Showing posts with label PC. Show all posts
Showing posts with label PC. Show all posts

Sunday, 31 January 2016

The Witness - PS4/PC


A week off work has actually turned into a week of working. Not on the laptop, but playing The Witness on PS4. 

I was drawn in by the visuals, and have stayed on Jonathan Blow’s virtual island for the mind-bending assortment of line puzzles. Who’d have thought there were so many ways fresh ways to present drawing a line between A and B? I certainly didn’t - and now my brain hurts. But it’s just so compelling.

I’ve been slowly rewiring my shattered brain to solve seemingly impossible conundrums. I’ve had to walk away for several hours just to try and forget about it - but The Witness, with its endless snaking lines and multi-coloured boxes, is now starting to invade my dreams.

But I’m moving forward and some of my successes have matched the sheer joy of besting gargantuan beasts in Monster Hunter or seeing the credits roll in Dark Souls.

The island Blow has spewed forth from his devilish mind is a truly stunning creation - and it’s an area ripe for exploration. There’s a run button for the impatient - but I’ve steered clear. After all, what’s the rush? There so much to see around the island that giving the puzzles a body swerve just to stroll around this virtual paradise has been, at times, just what my tired mind needed.

Paying attention to the world around you isn’t a pursuit only to solve some of the riddles - although it has to be said that the work that’s gone into fusing the puzzles with the environment is truly inspired.

There’s loads of amazing little touches scattered around the island. It might be the shape of a rock, a submerged surprise, a shadow depicting a monochrome picture… and there’s more - but go see for yourself. And if the mental gymnastics are getting too much, head down to my favourite spot by the river near the bamboo forest and unwind for 10 minutes. The splashing water soothes the soul. Trust me.

What an amazing experience - and I still have hundreds of puzzle panels still to solve.

Monday, 3 November 2014

Beeswing - PC

Last year, I wrote about Jack King-Spooner's beautiful looking adventure Beeswing. It's a game set in rural Scotland with a stong focus on story-driven narrative and was created thanks to a successful Kickstarter campaign.

It's not out yet, but Jack assures us it's almost complete. He's ironing out a few minor bugs and finishing the score for the game, which is already sounding rather lovely.

To whet our appettites, he's just released a trailer for the game which lifted the Monday morning blues earlier today. It's looking like it will be something special and I'm very much looking forward to playing through the adventure and finding out more about the town and its residents.

Sunday, 2 November 2014

The Vanishing of Ethan Carter - PC

Over the last week I've been playing The Vanishing of Ethan Carter on PC. Just wrapped it up and thought it was a thoroughly entertaining experience.

It's a first-person mystery adventure with a heavy emphasis on exploration and puzzle solving. Each section can be tackled in any order and a huge part of the game's appeal was I was free to wander off the beaten path and look for interesting points in the landscape.

I wasn't hoping to discover secrets or side-quests - I was looking for the best angles to fully appreciate the game's stunning scenery. It really is a beautiful game with a selection of jaw-dropping vistas to gawp at. I took a bunch of screenshots during my eight-hour adventure - and they look great thanks to the fact the game has no HUD cluttering up the screen.

The story left me a bit puzzled and I can't say it particularly grabbed me, while the puzzles ranged from immediately obvious to completely obscure. It's only available on PC at the moment but a PS4 version is on the way. Definitely worth a closer look.

 
 
 

Thursday, 16 January 2014

Dark Souls II - Cursed

Since completing Dark Souls, I've merely dabbled with NG+ - not really getting anywhere despite my best intentions. However, I have picked up the PC version recently and installed a bunch of mods which make the game look truly spectacular. So I've been going back to it quite a bit and faffing about with the early game. 

To be honest, I've spent most of the time taking screenshots and examining the textures closely rather than playing the game proper. I've also had the urge over the last few days to boot up Demon's Souls again, as it's been quite a while since I last dived into the world of Boletaria.

But of course, Dark Souls II has appeared on the horizon, surrounded by billowing black storm clouds and its heading this way like some terrible, unstoppable, inevitable nightmare.

A trailer was released this week and it made me weep with a mixture of fear and complete joy. Words such as curse, misery and frail hope are scattered throughout, so no change there then. It also shows ivy-strewn castle walls, a giant bandaged-wrapped monstrosity, a long-limbed freak, some god-forsaken fiery demon and spiders. Terrible, awful, spindly spiders.

As if to hammer the point home that this is no laughing matter, the narrator says: "Your wings will burn in anguish, time after time."

