I've recently been playing through the Doom 3: BFG Edition, which added a shoulder-mounted flashlight instead of forcing players to switch from flashlight to weapon. This "corrected" what many people viewed as one of the huge problems with Doom 3. There were many jokes about there "not being any duct-tape" on Mars and mods appeared shortly after release that added a flashlight to many of the weapons.
To be honest, though, the flashlight/gun switching was something that never bothered me about the original Doom 3. While yes, it does seem kind of strange that none of the weapons have lights, I've never gotten the argument that the doomguy should have duct taped the flashlight to one of his weapons. Under the suspension of disbelief that he can carry a pistol, 5 two-handed weapons and a chainsaw all at the same time, I think it makes sense to not want to duct-tape the light to only one of the weapons. The flashlight is small and can easily be used and put away while still allowing quick access to any of the other weapons. Strapping it to any of the other guns would remove this property.
I guess it all comes down to what breaks your suspension of disbelief. For me, the flashlight never did, and while playing the BFG Edition I miss being able to bash corpses into nothingness rather than waste pistol ammo on them.
Warchest's Retro Game Review
Welcome to Warchest's Retro Game Review. Here I'll be posting reviews of all the video games that I enjoyed when I was younger, many of which I still pour lots of hours into today. In addition I'll occasionally post some of my thoughts on games in general, again mostly having to do with things from the 90's and early 2000's.
Wednesday, July 22, 2015
Friday, June 26, 2015
DooM 4 Gameplay Trailer Impressions!
I have been a fan of Doom for a very
long time. I'm not sure exactly when, but at least since 2002 if not
before. Yes, I know that was nearly ten years after its original
release, but the computers we had at my home growing up weren't very
powerful. Even at that time, it blew me away. I love this game and
I love this franchise. Its without a doubt my favorite shooter and
my second favorite video game of all time.
For those who don't yet know, a nearly
nine minute long segment of gameplay was shown at E3 this year. It
actually took me a little bit of reading about E3 before I even found
this out. Bethesda has made such big headlines with Fallout 4 that
Doom seems to almost be an afterthought. One I found out about it,
though, I was interested and more than just a little excited. Doom 4
was announced on my birthday quite a long while ago, and having only
gotten a teaser last year since then, its fair to say that there were
a lot of questions and a lot of expectations going into it. So what
are my thoughts on it? (I'm assuming you want to know the answer to
that since you're reading this) Well, truth be told, I'm optimistic,
but very cautiously so, and I'll explain why.
The reactions overall to Doom 4 seem to
be relatively muted. There have of course been a few people trying
to stir up controversy over the violence levels, but overall these
don't seem to be getting very much attention at this point. Given
the content of games these days, the ultra violence of demons and
zombies getting ripped to shreds just doesn't generate the same kind
of controversy that it did even fifteen years ago. Its coverage in
most gaming articles and personalities that I follow seem to be
pleased about the levels of violence and gore, but otherwise have
little to say about it. Fans of the franchise have voiced various
opinions, both positive and negative. It has drawn comparison to
Sergeant Mark IV's “Brutal Doom” mod, which is both potentially
good and bad, but we'll get into that later on.
Remember the first time you saw one of these guys? |
First off, lets start with some of the
things I liked about what I saw. For starters, the enemy design
looks pretty good to me. The imps are back to being their old brown,
spiny selves flinging fireballs and generally dying under a steady
stream of shotgun fire while the revenant and cacodemon are both
colored a little more like their original game counterparts. I
actually really liked Doom 3, but I did feel as though the monsters
all looked a little too similar. The design here seems to be a step
in the right direction.
I was also generally pleased with the
way the player character moves around the environment. Climbing up
onto obstacles looks both easy and fun without becoming too much of a
distraction. The game's weapons also seem to be about what you'd
expect from a Doom game. The shotgun and super shotgun are back with
a predictable presence as well as an old (and mislabeled) favorite,
the chaingun. I will say that I was slightly disappointed with the
Plasma Rifle. The original Doom's plasma rifle had that peculiar but
awesome sound effect to go along with its unique design while the
Doom 3 iteration is one of my favorite video game weapons of all
time. Something about its design, sound and coloring just really
work for me. This version looks almost like a Nerf version of the
Doom 3 one, and the sound is so stock-standard that its practically
forgettable.
The game environments themselves look
great, although I am slightly concerned that they might not really be
all that unique. The environments and textures that I saw populating
the backgrounds in the gameplay trailer look pretty standard. Only
the familiar UAC logo and throwback door opening sound remind you
that you're looking at a Doom game.
