Monday 31 October 2011

Ultima V: Warriors of Destiny

Game: Ultima V: Warriors of Destiny
Developer: Origin Systems
Platform: Various
Release Year: 1988
Stephen's Rating: n/a


Ultima V was the second game in the Age of Enlightenment series.

Basic Plot

Removing the codex from the Abyss released three evil entities into Britannia; The Shadowlords. The Shadowlords were formed by three of the shards of the Gem of Immortality (held by Mondain in Ultima I). They represented the anti-principles of Falsehood, Hatred and Cowardice as opposed to the three guiding principles of Truth, Love, and Courage which combined define the eight virtues.


The Shadowlords kidnapped Lord British and tainted Lord Blackthorn, who took his place as ruler of Britannia. They terrorised the people of Britannia and outlawed the Avatar's companions.

The Avatar was summoned once again to save Britannia. He found a way to defeat The Shadowlords once and for all and quested to the bottom of the dungeon Doom to free Lord British using the orb of the moons.




Gameplay

Similar to Ultima IV. It featured more polished writing, and introduced the mechanic of day and night.

Ultima IV: Quest of the Avatar

Game: Ultima IV: Quest of the Avatar
Developer: Origin Systems
Platform: PC (MS-DOS), NES - First came out on Apple II.
Release Year: 1985
Stephen's Rating: n/a


Ultima IV was the first game in the Age of Enlightenment series and marked a turning point in the Ultima franchise. Unlike traditional RPG games there was no evil being to defeat, instead the game involved ethical and spirital exploration.

Basic Plot

After the defeat of the triad of evil in the previous Ultima games, the world of Sosaria lay battered and broken. Three quarters of the world had been destroyed. What was left was ruled by Lord British. Although no evil threatened the land anymore the people were aimless and had no purpose or guidance. To provide guidance Lord British formed the eight virtues:
  • Compassion
  • Justice
  • Valor
  • Spirituality
  • Sacrifice
  • Humility
  • Honor
  • Honesty

But founding them was not enough, he needed a hero to embody these virtues to show the populace the way.

From the Commodore 64 version.

Many heroes tried and failed. In the end The Stranger was summoned from Earth again to see if he could succeed where others had failed. The Stranger succeeded in embodying the eight virtues. He gathered companions on his travels, and finally entered the Abyss on the Isle of the Avatar and consulted with the magical tomb; The Codex of Ultimate Wisdom. There, the codex annointed him The Avatar; the champion of virtue. The world was renamed Britannia.

After the end of the game the democratic Great Council went about taking the codex out of the Abyss so that all could read it. The impact was devastating and the Underworld collapsed. To avoid the denizens of the Underworld travelling to the surface the council sealed the great dungeons.

Similar gameplay to the previous games with some enhancements.

Gameplay

This game defined a new level of storytelling that would be adopted by many RPG's to come. The game focused more on story than it did anything else which gave the player a richer experience than ever before. Richard Garriott himself places Ultima IV has one of his favourite games in the series.

The actual gameplay was similar to the previous Ultima games and involved exploring, talking, and completing quests.

Ultima III: Exodus

Game: Ultima III: Exodus
Developer: Origin Systems
Platform: PC (MS-DOS) - First came out on Apple II.
Release Year: 1983
Stephen's Rating: n/a


Ultima III is the final chapter in the Age of Darkness. As with Ultima I and Ultima II I didn't play a lot of this game at all but it needs to be mentioned as part of the wider Ultima series.

Basic Plot

Exodus; the twisted half machine, half organism love child of Mondain and Minax now threatens Sosaria. Exodus is far more powerful than either his mother or father. From his fortress on the Isle of Fire Exodus threatens the world of Sosaria. Exodus drags the Great Earth Serpent from the void to protect his castle (which is the initiative for the plot of Ultima VII: Serpent Isle).

Once again Lord British summons The Stranger to defeat Exodus and save the world. This time he must travel to the lost world of Ambrosia and retrieve the branding marks from the depths of the dungeons of Sosaria. With the help of the Time Lord, and his three companions, The Stranger is able to enter the Isle of Fire and defeat Exodus.

