Monday 28 November 2011

Rune

Game: Rune
Developer: Human Head Studios
Platform: PC
Release Year: 2000
Stephen's Rating: 4/10


Basic Plot

The game revolved around Norse mythology and follows a hero named Ragnar as he gets caught up in the feud between Odin and Loki, and must travel to the underworld to prevent Ragnarok.

Gameplay

Rune used the Unreal 1 game engine and played out as a third person hack'n'slash action game, like a third person shooter but primarily with melee weaponry.



Positives

I loved the concept of this game when I first saw it. I'd never seen a melee combat game which was real time like this before.

Negatives

I found the game confusing to get into. I tried to start the game a couple of times but generally got confused on where to go next or what my purpose was.


Memorable Moments

None.

Icewind Dale

Game: Icewind Dale
Developer: Bioware
Platform: PC
Release Year: 2000
Stephen's Rating: 5/10


Basic Plot

The player controls a player-created party of adventurers who get caught up in the evil happenings of the Icewind Dale.

The party is sent to investigate evil powers which are altering the weather and threatening the town of Kuldahar. The story progresses until a plot is uncovered involving open a portal to the gates of hell to overthrow the North.

Gameplay

Icewind Dale used the Infinity Engine and so was almost identical to Baldur's Gate 2 in the look and feel of the game.

One thing which made this game different to the Baldur's Gate series was that you got to create all the characters in your party, even in a single player game. There were positives and negatives to this decision. I liked how I could customise my party to be supremely powerful and well balanced, but as a drawback you no longer had the humour and company of the NPC's in your party (such as Minsc or Edwin in Baldur's Gate).

Frost Giant's were almost comically large.

Positives

For anyone who played Baldur's Gate and wanted some more action this game was ideal. The Infinity Engine was pretty special, and definitely worth utilising.

What will keep you going in this game is the engine itself and the progression of your characters and their abilities, which is just as good as Baldur's Gate.

Negatives

The lack of NPC character's with their own agenda and story was really missed in the game. It lacked a lot of the humour and humanity seen in Baldur's Gate.

In general the game as a whole was dry in comparison with the previous series. The story wasn't as interesting or epic, the characters less engaging, the world less detailed, everything about this game was sub-par to the work of art that Baldur's Gate was.



Memorable Moments

I tried to complete this game twice and got quite far, but just didn't get sucked in enough to finish it. In fact one time I believe I lost a quest item, and without it I couldn't progress any further.

Sunday 27 November 2011

Ultima VI: The False Prophet

Game: Ultima VI: The False Prophet
Developer: Origin Systems
Platform: PC
Release Year: 1990
Stephen's Rating: 5/10


I didn't play a lot of this game but it is an important part of the wider series and worth mentioning.

Basic Plot

The game begins with The Avatar being captured by some demonic looking creatures called Gargoyles. He is saved by his companions and whisked away to Britannia. The Avatar learns that the Gargoyles have captured each of the shrines. What starts out as a quest to free the shrines from the Gargoyles becomes a quest for peace as he begins to see their motives and how it looks from their point of view.

The story is a lot about race relations and tolerance, and also unforeseen consequences.


Gameplay

This game as the first to lift the visuals and perspective out of the traditional stick-man like 2D perspective to a top down animated view of the world. I played Ultima VII first before this game, and in many respects it is a more primitive version of that engine.

Positives

I like the complexity of the game, and the story is very good.

Negatives

Perhaps due to playing the games in a backwards order I found this game unapproachable. It was too old and clumsy for me to get in to at the time.

Memorable Moments

"The mind is willing but the flesh is weak."

Wednesday 23 November 2011

The Elder Scrolls III: Morrowind

Game: The Elder Scrolls III: Morrowind
Developer: Bethesda
Platform: PC, Xbox
Release Year: 2002
Hamish's Rating: 11/10

So I'm going to do something a little different for this one. I only played Morrowind for a couple of hours and it didn't really grab me, but a good friend of mine is pretty much a religious zealot when it comes to Morrowind, so I thought it only right that he write up a few highlights about the game.


Basic Plot

Now, there are many people out there who know a lot more about the Elder Scrolls than I do, it's an almost religious experience for some. Also, what might be considered heresy to some... I don't know anything about what came before Morrowind, and hated Oblivion, which came after (dumbed down for console)... but I did play a LOT of Morrowind. It was my digital crack. I roamed that land so much, when I remember back to my Morrowind days, it feels like real life memories - I really scrambled about under giant mushrooms, I'm pretty sure there really is a city inside a giant mudcrab shell.

There was a main plot revolving around a dark god, a volcano, Imperial rule, the Ghost Gate and of course you're the mysterious stranger.. but ya know, the main story-line wasn't why you played through Morrowind... there was too much world to discover. There were guilds to join, quests under every rock pretty much. And if you got bored of questing, the world itself was fascinating to explore, & always someone to fight, somewhere to sneak or something to... acquire.


Gameplay

This game was a wildly unfettered 1st or 3rd person RPG, with a lot of fine control over interactions with NPCs and your characters stats.

