Category Archives: PC games

Running classic PC games on a Mac with Wineskin

I’m in love with Good Old Games. They distribute classic PC titles, getting them running on modern operating systems, bundled with extras, and all without DRM.

What I like most about it, though, is that GOG is up there with Valve in its efforts to make Mac gaming less of a wasteland. When it comes to retro computer games, DOS isn’t too much of a hurdle because the hardware requirements are trivial and apps like Boxer make emulation simple, but the Windows ultra-dominance of the late 90s through late 2000s are a dark spot. If you have fond memories of a PC game of that era and it’s not from Blizzard or id, odds are it didn’t get a Mac release.

I recently noticed that GOG was offering Mac versions of PC-only Black Isle RPGs like Planescape: Torment. My curiosity over what witchcraft was enabling this led me to Wineskin, which now has me running stuff like RollerCoaster Tycoon natively in OS X. And it works with basically anything short of the latest and greatest. Here’s how it’s done.

You will need…
  • Your PC game
  • Wineskin Winery (download)
  • Enough hard drive space for the install plus about 150MB
A little background

I’m going to be doing this with the GOG version of RollerCoaster Tycoon. GOG makes it easier because the games are mostly a single installer and have no DRM to worry about, but disc-based games can be done too by copying the contents of the disc to a folder on your computer, so do that first. As long as the game doesn’t require anything newer than DirectX 9.0 or host particularly invasive DRM (e.g. StarForce), chances are it’ll work.

This all works using Wine, with Wineskin bundling the installed game and a Wine compatibility layer in one Mac app. It’s not emulation, strictly speaking, so what you’re getting is a Windows game running at native speed on OS X.

Wineskin WineryGetting started

Fire up Wineskin Winery. You’ll first need to download an appropriate engine for the game you’re running, but thankfully people will have done the legwork for you. The Wine Application Database is where users document their experiences of running software with different Wine engines, and its entry on Rollercoaster Tycoon notes that the GOG version runs with platinum compatibility (“flawlessly”) on 1.6.2. Therefore that’s the version I’m going to download.

With that downloaded and the latest wrapper downloaded, hit the ‘Create New Blank Wrapper’ button and give your new app a name. In this case, I creatively opt for ‘Rollercoaster Tycoon’.

Let the process run. It may ask you to download a version of Mono and/or the Gecko engine. Old games will almost certainly not need Mono but may use Gecko; use your own judgement, or just go ahead and install them since it’ll ensure a trouble-free conversion.

When it’s finished, click ‘Show Wrapper in Finder’ and you’ll be presented with a generic Wineskin app, ready to be turned into your chosen game.

Installation

Run this new app to be presented with the following window.

Wineskin

Click ‘Install Software’, then ‘Choose Setup Executable’, and point it at the installer from GOG. This is where things start to look interesting.

Wineskin installation

That looks suspiciously like a Windows installer on a Mac, doesn’t it?

Once the installation process is complete, resist the temptation to play the game for now and click ‘Exit’. You’ll see the following window, which lets you tell your Wineskin which executable it should run on launch. In this case it’s correct and I’ve never seen it need changing, so go ahead and click OK.

Wineskin executable

Wineskin iconThe Advanced menu that you can see mentioned can be accessed by right-clicking the newly created app in the Finder, clicking ‘Show Package Contents’, and then double-clicking the Wineskin icon in the resulting folder. Among other things, this allows you to change the app icon; find an appropriate ICNS file from a site like VeryIcon and select it in there to get things looking more official (see right).

Rollercoaster Tycoon on a Mac

Isn’t that a beautiful sight? You end up with a self-contained OS X app (by default located at ~/Applications/Wineskin), created through a process that works on basically any game. No fiddling with Boot Camp or Parallels to run an old favourite that hasn’t been ported, and none of the performance penalty that comes from emulation. Lovely.

Best of 2013 #4: Tomb Raider

Tomb RaiderPossibly my surprise of the year. What a hopeless PR campaign led me to suspect would be a QTE-laden Uncharted knock-off instead was a thoroughly enjoyable open-world adventure that I felt, in its platforming and exploration, actually outdid its inspiration. But I was right about it being QTE-laden.

It’s funny because the talk before launch was about its narrative ambitions, and that part of the game turned out to be complete guff. Bland stereotypes posing as characters and a big helping of that good old ludonarrative dissonance weren’t enough to overcome some cool enemies and interesting setting. The mix of angry pirates, supernatural Japanese cults and World War II infrastructure had great potential but ultimately was little more than a fun place to climb around.

But I’m always inclined to give the benefit of the doubt to disappointing storytelling when it’s supporting solid gameplay – otherwise you might as well just watch a movie – and I loved the time spent with this new Lara Croft. Exploration, hunting, combat and the Metroidvania-style push to return to past areas with new abilities were superbly designed, and that was enough for me.

Best of 2013 #6: BioShock Infinite

BioShock InfiniteI take it as an indication of the quality of 2013’s games that BioShock Infinite, a game that seemed a shoo-in for copious awards come this point in the year, now looks likely to be frequently overlooked. I’m kind of the same now that the lustre has worn off and the rough edges – prosaic shooting, an occasionally annoying AI companion, bullet sponge enemies, that boss – have become evident.