The defeat of Exodus had a profound impact on the world of Sosaria which brings about the Age of Enlightenment.

It is worth noting that between Ultima I and Ultima III the world of Sosaria has greatly changed. Two of the four continents have disapeared - perhaps as a result of the cataclysmic impact of the defeat of Mondain the Wizard.

An example of combat.

Gameplay

The game was also released on the Nintendo Entertainment System (NES) and had quite a different feel than the version I played on PC. The engine was an improved style of the Ultima II one and had various graphical improvements.

An example of the NES version of the game.

One advancement in this game was the first usage of animated sprites.

Ultima II: Revenge of the Enchantress

Game: Ultima II: Revenge of the Enchantress
Developer: Richard Garriott & Origin Systems
Platform: PC (MS-DOS) - First came out on Apple II.
Release Year: 1982
Stephen's Rating: n/a


As with Ultima I I didn't play a lot of this game but I think it's worth mentioning due to its place in the Ultima series.

Basic Plot

Mondain the Wizard had a secret lover, Minax survives her lover and over time becomes even stronger than he was. She sets about destroying Sosaria through the space time continuum. Lord British summons The Stranger once again to save the world.

The plot involves The Stranger making his way into Minax's fortress Shadowguard. This is done by passing through the time gates. The Stranger eventually confronts Minax in her castle and defeats her with the quicksword Enilno.

An example of the game visuals.

Note: In the original game the setting is actually the planet Earth, but it has retrospectively been changed to Sosaria to fit in with the continuity of the series.

Gameplay

Similar to Ultima I but to a larger scale. The player has to travel through multiple time periods to defeat the game but there are also many areas which are non-critical to the story but which can be explored.

A shop.

Positives

I don't have much of an opinion on the game as I barely played it but respect it for how it fits into the wider series.

Negatives

I actually found the visuals difficult to follow in relation to Ultima I. This is something that continued on to Ultima III and didn't start to improve until the Age of Enlightenment series.

Memorable Moments

None.

Prince of Persia (1989)

Game: Prince of Persia
Developer: Brøderbund
Platform: PC
Release Year: 1989
Stephen's Rating: 5/10


Prince of Persia is one of the most iconic video game series in history, and it all started with this game.

Basic Plot

The Sultan of an ancient Persian kingdom is away and his vizier Jaffar has siezed power. Jaffar is forcing the Sultan's daughter to marry him. You play a nameless hero and lover of the Sultan's daughter. Your objective is to save the Sultan's daughter and defeat Jaffar.

An example of some of the gameplay - avoiding spikes and leaping over to the next ledge. This required careful timing and quick reflexes.

Gameplay

This was one of the first platform games to start using interesting mechanics. The game is part action and part puzzle. The player moves the protagonist through many environments which involve leaping and grabbing ledges, and avoiding traps by accurately timing his movements. It gave the player a sense of acrobatics not seen before in a video game. The animations were based off watching videos of real acrobatic activity.

Combat took place by the sword and involved carefully timing your sword strikes to interrupt your enemy.

Combat.

One important mechanic with the game is that you have one hour to escape the dungeon, get inside the tower, defeat Jaffar and rescue the princess. If you go over that time, you lose the game.

Positives

This game added an excellent mechanic to the tired and over-used platform game genre.

Negatives

Despite its originality I never found this game particularly gripping or replayable.

Memorable Moments

None.

Ultima I: The First Age of Darkness

Game: Ultima I: The First Age of Darkness
Developer: Richard Garriott & Origin Systems
Platform: PC (MS-DOS) - First came out on Apple II.
Release Year: 1981
Stephen's Rating: n/a


I'm going to say right up front that I didn't play a lot of this game. By the time I got access to it I had already played Ultima VII: The Black Gate and it was pretty much unplayable. I did spend a couple of hours playing it, but the real reason I've included it here is that it stands as part of the greatest series (in my opinion) in computer game history.