The character creation is something Morrowind was famed for; you could greatly alter your characters appearance with difference faces and hair-styles, but more importantl, there was a very detailed system of creating your perfect skill set, letting you fine tune to your heart's desire. I tried quite a few characters before settling on my prime, a Dunmer, trained up in short sword combat, light armour, archery... I was fast and agile. I didn't enjoy the magic aspects of the game so much, preferring to just carry a bunch of potions if needed.

At the Seyda Need Census and Excuse Office, you could either choose a predefined class which comes under a specialisation; Combat, Magic or Stealth - or create your own (which was the fun part in my humble opinion). The mechanic of skills and attributes is pretty complicated, but basically, you chose what you wanted to be good at, and while you could still attempt all the quests in the game, some would be much harder for you. Doing Theives' Guild quests without high lockpick or sneak skills is gonna be a real drag.


Once your character creation is complete, you are set the task of going to the next town, Balmora... but here's where Morrowind is fun. You can just go off and do other stuff. Forget the main story-line. There was a small smuggler's cave nearby the first town, and it made an excellent first foray, after killing a few mudcrabs to get your slashing or archery up to snuff. If your character was like mine, killing was all about sneaking in the shadows, sending deadly arrows at your unsuspecting foes, then panicking when it turned out they were far stronger than you expected and running away as fast as possible. Or you could wear massive armour and hit them with heavy things, or cut them with sharp things, or fling balls of angry magic at them. Either way, Morrowind really came to life when you stepped off the beaten track, killed mercilessly, and pilfered loot off the corpses littering the ground around you.

Positives

A pretty big but incredibly detailed game world. Incredible design work. At the time the visuals were mind-blowing. A life-changing musical score. Complete control over character development. Interesting stories throughout the world you can roam at will... I could pretty much keep on like that all day.


Negatives

Admittedly the combat system isn't up to par with modern games, and even modded to the brim it's looking its age, and has been well surpassed by the latest in the series - Skyrim. Other than that the only thing I could suggest as a negative is that its epic scope would turn away the casual gamer.

Memorable Moments

Where do I even START?! The first time I found my way into some Dwemer ruins and encountered steam driven spiders. Exploring at night and encountering my first (of so many) windracers... and running away when I discovered how rubbish you are in the beginning (terrible mudcrab damage!). When I first laid eyes on a Silt Strider... Morrowind is packed with incredible design and beauty everywhere you go.

Tuesday 22 November 2011

Sopwith

Game: Sopwith / Sopwith 2
Developer: David L. Clark
Platform: Originally Atari 520ST, I played an MS-DOS port.
Release Year: 1984
Stephen's Rating: 4/10


One of the oldest games I have ever played on a computer.

Basic Plot

None.

Gameplay

The style was a 4 colour CGA 2D action flying game.

The game always starts with having to take off. This required getting enough speed and getting the right timing and angles, and as a new player was excrutiatingly difficult to do.

Once you were in the air the goal was to hit enemy targets and avoid crashing.

Positives

The game was fast paced and required more skill than many of the 2D platform games released in the years following.



Negatives

The game was too hard to play, especially for a young buy such as myself (at the time anyway).

Memorable Moments

My brother discovered this game before I did. The extreme level of skill you had to use to play it made the game kind of "cool" in my mind even though it was outdated at the time.

Alex the Kidd in Miracle World

Game: Alex the Kidd in Miracle World
Developer: Sega
Platform: Sega Master System
Release Year: 1986
Stephen's Rating: 7/10


Remember when you turned on your Sega Master System II without any game in, it would boot up Alex the Kidd in Miracle Land?

Basic Plot

I didn't know there was much of a story but apparently it's quite complex. You play the role of Alex the Kidd, an expert martial artist seeking to save his kingdom from the evil Janken the Great.

Gameplay

The game is primarily a 2D platform scroller with elements of role playing and puzzle solving.

You control Alex the Kidd through a variety of levels, avoiding or defeating enemies. Some levels are on land, others are underwater.

In between levels Alex the Kidd is able to spend the money he obtained in the previous levels on items such as a bicycle or peticopter which can be used to move faster in the game.

His primary method of attack is a punch, and there are items can be obtained from special blocks similar to the mechanic in Super Mario Brothers.

I remember at least one boss fight which required playing a game of paper/scissors/rock with an opponent. The opponent would always do the same combination, so if you wrote it down the first time you encountered him you were sorted for life.


Positives

Because the game came with every Sega Master System II everyone's played it. It had really good and catchy music, and for a platform game was a pleasure to play.

The game was based a lot on memory - remembering which special blocks release evil spirits as opposed to items, remembering which paper/scissors/rock combination your opponent will use. I quite like that aspect as it forces the player to make notes or remember things outside of the game but also once you figure out a certain thing if you remember it, you can easily progress past it in the future giving you a longer term sense of progression.



Negatives

None.

Memorable Moments

I never had a Sega Master System II but I enjoyed playing this at my friends' houses.

Monday 21 November 2011

Pokemon Gold/Silver

Game: Pokemon Gold & Pokemon Silver
Developer: Game Freak
Platform: Gameboy
Release Year: 1999
Stephen's Rating: 7/10

Real men play Pokemon.

Basic Plot

As with every other Pokemon game ever created, you start as a young boy who lives in a small town with your mum. You then get given a Pokemon by a professor, and then (with the blessing of your mother) you venture out alone into the world with your Pokemon.