Programs like DoomBuilder keep a two decade old game fresh. |
Another huge positive, though not shown
in the footage, is that the game looks to ship with a robust and easy
to use map editor. This is a wonderful sign. The original game
remains popular to this day due to the ease and accessibility of
creating mods. The speech given when SnapMap was introduced shows
that the developer is aware of this fact. While I am excited about
the editor, I also hope that in addition to SnapMap that Id will
choose to follow in the tracks of Skyrim and lead and release their
more advanced development tools as well. Being able to edit assets,
add monsters and textures and other such things would be a step over
the top and a potentially more worthy successor to the franchise
title.
Ok, so now we'll get into some of my
concerns. The game that we have seen so far has drawn many
comparisons to the 'Brutal Doom' mod, which I mentioned previously.
For those who don't know, Brutal Doom is a modification for the
original game that adds huge amounts of blood and gore as well as
melee combat and the ability to literally rip enemies apart with your
bare hands. It also changes the pace of the game, making it much
more difficult but justifying the incredibly amped up firepower. Its
not surprising to see this comparison given that multiple former and
current Id employees have mentioned Brutal Doom on their twitter
feeds. The melee combat seen in the demo also obviously lends
credence to the comparison.
The problem I have with this is that,
while Brutal Doom is itself an incredibly well made mod and quite fun
to play, its not what I think of when I think of playing Doom.
Brutal Doom is a great experience in itself, but it isn't pure Doom.
Melee combat as it was shown looks out of place to me. For some
reason it doesn't seem right to me to see these ultra powerful demons
getting their jaws ripped off and their legs kicked apart by a mere
human. It always strikes me as strange in video games when a punch
is more powerful than a single handgun round. As if any of us would
rather get shot in the head with a pistol rather than punched. Of
course one might argue that a human capable of carrying nine weapons
at a time would be strong enough to do this, but that begs the
obvious question of why a human capable of carrying nine weapons at a
time would need to use his
hands. It works in Brutal Doom, but I'm actually worried that it
doesn't really work here. Doom and Doom 3 had their moments of hand
to hand ripping and tearing, but the temporary effects of the berzerk
pack were used as an explanation. It was never an integral part of
the game. In fact, in the original Doom, even the highly powered
berzerk fists were not as useful as any of the weapons including the
chainsaw.
This brings me to
my other concern, that being the story and overall feel of the game.
Its been said numerous times over the seven or eight years since Doom
4's announcement that all it needs to be successful is a shotgun and
some demons to shoot with said shotgun. While that's true to an
extent, I think its over simplifying a little bit. Id has never been
known for their storytelling, but that hasn't ever stopped them from
putting a story into the game anyway, and honestly, I like it that
way. The story never gets in the way of the game, but its still
there anyway for those of us who like having some reason for shooting
the things we're shooting at. On a more significant level, I think
the presence of even a flimsy and predictable story lends a certain
quality to the game. Even for those who skip the cutscenes and don't
care about the story can at least appreciate the environments and
areas. If the game is just a collection of arenas for shooting
monsters, it will be forgotten quickly.
As an aside, I was
also disappointed to find out that it's once again an origin story
set on Mars. Doom 3 already told us that story, and it did so very
well. I can understand not wanting to set the game on Earth, as I
think was the original plan, but why not choose something else? I
know that reboots and throwbacks are what's been going on recently,
but a title like Doom deserves better. It should also be called Doom
4. Or something other than just 'Doom'.
Ten points if you can name the level pictured here. |
The
previous concern brings me to another one: Level design. Once
again, fans of the game love to say that its all about the shooting,
but honestly that isn't true. It wasn't true even for the original
game. Of course the frenetic action is probably the most important
aspect of the original game, but it was far from the only
aspect of it. Doom's levels were a remarkable conflagration of open
areas and tight corridors, with each of the monsters placed so as to
maximize the effect and challenge of the encounter. More and more I
have come to appreciate just how incredible well the nine levels of
Knee Deep in the Dead
are constructed. John Romero took full advantage of the Doom
engine's capabilities, making light and dark areas and open and
closed spaces a joy to explore. The presence of secrets and bonus
areas only made the experience all the more enjoyable and memorable.
I'm pretty sure I know the layout of most of Knee Deep in the Dead's
levels better than I do my workplace. If all the focus of the new
game is on combat and weapons, it'll lack that remarkable quality
that made the original so enduring.
