Because there have been a lot of games in the past which didn't work due to kernel-mode drivers for CD checking and the like. Obviusly on GOG this sort of thing isn't an issue. Also, a lot of newer games tend to work better than old ones in Wine. See Skyrim, and then try some generic old point-and-click adventure game from the '90s.
I do have Windows 7 installed, I just hate rebooting.
Omg YES. Anachronox is one of those games everyone says how awesome it is, but I could never find it anywhere. Finally, I get to play it, realize it's been mostly nostalgia speaking, make a bitchy thread about it and have TTLG collectively shit on me \o/ GO OBAMA
The combat system is tedious as hell, but the game world, characters and story make it worthwhile. I may have to pick this up.
Well, I bought Anachronox, as my original copy refused to work on my Win 7 64 bit machine, no matter what I tried. Not only does the gog version work out of the box, they also seem to have fixed the infamous Lucko Coldwolf bug. I managed to follow the guy without losing him during the first map transition on first try. During my previous playthroughs this bit usually took me up to a dozen tries until it worked.
I wonder if they fixed the bug that cropped up in recent years where fogging is too strong. For example, the Sendormitory interior being almost solid yellow.
Was that a bug that still persisted after all those unofficial patches that one of the developers made long after ION Storm was gone?
I would imagine that GOG are making good use of those patches.
Looks like they are. Pressing backslash speeds everything up to chipmunkville a la unofficial patch 1.02, which is a godsend for the combat.
Backslash doesn't work for me.
Wonder if it's a UK keyboard thing?
Try the hash key (or whatever is next to the enter key) instead.
The time compression is just a standard keybind. Poke around in the bindings file and change it to whatever you want. I usually map a less extreme compression to "Q" to act as a ghetto run key.
The music was also aces, IIRC. Except in combat which, I can only assume, was composed by the deranged monkey responsible for coding it with the aid of a bag of spanners and a tambourine.
Quake 2 engine, wasn't it?
Ulukai - yes on the Q2 engine. The graphics are shitty, but still manage some charm. The hash key speeds things for me, so the combat can be sped through a little bit.
Hardly "shitty". Anachronox looked great when it came out, and some of the reasons for that don't age with the technology. I think it looks damned good for its age.
Anachronox never looked *great* (blocky models, low-res textures), but the art design has oodles of character, as does the entire game.
I also seem to remember reading that they had someone who was actually trained in cinematography directing and doing the camerawork in the cutscenes. Which, for a small games studio, was kind of rare those days.
Even when it came out, it looked pretty poor due to using a 5 year old engine. The environments were ok, but the character models were very low-poly compared to its peers. The giant clenched fists being particularly noticeable. It didn't detract from my enjoyment of it though. It still doesn't in fact.
Poor wording on my part, I meant team, not studio. IIRC Ion Storm was divided into teams, the biggest one working on Daikatana and then two smaller ones on Deus Ex and Anachronox. Anyway, small or not it was still unusual for a studio to have someone with actual training in the area directing cutscenes, and not just letting some coder do it.
Anachronox's version of the Q2 engine was technically ahead of its time in a lot of ways. It had 32-bit color support, much-enhanced particle systems, lip-synched speech, full facial posing (albeit with few control points), the amazing in-engine cinematic system, and a scripting language so powerful that all the arcade games and action sequences were written using it.