Basic Plot

The land of Sosaria is a place of magic and because of the harm it had done in the past, all magic was banned across the land. Mondain the Wizard defied these orders after many years of peace, and began secretly training himself in the ways of magery. He creates the Gem of Immortality which allows him to live forever. After a thousand years Mondain enslaves the people of Sosaria with his unstoppable power.

Exploring Sosaria, a city can be seen off to the left.

You play the role of a hero from another world (Earth), summoned by Lord British to save the world of Sosoria. The game involves travelling through space and time to eventually encounter and defeat Mondain and shatter his Gem of Immortality. Lord British describes that the only way to beat him is to go back in time and defeat Mondain before he forges the Gem of Immortality.

Ultima I is the first in a three part trilogy which makes up The Age of Darkness. Each episode involves the hero from another land saving the world from a particular evil.

Gameplay

The game is a traditional RPG. The visuals were essentially stick people and basically drawn terrain and objects. The player went about conversing with NPC's to discover quests and information, battling enemies through a battle interface above ground, and there was a pseduo 3D dungeon view which you used to traverse the many dungeons of the land.

 The dungeon view.

Some of the characters who became prominant in the later games are introduced in this game including Lord British, Nystal, Iolo, among many others.

Positives

The game had a pretty decent story, and was pretty cutting edge for the time and the technology available. I'm most impressed by the legacy it left. Without the history built up in these early games, the Ultima series wouldn't have had the gravity that it did.

Negatives

It's a fantastic game for 1981 but truly unplayable now.

Memorable Moments

I first got into the earlier Ultima games from some of the history hinted at in the Ultima VII games. I sought this out and was disappointed at how difficult it was for me to adjust to the old style interface.

Hugo's House of Horrors

Game: Hugo's House of Horrors
Developer: David Gray
Platform: PC (MS-DOS)
Release Year: 1990
Stephen's Rating: 6/10


Hugo's House of Horrors is a parser based adventure game.

Basic Plot

The player takes on the role of Hugo, who has come to a haunted mansion to search for his girlfriend who has gone missing.

The House of Horrors

Gameplay

The game involves moving Hugo around but the primary means of interaction is by typing commands for Hugo to complete. For example, you may find yourself in a room with a painting. You might type a command such as "look at painting" and Hugo will take a look to see if anything is unusual about it. This method of interaction makes the game very challenging. It's a lot about observation and lateral thinking.

What is that dog doing?

Positives

There was definitely a sense of mystery in the game and if you're up for a challenge this is a good game for you. I had to use a walkhrough online to get past it.

Negatives

Although the parser style of interaction is what makes it unique, for a modern audience it's pretty difficult. Unless you're a programmer. Even then.

Memorable Moments

When I looked at some hints online and finally started getting through the game it felt incredible.

Ultima Online

Game: Ultima Online
Developer: Origin Systems
Platform: PC
Release Year: 1997
Stephen's Rating: 10/10


Richard Garriott's Ultima Online was the first hugely successful MMORPG game in history, set in the world of Britannia.

Basic Plot

Origin did create a plot device to explain the fact that there were multiple online servers each with a complete instance of the world. Anyone who knows the history of the Ultima series knows that in Ultima I: The First Age of Darkness the hero defeats Mondain the Wizard and shatters the Gem of Immortality. According to the game lore, each of the shattered remnants of the Gem of Immortality contained within it a completely parallel universe. Game servers were naturally called "shards" which was a nice touch.

Gameplay

This game set the tone for all MMORPG's that followed. When you started the game you got to choose which shard you wanted to connect to, and then customise your character including their gender and appearance, clothing, and you also got to choose two skills to raise up to apprentice level.

Unlike modern MMORPG's such as World of Warcraft players had quite a different method of advancing their character. Instead of gaining levels and assigning skill points, the player gained skill by actually completing the activity you wanted to improve in. If you wanted to get better at swordsmanship you had to equip a sword and start whacking enemies. The stronger the enemy you took on, the faster your swordsmanship skill would rise. In fact as you progressed higher you needed to hit powerful creatures to get any benefit at all.

The Britain Bank was the most popular place in the game. It's where all trading happened.