Speaking of John
Romero, its significant (to me, at least), that the last surviving
member of the team t
hat founded Id Software and created Doom is no
longer with the company. (John Romero being the first to leave, John
Carmack being the last). Of course John Carmack's tech is what
powers the game, and I am aware that he wouldn't have any significant
effect on level design even if he were still there. All the same,
its sort of like having your favorite book series being turned over
to a different author. It might still be good, but you can't help
but realized that its in new hands. In addition, there have been
some rather troubling statements from Id's parent company, Zenimax.
For example, there was a Please, Id. Please to justice to this franchise. |
Now of course all
these concerns have to be tempered a little bit. What we've seen so
far may not even be actual gameplay. To me its difficult to tell if
this is just a pre-rendered video. Even if it isn't, what we saw is
not likely an actual level in the game. It seems to have been
designed specifically to show off the weapons, enemies and graphics.
The story, level designs and more nuanced elements like surprise
encounters and ammunition distribution were not shown. Furthermore,
the game is still nearly a year away, which means that there's plenty
of work to be done on it. There are enough good things to be seen in
the gameplay trailer to believe that Doom 4 could be a great game and
a worthy entry into one of gaming's most legendary franchises. For
the time being, we'll just have to wait and see.
Tuesday, April 14, 2015
TUESDAY TIDBIT: Mobile Games, Multiplayer and Microtransactions
I recently moved
myself into the twenty-first century by finally upgrading from my
old-school cell phone to a smartphone. For me, the choice between
iphone and android was not a difficult one for one simple reason:
I've wanted to play Doom Resurrection ever since it was released and
the game is only available on ios. This now gives me the dubious
distinction of having played every Doom game that id software ever
released. (Doom, Doom II, Doom 3, Doom 3 Lost Mission, Final Doom,
Doom RPG, Doom II RPG and Doom Resurrection).
Is it as fun as the original? No. Is it still fun? Absolutely. |
I may do a full
review of Doom Resurrection sometime, but for now lets just go with a
summary. For the uninitiated, its a rails-on first person shooter.
What that means is that you the player don't actually control where
you go but instead must just kill enemies as they approach. Its like
those light gun games at the arcade. This game games advantage of
the iphone's motion sensors to allow you to move the phone around to
aim, while the touchscreen is used for reloading, ducking under cover
and picking up items such as ammunition and health packs. Overall, I
really enjoyed it. While some might find this type of gameplay
restrictive, I can appreciate a game that's specifically tailored to
the strengths and weaknesses of its platform. It was fun, easy to
play and not at all crowded on the small screen.
Having now beaten
Doom Resurrection, I've been out looking for new mobile games to
play, but have so far had pretty limited success. The mobile game
market today is booming with business, but unfortunately not really
the sort of business that I want to get into. Today's mobile
releases are all riddled with two things that I have never wanted to
be a part of: Microtransactions and a focus on online multiplayer.
These two concepts
go hand-in-hand, but we'll start with microtransactions. Anyone who
pays attention to video game news will be familiar with this phrase.
Also known as in-app purchases, this is where a game allows you to
purchase additional features or content once you're already playing
it. The use of microtransactions is controversial in the console and
PC gaming industry, but in mobile games it seems to be pretty common
practice. In fact, the most successful mobile games today are
usually free to download but then make their money off of these in
app purchases.
Its definitely a
successful business model, and in a way its pretty easy to see why.
Gamers can download the game for free and then decide later on
whether or not it is fun enough to be worth spending money on. It
makes perfect sense, although unfortunately the trend seems to be
less and less on giving players content for their money and more on
just selling these microtransactions.
For example, I was
recently looking at the new Mortal Kombat X game on the app store.
Its a card-based fighting game based around characters from the game
universe. I was interested, primarily because I am a huge fan of
Mortal Kombat. A mobile game using the characters with some gameplay
elements tailored to the platform. Then I looked at the list of
in-app purchases offered by the game.
Every purchase
available is in the form of some in-game currency. The smallest is
called a Heavy Pouch of Koins, which can be purchased for $1.99.
These kinds of offers continue up in price, each with a more exciting
sounding name, all the way up to the Ancient Elixer of Dragon Souls,
which costs a whopping $99.99.
I am assuming that
this currency is earned by achieving accomplishments in the game, but
that spending real money will obviously allow the player to move
ahead much more quickly. Since it allows for challenging opponents
around the world (more on this in a bit), I suspect that these
purchases also provide an edge in that department as well.
So what's the
problem here? Well, there's a few things I take issue with. First
of all, let's consider that $99 price tag. A hundred dollars?
That's nearly twice the full price of a newly released console game.