I hope at the end of Dark Souls II, FROM Software include a final death tally. That will make frightening reading. My pre-order is in and I'm ready. March can't come soon enough.

Sunday, 17 November 2013

Olav and the Lute

Olav and the Lute is a magical point and click adventure which has been heavily influenced by early Nineties game, Loom. While it only takes around 25 minutes or so to complete, its delightful mechanics, sombre setting and chunky art style make this a perfect game to play while enjoying a coffee.

Olav awakens in a deep underground cave and soon finds a fine magical lute and a broken loom. Using his newly acquired wooden instrument, Olav sets out on a quest to reactivate the loom - a task he hopes will return him to the surface.

By learning and playing music patterns, Olav can manipulate the environment and objects within it. For example, freezing a fast flowing river allows Olav to cross, while healing a giant of a terrible hangover allows the hooded protagonist to gain access to a new part of the world.

Experimenting with the four-note melodies sometimes has nothing more than a cosmetic effect, but it's fun to mess around with the environment and see what happens when a tune is played.

Olav and the Lute was created by Shelly Alon, Quirin Nebas and Daniel and Johann von Appen and is free to either download or play in your browser HERE

Monday, 21 October 2013

Beeswing

Over the course of the last year or so, I've backed many diverse projects on Kickstarter - from the OUYA console and board game Dungeon Roll, to animated graphic novel Niko and the Sword of Light and delicious puzzle game Monsters Ate My Birthday Cake. But last weekend I stumbled across a game which has completely captured my imagination thanks to its setting, subject matter, delightful handcrafted visuals and music.
    Beeswing by Jack King-Spooner takes its inspiration from games such as The Legend of Zelda: Link's Awakening, Illusion of Gaia, Earthbound, To The Moon and the Secret of Mana series, but it's immediately clear this will be a game that will tread its own path.
    Jack has drawn from his experiences of growing up in Beeswing - a small village in rural Scotland and a place where all the residents have a tale to tell. He will blend true stories will fiction to create a rich experience with interweaving tales focusing on childhood, community and growing older. Refreshingly, Beeswing will have no combat or puzzles and will instead concentrate on characters and setting - something the aforementioned To The Moon managed so successfully.
    The visuals are already looking rather special, with Jack blending various styles such as watercolour, graphite sketches and clay animation to frame the game's narrative structure. Not only that, but he is also recording the game's musical score which is already sounding superb.
    The game has headed to Kickstarter to enable Jack to finish the project and he also plans to make a physical copy of the game to backers who pledge £35 or more. In fact, the Kickstarter rewards are incredibly generous, with a mere £5 netting you early access to the game, the game upon release and a selection of musical tracks. Throw £10 Jack's way and he'll give you all that plus five other games from various up-and-coming developers.
    The Kickstarter pitch is extremely humble and Jack is looking for a very modest £2250 to complete the project. As I write, he is fast approaching that total after just a few days on Kickstarter so it's looking good so far.
    In my opinion, we need more of this type of game, one which encourages creativity, careful thought and respect for the world around you - and the fact it has no combat is a real plus point in my book. It should be quite a journey and it's one I'm really looking forward to taking.
    Check out Jack's Kickstarter page HERE and pledge some cash if you like what you see.

Tuesday, 20 August 2013

Unholy Heights - PC

Satan, Beelzebub, Old Nick - the Devil has many different names but no matter what people have chosen to call him across the millennia, he is usually portrayed in exactly the same way, with cloven hooves, forked tail and horns and is usually wreathed in dancing flames. However, I think it's safe to say that he's never been portrayed as a mustachioed, middle-age landlord with a receding hairline before. Yet, that is exactly what Old Nick looks like in Unholy Heights, a neat little game available via Playism.
    Yes, the economic downturn that has forced nations to their knees and brought misery to millions has even reached the fiery depths of Hell. Bankers, I'm sure you'll agree, have a lot to answer for.
    Forced to leave the warmth of home behind to become financially secure again, the Devil has packed his belongings, crossed the Acheron and built an apartment block slap bang in the middle of fertile countryside. But he isn't looking for students to rip off or an average Joe to reside in his block. Instead, he's looking to cram monsters of all shapes and sizes into his otherworldly development - Unholy Heights.
    Not only do these demons and mythical creatures pay rent, they also rally to the Devil's call and will fight brave adventurers who would love nothing more than to steal the Devil's wealth.
    Monsters wander to the apartments, take a look at the noticeboard and either decide they want to stay, or toddle off to find somewhere better to rest their weary heads. If they are interested in staying, a simple click sends them into one of the available rooms.
    A rag-tag collection of misfits, demons and mythological creatures come and go, each with their own fighting style and having a decent mix is always advisable because it doesn't take long for the fighting to begin.