Every skill went up from 0.0 to 100.0. Getting any skill to 100 meant that you were a "Grandmaster" in that skill which sometimes had benefits. For example; I was a Grandmaster carpenter. As a result, whenever I created a piece of furniture or a wooden shield my name would be attached to that item forever; "a wooden shield created by Scoot".

Any character had 700 skill points to work with in total, that meant each player could become grandmaster in 7 skills and no more. This became a quick way of describing how powerful your character was. I believe the best my brother or I ever got was "5x grandmaster". As you gained skills you also had strength, dexterity, and intelligence. You originally had 225 points to split between them, meaning generally if you were a warrior character you'd go for 100 strength and dexterity, 25 intellect. Likewise for a casting character you'd go for 100 intelligence and strength, 25 dexterity.

A boat.

Originally skills were independent of each other. This led to the dreaded "tank mage" which in my mind was summed up by guys running around riding on their llama's with a wizards robe on and a massive halberd in hand. They would cast spells to incapacitate you while occasionally walking close to clobber you over the head with their halberd.

Later they introduced a synergy system which I really liked. As a warrior you could now get "anatomy" skill to improve your critical strikes. A mage who learnt "poisoning" actually had stronger poison spells. What it removed was the tank mage, because you had to sacrifice too much power to be both a mage and a warrior without the synergies. There were many other synergies I haven't mentioned which essentially meant you needed 5 or more skills to become a maximally powerful fighter or mage.

Attacking a Ratman.

In the original game there was only one world. How it worked was that you were safe in town. If another player attacked you in the territory of a town, the AI town guards would teleport from thin air and kill them with 1 shot. It was a nice touch and helped new players survive a while as well as allowing merchant characters to get on with what they wanted to do. Outside of the city walls, anything was possible. There was a colour code system for players. Anyone with their name in "blue" was friendly and not aggressive (yet). Someone whose name was "grey" had just committed a crime and was temporarily a criminal. This meant that you could attack them on sight even in town without any implications (going grey yourself or guards coming). If you saw someone whose name was "red" then that was a "murderer", that is someone who had killed > 5 people in recent times. Some people spent their entire game life as murderers and would hang out with their murderer friends attacking anyone that was unfortunate enough to get near them.

A lot of people played the game quite differently. There were many merchant skills such as blacksmithing, mining, carpentry, lumberjack, tailoring, etc. Some people became very successful in the game simply by selling their goods. You could buy houses. Each shard had some areas which were open plains and you could buy a house deed (for a LOT of gold) and place it. There were all kinds of houses going right up to a castle - which cost so much money it still blows my mind that people even got them. I had a small tower which was small but had 3 stories. There was limited space for placing houses and this quickly ran out, so having a house was a privilege.

Some of the other skills worth mentioning are animal taming. Mounts were a bit commodity in the game, the most famous for me being the Nightmare - a black horse that can shoot fireballs. You could even tame dragons and often outside the Britain bank there would be huge white wyverns and red dragons with their masters. There was begging - a pretty useless skill in the long run but you could "beg" off NPC characters for pretty much limitless money. There was also the bard class which I'll talk about later.

 The aftermath of some horrible battle.

After a few years Origin did something I disagree with. They buckled under the pressure for players to make the game safer. What they did was on every shard they created two worlds - Trammel; a world in which no player could attack another player, and Felucca; PvP could still occur. They even styled Felucca differently - the trees were all burnt and falling. You could travel between worlds via moongate. I think Felucca was actually the original game world, and Trammel became a new space. I remember I had no house because there was no room, but when Trammel came online I immediately went and found a great spot near Britain in the new space available in Trammel. So why did it suck? Everyone went to Trammel. There was no risk anymore. It ruined the game. There would be a circle of murderers outside the moongate leading into Felucca waiting. If you went through the gate you died in about 0.007 seconds. It was... retarded.

There was also a karma and fame system. Depending on your deeds you were given a title attached to your name. If your fame was high enough, other players could see that title. Maximum karma and fame gave the title "The Glorious Lord..." and maximum fame but minimal karma gave "The Dread Lord...". If you had minimal karma and fame you became "The Outcast..." and NPC characters wouldn't even sell stuff to you.