That's a lot of money, and for what? That's the other problem. All
these purchases do is grant you things that you could earn via
gameplay. To me, this implies that advancing through the game will
be a chore rather than a joy. I don't want to pay to advance through
my game, I want to enjoy it.
To play, or to spend money on? |
Of course there's
more to it than that, and this brings us to the next element common
in today's mobile games: Multiplayer. Don't get me wrong, I don't
have a problem with multiplayer, but I don't want it to be the focus
of my game. Unfortunately, this seems to be the craze that has hit
mobile gaming, and boy does it seem to be quite a profitable craze.
Take Game of War, for example. Anyone who watched sports this last
NFL season surely saw the constant live action commercials with Kate
Upton in them advertising the game. Kate Upton! Not only that, but
Liam Neeson was in a Clash of Clans commercial that ran during the
Super Bowl! I remember a few years ago being impressed when games
like Skyrim and Call of Duty were able to advertise during
professional sports. Now we have free to play games that can not
only advertise during professional sports but hire A-list actors and
supermodels and advertise in the most expensive slots possible.
The fact is that
microtransactions and free to play games are incredibly profitable
for developers. By making the game focused on multiplayer
competition, players are more and more encouraged to do whatever they
can to get better and better. The best part for the publishers is
that there is really no limit to how often a person can buy these
things, nor is there a reason for a devoted player to stop spending
money on it.
Obviously games like Clash of Clans are
really popular and I'm not about to criticize a business for making
money. There are plenty of independent games journalists who decry free to play games as “not real games” or “only for
casual gamers.” I don't think that's fair. Just because something
isn't what I prefer doesn't make it any less legitimate as a medium.
I just think its unfortunate that this type of game has so thoroughly
taken over the mobile market. Its not that I want free to play games
to go away, its just that I wish there were more options available.
For example,
although I think Doom Resurrection did an excellent job of
simplifying the gameplay to fit the mobile platform, mobile games can
still be serious. Nintendo proved over and over that portable games
can be engaging and fun, and there's no reason for ios games to not
be equally high quality. Turn-based strategy games like Advance Wars
would translate gloriously to the mobile platform. In fact, Uniwar
is a rather good knockoff of the aforementioned Advance Wars, but a
side by side comparison of the two is no contest whatsoever.
Of course, there
are some obstacles for mobile games to overcome. Uniwar costs $2.99
while Nintendo DS games retail at $40 upon release. An ios game that
costs more than five dollars to download is generally considered
overpriced. This limits how much time and money can be put into
developing these gam
es.Civilization Revolution does mobile gaming right. |
However, there's a
right way to do things on the mobile market. Take Sid Meier's
Civilization Revolution. The game has a free demo version which
allows you to play it, but a full version with all the civilizations
and the ability to save your game costs around three dollars.
Multiplayer and unique units can be purchased later on as well. All
in all, the full game costs roughly sixteen dollars if you get all
the in-app purchases, but then that's it. I'm not necessarily
thrilled about the game dividing up its content like that, but at
least the three dollar version is fully functional and the total
version can't possibly break my bank.
Mobile games have
so much potential. Turn-based strategy, action/adventure and role
playing games are all perfect candidates for mobile games. Even
ports of existing games would probably be very well received. And
I'll admit that there are plenty of good games out there that I'm
sure I haven't played yet. Its just that I could wish there were
more.
Tuesday, March 24, 2015
TUESDAY TIDBIT: User Generated Content
One of my favorite books recently was
'Masters of Doom' by David Kushner, which is essentially a biography
of Id Software from its formation all the way through the early
2000's. There's a story in there about something that occurred
shortly after the release of Wolfenstein 3d. Mods or alterations to
the game began to circulate around the internet. Some of the guys at
Id were worried that people would stop buying their games and instead
just play all these modifications. After all, why pay money for what
you can play for free?
The reason I write about this is that
seems to have been the mindset behind many game companies both in the
past and now. Especially in today's world of downloadable content
and microtransactions, the idea of modifications must be abhorrent to
companies who would rather be able to charge for any additions to
their product.
This mindset is not restricted to large
corporations, either. Companies like EA and Ubisoft take a lot of
well deserved flak for their money-grubbing policies, but independent
developers have been occasionally guilty of heavy handed censoring
and monitoring of their content usage. Its a widespread practice and
not necessarily bad. Companies and small devs alike rely on their
products to make money, so while it might be nice that people
appreciate their work, it stands to reason that they might be upset
about not getting paid for it.
Still, while it is an understandable
concern for the developers, it is in my opinion a flawed one.
Multiple instances have shown that opening the door for user created
content is in fact beneficial for developers in the long run.