Once an intruder is spotted, the player has to knock on doors and rouse his demonic army. However, sometimes, this motley crew are out and about doing their own thing, leaving the player short-handed and with limited options. Once engaged in battle, it's wise to keep a close eye on things, because if your tenants die, they are gone forever. Luckily, a simple click sends them scurrying back, while another creature takes its place. Defeat the forces of good, and you'll be rewarded with cash.
    Missions are also available on the block's noticeboard. These are colour coded and completing them unlocks items, new monsters and bundles of cash, which can be spent upgrading rooms, buying items for your tenants, or increasing the size of Unholy Heights.
    Your residents aren't shy and ask for improvements in their rooms, which obviously comes at a cost - but keeping the little blighters happy is certainly worth the extra effort. Of course, you can evict them if you like, or even crank up the rent if they are being particularly bothersome.
    It gets deeper, too, with some monster breeds disliking others and there's even a romantic angle to proceedings, with couples getting together and having baby monsters. The benefit of this is that rather than just one demon residing in a room, you can have multiple bodies - a larger fighting force - and increase the rent as a result. However, more demons means more demands and keeping  everyone in Unholy Heights happy is somewhat akin to spinning plates but it is an essential component of this cracking little game.
    All of the single screen action is wrapped up in a quite splendid soundtrack, which strums and whistles away beautifully in the background and gives things a light-hearted feel, even though battles are anything but.
    There is plenty of depth here - although not everything is crystal clear - and it's one of those titles which effortlessly sucks away hours of your time and quick 10 minute sessions regularly turn into hours of futzing around with your merry band of raucous creatures.
   The game is cheap - less than a cup of coffee - and you really do get a lot for your money. There's also a demo should you wish to try before you buy. Visit: the Playism website for more information on this accessible and entertaining little game.

Saturday, 20 April 2013

The Dungeoning - PC/Mac

Over the last few weeks, I've been delighted to see Nick from Physmo release more screens from their forthcoming game titled The Dungeoning.

Physmo have a growing reputation for releasing quality games, with Mos Speedrun, GhostRacer and Seaglass already under their belt. The Dungeoning is looking splendid so far but when Nick told me this was a Roguelike platformer, I almost cried tears of pure ASCII joy.

The Dungeoning is currently deep in development for PC and Mac, and Physmo have announced the game will feature a variety of weapons, projectile-based magic, levelling up and - most importantly - permadeath.

No release date has been announced yet but The Dungeoning is definitely one to keep your eye on. In the meantime, gaze at this small selection of screens from the current build and head over to the official Physmo site for more information.



Friday, 19 April 2013

The Bridge - PC


There is something quite endearing - and familiar - about The Bridge's lead character. Resplendent in blazer, diamond-emblazoned jumper, well-knotted tie and round spectacles, he is an intriguing fellow - and the mystery behind him and the gravity-defying world he inhabits is just as mesmirising.

The Bridge is a puzzler, which likes to futz with gravity, mess with your sense of perspective and takes great delight in being responsible for melting your brain with its collection of gravity-shifting conundrums.

Clearly taking its visual cue from the head-scratching drawings by Dutch artist MC Escher, The Bridge is a thoroughly absorbing title and one which fuses simple controls with visually complex levels.

The player is able to walk the protagonist left and right and can rotate the screen both clockwise and anti-clockwise, with the ultimate goal of reaching a door which then whisks our smartly-presented gentleman into another, more complicated warped world.

Of course, that sounds simple but The Bridge is anything but. Snaffling keys unlocks these doors, but the act of collecting them is a lot tougher than you might initially imagine. They have a tendency to slip into the ether through gaps in the levels as you gingerly rotate the world, dangle tantalisingly just out of reach and perch precariously on ledges.


Even when you manage to collect these monochrome treasures, you still have to navigate your way to the exit - no easy task, especially when giant grinning stone marbles are intent on erasing you from existence and quirky vortexes like to swallow everything and anything that gets too close. Thankfully, The Bridge lets the player rewind time so they are free to finely tune their tactics and this nifty Prince of Persia-like mechanic keeps the game ticking along nicely.