Finally, Origin introduced game events. They would progress a kind of story that sometimes followed that of the original Ultima series. There were in-game events where you could fight alongside the great characters such as Dupre.

Positives

This game was groundbreaking. It was addictive, it was fun, and I am really fascinated by the psychological and sociological structures which occurred within the realms of this game. There was something wonderful about it which games like World of Warcraft just can't compete with. In WoW you "grind" your way through quests or dungeons to get XP, to level up and choose skills. It's linear. In Ultima Online it was more open and free. There was no overriding quest that had to be followed, you could simply explore, make friends or enemies, pick up a tool and start a trade - it was just... better.

The infamous Nightmare.

Negatives

I can't really think of many. At the time I was on very slow broadband or dial up, so the game was very laggy. I think a similar game with modern internet speeds would be much nicer.

Memorable Moments

I started off on an American shard called Catskills because there were no Australasian servers at the time. I had a character who did mining and blacksmithing, and knew some magery. I joined this guild called the Miners of Minoc (MoM) who had this little guild house right outside Minoc right next to the mine. It was a pretty sweet location and I had some laughs. For some reason our guild attracted a lot of negative attention. I remember murderers attacking the guild house and slaying all of our members. The guild master went and got his mage character and came back. I remember him summoning a daemon and charging into battle to protect us. I owned a boat in that game because there were no spots for a house. It all came to a bad end though when my brother "accidentally" deleted my character.

A PvP tournament.

Luckily the new Oceania shard was up so I took the opportunity to join that. My main character "Scoot" was a lumberjack/miner. Sounds boring, but I loved it. I also had a fighter called "Scooter" and a mage/tamer called "Thrash". Before the Trammel/Felucca split I would mine a lot which was exciting because often murderers would come and kill you, take all your ore, and split. I would always have a recall scroll ready to teleport to town if I saw a red name coming.

I found a really good way to make money before they patched against it. There were these NPC nobles who would offer to give you money if you took them from one location to another. Instead, I would entice them out of the city of Skara Brae using the bard skill... "entice". They would sort of follow you out of town like zombies. Then once I was outside of the protection of the town guard I'd kill them. It was risky business because I'd go "grey" afterwards. If someone saw me they'd generally attack, so I had to use invisibility spells to hide after each kill. The rewards was worth it, 500 gold or more for each noble plus I'd sell their sword and clothes.

Sunday 30 October 2011

Scorched Earth

Game: Scorched Earth
Developer: Wendell Hicken
Platform: PC (DOS)
Release Year: 1991
Stephen's Rating: 6/10


Scorched Earth is a shareware DOS artillery game.

Basic Plot

There is no plot other than being inspired by the concept of nuclear war and the Gulf War.

A map heavily degraded by weapon fire.

Gameplay

A traditional turn-based artillery game where players control turrets or tanks which fire weapons to destroy each other. The player had to account for wind and the power and direction of their weapons on order to hit the enemy.

You could play single screen multiplayer as it was turn based.

Gameplay
 
Positives

The multiplayer was a winning feature for me. The simplicity was kind of wonderful.

Negatives

Pretty basic game. Firing wasn't intuitive like it is in a game like Worms.

Memorable Moments

I actually played this in 2002 when I was stuck at university with a very old computer and wanted something new to play multiplayer with. We had a lot of fun with this game considering how old and how simple it was for the time.

Betrayal at Krondor

Game: Betrayal at Krondor
Developer: Dynamix
Platform: PC (DOS)
Release Year: 1993
Stephen's Rating: 4/10


Betrayal at Krondor was a first and third person RPG set in Raymond E. Feist's fantasy world of Midkemia

Basic Plot

I don't remember much about the plot as I only started playing it and never progressed very far. I found the game too complex and too difficult to get into.

 Exploring.

Gameplay

The exploration part of the game happened from a first person perspective, and combat was third person.

The big thing that drew my attention to the game was the sheer scale of the world you could explore. It was massive, perhaps rivaling the infamous Morrowind in terms of size.

Combat.