Allowing players to modify and add to the game after its release
extends the lifetime of the game, generates goodwill toward the
developer and makes players even more excited for future releases.
For example, I'll start with Id
software. Against the fears of some of the other members of the
then-small company, John Carmack and John Romero were in favor of
user-created mods. Carmack from an almost moral stance derived from
the “hacker ethic” and Romero because he knew how much hype could
be generated based on user content. As a result, John Carmack
designed their next game to be geared towards
modifications, making it easier rather than harder for players to
edit the game's content.
Of
course, Id's next game was Doom, one of the greatest video games of
all time. One of these days I'll do a review (Spoiler alert, it's
going to get a very high score), but in the meantime, suffice to say
that Doom was an absolute sensation. More than that, though, the
amounts of mods that began to surface helped extend the game's shelf
life. The levels, monsters, sounds and music could all be edited and
changed, opening the door for “Total Conversions” or games that
were almost entirely different from the source material and free to
play for anyone who owned the full game. The primitive internet
message boards of 1994 were more excited about the release of the
Aliens Total
Conversion for Doom than they were about the upcoming release of Doom
II!
Yet, did any of
this hurt Doom's sales? Not in the slightest. Doom II went on to
sell millions of copies in spite of being just 32 more levels with
one new weapon and a few new enemies. Not only that, but now its
levels could be edited and creators were given a whole new set of
textures, enemies and options to make levels with. If anything, the
promise of endless free content after the campaign might have served
as a reason for people to buy the game.
A shot from one of my creations for Doom II |
Of
course Doom has something else going for it as well. Not only did Id
make the game easy to modify, but John Carmack made certain that each
new game engine release saw the old engine sent to open source. This
means that programmers are able to use the engine for their own
games, although these must also be open source. It also opened the
door for the numerous source ports that Doom now has, allowing people
to play on modern systems with a few slightly more modern upgrades.
Freelook, the standard WASD control scheme for shooters and higher
resolutions are just some of the benefits that retro gamers can reap
from Carmack's generosity.
As a result, Doom
has a legacy unmatched by any game its age save perhaps the Mario and
Zelda franchises. New content is still being produced at a steady
rate, some of it remarkably high quality. Programs like Doom Builder
have allowed even those with limited programming knowledge like me to
design and play new levels.
Another prime (and
more recent) example of the benefits of user created content is the
Elder Scrolls series. Starting with Morrowind, Bethesda began
releasing the Elder Scrolls Construction Kit with it. That is, they
gave the players the exact same design tools that they themselves
used to create the game. Given the size and scope of Elder Scrolls
games, that is rather impressive. Especially as Oblivion essentially
took the gaming world by storm with its popularity. The sheer number
of Oblivion mods is remarkable, some of them nearly as big or bigger
than the original game. Anyone who has ever played Oblivion will
certainly appreciate just how impressive that is.
And yet, in spite
of enough free content to keep gamers pleased for a dozen lifetimes
over, what happened when the Elder Scrolls V was released? It became
perhaps the largest gaming sensation of the decade, and that's saying
a lot. Call of Duty might have sold more copies initially, but
Skyrim remains far more relevant. As with Oblivion, Bethesda
released the construction kit for Skyrim and the amount of new
content just continues to grow. There can be little doubt that their
next release will be followed by an equal amount of enthusiasm and
sales in spite of all the free content available for previous titles.
Heroes of Might and Magic 2 has a robust scenario editor |
I could go on and
on about this. There are plenty of other games out there that
provide scenario editors or other such utilities. All of them are
good, and I believe that they all allow the games to have a greater
and more lasting legacy than they otherwise would have had. I wish
more games would be like this. To me a game mod is like fanfiction.
Its an amateur or semi professional trying to show appreciation for a
story or experience that they enjoyed. J.K. Rowling hasn't (to my
knowledge) attempted to stop or censor any of the fans who want to
add their person contribution to her universe to be enjoyed by other
fans for free. I don't believe it hurts the developer or the game at
all and instead allows those of us who love the games to enjoy them
even more.
Tuesday, March 10, 2015
RETRO GAME REVIEW: CAESAR II
The Sierra city-building games have
always had a special place on the shelf for me. They aren't my
favorites by any measure, and in fact aren't even close to my
favorite genre. However, there's something very unique about these
games, and when I'm in the mood for playing a city-builder, there's
nothing else that can serve as a substitute. As an avid fan of
ancient and especially Roman history, these games capture a certain
grandeur that other real-time strategy games can't match.
While I am willing to bet that most
fans of the series would argue that Caesar III is the best of the
series, the second installment is the one with which I am the most
familiar. Its also my personal favorite for a variety of reasons.