You find, battle, catch and train Pokemon, battle other trainers, and uncover an evil plot by an organisation with the prefix "Team".

Eventually you battle the Elite Four and become Champion.

In this particular generation (Gold/Silver) the game includes the new area of Johto as well as the original Kanto from Pokemon Blue and Pokemon Red. There are 109 new species of Pokemon to catch. The player starts in New Bark Town, and the villains are Team Rocket.

Gameplay

Pokemon is a blend of a role playing game with a collection game (like the card equivalent). The world is inhabited by hundreds of species of Pokemon who each have different types and moves. Pokemon can be caught in the wild, or traded with other trainers.

The game pans out in two main views. There is a top town exploration view which most of the game is played out in, and then a special face to face view for battling other Pokemon and trainers.

A Pokemon battle.

A player can carry around a team of up to six Pokemon at a time. They use this team to engage in Pokemon battles, or to battle wild Pokemon (usually to try and catch them). They can also store a vast number of additional Pokemon in their computer system. That's one of the things about the game - Pokemon can be stored in little balls called Pokeballs, and can also be stored in a computer system. It doesn't really make sense and it breaks the laws of space and time but just go with it.

Pokemon have one or two "types". This essentially makes a Pokemon battle like a vastly complicated games of paper/scissors/rock. For example; a water type Pokemon takes less damage from a fire type attack, but will incur extra damage if a grass type move is use against them. There are many types including water, fire, grass, electric, ghost, psychic, rock, ground, bug, fighting, normal, dark to name a few. On top of that, some Pokemon have two types. For example; Bulbasaur is a dual type grass/poison Pokemon. The strengths and weaknesses are melded together.

It's not as simple as that, however. A Pokemon who tries to use a move which is not their type (for example a water Pokemon using a fire move) does normal damage. But a Pokemon using a move of their type (for example a fire Pokemon using a fire move) does 50% additional damage.

Pokemon types are not all equal either. For example, the grass type is renowned for being impracticle and weak in the game as it is weak against a lot of types (fire, rock, ice, bug, flying...). In comparison the dragon type is only weak against ice type moves.

Not all Pokemon are equal either. Pokemon have a certain number of attributes they can obtain by reaching level 100, and some Pokemon can attain much higher levels of these than others. This depends primarily on the species, but there is some random variation based on their "nature" and other effects which are decided when the Pokemon is first encountered (or bred).

Berries became quite a big mechanic in other games. I have always hated them.

Another important mechanic in the game is evolution. Many species of Pokemon have one or more evolutions, while some do not. For example; when Bulbasaur reaches level 16 he will evolve into Ivysaur who is like an ugly but stronger version of the original. Again when Ivysaur reaches level 32 he will evolve into Venusaur which is uglier but stronger again. You can stop a Pokemon from evolving if you want.

One of the things that makes the game addictive is the collection aspects. You are given a "Pokedex" which is a list of all the Pokemon you've found in the world. It's human nature to want to complete the list... to catch them all. Doing so, however, is exceptionally difficult, particularly due to the next point.

Another important thing is the concept of "event" and "legendary" Pokemon. Legendary Pokemon are one of a kind Pokemon that are often part of the game's story. You can catch them, but they're difficult to do and often require breeding special Pokemon who have moves that assist you in the catch (moves that put other Pokemon to sleep, paralyse them, stop them escaping, etc). They are usually extraordinarily powerful and hard to find. Another kind of Pokemon is an "event" Pokemon, which you can't find in the game, but you can obtain by attending a Nintendo event. That is, going in person to a place where a staff member from Nintendo will transfer you the Pokemon. Nowdays they do events over wifi, but at the time of this game it was all in person.

Another really interesting mechanic is the idea of "shiny" pokemon. They are Pokemon who are an unusual colour compared to most in the species. There is a very, very low chance of finding one, but if you do they can be a collector's dream come true.

Part of the story involves waking up this Snorlax. You can catch him too.

Positives

The game is addictive. It has a good multiplayer aspect where you can trade and battle with your friends. The collection aspect keeps you playing well after the main story is finished.

The mystery of both event and shiny Pokemon is also a real winner for me. It's kind of cruel, to make this almost unattainable thing, but it also makes you want it so much more.

Negatives

The story is arse. It's cliche and childish, and repetitive. I literally skip past every conversation in every Pokemon game I've ever played. The first thing I do is put text speed to max.

The game itself becomes very repetitive. Training up Pokemon is just like grinding dungeons in World of Warcraft: it's not enjoyable at all, but you do it to obtain something, which is actually just part of a game, so it's pointless.

Memorable Moments

My brother and I both had Gameboy Colour's. I had Pokemon Gold, he had Pokemon Silver. We traded, battled, and had a grand time.

My favourite Pokemon was my Kabutops.

Sunday 20 November 2011

StarCraft

Game: StarCraft
Developer: Blizzard
Platform: PC/Mac
Release Year: 1998
Stephen's Rating: 9/10



One of the most important video games of all time. It was still popular 12 years after release, until the sequel came to replace it.