Positives

Huge scale, lots of exploration and side-quests available. From a logical perspective this game sounded right up my alley, but it just didn't come off as expected.

Negatives

A bit too big. Hard to focus on the actual story. I often felt like I had no purpose.

Memorable Moments

None.

I didn't really "get" this game. Perhaps someone who played it and enjoyed it could comment further.

Half-life

Game: Half-Life
Developer: Valve
Platform: PC (later PlayStation 2)
Release Year: 1998
Stephen's Rating: 8/10


Half-Life was a ground breaking new take on the first person shooter genre by Valve Software.

Basic Plot

The story revolves around Gordon Freeman, a scientist at Black Mesa. The player takes the role of Freeman during a scientific experiment which opens up a portal to another universe (Xen), and allows the alien organisation known as the Combine to invade Earth.

Gordon spends the rest of the game trying to find his way out of the Black Mesa complex, avoiding the collapsing structure itself as well as battling the alien parasites who now reside there.

Gameplay

One of the key features which makes this game groundbreaking was the inclusion of scripted sequences throughout the game. The player might approach a lift to travel up it, but moments before you hop inside the lift breaks free from its cable and falls aimlessly down the shaft. This kind of action meant the player was always alert, anything could happen. What made these scripted events unique is that the player still had control and could look around while they were happening - there was no "cut scene" that stopped the player interaction.

Before everything goes horribly wrong.

There were a variety of weapons available throughout the game including some technology borrowed from the other universe. Each weapon had a use, even toward the end of the game.

The feeling of the game was pretty lonely - you're on your own. You encounter some other characters in the game, most notably Barny the security officer (star of Half-Life: Blue Shift).

Positives

The biggest positive was the scripting sequences and really putting the player in the shoes of Gordon Freeman. You get to live that moment of the failed experiment, it's you who pushes the final piece into place and starts the whole thing off.

Head-crabs anyone?

The Half-Life engine (GoldSrc) is a heavily modified version of the Quake engine. It became a platform for many modifications to the game including Half-Life: Opposing Force, Half-Life: Blue-Shift, Ricochet, Team Fortress, not to mention literally thousands of maps and fully-fledged mods created by fans. The extensibility of the game gave it a great shelf life.

Negatives

I can't really think of any. Perhaps the weapons and enemies in this original game were a bit limited, that's all I got.

Memorable Moments

The scripted sequences for sure. I can't actually remember any other than the lift that collapses while you're in it... or the one where you're in a lift and dozens of head crabs start falling down the lift shaft to get you.

Thursday 27 October 2011

Bio Menace

Game: Bio Menace
Developer: Jim Norwood and Apogee
Platform: PC
Release Year: 1993
Stephen's Rating: 6/10


Bio Menace is a 2D scrolling platform game built using the Commander Keen game engine.

Basic Plot

You play the role of CIA agent Snake Logan who crash lands in Metro City while investigating a mutant invasion. The story doesn't get any deeper than this - you pretty much wade through each level fighting enemies, avoiding traps, and collecting key items and powerups.

That's got to be the boss... I wonder if he moves or if the game engine couldn't handle a sprite that big moving?

Gameplay

The game plays out pretty much as a standard platform game. You start off with a normal gun with normal bullets but the powerups found in each level can alter your gun to become much more powerful. To get past each level you normally need to acquire a keycard.

Now THAT'S what I call a scary looking mutant.

Positives

I remember enjoying this game a lot. It didn't pretend to be anything other than a platform game where you shoot mutants, and it had a more polished art style than games such as Crystal Caves or Secret Agent.

I'm pretty sure Snake has a mullet.

Negatives

The story was dire and pretty cliche. This game didn't really add anything to the industry, it was just cashing in on an existing engine.

Memorable Moments

Hiding in the shadows.

Jones in the Fast Lane

Game: Jones in the Fast Lane
Developer: Sierra
Platform: PC
Release Year: 1990
Stephen's Rating: 7/10


Jones in the Fast Lane was like no other game I've ever played. It was kind of like a board game... kind of not... quite funny, and incredibly addictive.