I'll admit that nostalgia is certainly a factor. The visual design
and overall complexity of the game might not appeal to me as much as
it does had I played some of its more recent incarnations first.
However, there's more to it than just nostalgia as Caesar II has some
features that have not been seen in any city-builder that I'm aware
of since.
OVERVIEW: Caesar II is one of
those older games that almost feels less like a computer game and
more like a really complicated board game that you just play on a
computer. The array of tables and graphs that are at your disposal
when it comes to looking at your city are presented in an almost
businesslike manner. Not that this is a bad thing. The fact that so
much information is so well streamlined makes it so that these things
aren't overwhelming, and I'll be getting into the specifics of some
of them a little later on.
As you might expect, the goal of
Caesar II is to build a prosperous and populous city from the ground
up. This involves constructing neighborhoods and making sure that
they have access to all the sorts of amenities that Roman cities
would have. The more amenities that a house or neighborhood has, the
more quickly the houses will upgrade to hold more people and pay
higher taxes. However, this can require some pretty careful
planning. Bathhouses and fountains also have to be placed near
enough to a reservoir to remain filled, which means that any
neighborhoods far away from the river that runs through each map must
have a reservoir nearby that is connected by costly aqueducts.
The process of building up your city
is both the heart and soul of Caesar II and one of its greatest joys.
Watching neighborhoods rise from simple huts into the larger and
more impressive dwellings is both challenging and at the same time
rewarding. Simply right-clicking on a house will let you see what
things the place has or doesn't have, and this will give you an
insight into what you need to do to improve it. However, this is not
always an easy task. Certain buildings like markets and prefectures
are essential to a thriving neighborhood. Put them too close to a
dwelling, though, and the residents will not like it and will not
advance past a certain stage. This can be frustrating at times, but
watching an area rise from almost nothing into a vibrant and wealthy
community is certainly rewarding. As in many city-builders, you can
right click on the citizens wandering around the streets to see what
they have to say. There are no voices to accompany the text and the
responses are fairly limited, but it can be a fun way to pass some
time while waiting for the next month to arrive.
In addition to the city mode, Caesar
II has a couple of unique features that I found to be noticeable
absent in the later games that I've played. The first one of these
is the province mode. In province mode, you have the option of
building roads to connect the various other settlements in your area.
Additionally, resources can be found in province mode, and it is
here that you build mines, workcamps and warehouses in order to
harvest these resources and in turn sell them to your citizens to
provide a healthy profit to the treasury. Finally, barbarian towns
are scattered throughout some of the provinces. You'll usually have
to conquer these in order to get a high enough peace rating to
achieve a promotion. Invading armies are also seen on the campaign
map, although these will be covered later on.
The other unique feature that I
haven't seen replicated in any other game is the forum. This is a
simple screen that gives you access to all of your advisers and
allows you to manage the various aspects of your empire. For
example, there's a plebian adviser who allows you to allocate your
laborers to different aspects of the city. If you don't have enough
workers, you'll have to decide what you can afford to allow to fall
into disrepair. The forum screen also can show you the scenario
objectives and how close you've come to achieving them as well as
things like taxes, trade, favor with the emperor and your legion.
The combat system in Caesar II is also
an incredibly strong point. Although it doesn't play a very large
role in the game itself, the combat is both simplistic but at the
same time excellent. Battles will occur in one of two ways. The
first and most common is when you are attacking a barbarian town.
The second is when a barbarian army invades and you fight it on open
ground. This does not happen very often, and usually is not
encountered until the far later stages of the campaign. Either way,
once your army has engaged the enemy, you'll be transported to a
separate battle screen. Here you have the option of organizing your
troops in whatever formations you wish before beginning. The battle
itself takes place in real time and is sort of a massively scaled
down version of the battles in the Total War
games. There's no terrain
and your formation options are somewhat limited, but where you place
your troops and how you commit them to the battle can have a drastic
effect on the outcome.
Though
I could sing the praises of this game for hours on end, it is not
without a few flaws. Chief among these is that it is a surprisingly
difficult game. Once a neighborhood begins to wither away, there's
almost nothing that can be done to stop it, and while old-school
purists might say that this just increases the challenge, I find it
frustrating. There are few things more obnoxious than having every
possible amenity surrounding a neighborhood and watching it sink into
the lowest level of housing before disappearing. This
is, in fact, a fairly well known problem called 'population dip', and
even online manuals list no solutions to it other than to avoid it at
all costs.