But even though some of the puzzles are maddening - especially when polarity is introduced - the sublime monochrome pencil sketch visuals and gentle music keep the player engaged and seeing what fresh mental torture awaits keeps the player moving doggedly on.

The Bridge, then, is a rather fine game and like any good puzzler there's a wonderful sense of accomplishment when you finally figure out a level. Polished, brilliantly presented and delightfully devilishly, a stroll across this bridge into another world is a trip you should definitely take.


This review initially appeared on the Gert Lush Gaming website. Thanks to Jim for allowing me to post the review here.

Tuesday, 15 January 2013

Chasm


When Shiren the Wanderer and Koppa took me on a journey to the Lair of the Golden Condor back in 2008, little did I know the lasting effect it would have. Since then, I've become a complete Roguelike nerd, geeking out at the mere mention of permadeath, procedurally generated dungeons and gold-plated +5 katanas. So, when I found out about Chasm - a Roguelike/platformer in early development from Discord Games - I couldn't help but sit up and take notice.

Taking its inspiration from classic Roguelikes and games such as Diablo and Castlevania, Chasm has its heart in the right place, while the crisp, pixelated visuals have already set my heart aflutter.

The plan is to release the game on Windows, Mac and Linux, with the possibility of a XBLIG release to follow. It's not going to be out in the wild anytime soon, but I plan on keeping my peepers on Chasm as it goes through development.

Visit the official Chasm site to check out the latest news about the game and you can show the game a little love over on Steam Greenlight.

Monday, 7 January 2013

Delver


I do love a good Roguelike and the latest to sink its claws into me and drag me off to a grisly death is Chad Cuddigan's Delver – a game which is currently in development for Windows, Mac, Linux and Android devices. Unlike the vast majority of Roguelikes - which are usually viewed from a top-down perspective - Delver is viewed in the first-person, which makes the simple task of rounding a corner a nerve-shredding experience.

The visuals in this spelunking excursion are excellent, with some nifty lighting effects used as you scuttle down corridors, while there are some cool weapons to snaffle, especially the wands which have a devastating effect on the subterranean denizens.

Chad has some big ideas for Delver and although he's constantly beavering away on making it even better, what is here already is really quite special.

For more, head on over to the official website where you can check its development, follow Chad on Twitter and vote the game up on Steam Greenlight.

Friday, 2 November 2012

Foam - PC


Over the last few days, I've ploughed around five frustrating hours into Assassin's Creed III. I'm not sure why I bothered. At this stage, it just feels like a re-skinned version of what has gone before and although my Twitter chums tell me it takes anywhere between 6-10 hours for things to open up, I'm really not sure I have the time, patience or inclination to bother going any further.

The antithesis to Ubisoft's big budget trudge is Foam - a quirky little indie game by Stwelin, which has more fun wrapped up in its first 30 minutes than those five wasted hours with Assassin's Creed III.

While Ubisoft's blockbuster has revealed worryingly familiar tasks such as leaping from the top of high places into tiny bales of hay, Foam's colourful world has seen me turn into a one-eyed spiky purple mushroom, interact with strange looking characters, crawl through a tree's interior and receive a telling off for not being able to swim.

It's initially unclear what your objectives are but it only takes a couple of minutes to discover the game is all about exploration and experimenting with objects and items squirreled away in Foam's eerie isometric world.

Objects stumbled upon change the lead character into a range of new guises, which allows the player to explore previously inaccessible areas of the world. It's this gameplay quirk which makes playing Foam so interesting - despite some rather fiddly controls.

I'll say no more for fear of spoilers, but it really is a magical and thoroughly absorbing little game and it's also free, so why not give it a try? Download it here


Sunday, 28 October 2012

I Remember The Rain

I Remember the Rain by Jordan Browne is a rather splendid interactive story which deals with pain, loss and despair - which is all neatly wrapped up in the space of a few minutes.

Interaction with other characters is limited but Browne has given the tale a tremendous amount of atmosphere thanks to its mournful score, blocky pixel art and moving narrative.

You can download I Remember The Rain here

Saturday, 22 September 2012

Skyrim - camera at the ready

I've been mixing Skyrim mods from the Steam Workshop with the magnificent selection over at Skyrim Nexus, Not only that, but tonight I discovered the PC version has a free-roam camera. As a result, I've spent much of my Saturday evening taking more pictures. Here are four of my favourites from tonight's travels.