Basic Plot

The game is about moving up in the world in the American sense. Better job, more money, better education, more things, bigger and better house. And to do that, the player studies, works, and moves up the corporate ladder from serving french fries to becoming the general manager at the "Factory".

 The bank. You could use it as a bank, but you could also work at the bank.

Gameplay

The game involved turns. Each turn the player had a certain amount of "time" they could spend on getting education, working at whatever job they currently had, applying for new jobs, buying everything from groceries to entertainment systems. It sounds mundane but it was incredibly addictive.

The game plays out on a board, and the player moves around the board to visit different places of work. It had mechanics where you had to balance a lot of things. If you didn't own a refrigerator for example, your food would spoil. It's this kind of detail which really built the game's reputation.

Recieving a new degree. You could get SO many qualifications.

You could play multiplayer on the same screen by taking turns. This was great fun and was competitive because only one person could hold any particular job. And there were clearly better jobs than others.

Positives

Certainly a unique game, and one that is addictive. Lots of humour and great facial expressions on the characters. Definitely worth checking out.

Negatives

The actual game is quite short and once you've completed it 2-3 times you really get to see everything the game has to offer. In that respect, there isn't a lot of replayability beyond the first few games.

Memorable Moments

We had this game on one of the computers at my intermediate school. I remember fond times playing this game with classmates, and making a mental note to seek out the game for myself at home.

Warcraft: Orcs & Humans

Game: Warcraft: Orcs & Humans
Developer: Blizzard
Platform: PC
Release Year: 1995
Stephen's Rating: 4/10


The original Warcraft game was the grandfather of the enormously successful Warcraft and Starcraft universes. Although the original game was only a glimmer of what the sequels would eventually become, it had some merit.

It's worth mentioning that Warcraft is a blatant ripoff of Warhammer. "Apparently" Blizzard were originally contracted to build a real time strategy for the Warhammer universe, but lost the contract. Because they'd already developed most of the game, they changed the name and the theme slightly and Warcraft was born.

Basic Plot

The game involves the battle between the Alliance (humans) and Orcs. The setting is the human world of Azeroth. Orcish warlocks from the world of Draenor have opened a small portal to Azeroth, and the Orcs have embarked on a campaign to conquer Azeroth for themselves.

Gameplay

Although not the first real time strategy, Warcraft introduced some new concepts which have carried over into almost all RTS games that followed.

Beyond the usual harvesting resources, building troops, building structures, and attacking the enemy, Warcraft also introduced different game modes in the campaign such as rescuing allied units who are trapped in enemy territory, or missions where you couldn't re-build your forces (i.e. had to use what you were given at the start efficiently). This concept allowed for a better storytelling experience inside the setting of an RTS game.



Positives

This game paved the way for hundreds to follow. It introduced the world to a new game universe which culminated in the immortalised World of Warcraft and pushed the boundaries of what an RTS game could be.

Negatives

To me, even at the time, it wasn't a fantastically interesting game. I started to really pay attention when I got into Warcraft 2 not much more than a year later. It was too slow paced and not intuitive to play for my liking.


Memorable Moments

As my best friend has pointed out, the archer unit was very overpowered. The secret to winning any game was to build lots of archers. Because units moved so slowly and the range of the archer was so long, it was impossible to lose.

Wednesday 26 October 2011

Dangerous Dave

Game: Dangerous Dave
Developer: John Romero
Platform: PC (and Apple II)
Release Year: 1988
Stephen's Rating: 4/10


Dangerous Dave was a simple platform game in the vain of Mario Brothers and was a major stepping stone in the formation of iD Software and the Commander Keen series.

Basic Plot

I don't know if there was any plot. The goal was to collect golden cups and reach the end of each level. This involved avoiding enemies and using items.

Gameplay

The player controlled Dave through each level. The game was very difficult - you had to have superb timing in order to get very far at all. There were jetpacks with limited fuel which you had to carefully use and make your way through some of the levels.

Near the start of the 2nd level in the original game.

Positives

There is something just so cool about the name "Dangerous Dave". The game had attitude in a really basic and retarded kind of way.