Basic Plot

There are three campaigns, one for each playable race. The setting is a fictional future inhabited by three races; human beings referred to as the Terran, the advanced technology based aliens called the Protoss, and the biological assimilators called the Zerg.

The Terran campaign follows Jim Raynor as he joins the rebel group the Sons of Korhol led by Arcturus Mensgk who seek to overthrow the governing Confederacy. Mengsk's true nature is revealed over the campaign as he begins to use Zerg against Confederate targets, leaving the psychic Sarah Kerrigan to die in one such attack. Raynor is outraged by this and leaves the Sons of Korhol. Mengsk reorganises the remnants of the Terran civilization into the Terran Dominion, with himself as Emperor.

The Zerg campaign follows the plans of the Overmind (leader of the Zerg), and the player controls one of his cerebrates (sub-commanders of the swarm). We learn that Kerrigan is not dead, in fact she has been infested and altered by the Zerg into a powerful psychic with control over the swarm. The Protoss High Templar Tassadar learns that the cerebrates cannot be harmed by conventional means, and makes contact with the Dark Templar (outcasts from the Protoss civilization). Tassadar and the Dark Templar Zeratul kill one of the cerebrates, but in doing so the Overmind is able to read Zeratuls mind and finds the location of the Protoss homeworld Auir. The Zerg quickly overwhelm and destroy Auir, the Overmind planting himself in the centre of the planet.

In the Protoss campaign the player originally is sent to arrest Tassadar for allying with the Dark Templar but instead joins him. A civil war emerges between the established Protoss and Tassadar with his Dark Templar allies. Peace is reached when Zeratul is able to destroy another two cerebrates. Aided by the help of Jim Raynor, Tassadar and Zeratul are able to destroy the Overmind's outer defences. Tassadar then combines his high and dark templar energies and crashes his ship into the Overmind, destroying himself and the Overmind in the process.

Protoss attacking a Terran base.

Gameplay

StarCraft is a real time strategy (RTS) game which defined the genre in a lot of ways.

The player is able to choose from three playable races; the Terran, the Protoss, and the Zerg. Each race has completely unique units and strategy. This is in contrast to Warcraft II: Tides of Darkness where the Orc and Human units were in essence identical with only cosmetic differences. This meant a lot of things. It meant that the game was carefully balanced considering a lot of different factors. The whole unit composition of a race had to be considered as a whole when balancing the units. It also meant certain people favoured paricular races. The Terran race has a lot of utility units and is adaptable to a range of situations. The Protoss have powerful but expensive units. The Zerg have weak units but are able to spread and build quickly to dominate a map.

The game involves a careful balance between economy and military. The player builds economic infrastructure to harvest minerals and vespene gas, and spends these carefully on further expansion or military. Players try to stop each other from obtaining additional resources or alternatively simply attack the enemy base to wipe them out. Some units were extra effective against others, so the composition of a player's army could often determine the outcome of a battle. Additionally a player could "micro manage" their units to make them more effective in combat. An example of this is individually retreating units who are low on health to preserve them in the midst of a battle.

The single player campaign was where most players started. It had a rich story with interesting characters. The story was told through cut scenes, briefings between missions, and additional briefings during missions.

Multiplayer supposed both local LAN but also playing ladder games against other players on battle.net. StarCraft was up until recently the most successful competitive video game of all time (only surpassed by the sequel) and I've heard in South Korea they have multiple television channels dedicated to casting matches of the game. The complexity and potential strategies that can be employed in the game make it an attractive game for professional players to get involved in.

Terran attacking a Zerg player. Note the purple slime around the Zerg base. This "creep" is what the Zerg build on, and the whole base is effectively like one organism.

Positives

As with all Blizzard games, this game is polished. The story is fantastic, the detail put in to every unit, map, the balance between units, all of these things are presented with precision.

Making the units for each race unique was huge in terms of moving on from Warcraft II and some of the other RTS games of the time.

Negatives

I honestly can't think of many, unless you don't like real time strategy. I accept that for someone new to video games this is probably not the ideal starting point.

Memorable Moments

A friend of mine and I had a lot of games against each other. Only, we did things our own way. Rather than playing the game it was meant to be played, we edited the maps so that we had unlimited minerals. On top of that we would give each other a 30 minute safe window to build up defence before we started attacking each other. In retrospect I don't know why that appealed to us so much, but I distinctly remember one game we played took 8 hours and we finished with a stalemate. I think we got a lot of joy just out of building huge armies and throwing them against each other's impervious defences.

Street Fighter II

Game: Street Fighter II
Developer: Capcom
Platform: Arcade
Release Year: 1991
Stephen's Rating: 5/10


The game you still see in pretty much every fish'n'chip shop in the country.

Basic Plot

There was no real story. I'm assuming there was some kind of competition going on?

Gameplay

Street Fighter II defined the fighting game genre. It introduced multi-input combination moves (special moves), as well as multiple characters with unique fighting styles.

Hundred hand slap?

Positives

It re-defined the genre of fighting games and added a layer of technical skill that lifted it above other games at the time.

Negatives

It just never did it for me. I even enjoyed Mortal Kombat more. I am not a huge fighting game fan, with the exception of One Must Fall 2097.