Sunday, 26 August 2012

More Skyrim shots - PC

I've spend the last few days falling back in love with Skyrim, thanks to a bunch of fresh mods. I have more than 70 running now and I'm incredibly impressed with the results. I've only done two of the main quests and I'm spending most of my time exploring and going about things at my own pace.

I've downloaded a camping mod which lets you set up a bedroll and tent anywhere in Skyrim and since I've banned myself from using fast travel, it's a godsend. I've also installed a Zelda music mod which replaces the soundtrack with a variety of classic Zelda themes, along with sound effects which are used in menus and when you level up. It gives the whole game a lighter feel, although when exploring dungeons, the music swiftly changes to Zelda's dungeon themes. You might even spot a Zelda reference in one of the screens below.

I have a bunch of graphic and texture mods installed, too, which not only add detail to the countryside, but also dramatically improve the main cities and towns. I've added some new armour and weapon mods, which makes crafting much more fun. I even have a Monster Hunter weapon pack installed and my character is sporting a huge two-handed Rathalos Great Sword.

Click on the images for the full size versions.

Thursday, 19 July 2012

Back in the air with FSX

Despite the fact I've just dropped 1200 Microsoft Points on the Alaskan Wilderness expansion pack for Microsoft Flight, it's their previous entry in the series which continues to give me much more pleasure.

Because of the closed nature of MS Flight - Microsoft charge for additional content via in-game purchases - the modding community has been bypassed entirely. A shame, as various teams and individuals continue to produce eye-popping add-ons for Microsoft's previous games in the series.

I've always enjoyed adding new texture meshes to the Flight Sim series but my creaking old computer never really did them justice. So to celebrate the arrival of my new PC, I decided to treat it to some new software for FSX.

The first item on the shopping list was to choose something from Orbx - a company who produce some remarkable scenery and texture meshes to enhance FSX. They have six packs on offer - Australia, Pacific Northwest, Pacific Fjords, Northern Rockies, Central Rockies and South Island: New Zealand.

I plumped for Pacific Northwest, which covers 156,000 square miles of western North America, comprising of large parts of Oregon, Washington, and British Columbia.

Next, I bought Rex HD - a complete weather, environment and flight planning add-on. With this programme, you can choose from a huge range of weather and lighting effects and, used in conjunction with Orbx products, ramp up FSX's enjoyability ten-fold.

I've been taking a lot of pictures as I fly around the Pacific Northwest - currently I'm exploring the areas around Victoria - which I've included here. I've also been using the iPad's map feature to plan routes and identify mountains, lakes and other points of interest.

So although Microsoft Flight might be the new kid in town, it pales in comparison with what can currently be achieved with FSX.

Friday, 13 July 2012

Richard & Alice - PC

Earlier this week, Lewis Denby and Ashton Raze very kindly sent me an alpha build of their debut game, Richard & Alice.

The guys, along with Kyra Hills (character art) and Yonatan Luria (music) have been working on this project in their spare time, and although this is early code, their debut offering is looking very promising.

In the 30 or so minutes it takes to explore this point and click adventure, a genuinely interesting plot begins to unfold.

Set in a world which has been devastated by intolerably harsh weather conditions, Richard is a grizzled war veteran who has been imprisoned since he disobeyed orders in the madness of a bloody civil war. While in his cell, he unexpectedly meets Alice, who has recently been jailed for murder and via a series of well-told flashbacks, we get a glimpse into her background story.

The point and click interface could well change in further updates, but what's here at the moment works well. There's no stuffy inventory system to wade through, with everything clearly mapped out on the right-hand side of the screen. Every item's relevance in the environment is logical and by eschewing overly complicated item combos, Lewis and Ashton allow the player to make quick progress and concentrate on the intriguing story.

The team have peppered the alpha build with wonderful teasers which draw the player into Richard and Alice's weather-ravaged world. Who scribbled the mysterious notes found in a long-abandoned house? Who is the oppressive figure trying to keep Alice and her son under lock and key? And whose blood is it that's splattered over the walls of a family bathroom?

Richard & Alice is penciled in for release later this year and thanks to its well-written dialogue and compelling storyline, I'm very much looking forward to seeing more of this extremely promising game.

To keep up to date with Richard & Alice's development, head over to the game's website where the team will keep you updated. Definitely one to watch.