VISUALS:
As I mentioned above,
Caesar II in
some respects feels more like a computerized board game than a true
computer game, and it visuals are a testament to that. The almost
grid-like structure of the city and province modes would lend
themselves nicely to physical media. However, I honestly don't have
a problem with it at all. The art style is consistent throughout,
and I prefer the understated style of these cities to the more
beautiful artwork in later games. Though of course the game looks as
old as it is, at no time during gameplay do I find myself wishing
that it looked better
OTHER
THOUGHTS: There were two
releases of the game, one on dos and the other a Windows 95 release.
I have found the dos version online for free and that's the one that
I use for playing the game now. It runs just fine on dosbox. The
windows version adds a pretty nice soundtrack as well as some
different layout options, but you'll probably have to buy a used cd.
Also, with the old cd version, I've had some trouble getting it to
work on more modern versions of windows, so dos is the one that I'd
recommend.
FINAL
VERDICT: 8/10 This
is a great game, and certainly one of the finest of its kind ever
made. When compared to games like Zeus, this one might come up a
little short, but underneath its fairly modest exterior is one of the
most fun and rewarding experiences that this type of game can offer.
Tuesday, September 16, 2014
RETRO GAME REVIEW: BLAKE STONE: ALIENS OF GOLD (Shareware)
Blake
Stone is one of a few games that had the misfortune of being released
near the same time as Doom. Being a first-person shooter, and using
the Wolfenstein 3d engine, it was fated (doomed, if you will) to fall
into almost complete obscurity. However, here on the retro game review, I like to take these games based on their own merits.
From
the outset, Blake Stone bears a lot of resemblance to Wolfenstein 3d,
from the self-imposed PC-13 rating for violence to the title card to
the way its difficulty settings show the title character with an
increasingly more confident expression on his face as you ramp it up.
However, Blake Stone trades in the World War II setting of
Wolfenstein for a sort of futuristic James Bond – like atmosphere.
The title and selection screens are all in the green on black screen
lettering like you'd see on old computers, and the tech-base theme of
the first level looks like something out of Star-Trek.
GAMEPLAY: Gameplay
in Blake Stone is almost identical to Wolfenstein 3d. Each episode
is made up of nine regular levels and two secret levels. The
player's goal on each level is to find the red keycard and get to the
elevator to move up to the next floor. These floors are populated
with enemy scientists, soldiers and monsters. Additional weapons,
health and ammo can be found scattered throughout the levels.
However, Blake also adds vending machines which can be used to
purchase additional health packs using tokens found throughout the
levels.
Blake
Stone also adds in some elements not found in Wolfenstein. For
example, some of the scientists are actually spies who will help the
player out by giving information, ammunition or tokens to use in the
vending machines. It adds a dimension of depth to the game when
approaching a scientists and wondering whether or not he's going to
try to shoot you. Of course, its possible to just kill them all, but
I found it to be sort of depressing when the game told me that I'd
accidentally killed an informant.
The
level design in Blake Stone is pretty good as well. There's a decent
variety of textures to be found as well as some interesting and
unique locations that keep things from getting too repetitive and
make it easier to navigate around. There are also some interactive
environment puzzles like electric fences that turn on and off via
wall switches and cages which release monsters. Also of note are the
ceiling-mounted turrets which can be a pain, but they do add some
tension to otherwise enemy-free areas. The game also features an
automap function, which can be very helpful given the maze-like
structure of all Wolfenstien engine games.
All good science fiction guns have to be colorful. |
Blake
Stone's enemies are a sort of standard variety of humans, science
fiction soldiers and alien style monsters. None of them stand out
particularly much, although the game's mad scientist who serves as
the main antagonist does periodically beam into a level and then
teleport out again after taking a few shots. Its weapons also look
like something you might see on an episode of Star Trek, although I
did find them quite satisfying to use. The assault rifle in
particular is very fun to use in spite of being remarkably similar to
its Wolfenstein 3d counterpart. In fact, that might be why its so
fun.
However,
the gameplay of Blake Stone is not without its problems. I had some
difficulty getting the game to run properly under DosBox, and it took
a few minutes of adjustments before I was able to get going. Even
once the game is running, it has what I can best describe as a
sluggish feel to it. Where Wolfenstein 3d is fast and smooth, Blake
Stone is fast but somewhat jerky. The problem is compounded when
there are multiple enemies on the screen.
VISUALS: The
Visuals in Blake Stone are very bright and colorful, as befits its
setting. Even the weapons feature a wide palette of reds, blues and
oranges splashed liberally throughout. It might not be the most
appealing art style in the world, but it is at least coherent and
consistent throughout. Likewise, the textures on the walls and
ceilings may look a little dated when compared even to Wolfenstein's
graphics, but they are nevertheless pleasant.
