[HN Gopher] 29 years later, Settlers II gets Amiga release
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       29 years later, Settlers II gets Amiga release
        
       Author : doener
       Score  : 83 points
       Date   : 2025-08-13 18:30 UTC (4 hours ago)
        
 (HTM) web link (gamingretro.co.uk)
 (TXT) w3m dump (gamingretro.co.uk)
        
       | typpilol wrote:
       | Settlers 3 and the expansion for it were great
       | 
       | I loved the economy style and not many games have similar styles
       | even today.
       | 
       | It was a good split between resource management and combat.
        
       | fidotron wrote:
       | Someone at Ubisoft was doing well when they agreed to officially
       | license this. I have believed for a while that they should be
       | attempting to sell off the Blue Byte IP, and maybe studio, to
       | make the most of it while the nostalgia for it still exists.
        
       | SamBam wrote:
       | Great! Now someone needs to finally work on that Day of the
       | Tentacle release for the Compaq Portable!
        
       | Razengan wrote:
       | Slight tangent: The enduring charm of "retro" games (whether
       | actually old or just imitating old games) and the cults around
       | old platforms, shows that there is some value in "constrained
       | computing" environments. The PlayDate has also been moderately
       | successful hasn't it?
       | 
       | The constraints often seem to encourage increased creativity.
       | Maybe partly because of the challenge of pushing those
       | constraints, the level playing field (when competing vs all the
       | other developers on such platforms), and/or the lack of
       | "pressure" (i.e. you don't _have_ to make a game that looks like
       | the latest Unreal 69 tech demo or whatnot)..
       | 
       | Maybe it's time for a new current-day platform that's similarly
       | "constrained" _on purpose?_
       | 
       | The capabilities of the DS seem like a sweet spot. Put it in a
       | Switch form factor and throw in a Commodore 64-like OS, complete
       | with Python or Lua or some other language that's easy to pick up
       | and also relevant in the broader world.
        
         | extraisland wrote:
         | Most of the charm of retro-computing is Nostalgia and yearning
         | for the simplicity of older machines.
         | 
         | I own two Amigas. The OS boots pretty quickly and you can start
         | using your computer. Until the invention of NVMEs did I have a
         | PC that would boot as quickly as the Amiga. There are no
         | distractions when using the machine, no forced updates, no
         | stupid notifications. It just works as a computer.
         | 
         | I have a collection of Amiga, PS1, Dreamcast, PS2 and PS3
         | games. The games are relatively cheap and or free (a lot of
         | games are abandonware or can be pirated without anyone really
         | caring). Unlike a lot of modern titles _are actual games_. They
         | are fun, pretty much just pop in the disk and play.
        
           | garciansmith wrote:
           | A lot of it is nostalgia, but I know children who love old
           | games that were made 20+ years before they were born, so it's
           | not just that. As you said about your old games: "they are
           | fun, pretty much just pop in the disk and play." There are
           | plenty of great old games that are still good, even without
           | certain modern conveniences and game design.
           | 
           | Playing old stuff on original hardware is a bit different
           | (especially computers, as you noted), and there nostalgia has
           | a greater pull I think. But even then, to experience a game
           | as it originally was, you need to resort to that hardware. I
           | recently used a MiSTer to compare how games looked on a CRT
           | and modern screen, and it was super interesting to see the
           | differences (e.g., colors being more vivid on the LCD, but
           | effects like glowing lights were only visible on the CRT).
        
             | extraisland wrote:
             | I honestly think a lot of the modern games (especially
             | triple A), kinda miss the point. The gameplay just isn't
             | there. A lot of the better indies are filling the gap
             | though.
             | 
             | I recently played the original PS1 version of Resident Evil
             | 2. There is something about the game that the original
             | missed. There was a bleakness throughout it that is kind of
             | missed in the remake (the remake btw was very good).
             | 
             | Also the CGI cutscenes on the games felt like a real treat
             | at the time and they are not that long, just long enough to
             | get the point across.
             | 
             | RE2's intro is like a few minutes long, sets up the
             | scenario and you are playing the game.
             | 
             | https://www.youtube.com/watch?v=748Tu4dUORE
             | 
             | The Ridge Racer 4 intro still holds up. I was gobsmacked at
             | the time when I first saw this. It still looks pretty good
             | despite the low resolution.
             | 
             | https://www.youtube.com/watch?v=vVIj0nIM7fk
        
         | garciansmith wrote:
         | I think constraints can bring about creativity. The Playdate is
         | a good example, though it's extremely niche (they've sold what,
         | 100,000 of them or something?). And it fits your description of
         | a modern-day platform that's constrained in particular ways. It
         | has been interesting to see the ways devs have used the system
         | to make unique games unavailable on any other platform.
        
         | Sesse__ wrote:
         | > Maybe it's time for a new current-day platform that's
         | similarly "constrained" on purpose?
         | 
         | You have the fantasy consoles, where Pico-8 is probably the
         | most well-known example.
        
