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Games - Company: Sir-Tech (5 result(s))

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Jagged Alliance

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Sir-Tech 1995
Genre: Strategy
Rating: 5/6
Licence: Commercial
System: PC

Despot Lucas Santino has taken control over the tropical island of Metavira. Hire a team of mercenaries and get there by helicopter in order to reestablish the rightful circumstances.

At the beginning you have to recruit a powerful squad with limited financial means. For this purpose, there are the services of the "AIM" agency that offers a quite broad variety of mercenaries with different abilities. The mercs' skills in various fields like marksmanship, agility and explosives are indicated by values between 0 and 100. There are cheap wimps and expensive, highly qualified experts.


Jagged Alliance: Deadly Games

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Sir-Tech 1996
Genre: Strategy
Rating: 5/6
Licence: Commercial
System: PC

Everybody hates cash-in sequels. Just look at X-Com: Terror from the Deep - nobody likes playing that! Oh, wait, there are people who do. Sometimes, 'more of the same' seems to be a 'good enough' concept. Deadly Games is Jagged Alliance's Terror from the Deep: additional fodder for veterans with some minor cosmetic changes.


Realms of Arkania: Blade of Destiny

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Attic / Sir-Tech 1992
Genre: RPG
Rating: -
Licence: Commercial
System: PC
English version of Das Schwarze Auge: Die Schicksalsklinge.

Wizardry Gold

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Sir-Tech 1996
Genre: RPG
Rating: 5/6
Licence: Commercial
System: PC

In the history of CRPGs, the Wizardry series should give every old school gamer a chill of ecstasy. The series began already in the early 80s and ended only in 2001 with Wizardry 8: Destination Dominus, but under licence, it has multiple further spin-offs. like Wizardry Online, primarily in Japan until the year 2012. An icon of game design called D. W. Bradley created the huge worlds of Wizardry V: Heart of the Maelstorm (1988), Wizardry VI: Bane of the Cosmic Forge (1990) and finally Wizardry VII: Crusaders of the Dark Savant (1992) for the company Sir-Tech before jumping ship and founding his own software company. D. W. Bradley even surpassed himself and created the (in my view) only legitimate successor to Wizardry 7, namely Wizards and Warriors, already one year before Wizardry 8.


Wizardry: Proving Grounds of the Mad Overlord

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Sir-Tech 1984
Genre: RPG
Rating: 4.5/6
Licence: Commercial
System: PC

Once upon a time, the legendary world of Llylgamyn was ruled by an Overlord, appointed by the Council of Sages. When Trebor, the local hero, became the Overlord, he became obsessed with power. He found out about an artifact, a magical amulet of great power. He wasn't the only one looking for it: the evil wizard Werdna was only a step behind Trebor's efforts to find the artifact. Trebor found it first, however, only to have it stolen by Werdna almost immediately. Werdna didn't know how to handle the amulet properly, caused an earthquake beneath Trebor's castle, which creates several levels of mazes. To avoid looking like a complete idiot, Werdna announced that it was his intent to create the maze, so that he could move in at the lowest level. Trebor managed to clear out the first four levels of the maze, which he then pronounced to be his Proving Grounds for everybody interested to becoming a part of this private guard. You are one of these candidates...



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