The
enemy design is also decent, but I found it to be a little bland.
The enemies don't all look the same, but none of them struck me as
particularly unique or frightening. This can make the game a little
less fun later on when you come across enemies that don't really look
any tougher than the monsters you've already been killing but which
can absorb and dish out substantially more damage. It doesn't break
the game or make it not fun to play, but in some ways it feels like a
missed opportunity.
FINAL VERDICT: 6.5/10
Blake Stone is a decent game
and it adds some things to the simple Wolf3d formula. However, in
spite of these additions, it ends up being a fairly unremarkable
experience. Not necessarily bad, but there are several other
Wolfenstein 3d – engine games that are superior.
Saturday, September 6, 2014
RETRO GAME REVIEW: CATACOMB ABYSS (Shareware)
Wolfenstein
3d is often erroneously credited as being the very first of its genre
(this sentence being constructed in order to avoid repeating the word
'first' one right after the other). While Wolf3d may have been the
first successful first-person shooter, it was not the very first.
That honor belongs to a different Id software game: Catacomb 3d.
Made for and published by Softdisk, Catacomb was therefore unable to
gain the fame and popularity that Wolfenstein did due to it only
being available to subscribers to Softdisk. Nevertheless, it gained
a considerable following and has its place in gaming history.
It should be noted that this is a review of Catacomb Abyss, which was the sequel to Catacomb 3d.
I
first encountered Catacomb Abyss on an old CD-ROM filled with
shareware games that included some of my all-time favorites:
Wolfenstein3d, Doom and Heretic, along with quite a few other games
from that era, all of which have been almost completely forgotten.
(Reviews of games like Corridor 7 and Blake Stone are coming).
Nowadays, the shareware of Catacomb Abyss can be downloaded almost
anywhere, and using a program like DosBox makes it run just fine on
almost any computer. The question is, is it worth your time?
From
the moment you boot it up, its clear that this is an Id software
game. The status bar showing the player's face, the icons indicating
ammunition, health and other essential stats are all present. There
are, however, some key differences. First off, Catacomb is a fantasy
style game rather than the traditional gun-based shooter. The
environments are all bricks, graveyards, dungeons, caves and even an
almost hellish demon-wold (foreshadowing, anyone?). Likewise, the
enemies range from zombies to skeletons to goblins and more bizarre
monsters.
Don't
think for one minute, though, that this is an RPG. Catacomb Abyss
moves and acts just like Wolfenstein 3d. The movement is crisp and
given how old the game is, the animations are smooth. Like later id
games, it has secret areas with loot to be gathered.
GAMEPLAY:
As mentioned above, Catacomb basically plays like Wolfenstein 3d,
although there are some key differences. First off, there is almost
no weapon diversity here. The player has an unlimited supply of
fireballs which have to serve for most enemies throughout the game.
There are also two alternate modes of fire which are supplied through
little spheres picked up throughout the game. One is a rapid stream
of fireballs, the other one shoots them in all directions, which can
be useful in later levels when hordes of enemies abound. In addition
to these spells, the player can also find treasures which just raise
the player's final score and potions which can be used to restore all
health. The presence of what essentially amounts to a primitive
inventory system is pretty unique.
Like
all shooters of the early '90's, the levels of Catacomb Abyss revolve
around finding keys and eventually finding an exit. The level design
is roughly equivalent to that of Wolf 3d, which means that it is
entirely made up of rooms of equal heights and areas defined by
ninety degree corners. Early games like this didn't have a lot of
options in terms of making areas easily recognized, and so it is
pretty easy to get lost. That being said, it doesn't take too long
to find your way around.
VISUALS: Because
it uses EGA graphics, the game looks pretty dated. Not that one
would expect a game that's over twenty years old to look new, but the
switch to VGA for Wolfenstein3d was a huge upgrade. That being said,
the artwork is of course good and the bright colors lend themselves
to the fantasy styles. Not only that, but the shareware episode
offers a wider range of environments than other games of the time
period. With castles, graveyards, caves and the hell dimension, its
easy to get engaged with the levels in order to see what the next one
will look like.
FINAL VERDICT: 7/10
Fans of old shooters ought to
enjoy this one. Its bright and colorful visuals combined with smooth
and classic gameplay are pretty darn fun, especially when one wants a
fantasy style game but isn't in the mood for a full-sized and
complicated RPG. That being said, like all pre-doom shooters, it
suffers from crowded and sometimes confusing level design.
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