Negatives

I found the game exceptionally difficult and didn't really enjoy playing it. I did it to compete with my friends instead.

Memorable Moments

There was one level that you could jump "above" and literally just run above the edge of the screen to nearly the end of the level. I felt pretty cool doing that.

One Must Fall: 2097

Game: One Must Fall: 2097
Developer: Epic MegaGames
Platform: PC
Release Year: 1994
Stephen's Rating: 8/10



One Must Fall: 2097 is a fighting game developed by Rob Elam and Epic MegaGames.

Basic Plot

The game revolves around the idea of giant robots battling in an arena for entertainment. Competitors brain's are hooked up to their robot so they can control them in the arena without sustaining real injury.

The plot of the single player games revolves around winning a tournament. There are 10 pre-built characters you can play in the game, each with unique strengths and weaknesses. Each character has their own backstory and reasons for competing. The ultimate goal is to fight your way to the finale and beat Major Kreissack.

Gameplay

There are two main types of gameplay. You can play the single or multiplayer game by selecting one of the pre-set characters and any robot of your choice. There are many levels of difficulty ranging from very easy to "Ultimate" including some secret battles which are unlockable on the hardest difficulty levels.

The other huge part of the game is the tournament mode. In this mode you get to create your own character. You start with a Jaguar with no upgrades at all, and no agility, strength, or defense. The objective is to compete in the four available tournaments, win games, buy upgrades, and eventually win the World Championship.

Tournament mode.

In tournament mode you are able to play sim's which are simulated fights which don't count toward the actual tournament. This allows you to test out your moves and your opponents before the real battle. You can also completely customise your bot or even purchase a different model once you have saved enough money.

Like any other fighting game One Must Fall: 2097 includes special moves. Each bot has many which are worth discovering. Additionally every bot has two finishing moves; a scrap which is the initial finishing move which usually involves smashing the opponent around a bit, and the destruction which is completed after a scrap and completely destroys your opponenent's bot.

Tournament mode offers special hidden fights if you successfully do a destruction on a particular opponent. Secret opponents include Jazz Jackrabbit among others, and sometimes will drop upgrades which you can install on your bot. These upgrades provide abilities you wouldn't normally obtain in the game (such as double or triple concussion cannon on a Jaguar).

There are 10 bots to choose from and one secret bot only used by Major Kreissack and in tournament mode:
  • Jaguar: Standard agile bot, my personal favourite.
  • Shadow: Can create "shadow" images of himself and project them around the arena.
  • Thorn: Massive bulking bot with spikes to impale enemies.
  • Pyros: Has flame jets to attack the enemy or fly around.
  • Electra: Very fast electric bot made of crystals that can shock enemies.
  • Katana: Has blades for arms, looks the coolest.
  • Shredder: Can separate his hands from his arms to attack enemies from afar.
  • Flail: Strange robot on wheels who has massive chains to attack enemies.
  • Gargoyle: Can fly.
  • Chronos: Can teleport around the map and freeze enemies.
  • Nova: The secret bot. Is the only weaponised bot - huge, can fire missiles and grenades and do earthquake smash attacks on the ground.

Jaguar dong an overhead throw on an Electra.

Positives

Well polished fighting game with lots of options. Each bot is quite unique from the others and requires a different kind of playing style.

Tournament mode as well as the standard single player campaign (not to mention multiplayer) provides many hours of gameplay. I have re-played this game many times.

The secret challengers in tournament mode, the secret upgrades, secret difficulty levels as well as the "Fire" and "Ice" opponenets in single player mode all added to the game and added to the excitement.

Negatives

Weak story and characters for the most part. Never really bought into the world at all, it was more the gameplay and mechanics which drew me in. The characters were often cliche and there were some awful one liners before a fight.

Memorable Moments

At my peak I could run any tournament and 99% of the time I'd get a perfect round. I played Jaguar most of the time but also got skilled up as Shadow - although I found those games too slow and repetitive.

This was the first game I ever paid money for. I purchased it by mail and it arrived as a set of light blue 1.5 inch floppy disks. I got to try it out with the shareware version which piqued my interest.