Disappointment - I do use this word a lot, especially when I write about most of the new games. Today I'll talk about two disappointments, a major one and a minor one.
The first of them is the game that is one of the games that I almost bought an Xbox 360 for - Lost Planet by Capcom. Therefore I was really happy when I heard that it will arrive on PC as well. When the demo arrived, I immediately downloaded and installed it. And then...

Okay, so the game itself is not that bad, but not as much fun as I would expect it to be. The control scheme is quite convoluted. I kept dying a lot and it became frustrating. But the worst thing were the hardware requirements. My computer is only one year old machine, equipped with AMD64 3000+ processor (effectively 2GHz), one gigabyte of RAM and NVidia Geforce 7600GT graphic card - and Lost Planet was definitely unplayable on it.

I understand that Xbox 360 has three processors, dedicated graphic chip and whatnot, but for heaven's sake, programmers at Capcom must know how to perform some optimizations, right? Right? Well, apparently, no, they don't. I know it's not the easiest task, but come on, if I was writing my code so badly from the point of view of performance, my company would probably fire me.
The second game is not that bad, actually. In this case the sense of disappointment comes from expecting too much of it. The game in question is Infernal, coming from
Metropolis Software, the company that Adrian Chmielarz (the one that brought us Tajemnica Statuetki, Teenagent and more recently Painkiller) had created.
The story contains all the elements that normally tend to make me a happy man - eternal battle between Hell and Heavens, secret agents of both sides, supernatural powers, zealot monks and all that paraphernalia. I especially liked the animated title screen (below), because it reminded me of comic books I used to make in high school.

Unfortunately, the game is not that great. I have to give credit where due - it looks very nice (although a little... artificial, a little too sterile), with lots of special effects, fluid animations and all the usual bells and whistles, but the gameplay itself is rather monotonous and repetitve. And this is a serious charge, your honour - how can you make a game with teleportation and soul-sucking bland?

The AI s not particularly smart, the environmental puzzles are not very inventive (honestly, applying the teleportation concept a little more might really make the game much more interesting), weapons don't convey the sense of power too well either. So all in all, game is rather mediocre, but at least it's optimized and looks pretty without asking for another 1000$ worth of hardware.
I think that the reason behind it is that Metropolis House is a Polish Company and I suppose they are more realistic in estimating what PCs people have (hint to Capcom :
recently Valve published its hardware survey, go have a look at it). Or maybe Capcom could ask Metropolis House developers for some lessons of graphical programming and game optimization, whilst the Poles could use some more budget and maybe a Japanese chara designer. Doesn't it sound reasonable?
And as for the conclusions :
- you don't need to be a very big company to make a decent game (but...)
- it takes more than angels and deamons to make it interesting (and...)
- it takes more than mecha and alien bugs to make it interesting
- snow effects and explosions are pretty but not everybody has Core2Duo and Geforce 8800GT to appreciate them
- it's hard to find a good PC game these days
- Poles are better coders