forget objectives. Sometimes, all you need is a rocket launcher, a perfectly timed shot and the lamentation of the noobs as time permits. Beware, though: if you haven’t played id Software’s classic shooter for a while, the frenetic pace of the online action might be terrifying.

4. Beneath a Steel Sky

This classic adventure game costs money on the iPhone, but the PC version is free.

A classic adventure from British developer Revolution, and one that serves two purposes. First, it’s fun – a comic-style sci-
fi adventure with a wry sense of humour. Second, it’s a great way to experiment with ScummVM – a tool that enables you to play classic LucasArts games on modern systems. BASS isn’t the only free game that runs in it, either. If you’re still thirsty, check out Lure of the Temptress, Drascula (sic) and Flight of the Amazon Queen.

5. Desktop Tower Defence

It’s not just a game, it’s a whole genre. The idea is simple. In most RTS games, you build units such as soldiers or tanks and pit them against your enemy’s army. In Desktop Tower Defence games, you put down fixed turrets, each with different abilities, with the aim of stopping the enemy making it from one side of the screen to the other. It sounds easy and, like most casual games, for the first few levels it is. The tactics come in finding ways to force your enemy down specific paths, and using your limited resources to build and upgrade a death-course that can take them all down. It’s addictive and simple to play. No wonder there are a million clones out there, from free Flash games to commercial offerings such as Plants Vs Zombies and Defense Grid: The Awakening.

6. Digital: A Love Story

Remember the excitement of logging into your first BBS? What if you’d found something more than just files and chatter and naked pictures of assorted Star Trek actresses? To explain Digital: A Love Story would be giving away too much, so let’s just say that it’s a great nostalgia trip with a bit of future-gazing thrown in for free. Played out entirely on 1988-style bulletin boards, it starts when you respond to an email from a lonely-
sounding girl called Emilia. The relationship plays out as a hacker’s romance as you jump between BBS systems to uncover a conspiracy, mostly interacting by firing off emails to the characters. You never get to see what you’ve said, only the responses, which adds an unusual but effective disconnect to the conversations. It’s not a long game – only an hour or so of action at most – but it’s a testament to the writing that you quickly get sucked into what is basically just typing out a lot of phone numbers. The authentic-sounding music and sound effects help: the sweet siren song of a modem connecting still sends a chill down the spine.

7. Neopets

Neopets doesn’t feature just one game to complete; instead, it’s stuffed with hundreds of mini-
games. Each of these is located in a different area of Neopia, a virtual world that you must explore with your trusty Neopet (which you design and name yourself) by your side. From the nerve-shredding heights of Terror Mountain to the sweet delights of Faerieland and the pirate-themed festivities of Krawk Island, there’s enough content here to keep you entertained for months. Our favourite games include Dubloon Disaster (recover gold Dubloons from the sea without getting blown up by sea mines), Faerie Bubbles (pop the bubbles by matching colours – but beware of the tricksy combos) and Hannah and the Ice Caves (guide Hannah safely through each cave to collect the treasure).

Doing well at Neopia’s games earns you points to spend on food and goodies for your pet.

If you tire of the games, there are plenty of other distractions scattered throughout Neopia. Attempt to steal treasure from ice worm The Snowager; have a snack at Tyrannia’s Giant Omelette; adopt a Pet Pet so your Neopet doesn’t get lonely; or get lost in one of many secret side-quests. Just don’t feed your Neopet that iced fishcake you found – it won’t like it. Trust us.

8. Neptune’s Pride

Do you have good friends? Want to lose them all over the course of a month? Then this is the strategy game for you. The idea is that you only need to log in every now and again to direct your intergalactic fleet around the universe. Your friends, hereafter referred to as ‘former friends’, do the same. It’s very low maintenance – in theory. Really though, get hooked on it and you’ll spend every waking minute deciding who to stab in the back, worrying who’s preparing to return the favour and thinking about all the other tactical options you only get when all your opponents are fleshy humans with access to out-of-game instant messaging clients and private email boxes. Read the diaries to see a typical game played out from start to finish.

9. Online poker

Who said you needed a massive bankroll to play poker online? If you know where to go, it’s possible to earn fairly large amounts of money without investing a penny through multi-table tournaments known as freerolls. All of the major online cardrooms run tournaments like this to lure in new users in the hope that they’ll become addicted and pump fistfuls of their hard-earned cash into the site for many years to come.

But it’s not all doom, gloom and conspiracy theories. Many of today’s top poker icons built their bankrolls from cents to millions by playing freerolls. As long as you don’t have too much of an addictive personality they’re a great way to learn the game, kill some time and, if you’re lucky, earn a pound or two.

Begin with freerolls and you may end up playing at nosebleed stages with pots well in excess of $1000.

Sites to keep an eye on are Full Tilt, Pokerstars and PartyPoker – they’re always running promotions. For a day-to-day breakdown of freerolls and their UK times, take a look at a freeroll schedule.

10. Dwarf Fortress

If you find games like SimCity or Civilisation a little too simple, Dwarf Fortress is the game for you. Technically, its full name is Slaves to Armok: God of Blood: Chapter II: Dwarf Fortress, but absolutely nobody calls it that. It’s a mixture of NetHack and SimCity, played out (by default) using ASCII characters, with the focus on building a functional dwarf mine. If that sounds simple, it’s only because you haven’t played it. From the dark horrors if you dig too deep to the need to manage the psychological condition of your dwarves and create an economy out of nothing but a hole in the ground, the only thing more impressive than the number of ways you can fail is seeing how much people have done with the simulation engine. Here for instance is one forum’s game, served up in episodic Lets Play format. Excellent, yet bewildering.

Mar 09

Don’t worry, you’re not going to get charged by the minute this time.

Remember the excitement of logging into a BBS? What if you’d found something more than just files and chatter and naked pictures of assorted Star Trek actresses? To explain Digital: A Love Story would be giving away too much, so let’s just say that it’s a great nostalgic trip with a bit of future-gazing thrown in for free.

Played out entirely on 1988 style bulletin boards, it starts when you respond to an e-mail from a lonely sounding girl called Emilia. The relationship plays out as a hacker’s romance, as you jump between BBS systems to uncover a conspiracy, mostly interacting by firing off e-mails to the characters. You never get to see what you’ve said, only the responses – adding an unusual but effective disconnect to the conversations. It’s not a long game, an hour or so of action at most, but it’s a testament to the writing that you quickly get sucked into what is basically just typing in a lot of phone numbers. The authentic music and sound effects definitely help, especially in full-screen mode.

Ah, the sweet sound of dialling modems… Nostalgic as any music…

Download Digital here. It’s a great way to spend an evening.

(One quick possibly-useful tip: To a computer, the number after 9 is 0. I say no more.)