I can't say much about the calibre of the fighting games that followed... that genre has been flogged to death many times over. This was like the monkey that bit someone and started an ebola virus outbreak.

Ryu fireballing Chun-Li.

Memorable Moments

I played a port of this game for PC first. It was terrible. The scale of the characters wasn't right. Dhalsim's arms and legs were extra long so you could win any fight simply by hitting the kick button over and over.

If you watch Chun-Li as she kicks carefully you can see she has a camel toe. That's pretty exciting for a 13 year old boy.

Rise of the Triad

Game: Rise of the Triad
Developer: Apogee Software
Platform: PC
Release Year: 1994
Stephen's Rating: 4/10


Rise of the Triad was originally meant to be an expansion pack to Wolfenstein 3D but was re-molded into a new game once the original project was cancelled.

Basic Plot

You play a member of a secret operative team who is trapped on an island full of cultists bent on destroying Los Angeles.



Gameplay

The gameplay was a fairly linear first person shooter similar to its predecessor Wolfenstein 3D. The game used an enhanced version of the Wolfenstein engine.

You could pick which character to play during the game which was a new mechanic.

Positives

None.



Negatives

There was nothing that really made this game stand out. It was a generic first person shooter without a very good story, and without the polish and consistency of its predecessor. It was also overshadowed by the release of DOOM.

It wasn't terrible but it was altogether unmemorable.

Memorable Moments

None.

Thursday 17 November 2011

Counter-Strike

Game: Counter-Strike
Developer: Valve
Platform: PC (as a modification for Half-Life)
Release Year: 1999
Stephen's Rating: 9/10


Counter-Strike is one of the most famous video games in history.

Basic Plot

Counter-Strike is a multiplayer only modification for Half-Life. There is no story, but the basic scenario revolves around the idea of opposing teams of terrorists and counter-terrorists doing battle within the confines of a map.

Gameplay

The game is a multi-player co-operative first person shooter for the most part.

Players choose (or are automatically placed) into one of two teams (terrorists and counter-terrorists) at the beginning of each map. The goals for the map vary but usually fit into a few categories:
  • Bomb placement. On these maps the terrorists need to work together to get a bomb to a bomb site, plant it, and then defend it until it goes off. The counter-terrorists are trying to elimnate all the terrorist players but also defuse the bomb if it has been planted.
  • Hostage rescue. The terrorists are guarding a set of NPC hostages. The counter-terrorists need to infiltrate the terrorists' lair and take the hostages to safety.
  • VIP. One player plays as the VIP (who only as a pistol). The counter-terrorists must bring the VIP to a rescue point, and the terrorists are trying to kill him.
There became many other versions of the game over time including a deathmatch mode where everyone was out for themselves.

Teams usually consisted of 8-16 players on each team. Although the game was technically co-operative a lot of the competition was around which player could obtain the most kills during a map. Often the best players were worth many times the strategic value of hordes of newbies.

A game was split in to rounds. Each round was maybe 3-4 minutes long, and if you died you would simply spectate the other players to see how your team went. Then a new round would start and you could play again. This was part of the game's success, you could die often but always be back in the game after a short period of time.

Two of the terrorist models.

There was a secondary mechanic in the game which involved money and purchasing weapons. At the beginning of each round there was a small amount of time set aside for buying weapons and items. You obtained money from killing enemies or winning a round. Additionally, if you stayed alive in the previous round you got to keep the gear you had - whereas if you died you lost it all.

Unlike its mother game Half-Life the weapons and physics system was much more realistic. Headshoots killed an opponent with a single bullet (unless they were wearing head armour), if you ran and shot at the same time your gun would spray bullets around and you'd miss everything. Falling from any great height would kill you. It was this realism which really made this game stand out for the time period. It meant that you could obtain actual skill that would set you above other players.

The kinds of skills involved were aiming guns (obviously), managing movement and aiming, knowing the maps and where all the choke points and shortcuts were, how to use terrain to youir advantage, specializing in certain weapons and understanding their recoil pattern, etc.

Counter-terrorists running out to start the round. When you held your knife you ran slightly faster than if you held a gun. Good, as long as you didn't get caught.

Positives

The culmination of both a co-operative and competitive multiplayer made this game extremely addictive.

I really liked the skill based aspect of the game. When I first started playing I died within seconds of each round starting. I was frustrated and annoyed, but as I played and began to consciously think about strategy I was able to keep up. There is something very satisfying about pitting your skills against others in an arena where it actually matters (i.e. it's not just random luck).

Because the game was so popular there were hundreds of local servers up and running 24/7 so there was never a shortage of players or modifications on the original game.

I also really liked some parts of the sub-culture of the game. When there was just one player from each team left at the end of a round sometimes they would have a knife fight to decide the win. It was kind of a comradery that was great when there weren't a bunch of 12 year olds playing.

Overall it was an extremely well balanced game from a lot of angles which didn't have a lot of flaws. The only reason that it lost popularity is perhaps that new and more interesting mechanics have been developed since.

Arctic Warfare Rifle...

Negatives

There were some really horrible people who played the game, who would type in abuse and then later speak abuse using their microphone.

It kind of ruined my life a bit in my third year of university. I was playing 3-6 hours a day...