         | araes wrote:
         | Partially the constraints.
         | 
         | Building a functional, modern, 3D rendering engine that meets
         | current gamer requirements for "good enough" is also extremely
         | challenging, time consuming, expensive, error prone, and often
         | frustrating.
         | 
         | It then cascades into further difficulties about textures,
         | modeling, rendering speed, machine requirements, compute
         | language requirements, and "required" features.
         | 
         | A lot of this arrives at the expense of story, game design, and
         | art.
         | 
         | If it must be c++, it must be AAA graphics (texture size, model
         | polys, lighting complexity, shadows, physics based rendering),
         | it must run 30 FPS on current mid-range, it must be trendy de-
         | jour feature (open world, social tie-in, achievements,
         | crafting, ect...), it must be always on networked, it must be
         | cross platform, and it must be monetized - that's a lot of
         | developers focusing on something other than - "is it fun?"
         | 
         | That's a lot of talent acquisition and churn, that's a lot of
         | collab / communication / meetings, that's a lot of development
         | hardware, that's a lot of funding focusing on something other
         | than - "is it fun?"
         | 
         | It also ends up being a relatively severe barrier on "is it
         | viable?" If it needs a million players just to break even, then
         | you're quickly getting into the movie blockbuster pattern. Do
         | whatever it is that sells blockbuster tickets. It it needs
         | 50-100,000 players, then you can make a game with 5-10 people
         | in a couple of years, sell it for $15, or something reasonable,
         | and still break even on $75k salaries.
        
       | rafaelgoncalves wrote:
       | wow, impressive! this game bring so many good memories.
        
       | 8f2ab37a-ed6c wrote:
       | What's the best way to play Settlers II as of 2025 on a PC or
       | macOS? Is there a GOG-style version that still works as of today?
       | It's unclear how well this version still does:
       | https://www.gog.com/en/game/the_settlers_2_gold_edition
       | 
       | Actually same for Settlers III, I remember that one fondly as
       | well. They lost me a bunch around the switch-to-3D era.
        
         | janten wrote:
         | https://www.siedler25.org/index.php?lang=en
        
           | iforgotpassword wrote:
           | Yeah this, although it seems to have slowed down I
           | development. Last time I checked, scrolling was really laggy
           | on Linux, and the according bug report was quite old. Man I
           | wish I had more free time to dig into stuff like that.
        
           | hkt wrote:
           | I can confirm that this will play game files as they were
           | from the 1998 or so "total heaven" triple pack of settlers 2,
           | sim city 2000, and civilization 2.
           | 
           | As an aside: what an incredible era.
        
             | mnky9800n wrote:
             | Yes I was playing sim city 2000 the other day. What
             | surprised me the most is how it's so focused on simply
             | letting you create the different systems and letting them
             | interact. Like it's almost not a game as much as it is a
             | simulation that lets you participate in decision making.
        
         | arp242 wrote:
         | I played the gog version about two years ago; worked fine. It
         | uses dosbox.
         | 
         | Settlers 3 also worked fine on wine by the way, although
         | personally I don't care much for it and much prefer 2 (the
         | original, not the "10th Anniversary" remake, which is pretty
         | bad IMO).
        
           | 3036e4 wrote:
           | GOG games that use DOSBox I just run the installer and then
           | copy the game files to run in my own DOSBox-X installation.
           | They will run forever even if GOG stopped supporting the
           | games on some new OS.
           | 
           | Sometimes launching a game is a bit tricky, buy it usually
           | just comes down to looking in the GOG DOSBox conf file and
           | see what they do.
        
       | kookamamie wrote:
       | > 68040 with 40 MHz
       | 
       | No one had this stuff.
        
         | icedchai wrote:
         | Yep. 32 megs of RAM was unheard of on an Amiga.
        
           | doener wrote:
           | Yes, but it's not surprisingly high for a 1996 PC game.
           | 
           | "You needed AT LEAST a fast 486, and preferably a pentium, to
           | run this on the PC. Being upset that an 030 isn't supported
           | is ridiculous. Reminds me of the people back in the 90s that
           | complained that SimCity2000 didn't run smoothly on their
           | 1200."
           | 
           | https://old.reddit.com/r/amiga/comments/1mp1z3v/29_years_lat.
           | ..
        
           | npongratz wrote:
           | Not _completely_ unheard of but I get your point :). Babylon
           | 5 's pilot's animations (and I believe opening credits) was
           | rendered in 1993 on sixteen souped-up A2000s, each with 32 MB
           | of RAM.
           | 
           | https://www.generationamiga.com/2020/08/30/how-24-commodore-.
           | ..
        
             | icedchai wrote:
             | That's pretty cool. I know 32 megs was _technically_
             | possible with the right boards, I just didn 't know any
             | normal person that had one. I had an A3000 with 5 megs (4
             | megs fast, 1 megs chip) and I thought it was bad ass for
             | the time.
        
       | kleiba wrote:
       | The screenshot looks super crisp! Amazing. But in all honesty,
       | this release is more for an Amiga on steroids than what a typical
       | Amiga looked like 29 years ago.
        
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       (page generated 2025-08-13 23:01 UTC)