high am­bi­tions

for the ma­chines re­quired to run them The games that were made in­fa­mous



The buzz­word sur­round­ing this ac­tion ad­ven­ture game was ‘vox­els’, and the prom­ises were sky high. While the orig­i­nal 1999 re­lease was a solid ti­tle, it was crip­pled by the sim­ple any­thing fact that most peo­ple couldn’t play it in

III with re­sem­bling a de­cent fash­ion. A Pen­tium

Most 128MB RAM just to play it at low set­tings? peo­ple would stick with Half-life, thanks.

Doom 3

It is shock­ing to think one of the John Car­mack-headed id Tech en­gines was un­friendly when it came to sys­tem specs, but that was the case with the first game to use the id Tech 3 engine, Doom 3. It looked amaz­ing and had truly spec­tac­u­lar light­ing ef­fects, but Doom 3 de­manded way too much from PCS.

Wing com­man­der iii: heart of the tiger

A lot of chat fo­cuses on Wing Com­man­der III’S FMV se­quences, but we shouldn’t for­get the space com­bat sec­tions. Fea­tur­ing fully polyg­o­nal ships in a world pre-3d hard­ware ac­cel­er­a­tion, the game de­manded a hell of a lot from the CPU. Un­sur­pris­ingly, few reg­u­lar play­ers had that kind of hard­ware to hand.

the el­der scrolls iv: obliv­ion

With a huge open world to explore, in­tel­li­gent NPCS ca­pa­ble of de­cid­ing to do things of their own vo­li­tion, and those views, it wasn’t ex­actly sur­pris­ing when Obliv­ion launched to its fair few share of is­sues. Per­for­mance is­sues, lost saves, glitches, bugs – some charm­ing, oth­ers worse – it still ended up an ab­so­lute leg­end.


It sold plenty, and ended up be­ing the but foun­da­tion on which Epic built an em­pire, sim­ple at launch Un­real was ham­strung by one fact: to get it look­ing as good as you would to been promised it would look, you needed re­mort­gage your house to af­ford a PC ca­pa­ble game’s of run­ning it. This ac­tu­ally worked in the favour, in hind­sight.

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