Memorable Moments

There was a modification to the game called WC3 in which you chose one of the races from Blizzard's Warcraft 3. Each "race" had their own special abilities and you could level up your character to obtain them all. The skills added to the complexity of the game and I really enjoyed it. Some of the abilities included partial invisibility, improved speed and jump distance, keeping your weapons if you died, improved grenades (devastating), and evasion.

When I was at my peak, I could jump on any server and always be in the top 1-2 in terms of kills at the end of a map. It came at the expense of the rest of my life though :P

Tegl Monopoly

Game: Tegl Monopoly
Year: 1989
Developer: Tegl Systems
Stephen's Rating: 5/10

So this is a bit awkward... and I'm going to do things a little differently.

When I was about 8 or 9 years old we got our first computer. It was a 386 with a 33 Mhz processor, 4 MB of RAM, and a whopping 81 MB hard drive, sporting the flash Windows 3.1.

One of the games on that computer was a simple version of Monopoly which was distinguished only by the fact instead of counters you had small people of various colours who comprosied of only a few pixels each.

UPDATE: I've found the game! It was called Tegl Monopoly and here is a screenshot:



You could set up a few basic settings, and you could have dozens of players unlike the real game.

Now I can't find any record of it. I can't find any images of it, don't know who made it, don't know where to start. I did want to put it in here though as it is part of my childhood and my video game history.

Memorable Moments

I used to play this game by myself with all the pieces. I played all of them, and I would pick 4 of them who would each take one side of the board (in terms of property). Then the 4 with property would fight it out by random chance to see who would win the game. The others were essentially just a source of income.

Crysis

Game: Crysis
Developer: Crytek
Platform: PC
Release Year: 2008
Stephen's Rating: 8/10


Basic Plot

The main "thing" about Crysis (at least initially) is the concept of a nano-suit. It's a combat suit which has different "modes" of operation which enhance a soldier's abilities.

There is cloak mode - which allows the soldier to move small distances undetected. Armour mode allows him to take additional hits, absorbing even bullets. Strength mode allows him to pick up cars and objects and throw them around, jump high, or even beat an opponent to death with a single swipe. Speed mode allows him to sprint very quickly over short distances.

You play the role of a soldier cosigned Nomad who has the privilege of using one of these nano-suits. The plot revolves around investigating strange activity by the North Korean military on an island.

Half way through the game the story changes dramatically. The entire island is frozen solid, strange alien looking creatures wipe out everything that survives.


Gameplay

Crysis is a first person shooter with the addition of having to change nano-suit modes during the game. It is not possible to simply walk up and shoot all your opponents (you will quickly become surrounded), the game forces you to use stealth and forward thinking.

The story is often progressed with in-game cut scenes which don't overpower the gameplay and provide information usually at the beginning or end of a section of the game.

Each part of the game will usually involve one or more objectives and secondary objectives. Objectives are mandatory and progress the story, secondary objectives usually require taking on additional enemies with the reward being ammunition, weapons, and supplies.

There is a certain amount of freedom that the player has to explore, especially in the first half of the game. The island is quite vast at first glance but is actually quite limited in terms of where you can go - it tends to point you to your objective even if you purposely try and head off course.

As is fairly common with many first person shooters there are a multitude of weapons to find, including grenades and explosives, an additionally you can jump into just about any vehicle in the game and drive it.

One thing that was new when this game came out was destructible terrain. As you shot at enemies past trees, the trees would fall down.

Another unique thing was being able to customise your weapon. As you went through the game you collected rifle scopes, laser sights, silencers, and other peripherals which you could attach in any combination you liked to your guns.

There is a multiplayer mode but it's not very well thought out. This game was obviously designed as a single player campaign.

Maximum Strength mode.

Positives

From an objective point of view, despite my own experience I have to applaud the combination of gameplay and plot in respect to the "shift" the game takes when the island gets frozen. it sets you up as this super sodier. When you work out how to use the suit, you're basically a demi-god roaming a tropical island slaughtering everything in your path. Then the shit hits the fan - aliens come, the island gets frozen. You don't know where you are anymore, the aliens are much stronger and don't fall for your tricks. You're essentially helpless. The contrast to how you felt before is powerful. It really comes to fruition when you enter the mountain and go into the strange and disorientating alien nexus.

Prior to the point I had a lot of fun roaming the island destroying stuff. In fact sometimes I'd drive all over the island collecting trucks and gasoline barrels, pile them all up, run to a safe distance and blow them up.

Aliens!

Negatives

From my perspective, and I had the same problem with Crysis: Warhead, I lost a lot of enjoyment in the game once the island got frozen. Although it worked with the plot, the helplessness and disorientation that it threw me in to was not enjoyable for me. I did go on to finish the game, but had a lot less fun than the first half of the game.

Some of the weapons in the later part of the game were not very satisfying to use. They either had a slow projectile speed, or slow rate of fire. Although they were powerful and necessary to beat the aliens they weren't much fun to use.

The multiplayer was hopeless.

Memorable Moments

Blowing up stuff. Terrorising soldiers. Feeling completely freaked out inside the alien nexus.

