PC

PC, Reviews

Interstate ’76 (PC) – Review – 70s Vibe, 97 Polygon Mayhem

Is there a stranger cultural chimera than a 1997 PC game that straps bazookas to muscle cars, swaddles every firefight in wah‑wah guitar, and manages, against all odds, to turn disco facial hair into a unifying game‑design motif? (Answer: doubtful, unless you count Daikatana’s ad campaign, and even that lacked the righteous sideburn.) Interstate ’76 is both bizarro and classical: bizarro […]

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PC, Recensioni

Indiana Jones and the Fate of Atlantis (PC) – Review – Whips, Wits, and Worldstones

LucasArts’ Indiana Jones and the Fate of Atlantis is that dust‑flecked, whip‑cracking memory preserved forever in 320 × 200 resolution. Bizarre or classical? Both: classically point‑and‑click in every verb‑wheel bone, yet bizarre enough to make you cram glowing Atlantean beads down bronze throats just to watch statues spring to life (as you do). Underrated or overrated? The game sits at

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PC, Reviews

Sid Meier’s SimGolf (PC) – Review – Course Architecture for Chaotic Good Players

Is there anything more deliciously contradictory than a game that lets you micromanage fairway curvature while an 8‑bit kiosk hawks hot dogs with the sonic subtlety of a whoopee‑cushion symphony? (Spoiler: nope.) Sid Meier’s SimGolf might look as stiff as a plaid‑vested club pro on a rainy Tuesday, but behind those chunky sprites lurks a management sim equal parts

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PC, Reviews

Ultima Underworld II: Labyrinth of Worlds (PC) – Review – Rune Spells and Rebel Goblins

What do you get when you trap an entire medieval castle inside a cosmic snow globe, pepper the surrounding void with eight pocket universes, and then hand the player a rune-bag, a broadsword, and an inexplicable craving for roast lizard? (Answer: a 1993 PC game so forward-thinking that modern GPUs still raise an eyebrow.) Ultima Underworld

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PC, Reviews

Ween: The Prophecy (PC) – Review – French Surrealism Meets Point-and-Click

Is Ween: The Prophecy the eccentric cousin of early-’90s point-and-clicks or the secret keystone in adventure-gaming’s shaky Jenga stack? (Rhetorical curveball; self-owning answer: somehow, gloriously, both.) Published in Europe by Coktel Vision in late 1992 and shipped to North-American DOS shelves under Sierra’s banner the following spring, this fantasy head-trip feels like Myst got kidnapped by a French comic strip, force-fed

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