Monday, 11 June 2012

Crusader Kings 2 - PC

I've long admired the strategy genre - even though it's a corner of the world of videogames which can be unnecessarily obtuse and bogged down in complex play mechanics. I've tried many over the years, and have run screaming from my keyboard on numerous occasions - usually because of real-time strategy titles, a genre I generally can't get into no matter how hard I try.

Turn-based games are different and I've poured many hours into titles such as Civilization, Disgaea, King's Bounty and Advance Wars on the GBA. I still get flustered, but learning the intricacies is all part of the fun.

A few weeks ago, I was listening to the Gamers With Jobs podcast, where they were chatting about Crusader Kings 2. They made this latest game from Paradox Interactive sound incredibly interesting and, inspired by their discussion, I decided to take the plunge and I'm glad I did, as this game is without question one of the best games I've played all year.

Crusader Kings 2 is a grand strategy game set across Europe, North Africa and the Middle East. The timeline kicks off in 1066 and plays out for a maximum of 400 years. Unlike other turn-based games I've played, there are no set end-game targets to hit. Instead, Crusader Kings 2 puts you in the silk slippers of either an Earl, a Count, a Duke or a King, and you are free to go about your business in any way you want.

The only real goal is to keep your bloodline going for the full 400 years - not easy - after which the player is given a score based on how well they performed throughout the centuries. It's how you get there which is the interesting part.

You could, for example, rule an entire kingdom with an iron fist, mustering huge armies and threatening to wage war across the map. You could be a brutal dictator and tax your subjects to the hilt and quell any rebellion with brute force. On the flip side, you can start off in a tiny independent county and concentrate on simply forging strong friendships with your neighbours or attempting to unite a country through diplomatic endeavors.

All the action takes place on one huge map - think of it like a giant board game - and as the years slip by, familiar lands will change name, while you can zoom in and watch wars and battles play out.

Although skirmishes and all-out wars are part of the game - even if you want no part in violence, trouble flares in other far off lands or, terrifyingly, on your own borders - the main themes of Crusader Kings 2 are many and varied.

Everything revolves around diplomacy, marriage, dynasty, heirs, subterfuge and rebellion, while each member of your court - vassals, wife, children etc - have traits which govern how they act towards your character and it's here where things get interesting.

Here's an example:

In my first game, my Count was married and had three sons. So far so good. However, the man under my charge turned out to be a lecherous old bugger and took a fancy to a 16-year-old girl from his court. He ended up in the sack with her and fell in love. His bastard child was born and although the Count's lover was delighted, his wife's opinion of me plummeted, which had an adverse reaction on my Count's stats. To make matters worse, I legitamised the child at court, which made my closest advisers and other family members distrust me.

While this was going on, I noticed my 13-year-old son had a couple of nasty traits which suggested there could be trouble further down the line. In this situation, a few options are available to boost his opinion of me - for example, I could have granted him a title which would slightly improve relations. However, just to be safe, I had him executed - a messy move which didn't end well and caused several of my court to flee to another county to escape my tyrannical rule.

In my second game, I chose a small corner of western Scotland. But while I was minding my own business, the Norwegian army were spotted tramping around the country. They were off to sort out the Earl of Atholl - why, I really don't know. But it was at this point things started to get interesting.

The Earl of Atholl didn't have a strong army and would have been overrun by the Norwegians. However, the Earl's brother was none other than King Malcolm III of Scotland, which meant any attack on Atholl would bring the King's armies into the fray and war declared on Norway.

I watched this drama unfold from the relative safety of the isles - although I knew if it all kicked off, the King would come calling, insisting I contributed most of my peasants and farmers to the war effort.

However, my Count had his own problems to deal with: He was married to a 39-year-old French woman who, after two years of marriage, had yet to produce a child. This is particularly bad, as if your character dies without an heir to the bloodline, it's game over.

But there were some upbeat happenings around my court while Norway ransacked small communities. My spymaster and mayor - who both disliked me intensely because of my slothful ways - popped their clogs. The spymaster died from syphilis, while my mayor had been in a coma for three months before finally deciding to shuffle his mortal coil. I was planning on murdering him but his untimely demise saved me the bother - so that raised a smile.

I've clearly waffled on for far too long here, but while Crusader Kings might not look like much, it is a fabulously engrossing and deep game. Some of the play mechanics are archaic and I had to trawl online for a few details which weren't properly explained in the rather flimsy tutorial. But, ultimately, it's a rather splendid game.

At the time of writing it's on sale via Steam and on Gamersgate. But even if you miss the sale, it's still well worth checking out if you are looking for a long-lasting and laid-back treat.