Wednesday 16 November 2011

DOOM

Game: DOOM
Developer: id Software
Platform: PC
Release Year: 1993
Stephen's Rating: 6/10


Doom was one of the pivotal points in video game history.

Basic Plot

The game is set on Mars where an organisation called the UAC are running teleportation experiments between the moons of Phobos and Deimos.

You play an unnamed space marine exiled to Mars (actually Phobos) for assaulting an officer (after he ordered you to fire on civilians).

The experiments go wrong, and "evil" begins to pour out of the Phobos portal. Everyone else dies, and as the last man standing your (totally realistic) goal is to destroy all of the demonic beings in your way to protect Earth.


Gameplay

The game built upon the Wolfenstein 3D engine. It was not truly 3D but did include many new features which pushed the boundaries for first person shooters:
  • Non-perpendicular walls.
  • Dynamic environments (moving terrain, platforms which raised and fell).
  • Height differences.
  • Full texture mapping to all surfaces.
  • Enemy AI was improved, enemies could hear your gunshots from great distances.
The player fought from the first person perspective using weapons to engage enemies. There were a variety of enemies to face.

DOOM had a small hint of the active cutscene content familiar with Half-Life. For example; you might be wandering along and see a new weapon in the distance. As you approach it, all the lights go out, and you find yourself suddenly surrounded by enemies.

Other than that DOOM was a classic first person shooter. Control was simple (keyboard only for the PC), and the game revolved around balancing your health, armour, and ammunition while fighting through hordes of enemies.

As with Wolfenstein 3D there were a multitude of secret passages and items to find.


Positives

Purely from a technical point of view DOOM was the next step in heading toward truly three-dimensional graphics in video games.

The sense of isolation and danger was really well represented in the game. It slotted into the horror genre well.

Negatives

There is little to complain about given the technology of the time and what the game set out to achieve.

Memorable Moments

I have a cousin who used to play this game on the hardest difficulty and would re-start the entire game if he died.

Assassin's Creed

Game: Assassin's Creed
Developer: Ubisoft Montreal, Gameloft, Griptonite Games
Platform: PC
Release Year: 2007
Stephen's Rating: 4/10


Assassin's Creed is a sci-fi third person assassination/stealth and action game.

Basic Plot

The game revolves around the idea of re-living ancestral memories. You play the role of Desmond Miles, a descendant of a long line of assassins. Using a device called the Animus he is forced to re-live his ancestral memories so that the Abstergo corporation can locate ancient artifacts.

A lot of the game involves playing in an ancestral memory as one of Desmond's ancestors.

Scouting out a city from above.

Gameplay

The game involves Desmond living out actions as his ancestors following certain rules which keep "synchronization".

The game plays out in the third person and involves stealth and parkour. There are both active combat phases as well as stealth and non-combat areas.

Positives

I appreciate that the game tried to do something a bit different. The story and theme were pretty strongly portrayed and it wasn't another mindless first person shooter.

Blending in with the crowd.

Negatives

The game was overtly complicated and difficult to approach. I've played a lot of games all my life, but I still found myself getting confused and frustrated as I tried to get into the game and understand how to play.

There were way to many cutscenes at the start. By the time they were over I was already bored.

Essentially I see this game as Hitman disguised as something new and special, only Hitman delivers a much better gameplay experience and easier to get in to.

Memorable Moments

I'm not saying this game is terrible. I am saying, it was terrible for me. In the hours I spent trying to get in to the game I didn't have any fun, it was more of a chore having to learn a million different huds and key combinations and trying to figure out what the story was trying to do. And I enjoyed Hitman 2 a lot, so it's not just this style of game. I think perhaps they were just trying to be a bit too fancy and it didn't come off.

Monday 14 November 2011

Home Alone

Game: Home Alone
Developer: Sega
Platform: Sega Megadrive/Genesis
Release Year: 1991
Stephen's Rating: 5/10


I never owned this game but I remember on several occasions watching a friend of mine play it who lived down the road. There are many versions of this game and I don't know which one I played exactly, only that it was on the Sega Megadrive.

Basic Plot

It was based strongly on the movie released in 1990. Unsurprisngly you play the role of Kevin McCallister, and you have to lay traps down to hinder the bad guys who enter your home while your parents are away.


Gameplay

I remember very little about the game but there were two phases of gameplay. First you would set traps - you had a certain amount of freedom within a limited time frame to place whatever you thought would work best. In the second phase the bad guys would come over and try and get you. I don't remember much other than seeing them getting hit by the traps.


Positives

I have a fond memory of the game even though I don't think I even played it.

Diablo II: Lord of Destruction

Game: Diablo II: Lord of Destruction
Developer: Blizzard North
Platform: PC
Release Year: 2001
Stephen's Rating: 9/10


I'll make a note here that this blog entry encompasses both the original Diablo II and its expansion Lord of Destruction as I never played the original by itself.

Basic Plot

The story follows after that of the original game. You spend the game following the tracks of the Dark Wanderer who is essentially your character from the original Diablo who is being slowly corrupted by the soul stone.

During the course of the game and the expansion you encounter and defeat all of the three prime evils, Mephisto, Diablo, and Baal.

The druid class on the character selection screen.

Gameplay

Diablo II is an action role playing game similar to the original but much broader in scope and complexity.