But the original BioShock did very little… original, gameplay-wise. That achieved its plaudits through its setting and story, and while Infinite’s Columbia doesn’t grab me as firmly as the glorious Rapture and its rug pulls can’t touch BioShock’s, I played through the whole thing in two sittings because it kept me enthralled, keen to see what it would do next. The pre-release hype hinted at parallel universes and time travel, but it still surprised me in how quickly and to what extent it ran with those themes.

Just imagine the praise that would be heaped on its shenanigans had it been a Christopher Nolan film, say. Gaming as a mature storytelling medium? Never in doubt.

Best of 2013

Wow. After the disappointment of 2012, where Halo 4 was good enough to make number 2 and my favourite game, brilliant as it was, was a year-old PC game, 2013 has been staggeringly good. Less in the way of indie titles and phone games padding out the list and – spoiler warning – a very surprising spread of host platforms given this year’s new developments. Some of the honourable mentions that didn’t make the final lineup would have walked on to 2012’s selections, to the extent that I’ll certainly put together something to flag them up, as they don’t deserve to be overlooked.

The rules, as always, are that a game must have been released somewhere in the world and played by me within calendar 2013. That means some omissions simply because I hadn’t played them – no Wii U means no Super Mario 3D World, unfortunately – and other 2013 contenders like Shin Megami Tensei IV falling victim to the curse of region-locking. Maybe next year for that one.

Posts will go live at 2100 GMT over the next ten days. Enjoy.

Below are my selections since I’ve been doing this:

Game good, DRM bad

The furore over SimCity’s always-online DRM has been inescapable over the last few days. EA has joined Activision (via Blizzard) in spectacularly failing at launching a major new game with mandatory online functionality, hopefully casting doubt over the future of the approach when titans with such deep pockets can’t make it work.

People are understandably upset, and it’s led to a predictable outcry aimed at media outlets who haven’t factored such technical issues and consumer-unfriendly DRM into their scores. Reviewers are out of touch, the argument goes, because they get to play these games without paying for them, in conditions where the authentication servers are nowhere near capacity, with a PR team on the other end of the phone who’ll bend over backwards to fix any issues, lest the critic have anything other than a stellar experience.

I’m siding with the reviewers here, though. And I think Polygon was wrong to change the score on its review.

That said, I’m not defending this form of DRM. It’s shit, and it’s a practice that shouldn’t continue. If the rumours about the next Xbox requiring a constant Internet connection and so effectively doing this across the board – and as good as Xbox Live is, it can’t be said that it’s been immune from capacity issues – are true, it’ll put my investment in the console in doubt.

But the quality of the game and the DRM are separate issues. The fact that its DRM is overzealous doesn’t make SimCity a bad game any more than the fact that I can’t rip my Blu-ray to watch the movie on my iPad makes Wreck-It Ralph a bad movie. That argument would be ridiculous in film criticism, but when writing about games it seems to be a common opinion. Maybe, if games are art, we need to separate the reviews of the game from the program, as a DVD review would award separate scores for the movie and the AV quality.

It all comes back to an argument I’ve made before that people want consumer advice, not reviews. A list of features and a number at the end, being careful not to rate it anything that might affect the Metacritic score too negatively.

When all this is ironed out and SimCity becomes reliable and playable, it will be a 8, 9, 10, or whatever score you think it’s worth. And since it’ll be the same game as everyone’s trying to play now, so it should always be.

Best of 2012 #1: The Witcher 2

The Witcher 2: Assassins of KingsCheating? Nah. Although The Witcher 2 debuted in 2011, this year marked its first console appearance in its Enhanced Edition form. The 360 wasn’t the definitive way to experience it, but this side of a mortgage to pay for the PC to run it in its full glory it was still mightily impressive.

Even in its cut-down form, this game blew me away. I’ve been a fan of the books since the first one was translated into English and missed the first game after the console release was canned, and it surpassed my wildest expectations for both its depth and the faithfulness of the adaptation. I also wrote about how impressed I was at its ability to satisfy the whole role-playing side of a role-playing game by not railroading the player, and I stand by that. Most games are content to be embarrassingly cack-handed in their depictions of morality, and this somehow managed to feel nuanced while portraying an established character.

It’s doing things that BioWare struggled to do in Mass Effect with colossal budgets and the support of EA behind it. And all from a little Polish studio working with a licence that was little-known in the anglophone world before the first game set tongues waggling. With this and the underrated Metro series, Eastern Europe is seemingly becoming a hotbed of technically stunning, ambitious and innovative literary adaptations, and long may it continue.

A gaming PC is one of my planned purchases for the first half of 2013, and seeing The Witcher 2 in all its glory – GPUs are only now able to run it with ubersampling on at a stable frame rate, and it’s a sight to behold – with areas that aren’t divided to fit into 256MB of RAM will be one of the first things I do. I so rarely go back to games I’ve finished that those intentions should absolutely be taken as a comment on this game’s quality. Watch Cyberpunk 2077 like a hawk, because I’m expecting great things.