You start the game by choosing one of the character classes. Each class has vastly different skills and abilities, and even within a single class you can drastically alter the way you play the game. The character classes are:
  • Barbarian -The ultimate melee fighter class. Abilities involve special attacks and weapon specialization, improved defense, speed, and damage, as well as battle cries.
  • Paladin - A multi-talented warrior who can specialise in a variety of roles including a melee warrior with elemental attacks, or even a caster using the "blessed hammer" skill. Paladins use defensive and offensive auras to augment their abilities.
  • Sorceress - The standard caster had three tiers of spells; fire, cold, and lightning. If you wanted to progress to Nightmare or Hell difficulty you needed to ensure you had specialised in at least two of these elements as most monsters were immune to one of them. If you knew what you were doing this was probably the most powerful class in the game in terms of damage output.
  • Amazon - A ranged warrior who could specialize in bow or javelin, augmenting these weapons with lightning, fire, cold, magic or poison damage. She also had passive abilities which improved her all-round combat abilities and could summon allies.
  • Necromancer - One of the primary summoning classes. Many options for summoning undead allies, as well as pure bone magic attacks if you wanted to be a damage dealing caster. The necromancer could also theoretically become a melee warrior with his poison inflicting abilities although this was a tricky path to take.
  • Druid - Jack of all trades, master of none. My second major character was an elemental druid who had cold and wind abilities. I took him through most of the game but found in lacking in damage later on. There was also a summoning tree with many options but less diverse than the Necromancer. Additionally there was a shapechanging tree where you could turn your druid into either a werewolf or werebear melee warrior. Both were inferior to the skill of the Barbarian but were an interesting challenge. Only in the expansion.
  • Assassin - Another character available only in the expansion. The assassin took either the role of a melee warrior with martial arts abilities and finishing moves, or in essence a caster with the use of traps. My primary character was a trap assassin, who I go to level 91 and who I solo'd Hell difficulty with.
 The three druid skill trees. Each class had three trees to pick from, often specialising in one.

The expansion pack introduced the concept of synergy. Certain skills gave passive bonuses to other skills. The player also had (from memory) 116 total skill points to spend if they reached level 100, and skills could be raised to level 20 as a maximum. This gave each character around 5 skills they could max out to 20, with some extra points for utilities or skills required to reach higher tier ones. The end result was very diverse set of paths each character class could go down, each providing a completely unique experience.

As with the original levels are randomly generated each time you start or join a new game. This allows for a slightly different playing experience each time which adds to the replayability. There are exceptions to this rule such as some of the zones where you fight bosses as well as the cities.

Items and equipment were a huge part of the game. Items came in tiers; white for normal items, blue for magical items, yellow for rare items (magical items with better buffs), gold for unique items (had a unique name, many of the best items in the game were unique), green for "set" items (having the complete or partial collection of a matching set of these items provided improvements). Finally the player could find items with sockets where they could place gems or runes to improve them. The ultimate use of this was to create "runewords" by combining a certain combination of runes in the correct order into an item with the correct number of sockets. This turned a socketted item into an item of immense power.

A boss fight in Act V.

When the game was new multiplayer was big on battle.net. When I played it the game was already very old, and we played over LAN only. The game was primarily co-operative but you could do PvP by mutual agreement.

Positives

The combinations of characters and skills meant there was huge scope for customising a unique character for yourself. There are countless numbers of character builds posted all over the internet, with a fair amount of creativity left to the player in designing them. This is in stark contrast to World of Warcraft where classes are very limited - there are essentially a set of "best" skills which should be picked for each role.

The items were diverse and interesting. There was nothing more exciting than seeing a "green" or "gold" item drop from a boss and wondering what it might be.

The experience gain was very well balanced. Even into the high levels there was always a "sweet spot" where you could go to level fairly efficiently. Being able to put on /player8 in single player also greatly improved the experience gained from monsters.

The culmination of all of the elements of the game made for a fantastic and rich experience that was highly addictive.

Negatives

I found that multiplayer was lacking in some respects. Although it worked perfectly well and I got a lot of joy out of trading items and building up sets and runes, when we played we spent most of the time in different parts of the map essentially competing for loot.

A druid casting tornadoes.

Memorable Moments

Some of the character builds I tried were:
  • A werewolf druid (my first character). Was fun in concept but very weak without good gear and I quickly fell behind my friend playing a fire sorceress.
  • An elemental druid going down the cold/wind path. Very versatile and lots of options for damage dealing. Was amazing until I reached Hell difficulty where I couldn't deal enough damage to progress.
  • A "wolverine" paladin build where I put skill points toward an aura which regenerated my health as quickly as possible. I was regenerating health faster than enemies could hurt me, but the side effect was that I couldn't do any damage. Fun to try it out though.
  • A trap assassin focusing on the death sentry trap due to it's dual lightning and physical damage, with fire blast as a back-up. This was the ultimate build for me, not dependent on good gear and could solo Hell without too much difficulty.
  • A "hammerdin" to trial it out. Powerful but boring.
We had a lot of "mule" characters whose sole purpose was to hold items for our other characters, along with a spreadsheet of all the set and unique items we had. We probably spent as much time managing all of this as we did playing the actual game.